Starfield
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rux616

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192 comments

  1. HaplessStarborn
    HaplessStarborn
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    Let's say I disagree with the placement or ordering of things where other mod authors may have placed things (it's horrendous to navigate multiple hab categories with one catch all still cluttered by one other mod's unsorted ones from a controller, and I can't use a mouse for long sessions right now due to health) how difficult would it be for me to go in there and order things my own?

    I just need the barest of high level overviews if that's all the time you have, @rux616. I still would find it invaluable, whether I need to into things xEdit or whatever I have to do. Ship building is my jam and it literally hurts right now but it shouldn't if I can go in there and re-order what I need.
    1. rux616
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      It's thankfully fairly simple to order things in the Ship Builder. If you go into xEdit, in the Constructable Object tree, you'll find the ship modules. In those records, you're looking for the "Menu Sort Order" element. If you want to change them, just copy all the COBJs you want as overrides into your own plugin, then change them there.
  2. dragonbladex
    dragonbladex
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    Hello everyone.... problem, the Shipbuilder categories mod, when i hit the add button in Shipbuilder and the categories chart comes up, I can barely see the item because its too close to the words describing the item I've selected. How do i move the item over more to the left so I can see the whole item.
    1. rux616
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      If you're using StarUI (and you should be, because it's awesome), you can control the width of things in its INI file. If you're using the vanilla interface, you're out of luck. If you're using some other UI mod that changes the Ship Builder, I don't know, sorry.
  3. LisbethSAO
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    Still workin' with new Starfield Update 1.10.31! 

    Functionalities are still working as advertised!  \o/

    EDIT:
    Also with Update 1.10.32.  ♥
  4. LisbethSAO
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    Welp, seems like the new 1.9.71 update has not effected this mod, woohoo!  \o/ ♥


    My game is starting up and running fine, after updating SFSE (and Address Library, if you use it).

    I see all the categories in the ship builder, yay!

    I'm also using the following core-mods, and my game launches/runs fine (no failure-to-launch/errors/crashes):

    Address Library for SFSE Plugins  ***updated***
    Baka Achievement Enabler (SFSE)  ***still working with 1.9.71***
    Disk Cache Enabler  ***still working with 1.9.71***
    Plugins.txt Enabler  ***still working with 1.9.71***
    Ship Builder Categories  ***still working with 1.9.71***
    Starfield Community Patch  ***still working with 1.9.71***
    Starfield Script Extender (SFSE) ***updated***
    1. rux616
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      @LisbethSAO A bit late for my reply, but thanks as ever for your testing!
    2. LisbethSAO
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      It's all good in the hood! Don't ever feel like you need to thank me, it's cool...I just like to post my findings in case others (and/or peeps
      new to NexusMods/Starfield/modding) are curious.  :)
  5. drackar
    drackar
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    So just to be sure I'm getting this right, *ShipBuilderCategories.esm is what I need to add to plugins.txt for this mod to work, correct?
    1. rux616
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      I believe so. Make sure to put it fairly high in the order as well.

      I really suggest using a mod manager though, and highly recommend Mod Organizer 2.
    2. vicki2009
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      Thanks for asking this, I now don't have to.
  6. Brandon007
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    Is there a way to display more categories  vertically in the list if there are too many? Ive been scratching my head at this, and with the amount of categories I have.

    I can go to the bottom of the list, and when I go to the next one, It doesnt select any category on the list, and is selecting a category that is outside the visible categories of parts. Like there isnt enough room on the list for more categories.
    1. rux616
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      If you're using StarUI, you should be able to use the mouse scroll wheel to scroll down the list of categories, then click any one you want to select it.
    2. Brandon007
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      I play with a controller, So Ill have to get a different way to use that kinda stuff I Guess
    3. rux616
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      If it's simply not working, you might look into filing a bug report for StarUI.
  7. LisbethSAO
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    Woop, still working as advertised, with recent Starfield Update 1.9.67!  \o/ ♥


    If you haven't already, make sure you update Starfield Script Extender SFSE to latest, as well as Address Library for SFSE Plugins (if you're using it)!
    1. rux616
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      Thanks, Lisbeth!
  8. Javapower77
    Javapower77
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    Hi! I hope everything is fine.

    I have a quick question. I have my game in a new save game with ng+1. 

    I am trying to understand if the mod is working well and I can´t see any categories. I don't have any ship part mod yet loaded into the game because I am trying to tunning the loaded mods in the game to avoid any crash.

    I just reviewer the plugin with SF1Editor and I didn´t find any issue, but when I get into the Building Ship mode, is like the new categories are not showing. I think, at least, for example the Habs, should be separator per vendor (HopeTech, Nova, etc). Isn't it? :o/



    This is the mod sort loading in MO2. There are just a few of them, and I had tried to move one by one to see if the order have any effect with no luck.

    Spoiler:  
    Show

    # This file was automatically generated by Mod Organizer.
    Starfield.esm
    Constellation.esm
    OldMars.esm
    BlueprintShips-Starfield.esm
    StarfieldCommunityPatch.esm
    ShipBuilderCategories.esm
    VenpiCore.esm
    _vTZvCore.esm
    Non-Lethal Framework.esm
    NewWorkbenchFramework.esm


    Thanks a lot in advance! :o)
    Cheer
    1. rux616
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      By itself, Ship Builder Categories does nothing. It merely provides a common set of additional keywords for the ship builder that other mods can use. If you don't have any mods that actually use said keywords, you will see nothing different.

      And from the modlist you posted, you don't actually have mods (that I can tell anyway) that utilize SBC right now.
    2. Javapower77
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      Ah, ok. I get it now. My bad. :D

      I thought that the mod also was grouping the out of the box ships part that come with the game.



      After installing the TN's Ship Modifications All in One mod, I saw that mod set the new keywords to the existing ship parts and reorganized better the categories menu.



      Well, I am very thankful for your time and patient.
      :o)
  9. remosito
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    Howdie rux616,

    Working on a new Manufacturer. And this time I think it would make sense to have a category for it. 

    Manufacturer name is BoostR

    I think having new category match the manufacturer name would make most sense.

    Still working on the mod. So no rush at all :-)

    cheers

    remosito
    1. rux616
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      Heya remosito,

      I'll add a category for that and let you know when it's live.

      Cheers,
      rux616
    2. remosito
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      Howdie rux616,

      awesomeness!

      thanks a bunch
    3. rux616
      rux616
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      The "BoostR" category has been added in v1.5.0.
    4. remosito
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      thank you! 
  10. Wulfering
    Wulfering
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    Hello. I don't know what happened, but after updating to version 1.4, all additional hubs from the hubz modification and derretech disappeared. I use vortex and everything worked before the update. If I run the game through MO2, everything seems to work, but this is not an option for me(( since some mods do not work with MO2.
    1. rux616
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      It sounds like it could be an issue with your load order in Vortex. Make sure that SBC is fairly near the top, probably just after the Community Patch.
    2. Wulfering
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      I think I've figured out the problem. If your mod is below SCP, it somehow affects some other mods in a strange way. And if it is higher, everything works fine. I can't understand it))))) but thanks for your work
    3. rux616
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      I think I've figured out the problem. If your mod is below SCP, it somehow affects some other mods in a strange way. And if it is higher,
      everything works fine. I can't understand it))))) but thanks for your work
      In looking at the two mods, they have zero touch points. They literally don't interact at all and therefore don't care a whit about each other's existence. I don't think whatever weird interactions you're experiencing are directly caused by either the Starfield Community Patch or Ship Builder Categories.