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!
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.
-------------------------------------------- --------------------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 5000I 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.
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.
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.
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.
setav spaceshipreactorpower 50 Change reactor power setav spaceshippartmass 50 Change your part mass setav spaceshipgravjumpfuel 250 Change your jump fuel amountTo get the ship id: Click on ship in space when flying in photo mode.
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?
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?
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.
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.
50 comments
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 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!:
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
I have no plans to make a mod for something changeable easily via the console.setgs fSpaceshipLandableMaxSizeY 5000
setgs fSpaceshipLandableMaxSizeZ 5000
setgs fSpaceshipLandableSmallSize 5000
setgs fSpaceshipBuilderMaxSizeZ 5000
setgs uSpaceshipBuilderMaxModules 5000
setgs uSpaceshipBuilderModuleHardLimit 5000
Beware when using these! Your bay/ramp needs to not be too close to the outside else you'll spawn trapped under it.
You
mightwill probably run into other issues with huge ships, use at your own risk. I'm not making a mod for them.Source
Did you really need to ask me ON EVERY MOD?
😠
"He insists.... insists...."
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.
setav spaceshipreactorpower 50 Change reactor power
To get the ship id: Click on ship in space when flying in photo mode.setav spaceshippartmass 50 Change your part mass
setav spaceshipgravjumpfuel 250 Change your jump fuel amount
Or if there are codes that allow me to use them, what would they be?
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.