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JMPZ11

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jmpz11

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About this mod

Hides empty ship habs added in game version 1.11.36 and above in the ONLY proper way.
Also fixes glitches the empty habs cause with StarUI Ship Builder (w optional clones that are)

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Hide Empty Ship Habs
(and work around StarUI incompatibility with SF 1.11.36+)

The Starfield 1.11.36 release introduced new empty hab modules, which unfortunately break the essential StarUI Ship Builder mod, making the game nearly unplayable on PC. This mod hides the new habs, making StarUI Ship Builder happy; making you (and I) happy 😁.

The main mod is now safe to add and remove - it simply disables the problematic "injection" of the empty habs into the vanilla lists. It does this in the "correct" way such that it can't conflict with other esm plugins and shouldn't conflict with anything.
Any other means of hiding the empy habs is a guaranteed compatibility nightmare. If you don't want the empty habs, and / or you want to use StarUI most of the time -- use this mod; don't use any other mods to remove the empties.

Update: Now CK friendly!

Mod Authors:
If you need to hide the empty habs for your mod, please use this mod as a prereq until xEdit supports the new features / plugin type. (I'm disabling dp - no strings attached).
Don't replace the vanilla formlists or COBJs -- This will either make savegames dependent on your mod henceforth, or will break if any other mods modify vanilla ship module interior cells. (idk why, just saw it happen lol) That was a long sentence.

Update:
Version 0.3-alpha is now a plugin of the same type as the newly added content, and directly disables the component that injects the new habs into the original list. Assuming there are no surprises (this required Hex editing to fix the new references), this should not affect any other ship mods or functionality - it is not yet known what happens to empty habs that exist - but since it doesn't touch anything from the main game files, empty habs are the only thing it should be able to impact at all.


Issue Explanation
Bethesda added a new plugin type with the 1.11 update, similar to ESL "Light" plugins, but capable of handling more objects. These plugins load with the formids like FDxxxxxx and the order is independent of the main ESM list (this is part of why xEdit wont let you save an ESL). These new plugins are called "mid masters". Starfield now has 3 "types" (Master, Light, and now Mid master) (this is a simplification, there is some overlap) Huge thanks to Jonathon from the xEdit team for giving me enough info to be dangerous -- and just being a super nice guy!

Bethesda also added the long-overdue ability to "append" to another formlist without overriding it entirely. This will be VERY helpful at reducing the need for patches and coordination - especially for things like outpost and ship categories.

Using a combination of xEdit, Spriggit and HxD, I made my own mid master plugin (before ck was avail) and override the new "injector" formlists inside SFBGS006.esm to disable the injecting.

(This was the first custom mid-master plugin ever made btw 😁 (outside of the CK beta)).


(The first two versions replaced the vanilla formlists as I was unable to prevent the injection. as of 0.3, it does nothing more and nothing
less than blocking the empty habs. And I've basically confirmed it isn't just me - they aren't the best...)





Workaround Components

1. 1K StarUI Ship Builder Hotfix
- Hides the empty Habs in SFBGS006.esm from the Ship Builder parts lists.
- Load order doesn't matter.

2. Optional: Empty Habs Custom .esm
- Copies the newly added empty habs into a custom .esm file.
- Independent of above mod.
- Allows you to experiment with the new empty habs.
- Note: Any habs created from this plugin will depend on it. If / when StarUI is fixed, I can create a patch to preserve existing parts.
- Removal of this plugin will just cause the habs to disappear.

Important Notes
- You may want to avoid investing heavily in decorating the empty habs, as they may need to be replaced when StarUI is fixed or a better solution becomes available. (I say "may", because I might keep it around and make it better)

Instructions
0. Install and enable StarUI Ship Builder
1. Install the plugin to regain pre-update functionality - 1k_legacy_ui_hotfix.exm. Load order doesn't matter, but logically it loads after everything else, so placing it at the end makes more sense.
2. Optionally, install the Empty Habs Custom .esm to use the new empty habs - SFBGS006patched.esm. There are no overrides in this, so order doesn't matter.
3. Keep an eye on StarUI Ship Builder for updates.


Issues
  • Placed vanilla empty habs may disappear while plugin is enabled - I haven't tested with latest version yet.


Disclaimer
As with all mods, there is a risk of global thermonuclear war. Please use this workaround at your own risk and ensure you keep good solid saves around.

Credits
StarUI for making the game playable.
xEdit and Mutagen-Modding's Spriggit - huge thanks to these folks always for the hard work, dedication and willingness to help!
Special thanks to Jonathon (sp?) from xEdit team / discord for the info!
Ship Builder Categories + TN's All-In-One Ship Mods = well organized, well balanced modules. Huge thanks and great work!
All the mod makers and mod users for being patient as I bumble my way through this 😂
And most importantly, my Creator 🙏