smr1957 Posted September 30 Share Posted September 30 Address Library for SFSE Plugins is updated Link to comment Share on other sites More sharing options...
Arthmoor Posted September 30 Author Share Posted September 30 How on Earth did that come out before the SFSE update itself? Link to comment Share on other sites More sharing options...
smr1957 Posted September 30 Share Posted September 30 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 Link to comment Share on other sites More sharing options...
smr1957 Posted October 1 Share Posted October 1 Starfield Script Extender is updated: Version 0.2.13 for Game version 1.14.70 https://www.nexusmods.com/starfield/mods/106 Link to comment Share on other sites More sharing options...
DayDreamer Posted October 1 Share Posted October 1 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. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 1 Author Share Posted October 1 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. Link to comment Share on other sites More sharing options...
smr1957 Posted Saturday at 09:11 PM Share Posted Saturday at 09:11 PM (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 Saturday at 09:13 PM by smr1957 Link to comment Share on other sites More sharing options...
smr1957 Posted Saturday at 09:48 PM Share Posted Saturday at 09:48 PM (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 Sunday at 09:11 PM by smr1957 Link to comment Share on other sites More sharing options...
Arthmoor Posted Saturday at 10:03 PM Author Share Posted Saturday at 10:03 PM 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 Link to comment Share on other sites More sharing options...
smr1957 Posted Saturday at 10:34 PM Share Posted Saturday at 10:34 PM 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. Link to comment Share on other sites More sharing options...
pStyl3 Posted Sunday at 03:50 AM Share Posted Sunday at 03:50 AM 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. Link to comment Share on other sites More sharing options...
Arthmoor Posted Sunday at 04:06 AM Author Share Posted Sunday at 04:06 AM 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. Link to comment Share on other sites More sharing options...
pStyl3 Posted Sunday at 04:40 AM Share Posted Sunday at 04:40 AM 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. Link to comment Share on other sites More sharing options...
smr1957 Posted yesterday at 02:13 PM Share Posted yesterday at 02:13 PM 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 Link to comment Share on other sites More sharing options...
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