Alright, v2.0.0 works with the latest version. I had to make changes to basically everything - so if you find anything that is not working correctly (like remaining ship builder errors that don't get changed into warnings), please tell me in the bugs tab (or even better in a github issue, as I will get a notification about that). Have fun :D
I was playing Starfield with the vanilla ship building restrictions, whilst patiently awaiting for this mod's update. I was humbled, and reminded of what Bethesda's design intentions were by said restrictions, and it was actually quite refreshing to re-experience (albeit annoying, lol) what you could do (and couldn't do), and what challenges are presented to you, with the lack of a mod like this.
Playing with vanilla ship building limitations/restrictions has also (once again), refreshed my mind, and rekindled my heart, in overwhelming appreciation, for the mod authors that create mods, and more so mods like this one, and more so specifically for this mod itself.
Again, THANK YOU 3xpl01t, for this hella essential and GOAT mod. THANK YOU for the (1.15.216) update! My appreciation for you, and your work and efforts, knows no end. Every time I return to Starfield, I look forward to replaying this game even more so, when I know THIS mod will bring me so much fun and joy! Much love! o7 :D ♥♥♥♥♥
The new version works like the old one, I hit 2 times F6 in the builder (waiting for the message to disappear before hitting F6 the 2nd time) and it's activated, I get only yellow warnings. I just haven't found a way to revert to standard red errors.
Hi, first of all, thank you for this mod. It's useful for us who likes to make complicated ship but can't finish it in one sitting so the ability to save incomplete ship is great.
I was wondering, would you know how to expand the limits of where you can place modules? Even with this mod, when you move the modules past a certain point (usually around the 400 meter range), the module would turn red so that it can't be placed anymore. Even snapping it to an adjacent module won't allow us to place that module if it goes past that invisible limit.
Unfortunately, the new game version 1.15.216.0 and SFSE 0.2.17 seem to be incompatible with this mod. It doesn't cause a CTD at startup or generate any error messages. It just doesn't seem to function anymore. When I look at the log, it gives me these entries: [21:44:42] Module base @ 0x7FF744870000 [21:44:42] Searching addresses to patch... [21:44:43] Unexpected opcodes 0x7FF744D02F79 ($SB_ERRORHEADER_COUNT) Now at this point, the Address Library mod has not been updated yet, but that mod is not listed as a requirement.
Address Library is now updated... https://www.nexusmods.com/starfield/mods/3256 ...I have a few more mods I waiting for to catch up, but it is fun looking at all the weird effect when running Starfield with disabled mods.
Address Library is one of those things that seems like a good idea. Make your mod dependent on AL and you don't have to keep updating it when the game changes, just wait on AL to update. But in practice it rarely works out that way. You have to update your mod anyways. A lot of mod creators end up abandoning Address Library, because if you are going to have to fix your mod anyway you might as well do away with the extra dependency.
Anyway, SFSE and AL are updated, we just have to wait for 3xpl01t to update this when he gets a chance.
Just to clarify, AL is not a dependency - the mod searches for the instructions to patch itself. The problem was the same AL had though (changed compiler options), hopefully this will be a one-time event :)
Yep there was an update to SFSE which made the DLL of your mod no longer compatible - the funny thing is it never showed up on game launch - did not realise myself until I tried to modify my ship and the mod no longer worked - thanks for your work it's a great mod :-)
im in the process of adding all the ridiculous number of mods needed to do what just this one mod does and then i gotta hope and pray that i can get the load order right so that none of these will clash or cause crashes. you created the goat of all ship building mods. and i, like the rest of us in starfieldom, hope that this one mod, the one that rules them all will one day be updated. so that we all can once again build ships of destruction and beauty.
Thanks for the kind words! I'll update it :) I don't get messaged about comments on here, so I simply didn't notice something was wrong. In the case this happens again, drop me a PM :D
220 comments
reminded of what Bethesda's design intentions were by said restrictions, and it was actually quite refreshing to re-experience (albeit annoying, lol) what you could do (and couldn't do), and what challenges are presented to you, with the lack of a mod like this.
Playing with vanilla ship building limitations/restrictions has also (once again), refreshed my mind, and rekindled my heart, in overwhelming appreciation, for the mod authors that create mods, and more so mods like this one, and more so specifically for this mod itself.
Again, THANK YOU 3xpl01t, for this hella essential and GOAT mod. THANK YOU for the (1.15.216) update! My appreciation for you, and your work and efforts, knows no end. Every time I return to Starfield, I look forward to replaying this game even more so, when I know THIS mod will bring me so much fun and joy!
Much love! o7 :D ♥♥♥♥♥
I was wondering, would you know how to expand the limits of where you can place modules? Even with this mod, when you move the modules past a certain point (usually around the 400 meter range), the module would turn red so that it can't be placed anymore. Even snapping it to an adjacent module won't allow us to place that module if it goes past that invisible limit.
Do you think it's possible? Or is it hardcoded?
[21:44:42] Module base @ 0x7FF744870000
[21:44:42] Searching addresses to patch...
[21:44:43] Unexpected opcodes 0x7FF744D02F79 ($SB_ERRORHEADER_COUNT)
Now at this point, the Address Library mod has not been updated yet, but that mod is not listed as a requirement.
Anyway, SFSE and AL are updated, we just have to wait for 3xpl01t to update this when he gets a chance.
Edit: Found the cause already, seems like instructions regarding errors/warnings in the ship builder changed a bit
But no rush, take all the time you need, as it's always worth the wait! We all appreciate you, your efforts, and your work! :) ♥