Starfield
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LordGregory

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Synthlight

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  1. Synthlight
    Synthlight
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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
    No Reactor Limit
    No Shield Limit
    No Unattached Module Error
    No Weapon Power or Count Limits<----- (YOU ARE HERE)

    --------------------------------------------
    --------------------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. Ngog
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    XD
    1. Synthlight
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      got any tips ?
      Yes. Read. Above.
      There's a giant section titled "troubleshooting" you managed to scroll past to ask that.
    2. Ngog
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      .... lol. i did that, still having issue but its okay thank you for the help : ) 
  3. Meimeiriver
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    THE GAME UPDATED, PLS FIX! :P

    In all seriousness, while I'm here, while unrestricted by you, in reality turrets start to bug out when you install > 16 weapons in total. Just a FYI.
    1. Synthlight
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      Not only is that already know, IT'S IN THE DESCRIPTION.
  4. lanceb1891
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    more or less all these mods need an update, cant load the game with these mods enabled..
    1. Synthlight
      Synthlight
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      Yes. I know. This happens every update.
  5. Colico26
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    I'm sorry to be a pain, I've been trying to update this mod after the 1.10.32 update and I'm being hit with an anti virus software has blocked access warning, I've tried clicking "ignore" but it just won't download for some reason. I have used this mod before the update worked perfectly fine but it can't seem to update now. All the other mods work perfectly fine (No shield limit/No reactor limit etc etc etc) but I try installing this mod again and it refuses to download. I would attach a screenshot but I'm not sure how :/ 

    Game verion is 1.10.32
    SFSE is 0.2.6 (up to date with game version)
    All mods have been downloaded using Vortex

    Thanks in advance 
    1. Synthlight
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      Whatever issue you have is between you and your antivirus software.
      Going by the VirusTotal results (click the green checkmark on any file), the only things catching it are Google/Ikarus.
      So if you're using chrome, Google thinks they know better than you and will probably block it.
      Ironically enough, Google will also hold the answers of how to get around them because I can't help you beyond that.

      Virus scanners reaaaally don't like DLLs that scan and write other processes.
    2. Colico26
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      Ok no problem, thank you for getting back to me so quick
    3. nikoligrim
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      Try again... The automatic 29/03/24 Windows Defender definition update had issues.

      It wouldn't even allow me the option of downloading the 1.10.32 version of this and went so far as quarantining all the old versions I've had on an external drive since last October, saying it had problems with them as well.

      They updated their definitions again on 01/04/24 and resolved the false positive issue, so you should be able to download things again.
  6. Crimyreaf5555
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    hotfix went out, game version is now 1.10.32
    1. Synthlight
      Synthlight
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      Yes, I know. Read the stickied comment. Have patience.
  7. Elwooood
    Elwooood
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    Big thanks for the update !
  8. Rhuadhyr
    Rhuadhyr
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    Many thanks for the updates.
  9. HardcoreWolf1390
    HardcoreWolf1390
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    Not sure if you are aware Synthlight that SF has updated again, will happily wait patiently for your updates to this and No Engine limits before updating my game and SFSE.
    1. agades44
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      ++++
  10. ILU91
    ILU91
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    Windows defender shows me the last update is a trojan.
    1. Synthlight
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      f*#@, why do people say the same thing over and over without reading the previous comments which say the same thing and have the same answers!

      Have the same copypasta anser:

      Then don't, your loss. You can inspect the source code linked in various places if you wish.
      Not something I can control. They are also all built with only slight differences in AoB scans so one being different is rather unusual.
      And Nexus doesn't think they're a virus either.
      Send them to virus total if you want to see what catches it, but this is just a false positive and not something I have control over.
  11. pickbert
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    Just for info: The mod got detected as a virus
    1. Synthlight
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      The same info/answer was beneath your comment: