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Does this fix my issue?
You can check the changelog to see what's included.
You can check the issue list to see what has been reported.
Noticed invisible ships like enemy ones not being visible unless disabling this mod. They show up on sensor invisble.. Not the same as invisible ships when the mod limit is reached. This is different. Found a post on Steam or Reddit a few months back saying the fix was to do that. Not sure if it's a one time thing or not.
This mod would not directly cause these issues. You are either over the master handle limit, or experiencing a conflict with another mod. I have seen other people conducting more conclusive research on Reddit coming to these conclusions as well; that no specific mod is causing it. Rather, a combination of mods, or simply too many mods.
Ensure that this mod is at the very top of your load order (easy to overlook this). If it is, start removing other mods until you either find the one conflicting, or drop below the master handle limit.
The master handle limit issue will be a problem until Bethesda fixes it, and will only get worse with every new esm file that they add to the game. If you start seeing random, unexplainable bugs like this after a new update or DLC, you may need to disable some mods that you can live without. Particularly if it’s something like this, with objects not rendering in. 99% chance that disabling ANY mods will fix this.
Has nothing to do with having too many mods. It's all about having a high mod index. Mods like Enhanced Lights Fx has a real high mod index. So using multiple mods with high indexs will crash a game or make stuff disapeer even with a 58 esm load order comapred to someone with mods that don't have as many indexs and have like 160 ESM's.
I would suggest disabling all of your other mods, including creations, and only enabling the SFCP. See if you can replicate the issue then. If you still see the issue, there is almost certainly something broken about your game installation. If you don't, then try enabling your mods again, and periodically recheck the issue as you are doing this. Eventually, you may find the real reason for the issue.
This is not a bug with this mod. There is nothing in this mod which would be able to cause it. If there was, everyone (or at least a large majority of people) would be experiencing it. Instead, only a relatively few amount of people are, and I've seen multiple reports of those same people being able to fix this issue by disabling other mods as well. You may THINK you are nowhere near the master index limit, but depending on your load order, it can now be hit with well under 100 mods. Engine Fixes has an option which will let you know for sure (it's called mod indexes by that author).
Without more specific steps to reproduce the issue, there is nothing we can do. If you can identify a specific mod conflict for us to look into, for example, perhaps we could do something then. If it's just the master index limit being hit though, that will require a fix from Bethesda.
EDIT: Well, I actually have some new info on this. Ever since I added a new mod to my load order last night, I have now experienced the "NPCs missing clothing" bug, and the "invisible ship" bug. Both issues were temporary, and resolved themselves after a save and reload. My highest master index is 125, far below the 254 limit. So on top of the primary plugin amount limits, and the secondary master index limits, I'm wondering if there is an as-yet undiscovered tertiary limit of some kind. I think it's no coincidence that I have now seen two of these bugs myself after installing a new mod, which definitely would not cause them on its own.
To be clear, in my eyes, this only makes it more clear to me that the SFCP is not directly responsible. Something else is going on that we don't seem to fully understand yet. Perhaps a third limit on mods, as I mentioned.
This happens for example when you change the load order in-game (in the Creations section, by installing new creations or by changing order). It's not related to SFCP, happens without it as well.
As you say, it's just temporay and fixed by saving and reloading.
Hello. So I was just wondering...is it possible for you folks to re-enable the drop glitch/flip glitch whatever it's called, in the ship builder? It's stupid that they "fixed" that which no one asked to be fixed, while leaving so many glaring problems in the game. Is this something that can be done? If so, would you be willing to do it for us?
Most of these things can still be done if you adjust the tolerances in the StarfieldCustom.ini file. The flip glitch can't be reversed by changes to any player accessible game files because it was taking advantage of a code flaw in the game executable, so any attempt to change that would have to be attempted using an SFSE plugin. I know there are a couple guys on YouTube that have demonstrated using glitch builds even after the patch.
So my game's been crashing to desktop whenever I try to use the ship builder, and I was hoping this mod would fix that. Unfortunately it hasn't and I'm desperate to find a solution. Is there a crash log that's saved somewhere that I can check?
I'm sorry if these questions are already answered in the change log but I couldn't find them, either due to my own incompetence or they're just not there.
Will this patch add Advanced versions of the Equinox and the other couple of weapons that for some reason lack them?
And will this patch make spacesuit quest rewards actually consistent in what quality you will get depending on your level?
I've been waiting for over a year for Bethesda to fix these two minor but frustrating issues I personally have with the game. I've even submitted multiple tickets over the year detailing them to no apparent avail.
I'd really appreciate if this mod fixed these two issues.
It just doesn't make sense for the spacesuit rewards not to scale properly to your level by having some parts superior and others lower for no good reason.
Nor some weapons not having an Advanced version when 99% of the others do. Especially since the Equinox is the only weapon we originally got a skin for.
I'd actually argue what I talked about would fall under fixing inconsistencies, since it just doesn't make sense that literally the only guns that do not have advanced versions are those very specific ones.
And the spacesuit rewards being random level quality even when your level is high enough to get superior items. It literally works exactly the same with weapon quest rewards as it does in their previous games.
I have always gained the highest tier weapon reward when completing a quest at a higher level. For it not to consistently give me the highest tier spacesuit just does not make any sense when it's static with weapons.
But I guess at the end of the day it's a matter of opinion.
I just can't believe such asinine design is intended, and isn't an oversight on Bethesda's part. What benefit is it to the player to get a low tier spacesuit from a quest reward that doesn't match your level? You put in the effort to finish a quest, only to get a trash item that isn't scaled to your level? Thus useless to the player.
And the two or three guns that randomly do not have advanced versions when literally all others do. Why those specific guns? It just screams oversight to me.
But if the general consensus is that isn't the case, I guess that's that I suppose.
I didn't see it noted in any of the patch notes for the updates. And after playing for hours not a single one landed until i installed the fix that was deleted from the nexus.
Anyone else having a problem with this patch conflicting with purchasing the Rev 8?
I was going nuts trying to figure out why the Rev 8 wasn't spawning for me. As it turns out it wasn't spawning outside my ship because the communality patch was the culprit.
But it was no biggie. Disabled the patch, purchased the buggy, the Rev 8 appears outside my ship, reenabled the patch, the buggy is still there. Yay!
Your profile isn't showing a history of downloading this mod from Nexus, so I take it you got it from the Creations menu?
If so, you were running version 0.1.5 of this mod. Bethesda's mod menu is notoriously buggy, and will report that your mods are up to date even when they aren't. You need to fully uninstall the mod, restart the game, redownload the mod, restart the game again, then load your save. You should be on 0.1.7 then, and purchasing the vehicle should work.
Dumb question but I couldn't seem to find it in the change log but does this fix the NPC that gives you the X-989 Microgun not spawning? I'm getting ready to do a modded playthrough and in all of my vanilla playthroughs that NPC never spawned during hostile intelligence and it drove me bonkers.
Starfield community. You are very lucky with this patch. You did the right thing. Arthmoor should not be allowed to spread his claws and monopolize modding. It is great that this patch has become more popular. I wish there was something like this for Skyrim
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Report an issue
If you would like to report a bug for the team to look into or contribute a fix for a future update to the patch, please create an issue here. Posts in the comments may get buried and the content lost.
Does this fix my issue?
You can check the changelog to see what's included.
You can check the issue list to see what has been reported.
You can report an issue to add your issue to the tracker.
Does SFCP work with mod x?
Your should consult the mod page. SFCP uses a BA2 archive, so any mod that includes loose files will override the fixes we supply.
Ensure that this mod is at the very top of your load order (easy to overlook this). If it is, start removing other mods until you either find the one conflicting, or drop below the master handle limit.
The master handle limit issue will be a problem until Bethesda fixes it, and will only get worse with every new esm file that they add to the game. If you start seeing random, unexplainable bugs like this after a new update or DLC, you may need to disable some mods that you can live without. Particularly if it’s something like this, with objects not rendering in. 99% chance that disabling ANY mods will fix this.
This is not a bug with this mod. There is nothing in this mod which would be able to cause it. If there was, everyone (or at least a large majority of people) would be experiencing it. Instead, only a relatively few amount of people are, and I've seen multiple reports of those same people being able to fix this issue by disabling other mods as well. You may THINK you are nowhere near the master index limit, but depending on your load order, it can now be hit with well under 100 mods. Engine Fixes has an option which will let you know for sure (it's called mod indexes by that author).
Without more specific steps to reproduce the issue, there is nothing we can do. If you can identify a specific mod conflict for us to look into, for example, perhaps we could do something then. If it's just the master index limit being hit though, that will require a fix from Bethesda.
EDIT: Well, I actually have some new info on this. Ever since I added a new mod to my load order last night, I have now experienced the "NPCs missing clothing" bug, and the "invisible ship" bug. Both issues were temporary, and resolved themselves after a save and reload. My highest master index is 125, far below the 254 limit. So on top of the primary plugin amount limits, and the secondary master index limits, I'm wondering if there is an as-yet undiscovered tertiary limit of some kind. I think it's no coincidence that I have now seen two of these bugs myself after installing a new mod, which definitely would not cause them on its own.
To be clear, in my eyes, this only makes it more clear to me that the SFCP is not directly responsible. Something else is going on that we don't seem to fully understand yet. Perhaps a third limit on mods, as I mentioned.
This happens for example when you change the load order in-game (in the Creations section, by installing new creations or by changing order). It's not related to SFCP, happens without it as well.
As you say, it's just temporay and fixed by saving and reloading.
Companion Weight Lifting Leadership Skill Fix (Adoring Fan and Mathis Castillo Fix)
Will this patch add Advanced versions of the Equinox and the other couple of weapons that for some reason lack them?
And will this patch make spacesuit quest rewards actually consistent in what quality you will get depending on your level?
I've been waiting for over a year for Bethesda to fix these two minor but frustrating issues I personally have with the game. I've even submitted multiple tickets over the year detailing them to no apparent avail.
I'd really appreciate if this mod fixed these two issues.
It just doesn't make sense for the spacesuit rewards not to scale properly to your level by having some parts superior and others lower for no good reason.
Nor some weapons not having an Advanced version when 99% of the others do. Especially since the Equinox is the only weapon we originally got a skin for.
I'd actually argue what I talked about would fall under fixing inconsistencies, since it just doesn't make sense that literally the only guns that do not have advanced versions are those very specific ones.
And the spacesuit rewards being random level quality even when your level is high enough to get superior items. It literally works exactly the same with weapon quest rewards as it does in their previous games.
I have always gained the highest tier weapon reward when completing a quest at a higher level. For it not to consistently give me the highest tier spacesuit just does not make any sense when it's static with weapons.
But I guess at the end of the day it's a matter of opinion.
I just can't believe such asinine design is intended, and isn't an oversight on Bethesda's part. What benefit is it to the player to get a low tier spacesuit from a quest reward that doesn't match your level? You put in the effort to finish a quest, only to get a trash item that isn't scaled to your level? Thus useless to the player.
And the two or three guns that randomly do not have advanced versions when literally all others do. Why those specific guns? It just screams oversight to me.
But if the general consensus is that isn't the case, I guess that's that I suppose.
These two issues just feel so petty to me though.
"plugins.txt" doesn't exist in this folder, just "Pipeline.cache" as seen below.
# This file is used by Starfield to keep track of your downloaded content.
# Please do not modify this file.
*StarfieldCommunityPatch.esm
I was going nuts trying to figure out why the Rev 8 wasn't spawning for me. As it turns out it wasn't spawning outside my ship because the communality patch was the culprit.
But it was no biggie. Disabled the patch, purchased the buggy, the Rev 8 appears outside my ship, reenabled the patch, the buggy is still there. Yay!
If so, you were running version 0.1.5 of this mod. Bethesda's mod menu is notoriously buggy, and will report that your mods are up to date even when they aren't. You need to fully uninstall the mod, restart the game, redownload the mod, restart the game again, then load your save. You should be on 0.1.7 then, and purchasing the vehicle should work.