@@delindsay The sad thing is the game is crap, but keeps pulling me back. I stopped playing it back in November, because stuff was so broken and recently started playing it again. No I stopped again. I just can't get the game to work right with all of my mods and don't feel like merging them all down to make less ESMs again to get it working. On a side note: saw your feedback thing about buying mods. Personally, I don't agree with giving them money for broken stuff and overpriced quest mods, but that is just my opinion. What other's do, including yourself, is your business. I can't judge. Plus, you are in a unique position with the videos you do. You can't review a mod if you don't own it. Hopefully they fix this game, it has potential even if it's a loading screen simulator, lol.
@@delindsay See my last video, loading of Mod Plugins, ESMs, is broken. I have 200 ESMs and it won't fully load any ESM over 80. The 120 Mod are all broken and breaking my saves. I can't even start a new game. At least without removing 120 ESMs...
Hey, thank you for the awesome mod. If you have a minute, I would like to ask you a question regarding esm and how they start acting all kind of weird after I would say 120 to 130 plugins. This has been happening since Starfield was released. I have an extensive load order, which stands at 380, with many mods being sound,textures, and replacers. Out of those, 141 are esm plugins. I have had full 80 - to 90-hour playtroughs without a hitch but wouldn't be able to add any new plugins on said playtrough past the 140 plugins. Game woulden load, geometries wouldn't render or CTD on save load. Removing the newly added plugin would fix the issue. I had resorted to creating multiple different playtrough profiles, each containing about the same amount of plugins if I wanted to play with different mods. I thought that with the official CK release and mod support, we are, and here is a quote: Full Master - This is what all mods containing ESMs have been using up to now. A full master takes up one of the 253 slots in the plugin load order (excluding the base game and DLCs). The same as it was in Fallout 4, disregarding the medium and small esm counts. What am I missing? Why can't we get past 140-150 plugins if the limit is 253? This was a long wall of text. I apologize, but I can't seem to find any answers. If you can give me some advice, I would greatly appreciate it. Thank you.
We should be able to get to 253 in theory. What I am seeing the game just breaks and stops loading them at some point and you may be onto something with the playthrough/saves. This current save, I can't get mods over 80 to load correctly, they will partially load, but not function as intended. Acting like a broken mod. I swear one of my past playthrough's had over 100 ESMs working. I will have to test a new playthrough and see if a new game helps.
So, I might be on to something. I started checking all of my ESMs for errors in xEdit and I am already finding a bunch of ForrnID in entries that are broken. Some straight from Bethesda to do with quests. Anything with a is a problem. Means the game can't find the data. I am making an educated guess that too many of these ends up with the game just giving up.
Just tried it out on xbox last night, love the mod but engines dont rotate for me. The other animations seem to work as intended though. Thanks for sharing!
Hum, wonder if it's because the CreationKit wouldn't let me add the skeleton.rig files to the archive. Let me see if i can fix that and get those 2 files added.
@@keithvsmith not sure, could be my load order maybe? I have an astomech mod that works only when I disable all creations, close the game, open it, re-enable creations and load back in. I'm no modder so idk if that means anything.
@@GreaseMonkey663 I checked on PC, you are right, for some reason the animations don't like being archived. When I use loose files on PC, they work. If I try to use an Archive, it breaks, trying to figure out a fix. I'm not familiar with archive as with PC, I just use loose file most of the time.
I put it at the top and restarted everything to make sure all my mods work and still everything seems to work except engines stay down, I'll keep an eye out for an update, already subbed to your channel. Thanks for the replies!
At this time no, I spent hours just getting the two Movable Objects created in CK with it constantly crashes over and over again. If they update it and fix the crashing where I can actually create the plugin in a timely fashion using CK instead of xEdit. then maybe. I am not very familiar with CK either.
Many thanks for uploading the Firefly engines to Xbox. They look amazing.
LOL that is hilarious that as you want to show something you ran into one of the longer random encounters in space, poor lonely Dr. Banglawala!
This is awesome! It looks really great.
Long time buddy. I didn't realize YOU were the Mod author for these!
Yup, it's me, seen your review videos too. Good work!
@@keithvsmith I bookmarked all of yours on Creations. Funny how I've kind of turned into, or back into, a Starfield channel.
@@delindsay The sad thing is the game is crap, but keeps pulling me back. I stopped playing it back in November, because stuff was so broken and recently started playing it again. No I stopped again. I just can't get the game to work right with all of my mods and don't feel like merging them all down to make less ESMs again to get it working.
On a side note: saw your feedback thing about buying mods. Personally, I don't agree with giving them money for broken stuff and overpriced quest mods, but that is just my opinion. What other's do, including yourself, is your business. I can't judge. Plus, you are in a unique position with the videos you do. You can't review a mod if you don't own it.
Hopefully they fix this game, it has potential even if it's a loading screen simulator, lol.
@@keithvsmith Seriously, there's bugs from the 1st week still in the game.
@@delindsay See my last video, loading of Mod Plugins, ESMs, is broken. I have 200 ESMs and it won't fully load any ESM over 80. The 120 Mod are all broken and breaking my saves. I can't even start a new game. At least without removing 120 ESMs...
Hey, thank you for the awesome mod.
If you have a minute, I would like to ask you a question regarding esm and how they start acting all kind of weird after I would say 120 to 130 plugins.
This has been happening since Starfield was released.
I have an extensive load order, which stands at 380, with many mods being sound,textures, and replacers.
Out of those, 141 are esm plugins. I have had full 80 - to 90-hour playtroughs without a hitch but wouldn't be able to add any new plugins on said playtrough past the 140 plugins.
Game woulden load, geometries wouldn't render or CTD on save load. Removing the newly added plugin would fix the issue.
I had resorted to creating multiple different playtrough profiles, each containing about the same amount of plugins if I wanted to play with different mods.
I thought that with the official CK release and mod support, we are, and here is a quote:
Full Master - This is what all mods containing ESMs have been using up to now. A full master takes up one of the 253 slots in the plugin load order (excluding the base game and DLCs).
The same as it was in Fallout 4, disregarding the medium and small esm counts.
What am I missing? Why can't we get past 140-150 plugins if the limit is 253?
This was a long wall of text. I apologize, but I can't seem to find any answers.
If you can give me some advice, I would greatly appreciate it.
Thank you.
We should be able to get to 253 in theory. What I am seeing the game just breaks and stops loading them at some point and you may be onto something with the playthrough/saves. This current save, I can't get mods over 80 to load correctly, they will partially load, but not function as intended. Acting like a broken mod. I swear one of my past playthrough's had over 100 ESMs working. I will have to test a new playthrough and see if a new game helps.
So, I might be on to something. I started checking all of my ESMs for errors in xEdit and I am already finding a bunch of ForrnID in entries that are broken. Some straight from Bethesda to do with quests. Anything with a is a problem. Means the game can't find the data. I am making an educated guess that too many of these ends up with the game just giving up.
Just tried it out on xbox last night, love the mod but engines dont rotate for me. The other animations seem to work as intended though. Thanks for sharing!
Hum, wonder if it's because the CreationKit wouldn't let me add the skeleton.rig files to the archive. Let me see if i can fix that and get those 2 files added.
@@keithvsmith not sure, could be my load order maybe? I have an astomech mod that works only when I disable all creations, close the game, open it, re-enable creations and load back in. I'm no modder so idk if that means anything.
@@GreaseMonkey663 I checked on PC, you are right, for some reason the animations don't like being archived. When I use loose files on PC, they work. If I try to use an Archive, it breaks, trying to figure out a fix. I'm not familiar with archive as with PC, I just use loose file most of the time.
@@keithvsmith I'll try moving it up when I get back inside
I put it at the top and restarted everything to make sure all my mods work and still everything seems to work except engines stay down, I'll keep an eye out for an update, already subbed to your channel. Thanks for the replies!
Looks great. Will you be releasing this on Xbox?
At this time no, I spent hours just getting the two Movable Objects created in CK with it constantly crashes over and over again. If they update it and fix the crashing where I can actually create the plugin in a timely fashion using CK instead of xEdit. then maybe.
I am not very familiar with CK either.
Hi mate I was looking foward to this om x box.
Dam I was going build an a10 and a pronethius