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Posted (edited)
1 hour ago, EgoBallistic said:

Have you tried Starfield Plugin Bridge ?

Thanks for the hint, unfortunately xEdit has a bug:

[00:00] Saving: enslaved.x.esm.save.2024_09_28_11_32_40
[00:00] Error saving enslaved.x.esm.save.2024_09_28_11_32_40: Modules with Small, Medium, or Overlay flagged modules as masters can't be saved in SF1Edit
[00:00] Errors have occured. At least one file was not saved.

None of these flags are set in the master...

Edited by zaira
Posted
3 hours ago, zaira said:

Thanks for the hint, unfortunately xEdit has a bug:

[00:00] Saving: enslaved.x.esm.save.2024_09_28_11_32_40
[00:00] Error saving enslaved.x.esm.save.2024_09_28_11_32_40: Modules with Small, Medium, or Overlay flagged modules as masters can't be saved in SF1Edit
[00:00] Errors have occured. At least one file was not saved.

None of these flags are set in the master...

 

That error means one of your mod's masters has one of those flags, so xEdit won't save your plugin.

 

My apologies, I should have checked for that before suggesting Plugin Bridge.

 

Hopefully someday soon ElminsterAU and company will resolve those issues.  Not having a fully working xEdit makes things really difficult.

Posted (edited)

I'll remove the hard dependencies for the clothing mods and retry... I need only the NeonSubCore as hard dependency

 

Update: NeonSubCore is the Medium Master 🥺

Edited by zaira
Posted (edited)
On 9/18/2024 at 11:46 PM, zaira said:

What are the symptoms? I can play without problems.

 

The xEdit team has a good writeup on the issues. They are hidden from sight. But essentially once one mod author starts releasing unmastered mods then it ruins things for every mod that wants to use yours as a dependency. We have to release as an ESP as well.

 

The biggest caveat is that ESP files do not support temporary references. Thus ESP mods tend to use more RAM than if you had mastered them. They can use a little more CPU too. This does not apply to all ESP mods. But it does apply to any that uses nonpersistent refs. It further applies to mods that uses your as a dependency + has nonpersistent refs. Ideally all mods will be released as an ESM.

 

Spoiler

The Case for Exclusively Supporting .esm Files in Starfield

The publication of mods in the .esm format is strongly encouraged, a practice that should ideally extend to most previous Bethesda games. However, the widespread use of .esp modules for older titles renders a complete switch impractical for those games.

For Starfield, we stand at a unique juncture where a unified effort can set the standard that all published mods should be .esm files. That means that SF1Edit will, for the time being, only support the creation and saving of .esm modules.

Technical Justifications:

  1. Loading Sequence and Conflict Resolution: The game engine necessitates that all ESM-flagged modules load before non-ESM modules. When mods are released in mixed formats (ESM and non-ESM), it creates two distinct categories that cannot intermingle. Consequently, this severely limits the ability to resolve conflicts through load order adjustments.

  2. Resource Limitations: Temporary references like REFR, ACHR, etc., are treated differently in ESM and non-ESM modules. In ESM modules, these records are loaded into memory only when the player approaches them (within the uGrid range), offering a more efficient use of resources. In contrast, non-ESM modules load all these temporary references at the start of the program, keeping them in memory throughout the game's runtime. The game engine only has a fixed, finite number of reference handles available for use, regardless of the system on which it is running. Every loaded reference will use one of these handles, hence it is imperative that all modules with temporary references are ESM modules, to prevent issues from running out of reference handles.

  3. Consistency and Debugging: Non-ESM mods are always loaded as persistent, which might not reveal certain bugs during testing. If a user later attempts to convert such a mod to ESM, unforeseen issues may emerge. Hence, both the development and testing phases for mods with temporary references should occur in the ESM environment.

Combining these factors leads to a logical conclusion: all mods, especially those with temporary references, should be released as .esm modules. The .esm file extension ensures that the game engine sets the ESM flag, providing users with the assurance that their entire load order is compatible and can be freely adjusted.

SF1Edit's Stance

In line with these considerations, SF1Edit will, for the time being, only support the creation and saving of .esm modules.

Additional Note

As an added benefit, this approach makes it easier to identify potentially problematic modules that were created and released prior to the availability of appropriate tools, as most of these will likely be in .esp format.

 

Thank you for the mod. It is inspiring to see releases like this for Starfield.

Edited by kaxat
Posted

so  i got there, asked for work maria took my belongings and holds her speech..... 

and then nothing....

 

by the way, the masturbation animation and the "invisible handcuffs" don´t work....

 

any tips, or is this everything by now....

as the "spawn in a client" button works

Posted
1 hour ago, kaxat said:

he biggest caveat is that ESP files do not support temporary references

Anyway - it seems I have to redo the mod, Neon Descent is a mid master. Since I depend on that I lost the possibility to use xedit now and there are dirty edits that need to be removed.

 

So I will not implement bigger changes until I got a normal master of Neon Descent.

Posted
30 minutes ago, MetZwerg said:

the masturbation animation

You forgot to install all dependencies. The Gray Animations files needs to be placed into Data/NAF

Posted
9 hours ago, zaira said:

You forgot to install all dependencies. The Gray Animations files needs to be placed into Data/NAF

wrong... it is installed, i even can activate it through NAF but if i use the "NUMpad keybinds" it says unsupported pose,

while all other animations (sweeping, kneeling, sleeping and surrender) work.

well apart from the "invisible handcuffs" adding/taking off .

i can even spawn a client in fully functional, but the "Quests" don´t start

Posted

You're shipping the development version of the plugin in this mod (.esp).  It's a bit different from past Bethesda games, but with Starfield .esp files are meant only as development files, or source files for the Creation Kit, but .esm files are meant for running in the game.  You can export to esm from Creation Kit, or you can make it in xEdit.  Or use Starfield Plugin Bridge to convert between the two if you need to edit your plugin with both xEdit and Creation Kit. 

Posted (edited)
2 hours ago, gluonman said:

You're shipping the development version of the plugin

The version number indicates that this is not a release version...

The 1.0.0 version will come as an esm.

Meanwhile if someone wants to connect his mod with enslaved - almost all entry points in enslaved are global and can be called without a hard dependency.

Edited by zaira
Posted
18 minutes ago, zaira said:

The version number indicates that this is not a release version...

The 1.0.0 version will come as an esm.

Meanwhile if someone wants to connect his mod with enslaved - almost all entry points in enslaved are global and can be called without a hard dependency.

Ah, okay.  Coming from Nexus Mods, I would never have interpreted the version number as implying pre-release.  I haven't downloaded too many mods from Lovers Lab.  But thank you for the clarification.

Posted
On 9/28/2024 at 6:14 PM, zaira said:

I'll remove the hard dependencies for the clothing mods and retry... I need only the NeonSubCore as hard dependency

 

Update: NeonSubCore is the Medium Master 🥺

would be great if you could remove the clothing from the dependencies their file size is too big compared to the rest of the requirements

Posted

Mod translation tools are not yet in place as far as I know, so you need patience or you need to learn German 😉

 

As in the past: I do modding for my self and give it to the public - and I am a Kraut...

Posted
On 10/2/2024 at 5:27 PM, AbyssGazerr said:

would be great if you could remove the clothing from the dependencies their file size is too big compared to the rest of the requirements

As soon as Xedit let me edit my mod...

Posted
On 2024/9/29 at AM1点48分, MetZwerg said:

错了...它已经安装好了,我甚至可以通过 NAF 激活它,但如果我使用“NUMpad 键绑定”,它会说不支持的姿势,

其余所有动画(扫荡、下跪、睡觉和投降)均正常。

除了增加/取消“隐形手铐”之外。

我甚至可以生成一个功能齐全的客户端,但“任务”却无法启动

Same

Posted (edited)
19 hours ago, 2531053255 said:

Do we have an English version? I don't know German so I can't understand the subtitles

I don't usually answer questions that have already been answered, but since this is the first one  in this thread: please read before you ask!

Edited by zaira
  • 2 weeks later...
Posted

Hello! Thank you for making this mod! What am I supposed to do for the toilet job? Maria tells me to clean and not leave the toilet and then nothing happens. Also for the dance job am I just supposed to dance for a certain amount of time? Thanks!

  • 3 weeks later...
Posted (edited)

I've gone in the creation kit and have been able to both change the file to a master (Initially I went full master as I hoped to be able to edit it in xedit which only really works well with that file type right now.  Though that did little good for my ease of editing as the medium master for neon subcore is preventing it from being edited in xedit anyway, though I suppose I could just change that file to full master in creation kit for my own use, if there is a way as based on what I was able to see in the application itself you could only do it from an active file and I couldn't find a way to do it from an esm of any kind, only an .esp.)

 

This is eligible to be converted to small or medium master (Either one posing a better option than full right now due to the fact that neon descent is a medium it would likely be better for load order.  However neither to my knowledge is editable in xedit right now.)

 

I initially used creation kit to do translation but it was too cumbersome and hard to find what I was looking for, lacking some of the quality of life xedit has, even in it's experimental state for starfield.  Bethesda has only had two or more decades to improve their modding tools.  Lol.  I gave up and decided to try xtranslator instead as there wasn't just dialogue to convert.  

 

Okay, just ran it through Xtranslator which you can get off nexus if you are interested and it can do API translation it is really fast and covered everything I could find.  Go for it!  Really easy to use.  This took me literally under a minute to do.  Download program.  Open ESM.  Change source dictionary to German (DE for Deutch) and target to English under the dictionary option in that particular menu.  Go to translation menu and API translate it should be quick and you can see the translated text in the table, you can modify this further yourself if you are not sure you like the translation the API gives.  

 

Finally, I decided to make it a medium master in that case as there was no need for me to get into xedit at that point and I don't want to change the neon descent master until I know this one and the changes I made work.  Untested as of now.  However it is beneficial having it as a medium as we don't need to compact forms making it hopefully still function as is on a save game and it helps with load orders as numbers of medium esm are seperate from the full ones.  With the drawback it is currently limited with xedit editing.  

 

Regarding the mod.  Thanks so much for making it, I really liked the idea of the subcore as I felt that Neon really needed an area like that to show it was a seedy city rather than a disney city like all the others pretending to be one.  With the occasional government sponsored gang war, drugs and Syndicate to look the part.  This mod makes that subcore have function so I hope you are quite motivated to continue with it.  Best of luck.  

Edited by Temmerian
Update on translation.
Posted

Well, as long as the subcore is not updated to full master, there is nothing we can do 😞

But other problems stopped me anyway - I can't add audio files. Bethesdas WWise integration into CK is broken.

So this version is more a proof of concept. Once CK comes with a working audio solution, I'll continue and rebuild this mod without subcore dependency...

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