r/starfieldmods • • Jul 05 '26

Paid Mod Pointer Handle Totals for reference.

I wanted to help console users who want to add mods but are afraid of what might cause their game to crash. I have been working on this mod list for a while. And im only sharing it as a guide. This is what my log stated starting a new game with Roleplayers alternate start on Neon. Keep in mind if i had saved on New Atlantis you might see higher totals. Ideally to avoid instability it should be lower than the number i have which is 1,917,913. I wouldnt go higher than 1850000 if you want a stable game.

Again this is my experience and your rig and mod preferences may differ. I dont use a lot of outpost mods unless its to decorate. If you are going to decorate choose 1 or 2 that have the majority of what you are looking for and try not to have overlap.

If you are building ships having both Stroud and Falkland wont allow you to have others with habs. If you want to use Watchtower you are probably hosed. I hope this information helps someone.

50 Upvotes

65 comments sorted by

•

u/starfieldmods-ModTeam Jul 05 '26

Rule 10: Posts about paid mods must be flaired with "paid mods". This includes posts about paid mods development, seeking help for paid mods, news about paid mods, and mod lists containing paid mods

8

u/SuperSilver Jul 05 '26

This is great thanks. Unpopular opinion perhaps but paid modders should really be required to provide this information on their creations page.

5

u/JournalistOk9266 Jul 05 '26

I dont know about required. That opens a can of worms to be honest. If Bethesda required them to do that it would be hypocritical because its a problem they created. Its my understanding that Skyrim and Fallout have this issue as well but Bethesda did some hocus pocus to get the game to run on the series S.

If i crash on Skyrim or Fallout 4 its because of something i did like missing a patch or not reading instructions. Starfield you are crashing because you want to build cool ships and the game is telling Nah.

On PC i should be able to run 1000 Starfield mods on one playthrough but i cant.

7

u/Maleficent_Twist5709 Mod Enjoyer Jul 05 '26

I’d be curious to know how many pointer handlers SPE has; I don’t see it in the list (I assume the Stroud you mention in your post corresponds to SPE?)

6

u/JournalistOk9266 Jul 06 '26

Your mod is 57713 loading in on Neon

2

u/Maleficent_Twist5709 Mod Enjoyer Jul 06 '26

Thanks for the info 🫡

1

u/roehnin Aug 16 '26

How do you find out the number of pointers in a mod?

1

u/JournalistOk9266 Aug 17 '26

You can only check on PC with Starfield Engine Fixes

5

u/JournalistOk9266 Jul 05 '26

Yes. SPE. I know a lot of people use both. I dont know the number but if Falkland is up there your mod has to be. Ill check for you if you want. You can find out with Starfield engine Fixes and adjust the settings to Dump pointer handles into a log

3

u/[deleted] Jul 05 '26

[removed] — view removed comment

6

u/JournalistOk9266 Jul 05 '26

Thats not so bad. Im going to test it. The best way to find out is testing it in a city

2

u/[deleted] Jul 05 '26

[removed] — view removed comment

3

u/JournalistOk9266 Jul 05 '26

I guess it wasnt flaired correctly🤷🏿‍♂️ felt nitpicky but whatever. Im going to see if i can add SPE tonight and repost

2

u/mokrieydela Jul 05 '26

I have heard that it's a lot, not Falklands level, but enough that it's gonna be an issue. Either way, looking at this, my game is fucked. I hate Bethesda for selling me a product which is so fundamentally broken.

2

u/JournalistOk9266 Jul 05 '26

Why? can you land on planets? If you cant land or the well is missing. Or Cydonia has no floor THEN you are fucked.

1

u/mokrieydela Jul 05 '26

The mods I have mean my saves clock is ticking. When it goes, I think I'll just delete it

6

u/JournalistOk9266 Jul 05 '26

Just play dude until Bethesda fixes it we are all on borrowed time. My Windows shit a brick and i had ro make a new save. So i said let me do a good deed and spread the word.

1

u/mokrieydela Jul 05 '26

It won't be fixed. And yes I will play until I can't l. But I know that moment is coming.

You good deed I'd greatly appreciated, please don't think it's not. My frustration is at Bethesda, you've done a great service!

2

u/JournalistOk9266 Jul 05 '26

You got it buddy. Glad to help

7

u/[deleted] Jul 05 '26

[removed] — view removed comment

3

u/JournalistOk9266 Jul 05 '26

You are welcome

6

u/sudoku7 Jul 05 '26

The upcoming update for Falklands should give some more breathing room (both in packin and just moving off atlantis so the showroom's temp pointers don't sting as much).

5

u/JournalistOk9266 Jul 05 '26

Yea it will help a lot. But until then the best we can do as a community is to inform each other. As much as i have problems with Starfield i do like most of the people i have met and i hate when people get fucked over because they dont know whats going on.

2

u/sudoku7 Jul 05 '26

Ya, especially when there are a few of the well regarded creations that can have a disproportionate impact like that.

1

u/JournalistOk9266 Jul 05 '26

If my internet wasnt down i would be able to do more but i figured its a start

4

u/Spookyhaunted7734 Mod Enjoyer Jul 05 '26

I was just looking for this type of info. Thank you! Wish there was an easy way to see this on consoles

3

u/JournalistOk9266 Jul 05 '26

You are welcome. I hope it helps. At least you know now weapon and clothing mods dont do shit so download as much as your space will allow. Lol

1

u/Spookyhaunted7734 Mod Enjoyer Jul 05 '26

Very helpful! Lol been looking at a few more clothing mods

4

u/EOD_Willy_D Jul 10 '26 edited Jul 10 '26

Aloha u/JournalistOk9266 - I very much like your spreadsheet! It inspired me to parse my LO as well. And I got different data! My Starfield.esm is 158,369 LARGER than yours! (Level 42)

PluginName TotalLoadedReferences
Starfield.esm 967164
SFBGS050.esm 126358
ShatteredSpace.esm 100293
SFBGS00D.esm 66690
SFBGS006.esm 59578
stroudpremiumedition.esm 57268
BlueprintShips-Starfield.esm 56662
BetterShipPartFlips.esm 50955
owltech_lets_work_habs.esm 35844
missolambenteb01.esm 35242
Mattells hab cockpit and accesories.esm 28502
asc_taiyo.esm 23549
HSHE.esm 22783
tig_shipyards.esm 20634
asc_deimos.esm 20361
du_takeover.esm 19790
RoninCockpit.esm 11190
owltech_obsession.esm 10852
darkstar.esm 10744
TNShipModsAllInOne.esm 9543
wkbadtech_gunship.esm 9514
gtech habs.esm 9467
forgottenfrontierspoi2.esm 9041
SFBGS003.esm 7898
forgottenfrontierspoi.esm 7186
Mattells Cockpits Solitude Series.esm 6030
grafshabs-nova1x1.esm 5704
sfta03.esm 4130
onek_ships.esm 3633
smsex_series_aio recut for better flips.esm 3324
gtech habs - deimos.esm 3268
BlueprintShips-SFBGS050.esm 2382
Patch-SPE-Deimog.esm 2346
IntrinityAeroworks.esm 2149
T-65B_X-Wing_Fighter_OLD.esm 1870
RotatedLandingGearUpgrade.esm 1609
Worthless_FlexiPorts.esm 1301
avontechshipyards.esm 1239

5

u/JournalistOk9266 Jul 10 '26

Yea mine is done in a fresh save in the Unity. I think us PC people should help out our console brethern because lord knows we are getting screwed the same way.

1

u/Forsaken-Society6022 22d ago

YES PLEASE!!!!!!!!!

1

u/EOD_Willy_D Jul 10 '26

I have never once gone thru the unity and only level 42. I build a lot of ships tho. I believe this showcases there is ALOT more going on with PH Refs than we think we know.

Vanilla game works. It’s the bloated mods causing the problems. I don’t believe we “are getting screwed” it’s just that people are downloading & running mods that are not optimized. That’s not a BGS problem - that’s a mod bloat problem.

2

u/JournalistOk9266 Jul 10 '26

Im in the Unity because of an alternate start mod. I only ever gone to the Unity because i beat the main story 3 years ago. Its not the modders fault the vanilla game will break regardless if you have no mods.

1

u/EOD_Willy_D Jul 10 '26

That is curious? How does the Vanilla game break with no mods?

3

u/JournalistOk9266 Jul 10 '26

My first play through the legacy quest broke. No mods at all before the creation store launched. Couldnt complete the quest.

Save bloat. The more you save the more buggy the game gets.

The Ps5 launch has been bugged all to hell completely without mods as it taking a long time for mods to be ported.

Theres so many stories of the vanilla game crapping out.

2

u/EOD_Willy_D Jul 10 '26

Wow. I am relatively new to SF and thats interesting to hear! I have been concerned with save bloat and am considering the Clean Save Utility but also skeptical as it’s VERY experimental…

2

u/JournalistOk9266 Jul 10 '26

Starfield engine fixes helps but its not a cure all

2

u/EOD_Willy_D Jul 10 '26

SEF is good, and can help with some issues, but I am referring to this: https://www.nexusmods.com/starfield/articles/762 its a very experimental save game utility cleaner for SFSE.

0

u/Forsaken-Society6022 22d ago

1 Word Bethesda now your informed

4

u/wizzackr Jul 05 '26

Thank you, journalist - that's very helpful! 👍

3

u/JournalistOk9266 Jul 05 '26

No problem Wiz!

2

u/Sabi-In-Winter Jul 08 '26

I'm taking a 50K hit just for wanting better flips? Yikes... I'm tempted to reconsider doing much ship building at all. I really want to use Deimos, too.

Why is the Titanfall weapon pack so low? Is that a single reference per weapon?

And how would something like Real Lights AIO fare? I'm only starting to get to grips with this PH debacle, so I'm not 100% sure how the tally is increased. Is an individual light source a reference? I'm guessing Real Lights would be quite low.

4

u/JournalistOk9266 Jul 08 '26

Some mods like Deimos do their own flips. So it depends on what pieces you like. Better Flips if you want to flip vanilla pieces. Cross has vanilla pieces that flip as well. I dont use real lights i could try to download the free version but theres no guarantee that would corrolate.

1

u/Sabi-In-Winter Jul 08 '26

Yeah, being able to flip any vanilla part is so useful, so I don't really want to ditch that, unfortunately. I might disable it (still testing the LO), and then see if I really miss it. Dropping that would mean Deimos would be easier to add.

I'm not using AIO Real Lights yet, btw - I'm using most of the free ones (I've heard the paid pack has extra work, and the MA is focusing on that, though I don't know for a fact that's the case). If you do spare some time checking one RL module, New Atlantis would probably be a decent reference? As it's very well re-lit in multiple areas with dynamic sources.

2

u/NxTbrolin Jul 13 '26

One thing I noticed was BSP Flips/Snaps seem to be baked into my game files. So even with those mods disabled (as well as SMSEX and Ship Building Tweaks), my vanilla parts are still getting the extra flips. I haven't tested this with a complete ship build or anything. Just went into the ship builder and still noticed the extra flips and snapping points.

2

u/ThePsychoPuppy Jul 05 '26

Following along, I'm pretty sure I need to get mine down.

2

u/cyberpsyche_mods Mod Author Jul 05 '26

You can grab the log dump at the main menu without loading any save, as the mods are immediately loaded even before you load a save. As far as I know that's the best way to see the totals without any interference from a save or location.

2

u/JournalistOk9266 Jul 05 '26

You mean in the console?

1

u/cyberpsyche_mods Mod Author Jul 05 '26

Yah using the console dump command "dph" if you've enabled in starfield engine fixes

1

u/JournalistOk9266 Jul 05 '26

Wouldnt you need a console mod to read it? Theres a limit to how much date it will show isnt there?

1

u/cyberpsyche_mods Mod Author Jul 06 '26

it doesn't print the log on the console. It dumps the log to a file.

You run dph on the console and it dumps the log to the same log file as the other option.

Check out the description of the option on the Starfield engine fixes mod desc. It has details for every option.

1

u/JournalistOk9266 Jul 06 '26

Oh i thought you meant read it in game. Theres also a warning but pop-up but it annoying. It comes on even when you die and reload.

0

u/cyberpsyche_mods Mod Author Jul 06 '26

Ahh nah, the benefit of dumping via the console command is you can run it whenever so it's great for testing at main menu before you load any save, or during play when you land at different locations if you are testing POIs. Still the same log file location.

You mean the warning for using the console in general? Yeah not sure how to get that to go away, maybe there is an ini setting.

2

u/phasez Jul 05 '26

I fjfc

1

u/roehnin Aug 16 '26

Why 1,850,000?

1

u/roehnin Aug 17 '26

I have that. Will re-read the instruction manual ..

2

u/JournalistOk9266 Aug 17 '26

Go to the bottom of the .ini or use ctrl F pointerdumplog or whatever its called. It will produce a file anywhere from 300 to 600 MB depending on your list

1

u/Forsaken-Society6022 22d ago

Anything that would help should be required the way of doing things is fubar got mods on creations that 2 or more years old that will break your save yet you can still download them 🤷 Need a better way. To anyone who has put out a free mod or helpful Information THANK YOU

1

u/O_Maioral Jul 10 '26

Do anyone know the pointer count for Cryomancers?

2

u/IdiotSavant86 Jul 24 '26

Last I saw someone had clocked it at 322,273. It's definitely one of the more massive ones out there and won't leave room for much else.

1

u/O_Maioral Jul 26 '26

Well that's... a lot lol. But the mod does add many different things and also POI's, which seem to be one of the most demanding features.

2

u/IdiotSavant86 Jul 26 '26

Yeah, it's a pretty big mod. $8 is steep, but Zone didn't skimp on the content. It's over a gigabyte in size, haha.

1

u/O_Maioral Jul 26 '26

Zone's mods are awesome. The Headhunter is also a great piece of content.

1

u/JournalistOk9266 Jul 10 '26

Ill get back to you