With 1.11.36, does this mod "multiply" vendor credits in general (will it be compatible without an update)? I still wanna use this mod for its additional features but the new update's "Greatly Increased" for vendor credits are more than what this mod provides and was just curious (( I have no problem on using "Normal" and still get more credits this way but if this mod multiplies rather that 'sets' credits, that'd be great ))
Any way to stop the "you are modding" message every time I start the game without sfse and the achievement mod? I am trying to avoid them until things get better.
Use this: https://www.nexusmods.com/starfield/mods/1402. Install it manually. I use many mods without SFSE an I never saw the "you are modding" message
After a ton of trial and error trying to get this thing to work I ended up and pouring over the Plugins.txt Enabler description to realize there is a major issue with how this mod is described to be implemented after install. This mod states "Open or create: StarfieldCustom.ini And add the following line sTestFile1=xatmosPerkUpVendors.esp. Change the TestFile # to one that is not in use (1-10)."
The issue being the Plugins.txt mod SPECIFICALLY states "Notice: Plugins.txt will be ignored if any sTestFile INI variables are used. Delete them and migrate to plugins.txt instead. This is an intentional decision in Starfield's code."
This means that the damn esp file never gets launched as the sTestFile in StarfieldCustom.ini cancels it. I fixed this by adding *xatmosPerkUpVendors.esp to the Plugins.txt, removing the sTestFiles from the StarfieldCusom.ini and also migrating any other test files into the plugins.txt file in the same manner. Now All these mods are properly working. Hope this helps anyone trying to get this to work.
for some reason, some people have to put mod files (that do not require ASI or Script Extender) in the DOCUMENTS starfield data folder and not the data folder where starfield.exe is. I have to do this with most mods.
Try doing the normal Vortex/MO2 install and use the Plugins.txt Enabler mod...add this line to C:\Users\<user name>\AppData\Local\Starfield\Plugins.txt
Well, something weird happens for me... I did exactly that - I had 3 Test Files lines in my StarfieldCustom file for 3 differents mods from OP; I removed them and migrated them to my Plugins.txt file.
A miracle happened: files referenced in Plugins.txt all of a sudden started working now (yeah, I know, I've been dumb all this time xD...)
...WITH THE EXCEPTION of the 3 new ESPs I added, for which the game indicates they are missing from my saved game despite the syntax being correctly spelled in Plugins.txt. and the files being at the very bottom of the plugins list.
Long story short, is there something I missed here...? Do I have to move the ESPs somewhere else, or what?
I have all the xatmos files in both directories ("(main)>Data" and "Documents>(...)>Data"), but the files are still not activated when I launch the game...
319 comments
Thank you.
I use many mods without SFSE an I never saw the "you are modding" message
This mod states "Open or create: StarfieldCustom.ini And add the following line sTestFile1=xatmosPerkUpVendors.esp. Change the TestFile # to one that is not in use (1-10)."
The issue being the Plugins.txt mod SPECIFICALLY states "Notice: Plugins.txt will be ignored if any sTestFile INI variables are used. Delete them and migrate to plugins.txt instead. This is an intentional decision in Starfield's code."
This means that the damn esp file never gets launched as the sTestFile in StarfieldCustom.ini cancels it. I fixed this by adding *xatmosPerkUpVendors.esp to the Plugins.txt, removing the sTestFiles from the StarfieldCusom.ini and also migrating any other test files into the plugins.txt file in the same manner. Now All these mods are properly working. Hope this helps anyone trying to get this to work.
Try downloading and installing again dude.
\Documents\My Games\Starfield\data\xatmosPerkUpVendors.esp
for some reason, some people have to put mod files (that do not require ASI or Script Extender) in the DOCUMENTS starfield data folder and not the data folder where starfield.exe is. I have to do this with most mods.
*xatmosPerkUpVendors.esp
make sure it's after any .esm plugins.
Hopefully that will help you.
EDIT: Got it to work after stumbling upon a comment in the plugins.txt enabler mod section. Now my Trade Authority vendors have 33,000 credits.
What comment??
WHAT COMMENT?!?!?
I did exactly that - I had 3 Test Files lines in my StarfieldCustom file for 3 differents mods from OP; I removed them and migrated them to my Plugins.txt file.
A miracle happened: files referenced in Plugins.txt all of a sudden started working now (yeah, I know, I've been dumb all this time xD...)
...WITH THE EXCEPTION of the 3 new ESPs I added, for which the game indicates they are missing from my saved game despite the syntax being correctly spelled in Plugins.txt. and the files being at the very bottom of the plugins list.
Long story short, is there something I missed here...? Do I have to move the ESPs somewhere else, or what?
I have all the xatmos files in both directories ("(main)>Data" and "Documents>(...)>Data"), but the files are still not activated when I launch the game...