Starfield Plugin Converter (2024)

Starfield Plugin Converter v0.4-alpha

* Force-converts Starfield

full master

.esm files to and from .esp plugin files that can be edited in Creation Kit.
* Detects master references to BlueprintShips-Starfield.esm (which breaks Creation Kit) and provides a means to remove them.

The output from this tool must be loaded and saved in Creation Kit (.esp) or xEdit (.esm) before the plugin file is safe to use elsewhere.

Important note: Do not distribute .esp files for end users and DO NOT use them for anything but editing!
Starfield is different from past games with regards the purpose and functionality of .esp files. These are now intended to be "development-only", working files. It forcibly loads them last in their own little order bucket meant for development only. The load ordering is already basically broken... lets not make it worse.
Based on advice from the xEdit team - I suspect they understand things better than Bethesda so I recommend heeding the advice.

# DO NOT DISTRIBUTE PLUGIN FILES GENERATED DIRECTLY BY THIS TOOL #

You MUST open and save first in Creation Kit or xEdit respectively.

All files output by this tool will have the extension ".x.esm" or ".x.esp" to help identify them as non-standard.

Unless BlueprintShips-Starfield.esmis detected - then you are prompted to try fixing the file. <filename>.stubbed.esm will be created instead.This file should be opened in xEdit and perform a "clean masters", save and close. This will remove the stub "safely"and the file can now be converted to .esp for use in Creation Kit.

The created files are not formatted 100% correctly and should not be distributed without processing through CK or xEdit first. They are formatted well enough for xEdit and CK to read, and when either of them saves, the formatting is corrected.

ONLY WORKS WITH FULL MASTERS

. AVOID LIGHT AND MID MASTERS OR EVEN CONVERTING TO THEM (CK has bugs and may mess up your plugin).

You should always use Creation Kit to convert your .esp to .esm (Full master!!) since it can do it, and is the model for how to do it right.
This tool will do esp -> esm if necessary (for example, if CK can't even open it), but the plugins MUST be opened in xEdit, modified and saved before any other use.

Contents:
---------
- sf_plugin_convert.exe Windows Executable
- BlueprintStubs-Stubfield.esm Temporary stub file (for removing blueprintships) - must be placed in the Data folder
- bash-incomplete\sf_plugin_convert.sh Linux Bash Script (does not handle blueprintships)
- source\sf_plugin_convert.cpp C++ source

Features:
---------
- Detects references to BlueprintShips-Starfield.esm (which break in Creation Kit) and provides a means of removal. (will not convert otherwise)
- Automatically renames and changes the 'master' bit in the plugin file header: 1 for esm, 0 for esp.
- Output file will be named <inputfile>.x.esp (or esm) (unless the input file already has the ".x" then it doesn't add more x's)
- Any time an output file already exists, it is backed up first (the script fails if unable). It should never overwrite any files.

How to edit a Creation Kit working file in xEdit:
-------------------------------------------------
1. In Creation Kit, go to File -> Convert Active File To -> Full Master
2. Open with xEdit

How to import a (full master) esm to Creation Kit:
--------------------------------------------------
1. Run this tool on the .esm -
1a. If it contains a reference to BlueprintShips-Starfield.esm, you will be prompted to replace it with a stub .esm xEdit canremove.
Background: xEdit 4.1.5g and earlier adds "BlueprintShips-Starfield.esm" as a master to all plugin files it creates, and you can't remove it.
Unfortunately, Creation Kit doesn't tolerate this reference, and it MUST be removed.
The tool will copy and update these esms to point to "BlueprintStubs-Stubfield.esm"
The temporarily stubbed copy of your plugin is then opened in xedit, clean the masters, and save.

Now the file is ready to be converted to .esp.
1b. Otherwise, it will create the <pluginname>.x.esp in the same folder as the source file (creating backups if it already exists)
2. Set as active file in CK and load. Ensure there are no warnings and/or address them, then save the plugin.
3. Now you can rename it to the correct name.

(This is recommended to help avoid mixing up the unofficially altered files with those made by xEdit or CK.)

Basic use:
----------
1. Extract sf_plugin_convert.exe to a convenient location. (It doesn't matter where, the output file is placed next to the input file)
2. Extract BlueprintStubs-Stubfield.esm to your Starfield Data folder.
3. Run the tool:
sf_plugin_convert.exe MyExcellentMod.esm
Note: You can simply drag and drop the source .esm or .esp onto sf_plugin_convert.exe or .bat

Contact:
--------
Nexus first, Discord second.

Look for ColomboCoder/JMPZ11 on one of the Starfield modding discord servers, unless you have a complaint then please see /dev/null.
(Received complaints are placed directly in the highest priority circular file, number 13 :-P)

License:
--------
This project is licensed under the MIT License. It flips a single bit - whooee lol.

Disclaimer:
-----------
This script is provided "as is", without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose, and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages, or other liability, whether in an action of contract, tort, or otherwise, arising from, out of, or in connection with the software or the use or other dealings in the software.

Starfield Plugin Converter (2024)
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