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phinix

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  1. phinix
    phinix
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    IMPORTANT:
    Starfield is broken right now. There is a known bug that causes the game engine to stop loading records once you reach a mod index greater than 254. This is separate from the individual mod type limits and will completely break your game at a number of mods far lower than 254 (often only 40-100 mods depending on content and dependency/patches).

    To determine if your problems are caused by this game breaking bug until Bethesda fixes it, you can follow these instructions:
    What mods are impacting the mod limit the most?

    The last line of the file generated by the above process should look something like this:
    Process completed in 1318 milliseconds; found 106 active plugins; highest mod index is 236.
    If the highest mod index listed is greater than 254 your game is unstable and things like broken functionality or missing/invisible content is likely related to that and not any specific mod. The only fix currently is to remove mods until the above process shows your last loaded index to be less than or equal to 254.
  2. aesopal
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    for the latest version (1.10) installed via MO2, is there no longer the option to choose the 2 power or 3 power requirement? i had it on 3 power with version 1.09, now I can add 6 turrets (defaulted to 2 power), which seems a bit OP IMHO. 
    1. aesopal
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      i downgraded my turrets, I guess making the 2 power the default does make it simpler. Thanks anyway, nice mod :)
  3. Battousai124
    Battousai124
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    Could the mod be possibly get its esl flag removed? I am wanting to use the weapons, but it makes it currently impossible to work on a plugin in xedit, if a master has a non esm flag, so the esl flag prohibits that.
    Also, at this time, it is kinda unnecessary, since there arent that many mods out that it would be necessary to cut down on plugins.
    1. phinix
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      Just out of curiosity, for what reason did you want/need to edit the weapons in XEdit?

      Using CK it is possible to create a patch by loading this mod and then saving whatever changes you wanted to a patch. With CK Platform Extended it is even possible to just open this mod's ESM directly as the active file and edit the weapons directly.
  4. amikhan457
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    For some reason my em turrets are not firing no matter what i do. followed the order of placing them too. my ship only has turrets and every other one works fine. What do you think causes this?
    1. phinix
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      Random guess, but did you remember to add power to them once you took off in your ship?
  5. ThorvaldrBloodaxe
    ThorvaldrBloodaxe
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    That's odd...When I try to install the 1.09 version using Mod Organizer 2, the installed mod reports version 1.07 and flags it for update right away. 

    I'm using the "EM Turrets" option at the top of the page (non-Vortex), so I'm clicking the right button, just not seeing the correct version.

    BTW, I'm really grateful you created this mod.  It makes docking with a hostile ship SO much easier.  Keep up the great work!  :)
    1. phinix
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      Should be fixed now, thanks for letting me know. Looks like I forgot to update the internal fomod Info.xml version last update. 
    2. ThorvaldrBloodaxe
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      Worked like a champ!

      Thanks for the wonderfully quick response and a great mod!
  6. joriandrake
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    I wish you and your family good luck and health. My mom also just got a stroke and am in a similar monetary situation, so I know what it is like.
  7. reapurmod
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    I need some help getting the dark option to work.
    I've been using the standard options and now I want to switch to the dark option.
    I use LightScythe Neutralizer 112MeV Gamma EM Turret
    So I reinstalled the mod and chose the dark option, yet the turrets are still white.

    Is there a certain order of steps I need to follow to make this work?
    Thanks
  8. nikoligrim
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    Thanks for this, the dark version goes well with my other weapon replacers.
    Any item changes between 1.5 and 1.6? or is the update strictly for Vortex and Mod Manager issues?

    I manually install my files, so poor program folder location decisions aren't an issue for me.
    1. phinix
      phinix
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      Nope, no structural changes. Update is for compatibility with the new 1.11.33+ game version released on May 15th. Mesh formats were changed causing mods with mesh edits made for prior versions of the game to break and their assets to become invisible in-game. This update corrects for those changes.
  9. EduardoNicacio
    EduardoNicacio
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    Just passing by to say that this mod is still working correctly after the latest update.
    1. too2fun
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      No it isn't. The turrets are no longer visible.
    2. phinix
      phinix
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      Should be fixed in the latest version.
    3. dionisiy300
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      I was also unable to use the mod due to the fact that the turrets were no longer visible and many who worked with meshes and textures faced this, and many modders noted this in their updates for 1.11.36 as the file structure changed
    4. daveco7510
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      This is a really good mod, and up until a couple of days ago, I always fitted EM turrets so that I can immobilise other enemy ships while dealing with the little ones, and then board the most valuable.

      But like others here, I have found that the turrets are invisible either as icons in the ship builder 'weapons' scroll menu, or the ship builder itself when you try to add them to a ship.  You CAN attach them to a ship, and they do work in battle, but you can't see them attached to the ship. It is funny watching dozens of EM blasts erupt from my ship, from invisible guns, but it breaks realism!!

      I do love this mod and you are an absolute star for making it, and, updating it so quickly after Beths 15 May update.  What is worrying me is that it clearly is working on your setup, but not others, so you can't see it.
    5. phinix
      phinix
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      So to be clear, you guys are saying the turrets are still invisible for you even after updating to the latest version I posted?

      I ran the .NIF files through Starfield .nif Mesh Path Migration Tool for SF 1.11.33 by jmpz11 and they show up fine for me in-game (the icons were never in the ship builder for custom parts as this requires the CK).

      I see jmpz11 updated the conversion tables yesterday to cover more base models. I will run them through again with this new version when I get home from the hospital visiting my dad which will hopefully resolve any lingering issues.
    6. daveco7510
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      Sorry to hear about your Dad mate.  Looking after family is so much more important than watching some photons whizz about on a screen

      Basically, yes.
      I have screen shots of the Supaku GC 600 suppresser and the turret version, but I can't attach them.

      The first pic shows, as normal, what happens when you scroll down to the non-turret version.

      The second pics shows what happens when you scroll down once more to your turret version.  There is no icon in the weapon list, and the image of your turret weapons in the ship builder, doesn't change from the non-turret version.

      I could have grabbed a third picture of what happens when you try to add the Supaku EM turret, but there is nothing to see!  It doesn't do anything.

      As I said, I love this mod and really want it to work, but the May 15 update has (unnecessarily in my view) made many mods stop working because they have messed around with the textures.
    7. too2fun
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      my turrets actually totally vanished from my ship and i can no longer open the ship builder on my outpost platform. The city ship dudes have no issue taking my credits over and over lol.
    8. phinix
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      OK, I ran the meshes through jmpz11's latest version of the 1.11.33 converter and it should not be completely visible in 1.06.

      You should not need to uninstall and reinstall as the actual ID's for the turrets hasn't changed. Just make sure you are overwriting the existing files when you update so the new meshes get copied, then loading your game should be automatically fixed.
  10. too2fun
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    i removed and reinstalled..seems to work now.
  11. GamingGrannyXs3
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    I am using VORTEX.
    When installing, the .ESM file is being loaded to the STARFIELD Directory and not the DATA Directory.
    Can you fix this.

    I can move it manually but it does cause issues with Vortex.

    I do not have this issue when loading other mods.
    Thanks
    Granny

    Update:  After loading this mod and moving the .ESM to the Data Directory, I ran my program.  I cannot see the weapons and they do not install to the ship.  Do you know how it interacts with other ship building mods.  This is the first mod I have loaded of a weapon type.  I do use some other ship building mods related to habs and ship building tolerances.

    This is the third time I have tried this mod.  The first time version 1.02 seemed to work perfectly.  Then when I upgraded to version 1.03, it bugged out the ship I had the turrets on and  I had to go back to a save before using version 1.03 of this mod.  Now version 1.04 is not working properly apparently.  I really want to use the mod and " I am grateful for all your efforts"

    I'm not a newbie when it come to USING mods, and I can make some tweaks, ect to get most mods to work unless there are conflicts with other mods.  I realize without the CE there is much to be desired in getting mods to work together.

    Hopefully you have some suggestions as to why this mod is not working as it should.
    THANKS again for all your effort on this mod.
    1. phinix
      phinix
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      It sounds like you might need to update your Vortex. They fixed an issue in a recent update (or so I am told) that used to do what you describe. Modders used to need two separate installers/options for every mod, one for people with Vortex, one for people with Mod Organizer or any other manager. Apparently the new Vortex can detect data paths now and doesn't need to be told in the installer explicitly to install to the \Data sub folder of the game directory.

      Could you try downloading the latest Vortex and installing it to upgrade your installed version and see if that works?

      EDIT: I uploaded an alternate version for the old Vortex. Having the Mod Organizer/Vortex option embedded in the same installer apparently causes problems for people on the newest Vortex as it says the installer is using an obsolete method of choosing mod managers since that issue was patched. So the old version has issues if you don't include the option and the new version has problems if you do! Back to making two separate installer files for every mod I guess. Thanks Vort-bama! xD
    2. GamingGrannyXs3
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      I uninstall v1.04 of your mod and then I reloaded Vortex (Vortex-1-1-9-12-1704709175.exe) and I checked latest Vortex Extension Updates and they are upto date through Vortex Extension Update - Skyrim VR v1.03.7z.

      I reinstall your mod and the ESM was still put in the Starfield Directory instead of the Data directory.  I moved the ESM file and told Vortex to use the change for deployment of your mod.

      So the mod is loaded now correctly for Vortex, but I had to do it manually.

      I still have issues with the turrets not being visible even after they are installed on my ship.  And depending where I place them the ship building does not show them as even installed.

      Please keep up the good work....
      I wish I was strong enough on the technical side to help.
      But I'm a strong user and can do what is need to help identify issues for user's less skilled in using mods. 

      This is a great mod and something Bethesda should not have overlooked.
      BUT they overlooked a lot.  I love this game and it's folks like you that are going to turn this into a great game once the Creation Engine is released.

      Thanks Again
      Granny
    3. phinix
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      The turrets being invisible is due to the meshes folder the mod installs probably going to the Starfield main directory as well, and not having been manually moved like the .ESM. I would suggest just removing the mod and reinstalling using the Vortex version I posted. I made it the default Vortex file, and it should put the meshes and the .ESM in the Data subdirectory automatically.
    4. GamingGrannyXs3
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      Thank You
      I will give it a try...
      Granny
    5. phinix
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      I appreciate the detailed information. I don't use Vortex personally (I manually install and update everything, probably not recommended for most people), so I'm not 100% knowledgeable on how it functions. I don't know if the reports people were giving saying the new version fixed the need to have the mod installer manually set to send things to \Data were accurate. For all I know, the current Vortex still requires this, which is why I thought it would be easiest just to have two separate versions of the mod, identical except for how the installer works.

      I agree Starfield is a fantastic game. People who focus on the negatives to fit in with the hate crowd on gaming forums are just denying themselves a truly awesome experience. For all the issues, Bethesda does make outstanding RPG's and the modding capabilities are second to none. I am very much looking forward to the CK. :)

      Thanks for the feedback, and enjoy your time out in the Starfield!
    6. hiban
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      Make sure to edit your StarfieldCustom.ini and add the lines:

      [Archive]
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      EM Turrets did not load the weapon models until i added those lines.