Any Chance you could push the Aurora Crafting Recipe onto the list of items for crafting in the Pharmacy Bench? (Pre-existing blueprint)
I know from a lore perspective it can be unlocked by following a Neon side quest, but seeing as how I just hit NG+ it was kinda annoying knowing that I have to re-unlock the crafting Recipe again.
I haven't been feeling all that well, hence no updates. I also have some family stuff going on right now. I do have updates planned I just have not been in the mental space to work on anything. I should have some free time in a few weeks.
I've just spent the afternoon using SF1Edit 4.1.4r to update this mod, I can add an Aurora crafting recipe before I post the update.
Edit: I'm adding the Aurora recipe, but there is an in game quest to get this recipe, so I may remove it. I used the quantities and required chasmbass oil as per the original recipe. Updated version posted here: https://www.nexusmods.com/starfield/mods/5591
Thank you! That's so cool to see xEdit is up and working. If you wish to take over / continue this mod, by all means. <3 If not I will still be willing to update it but it will take me some time.
Just add an alternative recipe to the pharmaceutical lab with this mod since the game wants to piss you off apparently; https://www.nexusmods.com/starfield/mods/3360
Hey I just installed this, the recipes showed up and I went to craft a crate using 2 xeno's the xeno's were taken and no new item was given. I tried crafting all of the other things and they didn't work. I get the xp from crafting every time as tho it succeeded
That's really interesting as I have never had that happen in my testing. Either they showed up and worked or they just wouldn't show up. I'll look into this. Are you using other mods? Does the game ever crash? Off the top of my head I can't think of a single reason it would succeed in taking the items and rewarding you with xp but not giving you the item....? That's quite bizarre. Did you actually go into your inventory to the MISC category? If you just went to check new items maybe that flag isn't properly set so it might not show up? The way I tested was to check the actual category in my inventory and the items would be there.
If you are using other esp mods maybe trying adding/deleting some till it works or try to reordering them and see if that changes anything.
Yeah I'm using a lot of mods my esp slot list is full... oof
I have been getting crashes if I stress the game too hard doing things like using the jetpack mods while scanning and while going through a new planet border restriction. as long as I don't push it too hard and be mindful of loading areas and how many actions i perform at the same time it doesn't crash
Yeah so first guess is that it's a conflict with another mod.... Which is notoriously hard to diagnose. I would try reordering your sTestFile= lines and best case that fixes it or if that doesn't work try deleting one of the mods (just the sTestFile= line) and seeing if you can find the conflict.
I'm thinking with ccr and bat mods that it's just doing too much at the launch of the game. I was noticing in my console output log that my starting bats and ccr responses were getting mixed together and looked like bits were missing and I'm wondering if since half the community switch to ccr if it's causing issues between the two ways of entering start texts
I'm condensing as many of the start bat mods together as I can right now but I don't know how to write ccr or I'd have ccr manage my start bats as well
Hmm, yeah I'm not sure how to fix that. Maybe one solution could be copy all your bat commands into one file and then after the game loads you just run that one bat in the console. It make take a while for it to actually run but it could allow everything to load properly....perhaps?
I personally don't use ccr so perhaps (but maybe not) that might be it. I'm going to see if the dll is unencrypted and if it is I'll check to see if it conflicts with my mod for any reason. It just baffles me that everything else works. That 100% shouldn't be the case.........I'm a bit lost to be honest.
Does the menu for how much to craft come up? I know you said you could craft and get the xp but the items don't appear but there should be a menu after you hit craft for the amount, does it work?
That's so very odd. I have absolutely no clue why it wouldn't work. Sorry! After reading the bug reports on the ccr page it looks like his mod is modifying the menu's and perhaps isn't quite doing it properly. Dll's after all are a more hacky approach than the current modified esp's, though not by that much. (The unicode characters in filenames crashing the game, the cursor getting stuck up/down, etc). So, perhaps it's somehow corrupting or overflowing the id values. Why that would ever happen is because.........it shouldn't?? This is just my best guess however. Sorry I couldn't be of more help, I hope you can get everything working!
Do you have the ammo crafting mod and if so, does that work?
No worries! Thank you for finding out and letting me know. I notice my performance has been pretty dukey since the last update so hopefully that's apart of it
I will 100% look-into this and hopefully also include it in the next update. I'm currently fixing a bug that's preventing most recipes from working and I'm going to push that out when it's done. I might also be able to include this into that *hopefully*. That should be later tonight/tomorrow. If everything works I'll be resuming adding more recipes like clothes and emergency kits, etc. In the update after that, which will probably be a while.
Awesome, thank you so much! Another modder got xedit working(ish) so I'm just in the process of getting that up and running and hopefully it will make fixing and updating a lot eaiser / quicker. And thank you for letting me know about that plugins loader, I've been so sick of having only 10 mods!! <3
No worries I only found out about it today when another creator updated his file to esm because of it and it's amazing to have freedom of not picking and choosing ^-^
Woohoo! That's so good to hear! I've based it on the esm and checked it in xedit so it should be 100% working (minus the visual bugs I explain in the description page). It's just nice to have some confirmation! Thank you so much and enjoy!! <3
I'll for sure add this to the list. From what I've seen from other mod developers is to simply (for the time being) release different versions: easy, medium, hard, etc. Would that be okay? I would probably just increase the amounts for each recipe. Honestly, I'm not that creative of a guy and just creating the recipes is the hardest part for me. lol
LOL that would be totally fine!! increasing whats needed is def the way to go! i just now started thinking about values though. Like how balanced is the total $ lol... as long as [(ingredients total value) + (idk random labor costs for crafting)] is less than the contraband value we can sell but not too inflated that should be great. simplified to maybe a 30 - 40% profit based on the value of the ingredients. ... that seems like a lot of work though.
"That seems like a lot of work though" - Me everytime I start to make a mod then realize I have to update and maintain it! I'll put my current and future recipes into a spreadsheet (I feel like I'm back at uni) and then just come up with some scaling factor. This will probably be in the next update. So there will be like 3-4 versions. IE the difficulties
However, I was just messaging this other modder and they figured out a way to get xedit to partially work. So I *might* be able to hook into the upgrades, which I kind of wanted to do in the first place. This next update might take a while, lol.
As in get recipes to show up in the outpost manufacturing workshops? Or do you want to make your own mod that adds to those? You would have to set the BNAM to the proper workshop flag. However if you build an industrial bench and a lab in your outpost they should pop up. ̶T̶h̶e̶r̶e̶ ̶i̶s̶ ̶c̶u̶r̶r̶e̶n̶t̶l̶y̶ ̶a̶ ̶b̶u̶g̶ ̶w̶i̶t̶h̶ ̶a̶c̶t̶u̶a̶l̶l̶y̶ ̶c̶r̶a̶f̶t̶i̶n̶g̶ ̶t̶h̶e̶m̶ ̶r̶i̶g̶h̶t̶ ̶n̶o̶w̶ ̶t̶h̶a̶t̶ ̶I̶'̶v̶e̶ ̶a̶l̶m̶o̶s̶t̶ ̶f̶i̶x̶e̶d̶.̶ ̶U̶p̶d̶a̶t̶e̶ ̶s̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶s̶o̶o̶n̶. Bug fixed, update live.
Hey Chaos, first off, huge thank you, I didn't start with that - and should have!
I would love to learn how to make these mods, I am already intimately familiar with JSON, C++, python, etc I just don't know where to look. I also have years of game dev/modding in source experience.
I figure by looking at the modifications you made, there is a specific file that you appear to reference, essentially linking crafting recipies to that file.
What I meant to say was, in the outpost, you can create the 3 different manufacturing machines to create (for ex) aluminum frames, or nuclear fuel rods, etc. I'm asking how can we add the ammo to be created via these machines? I assume there is a file these manufacturing machines read from as well? (or if you can maybe point me in the right direction of where to look? )
Somehow the sTestFile method doesn't work consistently with this for me. Is it possible to kindly update it so that it works with MO2 Beta 11 (Plugin method; I don't understand how it works though but it makes esp loading much simpler for many of them).
I'm currently updating it as there are some bugs. I do believe it works with the plugin.txt mod. Unfortunatly Baethesda has not yet unlocked non-modded plugin loading. So it's either stick with sTestFile or get this mod: https://www.nexusmods.com/starfield/mods/4157 If that's not what you are talking about I will look into the MO2. (I don't personally use mod loders so it might take me a minute but it's 100% on my list <3)
I'm glad you love it, there's more coming soon! <3
I would say just update for the newer Plugin Loader settings. I have found it to be much better with the long list of mods I have that have converted to the new factor.
Yeah its slightly annoying having to update the plugin.txt or create a new one, but at least its "Set it and forget it" after that.
I'm currently using MO2 beta 11 and "some" of esps seem to be automatically added without using sTestFile or manually adding the name to the plugin file. Unfortunately it didn't work with this mod so far.
I wish I could help but I have zero idea how these work. But from my record, these mods work: xatmos's Outpost Trader and Perk Up Vendors pitufocabeza's Legendary Modifications and Ammo Crafting
Ah as I feared. I have looked at those mods and they are a bit more hacky than mine. I spent time going through the esm and matching the new code that starfield uses so there won't be weird bugs. They used the old style of skyrim / f4 headers and calling conventions and thus might encounter errors. For example I know the ammo crafting mod can't use the materials in my recipes like I do because he is using an old calling convention. It's what was happening to my mod at first and why item's couldn't be crafted with the materials I had. If you check our mods in xedit it shows his is version 2014 and mine shows version 2023. I will look into what I need to do to get it working but I fear a lot of the stuff out right now is geared toward the old (but known) style with skyrim / f4. Tonight I'm quite tired but I 100% have this on my list. I just can't say when it will be, sorry <3 I will say the plan is for the next update to have the difficult scaling (maybe higher levels have more items + start to need to unlock perks). I don't know if I will be able to figure out the perks yet though. Also I want to put in all the un-obtainable clothes and whatever else anyone has requested (a few grenades and emergency kit I think). Then I will look at getting it to work with plugins.txt by default. I know one user was very kind and tested it and it does work as a plugin, you just have to configure it.
Any and all esp mods will disable achivements as they are considered 3rd party software. So, yes this mod disables achivements. However there are three different mods currently on here that can re-enable achivements.
I will look into this. I'm also thinking about adding clothing recipes for all the unobtainable clothes. I'm also thinking about tinkering with the prices since the recipes are rather hard. I hesitate because there is another mod which kind of already does that though and I don't want to make someone else's work obsolete.
Not yet. I spent a lot of the time restructuring the code. I was also working on adding descriptions but haven't quite figured it out yet. I just wanted to push something out since I got it to a working state. I'll be adding impact grenades, unobtainable clothes, and whatever else people want in the next update. Since I have most things down now it shouldn't take nearly as long! <3
The author to the crafting ammo and utilities mod has been mia and hasn't done a single addition in weeks, can you merge his mod with yours so we can save an esp loader spot; as well could you add emergency kits pls
Without express permission of the original mod author.....I just don't currently feel comfortable doing that. If it never gets updated again I will think about this as a few have asked; however, I know that modders have lives and updates take time. As it stands I put the onus on Bethesda to either release the creation kit or allow a better way for esp's to be loaded. The truth is from a coding standpoint the esp limit of 255 (hex based limit) is such an old problem that the computer science community tackled decades ago. Now, I understand you can't just rewrite software everytime a game is released and they did sort of update it with esl's but this isn't asking for a reinvention of the wheel. ̶B̶e̶t̶h̶e̶s̶d̶a̶ ̶i̶s̶ ̶a̶ ̶b̶i̶l̶l̶i̶o̶n̶ ̶d̶o̶l̶l̶a̶r̶ ̶c̶o̶m̶p̶a̶n̶y̶. (I forgot ZeniMax was bought by Microsoft in 2021, so 1/2 trillion dollar company. Yes folks, thats trillion with a T!) Why would a comany that large release a game (that they know fully well has a MASSIVE modding community, one which they used to endorse) that only allows for 10 mods to be added? I understand it's early days and once they hit their sales figure they will probably release the creation kit but that's on them, not us modders. Also I don't want to make someone else's work obsolete. Doing so hinders the community instead of helping it to grow, imo. Sorry
You have nearly 255 plugins? I didn't realize there were that many already. Aside from Bethesda releasing the creation kit not much I can do about that. You can reach out to the creator of that mod if you want. I'm always willing to share/give away code.
Just an FYI, your pathing in the zip file is causing mod managers to unpack it in the wrong place. The root of the zip should not be "Starfield" it should be "Data" otherwise you end up with it unpacking to "steamapps\common\Starfield\starfield\data" instead of "steamapps\common\Starfield\data".
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I know from a lore perspective it can be unlocked by following a Neon side quest, but seeing as how I just hit NG+ it was kinda annoying knowing that I have to re-unlock the crafting Recipe again.
Edit: I'm adding the Aurora recipe, but there is an in game quest to get this recipe, so I may remove it. I used the quantities and required chasmbass oil as per the original recipe. Updated version posted here: https://www.nexusmods.com/starfield/mods/5591
If you are using other esp mods maybe trying adding/deleting some till it works or try to reordering them and see if that changes anything.
I have been getting crashes if I stress the game too hard doing things like using the jetpack mods while scanning and while going through a new planet border restriction. as long as I don't push it too hard and be mindful of loading areas and how many actions i perform at the same time it doesn't crash
I'm condensing as many of the start bat mods together as I can right now but I don't know how to write ccr or I'd have ccr manage my start bats as well
Sadly haven't been able to find what's causing it to not work 100%
Does the menu for how much to craft come up? I know you said you could craft and get the xp but the items don't appear but there should be a menu after you hit craft for the amount, does it work?
Do you have the ammo crafting mod and if so, does that work?
https://www.nexusmods.com/starfield/mods/4157
Edit:
Got it working after remove stest lines from my ini and putting them in the new plug ins file
This new mod that enables esm works for esp and esm files
You delete all your stestfile lines in your ini and move them over to your new plugins file like so
*HSIBA.esm
*LinkedCompanionSuit.esm
*legendaries.esp
*xatmosNoClutter.esp
*crafting.esp
*xatmosOutpostTrader.esp
*IncreasedContrabandPrices.esp
*ShipCargoStorage.esp
*ICC.esp
*OutpostStorage.esp
*Contraband.esp
but the install instructions need to update anyone using this method can't use stest lines
the new method bypasses the 10 limit as well
Edit: It is working!
However, I was just messaging this other modder and they figured out a way to get xedit to partially work. So I *might* be able to hook into the upgrades, which I kind of wanted to do in the first place. This next update might take a while, lol.
I would love to learn how to make these mods, I am already intimately familiar with JSON, C++, python, etc I just don't know where to look. I also have years of game dev/modding in source experience.
I figure by looking at the modifications you made, there is a specific file that you appear to reference, essentially linking crafting recipies to that file.
What I meant to say was, in the outpost, you can create the 3 different manufacturing machines to create (for ex) aluminum frames, or nuclear fuel rods, etc. I'm asking how can we add the ammo to be created via these machines? I assume there is a file these manufacturing machines read from as well?
(or if you can maybe point me in the right direction of where to look? )
Feel free to DM if its easier!
Is it possible to kindly update it so that it works with MO2 Beta 11 (Plugin method; I don't understand how it works though but it makes esp loading much simpler for many of them).
I love this mod btw.
I'm glad you love it, there's more coming soon! <3
Yeah its slightly annoying having to update the plugin.txt or create a new one, but at least its "Set it and forget it" after that.
Unfortunately it didn't work with this mod so far.
I wish I could help but I have zero idea how these work. But from my record, these mods work:
xatmos's Outpost Trader and Perk Up Vendors
pitufocabeza's Legendary Modifications and Ammo Crafting