2023.10.16 v3 - Legendary Drip compatibility. - Tweaked items for sale from kiosk. - Improved gacha tables.
2023.10.05 v2 - Added buildable vanilla vending machines. - Added clothing and decorative items for sale from kiosk. - Added legendary blind box gacha machines and research line. - Kiosk properly refreshes credits.
Work in Progress - Outpost visitors and inhabitants? - Fix art in build menu.
Hello, LOOT is back for Starfield! It also comes with some bad news for this mod. I am getting an error "Starfield does not support the usage of .esp plugins ingame, but your load order contains such plugins. In order to avoid irreversible damage to your game, it is recommended to not use .esp plugins."
Now this mod works, so I am not saying the LOOT is the last word. But... with the Creation Kit available can this bee updated to align with the game?
You are the only modder that I use mods with .esp so not sure how wide spread the usage is for LOOT to be throwing shade on your method.
I'm just now returning to SF after leaving it pretty much after it launched, I did two playthroughs and lost interest but now that there are more mods available I thought I'd give it another go, I was still setup with the sTestfile and the original way of modding SF but finding things have changed and now sTestfile is obsolete aside the fact that MO2 doesn't like it either, I've removed it from the ini file only now MO2 is flagging this "outpost trader" plugin as an ESP in which I'm finding SF doesn't use and so following those instructions in the comments below I adding this mod's ESP to the plugin.txt file only MO2 is still flagging it due to it being a ESP, I was kind of hoping that once it was added to the plugin.txt file MO2 would allow it. So now even though I have it included within the plugin.txt file I'm having to disable the plugin within MO2, I'm still setting up mods and have yet to start the game so I'm not even sure if it's going to work since I have the plugin disabled in MO2.
I don't like having plugin's flagged in MO2 and will clear them within the overwrite or by disabling that mod.
Edit in; I solved the problem by adding false to the "show warnings" for both ESP's and ESL's in the MO2 settings under the Starfield plugin thus allowing me to add the plugin via MO2 and all is good.
downloaded and installed. But I found out that the sTestFile1=xatmosOutpostTrader.esp entry in the starfieildcustom.ini is breaking a lot of the other mods. I read somewhere that is a sTestfile is set, it breaks the other mods. This mod is great as I can farm XP by crafting frames and magnets. but either I have to go sell all of it or drop it all. In this mod you don't have to go all over the place to sell the stuff you can just do it at your outpost. Is there a way to get this to work without the sTestfile?
Yes. I have it in my Plugins.txt file. To my knowledge, anything that can be set as a sTestFile value can just be put in your Plugins.txt file, if you use one. In fact, if you are running with a Plugins.txt file, the moment you use a sTestFile, it can break mods. So, I found it better to not use sTestFiles. Just move whatever the mod reference is to the Plugins.txt file with a * preceding it. E.g. in this case, add the line *xatmosOutpostTrader.esp to your Plugins.txt file.
Worth noting too, that if you have sTestFile values in your StarfieldCustom.ini file and you add a Mod, e.g. through Vortex, then your sTestFile values may end up in the new mods ini file as well. Which can also break other mods.
As far as I can tell this mod doesn't work anymore. I installed it manually and with vortex. I put the required line in my plugins.txt file. I did not however put any stest file reference in my ini file because it will break about 75% of all my other 90 mods and I'm not willing to do that for this mod. I hope more mod authors will abandon stest files.
I have never commented on here but, I just wanted to say this is the first mod besides a few UI mods I have installed for S.F. and, it's very cool so far 😁 Yes, I got the succulent, but, that's what I get for gambling 😂 The only issue I'm having is my overwrite yelling at me , something about esl & esms .. I guess, I'll get around to worrying about that in the future 😂 Yet, it's worked perfectly for me ..Mo2 automatically did the invalidating for me so no issues there.. I will keep an eye on this for the future can't wait to see what you do with it 😁 Thanks for something really cool 😎
209 comments
- Legendary Drip compatibility.
- Tweaked items for sale from kiosk.
- Improved gacha tables.
2023.10.05 v2
- Added buildable vanilla vending machines.
- Added clothing and decorative items for sale from kiosk.
- Added legendary blind box gacha machines and research line.
- Kiosk properly refreshes credits.
Work in Progress
- Outpost visitors and inhabitants?
- Fix art in build menu.
Now this mod works, so I am not saying the LOOT is the last word. But... with the Creation Kit available can this bee updated to align with the game?
You are the only modder that I use mods with .esp so not sure how wide spread the usage is for LOOT to be throwing shade on your method.
I don't like having plugin's flagged in MO2 and will clear them within the overwrite or by disabling that mod.
Edit in; I solved the problem by adding false to the "show warnings" for both ESP's and ESL's in the MO2 settings under the Starfield plugin thus allowing me to add the plugin via MO2 and all is good.
Is there a way to get this to work without the sTestfile?
can this be put in the plugins.txt?
Worth noting too, that if you have sTestFile values in your StarfieldCustom.ini file and you add a Mod, e.g. through Vortex, then your sTestFile values may end up in the new mods ini file as well. Which can also break other mods.
sTestFile1=xatmosOutpostTrader.esp
(or sTestFile2 or more if you have other file loaded)
Yes, I got the succulent, but, that's what I get for gambling 😂
The only issue I'm having is my overwrite yelling at me , something about esl & esms .. I guess, I'll get around to worrying about that in the future 😂
Yet, it's worked perfectly for me ..Mo2 automatically did the invalidating for me so no issues there.. I will keep an eye on this for the future can't wait to see what you do with it 😁 Thanks for something really cool 😎