Advice for enabling plugin mods: Always copy the plugin name from the plugin, don't trust your typing skills and reading comprehension, that has tripped up people. In your StarfieldCustom.ini remove all entries for stestfile (it will break your s#*!) or sStartingConsoleCommand (it breaks some peoples' s#*!). Here's what my StarfieldCustom.ini looks like [General] bEnableMessageOfTheDay=0 sPhotoModeFolder=Photos
[Camera] fActorFadeOutBoundMax=0 The General and Archive sections are all that you need. Your plugins.txt should be named that, not plugin.txt, not plugins.txt.txt Here's what my plugins.txt looks like # This file is used by Starfield to keep track of your downloaded content. *StarfieldCommunityPatch.esm *Wellness Fix.esm *2XEnemies.esm *Astroneer.esm *BASE.esm *Banshee.esm *Batman.esm *BooksRevamped.esm *ConstellationFleetUniform.esm *VenpiCore.esm *CoraCanRead.esm *Dead Body Collision.esm *dmLegendaryRecycler.esm *dmLegendaryRecyclerHabs.esm *dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm *Exile.esm *Followers Mod.esm *Following Asteroid Fix.esm *Habz.esm *Habz_HopeTech.esm *Health Increase After Level 100.esm *Infirmary.esm *Jail.esm *LevelScaling.esm *Leveled Mission Rewards.esm *MarkM.esm *Mission Boards Anywhere.esm *Navigate Using City Terminals.esm *Pathfinder_f.esm *PEAK Enemy AI.esm *SeeYourselfSleep.esm *ShipColorize.esm *Ship Power Fix.esm *Sit To Add Ship.esm *SKKUniversalStash.esm *SML_EatSleepDrink.esm *Starfield Extended - Aggressive Leveled NPCs.esm *Starfield Extended - Craftable Quality.esm *Starfield Extended - Craftable Quality Extended.esm *Banshee - Starfield Extended Patch.esm *Exile - Starfield Extended Patch.esm *MarkM - Starfield Extended Patch.esm *Pathfinder - Starfield Extended Patch.esm *Starfield Extended - Armor Naming for Craftable Quality Extended.esm *Starfield Extended - Weapon Naming For Craftable Quality Extended.esm *Starfield Extended - Craftable Quality Extended - LMR Legendary Qualities.esm *Starfield Extended - Craftable Quality - Legendary Clothing Enabled.esm *Starfield Extended - Armor & Clothing Crafting.esm *Starfield Extended - Armor & Clothing Crafting - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Weapon Crafting.esm *Starfield Extended - New Outfits.esm *Starfield Extended - New Outfits - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Plainclothes Rangers.esm *Starfield Extended - Painclothes Rangers - Legendary Clothing Enabled - Craftable Quality Patch.esm *Starfield Extended - Mod Armor Distribution.esm *Starfield Extended - More Medpacks For Sale.esm *Starfield Extended - More Engines Rebalanced.esm *Starfield Extended - Reactors Rebalanced.esm *Starfield Extended - Shields Rebalanced.esm *Starfield Extended - More Shielded Cargo Bays Rebalanced.esm *Starfield Extended - Game Settings.esm *Starfield Extended - Enemy Ships Un-Nerfed.esm *Starfield Extended - Leveled Vendor Credits.esm *Starfield Extended - Craftable Color Swaps.esm *Starfield Extended - Rolling Deep.esm *Straw_BossChestsContainLegendary.esm *Legendary Module Recycler - Boss Chests Always Contain Legendaries Patch.esm *TheencoGlasses.esm *TNHabTweaks.esm *Starfield Extended - Rolling Deep - TNHabTweaks Patch.esm *TNOutpostStorage.esm *TNUsefulShipStructure.esm If you have an .esp or .esl plugins get rid of them. You never should have used them in the first place, but you were thirsty. The people making them knew they were trouble, and kinda warned you. Also problems from those may be baked into your save files, so you should probably start new games. Also some of those same people took those broken .esp and .esl plugins, opened them in xEdit and resaved them as .esm plugins. Those are still broken. They have to remake the mod from scratch in xEdit for them to be safe. Do you trust that they did that? If following this advice on avoiding the most common mistakes, doesn't fix all your problems then read the comments on the Plugins.txt Enabler page. There is a wealth of information there from other mod users that had issues and had to figure it out. Content mod authors pages aren't here for you to figure out how to properly use Tool mods. That's what their pages are for. Good luck on your journey to learning the art and science of mod using.
Be careful when crafting SY920 equipment. My Crimson Fleet mission jumped from meeting on the key to going to the command center, skipping entire sections of the mission and breaking the quest easily.
It's an advanced manufactured component, Stimulated Shielding, so it's available as a rare loot drop, but there is also an industrial bench crafting recipe for it in this mod, so you can make them yourself. You can see it in pic 16.
Welp, after updating my game (Steam) to the new 1.14.74, and starting a fresh/NEW game from scratch, and then leveling up and unlocking/researching the required levels/tiers, and then checking the Industrial Workbench...
...seems this mod is still working as advertised, with the recent/new Starfield Update 1.14.74, hella nice! o7 ♥
Да, это раздражает. Я настоятельно рекомендую использовать для этого Workbench Filter Framework и мой патч. Да, это раздражает. Я настоятельно рекомендую использовать для этого Workbench Filter Framework и мой патч. Это очень помогает разделить рецепты на разные меню.
Doesn't work anymore. Tried to put on data with your mods alongside your weapon crafting mod, they won't show in my game. Am I need an plugins.txt to work like they this is pointless anymore on previous update?? New game, don't work. Industrial workshop is just only vanilla stuff, I don't seen all of your armor, clothing and weapons there.
I can confirm that for me it is working having just posted about this 5 days ago. I began to see the armor and weapons in the workbench as I completed the tiered research for weapons and equipment. Completing all the research should unlock the entirety of the weapon/clothing lists
You no longer need the Plugins.txt Enabler mod, but you still need your Plugins.txt to have the entries in it for your installed mods. I recommend using MO2 for installing Starfield mods and managing your load order. The beta version that has Starfield support is available on their discord, https://discord.gg/wEeqjHXc
PC Gamepass user here. I don't have the dlc content so I'm just playing the base game but I have not been able to get this mod along with the craftable quality patch to work either together, separately w/o the patch, or with the inclusion of Real Time Form Patcher and the Workbench Filter Framework mods. My load order is roughly similar to your provided example.
I am using the non-Shattered Space version of the mod. Is this potentially the reason I am not seeing any armor/clothing appear on the workbench? Should I use the Shattered Space version even if I don't have the dlc content?
The Shattered Space file only contains crafting recipes for apparel from Shattered Space. So you don't need that. If you install Workbench Filter Framework you'll also want to install Starfield Extended - Workbench Filter Framework (WFF) Patch so the recipes are put into the menus added by WFF, otherwise everything will be in the default menu. There are special instructions for installing Real Time Form Patcher on gamepass, so make sure you follow those.
Thanks for the reply. And yeah I have essentially all the required mods in my load order and the RTFP instructions were easy to follow to where I can see the options on the workbench to select what category i want to craft. Not sure but for whatever instance I may have overlooked, nothing appears in the Armor or Apparel categories. I maxed Spacesuit Design and Special Projects as well but to no avail.
Here's how a portion of my load order looks and I'm fairly certain it should work based on putting Armor crafting towards the bottom of where I think it would not conflict with any other mod. It's not a big deal if I can't get this specific mod to work as I've been able to have some of your other mods work without any hassle. I just tend to get invested in figuring out for myself when a mod won't take but I'm a bit stumped on this one.
Edit: Just to further add that I attempted your Weapon Crafting mod on it's own without Armor crafting in the load order (no RTFP/WFF included) but even with that, no weapon lists appear within the industrial workbench. Just to see if whether it's something in my load order, I removed Weapon/Armor crafting and then added TN's Ammo/Aid crafting mod and the ammunition lists appeared in the workbench. And as I completed Ammo research, additional ammuntion lists began to appear in the workbench. Again not quite sure why Armor/Weapon crafting lists are not appearing in the workbench and I did see Lisbeth's post on 10/9 & 7/12 indicating that your mods are still working, but idk if it's bc it was tested on Steam whereas I'm on PC Gamepass. Again not a huge issue if I can't get either of the 2 mods to work but just wanted to bring awareness if there could potentially be something from the recent updates that may have caused the non-SS versions to not function as intended.
Did TN's Ammo/Aid crafting mod use WFF? If not my guess is the ASI part of Real Time Form Patcher isn't working, or maybe you missed something in the install process. You see all the recipes if you don't have WFF installed right?
TN's aid/ammo crafting does have a separate WFF patch but the first step I took as part of a checklist was installing it without the WFF/RTFP mods included to see if the ammunition would appear or not in an unedited, vanilla workbench so to speak. When I saw that ammunition recipes were appearing I then proceeded to add in RTFP/WFF along with TN's WFF patch and still saw the ammuntion recipes appear in the workbench but now it's respective ammo category for clutter maintenance.
I'm at a loss, because I have the current versions of all the mods installed and everything is working properly for me. Are you using versions of my mods from Nexus or from Creations? If creations there was this comment on the patch page.
Spoiler:
Show
OK for anyone else who can't get this to work with the Creations version of Starfield Extended, this is why.
all the entries in the txt file in:\Starfield\Data\SFSE\Plugins\RealTimeFormPatcher\Starfield_Extended_WFF_patch.txtare like the following on the nexus version. EXAMPLE 1 Starfield Extended - Armor & clothing Crafting.esm~802|wrkbench_kwd(WorkbenchFilterFramework.esm~7 and on the Creations version they are like: EXAMPLE 2 starfield extended - armor & clothing crafting.esm~802|wrkbench_kwd(WorkbenchFilterFramework.esm~7
Note the lack of capital letters, this stops the entries from going in the attire and armor categories on the industrial workbench, and pushes them into the Misc category.
Change the capital letters as I have in the example 2 and they will once again work.
Please note this is only if you use Starfield Extended from the creation page not the nexus site, if you are using them all on nexus they should all work as intended.
I think this may have something to do with the Creation versions stripping away the capital letters from the .esm files, not completely tested it though but it seems to have done that with Workbench Filter Framework [WFF] - Patch Central as well.
Sorry if this is not very clear, not really sure how else to explain it.
Hey so to provide an update on this and make a long story short. Two nights ago and two whiskeys in, I gave it another go and I found out the reason it wasn't working was bc while I completed the Special Projects perk, it didn't occur to me that I had to also complete the Equipment research in addition. Sure enough once I did research it all, the clothing items begain to appear in the workbench in the armor category list with your WFF patch included in.
Sorry that I had sent us both on a wild goose chase with this one but I'll be sure to remember that for future playthroughs. All in all, I'm enjoying all the mods you've made thus far and thx for sparing the time to help resolve it. Cheers to ya!
I installed it, make my game to the point I have enough skills to craft some armor pieces. Tried to craft a spacesuit helmet, and... well, I get a standard normal helmet... I mean : a this point, the player is supposed to be quite high in level. I was >50 when I crafted the helmet. What's the point to have a simple "white" normal helmet, then ? To be precise : I appreciate this mod, and find it a great tool for immersion and gaming purpose. But I don't see the point to spent my craft materials, actually... Or is this only for "roleplay" purpose ?
The point is being able to craft any item, so you don't have to find it for sale, or loot it. You can just go to a bench and make it. Say you want to make spacesuits for some crew members, or give them certain outfits. You can do it all without leaving your ship. I don't really get what's not to get.
I'm sorry if my comment seemed a bit rude : this was not my intention (my english is what it is...). I simply missed the fact that this particular mod is just the base version of your work, allowing player to craft simple versions of items, without any kind of level (refined, advanced etc). I understood later that it's a much more interesting way to use your mod if installing also the "quality" parts of it...
I have what might be a stupid question. I've been looking at mods between here and Bethesda's site and noticed this one needs the plugin add on while the one on the Bethesda's site does not. Why is that? I'm trying to do a minimal amount of mods after several false starts and issues with other mods so just curious.
144 comments
Always copy the plugin name from the plugin, don't trust your typing skills and reading comprehension, that has tripped up people.
In your StarfieldCustom.ini remove all entries for stestfile (it will break your s#*!) or sStartingConsoleCommand (it breaks some peoples' s#*!).
Here's what my StarfieldCustom.ini looks like
[General]
The General and Archive sections are all that you need.bEnableMessageOfTheDay=0
sPhotoModeFolder=Photos
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Spaceship]
fShipBuilderModuleOverlapTolerance=-5.0000
[Display]
fSpaceGlowBackgroundScale=0.0
fStarfieldBackgroundScale=1500.0
sPhotoModeFolder=Photos
[Camera]
fActorFadeOutBoundMax=0
Your plugins.txt should be named that, not plugin.txt, not plugins.txt.txt
Here's what my plugins.txt looks like
# This file is used by Starfield to keep track of your downloaded content.
If you have an .esp or .esl plugins get rid of them. You never should have used them in the first place, but you were thirsty. The people making them knew they were trouble, and kinda warned you. Also problems from those may be baked into your save files, so you should probably start new games.*StarfieldCommunityPatch.esm
*Wellness Fix.esm
*2XEnemies.esm
*Astroneer.esm
*BASE.esm
*Banshee.esm
*Batman.esm
*BooksRevamped.esm
*ConstellationFleetUniform.esm
*VenpiCore.esm
*CoraCanRead.esm
*Dead Body Collision.esm
*dmLegendaryRecycler.esm
*dmLegendaryRecyclerHabs.esm
*dmLegendaryRecycler - Legendary Clothing Enabled Patch.esm
*Exile.esm
*Followers Mod.esm
*Following Asteroid Fix.esm
*Habz.esm
*Habz_HopeTech.esm
*Health Increase After Level 100.esm
*Infirmary.esm
*Jail.esm
*LevelScaling.esm
*Leveled Mission Rewards.esm
*MarkM.esm
*Mission Boards Anywhere.esm
*Navigate Using City Terminals.esm
*Pathfinder_f.esm
*PEAK Enemy AI.esm
*SeeYourselfSleep.esm
*ShipColorize.esm
*Ship Power Fix.esm
*Sit To Add Ship.esm
*SKKUniversalStash.esm
*SML_EatSleepDrink.esm
*Starfield Extended - Aggressive Leveled NPCs.esm
*Starfield Extended - Craftable Quality.esm
*Starfield Extended - Craftable Quality Extended.esm
*Banshee - Starfield Extended Patch.esm
*Exile - Starfield Extended Patch.esm
*MarkM - Starfield Extended Patch.esm
*Pathfinder - Starfield Extended Patch.esm
*Starfield Extended - Armor Naming for Craftable Quality Extended.esm
*Starfield Extended - Weapon Naming For Craftable Quality Extended.esm
*Starfield Extended - Craftable Quality Extended - LMR Legendary Qualities.esm
*Starfield Extended - Craftable Quality - Legendary Clothing Enabled.esm
*Starfield Extended - Armor & Clothing Crafting.esm
*Starfield Extended - Armor & Clothing Crafting - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Weapon Crafting.esm
*Starfield Extended - New Outfits.esm
*Starfield Extended - New Outfits - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Plainclothes Rangers.esm
*Starfield Extended - Painclothes Rangers - Legendary Clothing Enabled - Craftable Quality Patch.esm
*Starfield Extended - Mod Armor Distribution.esm
*Starfield Extended - More Medpacks For Sale.esm
*Starfield Extended - More Engines Rebalanced.esm
*Starfield Extended - Reactors Rebalanced.esm
*Starfield Extended - Shields Rebalanced.esm
*Starfield Extended - More Shielded Cargo Bays Rebalanced.esm
*Starfield Extended - Game Settings.esm
*Starfield Extended - Enemy Ships Un-Nerfed.esm
*Starfield Extended - Leveled Vendor Credits.esm
*Starfield Extended - Craftable Color Swaps.esm
*Starfield Extended - Rolling Deep.esm
*Straw_BossChestsContainLegendary.esm
*Legendary Module Recycler - Boss Chests Always Contain Legendaries Patch.esm
*TheencoGlasses.esm
*TNHabTweaks.esm
*Starfield Extended - Rolling Deep - TNHabTweaks Patch.esm
*TNOutpostStorage.esm
*TNUsefulShipStructure.esm
Also some of those same people took those broken .esp and .esl plugins, opened them in xEdit and resaved them as .esm plugins. Those are still broken. They have to remake the mod from scratch in xEdit for them to be safe. Do you trust that they did that?
If following this advice on avoiding the most common mistakes, doesn't fix all your problems then read the comments on the Plugins.txt Enabler page. There is a wealth of information there from other mod users that had issues and had to figure it out. Content mod authors pages aren't here for you to figure out how to properly use Tool mods. That's what their pages are for.
Good luck on your journey to learning the art and science of mod using.
...seems this mod is still working as advertised, with the recent/new Starfield Update 1.14.74, hella nice! o7 ♥
I am using the non-Shattered Space version of the mod. Is this potentially the reason I am not seeing any armor/clothing appear on the workbench? Should I use the Shattered Space version even if I don't have the dlc content?
If you install Workbench Filter Framework you'll also want to install Starfield Extended - Workbench Filter Framework (WFF) Patch so the recipes are put into the menus added by WFF, otherwise everything will be in the default menu. There are special instructions for installing Real Time Form Patcher on gamepass, so make sure you follow those.
Here's how a portion of my load order looks and I'm fairly certain it should work based on putting Armor crafting towards the bottom of where I think it would not conflict with any other mod. It's not a big deal if I can't get this specific mod to work as I've been able to have some of your other mods work without any hassle. I just tend to get invested in figuring out for myself when a mod won't take but I'm a bit stumped on this one.
Edit: Just to further add that I attempted your Weapon Crafting mod on it's own without Armor crafting in the load order (no RTFP/WFF included) but even with that, no weapon lists appear within the industrial workbench. Just to see if whether it's something in my load order, I removed Weapon/Armor crafting and then added TN's Ammo/Aid crafting mod and the ammunition lists appeared in the workbench. And as I completed Ammo research, additional ammuntion lists began to appear in the workbench. Again not quite sure why Armor/Weapon crafting lists are not appearing in the workbench and I did see Lisbeth's post on 10/9 & 7/12 indicating that your mods are still working, but idk if it's bc it was tested on Steam whereas I'm on PC Gamepass. Again not a huge issue if I can't get either of the 2 mods to work but just wanted to bring awareness if there could potentially be something from the recent updates that may have caused the non-SS versions to not function as intended.
Are you using versions of my mods from Nexus or from Creations? If creations there was this comment on the patch page.
all the entries in the txt file in:
\Starfield\Data\SFSE\Plugins\RealTimeFormPatcher\Starfield_Extended_WFF_patch.txt
are like the following on the nexus version.EXAMPLE 1
Starfield Extended - Armor & clothing Crafting.esm~802|wrkbench_kwd(WorkbenchFilterFramework.esm~7
and on the Creations version they are like:
EXAMPLE 2
starfield extended - armor & clothing crafting.esm~802|wrkbench_kwd(WorkbenchFilterFramework.esm~7
Note the lack of capital letters, this stops the entries from going in the
attire and armor categories on the industrial workbench, and pushes them
into the Misc category.
Change the capital letters as I have in the example 2 and they will once again work.
Please note this is only if you use Starfield Extended from the creation page
not the nexus site, if you are using them all on nexus they should all
work as intended.
I think this may have something to do with the Creation versions stripping away the capital letters from the .esm
files, not completely tested it though but it seems to have done that
with Workbench Filter Framework [WFF] - Patch Central as well.
Sorry if this is not very clear, not really sure how else to explain it.
Sorry that I had sent us both on a wild goose chase with this one but I'll be sure to remember that for future playthroughs. All in all, I'm enjoying all the mods you've made thus far and thx for sparing the time to help resolve it. Cheers to ya!
I installed it, make my game to the point I have enough skills to craft some armor pieces. Tried to craft a spacesuit helmet, and... well, I get a standard normal helmet...
I mean : a this point, the player is supposed to be quite high in level. I was >50 when I crafted the helmet. What's the point to have a simple "white" normal helmet, then ?
To be precise : I appreciate this mod, and find it a great tool for immersion and gaming purpose. But I don't see the point to spent my craft materials, actually...
Or is this only for "roleplay" purpose ?
Anyways : thx for your job, and for sharing.
I don't really get what's not to get.
I simply missed the fact that this particular mod is just the base version of your work, allowing player to craft simple versions of items, without any kind of level (refined, advanced etc).
I understood later that it's a much more interesting way to use your mod if installing also the "quality" parts of it...
Again : thx for your work, & for sharing!
Again, THANK YOU for this hella awesome mod, Gambit77! ♥
However, doesn't Shattered Space come with new clothing items? If so, will this mod need to be updated to include the new clothing items?