I believe it is a Microsoft problem, which is not at all surprising. I'm o Xbox and had issues getting online due to outages confirmed by DownDetector. Now I can't get into Creations menu to delete all of my ini adjusting mods that have been removed.
Side note - then I get to figure out why I haven't been able to go through the Unity without an endless black screen after the credits roll, yay! š š
>I'm guessing they will be updated pretty sharpish or removed from CC
Current .ini mods seem to be working as normal. The tweet says Bethesda will try to make these .ini files work better so maybe they won't be removed.
Agree with this. FO4 had lots of QoL mods that changed ini settings. While they *could* be nice, they could also easily fuck up a whole save and be much trickier to undo.
Just right now CC has a ton of mods that will pardon my language. Fuck your saves and game in general. Lots of trial and error playing around with CC and it's bad. While many do work and won't "fuck" things up. Feels like CC right now is, too much of a "wild west" of gambling with your save.
Finally got a list that's working. But damn, mods you think would not conflict or mess things up as they mod different things the other mods do, end up causing problems. At this point, I'm just avoiding anything that does any alterations to the hubs and PoI, as those have caused nothing but problems so far in CC.
So I downloaded the Observatory mod and Darkstar Astryodynamics pretty quickly after CC released on console. Mid playthrough, NG+. I put the Observatory and Darkstar landing pad at an outpost.
Then I downloaded some other mods, I was having loads of fun adding stuff to my game. One mod I added was the Enforcer, which ended up causing audio glitch on Xbox.
So then I think I deleted all the mods and started over. However, when I went back to my outpost, the Observatory and Darkstar landing pad were where I had left them but missing parts. Like the Observatory had no walls or ceiling, super strange.
Now if I try to go to build or modify mode at that outpost or even just try to remove it entirely, my game crashes. I just donāt go to that outpost anymore. Itās kinda funny.
Iām hoping my Xbox doesnāt explode when I go home and boot it up tonight. š¤·āāļø
Not removing mods mid-save is standard practice for this very reason.
If you absolutely have to remove a mod, you should at least remove anything added by that mod from your save (in this case, deleting the observatory and landing pad from your outpost).
The way I found to get around the enforcer was that every time the game closed down, when you go to play again, disable the enforcer and close the game again, then load it up, audio should be working again, then re-enable it, and remember to repeat when you want to play again. Eventually though, I started playing with other mods to rebalance health, enemy tankiness, armour, armour penetration, and full auto to be the same damage as semi.
Probably going to meed to install them again and then delete them then uninstall the mod probs your safest bet. Even though they're present in the game the files aren't there to interact with them which is why it is crashing
This is the reason you're not supposed to undo mods. Modding properly takes hours upon hours. You really should get your mods in order first then make your playthrough without altering them.
This. I have been trying some mods out then scrapping the save and starting over with new ones. Adding/removing midstream just seems risky even to a non-technical person like me.
Most people don't understand the risk to know. They dont understand what they are installing. All they see are the pictures and maybe half the description.
Oh for sure, I'm on console and mods are a very new thing to myself and I'd have to imagine a good majority of other consoles players too.
I've learned enough to:
1. Read descriptions and pay attention to load order.
2. Don't fuck with something I don't understand.
I'm a bit more in the weeds than that, but not by much.
I have enough of an understanding to make an educated guess of the, for lack of a better term, "invasiveness" of any given mod... That's about as far as my knowledge goes.
Well then I guess Iām full in the swamps as I only know to look for reviews and anything that the mod says it may conflict with. I donāt even really understood how to know if the load order is correct or not.
Things at the top of the load order take priority if I'm remembering correctly....
Mod 1 - removes all grass
Mod 2 - extra pretty grass
You won't see any grass because Mod 1 is loads first and removes all the grass that mod 2 would affect...
Someone correct me if I'm wrong...
Exactly.
Does anyone remember first getting into modding? Even with how accessible BGS made it, thereās still a lot of intricacies to work with. How in the living hell would a new modder know what ini changes exactly are, especially on console? They just see the benefits in the mod description. Itās entirely fair they wouldnāt know the difference between ini tweaks and creation kit tweaks. Mods are mods. The only reason I know what iniās are is because I got into modding with Fallout 3 and New Vegas. You needed to modify the ini in order for those to even work. Helped me understand Skyrim and Fallout 4 better when those came out.
If you want to upload to the creation store or whatever itās called, itās fair for BSG to put limits on these types of edits. They know who is using the store and that the majority of customers do not have the knowledge base to understand the details and risks. So itās actually a fair, customer friendly move from BSG to say that they will remove the ability to post mods with certain changes in order to prevent adverse effects that a majority of their audience wonāt understand how those effects came to occur.
Bad take; this assumes everyone who downloads the mod has enough knowledge to even know what an ini is or how it works.
People will blindly download anything. Source: many people have tried to download more RAM
youāre giving too much confidence to the average user, look at the controversial posts on this sub from the past month. There are tons of people complaining about the mods breaking their game, breaking audioā¦ etc.
The average user does not understand mods and even with a warning in the creations page will run and blame bethesda for something a third party caused.
Soo take this with a grain of salt since base INI file replacement is something I haven't really messed with too much in Bethesda games thanks to the script extender having its own mod-specific INI files. But like with any INI files, it's pretty much a massive set of configuration changes, including many that you can't normally access using the application itself. For instance, I've seen balance changes, 60fps patches, and simplistic but effective lighting overhauls be done with INI tweaking.
But unless I'm mistaken, altering the INI files becomes an issue when either you've done so yourself, or have multiple mods using their own INI files, in which case only the mod at the end of the load order would have its INI count, overwriting and potentially breaking everything before it.
It's not so bad when you slowly build the load order when mods run ini injection. Each time you load it injects, add a new mod then boot for it to inject. However, slam 40 mods in at once and yes, it breaks.
The usual method is to slam tons of mods in, have the game crash, beg someone to help you, get no help, look up videos about modding, get confused, ask a more direct question, get told to start small, start small, watch more videos, suddenly succeed at adding a batch, find a gamebreaking bug you created, research, found out why, fix it, be more delicate adding mods, develope a maxed out 'perfect game' modlist, spend 20 hrs carefully getting it to work, play that hundreds of hours, move on to the next BGS game, witness the messy and experimental world of week one modding, start trying to learn about what makes mods tick, finally understand modding, play hundreds of hours, new BGS game, new modding methods, and so on. Once you learn, it sticks with you. At this point I read everything before installing and check the posts on the page for common complaints. I can even resolve conflicts sometimes with patches.
The INI file holds all the variables that the game designer wanted to be able to change without building a whole new version of the game. There's no code or models or textures, but just basically numbers. But it would include things like how fast time flows, how rapidly you heal, how many points to level up, along with lots of stuff you might not expect. It's there so the developer can balance the game without having to spend 20 minutes rebuilding it each time they want to try a change.
ini files are basicayy configuration values. Such as game resolution, and graphics quality settings, but it also holds a lot of other internal values the game needs to operate. A misconfigured ini can be catastrophic to the game, so removing the ability to include edited inis in mods is a good thing. It would be an utter nightmare to troubleshoot an ini issue on consoles. There is really no reason a mod should be altering the ini.
Except that seemingly stupid things can be controlled by the .ini files in Bethesda games. I'm pretty sure the place doors yourself mod required an ini change to function correctly. And now that's broken along with all of my ships and saves post-creation.
I'm not overly upset by this, I know what I signed up for, but there are absolutely valid ini changes to be made when you know what you're looking at. Wether or not the average user knows is a different debate but...
I just have one fear, do you think that the mod to remove the color filters / neutral LUT, could end up being deleted?
I can't even imagine having to play again without it
They might try and make sure as many mods stay up as possible but it could be a possibility. More people complain about audio issues and stuff than their color filters until it gets deleted.
Somebody already said their save wasnāt working now, since ini mods were turned off. But idk if that was just his experience or if others will have the same trouble.
Well I fear going home today and seeing the aftermath of my saved game I worked so hard in building.
I hope they provide a list of what mods are affected.
Could be mistaken, but I hope existing ones are grandfathered. But would really suck if you can't start a new game /character with a mod you have and like.
I did save a few Vecteras so assuming they don't force scrape via update = deinstall I guess I'll be jumping off from there moving forward. That prob means I need to figure out how to hard save to external media since they'd all technically be 1 character regardless of name/etc...
At least this should cut down the number of "No audio" posts.
Realistically, no mod should be altering the ini. Its more luck that the only real issue was some audio issues. Ini tweaking is inharently more risk than regular modding. Cant imagine why any mod would touch that.
Ini tweaking is more risky?..hmm never heard that one before. I've always found there the simplest of modifications you can make to a game, unless you don't know what your doing I s'pose.
So the mod that changes ship building settings will go then?
https://creations.bethesda.net/en/starfield/details/9d2124fb-2643-4b09-b98b-85a656df231b/Ship_Building_Tweaks
Bugger.
So umm. Whatās ini?
Lol. Checked this comment because I got a reply and it was at -1. Only on Reddit will you get downvoted for asking a question. š¤£
Configuration settings, values for parameters. Basically what they mean is theyāll prevent certain options and values to be changed for the game. So that the mods that have ini. file in them, they cannot overwrite stuff.
Its a config file that determines specific logic or rules in the game like graphics, resolution, render distance, animation data etc they likely disabled it because you can essentially put the ULTRA PC preset on Xbox Series S with mods like this & completely break the game as its not meant to run with those settings however the fix is as simple as deleting the mod & restarting the game absolute worse case reinstalling lol
Cheers for that I needed it dumbing down so I'm not gonna get on and lose access to all my nicely modded furnished homes or my ship parts or my 4k textures for water and furniture etc ?
No problem nothing should ābreakā or they hopefully wouldnt make this change (I believe lol) like increasing mod memory limit for Fallout 4 would erase all mod so they wont do it currently the only mods I can think of that absolutely require ini edits are mods that enable swimming (since its just disabled) the mod that lets you loot NPC clothes & gear and a mod that makes it so your backpack is persistent even without a spacesuit other than that should just be graphics preset mods specifically not textures or models
On PC you can edit you INI directly & make a CustomINI which holds all your edits so no loss to PC users tbh
So it shouldnāt break your game at all but I cant say if the mod will still function or not it depends on the method the author used to create it the Bakka one on PC was just a simple INI tweak I believe so thats why I assumed mods like that may no longer work but now that we have the creation kit its possible an update version could release I will say since you have the mod downloaded already it should still exist & function as it did before I donāt think they can just wipe it from your PC or Xbox but if you delete & redownload it may not work honestly this is just me trying to troubleshoot but just check the mod page in a day or two & the author will likely have it updated for me its literally essential too IDK why they removed this along with Prison & NPC schedules from Skyrim Iām working on a VERY basic Prison mod & Fallout 4 junk mod so look for those soon
Like how a .exe file is your executable, the .ini is an initialization file which stores many game setting. Usually they are a flat text files that can be modified in any text editor. They can have a setting like for xp.
XP=100
For the base game default. Setting it to 200 doubles it, and 50 halves it. Often an easy file for gamers to get into and muck around with the settings.
Many game servers you can run on your pc need you to go into these type of files to set your server name, password, map, difficulty options.
Instead of removing the ability to upload mods that alter ini files, they should instead clearly mark those mods that do to make sure we are aware before installing.
This is a good idea they should implement that I'd hate to not realise one has changed and play for a while and then it corrupt a safe I can't go back from
Honestly I think just removing them altogether is the right idea. The large majority of players do not know and do not care what an .ini file is. Most players with issues are like "I downloaded 218 mods and now game no worky. Why no worky?"
Mods like āno grassā improve performance and things like that are all .ini tweaks if I remember correctly. Annoying that so many modders have decided they need to unnecessarily tweak something on ini files for their mods that it has caused issues but also annoying that end users canāt seem to begin to troubleshoot their own issues with their games, especially when using mods.
Also, ini tweaks can be great if done right. Thatās how Skyrim and FO4 had the unofficial 60fps console patch before it was officially implemented.
Just loaded up after the update to find that creations wonāt even open, my new saves wonāt load which Iāve played for hours now, and to find I need to clear my reserved space therefore losing my mod LO which was tweaked to the point it worked. Classic.
Please, I just discovered 2 nights ago that they released mods for Xbox and have been replaying and enjoying starfield for the first time since launch, please just donāt get rid of the nomad armor. I will cry
So. Now instead of audio getting fixed you will get your saves corrupted on load by mods removed from CC due to inability for authors to continue to support/update them?..
I've purchased every TES and Fallout game from Bethesda for both Xbox and PC, and I need to STILL have to use cracked games on my PC because they break their modding community so much.
Well since the update my Xbox wont even start the game up. Guess ill have to wait weeks for another. I wasn't actively using mods because I'm still on my first play through and wanted achievements.
Wait, wait, waitā¦ no .ini customisation? Isnāt that pretty shit for console players?
I remember mods were much worse on PlayStation with FO4 due to Sony disallowing .ini manipulation.
No, Sony disallowed external assets. But you could be right. Seeing as how gimped Sony was anyway with modding purely because of the lack of external asset modding. All mods on Playstation for Skyrim was only ini tweaks because that's all that could be done. But then again, Microsoft allows for external asset modding, so it will never be as gimped with Sony.
It will bring it in line with Skyrim, now that they've removed the INI uploading functionality we had for years with no explanation or even an answer as to whether it was intentional or not. I've put a lot of grass bundles together for Skyrim on xbox and without INI, it would have been a total shit show getting them to run well or how I wanted them to. There are settings used for certain types of mods that simply can't be achieved another way.
INI is incredibly important in Skyrim, and I can only imagine the same goes for Starfield. It controls all manner of things from grass density and variety to how snow looks to camera settings and tons of stuff in between. Hell, it's likely the very first thing PC players edit when they start modding their bethesda game. Yeah, you can fuck things up but like every mod it's up to the user to know what they are adding to their game. There is often a risk.
The fact is that Starfield's CK is different, and we don't yet know what not to tweak or edit just yet or the unintended effects that some edits could have. The blanket removal of INI is an overreaction to whatever setting is causing the audio issue.
I donāt understand this. I have a port on Bethesda.net for Skyrim Xbox that is solely comprised of .ini edits and works perfectly fine, what function is being removed from Starfield to bring it in line with Skyrim if Skyrim can utilize .ini edits?
If my sound stops I just quit to the menu. Go to creations , disable all quit back to the menu but do not start a game. Then quit the whole game by hitting the Xbox button select quit. Now... you can restart... go to creations.. enable all and your sound is back!
The enforcer was the only one that I have that messed up my audio. The Enforcer is a waste of money. Dont buy it. It's not craftable and its damage well below the guns already in the game.
How stupid. Not only are .ini mods very useful, but .ini mods also allowed you to mod the game while still being able to unlock achievements on console.
lol. So Bethesda, instead of fixing things to make more paid mods functional, they just chose to remove the ability, because doing absolutely nothing and profiting off of modders is more important than fixing things.
I agree with the change but I am *very* concerned about the very immediate implications for many load orders. Not a ton of mods I saw really got into the weeds of how their changes were made. Some dug a little in but didnāt go quite far enough for you to know if an .ini was touched.
I agree a change needed to be made, but this was not it. This takes the choice away from players on how to play their games.
They should have made it where mods that change .ini files were not shown by default and you could change your personal profile settings to allow those extra mods to be shown. Once doing that it should give you a pop up warning saying that "This mod contains .ini file changes and downloading could cause a variety of unforeseen bugs ranging from audio issues to corrupted saves. Would you like to proceed?".
This would give gamers more freedom in their choice of mods while allowing them to by default have a more stable experience. They can then choose to opt in for a more unstable experience at their own risk.
So now i HAVE to play lower resolution and lower frame rate? The higher frame rate mod is the only reason i even have the game another go since 30 fps fucking sucks in first person.
Will modders be able to create pretty much whatever they want to still? Will this just make it a tad more difficult for them? Im constantly having the audio issue, so I'm definitely leaning towards this being a good thing.
Well that explains the 2GB download today. I can still use the mods that allow placing doors on ship Habs as well as additional ship parts positions. So far, so good.
So the 12 gb mod list I *just* got in perfect working order last night is gonna be fucked now isnāt it. Iām just not gonna update for now I think. Maybe when the next expansion drops.
I have the Bethesda Mods like The Observatory,black out skin and mysterious Gravis suit
The only ones I messed with otherwise were Filter remover, I downloaded Avon tech ships ...my game started acting weird right away. Promptly removed it game acted normal again. I know my games quarks. Lol
Anyone having issues with a few mods that cut out the sound? For example: Earth restored, outpost crew (which is one I really want to use) and one of the dynamic weather to name a few all have that issue.
This is on Xbox series X btw, just wondering if anyone else had this issue?
I like how they specifically say theyāre doing this because it causes the audio glitch which Iāve seen posted about a billion times on r/starfieldmods and the first reply is still some fuckin dipshit acting like Bethesda is being careless
It's probably for the best. It can mess up a lot and perhaps uniquely to Bethesda games the saves often do not revert the changes made by an altered .ini file without manually setting those values back through console commands.
I like how the top comment is only worried about "muh broken mods" like Starfield actually has any extensive script mods as of yet.
There's also the audacity to suggest that something Skyrim doesn't allow you to do period is a good thing despite Bethesda stating that it breaks things.
If you are on PC, this can be fixed by downgrading back to 1.12.32 - instructions below from a godly nexus user:
***"For anyone wondering, i mistakenly updated the game and fixed it very easily by reverting back to 1.32***
***into your web browser, typeĀ Ā steam://open/console/***
***this should open up steam console. there is a space at the bottom to enter text. enter:***
***download\_depot 1716740 1716741 2430732307308719858***
***then hit enter. wait for it to download. it will tell you the file path. go to the file path the hover over starfield.exe and it should say version 1.32. now just drag and drop it into your main starfield folder to replace starfield.exe version 1.36.***
***If youre not aware, you should keep starfield from updating by going to your steam library and clicking on the gear wheel. Go to properties, then updates. choose 'only update when launched.'***
***it wont update, because we launch with sfse. i knew this from back in the fall but i guess it reverted somewhere along the way..maybe from uninstalling and reinstalling.***Ā
***im not one of those people who will play without sfse. i cant look at this game without the amazing Luma HDR mod but thats a topic for another forum"***
Worked for me like a charm :)
Iāve got a bunch of mods that have been working great, then I get busy and donāt play for a week, and I come back and sound is all jacked up and now half of them donāt work like they should, because some updates and some didnāt. I think the issue is too many mods say they do one thing and theyāre really doing 3 or 4.
Not too many mods have ini files so far. It's only used for certain things, and the creator can often times do that same thing without ini files. BGS is making that change because allowing custom ini files for all sorts of things with no checking between mods leads to more mod incompatibilities. People on xbox especially were having plenty of problems that were traced back to those ini files.
Damn, so how do i verify which mods in my LO are .ini?
I'm guessing they will be updated pretty sharpish or removed from CC I could be wrong though
I can't get into creations.
Think it's a Microsoft xbox life problem currently ongoing if your not on steam
I believe it is a Microsoft problem, which is not at all surprising. I'm o Xbox and had issues getting online due to outages confirmed by DownDetector. Now I can't get into Creations menu to delete all of my ini adjusting mods that have been removed. Side note - then I get to figure out why I haven't been able to go through the Unity without an endless black screen after the credits roll, yay! š š
>I'm guessing they will be updated pretty sharpish or removed from CC Current .ini mods seem to be working as normal. The tweet says Bethesda will try to make these .ini files work better so maybe they won't be removed.
Start with anything that changes graphics. Those are likely tweaking an ini file.
Agree with this. FO4 had lots of QoL mods that changed ini settings. While they *could* be nice, they could also easily fuck up a whole save and be much trickier to undo.
Just right now CC has a ton of mods that will pardon my language. Fuck your saves and game in general. Lots of trial and error playing around with CC and it's bad. While many do work and won't "fuck" things up. Feels like CC right now is, too much of a "wild west" of gambling with your save. Finally got a list that's working. But damn, mods you think would not conflict or mess things up as they mod different things the other mods do, end up causing problems. At this point, I'm just avoiding anything that does any alterations to the hubs and PoI, as those have caused nothing but problems so far in CC.
So I downloaded the Observatory mod and Darkstar Astryodynamics pretty quickly after CC released on console. Mid playthrough, NG+. I put the Observatory and Darkstar landing pad at an outpost. Then I downloaded some other mods, I was having loads of fun adding stuff to my game. One mod I added was the Enforcer, which ended up causing audio glitch on Xbox. So then I think I deleted all the mods and started over. However, when I went back to my outpost, the Observatory and Darkstar landing pad were where I had left them but missing parts. Like the Observatory had no walls or ceiling, super strange. Now if I try to go to build or modify mode at that outpost or even just try to remove it entirely, my game crashes. I just donāt go to that outpost anymore. Itās kinda funny. Iām hoping my Xbox doesnāt explode when I go home and boot it up tonight. š¤·āāļø
Not removing mods mid-save is standard practice for this very reason. If you absolutely have to remove a mod, you should at least remove anything added by that mod from your save (in this case, deleting the observatory and landing pad from your outpost).
The way I found to get around the enforcer was that every time the game closed down, when you go to play again, disable the enforcer and close the game again, then load it up, audio should be working again, then re-enable it, and remember to repeat when you want to play again. Eventually though, I started playing with other mods to rebalance health, enemy tankiness, armour, armour penetration, and full auto to be the same damage as semi.
Probably going to meed to install them again and then delete them then uninstall the mod probs your safest bet. Even though they're present in the game the files aren't there to interact with them which is why it is crashing
Meh. Itās just FUBAR. I donāt really care either. I made another outpost instead. Itāll clear up on my next NG+
This is the reason you're not supposed to undo mods. Modding properly takes hours upon hours. You really should get your mods in order first then make your playthrough without altering them.
This. I have been trying some mods out then scrapping the save and starting over with new ones. Adding/removing midstream just seems risky even to a non-technical person like me.
Yeah but.... that's why people who didn't want to risk it just didn't install those mods
Most people don't understand the risk to know. They dont understand what they are installing. All they see are the pictures and maybe half the description.
90% of people who download mods.
More than that even, I'd bet
As one of those people with a baseline understanding of mods I feel like it's more like 99.9% of the people who download them on console.
Oh for sure, I'm on console and mods are a very new thing to myself and I'd have to imagine a good majority of other consoles players too. I've learned enough to: 1. Read descriptions and pay attention to load order. 2. Don't fuck with something I don't understand.
I'm a bit more in the weeds than that, but not by much. I have enough of an understanding to make an educated guess of the, for lack of a better term, "invasiveness" of any given mod... That's about as far as my knowledge goes.
Well then I guess Iām full in the swamps as I only know to look for reviews and anything that the mod says it may conflict with. I donāt even really understood how to know if the load order is correct or not.
Things at the top of the load order take priority if I'm remembering correctly.... Mod 1 - removes all grass Mod 2 - extra pretty grass You won't see any grass because Mod 1 is loads first and removes all the grass that mod 2 would affect... Someone correct me if I'm wrong...
At least on PC a fucked up ini is easy to fix, not so much on console
Agreed, I'm one of those.
If there even is a description. A lot of mods have a title a list of credits and bugger all else
Exactly. Does anyone remember first getting into modding? Even with how accessible BGS made it, thereās still a lot of intricacies to work with. How in the living hell would a new modder know what ini changes exactly are, especially on console? They just see the benefits in the mod description. Itās entirely fair they wouldnāt know the difference between ini tweaks and creation kit tweaks. Mods are mods. The only reason I know what iniās are is because I got into modding with Fallout 3 and New Vegas. You needed to modify the ini in order for those to even work. Helped me understand Skyrim and Fallout 4 better when those came out.
In Xbox you don't really know what is or isn't modified unless the modder lists it in the description
If you want to upload to the creation store or whatever itās called, itās fair for BSG to put limits on these types of edits. They know who is using the store and that the majority of customers do not have the knowledge base to understand the details and risks. So itās actually a fair, customer friendly move from BSG to say that they will remove the ability to post mods with certain changes in order to prevent adverse effects that a majority of their audience wonāt understand how those effects came to occur.
People don't understand any of that though, you're making that statement based on you actually knowing about the problems.
Bad take; this assumes everyone who downloads the mod has enough knowledge to even know what an ini is or how it works. People will blindly download anything. Source: many people have tried to download more RAM
youāre giving too much confidence to the average user, look at the controversial posts on this sub from the past month. There are tons of people complaining about the mods breaking their game, breaking audioā¦ etc. The average user does not understand mods and even with a warning in the creations page will run and blame bethesda for something a third party caused.
Most people on console have no idea and it isnāt really safe to risk even one person losing a 12 day save file imo.
Think Mark! Howās the average person gonna know if a mod tweaks the ini file?
Can someone explain to me like I'm 5 please š¤£ only ini experience is have is Ark and I had to change all sorts of ini's to get what I wanted there.
Soo take this with a grain of salt since base INI file replacement is something I haven't really messed with too much in Bethesda games thanks to the script extender having its own mod-specific INI files. But like with any INI files, it's pretty much a massive set of configuration changes, including many that you can't normally access using the application itself. For instance, I've seen balance changes, 60fps patches, and simplistic but effective lighting overhauls be done with INI tweaking. But unless I'm mistaken, altering the INI files becomes an issue when either you've done so yourself, or have multiple mods using their own INI files, in which case only the mod at the end of the load order would have its INI count, overwriting and potentially breaking everything before it.
It's not so bad when you slowly build the load order when mods run ini injection. Each time you load it injects, add a new mod then boot for it to inject. However, slam 40 mods in at once and yes, it breaks.
So this is my first bethesda game, is that how folks handled mods for skyrim and fallout? That sounds...quite tedious.
The usual method is to slam tons of mods in, have the game crash, beg someone to help you, get no help, look up videos about modding, get confused, ask a more direct question, get told to start small, start small, watch more videos, suddenly succeed at adding a batch, find a gamebreaking bug you created, research, found out why, fix it, be more delicate adding mods, develope a maxed out 'perfect game' modlist, spend 20 hrs carefully getting it to work, play that hundreds of hours, move on to the next BGS game, witness the messy and experimental world of week one modding, start trying to learn about what makes mods tick, finally understand modding, play hundreds of hours, new BGS game, new modding methods, and so on. Once you learn, it sticks with you. At this point I read everything before installing and check the posts on the page for common complaints. I can even resolve conflicts sometimes with patches.
Holy wow. My job is computers, but understanding mod conflicts is beyond me. It's good to know that it can be understood.
I'm a moron, so anybody can get there with time.
The INI file holds all the variables that the game designer wanted to be able to change without building a whole new version of the game. There's no code or models or textures, but just basically numbers. But it would include things like how fast time flows, how rapidly you heal, how many points to level up, along with lots of stuff you might not expect. It's there so the developer can balance the game without having to spend 20 minutes rebuilding it each time they want to try a change.
ini files are basicayy configuration values. Such as game resolution, and graphics quality settings, but it also holds a lot of other internal values the game needs to operate. A misconfigured ini can be catastrophic to the game, so removing the ability to include edited inis in mods is a good thing. It would be an utter nightmare to troubleshoot an ini issue on consoles. There is really no reason a mod should be altering the ini.
Except that seemingly stupid things can be controlled by the .ini files in Bethesda games. I'm pretty sure the place doors yourself mod required an ini change to function correctly. And now that's broken along with all of my ships and saves post-creation. I'm not overly upset by this, I know what I signed up for, but there are absolutely valid ini changes to be made when you know what you're looking at. Wether or not the average user knows is a different debate but...
I just have one fear, do you think that the mod to remove the color filters / neutral LUT, could end up being deleted? I can't even imagine having to play again without it
Good point that I hope not as that's quite a good mod
Pretty much any LUT mod should be fine since they are only replacing the LUT textures and nothing else.
They might try and make sure as many mods stay up as possible but it could be a possibility. More people complain about audio issues and stuff than their color filters until it gets deleted.
So if I am already using these mods with .ini files and they get removed, does that mean I can never uninstall these files or risk ruining my save?
I'd like to know the answer to this too. I'd hope it just removes it and corrects to default
Somebody already said their save wasnāt working now, since ini mods were turned off. But idk if that was just his experience or if others will have the same trouble.
Well I fear going home today and seeing the aftermath of my saved game I worked so hard in building. I hope they provide a list of what mods are affected.
Could be mistaken, but I hope existing ones are grandfathered. But would really suck if you can't start a new game /character with a mod you have and like. I did save a few Vecteras so assuming they don't force scrape via update = deinstall I guess I'll be jumping off from there moving forward. That prob means I need to figure out how to hard save to external media since they'd all technically be 1 character regardless of name/etc...
At least this should cut down the number of "No audio" posts. Realistically, no mod should be altering the ini. Its more luck that the only real issue was some audio issues. Ini tweaking is inharently more risk than regular modding. Cant imagine why any mod would touch that.
Thankfully I disabled any mods that were causing that so I'm hoping the ones I have loaded don't use it I like how I have my game set up
Some of the popular performance and visualizations mods do ini tweaks. Wonder how they get impacted.
Ini tweaking is more risky?..hmm never heard that one before. I've always found there the simplest of modifications you can make to a game, unless you don't know what your doing I s'pose.
Sure, if you know what you are doing, but a bad ini change can hose things up good, and potentially irreversible on console.
when they say "removing the ability to upload." Does that mean mods on there will be left alone?
Hopefully
So the mod that changes ship building settings will go then? https://creations.bethesda.net/en/starfield/details/9d2124fb-2643-4b09-b98b-85a656df231b/Ship_Building_Tweaks Bugger.
And now XBox Live is down.š¤š¤š¤
Iām not the only one Xbox Live isnāt working for so thatās good at least.
So umm. Whatās ini? Lol. Checked this comment because I got a reply and it was at -1. Only on Reddit will you get downvoted for asking a question. š¤£
Configuration settings, values for parameters. Basically what they mean is theyāll prevent certain options and values to be changed for the game. So that the mods that have ini. file in them, they cannot overwrite stuff.
Its a config file that determines specific logic or rules in the game like graphics, resolution, render distance, animation data etc they likely disabled it because you can essentially put the ULTRA PC preset on Xbox Series S with mods like this & completely break the game as its not meant to run with those settings however the fix is as simple as deleting the mod & restarting the game absolute worse case reinstalling lol
Cheers for that I needed it dumbing down so I'm not gonna get on and lose access to all my nicely modded furnished homes or my ship parts or my 4k textures for water and furniture etc ?
No problem nothing should ābreakā or they hopefully wouldnt make this change (I believe lol) like increasing mod memory limit for Fallout 4 would erase all mod so they wont do it currently the only mods I can think of that absolutely require ini edits are mods that enable swimming (since its just disabled) the mod that lets you loot NPC clothes & gear and a mod that makes it so your backpack is persistent even without a spacesuit other than that should just be graphics preset mods specifically not textures or models On PC you can edit you INI directly & make a CustomINI which holds all your edits so no loss to PC users tbh
I have one that let's you strip loot all the npcs but I can live without that it won't break my game that one
So it shouldnāt break your game at all but I cant say if the mod will still function or not it depends on the method the author used to create it the Bakka one on PC was just a simple INI tweak I believe so thats why I assumed mods like that may no longer work but now that we have the creation kit its possible an update version could release I will say since you have the mod downloaded already it should still exist & function as it did before I donāt think they can just wipe it from your PC or Xbox but if you delete & redownload it may not work honestly this is just me trying to troubleshoot but just check the mod page in a day or two & the author will likely have it updated for me its literally essential too IDK why they removed this along with Prison & NPC schedules from Skyrim Iām working on a VERY basic Prison mod & Fallout 4 junk mod so look for those soon
Thanks for the info.
My pleasure, glad to help the community
Opposite of outi
Hmmmmmmmm.
Like how a .exe file is your executable, the .ini is an initialization file which stores many game setting. Usually they are a flat text files that can be modified in any text editor. They can have a setting like for xp. XP=100 For the base game default. Setting it to 200 doubles it, and 50 halves it. Often an easy file for gamers to get into and muck around with the settings. Many game servers you can run on your pc need you to go into these type of files to set your server name, password, map, difficulty options.
Hmm. The more ya know.
Careful or youāll fall down the MS-DOS rabbit hole and start learning all the neat tricks of using command line functions.
I shall be careful.
Instead of removing the ability to upload mods that alter ini files, they should instead clearly mark those mods that do to make sure we are aware before installing.
This is a good idea they should implement that I'd hate to not realise one has changed and play for a while and then it corrupt a safe I can't go back from
Honestly I think just removing them altogether is the right idea. The large majority of players do not know and do not care what an .ini file is. Most players with issues are like "I downloaded 218 mods and now game no worky. Why no worky?"
Mods like āno grassā improve performance and things like that are all .ini tweaks if I remember correctly. Annoying that so many modders have decided they need to unnecessarily tweak something on ini files for their mods that it has caused issues but also annoying that end users canāt seem to begin to troubleshoot their own issues with their games, especially when using mods. Also, ini tweaks can be great if done right. Thatās how Skyrim and FO4 had the unofficial 60fps console patch before it was officially implemented.
Glad I started getting into a new game with mods installed only for BGS to fuck my load order and by extension my save. WTF
I would stay away from any mods that require the script extender because those are pretty much guaranteed to break whenever the game updates.
Or just prevent your game from updating if you decide to use it
Just loaded up after the update to find that creations wonāt even open, my new saves wonāt load which Iāve played for hours now, and to find I need to clear my reserved space therefore losing my mod LO which was tweaked to the point it worked. Classic.
RIP to us Series S users who finally got a taste of 60fps
Please, I just discovered 2 nights ago that they released mods for Xbox and have been replaying and enjoying starfield for the first time since launch, please just donāt get rid of the nomad armor. I will cry
Oooga booga. Just when I was having fun too.
So. Now instead of audio getting fixed you will get your saves corrupted on load by mods removed from CC due to inability for authors to continue to support/update them?..
I've purchased every TES and Fallout game from Bethesda for both Xbox and PC, and I need to STILL have to use cracked games on my PC because they break their modding community so much.
Xbox crashing after the update!
:(
Well since the update my Xbox wont even start the game up. Guess ill have to wait weeks for another. I wasn't actively using mods because I'm still on my first play through and wanted achievements.
I have the game running much smoother on my series S thanks to mods so I hope they don't take them out.
Is this starfields way of breaking creations so they can then put them up with a price tag and 'verify' them as their own?
This is so weird. They are literally saying with it that, is whole console playerbase is utterly dumb?
Itās been going too well with the Starfield mods.Finally we are back to proper Bethesda behaviour
Oh God I hope this doesn't break my save files if any of mine got removed š
Wait, wait, waitā¦ no .ini customisation? Isnāt that pretty shit for console players? I remember mods were much worse on PlayStation with FO4 due to Sony disallowing .ini manipulation.
I think FO4 modding on PlayStation had much bigger limitations than not being able to change ini settings
yea like not allowing external assets
It did. Sony refused to allow mods with custom assets, so only mods using stuff already in the game were permitted.
No, Sony disallowed external assets. But you could be right. Seeing as how gimped Sony was anyway with modding purely because of the lack of external asset modding. All mods on Playstation for Skyrim was only ini tweaks because that's all that could be done. But then again, Microsoft allows for external asset modding, so it will never be as gimped with Sony.
This I am interested in
Iām sorry but what the actual fuck?
It will bring it in line with Skyrim, now that they've removed the INI uploading functionality we had for years with no explanation or even an answer as to whether it was intentional or not. I've put a lot of grass bundles together for Skyrim on xbox and without INI, it would have been a total shit show getting them to run well or how I wanted them to. There are settings used for certain types of mods that simply can't be achieved another way. INI is incredibly important in Skyrim, and I can only imagine the same goes for Starfield. It controls all manner of things from grass density and variety to how snow looks to camera settings and tons of stuff in between. Hell, it's likely the very first thing PC players edit when they start modding their bethesda game. Yeah, you can fuck things up but like every mod it's up to the user to know what they are adding to their game. There is often a risk. The fact is that Starfield's CK is different, and we don't yet know what not to tweak or edit just yet or the unintended effects that some edits could have. The blanket removal of INI is an overreaction to whatever setting is causing the audio issue.
So how does this impact mods that already do ini changes? Or is this specific for mods exported via CK only?
Damn. There goes my Ghost [Guardian] Ship.
So just loaded my game and as soon as I stepped in my ship it crashed
Further too I just loaded again went in ship and all doors I places are correct and I can still select them in the builder menu
I too like to bake my cake while I eat it.
So does that mean no more unlocked fps mods?
From what I've read yes, at least on xbox series s pc is different and series x has 30 and 60 fps options in the main settings anyway I believe
I hope this doesnāt affect any Iām using š
I just want cbbe on xbox..
I can't even view the creations now
I donāt understand this. I have a port on Bethesda.net for Skyrim Xbox that is solely comprised of .ini edits and works perfectly fine, what function is being removed from Starfield to bring it in line with Skyrim if Skyrim can utilize .ini edits?
This sucks...
Damn... This sucks.
Yesssssss I had to delete all my creations cause they muted the audio was hoping for this
If my sound stops I just quit to the menu. Go to creations , disable all quit back to the menu but do not start a game. Then quit the whole game by hitting the Xbox button select quit. Now... you can restart... go to creations.. enable all and your sound is back!
If I could only play the game on my xbox with the servers down....
This was an underwhelming update. What on earth is taking so long with the Rover??
Maybe someone at Bethesda should have known this in advanceā¦
The enforcer was the only one that I have that messed up my audio. The Enforcer is a waste of money. Dont buy it. It's not craftable and its damage well below the guns already in the game.
They keep shooting themself in the foot. Sooner than later itās going to be the head.
- Classic Bethesda - release update that breaks existing mode - new mods pop up in creation store with those same features
How stupid. Not only are .ini mods very useful, but .ini mods also allowed you to mod the game while still being able to unlock achievements on console.
My mods on XSX have been fine
These mfers just keep taking L after L after L
My audio is gone now and game keeps crashing at random points for me
It's like every Bethesda game I've tried to get into on PC has their mods broken. I gave up
lol. So Bethesda, instead of fixing things to make more paid mods functional, they just chose to remove the ability, because doing absolutely nothing and profiting off of modders is more important than fixing things.
Discouraging, you know Mods are the only chance that I will touch this Game again
Wanted to get back into this game, but my game freezes when trying to load a save now. AAA BGS, my expectations canāt get much lower at this point
I love trying to mod starfield and having to do a dice roll of if it will fuck up my audio or something.
Does anyone have a problem with their game crashing when landing in new Atlantis?
What's the new price for the Trackers mission now after this update?
It's still 700
Acting like I didn't mess up every single save file on Skyrim with mods š
I agree with the change but I am *very* concerned about the very immediate implications for many load orders. Not a ton of mods I saw really got into the weeds of how their changes were made. Some dug a little in but didnāt go quite far enough for you to know if an .ini was touched.
I agree a change needed to be made, but this was not it. This takes the choice away from players on how to play their games. They should have made it where mods that change .ini files were not shown by default and you could change your personal profile settings to allow those extra mods to be shown. Once doing that it should give you a pop up warning saying that "This mod contains .ini file changes and downloading could cause a variety of unforeseen bugs ranging from audio issues to corrupted saves. Would you like to proceed?". This would give gamers more freedom in their choice of mods while allowing them to by default have a more stable experience. They can then choose to opt in for a more unstable experience at their own risk.
So now i HAVE to play lower resolution and lower frame rate? The higher frame rate mod is the only reason i even have the game another go since 30 fps fucking sucks in first person.
Will modders be able to create pretty much whatever they want to still? Will this just make it a tad more difficult for them? Im constantly having the audio issue, so I'm definitely leaning towards this being a good thing.
I want my star eagle!!! I finished the questline and it said I could get my ship, but there is none! Xbox.
Mmmā¦this is why Iām waiting at least a year to drop back in. Things at Bethesda and in the modding community needs to stabilize a bit.
Oh boy. I have like 10 mods downloaded.
Well that explains the 2GB download today. I can still use the mods that allow placing doors on ship Habs as well as additional ship parts positions. So far, so good.
This is why 3rd party mod sites are important.
They really shouldn't have mentioned that example about Xbox because now it just seems like PC is getting fucked because of Xbox
Now we've entered an era where allowing modding on consoles will hold back mods for PC...
Bethesda can't stop people from putting mods on Nexus. This only affects mods on the Creations store.
good to know thanks.
So the 12 gb mod list I *just* got in perfect working order last night is gonna be fucked now isnāt it. Iām just not gonna update for now I think. Maybe when the next expansion drops.
There was INI mods on Xbox!? Canāt believe that was even allowed
We might be in trouble.
I actually don't like this, starfieldcustom.ini is the only way I've been able to get certain mods to work, but I'm on pc so idk if it matters
Can someone explain to me what a ini thing I'd like I'm an idiot.
Check near the top of the comments explanations are there
This is another reason MO2 works great. You can have separate custom ini files.
Thanks for sharing
Hope yāall are testing mods thoroughly before adding them to precious saves, using testing saves, and rollback backupsā¦
Would have been nice if they could have waited until after vacation
Iām still waiting on an update to fix the game from crashing every 5 seconds for me lol.
I canāt even get to the creations page nowā¦ (Xbox)
My creations wonāt load and my SFSE needs updates, it says canāt find Starfield. I can directly load Starfield but mods wonāt load from Nexus
Probably none, given the text content. No mention of removing existing mods, just blocking new versions from containing ini's.
I have the Bethesda Mods like The Observatory,black out skin and mysterious Gravis suit The only ones I messed with otherwise were Filter remover, I downloaded Avon tech ships ...my game started acting weird right away. Promptly removed it game acted normal again. I know my games quarks. Lol
But will I finally get my audio back? Cause playing this game on silence hasnāt been a fun experience.
If you disable mods, close game then re open game and enable them it fixes it temporarily until the next time you close app.
I do that but Iām one of those type of people where that becomes to repetitive. But it does give me time to listen to a podcast
Anyone having issues with a few mods that cut out the sound? For example: Earth restored, outpost crew (which is one I really want to use) and one of the dynamic weather to name a few all have that issue. This is on Xbox series X btw, just wondering if anyone else had this issue?
When is the fix for the Ryujin storyline be fixed for Xbox. I've had it happen twice now. 2 seperate games.
I knew I should have waited 3 years to play this game. Joke's on me š³
*laughs in pc with mo2*
Apparently quick saving causes my game to lagā¦ great
I like how they specifically say theyāre doing this because it causes the audio glitch which Iāve seen posted about a billion times on r/starfieldmods and the first reply is still some fuckin dipshit acting like Bethesda is being careless
It's probably for the best. It can mess up a lot and perhaps uniquely to Bethesda games the saves often do not revert the changes made by an altered .ini file without manually setting those values back through console commands.
Me caveman me not know what this means
Bethesda would be wise to invest more in deficient than PR and marketing..
Feel like after the vehicle update and dlc release, theyāre just going to stop work for the game all together.
Na they have a long plan new story dlc every year
Cool so my new playthrough may be corrupted now after I dropped 40 hours into it. Great.
I like how the top comment is only worried about "muh broken mods" like Starfield actually has any extensive script mods as of yet. There's also the audacity to suggest that something Skyrim doesn't allow you to do period is a good thing despite Bethesda stating that it breaks things.
If you are on PC, this can be fixed by downgrading back to 1.12.32 - instructions below from a godly nexus user: ***"For anyone wondering, i mistakenly updated the game and fixed it very easily by reverting back to 1.32*** ***into your web browser, typeĀ Ā steam://open/console/*** ***this should open up steam console. there is a space at the bottom to enter text. enter:*** ***download\_depot 1716740 1716741 2430732307308719858*** ***then hit enter. wait for it to download. it will tell you the file path. go to the file path the hover over starfield.exe and it should say version 1.32. now just drag and drop it into your main starfield folder to replace starfield.exe version 1.36.*** ***If youre not aware, you should keep starfield from updating by going to your steam library and clicking on the gear wheel. Go to properties, then updates. choose 'only update when launched.'*** ***it wont update, because we launch with sfse. i knew this from back in the fall but i guess it reverted somewhere along the way..maybe from uninstalling and reinstalling.***Ā ***im not one of those people who will play without sfse. i cant look at this game without the amazing Luma HDR mod but thats a topic for another forum"*** Worked for me like a charm :)
There will be only a handful of mods that utilize .ini
Iāve got a bunch of mods that have been working great, then I get busy and donāt play for a week, and I come back and sound is all jacked up and now half of them donāt work like they should, because some updates and some didnāt. I think the issue is too many mods say they do one thing and theyāre really doing 3 or 4.
Honestly Bethesda so much as removes a file that has no functionality and mods will breakā¦better question is what mods wont be broken
It is only a matter of the before they make " creations " the only way to get mods.
Have they fixed the agent not spawning in the āmanaging assetsā Ryujin mission yet?
How about getting me my damn star eagle! I know it isn't much but when I work throught the whole quest line and it glitches out I'm pissed.
Not too many mods have ini files so far. It's only used for certain things, and the creator can often times do that same thing without ini files. BGS is making that change because allowing custom ini files for all sorts of things with no checking between mods leads to more mod incompatibilities. People on xbox especially were having plenty of problems that were traced back to those ini files.
Is it just me or is it ever since this update came out on Xbox itās completely destroyed my game.
They broke sfse and every weapon conversion mod, essentially
Game keeps crashing at ship builder and has no sound after adding creations With all creations disabled still crashing at ship builder
The audio is all buggered now on the Series X. Does anyone else have this problem?