smr1957 Posted October 4 Author Share Posted October 4 Now available: Unofficial Shattered Space Patch 1.0.0 (unless otherwise indicated, all fixes are retroactive) https://www.afkmods.com/index.php?/files/file/2660-unofficial-shattered-space-patch/ https://www.nexusmods.com/starfield/mods/143 https://creations.bethesda.net/en/starfield/details/b752542d-e488-437d-8c99-a3e5a19cad64/Unofficial_Shattered_Space_Patch Changelog: https://www.afkmods.com/Unofficial Shattered Space Patch Version History.html Just a single fix so far, but a big one: Fixes a bug that prevented Andreja's unique Dazra dialogue from playing properly. Link to comment Share on other sites More sharing options...
smr1957 Posted October 4 Author Share Posted October 4 Initial Load Order updated: Starfield.esm ShatteredSpace.esm [if you have this DLC] Constellation.esm [If you have this DLC] OldMars.esm [If you have this DLC] BlueprintShips-Starfield.esm SFBGS007.esm SFBGS008.esm SFBGS006.esm SFBGS003.esm SFBGS004.esm [Other Official Files TBD] unofficial starfield patch.esm OR StarfieldCommunityPatch.esm (use one of the other, NOT both) unofficial shattered space patch.esm (if you have Shattered Space DLC) [Everything else you have installed] Link to comment Share on other sites More sharing options...
smr1957 Posted October 5 Author Share Posted October 5 LOOT has updated to version 0.24.0 https://www.nexusmods.com/site/mods/439 https://github.com/loot/loot/releases This release updates LOOT's Starfield support to account for Shattered Space and the changes introduced in Starfield's latest patch, plus improves support for Starfield's blueprint plugin type. Changelog here: https://loot.readthedocs.io/en/latest/app/changelog.html Link to comment Share on other sites More sharing options...
smr1957 Posted October 5 Author Share Posted October 5 After running the newest version of LOOT, it appears that they got some things wrong in the update. For now, it would probably be best NOT to update to the latest version until these issues are corrected. See discussion in my thread on Steam, starting here: https://steamcommunity.com/app/1716740/discussions/0/3807281445020926448/?tscn=1728166230#c4849904631721036092 Information has been updated - see the following for the updated and corrected information: https://forums.nexusmods.com/topic/13203033-helpful-links-references-and-news/?do=findComment&comment=130470834 Link to comment Share on other sites More sharing options...
smr1957 Posted October 5 Author Share Posted October 5 This latest from Arthmoor, here: "Ortham has said that they changed the order of the hardcoding with 1.14.70 so LOOT is probably right. That being said, the CK doesn't agree. It orders things 4,7,8,3,6 right now. Instead of 7,8,6,3,4 which it did at the time USFP set the order on those. Ultimately since nobody has any control over what the order is, it doesn't really matter what each tool says it is. It's what the game actually loads that matters." Link to comment Share on other sites More sharing options...
smr1957 Posted October 6 Author Share Posted October 6 Clarification of LOOT update advisory The following is paraphrased from communications with Arthmoor (any mistakes or errors are purely my own in transcribing this response): The order that LOOT shows is based on how the game itself is loading things. However, that only applies to the base game files and Shattered Space and NOT to anything you might download off the Creations Store. THOSE files will sort as directed by your mod manager. Because the CK is imposing a different order means that any mods you make that use the base game files as masters are going to be different than how the game loads those masters. It shouldn't cause any issues so long as the mod you're making has the data it needs, but there's never a guarantee that data is as expected - especially since we can't do a reordering of master files in xEdit. As far as the blueprints file, Ortham (the primary code developer for LOOT) has stated that the game forces the main blueprint file to load last, regardless of what your mods may be calling for. Which means if you make changes that need to affect that data, they probably won't come through. For example, in the case of the Unofficial Starfield Patch (USFP), that means 2 fixes for the Kepler ship variants will not take effect (though the team can't be entirely sure since the particulars of the issue are not easily set up for replication considering how far into the game you need to get before you have those available). So, LOOT is fine as far as it goes, as are internal mod manager sorting applications - they will handle what they can handle and the game will handle the sorting of master game files. As for any other discrepancies such as what the CK is showing and how the game is sorting things when launched, that is something that needs to be kept in mind when creating mods, but which Bethesda will need to straighten out if it is, in fact, necessary. Link to comment Share on other sites More sharing options...
HeyYou Posted October 6 Share Posted October 6 What all is actually IN the blueprints file? Is it just vanilla ship designs? And if that is the case, does that mean we Cannot make changes to the vanilla ships via a mod???? Link to comment Share on other sites More sharing options...
smr1957 Posted October 6 Author Share Posted October 6 5 minutes ago, HeyYou said: What all is actually IN the blueprints file? Is it just vanilla ship designs? And if that is the case, does that mean we Cannot make changes to the vanilla ships via a mod???? From what Arthmoor has related to me, it would seem that all the ship related information is there, and that if, in fact, that is coded to load last (as Ortham, LOOT's primary code developer, states), then changes to vanilla ships (such as the cited case of the fixes for Kepler ship variants) will not take effect as they would be overwritten. However, it seems that things are not quite certain regarding this, as of yet, so more information and research would seem to be needed. Link to comment Share on other sites More sharing options...
HeyYou Posted October 6 Share Posted October 6 10 minutes ago, smr1957 said: From what Arthmoor has related to me, it would seem that all the ship related information is there, and that if, in fact, that is coded to load last (as Ortham, LOOT's primary code developer, states), then changes to vanilla ships (such as the cited case of the fixes for Kepler ship variants) will not take effect as they would be overwritten. However, it seems that things are not quite certain regarding this, as of yet, so more information and research would seem to be needed. Ah. Thank You..... Is weapon data in there as well? I just find it odd that a missile launcher with 4 (or more....) obvious tubes, only gives you two shots before needing to reload....... Link to comment Share on other sites More sharing options...
smr1957 Posted October 6 Author Share Posted October 6 55 minutes ago, HeyYou said: Ah. Thank You..... Is weapon data in there as well? I just find it odd that a missile launcher with 4 (or more....) obvious tubes, only gives you two shots before needing to reload....... I really don't know which specific data is in that - without a truly functional xEdit, it makes it somewhat difficult, and I am not at all that knowledgeable about the CK, so for things which I am not as well versed on I rely upon people like Arthmoor (who has decades of experience) as well as certain others. Link to comment Share on other sites More sharing options...
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