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Gambit77

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Gambit77

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  1. Gambit77
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    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

    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=

    [Spaceship]
    fShipBuilderModuleOverlapTolerance=-5.0000

    [Display]
    fSpaceGlowBackgroundScale=0.0
    fStarfieldBackgroundScale=1500.0
    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.
  2. Gambit77
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  3. VirtualChrisM
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    I took a couple months off from this game, and now that I’m back (on the latest May update) Craftable quality is no longer working. I’ve added a number of mods and updated several, and removed a few RTFP mods, but this has been a fixture in my load order since it was released and rock solid. Now all of a sudden it’s stopped working. It makes no sense to me as I certainly have not added any mods that touch vanilla weapons. Any ideas?
    1. Gambit77
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      What are you seeing/ what's not working?
  4. Kornar7446
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    (possible bug?) Why does this mod break the base game l10n?

    After installing it, most weapons, clothes, and space packs' names fall back to English. I know there are mod translations that could patch this, but I just wonder why l10n has been broken in the first place.

    It's supposed to only add recipes for vanilla items to the workbench (same as your Weapon Crafting mod, which didn't break l10n), but why is this mod overwriting the item name l10n?
    1. Gambit77
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      Well first, "It's supposed to only add recipes for vanilla items to the workbench" is incorrect as that is not at all what this mod does, maybe you're on the wrong page.
      Second, not sure what a l10n is? Not familiar with any vanilla items that use 733T speak in their naming. Do you mean the pistol the Eon? If that is the gun you're talking about, you can see below that this mod doesn't make any change to that weapons name. All it does is add a keyword in APPR - Attach Parent Slots and edit the Fallback object template.
      Spoiler:  
      Show

      Ultimately Instance Naming Rules mods end up giving a weapon or apparel the name shown in game as they are created dynamically based upon a combination of an items Name entry and conditional additions based on keywords an item has. So this mod isn't even responsible for the name you see.
      Try opening all your active plugins in SF1Edit, and expand Starfield.esm, scroll down to Instance Naming Rules and expand that. From there click on dn_CommonGun like shown in the picture below. Then you'll see all the mods you have editing the naming rule. If that doesn't lead you to find out what mod is changing the name then check the Weapon records section to see what else you have editing the weapon record with a changed Name entry. My guess would be it's most likely a weapon skin mod.
      Spoiler:  
      Show
    2. Kornar7446
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      Sorry for the confusing word usage. L10n means localization or translation, there are 10 letters between 'l' and 'n'  in "localization", thus "l10n". L10n is not an in-game item name.

      So what I'm saying is I'm not playing this game using English, but this mod turns most (not all) weapons, clothes, and space packs names back to English, rather than respecting the localized(translated) name.

      If this mod wasn't intended to change any item names, then this could be a bug.

      I'm pretty sure about this. On enable, weapons, clothes, and space packs localization break back to English, on disable, back to my localized language, on enable again, localization breaks back to English again, this is pretty much confirmation that this mod is causing localization issues, in my opinion.
    3. Kornar7446
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      I'm currently playing this game in Simplified Chinese, and this translation mod for your mod would fix this broken item names localization issue, but I think you should be able to implement a native fix to respect the localizations if you do not intend to overwrite any item names.
    4. Gambit77
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      There probably is some way to build in localization, I think Bethesda QA does it for paid mods, but I'm not familiar with how it's done, and have never seen it explained anywhere.
      I see from a search that it was added as a possibility in the Feb 2025 update to the game, but didn't see any explanations for how it can be done. But I'll keep my eyes open and will try to add built in localization support in the future.
    5. Kornar7446
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      AFAIK, this localization issue also affects your other similar mods, such as "Craftable Quality Extended" and "Craftable Quality Extended - LMR Legendary Qualities", which will turn many items' names(weapon, suit, helmet, jetpack, ammo, cloth) into English. Currently, I'm unable to use those two mods as there wasn't a translation mod for those, but anyway, thanks for your hard work on this game, and I hope you could find a solution. Good luck~
  5. RomarioGee
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    Hello.  Can anyone confirm if this works for the official praetor doom suite?
    1. Gambit77
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      Anything not from base game would need a patch to add the features from this mod.
  6. DemittiNix
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    Is there any way you could make a patch for Star Wars Armor Pack?

    https://www.nexusmods.com/starfield/mods/8896
  7. Venemar89
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    Noting for others, so they can avoid a complete clean reinstall trying to track the cause for a crash. This is NOT compatible with the Royal Combat/Galaxy series. You will crash when looting/crafting certain things, and lose your sanity trying to track down the issue in a 200 mod list that previously worked near flawlessly. Should be noted on description page if author is still active. 
    1. IpponDropkick
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      Thank you for posting this! I'd be wondering why I crashed every time I looked at the AA99 or Maelstrom Long Barrels, and this mod conflict was why
  8. LX6R
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    I am loading this mod below all weapon mods or mods that edit weapons, still the quality levels only show up for vanilla weapons and no mod (or creation) added weapons. That's unfortunate because I really appreciate what this mod does without featured creep.
    1. Gambit77
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      Yeah, any mod weapons/armors/clothes need patches made for them. I've done some, but I haven't played Starfield recently, so the ones I made are all for older mods.
    2. LX6R
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      Damn that's a shame. Wished we had proper xEdit and Complex Sorter for Starfield.
  9. lammaer
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    How risky is to install this mod in a running game, what side effects I may encounter (I read in the comments that existing guns got nerfed after installing the mod)?
    What if I decide later on I dont like it - is it safe to uninstall?

    (based on the description it is a rather complex mod)
    1. Gambit77
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      Not at all.  Yes.  Although I recommend getting Extended as well. Just this mod by itself sticks close to vanilla, while Extended with it corrects the game balance especially for higher levels and NG+ playthroughs.
    2. lammaer
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      Thank you.
      "Although I recommend getting Extended as well"
      Im a bit confused... what Extended you meant exactly?
    3. Gambit77
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  10. GibbsGreatly
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    So, first of all, the mod works. Its fine.
    The issue I'm seeing is that, unless a weapon already comes with a quality level, I can't add a quality level to it.
    This has been really frustrating, as I'd like to mod up a Pacifier... and I can't find a single Pacifier so far in the game that starts with a quality level... When I go to the weapon bench, I can mod anything else, but not the Quality level...
    Is there a fix or workaround for this?
    1. Gambit77
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      Sounds like a mod conflict. You have another mod that edits the Weapon record for the Pacifier and it's setting it back to vanilla state where it doesn't have a quality mod slot on it. Most likely, it's a color swap mod, that edited it to add a color swap slot. So you may be able to resolve the issue with your load order by placing that mod higher than this one (this mod also adds color swap slots to everything, so changing the order won't break the other mod). You could also open all your active plugins in xEdit and looking at the Pacifier Weapon Record to easily identify the conflicting mod.
    2. GibbsGreatly
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      If I already had a gun in my inventory, which didn't have the quality, and I got the load order correct and this mod was working, would that pre-existing gun receive the quality? Or do I need to find a new instance of the gun?

      Edit: once I installed several other SF Ext mods it worked.
      I think you got to catch them all. Or at least many more of the ones with craft and qual in their names.

  11. BurtFreeman
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    plugins.txt: JUST TO MAKE CLEAR FOR ALL!

    There is no need to install it. You can safely remove old versions.

    from the Plugins.txt Enabler page
    1. Gambit77
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      Correct, no mods require the Plugins.txt Enabler mod anymore.
  12. InsaneGizzardSauce
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    Will this work for non-vanilla mods, like KZ Aggregation of Scraps?

    Update: it does. 
    1. AutomaticJerk
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      Hang on, how did you get this to work?  It doesn't for me.

      EDIT: Okay, only the clothing doesn't work.  Mucking around in SFEdit hasn't turned up any results, either.
    2. Gambit77
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      It would need a patch for clothing because the keywords for quality clothing mod slots don't exist in vanilla, only this mod, so you would need to add the appropriate clothing keywords into the armor records of the mod you want to patch.