Starfield

Starfield

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a HAnd ful of mods and the game cannot bother to start up. Is anyone else having this much difficulty?
I swear I have only a few mods and cannot get this game to start I refused to star over again and again.
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Showing 1-15 of 22 comments
󠀡󠀡 Sep 8, 2024 @ 1:23pm 
Same, lately the game has been crashing a lot for me. I only subscribed to bethesda mods except for one unoffical mod which allows me to craft ammo without primers.
Ruin Sep 8, 2024 @ 1:29pm 
Could be a load order issue, otherwise, try updating them...

Mods are literally a case of User Beware, because they can, and often will, cause problems...
After updating each on of the mods on this list
-Real Flashlight
-Ship Builder Categories
-Ship Colorize
-Ship Vendor Framework
-Show Star Names
-SKK Fast Start New Game (Starfield)
-Small C-Class Reactors And Grav-Drives
-SpaceLab Parts
-Starfield Community Patch (SFCP)
-Stellar Glass
-The Cheat Terminal
-The Gang's All Here - Multiple Companions and Crew
-Tiger Shipyards Overhaul
-TN's Supplemental Cockpits
-TN's Supplemental Reactors
-TN's Supplemental Thrusters
-Ultimate Shipyards Unlocked
-Visible Companion Affinity
-4K Beautiful Nebula - Main Menu Background
-Added Furniture And Deco Items
-Address Library for SFSE Plugins
-AK Suppressor - Short Suppressor Replace
-Alternate Vasco
-Aquarium Outpost Decoration
-Astroneer - Become a Starship Designer
-Avontech Shipyards
-Baka Achievement Enabler (SFSE)
-Betamax's Functional Decor
-Better Ship Part Flips
-Better Ship Part Snaps
-Better Visible Magazines
-Blue Hexagon Skin - Va'Ruun Rifle
-CharGenMenu
-Cob's Starship Customs
-Constellation Replacer - Starborn
-Craftable Weapon Skins - CWS
-DerreTech
-DerreTech Ship Builder
-Drumbeat Weapon Skin Addons
-Easy Digipick (Lockpick)
-Glowing Ship Modules - Project by Inquisitor
-John Wick TTI STI 2011 Combat Master
-KZ Constellation
-Larger Ship Size Limit - ESM Version
-Legendary Module Recycler
-Legendary Spawn Chance
-LuxuryLines Habs
-Matilija PDY patch
-matilija's aerospace no level requirement
-Matilija's Aerospace V3.0
-My Price - No One Dies
-N7 Armor ( Mass Effect Retextures of Starborn Armor and Mantis Armor Replacer)
-Neutral LUTs - No Color Filters
-No Engine Power Limits
-No Minimum Landing Gear
-No Reactor Class Requirement
-No Reactor Limit
-No Shield Limit
-No Weapon Power or Count Limits
-OUT - Outpost Ultimate Tweaks and add-ons
-Outpost Habs Expanded
-Piloting for M-Class Ships
-Place Doors Yourself

Ive updated these and deleted my inis I cant even get the game past the load game screen. I don't remember having these many issues with a couple of mods. What is going on with Starfield???
Ruin Sep 8, 2024 @ 1:45pm 
That's more than a handful dude... :steamfacepalm:

There's also quite a few in there, just at a glance, that make significant changes to the game, so it could be any one of those if they're outdated, or conflicting with something else...
Originally posted by Ruin:
Could be a load order issue, otherwise, try updating them...

Mods are literally a case of User Beware, because they can, and often will, cause problems...
Ive updated them and ordered them in MOII Its literally he most inconsistent behavior Ive seen, was just playing with these mods a couple of weeks ago.
Ruin Sep 8, 2024 @ 1:48pm 
Originally posted by Originalsquarebizz:
Originally posted by Ruin:
Could be a load order issue, otherwise, try updating them...

Mods are literally a case of User Beware, because they can, and often will, cause problems...
Ive updated them and ordered them in MOII Its literally he most inconsistent behavior Ive seen, was just playing with these mods a couple of weeks ago.

Yeah, and there was a major update just a couple weeks ago... It's entirely possible that one, or more of them have not been updated, and are now causing problems because of the game update... It's, unfortunately, common...

The few that I see here which I use, I know have been updated, but I can't speak for alot of the additional ship parts, as I have avoided them, but I have heard of people having problems with them after updates...
Originally posted by Ruin:
That's more than a handful dude... :steamfacepalm:

There's also quite a few in there, just at a glance, that make significant changes to the game, so it could be any one of those if they're outdated, or conflicting with something else...

Ive tried loading with just 3 mods from this list and the game doesn't load. none of these mods seem to work And I've checked each on them about an hour ago. If you don't know that's okay too.
Ruin Sep 8, 2024 @ 2:00pm 
Originally posted by Originalsquarebizz:
Originally posted by Ruin:
That's more than a handful dude... :steamfacepalm:

There's also quite a few in there, just at a glance, that make significant changes to the game, so it could be any one of those if they're outdated, or conflicting with something else...

Ive tried loading with just 3 mods from this list and the game doesn't load. none of these mods seem to work And I've checked each on them about an hour ago. If you don't know that's okay too.

Try disabling all of them, and rename your StarfieldCustom.ini temporarily (I usually rename it to StarfieldCustom.ini.old), do a game file validation, and see if the game loads then...

People have also been having problems with the Shader Cache since the update, just thinking... Maybe look into how to reset that too...
Last edited by Ruin; Sep 8, 2024 @ 2:02pm
I tried with Baka Achievement Enabler address library and 4K Beautiful Nebula - Main Menu Background and the game didn't start so its clearly something else.
Ruin Sep 8, 2024 @ 2:11pm 
Originally posted by Originalsquarebizz:
I tried with Baka Achievement Enabler address library and 4K Beautiful Nebula - Main Menu Background and the game didn't start so its clearly something else.

And you've updated SFSE as well? Otherwise, like I said, disable ALL your mods, and then try...

If it's still not working, go back to defaults, so no mods... Do a file validation, and then try again... If the game works, try reenabling mods, if it then doesn't work, you know it's a mods issue and test through trial and error, enabling a few at a time...
smr1957 Sep 8, 2024 @ 2:22pm 
For starters, I hope that is not your load order, as it is incorrect, and that in itself can cause issues. You should sort your load order with LOOT and apply the results. But, going on the assumption that it is just a list and not the actual load order, you still have some major issues. To wit, a number of your mods were created prior to the release of the CK - those should not be used - only use plugin mods which were created using the CK - any others are likely to cause issues. Considering that, your best bet, unfortunately, is to check all the mods you are using, and dump any that were uploaded prior to the CK's release on June 9, and also check to ensure that none of the mods contain plugins in the .esp format, as those CANNOT be used by the game and are solely for developmental purposes (and will likely also break your game).

This will, of course necessitate starting a new game, but unless you have a save to roll back to that is vanilla, I'm afraid that is really the only course of action you have.

Sorry if that's not what you wanted to hear, but that's just the way it is, unfortunately.
Last edited by smr1957; Sep 8, 2024 @ 2:23pm
craigsters Sep 8, 2024 @ 2:29pm 
the DerreTech mod is now been taken over by a new mod author, this is the latest DerreTech Legacy Redux [www.nexusmods.com]

about


This is the original DerreTech Legacy mod, updated to work with game version 1.11.36+ and modified so it can be used along side the newer DerreTech mod for greater ship building options. This effectively makes the original DerreTech Legacy a separate and independent mod, so if you install this and the new DerreTech you will have all the parts from the original AND the new versions.

The following process was used to convert the original DerreTech Legacy to an independent mod for game version 1.11.36+:

Used SF1Edit to modify the Static and Moveable Static .NIF paths to DerreTechLegacy instead of DerreTech.
Used SF1Edit to rename ship builder parts to include "L1" designation so they can be easily differentiated from the new mod's parts.
Changed the data folder mesh path to DerreTechLegacy to match the above edited .NIF paths avoiding conflicts with the new mod.
Slightly offset the ship builder menu sort order to avoid a bug where identical sort numbers from the new DerreTech mod cause parts not to show.
Ran the mod through jmpz11's Starfield .nif Mesh Path Migration Tool for SF 1.11.36.
Last edited by craigsters; Sep 8, 2024 @ 2:30pm
smr1957 Sep 8, 2024 @ 2:36pm 
Originally posted by craigsters:
the DerreTech mod is now been taken over by a new mod author, this is the latest DerreTech Legacy Redux [www.nexusmods.com]

- snip -
Used SF1Edit to modify the Static and Moveable Static .NIF paths to DerreTechLegacy instead of DerreTech.
Used SF1Edit to rename ship builder parts to include "L1" designation so they can be easily differentiated from the new mod's parts.
Changed the data folder mesh path to DerreTechLegacy to match the above edited .NIF paths avoiding conflicts with the new mod.
Slightly offset the ship builder menu sort order to avoid a bug where identical sort numbers from the new DerreTech mod cause parts not to show.
Ran the mod through jmpz11's Starfield .nif Mesh Path Migration Tool for SF 1.11.36.
And absolutely DO NOT USE any mod that was created or edited using xEdit - as xEdit right now is totally non-functional for the purposes of editing or creating Starfield mods. Any mod created or edited using xEdit should be immediately dumped - as should any mod which was not made in the CK or updated using the CK - no ifs, ands, or buts about it.
Last edited by smr1957; Sep 8, 2024 @ 2:36pm
craigsters Sep 8, 2024 @ 2:42pm 
Originally posted by smr1957:
Originally posted by craigsters:
the DerreTech mod is now been taken over by a new mod author, this is the latest DerreTech Legacy Redux [www.nexusmods.com]

- snip -
Used SF1Edit to modify the Static and Moveable Static .NIF paths to DerreTechLegacy instead of DerreTech.
Used SF1Edit to rename ship builder parts to include "L1" designation so they can be easily differentiated from the new mod's parts.
Changed the data folder mesh path to DerreTechLegacy to match the above edited .NIF paths avoiding conflicts with the new mod.
Slightly offset the ship builder menu sort order to avoid a bug where identical sort numbers from the new DerreTech mod cause parts not to show.
Ran the mod through jmpz11's Starfield .nif Mesh Path Migration Tool for SF 1.11.36.
And absolutely DO NOT USE any mod that was created or edited using xEdit - as xEdit right now is totally non-functional for the purposes of editing or creating Starfield mods. Any mod created or edited using xEdit should be immediately dumped - as should any mod which was not made in the CK or updated using the CK - no ifs, ands, or buts about it.


I stopped using it the other day, when something didn't render or show right in the ship build mod, forgot to mention, I thought it was a abandoned mod and others took over it
Last edited by craigsters; Sep 8, 2024 @ 2:43pm
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Date Posted: Sep 8, 2024 @ 1:20pm
Posts: 22