When I run sfse_loader as admin KiLoader fails and thrown the error below: Mods you have installed have failed to load correctly, cheque for the updates to the modes listed below. KiLoadersatelliteSFSE.dll v1: disabled, fatal error occured while loading plugin.
Seems to work ok if you move the files manually. I got the error after installing with a mod organiser, but it runs fine after placing the files into their respective folders manually.
The sfse.txt file then reads 'plugin KiLoaderSatelliteSFSE.dll (00000001 KiLoader SFSE Satellite 00000001) loaded correctly (handle 4)'.
Hey thanks for this! Wanted to test the sweet new map update with my texture mods. I got rid of all the SFSE mods, redownloaded this and Loose Root Date just like I did last year.
One issue I just had when using the STANDALONE version: Vortex deployed the mod which only had bink2w64.dll in it. I did not realize this until I attempted to launch the game through STEAM and instant shut down.
Also, Vortex does not place the Loose Root Date into the DATA folder as it should. It goes to where the Starfield.exe is located.
Manually downloaded and installed works fine though! Everything now works on my end but other my not know how to fix this issue if they come across it.
While I'm not a newb to modding as I've been modding bethesda games and back in the day smash bros for over a decade, I'm not sure how to use this. Or honestly if I need it at all. Right now I'm editing the plugins.txt and a bat file that links to all other bat files manually. I'd love a way to just have a mod handle that like sfse, but I'm on gamepass. To be honest I've never really looked into what the script extenders actually do really. I know they make it so you can add scripts, but I never looked into the technical side of it. The older I get the harder it is for me to understand some of this stuff. If I'm being a complete idiot I do apologize.
No, KiLoader and Loose Root Data don't require an update. Mouse Stutter Mitigation on the other hand seems to no longer be needed, so I will probably not update it. I tested it with the new game version and the issue appears to be fixed now
You're right. Very odd, because I received a warning from KiLoader on first start today, that it's not compatible with the current game version. Then I tried the standalone version and received an error, that some incompatible satellite plugin was found, although I've uninstalled KiLoader SFSE before. Well, then I've played the game, and after your comment here, I noticed that I have KiLoader still enabled in my game - because Vortex deployed it again, lol. I forgot, that I actually installed it via Vortex, not manually. I just cannot explain that very first warning, which appeared on my first game start today. Anyway, it works :)
KiLoader (SFSE) causes an error 'KiLoader initialization failed due to an unexpected exception: RuntimeException(Incomaptible KiLoader version. Unexpected executable name)'. I am using the current sfse_1_7_29.dll. But I used the rename tweak in order to enable Steam overlay (so I renamed sfse_loader.exe to Starfield.exe and changed the RuntimeName in SFSE.ini) . When I rename it back, it works.
Added the option to supply the loader with a different executable name. You need to create an empty ini here "Data/KiLoader/Settings/KiLoader.ini" and add the following:[Core] ExecutableName = MyNewStarfieldName.exe
Would you be so kind as to include this in the Details tab? Didn't know this was possible until I expanded the "Changelog" and then came digging in the forums for how to actually use the feature :)
I see one disadvantage so far, it's closed source. What problem is it trying to solve? I do not see documentation on how to create plugins with it either.
Being closed source isn't a disadvantage if there is a documented API to make plugins. Starfield is closed source and everyone is modding it... Regardless, it's a moot point as Kit is opening the source code soon. Don't know why people get up in arms over not seeing source code.
There is one huge issue with the concept of a closed source modding framework, which is that if the framework devs decide to discontinue the project and the main game continues to be updated then everything built for the framework (potentially thousands of mods) will very quickly become permanently incompatible with the game. Devs stop working on projects all the time and so this is one of those rare cases where code absolutely has to be open source if it is to be a viable option.
Fortunately, they've stated that it will be open source, so all's good so far.
ENB has always been closed source and yet, a plugin API for it exists that people like kingeric1992 and Kitsuune have expanded on its capabilities, and thousands of shaders have been written for it. All without source code... Because the dev of ENB provides the means to expand upon it. That API doesn't suddenly cease to exist if the dev stops working on it...
People aren't magically just entitled to source code just because they want it. And often it's not needed. Like I said, SF is obviously closed source as is Skyrim. So what?
It depends if this loader is game version independent or not. If not, then it doesn't matter if API is open - if game version changes and loader is not updated, then all created plugins will be useless. In this case, being closed source is bad for this loader.
The loader itself is completely version independent. The only thing that needs updating is an internal version database for plugin compatibility checking. That is also only used if a plugin requires it. So even if development would theoretically be stopped right now, the loader just continues working. Once the API is public you can see for yourself how it works in detail
That would be a good thing to sticky somewhere in BIG type. I almost didn't download this since the files were labeled as being for an old version of Starfield
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Change the name of the .exe in KiLoader.kfg to what you have altered the original Starfield's name to.
e.g:
Starfield =
{
Name = "Starfield_Original.exe",
VersionEpochs = []
}
When I run sfse_loader as admin KiLoader fails and thrown the error below:
Mods you have installed have failed to load correctly, cheque for the updates to the modes listed below.
KiLoadersatelliteSFSE.dll v1: disabled, fatal error occured while loading plugin.
Help appreciated
Thanks
The sfse.txt file then reads 'plugin KiLoaderSatelliteSFSE.dll (00000001 KiLoader SFSE Satellite 00000001) loaded correctly (handle 4)'.
One issue I just had when using the STANDALONE version: Vortex deployed the mod which only had bink2w64.dll in it. I did not realize this until I attempted to launch the game through STEAM and instant shut down.
Also, Vortex does not place the Loose Root Date into the DATA folder as it should. It goes to where the Starfield.exe is located.
Manually downloaded and installed works fine though! Everything now works on my end but other my not know how to fix this issue if they come across it.
Thanks for the amazing mod!
EDIT: NVM, both versions require an update.
Well, then I've played the game, and after your comment here, I noticed that I have KiLoader still enabled in my game - because Vortex deployed it again, lol. I forgot, that I actually installed it via Vortex, not manually. I just cannot explain that very first warning, which appeared on my first game start today. Anyway, it works :)
You need to create an empty ini here "Data/KiLoader/Settings/KiLoader.ini" and add the following:
[Core]
ExecutableName = MyNewStarfieldName.exe
I see one disadvantage so far, it's closed source. What problem is it trying to solve?I do not see documentation on how to create plugins with it either.The other big benefit would be SFSE doesn't work on GamePass versions of the game. I'd be happy for Steam / GamePass interoperability from plugins
Fortunately, they've stated that it will be open source, so all's good so far.
People aren't magically just entitled to source code just because they want it. And often it's not needed. Like I said, SF is obviously closed source as is Skyrim. So what?
Thanks for your work