Beginning with USFP 1.0.5, all fixes for ship blueprints will be contained in a separate file: unofficial starfield patch - blueprint edits.esm
This was due to engine changes in 1.14.70 that force the main blueprint master file to load last of all, and anything using it as a master to do the same.
FYI for those who are making use of the Steam Beta for the next game update, there are no conflicting edits with the current version of the USFP and USSP. You can continue to use these on the updated game.
If you can fix the solar radiation you receive in the mines on Mars, you deserve to have a big S on your chest and the right to wear your underwear outside your pants.
"This was due to engine changes in 1.14.70 that force the main blueprint master file to load last of all, and anything using it as a master to do the same".
So does that mean that mods that require the blueprint master can/need be loaded after the esm? Is it possible or save to do so?
You should make an effort to remove that master from any mod using it since it will cause them to load in an undesirable location.
It unfortunately may also not be safe to do so without some advanced knowledge of how to work with xedit once the master has been removed.
It sucks because with every update to the game, Bethesda made it increasingly more difficult to try and use it until finally the last update made it impossible.
Aaaah oh well; I guess one can live without the mods that affect ships in the game where the ship-building is arguably the most (if not only) enjoyable and fleshed-out part. :P
Thank you very much for the response and of course the Patch!
I see in the comments that people have been having issues with the "unofficial starfield patch - blueprint edits.esm" when using MO2. I am also having issues using Vortex with "unofficial starfield patch - blueprint edits.esm". Vortex places this last in the load order no matter what, but that is not really a problem. The problem is that every time I initially load a save, I receive a notice that "unofficial starfield patch - blueprint edits.esm" is no longer in the load order, even though it is. I have to manually move it in the LO (Vortex puts it back in the last position) and then the save will load normally. While this will fix the problem, doing it EVERY time I load a save kind of gets annoying.
If you had read the previous posts you'd also realize there's nothing we can do about how the game is handling that file. It's not a mod manager issue. It's a game issue. You'd need to take it up with Bethesda to get it fixed, but it seems with every game update they're making it more and more untenable to even bother with the blueprints.
Given the current situation with this file, we've now removed it from the package. If Bethesda ever fixes it so properly flagged blueprint files work in the game again, we'll add it back in.
5 hrs later, I'm still waiting for this to be uploaded, before starting a NG+ run. Cannot download prior versions. Want to use this patch since it's been updated and SFCP hasn't seen a update for awhile..
There was an open issue for any updates made in a certain time period being "stuck" and Nexus had asked that authors not re-upload in the mean time. However, it does appear to have been resolved but this mod's new upload is still incomplete so Arthmoor may need to ask Nexus to look at it. Because dammit.
Well pewp. I've raised the issue in the UPP team private discord, but Arth hasn't been on since last night.
Alternately, there is a mirror on AFKMods, and there is also simple removal of the Blueprints patch module from the Data folder if you already have the immediately previous USFP version installed as that's the only change from the previous version listed in the change log. You may need to remove it manually anyway if you manually install it or if your mod manager doesn't remove it.
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This was due to engine changes in 1.14.70 that force the main blueprint master file to load last of all, and anything using it as a master to do the same.
the same".
So does that mean that mods that require the blueprint master can/need be loaded after the esm? Is it possible or save to do so?
It unfortunately may also not be safe to do so without some advanced knowledge of how to work with xedit once the master has been removed.
It sucks because with every update to the game, Bethesda made it increasingly more difficult to try and use it until finally the last update made it impossible.
Thank you very much for the response and of course the Patch!
Any chance something like this will be rolled into this patch?
https://status.nexusmods.com/
Alternately, there is a mirror on AFKMods, and there is also simple removal of the Blueprints patch module from the Data folder if you already have the immediately previous USFP version installed as that's the only change from the previous version listed in the change log. You may need to remove it manually anyway if you manually install it or if your mod manager doesn't remove it.