As of May 9th, can confirm this mod does still work.
I am going to go through this explanation carefully, in case there are other people that, like me, are modding a Bethesda game for the first time. It is not super intuitive to someone who is not used to modding Bethesda games like Skyrim or whatever.
1 - Though it is not listed as a requirement on the Description page, you MUST install the Plugins.txt mod for this mod to work. It has detailed directions on it's description page...follow them carefully. After installing the mod, you will need to create a plain text file called "plugins.txt". The first line must have a number symbol. It can have text after it, but it must begin with that. The 2nd line has your actual mod reference. They always begin with an asterisk (*), and each has to go on it's own line if you have more than one. If you are only installing this mod, it would look like this:
# This is the line with the number sign *Alternate Vasco.esm The Plugins.txt file goes in your local folder...NOT the Starfield folder under Steam. And NOT in the Documents/My Games/Starfield folder. It needs to be in this folder: C:\Users\<Your Username>\AppData\Local\Starfield\Plugins.txt 2 - Plugins.txt has it's own requirement as well, which is the Starfield Script Extender (SFSE) mod. This is basically like a replacement executable for the game...instead of starting the game by running "Starfield.exe", you will start the game by running "sfse_loader.exe". Vortex did install this mod correctly for me, but you may need to install this manually. You'll see a black DOS box briefly, then the game will load normally. This mod is what allows the plugins to work.
I am posting this just as a PSA...I understand that mod makers can't be responsible for informing every new user about common practices when it comes to modding the game. And well...this is a cool and useful mod. So I was really happy to finally get it working.
Likely would go away at NG+ as this mod changes the skin. I seem to have made the issue go away in my new mod “Alternate Vasco” which I recommend over this mod given the customization.
Woot got it working make sure in the "Plugin.txt" it is put in as "*Alternate Vasco.esm" (no quotes) make sure the .esm part is in there its kind of important if you want the mod to work lol
So the mod file goes in your Data folder and you edit the Plugin.txt with the above entry
Note: Vortex puts the files in the correct locations just fine still gotta go in and add to the plugin.txt just like you do with the confusing MO2 so dont know why ppl hate on Vortex
And thank you for this mod... Maybe put a installation instruction in the description other than go to plugin.txt mod and follow their instructions ... just a thought
But the plugin.txt mod page literally tells you how to do it... .ESM goes in the Data folder *thenameoftheesm.esm in the plugin.txt
Recommend if you are new to modding Bethesda games to wait until Vortex support is fully ready. Otherwise you're just gonna have a hard time and lash out at the mod creators when it's not their job to teach you how to do basic Bethesda game manual modding.
I recommend a proper mod manager such as MO2 (vortex not yet fully supporting starfield). But you really need to get plugins.txt and review that pages instruction.
i installed manually and also install baka disable my game data... other esm works fine but alternate vasco doesnot.. i put it correctly yet vasco remains the same.. plz help .. do i need to press ~ and type something for vascos model to change?
Normal Vasco actually isn’t completely melee. I am currently testing options for getting the weapons to work. One thing I am finding is that you can’t easily swap out the weapons. Like, yeah, I can change the settings, but they don’t override the OMOD that Vasco was spawned in with. They take effect after NG+. I can at least say for the meantime they will use Vasco’s laser but he doesn’t seem to want to use it as much as I’d like either.
The Model S variant of this mod offers this, but it isn't perfect. I'm making huge progress on this right now, but it needs more testing. I can currently change weapons in-game on-demand. However, Vasco doesn't seem to prefer these weapons. So... I'm also looking at playing with combat preferences, which may also be a configurable option.
i cant understand this esm esb think i follow the plugins.txt manual but still cant use mod. using vortex change then try with mod manager 2 still dont work. is there a complete guide for esm esb files for starfield. ( also i use Address Library for SFSE Plugins) anyone can help ?
My Starfield path is X:\SteamLibrary\steamapps\common\Starfield, installed through Steam. Your path will (most likely) be different.
Now that you have SFSE installed, you need to ALWAYS launch Starfield using SFSE (sfse_loader.exe), otherwise SFSE functionality will not work.
Plugins.txt Enabler can now be installed using the mod manager of your choice, typically this will be Vortex or MO2. Choose the option for SFSE if you're following these instructions. Personally I use Vortex, but definitely see the value of MO2 - especially with large mod lists like my Skyrim build. Once installed, navigate to "C:\Users\%username%\AppData\Local\Starfield" where %username% is your username (%username% is actually a variable... you can just paste the path in the quotes into Windows Explorer and it will take you to that directory). You can create a "plugins.txt" file if you don't already have one.
You can now edit plugins.txt file contents in a text editor, such as Notepad.
This is where you add the mods you've downloaded, such as 'Alternate Vasco.esm' or 'Dead Body Collision.esm'. I don't think Vortex currently supports plugins.txt management for starfield yet. MO2 might. I added mine manually for the time being. Anyone feel free to correct me.
#, followed by any text is a comment. It is here just for you to make notes, if needed. *, followed by what should be a filename, indicates the mod you want to be active (loaded when the game runs) filename.esm, a file name listed without the '*' is just not being loaded when the game runs.
[script] # This file is used by Starfield to keep track of your downloaded content. *Dead Body Collision.esm *Alternate Vasco.esm Alternate Vasco - Weapon Choice.esm [/script]
38 comments
I am going to go through this explanation carefully, in case there are other people that, like me, are modding a Bethesda game for the first time. It is not super intuitive to someone who is not used to modding Bethesda games like Skyrim or whatever.
1 - Though it is not listed as a requirement on the Description page, you MUST install the Plugins.txt mod for this mod to work. It has detailed directions on it's description page...follow them carefully. After installing the mod, you will need to create a plain text file called "plugins.txt". The first line must have a number symbol. It can have text after it, but it must begin with that. The 2nd line has your actual mod reference. They always begin with an asterisk (*), and each has to go on it's own line if you have more than one. If you are only installing this mod, it would look like this:
# This is the line with the number sign
*Alternate Vasco.esm
The Plugins.txt file goes in your local folder...NOT the Starfield folder under Steam. And NOT in the Documents/My Games/Starfield folder. It needs to be in this folder:
C:\Users\<Your Username>\AppData\Local\Starfield\Plugins.txt
2 - Plugins.txt has it's own requirement as well, which is the Starfield Script Extender (SFSE) mod. This is basically like a replacement executable for the game...instead of starting the game by running "Starfield.exe", you will start the game by running "sfse_loader.exe". Vortex did install this mod correctly for me, but you may need to install this manually. You'll see a black DOS box briefly, then the game will load normally. This mod is what allows the plugins to work.
I am posting this just as a PSA...I understand that mod makers can't be responsible for informing every new user about common practices when it comes to modding the game. And well...this is a cool and useful mod. So I was really happy to finally get it working.
So the mod file goes in your Data folder and you edit the Plugin.txt with the above entry
Note: Vortex puts the files in the correct locations just fine still gotta go in and add to the plugin.txt just like you do with the confusing MO2 so dont know why ppl hate on Vortex
.ESM goes in the Data folder
*thenameoftheesm.esm in the plugin.txt
Recommend if you are new to modding Bethesda games to wait until Vortex support is fully ready. Otherwise you're just gonna have a hard time and lash out at the mod creators when it's not their job to teach you how to do basic Bethesda game manual modding.
Are the built-in weapons some of the models have functional, or just visual and they only fight melee like the normal Vasco?
I downloaded the appropriate version of Starfield Script Extender (SFSE), manually extracting to my Starfield folder.
My Starfield path is X:\SteamLibrary\steamapps\common\Starfield, installed through Steam. Your path will (most likely) be different.
Now that you have SFSE installed, you need to ALWAYS launch Starfield using SFSE (sfse_loader.exe), otherwise SFSE functionality will not work.
Plugins.txt Enabler can now be installed using the mod manager of your choice, typically this will be Vortex or MO2. Choose the option for SFSE if you're following these instructions. Personally I use Vortex, but definitely see the value of MO2 - especially with large mod lists like my Skyrim build. Once installed, navigate to "C:\Users\%username%\AppData\Local\Starfield" where %username% is your username (%username% is actually a variable... you can just paste the path in the quotes into Windows Explorer and it will take you to that directory). You can create a "plugins.txt" file if you don't already have one.
You can now edit plugins.txt file contents in a text editor, such as Notepad.
This is where you add the mods you've downloaded, such as 'Alternate Vasco.esm' or 'Dead Body Collision.esm'. I don't think Vortex currently supports plugins.txt management for starfield yet. MO2 might. I added mine manually for the time being. Anyone feel free to correct me.
#, followed by any text is a comment. It is here just for you to make notes, if needed.
*, followed by what should be a filename, indicates the mod you want to be active (loaded when the game runs)
filename.esm, a file name listed without the '*' is just not being loaded when the game runs.
[script]
# This file is used by Starfield to keep track of your downloaded content.
*Dead Body Collision.esm
*Alternate Vasco.esm
Alternate Vasco - Weapon Choice.esm
[/script]