Starfield

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CDante

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CDante

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  1. CDante
    CDante
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    UPDATE v1.21

    • Fixed issue of the UNINSTALL feature sometimes disappearing from the terminal settings.
    • Fixed issue of affinity check dialogue option sometimes not showing up.
    • Your save should not require the mod after removing the plugin even if you missed using the in-game UNINSTALL feature.
    • Fixed paths in the archive that were incorrect in v1.2.
  2. MegaDeath01324
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    Sorry to say I cant get this Mod to work at all :( really wanted as well.

    Starfield is upto date, 

    all the things listed have done.

    just not working 
  3. mred1602
    mred1602
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    This mod still works for me with the latest update (Starfield v1.10.32 - SFSE 0.2.6)

    @2077v2: I did NOT add the ba2 name to Starfield.ini.
    I just let the esm load the ba2 automatically, the way I've always done when a mod has an associated ba2 file.
    So I didn't run into your problem with the Starfield texture files not loading properly.
  4. spadesmaster
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    Thanks CDante for this great mod!  After extensive experimenting, I have discovered that this mod (in combination with v2's Constellation collection) is the source of any weapon being auto-unequipped that I and others have reported seeing since the .71 update.

    Older versions of this mod (I had v1.1 previously) may still work, but since you have disabled archive download support for versions older than the current v1.2.1, I cannot confirm this. If you want to DM me, I can get you some debug logs or try a different version to fix this issue?

    I'm a Unity gamedev and have authored a few mods myself (although not for Starfield), so I'm happy to try to help debug and fix this.
  5. 2077v2
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    Hi mate. When using this mod while loading ba2 texture files via adding the ba2 names to the Starfield.ini (In the main directory) this mod stops the textures from loading would you know why? Any help apreciated.
    1. ryan80537
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      Is that required with this mod?  I don't see it in the instructions, and I assumed the esm takes care of loading the ba2 file so no editing starfield.ini necessary.  At any rate all I did was install it with MO2 and edited plugins.txt for the plugin enabler, seems to work fine.
    2. 2077v2
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      It's a little complicated to explain. This is a special use case, but something in this mod doesn't allow ba2 Texture mods to load when activating them via the Starfield.ini located in the game folder.
  6. jseph1234
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    SO Very Useful.  Thank you SO MUCH! CDante
  7. hvnparty
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    Finally fixed my struggles. After several days of trying and checking everything over and over and over.....

    Using Vortex and Steam. Got working the way the author described (I am NOT using the sTestFile method):

    First, make sure you are NOT attempting to use the sTestFile method. If that code is in your StarfieldCustom.ini (or any other .ini I am told) the Plugins.txt portion is not used. So, if even for testing purposes, make sure you don't have sTestFile in your .ini

    Check that your file extensions are visible in Windows Explorer (mine was fine, but others have had this issue). You should see all of your files' extensions in every explorer window you navigate through. Thus, you should see .exe, .esm, .ba2, .ini etc. You should see two items in your C:Users\(username)\AppData\Local\Starfield directory. It should be Pipeline.cache (already in the folder) and Plugins.txt (which you likely had to create). Spelled perfectly.

    The content of your plugins.txt should read:




    #This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here)

    *VisibleCompanionAffinity.esm






    And that's it (unless you're running multiple .esm files).


    I knew that information for days without it working. Even uninstalled all other mods and only left SFSE (updated version) Plugins enabler and VCA enabled. Still didn't work.

    What FINALLY fixed it was opening the Plugins.txt in Notepad++. Then going to View->Show Symbols->Show All Characters. This displayed characters that weren't supposed to be there but were "Non Printing" characters so they didn't appear in the default view. Thus, regular notepad or other basic text editors also don't show these characters. They are enough to break this code, however. With those special characters viewable, you can then delete what isn't supposed to be there and hit save. Final code (with special characters visible) should look like:


    #This file is used by Starfield to keep track of your downloaded content. (You HAVE to keep a # on the first line here)CR LF
    CR LF
    *VisibleCompanionAffinity.esm



    There should NOT be anything else in there. I had ZWNBSP written infront of my *VisibleCompanionAffinity.esm 
    I just highlighted and deleted that portion.

    Now, as soon as I load my save, the upper right corner of the screen tells me that VCA 1.1 is initialized and my dialog prompts are where they should be.

    If you don't have Notepad++, you should be able to fix this by deleting the Plugins.txt that is plaguing you, create a new Plugins.txt from scratch, and MANUALLY typing the above text. Do NOT copy. Not sure if it's PC specific or browser specific or whatever, but manually typing prevents these trashy, hidden characters from being copied and pasted.


    Oh, and before I forget, THANKS FOR THE MOD CDante!!!!! Really appreciate it.
    1. AlexanderW2009
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      Thank you this fixed my problem!
    2. theMountinman
      theMountinman
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      I have done all you that wrote about, and do not see the mod when I run the game.
      Any other suggestions?
    3. hvnparty
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      Are you making sure to load the game from SFSE Loader?
    4. rev22x20
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      Thank you so so so much! Mine wasn't working and this fixed it!
  8. VenpiTheGamer
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    Would it be acceptable if I develop a patch to ad my new Starborn Cora companion to Visible Affinity stuff? At a high level it seems very possible with simple override, but permissions look like I need to ask first. :)
    1. CDante
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      sure, of course, go ahead! :)
  9. WittyNickname
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    Love this mod, and thanks for the quick patch to 1.2! Appreciate it!
  10. CDante
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    I made an oopsie while packing v1.2, update is coming soon.
  11. Facio1000
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    Might just be my game, but 1.2 isn't working for me. Went back to 1.1 and its fine.