原文描述
About this mod:
Collection of a few engine fixes I made for Starfield.
List of fixes:
1) Player Facial Expression fix:
Fixes a bug that can cause the player character to lose their facial expression animation set (i.e. "emotionless" face) after fast traveling and when their spacesuit gets hidden.
2) NPC Makeup fix:
Fixes a bug that can cause NPCs to lose their facial forms, tattos, dermaesthetic, etc. after reloading a save game.
(Note: see the optional feature NPC Makeup Fix For Mod Edited NPCs below if you'd like to enable this fix for mod edited NPCs).
3) Papyrus IsInDialogueWithPlayer fix:
Fixes a bug that causes native Papyrus function ObjectReference.IsInDialogueWithPlayer() to return False while the DialogueMenu is already open with an NPC and the menu is waiting for player input. (Behavior now matches Console function IsInDialogueWithPlayer and Papyrus Game.IsPlayerInDialogue()).
4) UnequipAll fix:
Fixes a bug that prevents the 3D update of the NPC after calling Papyrus or Console UnequipAll. Without actor 3D update, only the NPC's inventory gets modified but the NPC would continue to wear all previously equipped items.
5) SetScale & Player Scale fix:
Fixes a bug that prevents Console and Papyrus SetScale() from working on the player. The player's scale can be changed just like any other NPC's. Note: altered player scale is cleared by the code when a new save game is loaded (so changes are not baked into saves). Added in v1.1. From v6.4, one can define an optional INI setting to auto apply any custom scale after a save game is loaded.
6) Spacesuit Helmet Flashlight Turns Off fix:
Fixes a bug that causes the player's spacesuit helmet flashlight to turn off if the player equips/unequips something (anything) while the spacesuit is "hidden" (equipped but not rendered) and when their spacesuit gets hidden in third person mode. Note: the bug could also occur when the player opened/closed the Handscanner menu with a Cutter in their inventory (as it gets auto-equipped) in third person mode. The plugin has a delayed toggle flashlight check. Added in v1.1.
7) Photo Mode Model Facial Expression fix:
Fixes a bug that causes the facial expressions of the player and all nearby "Photo Mode eligible" NPCs to get removed upon opening Photo Mode. This bug existed in the Photo Mode since v1.10.31, it came with the Expressions feature. In the v1.10.32 hotfix (few days later) the developers fixed the other, "body animation reset" bug that caused all currently running body animations to proceed and finish normally (instead of getting frozen instantly) but they forgot about the facial expressions. Added in v1.2. From v3.6, the plugin can interpret all facial morphs which makes it possible to restore the initial facial expression on an actor when navigating back to "None" in the Expressions tab (instead of the vanilla "zero out all morphs" behavior).
8) Menu Model Spacesuit fix:
Fixes a bug that renders the player's hidden spacesuit on the player character's menu model when exiting back to the Data Menu from one of its submenus. Added in v1.3.
9) Companion Teleports in the Player's View fix:
Fixes a bug that can cause companions to teleport "inside" the player's view if the player stands on a non navmeshed ground/object at the time when the game wants to teleport the companion to the player (due to its built-in distance check: companions is too far, or the player walked through a load door, etc.). Added in v2.0.
The bug looks like this:
Spoiler: Show
10) Companion Facial Expression fix:
Fixes a bug that could cause companions to lose their facial expressions ("emotionless face"), usually after equipping/unequipping a spacesuit on them or when the vanilla spacesuit code changes their worn spacesuits' visibility state. Added in v3.7. From v6.4: it also fixes a bug that could randomly cause companions to revert back to neutral (emotionless) facial expression too early after they finish their dialogue line.
11) Companion Auto Spacesuit Equip fix:
Fixes a bug (oversight) in the vanilla spacesuit code that forgets to "auto equip" the worn spacesuit's helmet and backpack on companions when it starts rendering the suit, causing only the suit to become visible (even on uninhabitable planets). Added in v3.7.
12) Eye Track and Eye Contact fix:
Fixes a bug that can cause NPCs to randomly stare ahead without any eye movement.
Fixes a bug that causes companions' eye tracking to turn off after fast traveling, loading a save game or walking through a load door.
(This bug fix superseded the previous Companion Eye Tracking fix and Dialogue Eye Contact fix). Added in v10.5.
13) Spaceship Combat Crew Dialogue Fix:
Fixes a bug that causes crew members to say their combat reaction lines in a row or simultaneously during or after spaceship combat. Note: implemented an optional (off by default) feature, a randomizer to allow adjusting the randomness of ship event triggered crew dialogue lines; see the CoolDownRandom setting. Added in v6.4.
14) Dialogue Facial Expression Fix:
Fixes a bug that caused NPCs to instantly revert back to neutral (emotionless) facial expression when returning the "Top Level branch" of the conversation scene (e.g. after exiting the InventoryMenu when speaking with a companion). Added in v6.4.
15) GetGameSetting Console Function Bool Fix:
Fixes a bug that caused the Console function GetGameSetting (GetGS) to return "UNKNOWN TYPE" when querying the value of a Game Setting of type Bool. Added in v6.7.
16) Photo Mode Eye Tracking Fix:
Fixes a bug that could cause (Photo Mode selectable) NPCs to stop looking into the camera and look elsewhere immediatelly after opening Photo Mode. Added in v7.5.
17) Handscanner Menu Unscanned Planet Resources fix:
Fixes a bug that could cause 100% surveyed planet resources (Flora forms and Creatures) to be highlighted in Handscanner mode randomly with an outline instead of filled color shader effect. This bug usually occured after traveling back to a planet with already discovered and surveyed resources. Added in v8.1.
18) Surface Map Menu Map Marker Names fix:
Fixes an oversight that caused scanned map markers' names to be displayed as "Structure" or "Natural" when viewed in the Surface Map. Their names now match the ones shown by the Handscanner (i.e. "Unknown" when unscanned, actual name after scanned). Added in v8.2.
19) FootIK fix:
Fixes an oversight in the vanilla FootIK implementation that causes NPCs' FootIK to get reevaluated every time when the player looks at them even if the NPC hasn't moved at all. (FootIK is basically when an NPC is auto positioned on the ground on uneven surfaces). Added in v8.4.
The bug looks like this:
Spoiler: Show
20) Camera Actor Collision fix:
Fixes a few oversights in the vanilla 3rd person camera "hide colliding NPC" behavior: in "zoomed in" 3rd person camera mode, the camera no longer automatically fades out any non colliding NPC who's between the camera's position and the player. The fix also ensures the NPC always gets faded out/quickly hidden when the camera is too close to them so that the camera can't show the inside of the NPC. Added in v8.4.
Fixed camera:
Spoiler: Show
21) Interior Cell Gravity Inconsistency fix:
Fixes a bug that could cause the gravity of certain interior cells (e.g. Mining Complex) to be different than the planet's gravity. Added in v9.7.
22) Crew Disappearance fix:
Fixes a bug that could cause Crew members to get deleted with the previous runtime created ship interior cell after the player modified their homeship in certain cases. Deletion of editor placed Crew members could result in them getting reset and becoming non-interactable (due their dialogue quest aliases getting cleared). Added in v10.1.
23) Companion Warp Position fix:
Fixes a bug that can prevent companions to be teleported ("warped") to the player after fast traveling. (It usually happens in procedurally generated locations. After the load screen, companions are typically sprinting toward the player from the distance. It can be encountered with when fast traveling from the Lodge interior cell to the Lodge's map marker using the map too, causing companions to get teleported on top of the Lodge). Added v10.5.
24) Stuck Weapon Hold Animation fix:
Fixes a bug that causes NPCs to get stuck in the holding weapon animation after sheathing their weapon. Usually affects companions but can happen with any NPC. Added in v10.5.
25) Scene Action Topic Info Condition fix:
Fixes a bug that can prevent the game from evaluating certain dialogue conditions. About this bug: during a conversation (Scene Action), the vanilla game may allow an NPC to say a line (Topic Info) without evaluating its conditions. Sometimes, exiting then reopening the game fixes it.
Note: the bug fix ensures the conditions are evaluated, however, if the conditions of the dialogue line the NPC would need to say returns false but there's no other line for the NPC to say instead (e.g. its Info Group doesn't contain any other Topic Info), the fix would still allow the NPC to say the vanilla line (technically it shouldn't but it's safer than blocking the line). Added in v11.0.
26) Persisting Consecutive Magic Effects fix (beta)
Optional beta (disabled by default) vanilla bug fix. Fixes a bug that can cause ActorValue modifiers, applied by Magic Effects of Food items, to unexpectedly accumulate in save games. Added in v13.4 (as beta). Detailed description:
Spoiler: Show
Steps to reproduce the vanilla bug:
1. Open Starfield, load a save game.
2. Type "14.GetAV 2E3" in the Console. (Let's say it returns "DamageResist >> 100.0").
3. Type "14.EquipItem 29B065". (Automatically consumes the food item "Alien Scramble").
4. Type "14.GetAV 2E3" in the Console. The value of DamageResist is increased by 75.0. (So, let's say it's now 175.0).
5. Press Esc to open the PauseMenu and make a Quicksave.
6. Load the Quicksave you made in Step 5.
7. Type "14.EquipItem 29B065" to consume an Alien Scramble again. The value of DamageResist is increased by 75.0 again. (So, let's say it's now 250.0).
8. Wait until the effect of the "Alien Scramble" (+75 Damage Resistance for 5 minutes) expires. (Don't change Armor or do anything to ensure no other ActorValue modifier gets applied while waiting).
9. Type "14.GetAV 2E3" in the Console. The value of DamageResist is not the original value from Step 2. (i.e. 100.0) but the one from Step 4. (i.e 175.0).
Notes:
In the vanilla game, if Step 5. and Step 6. are skipped (so one doesn't make a quick save just consumes two Alien Scrambles), upon consuming the second one, the effect counter (which can be seen under Data Menu >> Status) gets reset and the ActorValue "DamageResist" doesn't get increased by another 75.0. This is the expected vanilla behavior as well when saving then loading: the effects shouldn't accumulate. (The more significant issue is that the ActorValue modifier effect applied before the save doesn't appear to get removed when the effect expires).
INI Setting bBetaFixPersistingConsecutiveMagicEffects:
Toggles this bug fix.
INI Setting bBetaFixPersistingConsecutiveMagicEffectsRetroactive:
If this setting is disabled and only bBetaFixPersistingConsecutiveMagicEffects is enabled, the bug fix only prevents ActorValue modifiers of Food items consumed after the bug fix was enabled to accumulate. So, any previously applied excess ActorValue modifiers won't be affected.
If this setting is enabled, the bug fix would also attempt to recalculate the proper number of ActorValue modifiers and remove the excess ones after loading a save.
Warning: the retroactive setting can have an immediate effect on gameplay. (The vanilla bug can increase an ActorValue like DamageResist by several hundreds. If the recalculated value happens to be considerably different, then the retroactive setting may affect gameplay, mostly combat).
Notes:
The bug doesn't only affect the ActorValue "DamageResist" and the Food item "Alien Scramble".
This bug fix is still in beta, don't enable it without having a backup of your save games.
Before enabling the bug fix, it is recommended to compare the ActorValues before and after enabling the bug fix. The affected ActorValues seem to be: 2D5, 2D873C, 2DC, 2E3, 2EB, 352. After loading a save, you can use the GetAV console command like "14.GetAV 2E3" to see their values.
27) Actor 3D Refresh In Menus fix:
Fixes a bug that delays the actor 3D update until the menu is closed when equipping/unequipping an outfit or spacesuit in the menu (e.g. when the player changes the attire of a companion in the Container Menu or changes their own in the Inventory Menu). This issue causes the 3D update to happen visibly right after the menu is closed. The bug fix ensures the 3D update is processed instantly, while in the menu. Added in v13.6.
28) Actor Coordinates Corruption fix (beta)
Fixes a bug that causes unique/named vanilla NPCs to disappear from cities, mostly vendors, technicians and mannequins. Added in v14.1.
Spoiler: Show
This fix is in beta (disabled by default), can be enabled in the INI; unlike most other fixes, it can affect save game data, so please read the Details below before enabling it. Details:
Spoiler: Show
About the bug:
When the vanilla code generates/places references on a planet, it needs to calculate their target and default coordinates on the map.
After a while, certain location data can become corrupted, causing these NPCs to be placed at their exact editor defined positions. The NPCs in the air on Jemison are actually placed at the editor set xyz coordinates; the vanilla code didn't take the cell grid into account.
As for why location data can become corrupted, that is unknown. The problem is, the bad positions are stored in saved games so once the NPCs "disappear" they are likely stay at the bad coordinates on that save especially if they are outside of the loaded (city) area.
About this bug fix:
It basically recalculates the correct positions for the affected references, and if necessary, moves them back to their correct locations (retroactive fix). It also prevents the bug from occuring later.
Unlike most other fixes, this bug fix can affect save game data as the invalid positions of the NPCs are stored in saved games. So, after it is enabled, the vanilla code will save the updated NPC coordinates data in the next save game. This cannot be reversed on the save by disabling the bug fix later.
Create a backup of the save before enabling it. It is also recommended to finish the vanilla quest line before enabling the bug fix to ensure the changed coordinates cannot interfere with the quests.
The bug fix is retroactive and the missing NPCs should show up in their usual locations instantly.
29) Actor Headtarget Perspective Switch fix:
Fixes a bug (oversight) that causes NPCs to tilt their head back right when the player switches from third person to first person view. Added in v14.2.
30) Actor Endless Falling Pose fix:
Fixes a bug that could cause NPCs to get stuck in the falling pose, usually when colliding with a nearby static object in the air after jumping. Added in v14.3.
31) HUD Watch Effect fix:
Fixes a bug that could cause planet info (planet's name, temperature, gravity) to randomly disappear from the HUD Watch (Chronomark) after a while in Handscanner mode. Added in v14.4.
32) Flight Camera On Free Look Exit fix:
Fixes an oversight that caused the Flight Camera to look at the direction of the Free Look camera right after exiting Free Look mode.
(In vanilla, when the player presses the "Toggle POV" key while flying a spaceship, the player's spaceship abruptly changes its heading and begin to move where the player was looking in Free Look mode. The bug fix ensures the Flight Camera is properly translated toward the center when exiting Free Look). Added in v14.6.
33) Sleep Wait Time Calculation fix:
Fixes a bug that caused the Sleep and Wait times to get calculated incorrectly on most planets. Note: the bug fix doesn't fix all time calculation errors that may affect sleep and wait time to make sure it can't interfere with other game systems, so the fix only works on most planets but not all. Added in v15.0.
34) Player Head Direction During Dialogues fix:
Fixes a bug that could prevent the player's head from turning toward the dialogue target NPC when starting a conversation from certain angles in third person mode (usually, from the left). Added in v15.1.
35) Actor Facial Expression While In Pilot Seat fix:
Fixes the oversight that caused FaceGen processing to turn off even for nearby NPCs while the player was sitting in a pilot seat. This issue mostly affected crew members and caused them to lose their facial expressions and stop their eyelid movements. Added in v15.1.
36) Player Elevation In Third Person Sighted Weapon Anim fix:
Fixes the bug that caused the player's position on the Z-axis to change unexpectedly while walking with a sighted ranged weapon in third person mode (i.e. as if the ground height below the player was changing by ~0.5 yards / meters in every 1-2 seconds). Added in v15.7.
37) Starmap Menu Database Location Crash fix:
Fixes a bug that could cause a crash while navigating in the Database menu's Locations page and when moving the cursor over a Star System in the Galaxy Starmap Menu.
The bug appears to be caused by an oversight in the Database menu code (the vanilla code may attempt to access certain nonexistent Location data).
Added in v17.2.
38) Actor Rotation fix:
Fixes a bug that could cause companions to turn around after stopping (i.e. turn their back to the player after finishing their running movement animation). Added in v17.3.
39) Localized Strings fix:
Fixes strings in the native code that prevent UI texts to be localized.
Current it only fixes the "Physical Damage" (seen for example when viewing the Deimog on a non-English interface). (The name of the vanilla bug fix is plural in case more strings will need to be patched later). Added in v18.2.
40) Disappearing Custom Map Marker fix:
Fixes the bugs that cause the Custom Map Marker (the one that can be placed on the Surface Map in exterior areas) to always disappear when the marker unloads and after loading a save game.
The bug fix restores the placed marker when reentering its area after leaving (e.g. player enters then exits an Abandoned Outpost while there's a marker placed outside).
Please note that the bug fix can restore the placed marker's data from save games only if the marker was in the same exterior area as the player when the save was created. Added in v19.0.
41) Actor Decal fix:
Fixes an oversight that could cause decals (e.g. bullet impacts, laser burn marks) applied onto actors to get detached from the actor then freeze in place after their outfit/armor worn over the decal's hit location was changed or removed. The bug could affect both living and dead actors. Added in v20.3.
42) Accumulating Particle Systems fix (beta)
Fixes a bug that could cause Particle Systems (e.g. smoke effects) to be spawned at the emitter reference multiple times after certain cell transitions, resulting in distorted particle effects and decreased performance. Added in v20.4.
This bug fix is in beta and disabled by default. It can be enabled with the INI setting bBetaFixAccumulatingParticleSystems=1.
The vanilla bug can be reproduced by going through a Load Door (DOOR: 00025459) in Neon and observing one of the Particle System emmiter (FXGasVent_01_Neon, REFR: 002004D9).
Left: after loading the first save game. Right: after 10 cell transitions.
Spoiler: Show
List of features:
These features are off by default, unlike the actual engine fixes.
They are mostly based on requests and can be enabled in StarfieldEngineFixes.ini.
1) Disable Wetness Shaders:
Disables wetness shaders globally. Most notably the skin wetness seen when raining. Added in v1.6.
2) Disable Fast Travel Restrictions:
Disables the cannot fast travel when "enemies are nearby, during combat" etc. restrictions. It doesn't disable Grav Jump requirements (e.g. max jump distance, spaceship fuel). Added in v1.6.
3) Disable Logging of Background Console Call Duplicates:
When the console command is executed but the console menu is not opened, the console prints the called command in the console log (e.g. "59A9.MoveTo Player") but also does it again starting with "Command: " (e.g. "Command: 14.MoveTo 59A9") which only means the command was executed "in the background". This feature can disable the duplicated line (the one that starts with "Command: ") for convenience. Added in v2.0. Notes on CCR compatibility:
Spoiler: Show
4) Dump Form Data:
Utility to dump basic form data, including memoryAddress, sourcePlugin, mapped load order indexes, overridePlugin, EditorID, TESFullName, etc. See Articles section for details. Added in v2.5.
5) Deep Scan Load Order:
A feature that can process all non runtime created forms that the engine considers as defined in/overwritten in an active plugin. "Defined in" if the record used to initialize the form lives in the plugin and "overwritten in" if the form is considered as living the plugin due load order/record conflict resolution. Deep Scan analyzes the forms and the plugins and prints the full scan result to a file. Added in v2.9.
6) StarfieldEngineFixesCustom.ini:
Similarly to Starfield.ini and StarfieldCustom.ini; settings can be optionally defined in the "Custom ini" which has higher priority than the default ini. Added in v2.9.
7) Highest Mod Index Feedback:
Shows the Highest Mod Index on certain (selectable) events in the forms of message boxes. (It replaced the High Mod Index Warning feature which was originally designed due to the Mod Index limit prior to Game version 1.14.70). Added in v5.0.
8) Photo Mode Allow Non-Companions:
Allows any nearby non companion human NPC to be editable in Photo Mode. Optional max distance setting is also available. Added in v3.6.
9) NPC Hello & Greeting Requires Awareness & Eye Contact:
This feature can optionally restrict NPCs' random Hello and Greeting dialogue lines by selectable conditions such as:
I. Player Eye Contact ( NPCs greet the player if the player actually looks at the NPC )
II. NPC Awareness ( the player didn't approach the NPC from behind so the NPC is supposed to "aware of" the player )
III. Sprinting ( simply turn off random Hellos/Greetings if the player is sprinting )
IV. Running ( turn them off while the player is running )
INI settings are also available to personalize this feature's settings (e.g. by changing the heading angles the eye contact / awareness calculation is based on). Added in v4.2.
10) Can Use Any Furniture in Zero Gravity:
Allows the player to use any furniture in Zero Gravity. In vanilla, most furnitures can't be used in Zero G and upon attempting to use them the HUD would display "You cannot use this while in zero gravity.". Added in v4.2.
11) Recalculate Location Level Always:
Prevents Location Level Scaling to get "player level locked" by recalculating the location level every time the player returns. (It practically allows leveled NPCs to have higher difficulty after the player levels up then revisits the location). In vanilla, this calculation is only performed once. Important: this feature implicitly affects save game data because the calculated location level is stored in save games by vanilla engine design (which means if it gets enabled, the previously "locked level" cannot be restored). Added in v4.2.
12) Keep Vanilla Spaceship Decoration:
Restores the "legacy" (pre 2024 May update) design that allows the player to keep vanilla and mod placed spaceship decoration items that come with ship habs. Important: vanilla decoration items are stored in save games so enabling this feature affects save game data. Added in v4.6.
13) Engine Load Optimizations:
Various code optimizations to reduce stuttering due to inefficient engine load. E.g., fixes an oversight in the background actor process that causes recurring lags in dense areas such as Hyla II, Swamp biome; usually seen when looking around. Eliminates unnecessary CPU load while using the Handscanner. Compatibility Mode (from v5.5) disables certain optimizations to overcome dialogue overlapping which appear to be caused by mod conflicts. AI Update Patch (from v5.7) can reduce stuttering and overall latency in dense areas (note: this option may not work with all AI mods). Handscanner Menu Stutter Fix (from v7.0) fixes the constant stuttering when using the Handscanner; optional setting is also available to disable the object/actor highlight effect; from v7.7, the built-in highlightable objects finder can detect all types of landmines. Notes: it is not an fps booster and does not affect gameplay or graphics. Added in v5.1.
14) Use Any Weapon In Handscanner:
Allows the player to use their equipped weapon in the Handscanner menu. It is highly configurable: settings are available to rebind the Reload and Melee Attack keys (to resolve possible conflicts with the Handscanner's input layer), and to disable the vanilla forced holster/draw weapon behavior. From v5.9, the Handscanner menu weapon stutter fix is incorporated in this feature.
Note: for convenience, pressing the Reload gun key (which is the same as the Handscanner Menu's Outpost key as per vanilla design) while the player's weapon is drawn does not open the Outpost menu. It attempts to reload the gun instead. Also, long pressing the Reload key sheathes the weapon. This behavior can be disabled with the setting bUseAnyWeaponInHandscannerPreferReloadOverOutpostInput (enabled by default). Added in v5.5.
Spoiler: Show
15) Papyrus No Array Limit:
Removes the 128 size limit of Papyrus arrays. Added in v5.6.
16) Disable LOD Swap:
Increases the visual appearance of nearby loaded objects by requesting the game to always render them with their maximum LOD. It doesn't affect distant LOD objects which technically aren't 3D loaded only their surface/terrain LOD objects (e.g. Galbank tower seen from the Lodge entrance). Note: slightly increases GPU load. Added in v5.7.
17) Selective Handscanner Menu Sounds:
Allows disabling separately most Handscanner menu feedback sounds, e.g. FocusNPC, ZoomIn, Open, Close, FocusMapMarker (mostly these are the sounds played when someone/something enters the crosshair). Added in v5.8.
18) Silent Menus:
Turns off all menu feedback sounds, e.g. the different kinds of "clicks". Added in v5.8.
19) Game Date and Planet Timescale In DataMenu:
Shows the Game Date and Planet Timescale in the DataMenu. Optionally, it can also be configured to show the Planet Timescale, either in UT hour per Local Hour (as seen in the SleepWaitMenu, e.g. an hour on Jemison is 2:05 UT hours) or UT hour per Local Day (24 Earth, 50 Jemison, 5832 Venus, etc.). Added in v5.9.
For comparison:
Spoiler: Show
1 (Vanilla)
2 (UTHourPerLocalHour INI setting, while being on a planet)
5:35: Local Time
23:02: UT (Universal Time)
6:54: 1 hour on this planet is 6 hours and 54 minutes in UT (this time is visible on the SleepWaitMenu panel too)
3/6/2331: June 3, 2331
3 (no Planet Timescale, so both UTHourPerLocalHour and UTHourPerLocalDay settings are 0)
4 (UTHourPerLocalDay setting, if one prefers the UT hour per Local Day format instead of UT hour per Local Hour)
165: 1 day on this planet is 165 hours in UT (means time passes ~6.9 faster on this planet as both the Local Time and UT on Earth are 24)
5 (UTHourPerLocalDay, in Space so there's no Local Time)
5 (UTHourPerLocalHour, in Space, so no Local Time)
20) NPC Makeup Fix For Mod Edited NPCs:
Technically a bug fix exclusive to mod added NPCs and mod edited vanilla NPCs. If enabled, it can prevent NPCs edited or overwritten by .esm mods from occasionally "losing" their makeup. Note: it doesn't work with "texture overwrite mods" (mods that only come with textures (.dds) files (i.e. no .esm) to overwrite appearance; NPCs edited with CharGen Menu don't count as "edited by .esm mods" (they are not affected by this limitation). Added in v6.2.
21) Disable Save Mod Mark:
Saves' names created while mods are active are no longer preceeded by "[C]" in the menus. Added in v6.2.
22) Acrylic Message Box Menu:
Adds acrylic effect (blurred background) to the Message Box Menu. Added in v6.2.
Spoiler: Show
23) No Spaceship Loot Cargo Limit:
The cargo of destroyed spaceships can be looted even if the homeship's cargo is full. Added in v6.3.
24) No Grav Jump Limit:
Allows limitless Grav Jumping, i.e. no "Out of Fuel Range", "Unexplored Route" etc. Added in v6.3.
25) Loading Screen Options:
Allows customizing Loading Screens. Currently two options are implemented, see below.
1. White Screen After Grav Jump: the screen remains white while Grav Jumping (i.e. no black Loading Screen). Added in v6.7.
Spoiler: Show
2. Acrylic Fader Menu: implements acrylic effect (blur) into the Fader Menu. The opacity follows the fade value. Added in v6.7.
Spoiler: Show
3. Seamless Fast Travel From Surface Map Menu Within Loaded Area: allows Fast Traveling through the Surface Map Menu to loaded (~200-250 meters) exterior locations without a Loading Screen. Added in v6.9.
Spoiler: Show
4. Seamless Fast Travel From Handscanner Menu Within Loaded Area: allows Fast Traveling through the Handscanner Menu to loaded (~200-250 meters) exterior locations without a Loading Screen. Added in v6.9.
Spoiler: Show
5. Notify About Distant Location: if either or both above two options (Seamless Fast Travel Handscanner Menu or Surface Map Menu) are enabled, this option changes the text on the fast travel confirmation panel (adds the word "distant") as seen below if the Fast Travel target location is too distant (i.e. not within the loaded area) so the Loading Screen cannot be skipped. Added in v6.9.
Spoiler: Show
6. Instant Fade Back After Data Menu Close: disables the fading back effect and the ~0.5 second keyboard input block when closing the Data Menu. Added in v6.9.
26) Disable Gameplay Options XP Modifiers:
Disables the XP modifiers applied by Gameplay Options. Separate settings are available for "bonus" and "penalty" XP modifiers. Added in v7.8.
27) Convenient Auto Scan:
When looking at a scannable planet resource (Flora form or Creature) with the Handscanner, the planet resource is automatically scanned if it's within scannable distance, so no need to actually press Scan to scan it. It can optionally be configured to auto scan within highlight instead of scan distance. Note: this feature requires the Handscanner Menu Unscanned Planet Resources fix to remain enabled. Added in v8.1.
28) Break Up Deposits With Any Weapon:
Allows breaking up mineral deposits with any gun. Added in v8.3.
29) Show Planet Temperature Value in the Galaxy StarMap Menu:
Replaces the vanilla temperature descriptor texts like "Temperate" or "Deep Freeze" in the Galaxy StarMap Menu with the actual temperature value of a planet. Optional settings are also available to keep the vanilla text and only append the value e.g. "Deep Freeze (-277 C)" and to show the temperature value as float (two decimal precision, e.g. 22.63 C). Added in v8.5.
Spoiler: Show
30) Disable Weapon Sheathe In Dialogues feature:
The player no longer sheathes their weapon automatically when entering a dialogue with an NPC. Added in v10.3.
31) Acrylic Terminal Menu:
Adds acrylic effect (blurred background) to the Terminal Menu. From v13.7, it supports changing the menu background's transparency (which can be changed in the settings INI). Added in v10.3.
Spoiler: Show
32) Allow Reuse Vanilla Master Name:
Prevents the game code from removing any ESM mod from Plugins.txt whose name contain the name of a vanilla Master file preceded by "-". E.g.: "MyMod-ShatteredSpace", "MyOtherMod-Constellation.esm", "AnotherMod-SFBGS003.esm". Notes: this vanilla behavior is verified on Game version 1.15.216 only; it is currently unknown whether it is a bug or it was intentional (e.g. to reserve these names). Warning: do not enable this feature unless you know what you're doing, willing to accept that changing how the game handles these plugins is risky and that these plugin names are not properly supported by the game. Added in v10.6.
33) All Star Systems on Ship HUD:
Enables all reachable star systems on the Spacesip HUD to allow grav jumping without having to open the menu (reachable means there's at least one fast travel/landing marker in the system).
The only limitation of the feature is that the activate/travel button is "Mission" instead of "Travel" when selecting a star system to travel to. (Normally, it is "Travel" when viewing a planet while flying a spaceship). The code that sets the button name is defined in the interface files, ShipReticle.swf and ShipReticle.swf (latter for large font interface), and can't be controlled from the native code.
See optional file "Optional Interfaces
– All Star Systems on Ship HUD": it contains edited ShipReticle.swf and ShipReticle_lrg.swf that change the button label text from "Mission" to "Travel". Note: All Star Systems on Ship HUD doesn't require the optional file; the optional file only changes the button label text.
Options are available to specify the distance value Star Systems with no active Quest Target must be within to be visible on the Spaceship HUD. See settings fAllStarSystemsOnShipHUDMaxDistanceLightYears and bAllStarSystemsOnShipHUDInGravJumpDistance. Added in v10.7.
Spoiler: Show
34) HUD Shows Short Name:
The HUD shows the short name of the NPC the player is looking at instead of their full name, e.g. "Sam" instead of "Sam Coe". Note: not all NPCs have a short name; short name is typically the NPC's first name. Optional setting is also available to enable this feature for the Handscanner target. Added in v10.9.
Spoiler: Show
35) BA2 Counter:
Enumerates BA2s which count toward the BA2 limit. It can optionally open a message box to warn about the limit (based on a customizable threshold) and export the BA2s to a file. If one exceeds the BA2 limit, it exports BA2s which were successfully loaded by the engine. From v11.2: the feature supports "BA2 hot swapping" (moving a BA2 from the Data folder to another folder while the BA2 limit message box is open reopens the message box with the updated BA2 counts and also reexports the list of BA2s to the BA2Count.txt). Added in v11.1.
Spoiler: Show
36) Acrylic Pause Menu:
Adds acrylic effect (blurred background) to the Pause Menu and its Settings submenu. Transparency setting is also available. Added in v13.0.
Spoiler: Show
37) Dynamic Flight Camera Distance:
Allows configuring the 3rd person flight camera distance based on the size of the player's spaceship. One can set up a curve or a fixed value. Please refer to its article for details. Added in v13.0.
38) Instant Far Travel:
Allows flying to planets within the same star system (Far Traveling) without the outro ("ship flies away") sequence. Added in v13.1.
39) Disable Forced Homeship Change On Purchase:
When buying a spaceship at a Ship Services Technician, the bought ship doesn't get automatically set as the homeship. Added in v13.1.
40) Pretty Logger:
"Pretty" (lightweight and non-verbose) logger implemented in the release version. Currently, it logs the values of all loaded settings. Log file is created in the default SFSE log folder (Documents/My Games/SFSE/Logs). Added in v13.1.
41) Disable Spaceship Take Off Camera:
Disables the take off scene and the perspective switch block. By default, the perspective is the one that was being active when the take off was initiated. Added in v13.2.
Spoiler: Show
42) Disable Spaceship Landing Camera:
Disables the landing scene and the perspective switch block. By default, the perspective is the one that was being active when landing was initiated. Added in v13.2.
Spoiler: Show
43) Detailed Crash Logger:
Optional, general purpose crash logger that in addition to technical info, logs various game data that could help in interpreting the log.
It logs form data like form type, RefID, BaseID, name, source plugin, mod index, as well as the names of common game types like 3D nodes, INI/Game settings and archive streams.
Includes the crashed thread's name and handle, context registers, the load order array (mod index mapped), SFSE plugin list, backtrace (call stack) and stack trace.
It can load .pdb symbol info (at the path defined in compiled binary and in the SFSE/Plugins folder).
It doesn't automatically close the game to allow inspecting the memory after the crash. (Clicking "Press OK to exit." on the msssage box that shows the saved log file's folder closes the game process).
Notes: if a mod or an SFSE plugin shows up under "THREAD STACK", that does not necessarily mean that mod is responsible for/involved in the crash; this feature is not compatible with the SFSE plugin Trainwreck: if this feature is enabled (off by default), Trainwreck can't generate another log. Added in v13.2.
44) Acrylic Container Menu:
Adds acrylic effect (blurred background) to the Container Menu. Settings to customize the item and menu model preview windows are also available (show, hide, position, render scale). Note: the only issue is that the menu model window opening could be a bit smoother. Added in v13.6.
Spoiler: Show
45) Increase File Handle Limit:
Increases the number of simultaneously open files permitted at the stream I/O level for the vanilla EXE. Added in v14.5.
46) Actor Collision Movement Sync:
Synchronizes actor collision with the actor's movenent states, e.g. Sneak Mode accordingly decreases the height of the actor's collision. Added in v14.8.
Spoiler: Show
47) Quick Sleep:
Speeds up the Sleep counter while sleeping (without affecting the actual Sleep time). This feature requires the Sleep Wait Time Calculation fix to remain enabled. Added in v15.0.
48) Quick Wait:
Speeds up the Wait counter while waiting (without affecting the actual Wait time). This feature requires the Sleep Wait Time Calculation fix to remain enabled. Added in v15.0.
49) No Random Idles During Dialogues:
If enabled, the player character doesn't perform random idle animations while in a conversation in third person mode.
(Random idle animations are frequently played on the player and NPCs when "idling", like standing for a few seconds in third person mode. This feature can basically prevent the player from doing any "non conversation friendly" idle movements such as looking at random other directions when an NPC is talking to them). This feature requires the Player Head Direction During Dialogues fix to remain enabled. Added in v15.1.
50) No Player Head Camera Direction:
If enabled, the player character's head no longer follows the cursor's movement in third person mode. This feature requires the Player Head Direction During Dialogues fix to remain enabled. Added in v15.1.
51) Reduce Traversal Stutter (early beta)
Aims to reduce traversal stutter in open exterior areas. Currently this feature is in early beta and should be used for testing only. Added in v15.3.
52) Console Function RestoreAppearance:
Custom console command RestoreAppearance that allows restoring an NPC's vanilla, unmodified appearance. Added in v15.4.
53) No Enemy Health Bar:
Removes the Health Bar above enemies in combat. Added in v15.5.
54) No Enemy Compass Marker:
Enemies' markers are not displayed on the HUD Compass. Added in v15.7.
55) No Target Hit Indicator:
The Hit Indicator is not displayed on the HUD Crosshair when the player hits an enemy. Added in v15.7.
56) No Effect Target Hit Indicator:
The Hit Indicator is not displayed on the HUD Crosshair when a damaging combat effect hits an enemy. (Damaging combat effect is for example the Bleeding effect which causes the Hit Indicator to be displayed in every second for a short time after the player hits an enemy with a gun enhanced with the Lacerate Effect). Added in v15.7.
57) Acrylic Skills Menu:
Adds acrylic effect (blurred background) to the Skills Menu. Added in v15.8.
Spoiler: Show
58) Acrylic Mission Menu:
Adds acrylic effect (blurred background) to the Mission Menu. Added in v15.8.
Spoiler: Show
59) Unrestricted Build Mode Placement:
Allows placing objects in Build Mode without restrictions, practically anywhere. Added in v16.0.
60) Build Mode Item Continuous Rotation:
The object that is about to be placed in Build Mode keeps its relative rotation to the player while moving.
For example, if the player selects a Mannequin in Build Mode to place and the Mannequin faces toward the player, then, after moving around the Mannequin in Build Mode, the Mannequin would still face the player. (Technically this is the Fallout 4 style Workshop Mode object rotation).
Hotkey to instantly rotate the Build Mode object to the player for convenience is also available. See the "BuildModeItemContinuousRotation" INI settings to set the rotate to left/right keys and change object rotation speed. Please note that the rotation hotkeys (iBuildModeItemContinuousRotationLeftHotkey and iBuildModeItemContinuousRotationRightHotkey) must be defined in the INI for the item rotation to work. (Hotkey key codes). Added in v16.0.
61) Dump Pointer Handles:
Exports all valid Reference and Cell handles to the DataSFSE folder in a .txt file, including the number of Pack-In Cells, Pack-In Cell References, Cell Reference counts and the pointer handle limits. (Note: in Starfield, not only References have handles). Search for "handle" to find the numbers in the relatively large .txt.
Enable bDumpPointerHandlesOnGameLoadEvent to automatically generate the .txt after loading a save.
Enable bDumpPointerHandlesConsoleFunction to install the Console function "DumpPointerHandles" which can be used to generate the .txt anytime by calling this command (or its short name "dph").
If the Extended Plugin Info option is enabled (bDumpPointerHandlesExtendedPluginInfo is enabled by default), the feature logs mod specific reference and cell information too, such as editor defined reference and persistent reference counts. Search for ".esm" in the the .txt file to quickly find mods.
If the Low Reference Handle Warning option is enabled (by setting iDumpPointerHandlesLowReferenceHandleWarningThreshold to a nonzero value), a popup messagebox opens when more References Handles get assigned by the vanilla code than this threshold.
When the Low Reference Handle Warning threshold is reached, if bDumpPointerHandlesSaveOnLowReferenceHandleWarning is enabled, a save game can be automatically created as well.
When the Low Reference Handle Warning threshold is reached, if bDumpPointerHandlesStopQueryOnLowReferenceHandleWarning is enabled, the Dump Pointer Handles feature immediatelly opens the Low Reference Handle Warning messagebox without waiting for the Reference Handle Counter to finish. Added in v16.3.
62) Acrylic Database Menu:
Adds acrylic effect (blurred background) to the Database Menu when opened from the Data Menu. Added in v17.2.
Spoiler: Show
63) Any Actor Pushable:
Allows the player to push any NPC by bumping into them. (This feature may help in narrow doorways). Several settings are available for better customization. Added in v17.3.
64) Delayed Companion Over Encumberance Response:
Optional feature that can delay companions' "react to player overencumberance" lines.
In vanilla, the current companions says their overencumberance reaction line like "I think you need to get rid of some of that gear." right after the player becomes overencumbered. The feature prevents this and allows delaying the reaction line with a timer (fDelayedCompanionOverEncumberanceResponseRequiredTime).
This timer starts when the player becomes overencumbered (so, when the companion would say the reaction line in vanilla).
If the player picks up again something while already being overencumbered after the timer expires, the companion says the line.
The feature can be applied selectively for only certain companions and globally for all, see sDelayedCompanionOverEncumberedResponseCompanionFilter in the INI. Added in v19.0.
65) Show Quest Stages Command Extended:
Requests the vanilla code to display more information in the Console Log when executing the ShowQuestStages or SQS command.
The log would also contain: Quest Stage flags (Run on Start, Run on Stop), Quest Stage Item flags (Complete Quest, Fail Quest), Designer Note (text between the quotes) and Log Entry (text between the double quotes). Added in v19.0.
Spoiler: Show
66) No Auto Reload:
Pressing the Fire key when the magazine of the player's gun is empty doesn't reload the gun automatically. The Reload key must be pressed to reload. Added in v20.2.
67) No Hold to Equip:
Restores the "Take" activate prompt when looking at a dropped Weapon or Armor and allows grabbing it. Added in v20.4.
68) Lockpick Undo Digipick Penalty:
Pressing "Undo" in the Security Menu removes a Digipick. Also, "Undo" is available only if the player has at least one Digpick. Added in v20.4.
69) No Lockpick Container Menu Open:
After unlocking a Container in the Security Menu, the unlocked Container doesn't open automatically. Added in v20.4.
70) Loot Dropped Weapon Ammo From Item Dropper:
Auto-transfers the Ammo from the maganize of the dropped Weapon to the inventory of the killed NPC ("item dropper"). So, picking up the dropped Weapon doesn't add Ammo to the player; the Ammo can be looted from the NPC. Added in v20.4.
Requirements:
Starfield Script Extender

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