Instead of, not currently. This mod requires the Community Patch as it makes use of a record added in that right now, though I have plans in the next update to remove this requirement.
I'm not currently using the Unofficial Patch, but looking at the changelog for it, I can't see anything that would conflict in there.
Sadly, the Community Patch is losing support, and the project seems to be facing some disinterest from its maintainers. I understand it would be more feasible if the Community Patch weren’t a hard requirement, at the very least.
I love your mod since day one, Frog. It will be a really shame to not use it.
Well, it's no longer a hard requirement as of the last update. There's an optional plugin to patch a spacesuit added by the Community Patch, but this mod doesn't require the Community Patch to use it anymore.
this mod doesn't require the Community Patch to use it anymore
Hella nice. (but only cuz SFCP may not get updated for 1.15.216)
But at the same time, it saddens me to think that the SFCP might end--it's a great/valuable body of work, with a lot of great contributions/fixes from a lot of awesome people. I hope it gets the new maintainers it needs to continue on. I don't have it reinstalled at the moment, after updating to 1.15.216, and it's made me hesitant to reinstall and test any of the mods I use that list SFCP as a Requirement.
I've seen people interested in maintaining SFCP, so hopefully that goes somewhere. The SFCP should still be mostly fine to use at the moment, I think there's only a few changes where it's overwriting a change Bethesda has made in recent updates.
As for this mod, it mostly works fine with the latest update. There's one minor thing that needs changing for the update (just a quest category, so it's largely just cosmetic), but there's also an issue Bethesda introduced in the latest update.
Currently, the game is removing all plugins that end in ShatteredSpace.esm from the plugins.txt file, which includes the Shattered Space plugin from this. This can be worked around by renaming the plugin, but obviously that can cause issues with any plugins that require the original as a master, and because the original plugin is effectively removed from your game, it can cause issues for your save. But obviously that's out of the hands of modders.
I'm hoping that Bethesda fixes that soon or someone else comes out with a fix for it, but I'm not expecting much. I plan on doing some sort of update to this if it's not resolved soon, but I'm in the middle of a big update to another mod, and thinking about what to do with my mods that currently make use of RTFP too, what with an update to that seeming very unlikely.
Not completely compatible 1.15.216, the shattered space patch is disabled by the game and you have to reenable it at each launch, it is due to the name of the plugin. Seems like starfield 1.15.216 doesn't like plugins names ending with -ShatteredSpace.esm
That is one impressive changelog for 1.7, hehe! Thank you for all your continued work on updating all your hella awesome mods!
Question regarding...
Changelogs
Version 1.7
> Altered a change so that the Community Patch is no longer required > Moved a Community Patch specific fix to a new optional plugin
If I do have Starfield Community Patch (SFCP) installed, will I still need to install the 'ClothingAndSpacesuitFixes-Patch-StarfieldCommunityPatch.esm' file, or do I just leave it out?
I'm glad to hear you like all the updates! It was a lot of work, but I'm happy with how all of it turned out.
Yeah, if you have the Community Patch, you will still want that patch plugin for it. The Community Patch added a NPC only spacesuit for one of the NG+ universes, and that patch changes that spacesuit to match the changes that this mod does to the other NPC version of the spacesuit. It's not the biggest deal if you don't use it, but it's also a light master, so it won't really take much space in your load order.
The change I altered was separate to that, and I found a way to get the same fix without requiring the Community Patch. I still recommend using the Community Patch, but I know some people don't want to use it, so this set of changes at least allows people who don't use it to benefit from all of the fixes and improvements in this mod.
As a heads up, there is a minor incompatibility with Take Your Time. ("Charity of the Wolf"). I'm letting Take Your Time win, but I'd argue that either you might want to indicate that quests are edited to inform people of potential conflicts, as I wasn't expecting that either when I opened it in xEdit. (That, or maybe just remove the quest edits entirely, since it appears more difficult to make your own patches for Starfield currently.)
Anyways. My main point was that I appreciate it. :)
I haven't used Take Your Time, but yeah, letting that mod win is probably better. All this mod does is add the unique spacesuit that was originally intended for the quest, but there's nothing special about it other than the name and coming with a predefined mods and legendary effects.
This change is noted in the description, but I can see how it's easy to miss if you're not looking for the quest name specifically. I've got some other quest fixes coming in the next update, so I'll probably add a new sub-section in the Spacesuits section so it's easy to see which quests are being changed.
And yeah, patches are a little more difficult with Starfield currently when there's small/medium masters involved. Fortunately, most of my mods don't have that (except when a plugin has to have a small/medium master, like with official Creations) so they can be easily patched in xEdit, but it's more complicated when trying to do it with other mods that are small/medium masters.
Woo, hella nice. *pointing at 1.6 Changelogs* :) THANK YOU for the new update, frogs345! o7 ♥
I notice there's a new plugin (ClothingAndSpacesuitFixes-TrackersAlliance.esm), which is new with 1.6...is this for the base game I assume (unless I'm blind, and I can be sometimes lol, I didn't read anything in the description page regarding the new plugin)? *continues to install it* :)
Yeah, it is, it's to cover the items added in the June update with the Trackers Alliance/Starjacker quest. As xEdit can't currently edit plugins that have light/medium masters (which the plugin containing the Trackers Alliance stuff is), I put the changes for that in a new plugin to keep it easier to update the main plugin. Once xEdit fully supports light/medium plugins, I plan on moving the Trackers Alliance stuff into the main plugin.
No problem! Just so I don't have to repeat myself on my other mods, that note applies to any other mods of mine that have a TrackersAlliance plugin. Those plugins are all to cover stuff added in that update.
Ok this is phenomenal work. It does however contribute to the sorting/scrolling nightmare. I'd suggest (and you're very welcome to ignore) that the following naming convention would save SO much crappy scrolling time ...
ORIGINAL YOURS BETTER?
Resort Wear -> Blue Resort Wear -> Resort Wear, Blue
I do understand that issue, but I wanted to keep the naming in-line with how Bethesda names things, just with less in the way of duplicate names and with some fixes/improvements. So, it's not really something I'd want to do in this, but I'd recommend looking into doing it yourself! It's a pretty easy set of changes to make, either in a plugin using xEdit/the Creation Kit, or using Real Time Form Patcher.
For me this mod is not included in "Plugins.txt", it always remains inactive. What am I doing wrong? )) Maybe the load order affects it? Where should it be located in the "Plugins.txt" file?
My first thought is that you don't have the Starfield Community Patch installed. The latest version of that is required for this mod, so it won't work without the Community Patch installed.
The position in your load order doesn't particularly matter as long as it's loaded after the Community Patch, but fix mods are always recommended to be towards the top of your load order.
This mod won't work without the Community Patch. It's a hard requirement. There's no way around it.
And no, the Community Patch doesn't break the game. It works fine. If you're having issues, then that's most likely down to the game or other mods. Any actual issues with the Community Patch can be brought up with them to be fixed.
Hey, I have a question. I use the following of your mods; Accessible Apparel Extended, Craftable Spacesuit Skins, Clothing and Spacesuit Fixes & Craftable Clothing effects. What should the ideal load order be? Does it matter?
First, you don't need to use this and Accessible Apparel Extended. AAE already contains all of the changes this has, so you can take this out of your load order. Or you can take out AAE and use this instead. If so, just substitute AAE in the following for this mod instead.
Something like this would work:
AccessibleApparelExtended.esm
AccessibleApparelExtended-Spacesuits.esm
CraftableClothingEffects.esm
CraftableSpacesuitSkins.esm
CraftableSpacesuitSkins-Patch-SpacesuitFixes.esm
AAE should load before the others, primarily so that CCE's Neuroamp changes are applied correctly (it already contains the other relevant changes, so you won't lose anything from AAE) and so that some specific changes from CSS work correctly. The Spacesuit Fixes patch from the CSS installer makes sure that all of the changes from AAE are applied correctly, and so that some things from CSS are made to be in-line with the rest of AAE.
I hope that clears it up for you, but let me know if you need more clarification.
That clears up the order question. I'm assuming since the fixes are in both mods, this should be safe to uninstall mid-save as AAE will cover the changes dropped by uninstalling this?
Ideally, you'd roll back to a save from before you used this mod, but I understand that's not always possible. There's always going to be a risk of damaging your save by uninstalling a mod, but as this mod is primarily just editing existing records, it's less likely to be a problem. If you do it, I'd recommend sleeping in the Lodge or somewhere else isolated for at least a week to avoid any issues with leveled lists. You will lose the Miner Survey Pack if you've collected that, but there's no real way around that.
Really enjoying this mod as well, but I've ran into an odd bug recently where my Spacesuits are invisible when using this mod alongside Spacesuits Redone. What is odd is the suits are there in-game. But in my newly test save, they are invisible in menus. When used independently, both mods work as intended. When combined, they cause them to be invisible. I know this might not be directly related to your mod, but I was hoping if you could check if you changed any vanilla material paths that might conflict. The clothing is fine, it's only the Spacesuits. Such as the Deep Mining Suit. Thank you, regardless!
Update: I eventually managed to recreate the bug with only this mod. So perhaps it is a bug. However, it does seem to be inconsistent when it likes to appear (or disappear?). My load order is only a handful of mods, so I'm unsure if it's conflicting with something else.
Update 2: Ah! Okay it's a bug with 1.3 of Engine Fixes. Apologies for any confusion. I have confirmed this on their page. I didn't realize the author made an attempted fix of something. Carry on. o7
51 comments
I'm not currently using the Unofficial Patch, but looking at the changelog for it, I can't see anything that would conflict in there.
Sadly, the Community Patch is losing support, and the project seems to be facing some disinterest from its maintainers.
I understand it would be more feasible if the Community Patch weren’t a hard requirement, at the very least.
I love your mod since day one, Frog. It will be a really shame to not use it.
But at the same time, it saddens me to think that the SFCP might end--it's a great/valuable body of work, with a lot of great contributions/fixes from a lot of awesome people. I hope it gets the new maintainers it needs to continue on. I don't have it reinstalled at the moment, after updating to 1.15.216, and it's made me hesitant to reinstall and test any of the mods I use that list SFCP as a Requirement.
So this mod (CSF) is good to go with 1.15.216?
As for this mod, it mostly works fine with the latest update. There's one minor thing that needs changing for the update (just a quest category, so it's largely just cosmetic), but there's also an issue Bethesda introduced in the latest update.
Currently, the game is removing all plugins that end in ShatteredSpace.esm from the plugins.txt file, which includes the Shattered Space plugin from this. This can be worked around by renaming the plugin, but obviously that can cause issues with any plugins that require the original as a master, and because the original plugin is effectively removed from your game, it can cause issues for your save. But obviously that's out of the hands of modders.
I'm hoping that Bethesda fixes that soon or someone else comes out with a fix for it, but I'm not expecting much. I plan on doing some sort of update to this if it's not resolved soon, but I'm in the middle of a big update to another mod, and thinking about what to do with my mods that currently make use of RTFP too, what with an update to that seeming very unlikely.
Seems like starfield 1.15.216 doesn't like plugins names ending with -ShatteredSpace.esm
That is one impressive changelog for 1.7, hehe! Thank you for all your continued work on updating all your hella awesome mods!
Question regarding...
Yeah, if you have the Community Patch, you will still want that patch plugin for it. The Community Patch added a NPC only spacesuit for one of the NG+ universes, and that patch changes that spacesuit to match the changes that this mod does to the other NPC version of the spacesuit. It's not the biggest deal if you don't use it, but it's also a light master, so it won't really take much space in your load order.
The change I altered was separate to that, and I found a way to get the same fix without requiring the Community Patch. I still recommend using the Community Patch, but I know some people don't want to use it, so this set of changes at least allows people who don't use it to benefit from all of the fixes and improvements in this mod.
As a heads up, there is a minor incompatibility with Take Your Time. ("Charity of the Wolf"). I'm letting Take Your Time win, but I'd argue that either you might want to indicate that quests are edited to inform people of potential conflicts, as I wasn't expecting that either when I opened it in xEdit. (That, or maybe just remove the quest edits entirely, since it appears more difficult to make your own patches for Starfield currently.)
Anyways. My main point was that I appreciate it. :)
This change is noted in the description, but I can see how it's easy to miss if you're not looking for the quest name specifically. I've got some other quest fixes coming in the next update, so I'll probably add a new sub-section in the Spacesuits section so it's easy to see which quests are being changed.
And yeah, patches are a little more difficult with Starfield currently when there's small/medium masters involved. Fortunately, most of my mods don't have that (except when a plugin has to have a small/medium master, like with official Creations) so they can be easily patched in xEdit, but it's more complicated when trying to do it with other mods that are small/medium masters.
THANK YOU for the new update, frogs345! o7 ♥
I notice there's a new plugin (ClothingAndSpacesuitFixes-TrackersAlliance.esm), which is new with 1.6...is this for the base game I assume (unless I'm blind, and I can be sometimes lol, I didn't read anything in the description page regarding the new plugin)? *continues to install it* :)
Using version 1.6
EDIT: Still working as advertised, with the new Starfield Update 1.13.61 ! :)
ORIGINAL YOURS BETTER?
There's no other way of grouping similar items. Just a pet peeve, and I'm gonna enjoy your awesome work either way.
Cheers!
The position in your load order doesn't particularly matter as long as it's loaded after the Community Patch, but fix mods are always recommended to be towards the top of your load order.
And no, the Community Patch doesn't break the game. It works fine. If you're having issues, then that's most likely down to the game or other mods. Any actual issues with the Community Patch can be brought up with them to be fixed.
Something like this would work:
- AccessibleApparelExtended.esm
- AccessibleApparelExtended-Spacesuits.esm
- CraftableClothingEffects.esm
- CraftableSpacesuitSkins.esm
- CraftableSpacesuitSkins-Patch-SpacesuitFixes.esm
AAE should load before the others, primarily so that CCE's Neuroamp changes are applied correctly (it already contains the other relevant changes, so you won't lose anything from AAE) and so that some specific changes from CSS work correctly. The Spacesuit Fixes patch from the CSS installer makes sure that all of the changes from AAE are applied correctly, and so that some things from CSS are made to be in-line with the rest of AAE.I hope that clears it up for you, but let me know if you need more clarification.
Update: I eventually managed to recreate the bug with only this mod. So perhaps it is a bug. However, it does seem to be inconsistent when it likes to appear (or disappear?). My load order is only a handful of mods, so I'm unsure if it's conflicting with something else.
Update 2: Ah! Okay it's a bug with 1.3 of Engine Fixes. Apologies for any confusion. I have confirmed this on their page. I didn't realize the author made an attempted fix of something. Carry on. o7