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Posted

My personal preference here would be to use the folder in Documents rather than the main game folder. Reason being is that Bethesda did this for some reason and I don't see any value in fighting against it since it will be the way to allow Game Pass players to use mods. Not just the usual PC crowd. Granted, it won't allow for stuff that needs the script extender, but USFP won't require that anyway.

Posted (edited)
3 hours ago, Arthmoor said:

My personal preference here would be to use the folder in Documents rather than the main game folder. Reason being is that Bethesda did this for some reason and I don't see any value in fighting against it since it will be the way to allow Game Pass players to use mods. Not just the usual PC crowd. Granted, it won't allow for stuff that needs the script extender, but USFP won't require that anyway.

This is my personal view as well.  For whatever reason, that is the way Bethesda set it up, and for mod authors - or anyone, for that matter - to state otherwise, with no other reason behind their recommendation than "it's not how it was done in the past," borders on the irresponsible. 

Edited by smr1957
Posted
12 hours ago, smr1957 said:

This is my personal view as well.  For whatever reason, that is the way Bethesda set it up, and for mod authors - or anyone, for that matter - to state otherwise, with no other reason behind their recommendation than "it's not how it was done in the past," borders on the irresponsible. 

I have no preferences, but I would like to mention one argument, which came up several times against the new method:

Many people have two drives, one for Windows, and there are their personal files too, i.e the Documents folder. Games are installed to the second drive. The argument now is, that the Windows drive/partition is fairly small, and the personal documents and game saves do not fill this up too much.

But with mods, which may include textures this folder would become very big indeed and may fill up the Windows drive. So goes the argument.

For me it does not matter, while I found it rather practical to have the mods besides the game itself, I can live with the new solution, because I moved my user folders to another (SSD) drive, where personal data are stored. So I have a SSD for Windows, my boot disk, a drive for work and special data which also includes my relocated user folder Documents, and a third SSD which contains games.

Just wanted to mention this argument, but I must say it probably works more Microsoft/Windows like with the mods under personal data. It also allows several different persons who use the computer to use different mods (and saves anyway). So the solution is not bad.

Best solution would be, if BOTH methods worked, with a defined priority of one folder to the other. It would allow to install really big mods to the games folder, and the rest to the Documents folder. But I think in the end it will be the Documents folder...

Posted

The problem with trying to split things into the main game folder vs the new location is that it becomes impossible to do proper load order resolution since the game is now being forced to look in two places.

So while I prefer the Documents folder, because I haven't bought into the questionable advice to have "2 drives" using whatever methods are suggested for that, it's true that other people have and that it may not work out. Unfortunately this is going to be how things work going forward as long as Microsoft is calling the shots. So I don't believe it's a productive use of one's time to resist the change in this case.

Fortunately this isn't something we're going to need to worry about with our project because where mod managers ultimately decide to put things isn't our decision to make :P

Posted

For me, the solution is simple.  I will put things where the CK saves them.  Can't go wrong with that approach.  And if it does go wrong, I will open a ticket with Bethesda. 

 

Posted (edited)

One issue with My Documents is for OneDrive (free 5GB) users. If the My Games folder is included in the backup, then be sure to exclude My Games\Starfield\Data from the backup before installing the mods.

The personal preference here is to have kept the folder structures as they were with previous games. As far as how the concepts of mods and documents intermingle , the move of mods to Documents could even indicate MS revamping the documents thing altogether somewhere down the track. The fun element might end up something like: the changing guards of Musical chairs => purposed allocations of Musical folders!

:P

Edited by lmstearn
Posted (edited)

One Drive - the bane of gaming!

One Drive to ruin them all, One Drive to make you crazy,
One Drive to block it all and at the start impede you,
In the land of Microsoft where the updates lie.
 

Edited by smr1957
  • Haha 3
  • 3 months later...
Posted

I clicked on the Nexus link and am met with this. Any updates?

Screenshot_20240106-193323.png

Posted

Nothing yet. We're still waiting on the CK to release before diving in.

  • Thanks 1
Posted

As I'm sure everyone has noticed by now, the official June update is out and the CK is now available. Which means mods! USFP 1.0.0 is now live on Bethesda.net, AFK Mods, and Nexus.

  • Thanks 2
Posted
8 hours ago, Arthmoor said:

As I'm sure everyone has noticed by now, the official June update is out and the CK is now available. Which means mods! USFP 1.0.0 is now live on Bethesda.net, AFK Mods, and Nexus.

Still think it's crazy that you decided to fracture the community yet again instead of just joining the Community Patch team. I like your stuff related to open cities, but you really are showing that you just want control.

p.s. please oh please don't put your arbitrary changes into this patch. We don't want another Arthmoor's personal tweaks project.

Posted
43 minutes ago, Pantaloons said:

Still think it's crazy that you decided to fracture the community yet again instead of just joining the Community Patch team. I like your stuff related to open cities, but you really are showing that you just want control.

p.s. please oh please don't put your arbitrary changes into this patch. We don't want another Arthmoor's personal tweaks project.

Someone new enters the house that Arthmoor build and the very first think they do is stand in the middle of the room and deliberately piss on the floor and act like that's a normal thing to do.  What an asshole. 

  • Haha 1
Posted
2 hours ago, Pantaloons said:

p.s. please oh please don't put your arbitrary changes into this patch. We don't want another Arthmoor's personal tweaks project.

You've been listening to the wrong people. They've given you bad information. No such thing has ever taken place in the course of any of the UPP patches. This is a false narrative driven by reddit.

  • Like 1
Posted

Some simple facts:

The USFP was started from the very first release of the game - the only reason it was hidden and not available was because, up until now, there was no Creation Kit, and therefore, there was no proper way to create an actual mod requiring a plugin.  If some other group decided to push out a patch despite that, all the caveats that apply to ANY mod which was not properly created due to lack of a CK, would apply to that patch as well.  Basically, it came down to "do it right, don't try and do it first."

As to allegations about personal and arbitrary change being made by just one individual, nothing could be further from the truth.  All changes in the Unofficial Patches are made by the Unofficial Patch Project (UPP) Team, based upon reports made by the community, and sometimes using solutions supplied by the community.  To think that any one person is imposing their will upon this is outrageous, and, as has been stated, a falsehood circulated and perpetuated by a number of bad actors - starting on Reddit, and then spreading outward - like ink in water, staining everything it comes in contact with.

In my now long involvement with Skyrim and Skyrim Special Edition via the Steam forums, as well as here, and now with Starfield, I have rarely run across people as selfless, dedicated, and hardworking as those of the UPP team - and Arthmoor has probably done more for the gaming community over the years than almost any other single person.  Unfortunately, attaining that level of visibility - even if it is due to having done good work and helping those in the community who need and request it, comes with it rag-a-tag haters and despisers, and that is just the way it is - as it is in all endeavors in all walks of life.

Bottom line, Arthmoor and the Patch Project Team are some of the most helpful and dedicated people around - they do what they do to support and help the community, and do so based upon reports made by the community - personal preferences simply do not come into the picture, at all.

  • Like 3
Posted (edited)
11 hours ago, Pantaloons said:

Still think it's crazy that you decided to fracture the community yet again instead of just joining the Community Patch team.

Some people don't want to ruin their game by using some janky hackjob made without the CK. If you don't have a problem using that, then use it. The rest of us will stick with the patch made by people who know what they're doing.

Edited by RabidGears
Posted
14 hours ago, Pantaloons said:

arbitrary changes

What arbitrary changes?

Posted
On 6/10/2024 at 2:59 AM, Pantaloons said:

fracture the community yet again

What nonsense. Back in 2012, contributors to the Unofficial Oblivion Patch made USKP 1.0.0 and then disappeared. I'd started a replacement project over at BethSoft forums. Arthmoor sent around both public and direct messages and got us all to combine our efforts as a single community.

He built a unified bug tracker on this site. (There were 2 other public trackers. I've helped with those moves.)

He more recently hosted the Oblivion and Morrowind patches here, as other community sites have fallen silent.

Do I always agree with what's in the US*P? No, that's why there are a few UUSkyPP fixes of my own. Everybody is welcome to their own work.

Do I agree with him personally and politically? Hell no! As long as that doesn't damage the shared community effort, that's rarely been a problem here.

He may be a curmudgeon, but he's our curmudgeon.

Posted

It must be nice to have so much raw power that taking a position can affect a whole "community" and cause it to break.  Or is the community just so fragile that any disagreement will cause it to fracture?

On "permanent open permissions" on mods, the "community" is split.  Not Arthmoor's doing, he just happens to stand with those who know and understand copyright and are willing to protect their copyright.  But Arthmoor is well known, so he becomes the de facto leader of those who oppose "open permissions" in favor of copyright protection.  Arthmoor becomes the figurehead for those who are less then scrupulous and want to steal content from their betters, and Arthmoor becomes their target.

On "fix vs preference", the "community" is split.  Not Arthmoor's doing, he just happens to be the one that publishes the Unofficial patch and so it is his name on the label.  So, those  who don't like a specific implementation of a 'fix' and would have preferred another route are willing to go to extremes to "punish" Arthmoor for the teams choice of solution.  Arthmoor becomes the target for every complaint that exists about the Unofficial Patch and how issues are addressed.  

On "mod packs and collections", the "community" is split.  Not Arthmoor's doing, he just happens to be among those who don't like the "capture and freeze" method of implementation used for "mod packs and collections".  And, given that the Unofficial Patch is generally part and parcel of any realistic "mod pack and collection", Arthmoor is opposed to it's inclusion for any number of reasons.  Given Arthmoor's fame and high profile, his opposition carries weight and those who favor "mod packs and collections" place him at the head of the list of those who must be targeted for opposing "mod packs and collections".

On "back leveling" mods, the community is split.  Not Arthmoor's doing, he just happens to be part of the mod making community which realizes that having multiple versions of a mod to maintain is a pain in the ass.  So Arthmoor personally, and the Unofficial Patch Team collectively, took the decision to limit their support to the current version of the game only and to ignore all of those copies which have been stashed away and are outdated.  But this position does not sit all that well with those who want to freeze their game at an unsupported level and keep their mods too.  And since it is Arthmoor's name on that proverbial label I mentioned above, Arthmoor becomes the target for all those who are not happy with Arthmoor's or the teams decision.  

And now we come to the "community patch", and the community is split once again.  Not Arthmoor's doing.  Arthmoor just happens to be one among us who have witnessed other such endeavors and sees a negative outcome.  Not because the idea is a bad one, but because human beings are involved, and their biases, prejudices and preconceptions will all get in the way of a cohesive patch.  Strong personalities will get involved, and start dictating what is or isn't going to be included.  Feelings will be hurt.  Further, Arthmoor and others dislike the corporate sponsorship of this "community patch", which gives this project the whiff of an agenda greater than producing a patch. 

I could go on, but that seems to have hit the high points.  Arthmoor has influence on this community, true.  But Arthmoor does not have even a hint of the power over this community that some attribute to him.  Arthmoor is just a target for all those that feel they are somehow aggrieved and find themselves in need of a scapegoat.  By way of example, I agree with MOST of Arthmoor's positions, but if I publish my position, nobody even notices or gives a rosy rats rectum.  But let Arthmoor say exactly the thing I said, and the "community" is sharpening their pitchforks, oiling their torches and  marching on the castle to get Arthmoor.  The very definition of a scapegoat. 

  • Like 3
Posted
On 6/10/2024 at 7:59 AM, Pantaloons said:

Still think it's crazy that you decided to fracture the community yet again instead of just joining the Community Patch team. I like your stuff related to open cities, but you really are showing that you just want control.

p.s. please oh please don't put your arbitrary changes into this patch. We don't want another Arthmoor's personal tweaks project.

I'm going to pitch in here as well and point out that halgari is a major part of the SCP, we tried working with him in the past and it blew up. I think it's better for everyone that we don't try to work together again.

Also, stop blaming/crediting Arthmoor for everything. There are about ten active members of the patch team overall, Arthmoor would not be in a position to dictate to the rest of us, and if he tried the team would collapse.

  • Like 3
Posted

USFP 1.0.2 has been released. First post has the details.

Posted
Record: WEAP - SWC_Particle_Horizon_Disruptor_3340A_Alpha_Auto_Turret_lvl30[000C0A36]
USFP changes the name to "Disrupter 3340 Alpha Pscillator Turret". This should obviously be a O.
Posted

Ugh, that's annoying. Will have it fixed for the next update.

Posted

I have the latest patch (I think).  I uninstalled and reinstalled it on Creations.

I want to this POI last night and noted that my toon and companion was still wearing suits outside.  The planet info does at O2, but place still treated as non-breathable.  I completely agree though with the outside pool and all it should be a breathable environment.

Planet and Biome Fixes

  • Maheo I has a unique POI, Sonny Di Falco's Island, which is clearly designed as an open air luxury estate with swimming pools and outdoor bars and such. The biome data is, however, incorrectly set to a thin methane atmosphere which does not fit with the rest of the settings for the planet's ecosystem. The atmosphere type has been switched to O2 to reflect that it should be breathable. (Bug #34121)
Posted

Make sure you don't have something else overriding the edit. When I set that up, I verified it with my own game. Andreja walked around with her normal outfit rather than her spacesuit. The player character doing the same seems to be fiddly in a lot of places about whether to remove it or not even if you have the setting to do so in breathable places. With the Starborn Gravis Suit, the player basically never removes it anywhere.

Posted

[Tried to start a new topic like other patches, but that's not enabled yet?]

I'm not very far along yet. Almost finished my second main quest (Back to Vectera). The game prompted me to plant an outpost beacon, causing me to look online for what it was talking about. There's not much prompt information at all.... (Better it should start a mini-quest for such an important game feature, but that's a developer choice, not a bug per se.)

Near the crash site as the game prompted, there were actually no nearby resources at all. That's probably a potential bug? The game shouldn't prompt to build an outpost with no nearby resources around. On an airless place with poor sunlight, so no simple method of powering the outpost either.

Instead, I've followed online advice of waiting until finishing at Bessel III, going to the nearby Bessel III-b moon having resources that are exactly those most needed to build an outpost (and an atmosphere to power it).

Although even with an online tutorial, it was not intuitive. Perhaps it would be more intuitive after Fallout 4 buildings, but I've never played that. This is definitely NOT Skyrim in space.

(Moving the Skyrim 'j' Journal key to 'l' Mission is particularly annoying; they could have called it mnemonic "Log", but it really is so common an action that moving it at all is against muscle memory. Moving Skyrim '/' to 'p' for skills makes no sense. Moving the UI for personal and system status from Skyrim <esc> to <tab> 'b' is really burdensome. And Skyrim 'p' powers to Starfield 'k' powers is peculiarly neither intuitive nor mnemonic.)

After building 4 extractors with accompanying windmills, I slept 1 "hour" which turns out to be 57+ hours in universal time. The extractors run on UT. The first 3 extractors yielded 17 to 21 each. The last built yielded 102. Unfortunately, I'd built them from least inventory to most, so got much more of what I'd already had on hand.

According to online sources, there are 3 classes of extractor. But these were all the same base level class, and should have the same yield over the same time.

What script or process is making this strange yield decision? Seems to me there's a bug here?

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