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.
Love the mod, like all your mods. Is there a way to prevent the plugins from creating the name of file.logs? In MO2 it ends up in Overwrite. Just an OCD thing on my end.
Nexus users are to stupid for that. (Nothing personal.) If I provide a way to do that, someone will do that, complain it isn't working, and then there won't be a log and it'll make troubleshooting even harder in cases where it *is* working and they're using the wrong no-limit mod (which has happened before).
I can resperct that and I understand the hassle you face. Just reading the comments is a sign to how entitled a lot of users are. I appreeaciate the followup.
Hi So, I updated the mods(Had already downloaded a while back and were working fine) and updated address library and skse, but I still get the error message:
Then the updated mods haven't been installed. (If you have issues, don't trust whatever mod manager you're using. Confirm the files are being installed where they should be. There's more than enough info in the pinned comment to verify this.) I guarantee you these have been updated for and work with the latest SFSE (0.2.7) and latest game version (1.1.36).
is this out of date? i have these mods installed but the game wont launch it crashes while loading, in the log it says target version does not match detected game version, im playing on pc gamepass and using asi loader (the mods do seem to be working other than the error and crash), //edit: this mod, grav drive and weapon power arent giving that error in the log, just the bay and docker, and cockpit mount ones are.
You didn't say which version of the game you're on (nor copy the log here, which is in big bold letters in the troubleshooting section above), but that file description holds the "is it outdated" answer. As for the GP side of things, I neither have GP nor a way to test that. The ASI side of things hasn't been updated (for Steam) because it doesn't need it. (Hence the version mismatch.) If the log says it found and patched what it should, then it's working as intended. For crashes, rule things out. Does it happen with the ASI loader without any ASI dlls/mods? And so on.
the game version im playing is 1.10.32 on gamepass, also the cockpit limiter mod just randomly decided it wanted to work but the others still wont, i downloaded the asi loader versions since im on gamepass and cant use sfse, (i think the weapon one is as well as i have been able to place dozens of them with no errors) but the others arent working,, and if it helps im usiing ultimate asi loader (its not letting me send images)
Neither. Well, yes and no. This ONLY REMOVES THE LIMIT. I don't know why so many are lost on this but.... You still need to power it 100% of the way for max speed. Speed limits aren't changed. More engines will however raise the turn speed and such. If you're under the speed limit more engines will get you there, assuming you have the power for it. But I'm just describing the same vanilla mechanics that exist without this mod. This ONLY CHANGES THE POWER LIMIT.
179 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<----- (YOU ARE HERE)
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
--------------------------------------------
--------------------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
So, I updated the mods(Had already downloaded a while back and were working fine) and updated address library and skse, but I still get the error message:
I guarantee you these have been updated for and work with the latest SFSE (0.2.7) and latest game version (1.1.36).
You didn't say which version of the game you're on (nor copy the log here, which is in big bold letters in the troubleshooting section above), but that file description holds the "is it outdated" answer.
As for the GP side of things, I neither have GP nor a way to test that. The ASI side of things hasn't been updated (for Steam) because it doesn't need it. (Hence the version mismatch.)
If the log says it found and patched what it should, then it's working as intended. For crashes, rule things out. Does it happen with the ASI loader without any ASI dlls/mods? And so on.
This ONLY REMOVES THE LIMIT. I don't know why so many are lost on this but....
You still need to power it 100% of the way for max speed. Speed limits aren't changed. More engines will however raise the turn speed and such.
If you're under the speed limit more engines will get you there, assuming you have the power for it.
But I'm just describing the same vanilla mechanics that exist without this mod. This ONLY CHANGES THE POWER LIMIT.
SFSE 1.10.32