Gilibran gave me permission to repair this mod for game version 1.11.36 It has been uploaded to a separate mod page at SMSEX Updated
Gilibran's original mod on this page still functions for previous versions of the game but probably won't get any more work done to it until Creation Kit is available for proper mods.
-Added Deimos wings now useable to make real wings -More variations for the Stroud Engine brace -Top-Bottom positions for the Nova Galactic wings -Fore to Aft Deimos brace -Side mounted HopeTech pipes -Ton of Snapnodes added: Fore-Aft / Port Starboard to various modules
(individual manufacturer files will be updated later this week)
INSTALLATION ADVICE:
USE ON NEWGAME OR NEWGAME+ (NEWGAME+ PERFORM A CLEAN SAVE PROCEDURE)
All the Formid's have changed, other improvements to files have been made to streamline future maintenance. This means that if you activate the AIO in an existing save after uninstalling the seperate Manufacturer ESM's the SMSEX parts on your ships will be gone and will have to be replaced.
Though it's not advised to un-install mods midgame, i Am pretty confident it's not an issue with mods that dont add/touch script stuff like my mod.
At least perform a clean save procedure as described below if you want to use the AIO in an existing playthrough where you already used one of the seperate ESM's.
The individual manufacturer files will still be available for download and will also be maintained in the future for those that are only interested in 1 or 2 manufacturers or want to mix and match with other mods.
I made a new video showing all the structural modules with several other mods active that in the past came up in bugreports as being incompatible or causing other issues. I have found none testing them together.
Everything else you need to know is on the front modpage or in the sticky posts.
-How big was your ship? (parts count) -Running any BAT commands for shipbuilding? -Any mods that remove build limits? -What other mods are you using? -Did you manually install or use a Mod Manager? -Anything other? Excessive amount of weapons or power, engines?
Before you post a bug or complain DO THE FOLLOWING:
-Always keep a backup of a save from before any mods were installed or BAT commands used. Best in Starfields case would be a save when you first arrive in Jemison. -If you run into an issue UNINSTALL all other mods. -When you manually install mods make sure all maually added files are removed. -Use a clean INI and the minimal settings/files for running mods -Use a savegame from before any mods were installed or BAT commands used.
-De-activating a mod midplay and continuing to play with the same savegame is never a good idea no matter what the mod does. That said it can be done, but always at your own risk, I have done it multiple times in Fallout and Skyrim with hundreds of mods active without any issues. Basically, the mods that you cannot de-activate safely are those that add or touch scriptfunctions.
At the very least perform a "Clean save" procedure before continuing or adding any other mods after de-activating a mod.
Remove the mod from your game.
Start up the game and load your latest save
Ignore the warning about Missing ESM
Save and quit the game.
At this point you have a 'clean save'
Repeat this for any save you want to "clean" from uninstalled mods
No Guarantees something won't still go wrong down the line.
-No BAT commands and other stuff -Pure vanilla game and just 1 mod active (Running a mod that unlocks all parts so you can quickly check is safe. Preferably use a ESM mod like USU: https://www.nexusmods.com/starfield/mods/4723)
See if the problem persists, if not start adding other mods 1 by 1 testing in between untill you see the issue again, the last mod you added is then 99,99% sure the one that is causing the issue.
(The above is basic troubleshooting for modding 101 you should do for ANY mod you install and run into issues with before you report on something not working correctly)
If the answer is:
YES, I still run into the same issue and I can consistently reproduce the issue, it is your ESM! Then file a bugreport on this page with details what you did, and when it happened.
Leave a comment, not a bugreport, about the mod that caused the issue, I will look if it is an easy fix on my side to make them compatible or contact the author of the other mod to see what we can do.
If the answer is:
NO After the above steps: Go complain on the page of one of the other mods you installed ;-)
Please keep in mind, some modules wont show when selecting a specific node ie. Fore node, Aft node, Port node etc. This is due to how the menu is build and cannot be addressed at this moment.
Free cycle through the menus and all Modules are there, I understand this can be inconvenient but at this moment it is something I cannot fix.
Selection of the modules:
These addons are beyond the vanilla modules and I have still not found where the, lets call it "hitbox" for selecting a module with the cursor is and how I can adjust it.
So once the module is placed to select it (free selecting a weapon or module and moving it towards will snap just fine to them): Gilibran Special Engine pods: > Inside/central part of the module
Top and Aft Weapon mounts > Slightly left/right of the module to "light up" the nodes, select it with space to move it.
My mod is not the only one that encounters this issue, as soon as it is identified it will be fixed for all modules.
9 Custom "Engine Pod" Modules Found in their own menus
A break from the regualr stuff and just trying some things to see if they work, well they do :-)
Custom Deimos and Stroud-Eklund engine pods for those X-wing designs
IMPORTANT!!!!!!!!!!!!
Selection of the modules, this is beyond the vanilla modules and I have still not found where the, lets call it "hitbox" for selecting a module with the cursor is and how I can adjust it.
So once the module is placed you need to select the inside piece to select the whole module. If you try to select the outer "pods" it wont work, all the snaps work like normal though, so free select something and it will snap to them.
My mod is not the only one that encounters this issue, as soon as it is identified it will be fixed for all modules.
the 3 weapons deamos spine fore STB is missing weapon mount snap point wwhen flipped stb. Sorry for the abrubt message , but im busy building my Human trafficing ships.
Originally, I was a little apprehensive about trying/using this tool, as I though it might be a little over my head, but... I just can't use the Ship Builder without SMSEX, that is yet to be updated to 1.11.36 by the hella awesome Gilibran. So I tried this mod tool, and... IT'S SO FRICKIN' EASY!!!
Here is a Step-By-Step guide on how to use the NifSkope tool included with this mod (Starfield .nif Mesh Path Migration Tool for SF 1.11.36). Also...please don't forget to Endorse and Kudos (or Vote even!) the mod and the mod author (JMPZ11), if this mod tool helped you! ♥
How To Use: Starfield .nif Mesh Path Migration Tool for SF 1.11.36 (With pictures, for people who find How To's easier with pictures, like me lol! \o/ ♥ :D)
Note: MANUAL method must be done for this.
Step 1 - (Manual) Download 'Starfield .nif Mesh Path Migration Tool for SF 1.11.36's Main File Starfield NIF Migration Tool May2024 - Win64. Step 2 - Extract the contents of the downloaded archive. You will get a folder named:
(Enlarge Image: Right-click Image, Open Image in New Tab)
Spoiler:
Show
Step 5 - After downloading and extracting the (SMSEX) archive, locate the 'meshes' folder (inside the extracted folder). Make a backup of the 'meshes' folder first, before doing anything further.
Step 6 - After downloading and extracting the 'Starfield .nif Mesh Path Migration Tool for SF 1.11.36' mod, locate and run the 'NifSkope.exe' file.
Step 7 - Once the NifSkope window is open, click 'Spells'.
Step 8 - Next, choose 'Bulk Update to SF...' . (Don't worry if it says 1.11.33, when your game is 1.11.36, it's still good.)
Confirmation - click Yes.
Step 9 - Next you will be asked to select a folder. Select the 'meshes' folder. (From inside the SMSEX AIO 1.0.1 VORTEX-6029-1-0-1-1701594865 or SMSEX AIO MO2-6029-1-0-1-1701594899 folder, which ever one you have.)
Step 10 - NifSkope will now execute its functions. Wait for it to finish. (Note: Several elements of the window may begin flashing, this is normal.)
Once NifSkope completes doing its thing, you will get a Summary pop-up...click OK.
Note: IF you get these "NifSkope 2.0 Dev 9" pop-ups during the Summary...click OK...
...and click OK again (for all of them)...
...until they are all gone.
Next, you can now Close NifSkope.
Note: IF you get any pop-up/confirmation like this, click Yes.
Confirm Save As...Do you want to replace it? Yes.
***You are now DONE. YAY! \o/ ♥***
Now you can reinstall SMSEX! \o/ Either by Manual method, or if you are using Vortex/MO2 don't forget you need to repack the folder back to an archive (.7z, or .zip, or .rar) for your mod manager.
Attempting this. I've made my zip file of the updated meshes per your instructions. How do I get Vortex to install this zip/mod? Do I uninstall the previous version, if so, how do I go about directing Vortex to install this version I just updated?
Or do I just leave the previous/outdated version as is and just replace the mesh folders in the archive/directory?
EDIT: Nvrmnd figured this out, if it was a snake, it would've bitten me lol
for other vortex users who aren't very tech savvy like me, to install the new zip you've made top left corner of vortex "install file from" button.
thanks all for explaining how to use the migration tool. this worked and I'll be ship building again this weekend! EVERYONE BE SAFE THIS WEEKEND AND ENJOY THE TIME WITH FAMILY N FRIENDS!
can I assume I could potentially update other mesh files for mods that seem to have been abandoned by his means?
If you're pertaining to the Optional Files for SMSEX, then no, you don't need them. Just use the All-In-One (AIO) from the Main Files (-IF- you want all of them). The Optional Files are from before the All-In-One was created---and you only use the Optional Files if you don't want all of the manufacturers' parts, and only want specific ones.
It (NifScope) can work for some mods, while not for others. It depends on what kind of files are in the mod in question. Meaning, it can only fix specific types of mods, not ANY type of mod (that needs updating to 1.11.36).
I rubbed my hands in glee and went Spaceship! like the lego guy for 2 days to create a flying space tuna.
It has 4 nacelles for better ground clearance, confuse everyone's targeting systems and respectfully avoids infringement of intellectual property from the alternate universe "United Federation of Planets"
Install SMS-EX and up your lego starships game today!
Nice builds, kudos, Glad i did good work and my approach to making this mod turned out to be version indifferent :-) fingers crossed it stays that way.
Though there are still some minor things to fix, I have not had the time to do them and honoustly waiting for the Starfield Creationkit or whatever it's going to be.
While the tool is primarily intended for mod authors to repair their work, it can be used by end users to repair their mods. I repaired SMSEX in a matter of minutes with it. While I'm pretty handy with computers, I am not a mod author and it was pretty easy.
okay but how? even just a rudimentary explanation would help a ton
For anyone else wondering HOW to do this, download both the nifskope mod and SMSEX (manually) put take the meshes folder out (on your desktop or smth), open nifskope in nifskope select spells, look down toward the bottom of the window "bulk update to blabla" click that it'll open a window to select a root folder, select the meshes folder, let it do its thing put the meshes folder back into the rar and install as you normally would
*should* be updated after that. (i could be missing a step, im unsure, will edit if it doesnt work)
I don't even had to reload and reinstall the mod. I simply used the "meshes" folder of my mod directory. Btw I used this tool on the Firefly Vtol engines mod (invisible engine connectors) and Derre Tec mod (invisible stairways). It just worked ;-)
Has anyone spoken to the mod author on whether or not they would allow an update of their mod to be uploaded to this mod page? Since it can save them (and others) the work of having to do this process manually (even if it is supposedly easy), I imagine the mod author wouldn't object. And the credit for the mod would still be theirs.
I thought about it but didn't want to take that on. I feel I would then have the responsibility of keeping it up to date and answering everyone's questions and requests for improvements beyond my skill set. There are a few minor issues with the original mod. One I know of for sure is the Deimos bumpers changing to Nova cowlings when you try to flip or change variants.
Does anyone know which mod adds different 1x1 Tayio modules to the ship builder ? I thought it was Habz but using Nfskope on it doesn't change anything to these. Don't really where I could find an answer so I try here :)
Habz does add Taiyo 1x1's and it's functioning fine for me post May update without using the migration tool. I saw somewhere else that there may be a problem with the Ship Builder Categories patch/menu for Habz. Try reinstalling the HABZ base mod and remove the SBC patch in the files section of Habz if you have it. After that, all of the Habz will show up in the vanilla habs category instead of under each manufacturer.
In the case that SMSEX is gone for good and if nobody can use this great mod with the new update, I have updated the files of this mod using JMPZ11's mod saving Nifskope migration update. The mesh files are updateable if anyone chooses to do it themself. It's just tedious as the version of NifSkope has no batch function (yet).
If the Mod Author would give me permission, I'll archive them and put them on some website. Sorry, I know nothing about building a mod manager file.
Also, I have updated the meshes for robboten's Habz (tiny hab additions), Cobb's Stroud Winghab meshes, as well as the meshes for Place Doors Yourself, by JimSoon. This is required as the older versions will likely prevent you from viewing or editing your ship while in the builder. Derretech will need updating, but derekm17x is usually pretty good on staying on top of his mod. I don't know of any other mod at this time that needs updating.
the ship parts are not visible anymore in the new version of the game but they are there. Is there anything what we can do about it? This parts and aditional rotations where very useful. So it would be realy nice if we can have an update or a useful hint soon.
Hey Gilibran! I hope your search for work goes well! I just have 2 fast questions for you. Will your mod need the new tool to ubdate to version 1.11.36 of Starfield? if so, are you going to have time to do it? Keep doing god's work my friend!
332 comments
It has been uploaded to a separate mod page at SMSEX Updated
Gilibran's original mod on this page still functions for previous versions of the game but probably won't get any more work done to it until Creation Kit is available for proper mods.
ALL IN ONE RELEASE OF SMSEX - SERIES
1.0.1
WINGS, WINGS AND ENGINE STRUTS
-Added Deimos wings now useable to make real wings
-More variations for the Stroud Engine brace
-Top-Bottom positions for the Nova Galactic wings
-Fore to Aft Deimos brace
-Side mounted HopeTech pipes
-Ton of Snapnodes added: Fore-Aft / Port Starboard to various modules
(individual manufacturer files will be updated later this week)
INSTALLATION ADVICE:
USE ON NEWGAME OR NEWGAME+ (NEWGAME+ PERFORM A CLEAN SAVE PROCEDURE)
All the Formid's have changed, other improvements to files have been made to streamline future maintenance. This means that if you activate the AIO in an existing save after uninstalling the seperate Manufacturer ESM's the SMSEX parts on your ships will be gone and will have to be replaced.
Though it's not advised to un-install mods midgame, i Am pretty confident it's not an issue with mods that dont add/touch script stuff like my mod.
At least perform a clean save procedure as described below if you want to use the AIO in an existing playthrough where you already used one of the seperate ESM's.
The individual manufacturer files will still be available for download and will also be maintained in the future for those that are only interested in 1 or 2 manufacturers or want to mix and match with other mods.
I made a new video showing all the structural modules with several other mods active that in the past came up in bugreports as being incompatible or causing other issues. I have found none testing them together.
Everything else you need to know is on the front modpage or in the sticky posts.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you encounter a bug answer the following:
-How big was your ship? (parts count)
-Running any BAT commands for shipbuilding?
-Any mods that remove build limits?
-What other mods are you using?
-Did you manually install or use a Mod Manager?
-Anything other? Excessive amount of weapons or power, engines?
Before you post a bug or complain DO THE FOLLOWING:
-Always keep a backup of a save from before any mods were installed or BAT commands used. Best in Starfields case would be a save when you first arrive in Jemison.
-If you run into an issue UNINSTALL all other mods.
-When you manually install mods make sure all maually added files are removed.
-Use a clean INI and the minimal settings/files for running mods
-Use a savegame from before any mods were installed or BAT commands used.
-De-activating a mod midplay and continuing to play with the same savegame is never a good idea no matter what the mod does. That said it can be done, but always at your own risk, I have done it multiple times in Fallout and Skyrim with hundreds of mods active without any issues. Basically, the mods that you cannot de-activate safely are those that add or touch scriptfunctions.
At the very least perform a "Clean save" procedure before continuing or adding any other mods after de-activating a mod.
- Remove the mod from your game.
- Start up the game and load your latest save
- Ignore the warning about Missing ESM
- Save and quit the game.
- At this point you have a 'clean save'
- Repeat this for any save you want to "clean" from uninstalled mods
- No Guarantees something won't still go wrong down the line.
-No BAT commands and other stuff
-Pure vanilla game and just 1 mod active (Running a mod that unlocks all parts so you can quickly check is safe. Preferably use a ESM mod like USU: https://www.nexusmods.com/starfield/mods/4723)
See if the problem persists, if not start adding other mods 1 by 1 testing in between untill you see the issue again, the last mod you added is then 99,99% sure the one that is causing the issue.
(The above is basic troubleshooting for modding 101 you should do for ANY mod you install and run into issues with before you report on something not working correctly)
If the answer is:
YES, I still run into the same issue and I can consistently reproduce the issue, it is your ESM! Then file a bugreport on this page with details what you did, and when it happened.
Leave a comment, not a bugreport, about the mod that caused the issue, I will look if it is an easy fix on my side to make them compatible or contact the author of the other mod to see what we can do.
If the answer is:
NO After the above steps: Go complain on the page of one of the other mods you installed ;-)
Free cycle through the menus and all Modules are there, I understand this can be inconvenient but at this moment it is something I cannot fix.
Selection of the modules:
These addons are beyond the vanilla modules and I have still not found where the, lets call it "hitbox" for selecting a module with the cursor is and how I can adjust it.
So once the module is placed to select it (free selecting a weapon or module and moving it towards will snap just fine to them):
Gilibran Special Engine pods: > Inside/central part of the module
Top and Aft Weapon mounts > Slightly left/right of the module to "light up" the nodes, select it with space to move it.
My mod is not the only one that encounters this issue, as soon as it is identified it will be fixed for all modules.
9 Custom "Engine Pod" Modules Found in their own menus
A break from the regualr stuff and just trying some things to see if they work, well they do :-)
Custom Deimos and Stroud-Eklund engine pods for those X-wing designs
IMPORTANT!!!!!!!!!!!!
Selection of the modules, this is beyond the vanilla modules and I have still not found where the, lets call it "hitbox" for selecting a module with the cursor is and how I can adjust it.
So once the module is placed you need to select the inside piece to select the whole module. If you try to select the outer "pods" it wont work, all the snaps work like normal though, so free select something and it will snap to them.
My mod is not the only one that encounters this issue, as soon as it is identified it will be fixed for all modules.
DO NOT REPORT THIS AS A BUG
...There is a VERY easy temporary fix available, using the tool Starfield .nif Mesh Path Migration Tool for SF 1.11.36.
Originally, I was a little apprehensive about trying/using this tool, as I though it might be a little over my head, but... I just can't use the Ship Builder without SMSEX, that is yet to be updated to 1.11.36 by the hella awesome Gilibran. So I tried this mod tool, and... IT'S SO FRICKIN' EASY!!!
Here is a Step-By-Step guide on how to use the NifSkope tool included with this mod (Starfield .nif Mesh Path Migration Tool for SF 1.11.36).
Also...please don't forget to Endorse and Kudos (or Vote even!) the mod and the mod author (JMPZ11), if this mod tool helped you! ♥
How To Use: Starfield .nif Mesh Path Migration Tool for SF 1.11.36
(With pictures, for people who find How To's easier with pictures, like me lol! \o/ ♥ :D)
Note: MANUAL method must be done for this.
Step 1 - (Manual) Download 'Starfield .nif Mesh Path Migration Tool for SF 1.11.36's Main File Starfield NIF Migration Tool May2024 - Win64.
Step 2 - Extract the contents of the downloaded archive. You will get a folder named:
Starfield NIF Migration Tool May2024 - Win64-9234-0-1-3-alpha-1716005957
Step 3 - (Manual) Download SMSEX mod's Main File 'SMSEX AIO 1.0.1 VORTEX' or 'SMSEX AIO 1.0.1 MO2'.
Step 4 - Extract the contents of the downloaded archive. Depending on which you downloaded (VORTEX or MO2), you will get a folder named:
SMSEX AIO 1.0.1 VORTEX-6029-1-0-1-1701594865
...or...
SMSEX AIO MO2-6029-1-0-1-1701594899
Next...
(Enlarge Image: Right-click Image, Open Image in New Tab)
Step 6 - After downloading and extracting the 'Starfield .nif Mesh Path Migration Tool for SF 1.11.36' mod, locate and run the 'NifSkope.exe' file.
Step 7 - Once the NifSkope window is open, click 'Spells'.
Step 8 - Next, choose 'Bulk Update to SF...' . (Don't worry if it says 1.11.33, when your game is 1.11.36, it's still good.)
Confirmation - click Yes.
Step 9 - Next you will be asked to select a folder. Select the 'meshes' folder.
(From inside the SMSEX AIO 1.0.1 VORTEX-6029-1-0-1-1701594865 or SMSEX AIO MO2-6029-1-0-1-1701594899 folder, which ever one you have.)
Step 10 - NifSkope will now execute its functions. Wait for it to finish.
(Note: Several elements of the window may begin flashing, this is normal.)
Once NifSkope completes doing its thing, you will get a Summary pop-up...click OK.
Note: IF you get these "NifSkope 2.0 Dev 9" pop-ups during the Summary...click OK...
...and click OK again (for all of them)...
...until they are all gone.
Next, you can now Close NifSkope.
Note: IF you get any pop-up/confirmation like this, click Yes.
Confirm Save As...Do you want to replace it? Yes.
***You are now DONE. YAY! \o/ ♥***
Now you can reinstall SMSEX! \o/
Either by Manual method, or if you are using Vortex/MO2 don't forget you need to repack the folder back to an archive (.7z, or .zip, or .rar) for your mod manager.
Edit, figured out with the help of Vencuynir.
I've made my zip file of the updated meshes per your instructions.
How do I get Vortex to install this zip/mod? Do I uninstall the previous version, if so, how do I go about directing Vortex to install this version I just updated?
Or do I just leave the previous/outdated version as is and just replace the mesh folders in the archive/directory?
EDIT:
Nvrmnd figured this out, if it was a snake, it would've bitten me lol
for other vortex users who aren't very tech savvy like me, to install the new zip you've made top left corner of vortex "install file from" button.
thanks all for explaining how to use the migration tool. this worked and I'll be ship building again this weekend!
EVERYONE BE SAFE THIS WEEKEND AND ENJOY THE TIME WITH FAMILY N FRIENDS!
can I assume I could potentially update other mesh files for mods that seem to have been abandoned by his means?
Just use the All-In-One (AIO) from the Main Files (-IF- you want all of them).
The Optional Files are from before the All-In-One was created---and you only use the Optional Files if you don't want all of the manufacturers' parts, and only want specific ones.
Best to ask on the Starfield .nif Mesh Path Migration Tool for SF 1.11.36's mod page about that, to get a more definitive answer (that's also something I'm curious about, heh).
It has 4 nacelles for better ground clearance, confuse everyone's targeting systems and respectfully avoids infringement of intellectual property from the alternate universe "United Federation of Planets"
Install SMS-EX and up your lego starships game today!
Though there are still some minor things to fix, I have not had the time to do them and honoustly waiting for the Starfield Creationkit or whatever it's going to be.
Keep enjoying it :-)
The good news... It can easily be fixed using JMPZ11's Starfield .nif Mesh Migration Tool
While the tool is primarily intended for mod authors to repair their work, it can be used by end users to repair their mods. I repaired SMSEX in a matter of minutes with it. While I'm pretty handy with computers, I am not a mod author and it was pretty easy.
okay but how? even just a rudimentary explanation would help a ton
For anyone else wondering HOW to do this, download both the nifskope mod and SMSEX (manually)put take the meshes folder out (on your desktop or smth), open nifskope
in nifskope select spells, look down toward the bottom of the window "bulk update to blabla" click that
it'll open a window to select a root folder, select the meshes folder, let it do its thing
put the meshes folder back into the rar and install as you normally would
*should* be updated after that. (i could be missing a step, im unsure, will edit if it doesnt work)
I don't even had to reload and reinstall the mod. I simply used the "meshes" folder of my mod directory.
Btw I used this tool on the Firefly Vtol engines mod (invisible engine connectors) and Derre Tec mod (invisible stairways).
It just worked ;-)
Best Regarts
THANK YOU JoeCoolinsc for the info/suggestion! Kudos! ♥
And THANK YOU Vencuyanir for the breakdown of how it works! Kudos to you too! ♥
After doing that, SMSEX is now working perfect with Starfield Update 1.11.36 (Steam, Manual install), woohoo!! \o/ ♥
But...still wholesomely waiting heckin' patiently for Gilibran to do an official update for their hella awesome mod, SMSEX!! \o/ ♥ ♥ ♥
And the credit for the mod would still be theirs.
If the Mod Author would give me permission, I'll archive them and put them on some website. Sorry, I know nothing about building a mod manager file.
Also, I have updated the meshes for robboten's Habz (tiny hab additions), Cobb's Stroud Winghab meshes, as well as the meshes for Place Doors Yourself, by JimSoon. This is required as the older versions will likely prevent you from viewing or editing your ship while in the builder. Derretech will need updating, but derekm17x is usually pretty good on staying on top of his mod. I don't know of any other mod at this time that needs updating.
the ship parts are not visible anymore in the new version of the game but they are there. Is there anything what we can do about it?
This parts and aditional rotations where very useful. So it would be realy nice if we can have an update or a useful hint soon.
Best Regarts
EDIT: Yep yep, still good to go, with new game update 1.9.71. ♥
(Make sure you update your SFSE.)
EDIT: Ditto with 1.10.32! ♥