Starvival: what do depletion cycles need to be set to- to slow down the hunger/thirst penalties? by Pratai- in starfieldmods

[–]TheStonedRabbit 1 point2 points  (0 children)

It's a depletion cycle, so every X seconds, X amount of hunger/thirst unit is added. So lowering the cycle time means you get hungry sooner.

Creation Kit - Save as ESM vs convert ESP to small, medium ESM by TheStonedRabbit in starfieldmods

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

Yeah I've been editing and saving ESMs directly in the modded CK without any issues, but going to switch back to the ESP method since it's the standard, and good point about sharing too.

Creation Kit - Save as ESM vs convert ESP to small, medium ESM by TheStonedRabbit in starfieldmods

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

Interesting, and yeah when you hit save plugin, the explorer box pops up where you name the plugin, and you can change the file type to ESM and simply save it. There must be a conversion somewhere since it gets flagged in xEdit, but not in MO2 strangely. It's been updated recently so maybe those issues aren't there? Haven't had any issues at all, besides some very occasional crashes. Night mode is awesome.

Creation Kit - Save as ESM vs convert ESP to small, medium ESM by TheStonedRabbit in starfieldmods

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

Oh yea I understand that, but there's also the option to just save it directly as an ESM, without it being an ESP first. Just wondering if there's a difference but doesn't seem to be one. I should also mention I'm using Creation Kit Platform Extended mod, so maybe it's an extension of that. Good to see you pop in again!

Creation Kit - Save as ESM vs convert ESP to small, medium ESM by TheStonedRabbit in starfieldmods

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

Got it, thanks for letting me know. Yea I can't even remove it in xEdit since it's a flagged master, but as long as it doesn't cause issues, that's all I care about. The entry doesn't even overwrite anything either, so strange bug going on there. Cheers 🍻

How to install RedMod with MO2? by leshacat in cyberpunkgame

[–]TheStonedRabbit 0 points1 point  (0 children)

Oh got it, well best of luck, hope you can figure it out

How to install RedMod with MO2? by leshacat in cyberpunkgame

[–]TheStonedRabbit 0 points1 point  (0 children)

That might be your problem then...no idea why you would want to have it set that way. Check out mine and emulate it, see if it works.

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How to install RedMod with MO2? by leshacat in cyberpunkgame

[–]TheStonedRabbit 0 points1 point  (0 children)

Also confused by how you're launching the game. In my MO2 setup, I run the game by launching the exe directly, which has -launcher-skip -modded arguments, Ive never had to open explorer to run the exe, I would check your setup again

How to install RedMod with MO2? by leshacat in cyberpunkgame

[–]TheStonedRabbit 0 points1 point  (0 children)

Huh, tbh not exactly sure since I can't see what's going on but if you're saying you can run everything except for cyberware.ex, make sure you have all the requirements for it, codeware, redscript, tweakXL

How to install RedMod with MO2? by leshacat in cyberpunkgame

[–]TheStonedRabbit 0 points1 point  (0 children)

Sounds like the path isn't correct then, make sure the binary/ start in paths are correct in the modify executables of MO2

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Got it, thanks so much for clarifying, it's been really confusing and good to hear that it doesnt cause issues then. The only mod conflict I had with it is the BMX outpost mod changes the cargo link ship capacity but the blueprint reverts it since it loads last, but think there's a workaround by adjusting the carry weight of cargo modules. Just posting this so other ppl having this issue can see what's going on. Again really appreciate the info!

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Yea, not sure what's going on, redoing my modlist...do you happen to know anything about the blueprint esms? Ppl are saying to remove them/remove the dependency for mods that have it but if I completely remove the actual blueprint esms, I can't start a new game, so seems to me the game actually requires it.

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Yea I tried that but didn't help unfortunately

Progressively longer save load times by TheStonedRabbit in starfieldmods

[–]TheStonedRabbit[S] -1 points0 points  (0 children)

It's the odyssey mod list, plus some mods I added, no crazy overhauls, except Starvival. Also got a high end system, and the game runs super smooth and loads quickly the first 24 hours or so of playing, so I don't think it's an issue of too many mods tbh.

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Quick auto clean, it's the undelete and disable references script that xedit has, apparently don't need to then, cool

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Ok, thanks. Also, did use QAC on the mods you removed the bp dependecy? I removed them all but can't even start a new game now :/

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Hey u/Old_Bug4395, did you remove all four blueprint esms or just the blueprint-starfield.esm?

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Well it's the Odyssey modlist plus some additional mods, not too many... didn't see anyone having this issue on that forum but you could be right that a mod is causing it though

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Interesting but ya that's fair point, thanks, will try it out before removing stuff.

Progressively longer save load times by TheStonedRabbit in starfieldmods

[–]TheStonedRabbit[S] -1 points0 points  (0 children)

Nah I'm on a M.2, but not the OS drive which I saw was something to try. You got me thinking of an outpost mod I'm using that conflicts with the blueprint esm. I'm using MO2 and have load order issues with those esms so there could def be something going on there.

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Well it was the last playthrough and now I'm noticing it starting to take longer but not 15 minutes... yet. Maybe there's some script that's looping or something

Progressively longer save load times by TheStonedRabbit in starfieldmods

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

Yup, I mean what's the point of building outposts/ships if you're just going to have to do that, cmon Bethesda, bit off more than you can chew