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.
Thanks for the reply. I was hoping that all vendors would sell them because I ran into a bug where Lars at the Red Mile won't interact with me. The dialogue choices no longer open his vendor menus. it's weird. And I I wiped out the Fleet already so no Jasmine.
Only certain vendors sell them because they're illegal. I didn't change the game mechanics regarding that in this mod because it would be outside the scope of this. You could also use a mod like Outpost Shipbuilder Unlocked ESM. I use it for convenience just to have all parts available in one place.
Do you mean Plugin.txt Enabler the mod is no longer required because it's part of the game no, because that is correct. The game still has a plugins.txt file that stores the mod load order. I highly doubt that changed with the last update or will ever change with Bethesda games.
Except he also said it no longer works, which isn't the case. So they're doing something wrong, whether that is with their install (no longer using a Plugins.txt file), in game (not shopping at a vendor that sells shielded cargo bays), or a mod conflict, I can't really say.
I am no longer getting shielded cargo bays for all bays that did not have shielded version in original game. I have removed all other ship mods and still not getting all the shielded cargo bays i use to get.
I posted a bug report some time ago regarding your 40t Hauler cargo changes, and I noticed that this was updated in June to add the ESL flag. Unfortunately, the reported bug still exists. Anyways, thank you for all the work you do!
This plugin type mod is new to me, that's why I used vortex. I thought it would do the install completely or maybe it did? I don't see any new cargo values just the vanilla in game. Any help would be appreciated or a walkthrough link. TIA
Could you make an unbalanced version, specifically leave the capacity matched and the mass matched or even decreased on ALL Cargo Bays Reasoning: I am thinking the technology that allows the Shielding isn't any bulkier or taking up any room/capacity than a normal hold especially since you still need the scan jammers. The cost doesn't matter to me since I cheat my credits anyway. The mass on all cargo bays could use a decrease in my opinion especially since it has such a huge impact on Spaceship Mobility and Speed.
So... You just utterly ignore my Reasoning perhaps because you do not agree or simply do not understand, how typical and pathetic. Do you have any understand of weight and balance or aircraft center of gravity vs load placement and hold capacity? Shielding methods both physical and electronic? I am actually Retired from not one but two related fields. Commercial Pilot and Electrical Engineering. So, even though I respect your opinion I will do as you do and simply laugh at it.
@webravager... "Doofy" (fcoenriqueperez) has 0 (ZERO, NIL) kudos. It's obvious this waste-of-space has nothing good to say. Just pretend he doesn't exist... We'll all be better for it.
The mod author Gambit77 is a legendary Fallout 4 modder and he's always taken suggestions seriously. Let him answer your suggestion and only worry about his answer hehe. Please ignore Doofy's lame and lonely existence attention grabbing wannabe elitist posts.
I'd assume that the shielding is a lining a lead. I'm not aware of anything that would work better than that. And it would take up some space, maybe 10% is too high, but vanilla values were always above that, as high as 32%, so that's why I rebalanced the vanilla holds. It seemed reasonable to me. I don't really want to go about f*#@ing with mass changes. Imo, what needs rebalanced on ships the most is reactor output and engine power draw, so that's what I'm going to make mods for. You should pop this open in xEdit, it's available on the xEdit discord. All the records that you need to tweak to achieve what you want are inside of this plugin in the Generic Base Form entries so it won't be hard for you to find the values that you want to change. This can be your first step into the world of learning to make mods.
Sounds like a plan I have a little exp with xEdit in Skyrim and Fallout 4 for changing armor and weapon stats and making items mod able so it shouldn't be too difficult.
Thank goodness for balanced cargo bays. I have been flying around in unbalanced ones in great big loops as it seems we have too much weight on the starboard side of the ship.
We tried repacking, but you know, it is hard to get it just right. Ole' Barrett said come see this out of the port window, we all looked, and boom, the whole ship swerved.
23 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.
You could also use a mod like Outpost Shipbuilder Unlocked ESM. I use it for convenience just to have all parts available in one place.
Granny :-)
Reasoning: I am thinking the technology that allows the Shielding isn't any bulkier or taking up any room/capacity than a normal hold especially since you still need the scan jammers. The cost doesn't matter to me since I cheat my credits anyway.
The mass on all cargo bays could use a decrease in my opinion especially since it has such a huge impact on Spaceship Mobility and Speed.
The mod author Gambit77 is a legendary Fallout 4 modder and he's always taken suggestions seriously. Let him answer your suggestion and only worry about his answer hehe. Please ignore Doofy's lame and lonely existence attention grabbing wannabe elitist posts.