Since I'm not the author of Ship Module Snap Expansion, I cannot guarantee it will be compatible to my mod, but as of Sept 28 10 2023, it was compatible in that all my snaps for vanilla parts where working but flips/rotations added by Ship Module Snap Expansion didn't have my snaps.
The mod is not working with Vortex, Mod Organizer, "Tool XYZ"?
I don't use any of these tools, I don't have them installed, they add a layer of complexity that can cause issues while making mods. Modding Starfield is already complex enough, I'm not willing to add more potential for problems causing issues in my mod. If you leave constructive feedback and detailed instructions for changes I should make to my mod files to make them compatible with such tools, I will consider it. However, since I'm not using these tools, I cannot verify the result.
Why are you not answering my comment?
Your comment probably has been answered in the description, in the sticky comments, or in one of the requirements already. Additionally, if you don't take the time and care to a) check your spelling, b) provide as much information as possible, or at least as much as required, I'm not taking the time and care to reply.
I'm a mod author, I use my personal free time without compensation on making mods. Any time spent on tech-support is time not spent on improving the mods.
The optional file is meant as addition to the main file. You can use both together, but can also use them standalone. The main file provides the additional snap points for most of the structurals, some of the cockpits and some of the landing gears. The optional file provides only the new snap points for the reactors and grav drives. Personally I don't often have the need for the additional reactor snaps, but some people do. If you can't choose, pick both, there's no downside.
This mod works fine in Starfield v1.11.36. If it's not loading for you, then your modded setup is possibly broken. I suggest redoing it using Mod Organizer 2.
they propaply doesn't laod because of the * in front of. with these vague information provided. could be anything. this mod works, so you need extended help from elsewhere.
Can you make the Starborn ship weapons (Solar Flare Beam 1-3, Supernova 1-3, & Gravity Torpedo 1-3) snap to everything like all the other weapons do? Without snapping, they seem to always be facing towards the front of the ship when fired. Unsure if letting them snap would mess up their orientation or not.
Currently, they all give the "Unattached Modules" error message when trying to use them.
Any chance we could add either a weapon or an engine to the end of a Nova wing? Right now we can only mount weapons onto them, I think a little White Dwarf engine would look very much in place on the end of one.
this mod works 100% wit drretech but i cant get any of the *BetterShipPartFlips.esm/SMSEX_Deimos.esm to work i installed the but copy and paste into data folder manualy and add esp in plugins in appdata starfield i also using these mods maybe not compatibile No Landing Bay or Docker Limits/Ship Builder Retexture - Weapon Modules - Black/CCR - Ship Builder Unrestricted (Landing-Build Size-Module Count)/o Weapon Power or Count Limits/No Reactor Limit/No Reactor Class Requirement/No Shield Limit/No Minimum Landing Gear/No Grav Drive Weight Limit/No Engine Power Limits/Reduced Stroud-Eklund Branding on Ships/and constelation collection
Thanks for the extra information. Obviously I use BetterShipPartSnaps together with BetterShipPartFlips all the time, so I guarantee they work together. I've also checked the files I upload by downloading them and only loading these, they are identical to my working copy ESMs.
I can't vouch for the result of using BetterShipPartFlips together with SMSEX, the safe suggestion is to use one or the other, but not both. Both of these mods are doing edits in the same kind of data, so there's potential for conflicts and problems. Pick whichever one you like best, no hard feelings.
I can only guess any of these other mods in your list is possibly the cause of BetterShipPartFlips not working. Try putting only BetterShipPartFlips in your plugins.txt, see if that loads. Then add only one more mod add a time and check in game if that was loaded correctly. When stuff does break, it'll be breaking because of the mod you just added. I'm afraid the only thing you can do then is make another choice, use one or the other. Some mods will just be incompatible by principle based on how modding in Starfield works.
Like Freschu said, we do touch some of the same entries, but what is not working for you?
None of the unstricted no limit mods should be an issue, they dont touch the individual modules either of our mods edit in anyway. Derretech mods entirely different modules then we do so should always be compatible with both.
If you expected the added snappoints of Better Ship Part Snaps to also show up on any SMSEX-SERIE modules, that is not a conflict or "not working"
-My mod SMSEX-SERIE adds new NIF's with their own "unique" snappoints entirely seperated from the vanilla modules.
-Fruschee's mod adds "NEW" snaps to vanilla modules only and not to the ones added by my mod.
The worst that can happen between our mods is either one of mine not showing up at all or one of the original modules that Fruschee modded not showing up with his extra snappoints. But that should really be limited to no more then a handfull of modules out of the dozens/hundreds we modded.
I use my own mod together with Better Ship Part Snaps and also test it with it active, they work together you just do not get the extra snaps on SMSEX-SERIE modules.
Using sTestFilex entries to manually load-in the .esm files vs. Plugins.txt is a viable method if you're having issues with Plugin.txt Enabler functioning correctly (still diagnosing that issue, but ultimately that's not related to this mod), though I will mention that it's not ideal and may require adjustments; but for troubleshooting worth a shot.
Though, for some reason, I am missing the additional Snap Points from the Optional File for Grav Drives and Reactors... (somewhere along the line, the "-" got removed from the .esm file name, Optional files work properly now vis sTestFile method)
Wonderful Mod as expected, now that I have it working.
111 comments
Those require editing a lot of complex data structures, and that's probably better done in a separate mod for stability (and sanity).
For flips and rotations, see my other mod Better Ship Part Flips or use Ship Module Snap Expansion - SMSEX.
Since I'm not the author of Ship Module Snap Expansion, I cannot guarantee it will be compatible to my mod, but as of Sept 28 10 2023, it was compatible in that all my snaps for vanilla parts where working but flips/rotations added by Ship Module Snap Expansion didn't have my snaps.
The mod is not working with Vortex, Mod Organizer, "Tool XYZ"?
I don't use any of these tools, I don't have them installed, they add a layer of complexity that can cause issues while making mods. Modding Starfield is already complex enough, I'm not willing to add more potential for problems causing issues in my mod. If you leave constructive feedback and detailed instructions for changes I should make to my mod files to make them compatible with such tools, I will consider it. However, since I'm not using these tools, I cannot verify the result.
Why are you not answering my comment?
Your comment probably has been answered in the description, in the sticky comments, or in one of the requirements already. Additionally, if you don't take the time and care to a) check your spelling, b) provide as much information as possible, or at least as much as required, I'm not taking the time and care to reply.
I'm a mod author, I use my personal free time without compensation on making mods. Any time spent on tech-support is time not spent on improving the mods.
Is it a main or both can work together? is it recommended, any downsides?
*BetterShipPartFlips.esm
*BetterShipPartSnaps.esm
*BetterShipPartSnaps-ReactorsGravDrives.esm
have other mods that loads just fine but for some reason cant load these, am i missing something?
Images proving the point.
Have not experienced any problems as of yet, woohoo! ♥
All functionalities seem to be intact and working as intended! \o/
Snap points on the side of the Deimos 120LD Landing bay.
Without snapping, they seem to always be facing towards the front of the ship when fired. Unsure if letting them snap would mess up their orientation or not.
Currently, they all give the "Unattached Modules" error message when trying to use them.
and add esp in plugins in appdata starfield i also using these mods maybe not compatibile No Landing Bay or Docker Limits/Ship Builder Retexture - Weapon Modules - Black/CCR - Ship Builder Unrestricted (Landing-Build Size-Module Count)/o Weapon Power or Count Limits/No Reactor Limit/No Reactor Class Requirement/No Shield Limit/No Minimum Landing Gear/No Grav Drive Weight Limit/No Engine Power Limits/Reduced Stroud-Eklund Branding on Ships/and constelation collection
I can't vouch for the result of using BetterShipPartFlips together with SMSEX, the safe suggestion is to use one or the other, but not both. Both of these mods are doing edits in the same kind of data, so there's potential for conflicts and problems. Pick whichever one you like best, no hard feelings.
I can only guess any of these other mods in your list is possibly the cause of BetterShipPartFlips not working. Try putting only BetterShipPartFlips in your plugins.txt, see if that loads. Then add only one more mod add a time and check in game if that was loaded correctly. When stuff does break, it'll be breaking because of the mod you just added. I'm afraid the only thing you can do then is make another choice, use one or the other. Some mods will just be incompatible by principle based on how modding in Starfield works.
None of the unstricted no limit mods should be an issue, they dont touch the individual modules either of our mods edit in anyway. Derretech mods entirely different modules then we do so should always be compatible with both.
If you expected the added snappoints of Better Ship Part Snaps to also show up on any SMSEX-SERIE modules, that is not a conflict or "not working"
-My mod SMSEX-SERIE adds new NIF's with their own "unique" snappoints entirely seperated from the vanilla modules.
-Fruschee's mod adds "NEW" snaps to vanilla modules only and not to the ones added by my mod.
The worst that can happen between our mods is either one of mine not showing up at all or one of the original modules that Fruschee modded not showing up with his extra snappoints. But that should really be limited to no more then a handfull of modules out of the dozens/hundreds we modded.
I use my own mod together with Better Ship Part Snaps and also test it with it active, they work together you just do not get the extra snaps on SMSEX-SERIE modules.
- Using sTestFilex entries to manually load-in the .esm files vs. Plugins.txt is a viable method if you're having issues with Plugin.txt Enabler functioning correctly (still diagnosing that issue, but ultimately that's not related to this mod), though I will mention that it's not ideal and may require adjustments; but for troubleshooting worth a shot.
Wonderful Mod as expected, now that I have it working.Though, for some reason, I am missing the additional Snap Points from the Optional File for Grav Drives and Reactors... (somewhere along the line, the "-" got removed from the .esm file name, Optional files work properly now vis sTestFile method)https://www.nexusmods.com/news/14888