Since the Author is gone for a pretty long time now, isn't reachable on Discord, here or GitHub, I decided to publish my version of the mod officially on Nexus. I even made an ASI Loader version for GamePass players. You can find the mod here: Longer Names v2 EDIT: Now v2, with truly longer item names.
Does this fix the bug that doesn't let you change ship names? since before launch I have never been able to change ship names even after saving the name I inputed.
The Author seems to be very busy, his last message 4 days ago was:
PR merged will build and release soon, have other projects going on atm haven't been able to work on mods last few days so thanks for the assist!
If someone really needs the mod, you can find the fixed version in my git fork, until Investigamer comes back. I'm not allowed to post links here, so you have to navigate to the GitHub link on the Description page and find my fork from there. My code changes that fixed the mod and made it more update proof are already merged into the original repository, so they are basically approved.
I have only fixed the mod as it is. You can read my explanation why it doesn't work in the "Cannot rename item, item name is too long or contains invalid characters" Bugs thread. However, here is my quote from there:
That items renaming doesn't work has a technical reason. There are two checks in place, the first one determines how many characters you can enter in the input field, the second check applies after you confirm your changes. The mod only patches the function that is used for the first check, which is enough for Ship and Outposts name.
I spent a limited amount of time trying to find the function that is used for the second check, but failed to find it.
For anyone who has trouble navigating GitHub to find Igromanru's fork/release (it's a confusing website), here's what you do:
Search Igromanru on GitHub (their profile photo is currently a tiger). You can also click the GitHub link down in their personal mod's description page.
Click Repositories at the top.
Find and click Starfield-LongerNames.
On the very righthand side there is a Releases link. Click it.
"Fix for game v1.7.33 and future versions" is the latest.
Download the zip file Starfield-LongerNames.v1.0.2
Add it to Vortex Mod Manager as it is, or manually add it to your game. Inside is the typical mod folder setup of Data->SFSE->Plugins->.dll and .ini files
Thanks Everysi for the description. There is actually an easier way to find a fork. If you open the original GitHub repository, you will find on the right sidebar under the About section a forks button with a count of existing forks. If you click there, you will see all the forks and can find my fork there as well.
Thank u Everysi English is not my native language, GitHub is a terrible site for me as a foreigner to understand where I should go, if it weren't for your help I would never find the file.
slight smile. Even if you did not spend much time looking for the second check, you spent more time than anyone else in these threads looking for the first, ;) (I spent a considerable amount of time looking for anything, but as I did not know what strinbgs to look for, it was random and innefective.)
Can anyone tell me what happens to your game if you disable this mod (since it's not working), and your ship name was saved as a longer name due to the mod?
Do you even understand how Address Library works? I see under each SFSE mod comments like "please use Address Library", by people who probably don't even know C++, let alone assembly. Technically Address Library is not even a good solution. You're basically outsourcing your work to the creator of the the Address Library database, who is basically finding the new address for you after each update. I bet he is using pattern scan himself to accomplish the task automatically. The tools we, SFSE plugin creators, are using have full search pattern support. DKUtil provides us with a ready to go "search_pattern" function. We just need to take a bit time and instead of hard coding the static address offset, make a byte pattern for the address we're looking for to patch.
And I'm not just talking smack here, I'm contributing to peoples mods on GitHub. And it just annoys me that people who don't even know how it works technically think that the address library is the best solution to keep mods up to date.
Very opinionated reply! Thinking that it's a sub-optimal implementation does not invalidate the purpose of the lib. The fact is that the game will be updated many times to come and some SFSE devs take time to catch up or worse have abandoned the mod.
Indeed a lot of people ask but know nothing, on this point we agree, but as also said it remains a viable solution certainly not the best and most optimal, but which works and therefore does not invalidate its function which to be able to facilitate the updates in the future especially for mods which will potentially be abandoned, obviously while waiting for a better viable solution, but in the meantime it works, so instead of complaining, do what is necessary for this optimal method for all, because there are the modders who are the first concerned, but the users must also be taken into account, because your complaint has the same value as your response, namely a complaint that no one understands and which only concerns modders on comments intended for users, so saying "this is crap" for modders on user comments does nothing to solve the initial problem
The problem has nothing to do with whether or not your solution is mechanically a better choice--the problem most people will have with how I've seen you address the issues is your disrespectful AF approach to telling people there's a better alternative. There are a lot of people who know nothing about modding that are annoying with all their crying, sure. I get that. But there are much better ways to address those people that don't paint you in the light of a condescending POS in the process. That's all I was saying.
Did you just complain about 10 megabytes, that is currently the only thing that addresses the game experiencing an update and the mods not being updated quickly, making the game unplayable for some while they wait? Here, maybe you need an SSD upgrade. igromanru
Technically Address Library is not even a good solution.
And your solution is?... Oh, it's just to wait after every game update for every mod to update? Okay bud. I figured your point was delusional, just wanted to make sure, and highlight it for others.
I don't know anything about modding or what igro is saying, but I just want this mod updated. 10 mb is not that much, so idk what's the problem of using a mod tool that makes it easier to keep the mod updated.
Do you understand what the address library DOES? Let me break this down for you.
Modders build their mods around certain sections of code in Starfield.exe. An address is a location for a certain piece of code they need. Every update, the location of all the code changes. So this means every update, YOU the player need to update ALL your mods individually to work with the update. So you might be waiting for a modder to catch up and release a mod update that works with the new game update.
The address library -- if everyone uses it -- keeps track of changes in Starfield.exe so that modders don't have to constantly update their mods every update. Once everyone uses the address library, you will ONLY need to update the address library every update (and SFSE) instead of individually updating potentially hundreds of mods.
Having an address library this EARLY in Starfield's modder dev cycle is a godsend
Man, its great when hero's like igro volunteer to step up and contribute to updating mods. good going, i'll be looking forwards to your output, seeing as you seem to be on the ball, as it were.
105 comments
I cannot find it anywhere on my computer.
I even made an ASI Loader version for GamePass players.
You can find the mod here: Longer Names v2
EDIT: Now v2, with truly longer item names.
I'm not allowed to post links here, so you have to navigate to the GitHub link on the Description page and find my fork from there.
My code changes that fixed the mod and made it more update proof are already merged into the original repository, so they are basically approved.
Tested it and sadly i can't use more then 26 Characters for any Armor or Weapon
However, here is my quote from there:
I spent a limited amount of time trying to find the function that is used for the second check, but failed to find it.
Thanks Igromanru.
If you open the original GitHub repository, you will find on the right sidebar under the About section a forks button with a count of existing forks.
If you click there, you will see all the forks and can find my fork there as well.
Last time I did, the post was removed. It make sense, because Nexus can't guarantee safety of external files.
Even if you did not spend much time looking for the second check, you spent more time than anyone else in these threads looking for the first, ;)
(I spent a considerable amount of time looking for anything, but as I did not know what strinbgs to look for, it was random and innefective.)
Those who wish not to wait for every mod author to update their mod after every new game update. That's what the address lib was designed for,
I see under each SFSE mod comments like "please use Address Library", by people who probably don't even know C++, let alone assembly.
Technically Address Library is not even a good solution. You're basically outsourcing your work to the creator of the the Address Library database, who is basically finding the new address for you after each update. I bet he is using pattern scan himself to accomplish the task automatically.
The tools we, SFSE plugin creators, are using have full search pattern support. DKUtil provides us with a ready to go "search_pattern" function.
We just need to take a bit time and instead of hard coding the static address offset, make a byte pattern for the address we're looking for to patch.
And I'm not just talking smack here, I'm contributing to peoples mods on GitHub. And it just annoys me that people who don't even know how it works technically think that the address library is the best solution to keep mods up to date.
igromanru
Modders build their mods around certain sections of code in Starfield.exe. An address is a location for a certain piece of code they need. Every update, the location of all the code changes. So this means every update, YOU the player need to update ALL your mods individually to work with the update. So you might be waiting for a modder to catch up and release a mod update that works with the new game update.
The address library -- if everyone uses it -- keeps track of changes in Starfield.exe so that modders don't have to constantly update their mods every update. Once everyone uses the address library, you will ONLY need to update the address library every update (and SFSE) instead of individually updating potentially hundreds of mods.
Having an address library this EARLY in Starfield's modder dev cycle is a godsend
good going, i'll be looking forwards to your output, seeing as you seem to be on the ball, as it were.
Please. Please. Please.