3.0.0 With and without mass is here and empty cargo hall are also working !
Due to some creation kit new Full/Mid/Small .esm version this mod only work normaly as a Full master esm. Why ? because this mod use for empty habs the SFBGS006.esm wich is a Mid .esm master and if i make a Small or a Mid master the game create a duplicate of the habs and never apply specs to the on that is used in game.
There should be no risk to update from 2.0 to 3.0, i've personnaly tryed to do weird save/load to break the game but as the mod don't change complexe files and no script it just update your load order (for no mass user the game will say you load a save with a missing mod only the first time don't worry just click yes).
IMPORTANT BEFORE ASKING : - ALWAYS BACKUP YOUR SAVE FILES BEFOR UPDATING - If you get errors about missing SFBGS003.esm, SFBGS006.esm, SFBGS007.esm, SFBGS008.esm; they are caused by mod manager like Mo2 and Vortex. In some case they disable theses master for no reason If you update to last version it should be good if you still get this issue concider asking to Mo2 or Vortex dev team.
Sorry for the question/bother. If I wanted to test out which version I'd prefer using between the no mass and normal version that adds mass, are these safe to swap back and forth from mid save?
Have try and tell me if all working good :D, unfortunatly i can only put one version of my mod because it don't support multiple files in one mod page :/ https://creations.bethesda.net/en/starfield/details/9da15b9b-e520-431a-8338-cfc8b3336cb8/Cargo_is_Cargo
Couldn't you upload it as a separate optional file? That's what most people tend to do with stuff like this also it seems to be working fine, I'll let you know if I run into any issues, big thank you
It was a though i had on if i add some extra habs with mixed cargo Shielded and unshielded, i will see if i do it for a future update , thank you for your feedback :)
I'm not sure if you've used any of the previous mods that do similar function, but the one I've been using still seems to be working. That mod was created long before we got the empty habs, and hasn't been updated since last year. So unfortunately, that mod is probably not going to be of any help in figuring out the problem of cargo values not adjusting for empty variants. The reason I like that mod is because it has an optional "relative mass" change that adds mass to each hab based on the size and cargo capacity, so you're not totally cheating yourself in some extra cargo without the mass penalty. The mod is called Actually Useful Cargo Habs (with Optional Relative Mass).
The reason I have been considering switching to your mod is because that mod hasn't been updated in so long, that I think it's going to become obsolete soon. Who knows when another update will fully break it, and it doesn't look like the author is doing any further updates. Your mod, while not currently adjusting the mass, is still similar in functionality and the amount of cargo you've assigned is pretty close to the other mod's 1x version. And because you are currently updating your mod, there is less chance of your mod being phased out any time soon. So it seems like a smart choice to switch to your mod.
Maybe you'd consider doing a similar optional version that also adds some mass to the modified cargo habs? You can look at his matrix to see how the mass values match up with the hab size vs cargo capacity, and use that as a baseline for setting your own mass values.
In regards to the issues with MO2, there is a dev build on their discord that fixes known issues such as disabling .esm files. The latest version when I last checked was 2.5.2dev1 and so far it's working great with SF 1.12.30 installed.
I was thinking to add mass to the cargo habs as i can easly. If it's requested i will add it, or maybe on a future update as an optional file. For now i'm more focused on making the empty habs work i've found an error in CK when i load back my plugin and the game seems to consider empty habs in the mod file missing but it's not the case. The only real problem i can see is the empty habs are not in Starfield.esm but in SFBGS006.esm and my guess is because they are differents .esm the CK (for now) don't find the empty habs because the game search in starfield.esm instead of SFBGS006.esm
Awesome, thank you. It looks like I'll be switching over to your mod. While the old mod had a "cheat" optional setting to increase the capacity (2x, 5x, 10x) it just seems like overkill with all of the other mod-added cargo storage. It appears I was using the 2x version, so switching to your mod will cause my ships to lose only a small amount of capacity. I'll happily trade off some capacity in exchange for a mod that's being updated.
Did you have any luck figuring out how to get empty habs to work? Probably not something I'll be using myself (at least for a while), but I bet a lot of other people would love to use this mod when mixed with empty cargo habs.
Yes empty habs work now ! you can see in my sticky post why it didn't worked before. As Mid.esm is a new features in Creation kit for starfield i wasn't aware of some details. Thank you :D
SFBGS006 is the Starfield update that is needed for Empty habs and SFBGS003 is the first big patch that BGS mad., that is a weird s#*! from Bethesda again probably. I will continue to investigate
EDIT : It seems that the bug about SFBGS003.esm and SFBGS006.esm are caused by mod manager like Mo2 and Vortex in some case. Apparently you need to update to the last version or wait for a fix from their end. For a strange reason Mo2 disable SFBGS003.esm, SFBGS006.esm, SFBGS007.esm and SFBGS008.esm; devs recomand to do manual install for now (just drag and drop my .esm to the Data folder of your game).
This is flat out an amazing idea!!! Plus feels wonderfully immersive. With the release of the CK I want to start prepping primarily some QoL mods and looking for whatever I can implement first in an existing save (I've put to much time into my recent semi new save to want to scrap it/put it on hold to make a new save for modding)
So any lightweight Quality of Life things that I can utilize in an ongoing save will be great
Thanks for the reply. I won't be doing any adding of mods until some more things are updated with the CK as well as securing an achievement enabler mod after baka or such are updated.
But this is definitely going to be a must use QoL mod in my setup!! it just makes to much sense to not utilize. Simple yet so effective.
To be fair i don't use my mode myself for the same reason i made it because i know some will use but when we get a better achievement enabler i will use it :P (yes at least i verified my mod in a spare save to see if it work xD)
Not sure if I missed something with the install, but it's giving me a missing masters error for what looks like the SFBGS003 and similar named masters, except it's listing 2 that I'm not seeing > SFBGS00a_a and SFBGS021
Oh yeah i see it's because i've selected some "preorder" master files, i will fix it tomorow my computer is off for today, sorry about that little mistake.
No worries, I was encountering some other issues like several of the game's esm's disablign when I closed the game and it pulling from some added _MO_Saves directory instead of the default directory even if i launch the game the normal way.
So I've got some other stuff to troubleshoot anyhow.
You can try again now it should work with 2.0.1 as i removed useless parent master files. Also i found a CK problem where the Empty habs don't work at all it make me an error in the editor and it never get to the game. Even after trying to make it as a Full master file in my own game test. So for now consider that only Furnished hab work properly.
Will do, the other issue I was having was apparently fixed with the latest dev build for MO2 on their discord server so I'll be setting up a fresh instance to test out this week.
Also wanted to ask, if I'm still in the midst of doing some testing, is this mod you think safe to remove mid save once it's been added?
I've tryed on my end to update from a small master to full master (they said it will break save file) and it broke nothing, as the change are pretty minore i doubt it will break anything (but make a backup in case)
Gotcha. I'm stull experimenting with what I want to settle on for a small lightweight starter mod setup. Definitely want a cargo option for ship Habs. But I'm still juggling options all over.
How hard would it be to make a real storage mod where storage space is based on how many storage containers you have on board? Also when you put items in your cargo they will end up in those containers. No containers = no storage except a small base value.
The latest version of Starfield includes a major shift in how plugins are shared which has some important implications for how load ordering works in the game. The Creation Kit provides options to export your completed plugin in three different formats:
Full Master - This is what all mods containing ESMs have been using up to now. A full master takes up one of the 253 slots in the plugin load order (excluding the base game and DLCs).
Medium Master - This is a new plugin type for Starfield. Medium masters are ESM plugins combined into the 254th (FD) load order slot and can consist of ~65,535 new records each. You can load 256 medium masters at once. These are suitable for mods that add new locations, planets, etc.
Small Master - This is the same as the "Light" masters in Skyrim and Fallout 4, these plugins are combined into the 255th (FE) load order slot. These ESM files can hold 4,095 new records and you can load 4,096 small masters at once. These are suitable for mods that add new items, ships, weapons, or small interiors.
As is read i should better export to an ESM instead of ESP to reduce risk of bugs, i will see in future as the mods is like less than 30ko it will change nothing from ESP to ESM.
Thanks for the mod! I'm gonna wait for an ESM version, the starfield news post said that loading esps can cause bugs, and I'd rather be safe than sorry on a new run.
Yeah i understand, after i dunno why it would cause bug as in Skyrim and Fallout we have used ESP for years. I still need to search for how it can or not cause bugs. Any way i will add an ESM version latter this week
55 comments
Due to some creation kit new Full/Mid/Small .esm version this mod only work normaly as a Full master esm. Why ? because this mod use for empty habs the SFBGS006.esm wich is a Mid .esm master and if i make a Small or a Mid master the game create a duplicate of the habs and never apply specs to the on that is used in game.
There should be no risk to update from 2.0 to 3.0, i've personnaly tryed to do weird save/load to break the game but as the mod don't change complexe files and no script it just update your load order (for no mass user the game will say you load a save with a missing mod only the first time don't worry just click yes).
IMPORTANT BEFORE ASKING :
- ALWAYS BACKUP YOUR SAVE FILES BEFOR UPDATING
- If you get errors about missing SFBGS003.esm, SFBGS006.esm, SFBGS007.esm, SFBGS008.esm; they are caused by mod manager like Mo2 and Vortex. In some case they disable theses master for no reason If you update to last version it should be good if you still get this issue concider asking to Mo2 or Vortex dev team.
https://creations.bethesda.net/en/starfield/details/9da15b9b-e520-431a-8338-cfc8b3336cb8/Cargo_is_Cargo
The reason I have been considering switching to your mod is because that mod hasn't been updated in so long, that I think it's going to become obsolete soon. Who knows when another update will fully break it, and it doesn't look like the author is doing any further updates. Your mod, while not currently adjusting the mass, is still similar in functionality and the amount of cargo you've assigned is pretty close to the other mod's 1x version. And because you are currently updating your mod, there is less chance of your mod being phased out any time soon. So it seems like a smart choice to switch to your mod.
Maybe you'd consider doing a similar optional version that also adds some mass to the modified cargo habs? You can look at his matrix to see how the mass values match up with the hab size vs cargo capacity, and use that as a baseline for setting your own mass values.
In regards to the issues with MO2, there is a dev build on their discord that fixes known issues such as disabling .esm files. The latest version when I last checked was 2.5.2dev1 and so far it's working great with SF 1.12.30 installed.
Did you have any luck figuring out how to get empty habs to work? Probably not something I'll be using myself (at least for a while), but I bet a lot of other people would love to use this mod when mixed with empty cargo habs.
Thank you :D
SFBGS003 and SFBGS006
EDIT : It seems that the bug about SFBGS003.esm and SFBGS006.esm are caused by mod manager like Mo2 and Vortex in some case. Apparently you need to update to the last version or wait for a fix from their end. For a strange reason Mo2 disable SFBGS003.esm, SFBGS006.esm, SFBGS007.esm and SFBGS008.esm; devs recomand to do manual install for now (just drag and drop my .esm to the Data folder of your game).
So any lightweight Quality of Life things that I can utilize in an ongoing save will be great
... was this safe to add to an existing save?
But this is definitely going to be a must use QoL mod in my setup!! it just makes to much sense to not utilize. Simple yet so effective.
Thanks for creating this one!
(yes at least i verified my mod in a spare save to see if it work xD)
So I've got some other stuff to troubleshoot anyhow.
Also wanted to ask, if I'm still in the midst of doing some testing, is this mod you think safe to remove mid save once it's been added?
Definitely want a cargo option for ship Habs. But I'm still juggling options all over.
Also when you put items in your cargo they will end up in those containers.
No containers = no storage except a small base value.