With the release of Starfield 1.12.30, Plugins.txt enabler is no longer required to enable plugins. This mod is confirmed working on Starfield 1.12.30.
Installation Instructions:
I recommend using the plugins.txt enabler and either the Vortex beta or Mod Organizer 2.5.0 or later that supports Starfield and the plugins.txt enabler to manage your plugins.
If you don't use the plugins.txt enabler: Unzip the archive and drop "crafting_updated.esm" into your <Starfield install location>/Data folder Add the line "sTestFile1=crafting_updated.esm" into your StarfieldCustom.ini under [General].
The StarfieldCustom.ini goes to: C:\Users\<youruser>\Documents\My Games\Starfield
If you do not have a StarfieldCustom.ini within this folder you have to create one yourself. 1. Create a textile and name it StarfieldCustom.ini (make sure that it is *.ini and not *.txt!) 2. Add the following to that file with a text editor (e.g. Notepad):
If you put the StarfieldCustom.ini into the Root or Data Folder of your Starfield Installation the mod will not load!
You can see if the mod works if the game tells you that mods are enabled and therefore achievements are disabled when you load a save, if you're not using an achievement enabler SFSE or ASI plugin.
Note: If you have multiple .esp/.esm mods, you can change the number after sTestFile to anything 1-10 (sTestFile3=crafting_updated.esm for instance).
Please be aware that the usage of mods disables achievements unless using an achievement enabler.
Sounds like the plugin isn't loading for some reason. I just verified that it's working for me on the latest release of Starfield (1.9.51) loading from Mod Organizer 2 (2.5.0) using SFSE and Plugins.txt enabler.
Ammo: Zero/Mass gravity: lets target detach from surface and "float" up... to some extent... untill other effect turns the tables... Magnet +/-: for robots/turrets etc. deploys under target AOE, push it up, up and away... and then slam back into the surface... Chock/blinding: light explosives that dissorients NPCs... might cause havoc if they are in close knit engaging groups... friendly fire is so sensitive...
Those ideas would require a LOT more work than some simple crafting recipes. Everything this mod makes craftable already exists in the game, this just makes it easier to get.
Not working. I do have Starfield Custom.ini set up exactly the way you described. I've tried putting different numbers after sTestFile even though I don't have any other .esm or .esp mods.
I really, REALLY don't like or trust "script extenders" thanks to bad experiences with Skyrim so I'm not going to be using the plugins.txt enabler unless I can find a version that doesn't use script extenders.
Do you have any idea why it seems to work so well for other folks, but it won't work for me at all? The old version you based this on worked just fine a few months ago but I took a hiatus from the game, came back, and now I can't get any of them to work!
75 comments
Installation Instructions:
I recommend using the plugins.txt enabler and either the Vortex beta or Mod Organizer 2.5.0 or later that supports Starfield and the plugins.txt enabler to manage your plugins.
If you don't use the plugins.txt enabler:
Unzip the archive and drop "crafting_updated.esm" into your <Starfield install location>/Data folder
Add the line "sTestFile1=crafting_updated.esm" into your StarfieldCustom.ini under [General].
The StarfieldCustom.ini goes to:
C:\Users\<youruser>\Documents\My Games\Starfield
If you do not have a StarfieldCustom.ini within this folder you have to create one yourself.
1. Create a textile and name it StarfieldCustom.ini (make sure that it is *.ini and not *.txt!)
2. Add the following to that file with a text editor (e.g. Notepad):
[General]
sTestFile1=crafting_updated.esm
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
If you put the StarfieldCustom.ini into the Root or Data Folder of your Starfield Installation the mod will not load!
You can see if the mod works if the game tells you that mods are enabled
and therefore achievements are disabled when you load a save, if you're
not using an achievement enabler SFSE or ASI plugin.
Note: If you have multiple .esp/.esm mods, you can change the number after
sTestFile to anything 1-10 (sTestFile3=crafting_updated.esm for instance).
Please be aware that the usage of mods disables achievements unless using an achievement enabler.
Ammo:
Zero/Mass gravity: lets target detach from surface and "float" up... to some extent... untill other effect turns the tables...
Magnet +/-: for robots/turrets etc. deploys under target AOE, push it up, up and away... and then slam back into the surface...
Chock/blinding: light explosives that dissorients NPCs... might cause havoc if they are in close knit engaging groups... friendly fire is so sensitive...
Edit: layout
I really, REALLY don't like or trust "script extenders" thanks to bad experiences with Skyrim so I'm not going to be using the plugins.txt enabler unless I can find a version that doesn't use script extenders.
Do you have any idea why it seems to work so well for other folks, but it won't work for me at all? The old version you based this on worked just fine a few months ago but I took a hiatus from the game, came back, and now I can't get any of them to work!
Any chance you can add support in for the
40mm XPL
11mm XPL
and the APC one please?
Just got an asha tamer and was having a blast ;) then realised I couldnt make the ammo for it lol - cheers
40mm XPL and 11mm XPL are already in the mod. I've updated the mod description to show they're included.