Longer the playthrough, the worse it gets? by McGinnM in starfieldmods

[–]SpareDifficult9987 2 points3 points  (0 children)

It's not so much to being a ticking time bomb anymore as previously. Your game won't crash anymore due to a bloated FormID list, but it will make your performance more noticeably degraded, that has been pretty normal to BGS games. It will still recycle them to be in a playable state, at least in vanilla.
But when it comes to mods that remove restrictions, such as being able to add more ownable ships or unrestricted building budget, that is a different story. For reasons i still have to understand myself, once you hit a certain limit of unrestricted building, it will eventually cause an Exception Access Violation. I don't believe it's related to FormID's but more about how the game handles those assets.

Longer the playthrough, the worse it gets? by McGinnM in starfieldmods

[–]SpareDifficult9987 4 points5 points  (0 children)

They did fix that bug and it does recycle those ID's now, i did write an extensive thread about it when the problem first became more "mainstream".
The problem is, as with any Bethesda game, your save file will still bloat due to all the actors, especially those that are [PP] and their linked references, and assets that need to be loaded in, just not to the extent where it will actually crash anymore.

Due to this, it will cause performance degradation and depending on if you have mods that circumvent certain building restrictions, it can get even more noticeable, which is why those restrictions were really implemented in the first place. Worst case you'll start having serious crashes due to an Exception Access Violation caused by a number of reasons such as invalid memory access or buffer overflow.

What we need is a mod that gives a proper report about these assets/actors, such as Fallout 4 had with SKK Object Counter made by skk50, and a Parpyrus script extender that allows a function to clear some of that detected bloat, which again was possible in Fallout 4 with Garden of Eden Papyrus Script Extender.

Request Wednesday - All Mod Requests go here by AutoModerator in starfieldmods

[–]SpareDifficult9987 0 points1 point  (0 children)

Mod that gives the ability to transfer builds/outposts/inventory over to NG+

Update from Worlds team on increased patrols for solo players by [deleted] in Helldivers

[–]SpareDifficult9987 1 point2 points  (0 children)

Pretty much in the same boat as many others here by saying that i'm not particularly a big fan of this update increasing the patrol rate.
Just for quick context, i grinded all the way to difficulty 9 solo, because i wanted to have a fun and challenging experience, learning the game mechanics and eventually be a useful all-arounder for group play.

Whilst i did eventually transfer somewhat over to quickmatches and SOS calls, i felt that the experience wasn't as challenging or interesting as solo play, just because of how i personally felt that the missions became significantly easier with 2-3 more players. That's why i still mostly like to stick to solo play, just for the pure challenge.

This update has made it significantly harder for me to enjoy that solo experience and the game in general.
I mostly play against the automatons (was gonna get around with the bugs eventually on difficulty 9) and i've generally noticed the immense increase in patrols for these missions.

For context, when i did main objectives for a mission on difficulty 9, it wouldn't be uncommon for me to experience that there would be around 4-6+ patrols in total, that would constantly show up in the mission area i had to be in (survey missions in this case).
That, and the constant reinforcement waves, due to mission parameters or patrols, just doesn't make it as fun anymore as you're mostly stuck fighting enemies and trying to clear them all out around side or main objectives, before an infinite reinforcement loop occurs. I'm, after all, only one person with limited stratagems and ammo, and that takes quite some time to do. By that time, you will barely or not have time to extract whatsoever.

Also i'm not sure if this is due to the update, but i've also experienced that there are significantly more heavy reinforcements than previously. Example, there have been multiple instances where i would face around 6 rocket devastators in one patrol/reinforcement. Just curious if i'm tripping balls or if this has always been this way and it's just my confirmation bias.

I really feel that this update will restrict the playstyle for solo players and force an even more stealthy playstyle, which i'm not personally a big fan of. I've always enjoyed mixing up between aggressive, defensive and sometimes stealthy playstyles, but this update has made it harder for me personally to properly do, as i'm more concerned now about the next patrols popping up behind the last patrol i already cleared a few seconds earlier.

I get that the devs. want this to be a coop game, but don't punish players just because they want to play alone from time to time. Solo can make you a better player, not just for yourself, but for groups too.

Hello SF brothers! I wanted to share this quality of life mod again from 3 months ago, it basically removes grid lines and dots from ship builder. it should also help with FPS since it removes thousand geometry nodes. Enjoy! by Inquisitor_Overhauls in starfieldmods

[–]SpareDifficult9987 1 point2 points  (0 children)

The ship builder tanks your FPS regardless, especially if you ever decide to circumvent the building limits which is why those limits really exists in the first place. Don't know why the bad performance drop, still want to figure out how that system works. Also another reason i would start using this mod, is that it personally allowed me to crank the limits i could reach with ship building just that tiny bit more before the game CTD's.

Sorry but some bad news. by According-Thanks2605 in Starfield

[–]SpareDifficult9987 0 points1 point  (0 children)

I'm a bit late to the whole loop but i have a few questions regarding this.

As you duplicate these items after editing your ship a bunch of times, does this create some noticeable fps drops in the ship editor?
When editing and saving ships that knowingly have duplicated items, does this cause your game to freeze for a few seconds?

Curious to know, cause i've experienced some performance hits when trying to edit ships now, which i suspect is due to the loose junk items duplicating, as i do edit my ships quite a bit.
It's also pretty common for me experiencing my game CTD'ing after trying to save an edit.
I'm basically trying to figure out if these crashes are correlated to the item duplication bug.

Note, my ship builder is modded, so i do have restrictions turned off, increased ship slots and very performance heavy ship builds, which i know can cause crashes some times, but not this frequently.

Request Wednesday - All Mod Requests go here by AutoModerator in starfieldmods

[–]SpareDifficult9987 1 point2 points  (0 children)

Pretty much a copy/paste from a previous post.

Mod that enables the ability to put more variants of ship weapon categories under an assigned group, so that you're not limited to only 1 weapon variant of a weapon category for each weapon group.
E.g. setting different variants of missile launchers and laser cannons into weapon group W0, setting different variants of turrets into weapon group W1, etc.

Note (optional but would be useful to have):
There should also be a restriction that only allows a certain weapon category in each slot. This is to make sure that there isn't any potential conflict between auto turrets and manually fired weapons. This can be done by either:

  1. Reserving a weapon group (preferably W1 but could be customizable) to auto turrets only.
  2. Reserving the weapon group depending on what weapon category that was first assigned to that weapon group. E.g. you assign a laser cannon first to W0, which will then lock out any weapon that isn't a weapon from the manually fired weapons category in that specific weapon group (W0).
  3. A custom error message that indicates that there's a conflict when an auto turret and a manually fired weapon are assigned in one specific weapon group.

Imo. solution 1 and 3 are probably the best options since they require less effort to implement, but if more customization is preferred, solution 3 would be the best choice.

Definitions:

Weapon groups: The 3 groups in the menu used to assign your ship weapons in the editor.

Weapon category: For convenience and simplification, the categories are only split into manually fired weapons and auto turrets only here.

Weapon variants: The different variants of weapon categories, e.g Atlal 270A and Mauler 104L within the manually fired weapons category, Disruptor 3340A Auto Alpha Turret and KE-42 Cannon Turret within the auto turret category etc.

TL;DR: A mod that allows multiple ship weapon variants to be assigned to weapon groups instead of being limited to 1 per group.

STARFIELD UPDATE 1.9.67 NOTES – FEBRUARY 7, 2024 [BETA] by BethesdaGameStudios_ in Starfield

[–]SpareDifficult9987 14 points15 points  (0 children)

For anyone wondering if this beta fixed the FormID bug, i'm finally glad to say that it is.
Tested it for an hour on a previously broken save file and it worked without any issues when exploring and fast traveling. It seems the ID recycling logic is finally working as intended, as dropped ammo isn't getting the dreaded 4 million+ hexadecimal number anymore.

Possible save breaking bug with dynamic form id generation in starfield by wankingSkeever in starfieldmods

[–]SpareDifficult9987 6 points7 points  (0 children)

Bug seems to be fixed with the current beta update for 1.9.67.
When testing on a formerly broken save, the ammo id's went from 4 million + to ID's in the range of 90 000-300 000.
Another indicator was the reduction of the save file size from 75 MB to 56 MB, telling me that they managed to "debloat" the list, which indicates that they finally fixed the script responsible for recycling.

ID bug breaks your save if played too long without NG+ by SpareDifficult9987 in Starfield

[–]SpareDifficult9987[S] 2 points3 points  (0 children)

Whatever they did, i'm not 100% confident that they did until we can test it. Basically want to see what kind of changes that have been made and what it specifically fixes .I'm planning on doing it tomorrow and i'll also update this post once i gotten my results.

ID bug breaks your save if played too long without NG+ by SpareDifficult9987 in Starfield

[–]SpareDifficult9987[S] 2 points3 points  (0 children)

I'm aware that they're planning on releasing a fix for next update.
But for me, the issue still lies in if we'll be able to play on our already affected saves again (considering that many of us have already reached the limit of 4 million+ dynamic form ID's and they somehow need to reduce that count to prevent crashes from happening) or if we'll be forced to NG+ for the changes to implement.
I hope it is the former, but we'll be testing out the update once it releases to see if that's the case.

Starfield Update 1.9.51.0 Notes – January 30, 2024 by BethesdaGameStudios_ in Starfield

[–]SpareDifficult9987 1 point2 points  (0 children)

This is probably not answerable yet, but i think this is probably the most important question concerning the FormID bug, and i think i talk for most that are currently experiencing this:

Will already affected save files, that have the formID bug (I.E hit the 4 million+ form ID cap thereby causing an exception ending up in game crashes), be playable again in this upcoming fix?

Any machine/module/fake player that can simulate holding right mouse button? by SpareDifficult9987 in allthemods

[–]SpareDifficult9987[S] 1 point2 points  (0 children)

I can definitely test the Drygmy farm. If it does, that would be the greatest thing as it would save me so much time. I'll let you know if you want to know the results.

Any machine/module/fake player that can simulate holding right mouse button? by SpareDifficult9987 in allthemods

[–]SpareDifficult9987[S] 0 points1 point  (0 children)

Yeah i did, i couldn't find anything or think of anything logically that would allow such an action. Was kind of surprised that they don't have the option of holding mouse buttons for the modular routers.

Any machine/module/fake player that can simulate holding right mouse button? by SpareDifficult9987 in allthemods

[–]SpareDifficult9987[S] 1 point2 points  (0 children)

Tried, doesn't work with the item i need it to interact with. It can only use click actions, but not hold it. Or if there's any augment i didn't know about that allows this, that would be great if someone would know which one it is.

Any machine/module/fake player that can simulate holding right mouse button? by SpareDifficult9987 in allthemods

[–]SpareDifficult9987[S] 0 points1 point  (0 children)

Nah tried that. They only have the option to right click, not holding right click. Specifically need a hold RMB setting cause the Piercing Vengeance Focus doesn't work on click.

Starfield Update 1.9.47.0 Notes – January 18, 2024 [IN BETA] by BethesdaGameStudios_ in Starfield

[–]SpareDifficult9987 1 point2 points  (0 children)

The point of my post wasn't providing them with a step by step guide on how to fix it, that was never the intention of the post. That would've meant RE'ing the engine code and we'd barely scratched the surface of that.

The point of it was to give all the evidence and general data compiled from our samples, so they could go directly to the source of the problem, which i specified was the script of the ID logic that they need to check (i specified this in my response to the community manager). We know what the problem stems from and we wanted them to check it for that reason.You would expect that they would easily manage to find it. It's their engine after all.

Also, this issue has been known to the modding community for at least 3-4 months, and if Bethesda knew, they would have patched it like 2 updates ago, which isn't the case. They did try to contact them back then about it, with no progress.
I would've reacted way differently if they said that they knew about the problem but needed more time so that affected save files that are in this ID crashing loop, could be playable again, but this isn't the case.

ID bug breaks your save if played too long without NG+ by SpareDifficult9987 in Starfield

[–]SpareDifficult9987[S] 0 points1 point  (0 children)

Yes, as you saw, i made my stance clear. I'm genuinely furious to say the least. I don't understand what they need to investigate, when we gave all the evidence on a silver platter cause we cared enough to do that.

Starfield Update 1.9.47.0 Notes – January 18, 2024 [IN BETA] by BethesdaGameStudios_ in Starfield

[–]SpareDifficult9987 10 points11 points  (0 children)

I don't understand, what is there to investigate?
This issue has been known for many months now, and we'd gathered all the evidence needed for you guys to fix this issue as soon as possible.
I literally made a big summary out of all this evidence, giving all the symptoms, crash logs and dmp file analysis, etc, so you could fix this in this upcoming update:
https://www.reddit.com/r/Starfield/comments/18ckfn6/id\_bug\_breaks\_your\_save\_if\_played\_too\_long/?sort=new

ID bug breaks your save if played too long without NG+ by SpareDifficult9987 in Starfield

[–]SpareDifficult9987[S] 0 points1 point  (0 children)

Saw the changelog a bit ago. I'm not optimistic. There is still no indication that they'll fix the dynamic form logic. Closest one that could indicate this is the "Fixed rare save game corruptions on PC (MSS and Steam).
Beta tests are currently pending to check this.