smr1957 Posted September 30, 2024 Posted September 30, 2024 Address Library for SFSE Plugins is updated
Arthmoor Posted September 30, 2024 Author Posted September 30, 2024 How on Earth did that come out before the SFSE update itself?
smr1957 Posted September 30, 2024 Posted September 30, 2024 7 minutes ago, Arthmoor said: How on Earth did that come out before the SFSE update itself? Same thing happened last time - Address Library was updated first, then SFSE. Me, I'm taking Sergeant Schultz's line - "I know nothing" lmstearn 1
smr1957 Posted October 1, 2024 Posted October 1, 2024 Starfield Script Extender is updated: Version 0.2.13 for Game version 1.14.70 https://www.nexusmods.com/starfield/mods/106
DayDreamer Posted October 1, 2024 Posted October 1, 2024 I had the CK on auto-update, but the game on update only when run. The updated CK repeatedly crashed on startup, until I'd updated and run the game once. There's an unknown link between them. Perhaps the shaders? The game spent rather a long time updating them. Also, the CK seems slower than ever. What "archives" is it initializing? Why is it even bothering with facegen? The slowness makes me always hesitant to run the CK, and then leave it idling for days at a time. It claims 237 hours, but I've probably only used it 20-30 real working hours.
Arthmoor Posted October 1, 2024 Author Posted October 1, 2024 The CK and game have always had linkage between them, regardless of which game you're playing. I don't think anyone knows exactly what the linkage is, but you always need to keep them in sync for things to work right.
smr1957 Posted October 5, 2024 Posted October 5, 2024 (edited) LOOT has updated to version 0.24.0 https://www.nexusmods.com/site/mods/439 https://github.com/loot/loot/releases This release updates LOOT's Starfield support to account for Shattered Space and the changes introduced in Starfield's latest patch, plus improves support for Starfield's blueprint plugin type. Changelog here: https://loot.readthedocs.io/en/latest/app/changelog.html Edited October 5, 2024 by smr1957
smr1957 Posted October 5, 2024 Posted October 5, 2024 (edited) Well, I ran LOOT and it seems they've managed to bork things. The initial load order is wrong and warning notices appear for all full masters stating: "This plugin is not a blueprint master and requires the blueprint master "BlueprintShips-Starfield.esm". This can cause issues in-game, as this plugin will always load before "BlueprintSjips-Starfield.esm". Of course, the proper load order for the Starfield master files may be, as Arthmoor has pointed out, hard coded, so this may not mean anything in practical terms, but it would still be nice if things were got right. Initial Load Order should be: Starfield.esm ShatteredSpace.esm [if you have this DLC] Constellation.esm [If you have this DLC] OldMars.esm [If you have this DLC] BlueprintShips-Starfield.esm SFBGS007.esm SFBGS008.esm SFBGS006.esm SFBGS003.esm SFBGS004.esm [Other Official Files TBD] unofficial starfield patch.esm OR StarfieldCommunityPatch.esm unofficial shattered space patch.esm (if you have Shattered Space DLC) [Everything else you have installed] LOOT is setting it as: Starfield.esm ShatteredSpace.esm Constellation.esm OldMars.esm SFBGS003.esm SFBGS004.esm SFBGS006.esm SFBGS007.esm SFBGS008.esm unofficial starfield patch.esm unofficial shattered space patch.esm (all other plugins) BlueprintShips-Starfield.esm For now, until these issues have been corrected, it would probably be best not to update to this latest version of LOOT. See below discussion posts for complete updated information and corrections. Edited October 6, 2024 by smr1957
Arthmoor Posted October 5, 2024 Author Posted October 5, 2024 Ortham has said that they changed the order of the hardcoding with 1.14.70 so LOOT is probably right. That being said, the CK doesn't agree. It orders things 4,7,8,3,6 right now. Instead of 7,8,6,3,4 which it did at the time USFP set the order on those. Ultimately since nobody has any control over what the order is, it doesn't really matter what each tool says it is. It's what the game actually loads that matters. smr1957 1
smr1957 Posted October 5, 2024 Posted October 5, 2024 28 minutes ago, Arthmoor said: Ortham has said that they changed the order of the hardcoding with 1.14.70 so LOOT is probably right. That being said, the CK doesn't agree. It orders things 4,7,8,3,6 right now. Instead of 7,8,6,3,4 which it did at the time USFP set the order on those. Ultimately since nobody has any control over what the order is, it doesn't really matter what each tool says it is. It's what the game actually loads that matters. Thanks for that info - and yes, since the game is handling the loading, and that's hardcoded, it probably does not make much difference. I'll be quoting this in my other threads.
pStyl3 Posted October 6, 2024 Posted October 6, 2024 The order of the official files has been determined through testing by both Silarn and Ortham, see here and here, and therefore LOOT displays them as such. When it comes to our new warning message, it is like the changelog of v0.24.0 says: Quote A warning message is now displayed for any non-blueprint-master plugin that has a blueprint master plugin as one of its masters. This message will only be shown, if the above criteria has been met, it doesn't show for all masters (full or otherwise). Therefore, as of right now, I don't see anything that needs to be changed in LOOT v0.24.0.
Arthmoor Posted October 6, 2024 Author Posted October 6, 2024 I don't think anyone was suggesting something needs to change, but the problem with setting load orders to show like this is that plugins being made in the CK won't follow the same order because for some reason Bethesda doesn't have the CK following the game logic. As far as the files you list from 10 to 21, those are being set in plugins.txt and the game acknowledges this if you shuffle the ordering for them using a mod manager etc. Plus if you look directly at the plugins.txt file you will see them listed as normal with a * in front. The two GitHub posts do appear to have the right of it, since files 10 through 21 are not listed in either post. IMO the biggest pain in the ass with all of this is how they've decided to handle the blueprints file. If they're forcing it to load last, it by definition should break anything that's trying to fix a bug that's covered by that file. Such as the two Kepler ships that shouldn't be counting against the player's fleet inventory because they are quest rewards, like Razorleaf and the Star Eagle.
pStyl3 Posted October 6, 2024 Posted October 6, 2024 10 minutes ago, Arthmoor said: I don't think anyone was suggesting something needs to change smr1957 actively warns people to not use LOOT v0.24.0 right now in this topic, as well as in Starfield's discussion area on Steam. Therefore I clarified that, right now, I do not see an issue in v0.24.0 that needs to be fixed. 10 minutes ago, Arthmoor said: but the problem with setting load orders to show like this is that plugins being made in the CK won't follow the same order because for some reason Bethesda doesn't have the CK following the game logic. Perhaps we should ask Cartogriffi to verify our findings, and/or if there are plans to update the CK to follow the game logic. 10 minutes ago, Arthmoor said: As far as the files you list from 10 to 21, those are being set in plugins.txt and the game acknowledges this if you shuffle the ordering for them using a mod manager etc. Plus if you look directly at the plugins.txt file you will see them listed as normal with a * in front. The two GitHub posts do appear to have the right of it, since files 10 through 21 are not listed in either post. Yeah, we are fully aware about those, they are all official Creations by BGS (hence they write them with lowercase letters). The only files discussed in the linked GitHub issue, and which I was talking about in my post above, are the base game files that are written with uppercase letters. 10 minutes ago, Arthmoor said: IMO the biggest pain in the ass with all of this is how they've decided to handle the blueprints file. If they're forcing it to load last, it by definition should break anything that's trying to fix a bug that's covered by that file. Such as the two Kepler ships that shouldn't be counting against the player's fleet inventory because they are quest rewards, like Razorleaf and the Star Eagle. It is a rather unconventional choice they made. Also just to mention it, here is an article from Ortham regarding blueprint plugins. Note, that it was written before Starfield v1.14.70.0 was released.
smr1957 Posted October 7, 2024 Posted October 7, 2024 From Nexus News & Updates, an interview: May the Mods Be With You - DeityVengy An interview with DeityVengy a modder working on a Star Wars total conversion modlist for Starfield
smr1957 Posted October 9, 2024 Posted October 9, 2024 From Nexus on Discord: Nexus Mods #announcements SERVER — Today at 11:26 AM Planned Maintenance: Uploads "Hi @ News Ping Just a heads up, we'll be doing some routine maintenance tomorrow morning. This is expected some time between October 9, 2024 3:30 AM - 5:30 AM. For around 30 minutes during this window you will not be able to upload any new mod files. You check our status page for updates. This will not impact any other part of the website. Thanks!" https://discord.com/channels/916686954421157930/916686955134214185/1293233003182690399
smr1957 Posted October 9, 2024 Posted October 9, 2024 Gopher released a review of Shattered Space DLC:
smr1957 Posted November 5, 2024 Posted November 5, 2024 (edited) Starfield has received a Beta Update to version 1.14.74 For update notes see: https://twitter.com/BethesdaStudios/status/1853843353495884212 and: https://www.afkmods.com/index.php?/topic/8948-starfield-official-patch-11474/&do=findComment&comment=191492 (Thread contains all notes for all previous updates, as well) or: https://www.afkmods.com/index.php?/topic/8944-helpful-links-and-references/&do=findComment&comment=191490 Edited November 6, 2024 by smr1957
smr1957 Posted March 31 Posted March 31 The following was just posted by Nexus concerning their recent Browser update: An Update on the Mod Browsing Overhaul https://www.nexusmods.com/news/15239?
smr1957 Posted April 3 Posted April 3 (edited) Nexus' Monthly Roundup for March has been posted: Monthly Roundup - March 2025 - https://www.nexusmods.com/news/15242 Edited April 3 by smr1957
Corinze Posted May 30 Posted May 30 Sorry for posting on an old thread but did not want to flood a good thread. I had no map markers on Porrima 2 for Paradiso, but disabling USFP brought everything back. Note I do have .esp files from my stuff from the CK. Game version 1.15.216.0 and Patch 1.0.7. My plugin list if it helps. As always thanks for all your work with this. # This file is used by Starfield to keep track of your downloaded content. # Please do not modify this file. *unofficial shattered space patch.esm *kgcdoom.esm *sfbgs00c.esm *sfbgs019.esm *sfbgs021.esm *sfbgs023.esm *MoreOwnableShips.esm *NoXPKillSteal.esm *Richer Merchants.esm *TheGangsAllHere.esm *MJOLNIR.esm *polyamory.esm *Shades_Vehicle_Tuner.esm *SubtleFlashlight - Blue - Spec.esm *HSIBA.esm *Shades_Glowy_Stuff.esm *zeeogreshandscannertweaks.esm *Robotics_Outfit.esm *Elektra.esm *Strap-In.esm *CompanionPreviews.esm *Eit_Clothiers_Z.esm *KZ_AIO.esm *Shades_Immersive_Looting.esm *SW_Classic_Heroes.esm *Better Explosives.esm *BetterHabs.esm *Better_Living.esm *Blep_Gore_framework.esm *DWN_DecorativePack.esm *Eli_SHO_AkilaPoor.esm *EnhancedLightsandFX.esm *KZ_AOS.esm *MercuryPenthouseFurnished.esm *NaturallyGoodLoot.esm *OutpostFishTank.esm *PavedAkilaRedux.esm *Real Water HD 2.esm *SP2_LandingBayCargoAccess.esm *BoostPackBetter.esm *Clear Reflective Glass.esm *ImmersiveShellCasings.esm *ImprovedFollowerBehavior.esm *VisibleCompanionAffinity.esm *Better_Outpost_Radius.esm *BetterBoardingEncounters.esm *CorsStartChest.esp *EasyLockpick_by_Kor.esp *CorsShips.esp *CorsNPC.esp
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