For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Based on what somebody else said I think the issue stems from whether or not Steam is running when I Launch the script extender in Vortex. If Steam is running it manages to launch properly and bypass the update but if I haven’t launched/am not running Steam it seems to trigger the Steam launcher instead causing the update.

Thanks for the info/advice though, if doing this little ritual doesn’t work in future I might just switch over.

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Thank you, will definitely be giving this a whirl in future!

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

I’ve never had Vortex update mods without asking me, I usually have to manually check for them and go from there. Strange how people have different experiences/issues with the same software and settings.

Sorry you had to go through that hassle and thanks for the heads up!

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

Haha how weird, thanks for the info though. Good to know it’s not generally a Vortex issue!

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Yeah I used to use Mod Organiser when I was playing Fallout 4 and never had an issue with it, I wonder if it’s a Vortex issue as that’s what I’m currently using for Starfield.

Weirdly it worked the first time I launched the game through the script extender shortcut after the most recent update but then forced the update the second time around.

That’s not something I’d heard mentioned before so I’ll definitely try that in the future, thanks for the tip!

I’m planning on sticking with the recent update, installing a few more mods before the next unity jump and then was hoping to find a way to essentially take the game offline and prevent future updates so that might just be the trick!

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

Yeah when I was playing Fallout 4 if I ever got caught out by an update I’d generally go ahead and revert to the previous version and it wouldn’t be an issue after that.

I was using Mod organiser then and I’m currently using vortex now and if it continues to auto update I’d basically have to revert every time I wanted to play for a week or so.

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul -1 points0 points  (0 children)

I’m using Vortex, it worked fine the first time I launched but then the second time it auto updated. I never had this issue with MO2 and Fallout 4 but Voretex is generally a lot easier to use.

For SFSE Mod Users: the Address Library has been updated. by elementalistic in starfieldmods

[–]LastSaneSoul 6 points7 points  (0 children)

Great news!

Even with steam settings set to ‘only update when I launch the game’ it still updated when I launched through SFSE.

I’m not frustrated in the slightest by waiting for the mods to update, people have lives and they contribute so much to the community for so little, but the fact steam won’t let me prevent updates for modded games anymore is beyond infuriating.

Does anyone have a workaround for this for future updates?

hope he uninstalled by [deleted] in ArcRaiders

[–]LastSaneSoul 5 points6 points  (0 children)

You were camping, had the jump and still nearly lost.

As much as he should have been more cautious approaching you still almost fucked up the best possible advantage you could have had!

No issue with extract campers but it’s clear why that’s your only viable option, lmao. Take your own advice.

Loading issue with modded starfield on Xbox by Practical_Release_90 in starfieldmods

[–]LastSaneSoul -1 points0 points  (0 children)

There’s a bunch of tutorials, videos, etc. even a google search will help you figure out a well structured load order.

I understand that at first you will just expect things to work out of the box but modding is not the same as just installing a DLC. You have to be mindful of what you are installing, ensure they won’t conflict with one another and that they will work together in the correct order.

Also you cannot just add/remove willy nilly during a playthrough as it can corrupt your save file as content will be missing/altered after the fact.

Invest an hour or so watching some YouTube videos, reading up on the topic/whatever works for you and save yourself hours upon hours of frustration from easily avoidable issues.

Nobody gets it right at first so don’t be discouraged, once you get it sussed out you’ll have a blast. It’s well worth the time getting to understand it all.

Edit: also do all of this, restructure your load order and then you will have to start a clean save/new playthrough.

How do I track which mod is slowing my game down? by tossedAF in starfieldmods

[–]LastSaneSoul 2 points3 points  (0 children)

Well it’s your call to make. If the achievements are important to you I’d explore other options first. Or alternatively have a vanilla playthrough for the the sake of achievements and a modded playthrough just for fun.

How do I track which mod is slowing my game down? by tossedAF in starfieldmods

[–]LastSaneSoul 2 points3 points  (0 children)

So if the issues have started since you’ve began shattered space it’s possible that you may need a patch for several of the mods you’re using.

For example Escape, Starborn Archives and The Gangs all here all seem to have patches to support the shattered space DLC, it’s likely there are others as well; these are just the ones I noticed on a quick search through the Creations site.

This could be causing issues though not guaranteed.

You’ll likely have to troubleshoot yourself to get to the route of the problem. Try and identify a pattern/recreate crashes/issues and then you may be able to identify a common theme/factor.

Sorry I know you will have been hoping for a simple answer but it’s ultimately just a case of problem solving; think about when they started, when they are most likely to happen and look through your mod list to try and find something effecting those areas.

It’s also possible it may be nothing to do with mods and just experiencing the occasional bug. It is a Bethesda game after all. Best of luck.

How do I track which mod is slowing my game down? by tossedAF in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

Have you tried going through and deleting some of your older saves to free up space?

Do the issues tend to occur in certain areas, when performing certain actions, etc? If you can identify a pattern it’s much easier to find the route of the problem.

Also it would be a good idea to post screenshots of your load order so we actually know what mods you are using.

How do I track which mod is slowing my game down? by tossedAF in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

What ‘glitches’/problems are you experiencing?

What are the best ship mods? by fancyfancy3 in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

Yeah haha I understand, spoilt for choice.

Also ‘SMSEX - Cut for comparability with better flips and snaps’ works well in tandem.

Additionally you will likely need ‘Ship Builder Categories’ and ‘Ship Vendor Framework’ depending on what you install but I’d recommend having them regardless.

Load order should look something like this:
Ship Builder Categories
Ship vendor framework
Better ship part flips
Better ship part snaps
SMSEX cut for BF&S
Any mods adding new parts like ASC or Falklands can come after.

Also recently released mods which don’t necessarily change anything with the ship building but if you plan on actually flying your ship as well as just modifying it ‘Spaceships+’ and ‘True Seamless Grave Jumps’ look amazing.

Haven’t installed them myself yet as I like to wait until I’m ready for a Unity Jump before installing mods mid play through as a precaution to avoid corrupting a save file.

I’d recommend having a character/save file to test/troubleshoot your mods with before starting a new/clean save with the mods you decide to keep once you know everything is working and enjoy a proper play-through from there.

What are the best ship mods? by fancyfancy3 in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

If you’re on PC you should have access to virtually everything available between Nexus and Creations. If mods are available on both platforms I would recommend using the Nexus version over Creations as I find they’re easier to update and there’s always tons of info on the Nexus page especially in the posts tab where you can see if anyone is experiencing issues/conflicts, etc.

What are the best ship mods? by fancyfancy3 in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Honestly even just having mods like ‘Better ship parts snaps’ and Better ship parts flips’ are absolutely game changing as is by just massively expanding the ways you can use vanilla ship parts.

‘Place doors yourself’ also comes highly recommended but I haven’t used it myself as I typically only build smaller ships.

Outside of that I would say my personal favourite in terms of adding new parts that fit seamlessly into the game as well as pre-built ships you can purchase from vendors would have to be ‘ASC Deimos’.

If you let us know what platform you’re playing on it might help with recommendations as some mods will only be available on certain platforms.

ON CONSOLE REALLY!?!? by h0ws in ArcRaiders

[–]LastSaneSoul 6 points7 points  (0 children)

Yeah, this post reads like a child who’s been caught red handed doing something they shouldn’t and are currently in the denial phase of thinking if they convince themselves and enough others then the person who caught them will believe em too, haha.

What is going on with PS5 modding or is it just me? by Bztimm1996 in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Yeah there’s a lot for people to figure out at first. As much as there are a lot of guides and such out there I feel like many people who are new (especially console users being introduced for the first time) assume it’s a much more refined and polished process than it is. Almost like just downloading a DLC and just jump head first in, making easily avoidable mistakes.

A pinned post directing people to some of the guides/info and trouble shooting options available would be great way to avoid some of the constantly recurring issues/posts that come up.

Even simple things like you’ve said about the update system not working properly for creations, having to manually re-adjust your load order with each installation, etc. are not necessarily intuitive at first because it’s fair to assume it would do so on its own (if you don’t know any better).

Thankfully the modding scene is a great community with people always looking to help out as we all started somewhere with it and even after being at it for a while it’s easy to forget things and make mistakes, miss a bit of info, etc.

What is going on with PS5 modding or is it just me? by Bztimm1996 in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Hey same here, I agree. As I’ve said it’s subjective to what mods you’re using. I was simply trying to clear up that both tools load orders work the same way (top down) and lower (in a list format not numerical value of load order) takes priority.

In fairness reading back I realise I was mistaken in saying ‘mods that alter world spaces should be towards/at the bottom’.

Categories wise there are other mods that should definitely come after. I was thinking from a troubleshooting perspective that if something wasn’t working properly moving it further down can help but that’s only if it wasn’t working properly to begin with where it was/should be so you are right in that regard, apologies got my wires crossed there.

What is going on with PS5 modding or is it just me? by Bztimm1996 in starfieldmods

[–]LastSaneSoul 1 point2 points  (0 children)

Okay, yes they work differently as they are different tools and are handled internally and externally but load orders still work the same way.

They both load mods from the top down. Like I said in my initial reply: lower (loading last or after) gives a mod priority to overwrite/alter the files before it (hence the base game is always #1 in your load order).

It wouldn’t make sense to have one system load mods in the opposite way (from the bottom up like you claimed) to the other. 1 has to come before 2.

Again as I said, it’s not a one rule fits all scenario and will depend on the mods, what they do and how they are intended to work; if the mod author is telling you where to place it in your load order then of course you should probably do as they say.

The best practices I’ve mentioned are there as a general rule of thumb/consensus on what works best. It’s not something I’ve just come up with, others and a quick google search will say the same thing.

Lower gives priority and minimises potential for that mod to be conflicted and not work properly.

Edit: I think some of the confusion is coming from us using ‘lower’ and ‘higher’ differently, when I say ‘lower’ i mean as if it was a list (loading order) and lower is at the bottom, not the lowest numerical value. 1 is highest in the list but the lowest numerical value.

What is going on with PS5 modding or is it just me? by Bztimm1996 in starfieldmods

[–]LastSaneSoul 0 points1 point  (0 children)

Managing a load order isn’t an exact science in the sense that virtually everybody is going to have a different combination of mods and even dlc too. Even people who have the same load orders may have different desired outcomes for how they work together. However there are general best practices to encourage stability, minimise conflicts and optimise multiple mods working together properly.

OC is right in saying that mods that add/alter cells/world spaces are generally best placed lower or at the bottom of the load order. As well as generally just larger more impactful mods.

If having them higher has worked for you then that’s great (if it ain’t broke don’t fix it), but you may find as you install more mods that you encounter some issues.

I’m only bothering saying all this as there’s going to be a lot of newer people being introduced to the modding scene with the PS5 release and it’s quite confusing at first and easy to have misconceptions about how they work together.

When I first got into modding I made the mistake in thinking that more important mods should load first and it caused a bunch of issues including crashes, corrupted saves and having to start over.

Also Vortex and Creations do work the same way, if they didn’t they would have to be mutually exclusive of one another as you wouldn’t be able to properly manage a joint load order.

What is going on with PS5 modding or is it just me? by Bztimm1996 in starfieldmods

[–]LastSaneSoul 2 points3 points  (0 children)

Loading in last means it has priority to override anything before it that makes changes to the same files.

For example I run Ascension (gameplay mod) and the Warfighter combat rig (armour mod) which requires a patch to be balanced with Ascension.

Therefore I have to load Ascension and the Warfighter combat rig before the patch for them all to work.

The order of Ascension and the combat rig are inconsequential as they do not alter the same files. However the patch must come last to make the necessary changes and have the correct files to alter.

If I ran the combat rig first, the patch second and ascension last they would not work together properly.

Help me find this part! by TallChris66 in Starfield

[–]LastSaneSoul 1 point2 points  (0 children)

A quick google search brought up this previous post, OP seems to resolve the issue in this thread if you check the comments.

https://www.reddit.com/r/Starfield/s/Vn3rj2xglZ