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Upcoming 1.14.68 notes alleges that load limit is fixed!


Citadel535

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Just noticed on the upcoming 1.14.68 patch notes:

  • Resolved an issue that limited the number of loaded creations to 255

If that is a working fix, it's great news for us that had to disable mods to prevent issues with that limit!

 

Rest of notes:

Starfield’s September Update contains fixes for Quests, the REV-8, the ship builder, and more. Read on for the full update notes.

If you would like to opt in to the Starfield Beta update, please follow these instructions:

1.) Open your steam Library and navigate to Starfield
2.) Right click on "Starfield" and select "Properties"
3.) In the new properties pop-up window, select "Betas"
4.) In the beta drop down to opt into, select "[beta]"
5.) Wait for app to download new build and launch

For those participating and interested in providing us feedback, please visit #steam-beta-feedback on our official Discord Server.

Thanks for playing!
 
Features
  • Creation Kit: The automated process used to create models for Distant LOD is now available
General
  • General performance and stability improvements
  • Resolved an issue that limited the number of loaded creations to 255
  • Lighting changes and enhancements have been made throughout the game
  • Made several visual improvements and bug fixes for weapon models
  • Improved player headtracking when exiting dialogue
  • The player's camera should no longer be jostled when jumping
 
Gameplay
  • The Annihilator Particle Beam damage-over-time effect no longer affects Companions
  • Robots and Turrets will now take damage from EM weapons
  • Crafting: Addressed an issue with The Boom Pop! Dynamite recipe
  • Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister
  • Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated
 
Quests
  • Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead
  • Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing
  • Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad
  • Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective
  • In Memoriam: Addressed an issue that could prevent progression during the "Speak with Sarah" objective that takes place near the waterfall
  • In Memoriam: Fixed an issue that could prevent the objective "Proceed to Cassiopeia I" from completing if the planet had been visited previously
  • Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive
  • Legacy's End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef
  • Legacy's End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons
  • Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso
  • One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene
  • One Giant Leap: Addressed an issue with Audio that could occur during the credits
  • One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded
  • Revelation: Addressed an issue with Quest Target consistency in the final encounter
  • Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter
  • Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations
  • Rough Landings: Fixed a rare issue with Milena Axelrod's ship to appearing
  • The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting
  • The Best There Is: The Jade Swan is now accessible if the player still has the "Search and Seizure" quest active
  • The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away
  • The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked
 
Locations
  • Akila: Updated some textures in the Slums
  • Akila: Resolved a collision issue with bunk beds
  • Deserted Biotics Lab: Fixed missing panels on the exterior floor
  • Lair of the Mantis: Resolved a minor texture issue that could appear on some panels
  • Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds
  • Maheo I: Closed an open gap on the roof of Sonny Di Falco's Mansion
  • Neon: Nyx's Apartment: Fixed an issue with collision in the area
  • Neon: Addressed a collision issue with grated panels in Ebbside
  • New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain
  • Stroud-Eklund Staryard: Addressed collision in an area
  • The Clinic: Addressed a visual issue that could appear in Dr. Cassidy's office
  • The Red Mile: Addressed a collision issue under the platforms in the final area
 
Ships
  • Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use
  • Ship Builder: Fixed an audio issue that could occur when deleting a hab
  • Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine
  • Addressed an issue that could allow non-sellable ships to be sold to vendors
 
Vehicle
  • Addressed an issue with Set Active in the Vehicle menu when using a gamepad
  • Fixed an issue with the position of Wheel VFX
  • Addressed an issue with opening the Favorites menu while entering the vehicle
  • Name plates and health bars will now display consistently while in a vehicle
  • Settings for look sensitivity will now affect the vehicle camera
  • Kaiser and Vasco will no longer both sit in the Rev-8 when following the player
  • The vehicle icon will no longer display in interior maps
  • The vehicle lights will no longer be automatically on when loading a save
  • The fast travel distance for the vehicle is now in-line with other POIs and landed ships
 
UI
  • Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance
  • Removed a debug string that would display when uploading saves on Xbox to Customer Service
  • Updated the Skills menu to resolve an issue in Large Font Mode for certain languages
  • Resources with long names are now truncated for Large Font Mode when scanning
  • Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items
  • Temporary text will no longer display if you quickly select the "Continue" option from the Main Menu
  • Ship registration costs will now display the accurate amount both on vendors and the hangar menu
  • Addressed Mass display when selling items from ship cargo
  • Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable
  • Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap
  • Location names and quest objectives will now truncate properly on the planet map
  • Creations store title displays fully in all languages
  • A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform
  • Weapons will default to their original skin in menus if a weapon skin creation is disabled
  • Addressed an issue with sorting for Best Results in Creations menu
  • Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available
  • Ammo counts should now display correctly for values over 100,000
  • The damage popup can now display numbers larger than 4 digits
  • Addressed an issue caused by aiming down sights while pickpocketing a character
  • Crew menu will now correctly display when someone is assigned to the player's home
  • The repair button is no longer visible in the hangar inspect menu
  • Resolved an issue with waiting that could briefly cause unintended text to appear
  • Healing items now preview the amount of health restored
  • Storage containers will now have their weight updated when all items are cleared from them
  • The ship marker in the scanner will display at the correct location when docked at a space station
  • Crafting completion confirmation prompt will now be spaced correctly for longer titles
  • Tunneling creatures will no longer show their nameplates or quest targets when tunneling
  • Scanner Anomalies can now be a landing target while piloting a ship in orbit
 
Audio
  • Increased center channel audio usage for surround sound setups
  • Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated
  • Ecliptic Mercenary voices now use the same filtering in all languages
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Based on feedbacks on Starfield Engine Fixes' page, it's fixed in the latest (still beta) update.

9 hours ago, HeyYou said:

We weren't even CLOSE to that 255 though, and folks were seeing issues..... I wonder if THAT has been fixed...

The theoretical limit is 255 but the engine assigns more mod indexes to a plugin depending on what records the plugin contains. (Some reports said certain plugins had more than 10 indexes).

As for what is the new limit, I don't know (I don't have the beta).

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I can confirm that 10+ indexes report. I have one mod that has 12 normally and 14 when loaded after "Gang's All Here". Oh, and Copious containers has exactly 10 I think.

I've noticed if you override a single item multiple times, it increases the indexes; the items do not even need to be modified to increase indexes (the CK likes to leave a few extras in there sometimes, deleting them dropped index usage). The major offenders I've notice modify quest or cells in some way or another. If they made those stop using multiple indexes, it would greatly reduce the amount eaten by some mods. That would literally give a lot of players back 50-60 indexes. 

Guess we will see if it helps in due time.

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I received a few questions about this so I checked the Mod Index limit in the v1.14.70 EXE. BGS expanded the form data structure and changed UINT8_MAX (255 in dec, 0xFF in hex) to UINT16_MAX (65535 dec, 0xFFFF in hex).

So, in theory (as the analysis is still running and I haven't actually tried to load more than 255 mods), the new Mod Index limit should be 65535.

(The actual mod limit may still depend on whether there's another limit in the native code elsewhere which I'm currently not sure of).

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22 hours ago, LarannKiar said:

I received a few questions about this so I checked the Mod Index limit in the v1.14.70 EXE. BGS expanded the form data structure and changed UINT8_MAX (255 in dec, 0xFF in hex) to UINT16_MAX (65535 dec, 0xFFFF in hex).

So, in theory (as the analysis is still running and I haven't actually tried to load more than 255 mods), the new Mod Index limit should be 65535.

(The actual mod limit may still depend on whether there's another limit in the native code elsewhere which I'm currently not sure of).

i hope they bring that change to skyrim. it nice to know i can mod starfield without mod limit worry

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