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LordGregory

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Synthlight

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  1. Synthlight
    Synthlight
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    Locked
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    UPDATES TO THE GAME WILL STOP SFSE FROM LOADING THE MOD. (ASI MIGHT STILL LOAD. CHECK IT'S LOG AFTER STARTUP.)
    PLEASE HAVE PATIENCE AND DON'T SPAM COMMENTS/BUGS WITH "THE GAME UPDATED, PLS FIX".

    You'll also need to wait for SFSE to update so there's that too. Just have patience when the game updates. I'll be able to update this within a day of SFSE updating.
    Alternatively you can try the ASI version. It will still load, it just may fail to patch what it needs to. ALWAYS CHECK THE LOG!

    The plugin will create "<Name of file>.log" in the same directory as the DLL/ASI on startup if it's in the right spot.
    Meaning "Starfield/Data/SFSE/Plugins/<Name of file>.log" or wherever you put the ASI.
    This does not log to the SFSE logs!

    Troubleshooting:

    • If you don't get the log at all, you're probably missing the VC++ 2022 redist. (This is an official installer from Microsoft, you can find the link to it here.)
    • Or maybe you didn't put it in the right location: "Starfield/Data/SFSE/Plugins/<Name of file>.dll" (This and SFSE need to be in the game dir, not the save dir!) CHECK YOUR PATHS!
    • Launch through SFSE. Or use something like SFSE - Launch on Steam with In-Game Overlay if you want to keep going through Steam.
    • If you get the log but the last line is "AoB scan returned no results, aborting". This would typically mean the game version changed and the AoB needs updating. You might also see this on GP.
    • GP is untested. It either works, or it doesn't. If the original script from the CE table does then this probably will as long as you have something that can load it. If it doesn't, oh well. I'm not capable of testing it on GP so won't be supporting it.
    • Mod Organizer doesn't install it correctly. I believe it incorrectly tries to put it in the save dir 'Data' folder. (This is why one of the steps above says check your paths.... always check to make sure it was placed where it should have been.)
    • Names/Text disappearing? That's not this mod. Some ESP/ESM mods this like this cause issues like that. (Read the known issues there.)

    If you have issues with getting it working, please for the love of Greg read the above steps/description, check your paths, etc, and copy the log contents here.
    And please provide details on things so I don't have to ask!:

    • Your game version.
    • SFSE version.
    • Whether you're using SFSE or an ASI loader.
    • What ASI loader if you went that route.
    • Where you put the file.
    • THE LOG CONTENTS.
    • And so on. The more info the easier it is to figure out what went wrong.


    Other ship builder tweaks/unlocks:
    No Bay or Docker Limits
    No Build Below Bay Error
    No Cockpit Limit
    No Engine Power Limits
    No Grav Drive Weight Limit
    No Minimum Landing Gear
    No Reactor Class Requirement<----- (YOU ARE HERE)
    No Reactor Limit
    No Shield Limit
    No Unattached Module Error
    No Weapon Power Limits

    --------------------------------------------
    --------------------FAQ-------------------
    --------------------------------------------

    Q: Will you make an All-in-One mod?
    No. Separate mods does a few things:

    • Better visibility, cleaner titles, easier to find via searching, etc.
    • More DP to split with the table author.
    • Easier for people to granularly enable/disable individual features.
    stavanzer has put together a collection here Vortex users can use.

    Q: What about grav drives?
    Multiple drives break the game. Distance drops to 0LY and you get a "you need additional grav thrust" error.
    You can however ignore the weight limit on them with this mod.

    Q: What about max ship modules?
    Q: What about ship width/length/dimensions?
    The answer to both is they are already changeable by:setgs fSpaceshipLandableMaxSizeX 5000
    setgs fSpaceshipLandableMaxSizeY 5000
    setgs fSpaceshipLandableMaxSizeZ 5000
    setgs fSpaceshipLandableSmallSize 5000
    setgs fSpaceshipBuilderMaxSizeZ 5000
    setgs uSpaceshipBuilderMaxModules 5000
    setgs uSpaceshipBuilderModuleHardLimit 5000
    I have no plans to make a mod for something changeable easily via the console.
    Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it.
    You might will probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.

    Source
  2. LisbethSAO
    LisbethSAO
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    THANK YOU for the Update 1.8.86 update! \o/ ♥
  3. Leexbored
    Leexbored
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    Thank you for all your mods I LOVE THEM all 
  4. LisbethSAO
    LisbethSAO
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    THANK YOU for the new update!!  \o/  ♥  :)
  5. Buscadordelsol
    Buscadordelsol
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    Greetings Gregory, could you create a mod that would remove the maximum limit of modules?I would really appreciate it
    1. Synthlight
      Synthlight
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      Read the stickied comment.

      Did you really need to ask me ON EVERY MOD?
      😠
    2. TheBigBadPigeon
      TheBigBadPigeon
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      this guy insists.

      "He insists.... insists...."
  6. NOMKAZ
    NOMKAZ
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    Update for v1.7.33 does not work.
    1. Synthlight
      Synthlight
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      Yes, it does. Read the stickied comment.
    2. NOMKAZ
      NOMKAZ
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      Reading your sticky comment doesn't make the mod work. SFSE ones do not work with SFSE 1.7.33. Failure to load. Your sticky comment does not address this.
    3. Synthlight
      Synthlight
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      It absolutely does.
      Yes, the SFSE variant does does work with 1.7.33. The fact that it isn't for you proves you've either got an older version of the mod, an older version of SFSE, or an older version of the game.
      THIS WORKS WITH 1.7.33. You having an installation issue does not change that.
  7. Stormbearer
    Stormbearer
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    OK. First and foremost; thank you for making these so VERY useful mods. They make ship design so much more unrestricted. Question though if I may? Is there a way via console or otherwise, that you can increase the reactor power output individually? I.E. Make a 40 power output into say, a 1000 power output reactor? I would LUV to be able use a SINGLE smaller designed reactor ( such as most A types ) in my builds and still only NEED one to handle high level power demands. Being able to use smaller designs would allow for more compact high powered ships. As it is now reactors are very low level powered.
    1. Synthlight
      Synthlight
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      setav spaceshipreactorpower 50    Change reactor power
      setav spaceshippartmass 50        Change your part mass
      setav spaceshipgravjumpfuel 250   Change your jump fuel amount
      To get the ship id: Click on ship in space when flying in photo mode.
    2. Stormbearer
      Stormbearer
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      You are a god. Thank you !!!!!
    3. EdwardStronghold
      EdwardStronghold
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      I was looking for something like this. thanks
  8. EdwardStronghold
    EdwardStronghold
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    I love your mods, and I know you don't take requests. But I would like you to do the same with reactors. Since the update I can't use my main ship that has class M parts. With Unlock Class M Modules. These parts appeared unclassified and allowed me to use them. But now I can't use them anymore. I can't use any class M parts.

    Or if there are codes that allow me to use them, what would they be?
  9. LisbethSAO
    LisbethSAO
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    Shazam! THANK YOU for the FTL update! \o/ ♥
  10. ree0
    ree0
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    Incredible Mods. All your mods work like a charm. 10/10 Much appreciated. 
  11. Vexx0927
    Vexx0927
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    I am currently having an issue where I cannot access all the ship parts for that given vendor and it shows pictures of the reactors but not descriptions. Any ideas on which on of these ship mods could be causing this issue?
    1. Synthlight
      Synthlight
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      Read the stickied comment.
    2. Vexx0927
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      I think the no reactor class and unlimited reactor mods are bugging each other out in this case. I will try turning off no reactor class requirement when I get home later to see if it fixes this issue.
    3. Synthlight
      Synthlight
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      No, that has f*#@ all too do with disappearing names.
      There a bullet point dedicated to what causes names to disappear in the stickied comment. Read the stickied comment.
      None of my mods cause this nor do they limit available parts.