#starfield-mods
1 messages · Page 5 of 1
so is anyone going make one
updated with another hairstyle: https://www.nexusmods.com/starfield/mods/3313
can someone please make a Mod to display all missions on the star map?
I like to get things done when Im in the same area, seeing all that has to get done on a particular planet would help immensly
This is an option in-game! Go to your quest list and you should see the button you need to press at the bottom to "Show All Targets".
thank you for that. I didn't even see that
makes things so much better
Glad I could help!
Anyone know if there is a mod (or discussion post for an update) around not automatically transferring cargo from one ship to the next? Kinda makes it a pain to switch from my 3K cargo ship to my 200 piece cutter for hunting.
(Felt this fit better here since mod related)
You'd probably have to wait for creationkit for something like that.
You can however go into third person flying your ship and select it in console. "modav carryweight 3000" would bring your hunting ship up to the same cargo space as your other ship. Or put whatever number your cargo is with a bit or space to lessen the cheaty feel of it.
like it's not ideal and breaks the point of adding cargo in the ship builder, but it's an easy fix for something that might not get modded for a while
Is there a way to offload your ship? Some kind of storage system outside the ship? Outposts or something? Everytime I google it just gives me "How to store things in your cargo bay" lol
Also thank you for the carryweight code. Do we know if that's one that turns off achievements?
putting anything into the console that changes a value like that will turn off achievements. I use this to enable them, it works with both steam and gamepass with zero need for anything else like SFSE or asi loader: https://www.nexusmods.com/starfield/mods/1402
I haven't even made an outpost yet so I can't tell you about the storage there haha
Transfer Containers, Storage and Warehouses allow you to offload your ship and store things at an outpost! Just figured it out!
nice! I should really build an outpost...
You and me both. I keep getting sidetracked.
Ooo, shiny!
Any work being done on a mod to shoulder-swap in third person? If that's even possible. Somehow I feel like it's not
Why is it anytime i download something like a texture replacer ie, posters, credit key skins, billboards i just get a black item ingame? I've followed all the info and done the custom ini, even downloaded bethini and clicked "load loose files" but still nothing. I know the mods work as i see others enjoying them in the comments but not me??
Other mods work fine, just not the "visual" ones
maybe a mod you already use is interfering with it.. did you try any texture mods without using any other mods?
yup, i even deleted every mod i have and only installed the bollboard one, still the same :/
hmm, i assume you have steam edition? maybe show me your ini files.. see if there is anything wrong with it
custom.ini i mean
the custom ini is just the 2 lines added. I use mods all the time in Fallout 4 and Skyrim so im familiar with the basics of conflicts
i have a feeling im gonna have to purge my vortex and re-install the game
ah ok, yeah its just
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
and put files in "C:\Users<Username>\Documents\My Games\Starfield\Data\textures"
if that doesnt work, then something must be corrupted or wrong somewhere
yeah Starfield is funky with using the 2 seperate folders to store files, the mini patch on Vortex yesterday sorted that out though
i dont use vortex, maybe it did something with the root folder idk
yeah, i know its gonna be funky before we get full mod support next year but i thought id at least get the basic mods to work ok. lol guess not
we could compare gamefolder.. my root data folder has 61 items (including video folder)
and 19 items in root where the exe file is
Good afternoon,
Regarding the modes, it's a shame there aren't any for the XBOX yet.
They could create the weapons and clothes for HALO and ALIEN, that would be wonderful.
Keep up the work you've been doing, it's fantastic
Xbox will not have mods the infringe on copyright, they will get reported and removed. The mod authors can face a ban.
Bethesda said xbox gets mods next year too
Well it could work that you actually don’t Dock but land on the ship instead
As if it were a hub world the interiors though how complicated that is depends on how the game is coded and how much is possible with the full mod support
Could also be a cool DLC
hi one question i have build some outpost with defense and all in one what you need but i dont get any attack on them someone can help me or now a command mod for increase the attacks i think its a good mod idea
Is there somebody who can create a mod for locking and unlocking a HAB connectors, so when it would be locked then the HAB connector won't be used as a placeholder for a door / portal.
The mod should function in that way, when a player would point with the mouse on a specific connector and press a button for example a button X then that connector point will switch from default blue to red and the game will not be able to place a door on that connector point.
So we players would be able to desing where the doors will be and where not. We would be able to design how our ship-maze will look like from inside.
As a programmer I can help with this mod, if somebody is willing to kindly help me or at least explain to me where is the core code hidden and how to unpack it / read it. Which language is used and how to navigate the classes / assets. What software is necessary to use it.
DM me if you know where is the way..
This should be a mod for the Old World rifle
You have two options, you can use the SFSE (script extender) as a base for your own SFSE code or you can wait until the Creation Kit comes out early next year and see if it can be done via Papyrus. It's entirely possible that the mod may need to be script extender based anyway which means you can already get started. I'm not a programmer so I'm unfamiliar with what code script extender mods use but I'm sure you can google to find the base code and find out.
That would be legendary, was just thinking about what if someone recreated that movie as a full on planet
Resource filter is also great idea too.
https://www.nexusmods.com/starfield/mods/3611
Oh dear I love this mod.
Just saw this new texture mod, pretty amazing.
Cool
The legit way is there’s bottomless storage in the lodge
There’s a mod to disable the MyGames folder so@you can put everything in the same place and not have this happen
The same thing was happening to me before I did this. I was getting confused about where to put different texture mods.
You use it? Better than the other texture ones?
Hi all. Tell me what your top 5 texture mods you see are
I just found it.. but it seems its not finished yet, just initial release
Yo Starpeoples! Do anybody know some mod , that add ability to turn head, when hero is in the starship cabine?
is cabine another way of saying the loo?
when inside cockpit
oh, ah 😄
right, in E:D you hold a key and can look about the dash and windows ...
😮
Any scripts that transfer steam saves to Xbox saves and do all the work?
There is stupid height limit on hubs when building an outpost. Specially If you are a little wierd like me and want to build to a mountain. Could this be modded with current tools or do I go to the CK waitline
Still waiting for a a mod that makes me look like a dragon
it is? wait, whats the 'camera button' .....
photomode?
Yeah it's not very smooth and restricts your actions too which is unfortunate, could be modded sometime.
Is it possible with SFSE right now to make a mod that generates more missions at a terminal and ensures more availability of varied types
Been seeing the terminals acting wonky since the "performance" update where they generate less missions and are not varied mostly just bounties with no transport or delivery
any ammo crafting mods yet?
I am honestly surprised you cant produce ammo with outpost fabrication.
Starfield has one large annoyance with modding. There appears to not be "completed models", but simply just flat slates of the object, and normal maps makes out the rest of the shape. This for instance is the model for ranger badge.
Another update, another do: https://www.nexusmods.com/starfield/mods/3313
I started to have some screen tearing when I horizontally move the camera. Could this possibly be because of mods or my settings?
I only have about 5 clothing mods and one nuetral lutz mod
There were no screen tearing yesterday. I have since switched to a new gaming monitor today but the new monitor is the exact same model as the previous one.
Nvm it might just be an optimizing issue
Screen tearing is caused by frames going over the monitors refresh rate. check your windows display settings
My monitor refresh rate is set to 99.98 Alienware OLED monitor. There’s a 164 hz option but it says 99.98 uses less power and is recommended. Should I set it to 164 hz and use more power?
I also have vsync turned ON. Does that make any difference?
I'd like to request a mod that allows the ship thrusters to be seperately bindable, instead of relying on a hold modifier key. It would make things so much better for us kbm players.
thank you for your answers, i will check it out
so I did checked it and Starfield Script Extender works only for STEAM version of the game. Maybe the creation kit will be the way... or maybe, in the meantime, somebody is already working on the same idea?...
In the long run the majority of users will be steam users. The gamepass users will be gone in a month
yes that is understandable and expectable
Probably too early but I really hope one day there will be mods with more enemy variety and more challenging alien life other than terrormorphs.
Once all the tools are on par with previous games, no doubt we'll see an entire planet full of deathclaws
No quest mods yet?
are there any working gamepass mods yet?
everything that doesn't require SFSE can be used on gamepass
I am watching video on installing Vortex Mod Manager for Starfield. The video says that once I add the game it will que to download a tool SciptExtender. It gives an error saying it isn't a valid tool... proceed or do I opt to download the mod for ScriptExtender instead?
That requires the CK which won't be out for several more months
xEdit?
Only a hardcore masochist is even capable of doing a quest mod with xEdit and honestly it's going to take every bit as long or longer to decode all the records. It's not usable at all yet
Truthfully I'm not sure even a masochist could create a quest mod of any complexity even with a fully decoded xEdit. That's not how anyone uses it
There are Fallout 4 records in xEdit that haven't even been decoded. It's not and never will be a viable alternative to creating mods of any complexity to the CK.
I don't understand why it takes so long to get the tool sets out
Because the people creating community tools have lives beyond serving your needs, it takes time to literally reverse engineer code, and time to write code. None of this is as easy as pooping out a batch file
I mean the Bethesda's construction sets
They have to rip out content they can't legally share with us and make sure it still works
It just seems like something to launch with, given they intend to put them out. It's not a surprise
They don't have the legal option of giving us access to everything they've licensed for their use
They're busy working on finishing the game to meet deadline. The CK doesn't earn them money directly so it's a lower priority
Maybe it's just me but I would much prefer an earlier toolset release than bug fixes. I am much more patient in regards to modder work than the official tools.
The vast majority of players don't even use mods, the modding community is such a small percentage of players and a small percentage of the overall income as a result
O.o that I had no idea. Really?
Yup. Console is the biggest batch of players and the vast majority of console AND PC players don't use mods
Maybe it's just because I have been in the modder communities since morrowind. I had no idea most people do not mod. Wow crazy
Yeah when you're surrounded by modders it's easy to forget we're the minority
I've been told that Creation Club helped more players be willing to dip their toes into using mods because it introduced them to mods via having CC packs being made by mod authors
I don't buy Bethesda's games for the game, I buy them for the modding lol
We're the highly unusual
Making mods even rarer
Bethesda hosting mods on their own site directly accessible via in game introduced modding to a HUGE number of new people
And we're still the minority
I have more Xbox players than PC for all my mods
Always have, even when hosting on Nexus
Interesting. I shouldn't be surprised given my husband refuses to mod. But I guess I just feel that that's where Bethesda's games excel. Your ability to make them into what you want.
I can't imagine not modding Bethesda games personally
Starfield is super exciting because it seems like there are do many more systems to crack into, even though I am frustrated by how much has been lost (such as more clothing pieces, and things like alchemy and spellcraft)
And enchanting. And I know I know those are fantasy themed but what is cooking other than alchemy? I mean there is do much that could have been done there
The CK will be out in a few more months. We just need patience. 😁
Autocorrect seems to prefer do over so lol
In a few more months is nightingale, and I will be torn between the two. I think that is why I am feeling so antsy about it
Personally I agree that the timing of the CK release is bad even if I understand it from a business perspective. By the time it's out and proper mods start happening most people other than the hard core minority are gone anyway
Yeah. That's kind of why I don't understand why it's not baked into launch.
But the hard core are...well... they're hard core and still worth it. 😁
They possibly don't bake it into launch intentionally to force people to play it vanilla
Not just because of the experience factor but because they can't trust bug reports from people using mods
I feel like the delay would be shorter if that were there logic
Because it's not like we don't immediately try to crack it open anyway. I mean there are people using construction sets from previous games to make esps already
Those are so dangerous they're not worth using
Yeah but how much you want to bet they haven't already generated bug reports
I would imagine that surely Bethesda is smart enough to ask if the game was modded and thus discount the bug report if so but I don't know, I haven't ever submitted one
But I am happy enough at the moment making yet another tattoo replacement lol
I'm seriously considering making some texture mods myself even though I'm not really a texture artist
want to see the tattoos I am working on atm?
what kind of textures
I'll likely do a pride texture pack
I've got two for the pipboy
Just need to decide what to texture. 😁
Well that and learn a new texturing system
based on the tattoos I am making, the classic dds works just fine
I'm already using one i made in game. just pop it in the correct path and it works
i haven't taken a look at the meshes though, so i don't know if there's much different there
Oh they're quite a bit different
So are the materials system
Given how different materials are handled I'm surprised that a simple dds change is sufficient
it's possibly different when it's tattoos. the tattoo probably just overlays the skin, which is what's really interacting with the mesh
but you can see it having no issues when all I've done is edit the tattoo dds and generate mipmaps
My guess is you get a richer effect with the full materials experience vs just a DDS change but the DDS change is sufficient for a basic effect
But I'm not a texture artist so take it with a grain of salt
Possibly. I'm holding off doing much until the CS.
But I'll admit I was surprised by how easy it was to make new tattoos. I did not really expect it to just .. work. lol

you can even get a surprising amount of detail. I made a tree of life and you can see the leaves and roots without issue
Nice!
The good thing about a pride pack is you're mostly just making striped rectangles. It's hard to screw up.
yeah, i expected to get in game and have some muddying. but the only problem that I had to fiddle with was the warping from going from a flat surface to a 3d one
If you can swing it Substance Painter will help there
i use blender
have a good sleep 🙂
About time, a proper ingame console
⭐️Starfield Cinema⭐️
I turned Starfield into Mass Effect! [Cinematic Style] PC Mods
No HUD is achieved with Reshade**
This channel focuses on cinematic gaming and other video games such as Skyrim, Fallout, Assassins Creed Valhalla, Red Dead Redemption 2, Metro Exodus, Cyberpunk 2077, Far Cry 6, A Plague Tale: Innocence, Escape From Tarkov, and...
So I dunno if anyone’s seen ridick or chronicles of riddick but the rifle in that would be handy
Cause all ya need to have is the force push power but as the projectile on the wepaon
Literally 5 minutes into game I have crashed getting p!shed off
I have like 200 hours and the game has only crashed like 5-6 times.
About 100 hours here and no crashes as of yet, running about 10 mods for QoL mostly.
No crashes yet here but only 48 hours played
I've had one crash so far in 90 hours. It happened yesterday towards the end of the main storyline
Anyone aware of an INI setting or a mod that would make the surface map the default map when hitting the M keyboard key if you're on a planetary surface?
what the software needed for papyrus ? for compile and decompile
The Creation Kit which is not out yet
people made script already fyi
they're making script extender scripts, that's different from papyrus
When is starfield getting mods for Xbox series x I got the game for game pass on Xbox
It might be a while, Mods on Bethesda games and Game Pass games generally don’t work at all
Wait you said your on a XBox? … That’s gonna be an even longer time.
im running the pc game pass version and im having no issues using mods, just have to install them manually as its the mod installers that struggle to find the correct paths,
I did manual install of mods on the gamepass version at first, then switched to vortex. All I had to do was to give vortex the correct path and it was smooth sailing from there. Then ofc I later bought the game on steam because.. SFSE.
I cannot wait for the CK to be released, I'm really looking forward to lore friendly ship modules especially like structural parts for more sleek exteriors, exterior clutter like antennas, communication dishes and solar panels and lights, more landing struts/legs and whole lore friendly designs like new cockpits for the existing brands - hell, even bringing in Space X would be lore friendly 🥲
Why they don’t release the tools earlier? Make it a priority.. as Bethesda knows it’s a big priority for most gamers
I asked my mechanic a similar question, now I have a car with no back wheels and no suspension
Likely because they are not ready to be released public?
The tools, even if based on something the devs used to create Starfield, most likely are:
- Not user friendly
- Contain functionalities which can be game breaking if used improperly
- Contain stuff restricted to go public (to prevent company spying)
The tools have to be designed, tested and approved like every other piece of software which simply takes time.
They do however acknowledge the modding scene for starfield despite the CK for Starfield not being released yet, because they know it's an important part of why their games sell so many copies.
Not all developers embrace it so openly.
I have installed armor drop chance mod. I'm getting only common gears from the enemies. It's all their equipped armors yes but only common. Before I was getting some rare gears. Is it just bad luck or since it's 100% drop chance, the randomly generated rarer gear goes to 0%?
Possibly if all the NPC's are wearing is only common gear.
From dozen enemies, all common rarity.
I'll check with some more and than no mod I guess
Tried it. I did get so much gear rly. Got one epic from much more enemies killed when the mod was installed. And I got the epic with much less enemies. Way less total gear for sure but I got an epic faster.
is there a mod to keep compainons from getting mad about piracy
or should i just reassign my entire crew so i dont hear bellyaching everytime i do illegal stuff
There is a mod on Nexus that flips their good/bad reactions.
https://www.nexusmods.com/starfield/mods/3666
This mod flips dislikes and hate affinity reactions on screen by companions into positives (or neutral, or just makes hate sound more ballistic), including awarding positive affinity (or 0 in the case
Greetings, Does anyone happen to know if there's a mod that can expoty ship builds?
There is not
Damn
Next year
Help 2 friends with installing StarUIInventory mod using Vortex (also tried manual). One of them works without issue... the other I have tried everything I can think of and it just won't load. SFSE is working fine... Achievement Enabler working and I also got Zero Weight mod to work.. but this one just has an issue and I am at a loss for figuring it out. Is there somewhere I can look that will give me some insight into what the issue might be?
is there a mod to interact with doors/containers when scanner is on
starfieldcustom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Textures]
bIgnoreGPUBudget=1
SFSE crashing now.
I know there's people running 50+ mods and aren't dealing with this....
But now at least I dont have a "I'm switching weapons in combat, let me turn your modern computer temporarily into a turn based experience" thing happening outside of Akila City and Jameson.
Yay.... yeah just reducted it to SFSE and Weapon Stutter Fix Only. Game crashing.
Base game now running like total ... posterior.
whats sfse
i cant seem to get the flight controls auto-align nod to work, any help is appreciated
are the Starfield mods worth adding if you’re running a 2060 
Sure, there are many categories of mods so depends what you're looking for
This might be easier for you - https://youtu.be/oCIMJljR0rA?si=pdgCi251yvMnUXFv
Starfield doesn't come with a joystick support so in this video, I do what worked for me: installing x360ce emulator where you can map your controllers into Xbox controller emulator.
Also small error correction: you don't need to enable the axis to dpad if you don't want to control your dpad with your joystick axes.
Download the emulator: http...
Is this mod only for controllers? I thought i read it was for mouse n keyboard
You want to map the sim device to controller bindings like the joystick axis
It should have you download this
“Xbox 360 Controller Emulator” allows your controller (gamepad, joystick, steering wheel, pedals, etc.) to function on your PC as an Xbox 360 controller. It allows you to remap buttons and axes and to drive cars with steering wheel and pedals or to fly planes with joystick and throttle in games like “Grand Theft Auto” or “Saints Row”.
Sorry, I ment the flight controls mod. It didn't say anything on the mod page about joysticks or controllers
||creative mode||
StarField Script Extender
https://youtu.be/55cmwKjHC9Q?feature=shared IDK how SKK can do all this without the CK? It's cool
Spawn random followers and hostiles for extra Starfield team combat, with follower inventory management, healing and more.
Enabled by SKK Starfield Global Script from https://www.nexusmods.com/starfield/mods/3622
00:00 spawn 2 followers.
00:17 follower inventory ammo check.
00:32 spawn 4 hostiles.
02:00 TeammateDontUseAmmoKeyword works.
02:1...
SAME here i bought premium on xbox and refound it after 3weeks and buy on steam i think only solution for getting no problems with mods in future
I have too many hours on gamepass to refund premium (the upgrade that is) 😛 Mostly only went for the gamepass version because I didn't know if my cpu could handle it. Suprisingly enough i7-4770k cpu runs it fairly well.
waits for sfse and sfse plugins to be updated
anyone with gamepass, if you're using achievement enabler that uses asi loader, still works after updating, just reinstall asi loader, or rename the asi loader to something else and hooked dll back and rename them back after updating
at least, doesn't mark save as modded and don't get the popup, will notify when i do something that would get an achievement to update if it fully works or not
Beth updated to 1.7.33.0 it appears
and achievements work still, just finished a main quest and got one so it didn't break the asi loader achievement enabler
Foundation outpost parts when.. 😛 I saw some mod adding new stuff you could build at the outpost but no foundations yet.
Next year with mod support
Would be cool if you could build an outpost just outside your dream home
Unless bethesda adds them first (hah)
I wonder how mods will work on console
I mean seriously, there are so many things I wish we could build at outposts, all the things you see at random planet bases.
Like hey, stairs..
Also, stairs inside ships. I hate ladders.
One of cockpits have stairs in them. You can build a two level ship with no ladders
Freeform hab design
The wide one?
yup, thats why Beth games have such longivity. They build the base game and let modders go wild afterwards. If they added everything we wanted at launch then alot would play it once then never again
I just saw a video. It’s a top mounted cockpit, and yes the wide one
I couldn't fit the wide one into my design so abandoned it.
Had no idea it had two floors and stairs
Welp, now I know what I'm gonna do in ng+
Oh dear... my all install mod is dead after Starfield update...
Has Bethesda said anything about mods on console like they have on fallout4 and skyrim?
Next year
Awesome
But honestly, freeform hab design would be awesome.
yup gotta wait for SFSE to get updated now. Will happen everytime Beth updates something
Thats the trade-off of using mods so early on in a game when we know there will be many many official patches
Also the plugins, the plugins will need updating for the new sfse version I think 😛
Glad I finished my first playthrough yesterday, I can wait a few days for sfse etc to update.
luckily Silverlock is normally pretty fast at updating sfse
I’m on NG+2 might stick around this universe for a minute or two.
The last time you get new armor is 10.
I don't get ng+ yet.
But that kinda interesting.
I has lover in origin universe.
But for now.
I should wait for mod update...
Hunter armor at 10
Which is the highest
Keep in mind every time you NG+ the game restarts in a new universe, and you lose just about everything you’ve worked for other than skills, skill points, and XP.
Credits, weapons, ships, outfits, spacesuits, outposts is all removed.
Something I wished they were more transparent about.
I already knew, but went ng+ anyway.
Would be cool in the future if there is a star system or house outside the realms of space and time even if it cost a fortune that allowed you to store stuff.
Any mods to allow in-game music to be a personalized playlist? I feel like I need to walk off my ship after landing on a planet to "back in black" or sit down in the pilots seat to "eye of the tiger "
Sorry for my bad english, Starfield Script Extender will go out for Windows store? Later
When it comes to the Microsoft/Xbox version, they will handle mods the exact same way Skyrim and Fallout do but on a newer version.
Chances are if the mod can be adapted to their format with minimal performance impact to consoles, it will work.
Thanks a lot for your answer, maybe with the support of mods on console xbox in 2024 so
Creation Kit 2 should be available in the new year, so that's when we will get some official answers.
Someone needs to make a NASA mod. I need to fly a Apollo lander
Also like more NASA space suits
I like that idea
Does anyone know the quest ID for "A light in the darkness", I've been digging and it doesn't seem to be labelled in the console properly no matter how I search.
I've got that stupid bug where even though I finished the quest it's remaining active
Cart, request that the mod limit on Xbox be quadruple the amount being considered currently.
what number currently?
Does anyone know who runs this server Bethesda server
Bethesda
I have no idea what mod space limit is being considered.
I just know it will end up being too little.
I love seeing some of the star wars mods coming out
is it too low on other titles?
Yes
like how many
Skyrim is 4.96GB
FO4 is 2GB (I think)
It’s only been a month since release and already so many awesome mods that enhances the game in so many ways. Just want to shoutout to all y’all modders out there y’all are amazing.
It's unlikely that the script extender will work with the game pass version in the future, it'll probably remain a steam exclusive because Microsoft locks things down more than steam does
wow
How long until it is updated usually?
Yea back when mods were new on Xbox it was fine. But over the years the options have grown exponentially. And now with the series S/X it can handle a lot more. Same thing will happen with Starfield I suspect.
A day.
I need help, with the new patch, how do I play with mods while keeping achievements? I am new to playing Bethesda game with mods.
I have this Achievement Enabled mod, and when I opened a save I didn't get a warning that I will have my achievements disabled.
But I'm still worried
I would use this one, it's a known and trusted author. https://www.nexusmods.com/starfield/mods/658
you'll unfortunately need to wait for SFSE to update to the latest version of the game and the mod to update, but worth it for the peace of mind of knowing the mod works
Do I have to uninstall the first one I download?
as long as you haven't already started playing with it yes, if you've already started using it then carry on with it
lol I realized how complicated uninstalling the mod is by reversing the steps
Do the two cancel each other out if I have both installed?
I don't know what will happen but it's generally not a good idea to use multiple mods to do the same things
~~Anyone know how to revert to the previous Starfield version?
Too impatient to wait for the mods to update. ~~
NVM, resolved it 
1️⃣ Open "Run" menu (Windows Key + R)
2️⃣ Type steam://open/console/ and hit enter, you should see a CONSOLE tab appear in the steam main window.
3️⃣ Enter the command download_depot 1716740 1716741 8383043874900915235 into the console and it will start the download.
4️⃣ Go to the folder path in the last line, and all the old files will be there.
5️⃣ Copy them back into the starfield game folder and enjoy
are there mods for the Xbox Game Pass version (playable on PC)? I tried to download a collection from Nexus Mods into Vortex but now when I load the game it just crashes
Anything depending on SFSE will not work.
Some may need an update to the new version so they won't work either.
Do your due dilligence when modding and read the description page, usually has all the answers to your questions on why it crashes perhaps.
How long do mods usually take to update?
If one day, I might as well write resumes to apply to jobs tonight 😦
has anyone encountered this? might be a starUI issue?
I have 1715 in total weight in my ships cargo hold, but at the bottom of the screen it shows my stoage is full (2280/2280)
Is there a mod that gives a menu to keep track of outposts and discoverd planets and systems?
Depends on the person making them
He could be hit by a bus tomorrow and never update the mod(s) in question again
Hello question can I get mods for star field on cloud gaming Xbox one
SFSE is updated 
When mods coming for Xbox🥱🥱
Now just need Baka
How dark ☹️
Ah but thus is life
After the Creation Kit releases early next year and Bethesda officially turns on console modding support. No one outside Bethesda knows the exact date.
Can I use pc mods with Xbox game pass for pc ? And can I transfer these and game saves successfully back to my Xbox series X ? I don’t care about loss of achievements, Just wanna know if console commands will transfer/if it’s possible etc. Thank u ☺️ 🙏🏻
Nice.
Thank you.
Already updated too 🙂
Wow that was fast
Yes, bless them. They deserve to be paid.
welp SFSE gets flagged as trojan once again
Anyone working on anything like this? To add more slots to the quick inventory
Would be soooo awesome and useful, would definitely be one of those mods in a youtuber's video of "must have" mods.
That would indeed be nice
So it looks like I'm going to have to buy the Steam version if I want to use mods. Wonder if it's possible to transfer the save file from Gamepass PC version to the Steam version.
https://www.reddit.com/r/pcgaming/comments/fqv1ni/fyi_you_can_transfer_saves_from_windows_game_pass/
Worth a try
I used a python script for it, also used SAM (steam achievement manager) to grant myself the achis I had already gotten on gamepass.
I can just imagine top left being weapons, top right being powers, bottom left forrrr aid, etc. Seriously would be awesome.
Has anyone found out how to spawn ships with ai using them? I haven’t seen any way to do so and the severe lack of ability to make a giant space battle with the console is hurting me
Hey guys, anyone know if there is a mod about where you can have the landing amination when you land a place you already visited?
#Starfield script extender, also known as #SFSE is a modding framework created to allow mod authors extra functionality to create more extensive mods. It in turn allows us to use those mods. #GamerPoets is one person creating tutorials with the goal of instilling confidence in a fun and wholesome manner.
⭐ How to Mod Starfield Playlist | https:...
Finally I can run starfield with mod again
Yeh, SFSE was updated yesterday already I think 🙂
or if it was earlier this morning (well, morning for me, CET)
..cest
when will modding be available for xbox game pass version
What are people using to make / alter nifs right now?
Next year
i would love to see the screen shots taken in photo mode to be displayed on the little desk digi-screens
its gonna be a false positive (though technically no matter how respected the skse team is anything is possible). Considering what the script extenders do its not unusual for them to get flagged. Last time iirc Ian messed about with compiler settings to make sure thst windows doesnt hate it as much. So we will see ig
Has anyone made a mod that ups the chance of discovering a trait with the astrophysics perk to 100%?
Nifskope has very limited mesh support now
there's also another tool for exporting nifs to obj
Hmm, interesting. Don't need to do much - someone hid the potato sack from the Hunter armor, but i haven't been able to contact them, looks like they made a blank or invisible or infintesimaily small mesh for the "cloak" as it's called in the files. Barring getting permission to use theirs, i'll need to make one of my own, but not sure how
Someone also modified all the foods and removed the wrapping basically.
Cute.
For my own use, i used this person's invisi-mesh to remove the potato sack from ALL the armors. But i'm also doing some mild retexturing, especially for the inexplicably filthy armors, and i'd like to publish it at some point.
The textures were fortunately easy enough, but i've never worked with modeling really, except to like, trim stuff in outfit studio
the state of modding meshes at this point is definitely advanced level territory
I don't know how people are exporting to starfield format, to my knowledge there isn't a tool for that yet
Thanks, i've been using BAE as it's been updated for starfield, but it looks like that can take .nifs in the archives and make them - what is .obj format? Blender?
possibly blender, I know 3ds max also reads obj. I think it might be a universal format
Gotcha.
point being I have no idea how you convert your modified obj back into the starfield meshlet
ywah fair enough. Hopefully the other author gets back to me. And is willing to spill his secrets lol
I've been following in the Nifmania discord where all this stuff is discussed and watching Hexabit's update work to Nifskope
might want to join that discord for this kind of info, it's where I've picked up all my knowledge so far
got a link?
DM'd as we're not allowed to post them here
for anyone reading along you can google it
I need sashimi buffet.
the game needs improvements in the romance, as I always found it very cold, as Bethesda left the romance, the spouse doesn't even give a kiss
Summary post of Starfield modding tools available at this time (suitable for pinning hint hint):
-Extract textures (and any files from the archives) with BAE (Bethesda Archives Extractor): https://www.nexusmods.com/starfield/mods/165
-Export mesh to obj format: https://github.com/fo76utils/ce2utils
-Tutorial for extracting mesh to obj: https://modding.wiki/en/starfield/developers/tutorials/Extracting-Models-to-OBJ
-Very limited support for mesh in Nifskope: Read about the issues and progress here: https://github.com/niftools/nifskope/issues/232
-Download the latest Nifskope here: https://github.com/hexabits/nifskope/releases/tag/v2.0.dev9
-Batch files for extracting mat files available on NifMania discord: #615536709425430528 message
-List of mat files https://github.com/fo76utils/ce2utils/blob/main/mat_names.txt
-Known ini possible changes: https://stepmodifications.org/forum/topic/19019-starfield-default-values-for-all-known-valid-ini-settings/
-User friendly ini editor: https://www.nexusmods.com/site/mods/631
-Blender plugin for import/export of .mesh format https://www.nexusmods.com/starfield/mods/4360
-Champollion for papyrus https://www.nexusmods.com/starfield/mods/4528 or https://github.com/Orvid/Champollion/releases/tag/v1.3.2
-Caprica for papyrus https://github.com/Orvid/Caprica/releases/tag/v0.3.0
-Bethesda Archive Manager https://www.nexusmods.com/starfield/mods/5099
-Tutorial for clothing mashups https://www.nexusmods.com/starfield/mods/5300
-Experimental release of xEdit: #518048160526893057 message on xEdit discord. See What's New for warnings about editing for Starfield and other important news: https://github.com/TES5Edit/TES5Edit/blob/eb8a33661a05788afa1b87dd4fe2c811ecccecca/whatsnew.md
Tools for UI modding:
-PEXS (free) - for decompiling the SWFs and creating a project file for Adobe’s official products. You can also make edits to the OpCode (don’t edit the decompiled script and save changes in JPEXS).
-AS3 Wizard (Free since Flash was discontinued): Can decompile SWFs for use in Adobe’s toolset.
-Flash Developer (Free): Unofficial toolset for Authoring/Developing Flash Content.
-FlexSDK: A Flash SDK; typically used in conjunction w Flash Developer.
-Adobe Animate ($): Last version of Adobe’s official Flash authoring software. Compiler only supports ActionScript 3.
-Adobe Flash CS6 ($$$$): The last version of Adobe’s official authoring software that supports both AS2 (used in Skyrim) and AS3 (FO4; Starfield).
Please let me know of any other tools people are aware of and I can update this reference post
Where can I change marchent behavior? like money, cost of ship registy, etc
i will say right away that in beth game context behaviour means something very different
behaviour files usually mean animation stuffs so id avoid using the term
it will lead to clnfusion
I dunno I just want to change it so the crimson fleet dosn't take full % on registry.. mayb 10%, dosn't make muchs sense.
as for your question, traditionally youd just use xEdit and make a quick plugin as thats simple af
You're pirates... not the freaking spaceship registy authority
that may require the CK to change
I'm new to modding (as in... first attempt right here xD) so I have little to no idea wher to start
Think the CK will be needed to make perk % chance changes?
well xEdit will also work but it's not ready yet either
right now, there are mods i think regarding merchant wealth and inventory i THINK? go look on nexus and see if there are and if so how they were made
My immediate guess to that is editing the custom ini
tentatively id say minimally it will need xEdit and depending on how its set up maybe ck
I think I saw entries related to vendors in there
idk if you can control merchant inventory with ini though
though i also havent really modded starfield yet as i am not done with first playthrough
Oh that, no I don't think so. Credits I think you can
well you can cheat yourself credits with console commands
well obviously
Here's all the editable attributes https://stepmodifications.org/forum/topic/19019-starfield-default-values-for-all-known-valid-ini-settings/
Starfield Default Values for All Known Valid INI Settings Get the Bethini Pie Performance INI Editor for Starfield and other games here, which will be updated as more and more useful tweaks are found: https://www.nexusmods.com/site/mods/631 Starfield doesn't seem to allow dumping all of the in-ga...
probably still f right?
ooh I'll add that to my tools post
Anything in that ini can be changed with a simple 1 line bat file
you should probably add bethini pie to your list
I don't think vendors are in there at all actually, I may have been mistaken
in that case i am back to saying you ll need xEdit or ck 😂
depending on how thr game is set up xedit will probably be easier for this
iTs thE sAme enGinE "strPipboyScreenGlowEffect=ScreenGlowEffect01"
Isn't that not out for starfield yet?
no xEdit is definitely not fit for safe usage yet
that's why I didn't list it on my tools list
oh no no matter where i go lunar is there 😭
I neeeeeeeeeeed that ck
and ye xedit not out yet still worked on
will probably be done by the time elminister is done being frustrated by the games internals lmao
what did we do to have LunarNeko staring hard at us? 
Why is there a [pipboy] in thehttps://stepmodifications.org/forum/topic/19019-starfield-default-values-for-all-known-valid-ini-settings/
Starfield Default Values for All Known Valid INI Settings Get the Bethini Pie Performance INI Editor for Starfield and other games here, which will be updated as more and more useful tweaks are found: https://www.nexusmods.com/site/mods/631 Starfield doesn't seem to allow dumping all of the in-ga...
BATEHSDA... what are you doing...
I'm sure there's still Skyrim stuff in there too 😄
Oh someone was flagged for posting a bunch of links quickly, so was just checking

I was linking all the known tools and resources so far
Nah I saw, you're good
❤️
I wanted something I could easily reference whenever people inevitably ask the same questions 😄
can anyone walk me though what's going on in this one? https://www.nexusmods.com/starfield/mods/953?tab=files&file_id=2029
they seem to add somethingt to the ini then point it to a text file?
oh ig you can tell the custom ini to run scripts on startup? so it tells it to execute the line in the text file. I guess that the line there is a valid game setting
so it basically states read the contents of this file and set the value mumtiplier to 0.01 or 1% of 1
and yeah itd have to be global because its the global multiplier
Anyone recommend the best combat AI mod for increased difficulty etc? There’s a few out at the moment and I’m not sure which one to go for. I’m currently using the stealth and detection system overhaul but want to add one to focus specifically on combat
did they release the tool kit yet??
Not until 2024
With nifskope updated, is it possible to remove the Ranger badge from the Ranger duster (Duelwear?)
try it out?
Question, is it possible yet to play GamePass Starfield with mods , or just really bad/limited?
It's possible, but frustrating to do. Better to wait for BGS to enable it officially.
Another question then, If I bough Starfield on steam , can I transfer my Gamepass safe games to Steam?
found the answer myself https://www.youtube.com/watch?v=xsAh5TkG7As
Save Game Converter : https://github.com/Z1ni/XGP-save-extractor/releases
A big thanks to Stentorious for bringing this to my attention. This saved my play through :)
MODDING STARFIELD (PC) - A Quick Guide | https://www.youtube.com/watch?v=t-itv604IMQ
Patreon - https://www.patreon.com/Gopher
Buy t-shirts - https://teespring.com/stores/gophers...
TL;DR: SO apparently the saves between Gamepass and Steam are not compatible out of the box, but you can convert them using a tool ...
I guess the format itself is the same but encrypted for Xbox and not encrypted on regular local saves as used by Steam. They won't change the format itself for a different platform only 😉
why would they be encrypted except for making it harder for saves to be shared between platforms?
or use safe editor tools ...
I guess the reason is vendor lock, they don't want you to switch ....
Xbox game service on PC is the same as for Xbox consoles. On Xbox consoles stuff like that is encrypted because of exploits which could be utilized 😉
well the only reason I have gamepass it to play the games before I buy, so I won't buy something I will never play, like happed a lot on steam ...
exploits, if I want to exploit my game I should be allowed to do what ever I can as long as it doesn't affect anyone else.
its the same with whatever I do in my bedroom, same applies to in my computer
Cloudsave between xbox and pc I suppose is a big reason.
Because it has got to work on both platforms
Nope. Exploits can be used to copy a legal game in some illegal way by getting access to the SSD using altered save files
Enabling criminal minds to not just play around with a single game but copying files to create illegal copies. That's why companies regularly patch exploits on console, not to stop one doing money hacks in single player games
I wanna started mod were the intro is a new hand touches the beacon
some steam mods should still work with gamepass but you won't know until you try. i currently only play with 2 mods that i manually installed though so i couldn't give any recommendations. the two i have are one to keep achievements from being disabled and one that links the workbenches in the lodge with the infinite storage as well as moves it to the basement work area
Most things except for SFSE stuff should work
Looking to see if there's a community discord aimed at a mod to overhaul the outpost system - anyone know of anything like this?
I think we might need the CK to overhaul it properly
hey everyone, I'm trying to convert a mantis armor replacer to a mark 1 armor replacer. does anyone know the file name format for mark 1 upper and lowerbody? I've menaged to make helmet and pack work but suit itself does not change.
I tried spacesuit_suitzero_upperbody_f and spacesuit_suitzero_f_upperbody but neither of them are working. I've been on this for hours now. please help
! https://www.nexusmods.com/starfield/mods/1143 he made an esp
how do I do such magical things?
Use extremely dangerous tools that are likely to break things because the game hasn't been sufficiently decoded enough to safely make esp files yet. I don't recommend making or using esp based mods at this time.
oki
Even the creator of xEdit would say to not do these kinds of mods yet
I'm using 4 such mods atm, one that adds crafting recipies for ammo and digipicks, 2 for more immersive landings and gravjumps and one for equipment tier prefixes.
Good luck. I wouldn't
Unfortunately some mod authors care more about the glory of being first more than the integrity of their users games.
I personally am unwilling to knowingly break people's games
Not had any issues with any of them so far.
That you've noticed
Game breaking isn't always immediately noticeable or obviously tied to the mod that broke it
I mean, none of them should actually add anything to savegames.
It's an esp file, by definition it adds data to your save game
That's how they work
Ini file changes are generally safe and when they're not they're usually immediately noticeable
But at least they're not modifying your save game directly
ofc the modder that made the immersive gravjumps/takeoffs at least has a note. "
Without proper editing tools, ESP is experimental at this stage.
I tested it forward and backwards and did not find any issues at all. But still, just in case, please backup your saves."
I still wouldn't risk it, but it's your game to break and at least they were honest about the experimental nature of it
Worst case you have to start over without that mod. It's not going to damage the game, only your experience playing it.
In general, I consider any and all mods as a "use at your own risk" case and if something borks it's likely my own fault.
That's a pretty healthy attitude towards modding in general. 😁
That and that modders don't owe me anything 😛
Bless you
Some people seem to do that, and basically treat modders like modding is their full time job paid for by.. eh.. someone.
We need more players with your attitude 
The good ones keep me going when the entitled ones make me want to quit
I think I've ever only done two mods. One for resizing the icons in kingdom come deliverance and eh.. I don't even remember the other one.. eh.. I think I named them both less intrusive somethingsomething.
but the kingdom come one is the only I uploaded to nexusmods
I'm surprised you didn't do more, modding can be addictive. 😁
It was too much of a hassle having to start and close the game a bazillion times to test things 😛 Besides, the kingdom come one was basically just extracting the icons and resizing them.
Oh, yeh.. the other one was for an idle game (melvor idle) which I uploaded to mod.io
it was basically just modifying some css
All modding is annoying and/or tedious at points but knowing you beat it and won makes it worth it
The harder it is the more satisfying
Both mods were basically for my own use tbh
Any ideas people?
I've not even looked at the Starfield files yet. Barely had time to play it
I'm waiting for the CK before I do the bulk of my modding
Might do a texture pack until then
Perhaps when the ck is out we can get a proper outpost overhaul 😛
I have too many projects in progress
With lots of new outpost parts etc (like adding a ton of parts that are usually only on random structures etc)
which prob requires adding snap points and all sorts of shenanigans
That's the kind of thing I'll end up getting into.
I do mostly settlement mods for Fallout 4 now so that's right down my alley
I am absolutely giddy that we got StarUI inventory and StarUI Hud so early. And that StarUI didn't require SFSE (like SkyUI did with SKSE)
Oh gotta run off to work. I'll be back at keyboard in 20 minutes or so. Enjoy your gaming!
I’m new to modding, I have some cool ideas for the future but honestly don’t know where to start really, any tips?
Scripting, Papyrus, Python, C++, 3d modelling, texture creation, animation, game engine knowledge, familiarity with creation kit
To name a few
There's loads of tutorials though
Gotcha, I’ll be working with a friend of mine that’s more familiar with the scripting and coding side, Im mainly more versed in the 3d modeling side.
I just want an outpost overhaul - walls, gates, defences, attacks from dropships and aliens etc
Can't wait for that
I want keeping an operational outpost to be hardcore
Probably a year away from that though 😣
Yeah sounds like that’ll take a while, that would be sick though
I’ll see what me and my buddy can cook up in the future
Surely there should be a mod that makes all the buildings in the game available?
Like science outpost buildings, etc
Not yet, not until the creator kit
Getting this plugin loader message no matter how many times I update SFSE. Anyone know what the issue could be? Game is updated and all I did was drag the new SFSE files over, uploaded September 25.
I'll just go through the dlls and update them all I guess
Removed SFSE ASI loader, not sure why I had it
Any chance for a mod that displays your equipped pistol on you hip in the future?
Hi, so i hvae a question. I cade a milti-mod bat file. it has like 15 mods combined in it. I have it loaded into my ini settings correctly becuase yesterday they all worked. Today, some of my mods are not working. i.e., enhanced scan, easy digipick, are not working, but NPC drop armor and easy speech are working fine. All in the same bat file.
Should i just reboot and see if that works?
you know thst it actually says exactly which mod it is in the message right?
for future issued i mean
SFSEASILoader.dll: disabled, incompatible with current version of the game
Yeah, I know that now, thanks.
👍
its actually the most common mistake i see regarding script extender error messages
dont think i ll ever understand why lol
the problem in my case was more along the lines of I didn't remember I'd downloaded that particular dll. It was from 2 weeks ago
so I saw the name of it and it didn't click
ok in that case ig that makes more sense
for me it only causes an issue if the dll is badly named but.. that rarely happens
(and i also generally keep in the back of my head every script extender based mod that i am using)
or at least i do when i expect thst i ll be updating game in the future
hey everyone, I'm trying to convert a mantis armor replacer to a mark 1 armor replacer. does anyone know the file name format for mark 1 upper and lowerbody? I've menaged to make helmet and pack work but suit itself does not change.
I tried spacesuit_suitzero_upperbody_f and spacesuit_suitzero_f_upperbody but neither of them are working. I've been on this for hours now. please help
The mark 1 has a full body mesh, so there's no upper/lower
if you use https://www.nexusmods.com/starfield/mods/165 (don't extract to your data folder) you can grab all the meshes/morphs to see exactly what needs changing
Is it possible to color weapon Rarity based on tier (Calibrated/Refined/Advanced) rather than mod count? It has vastly more influence on the damage than mods.
Modders I need this please. No Mans Starfield is just around the corner. Kthnx!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9164327/bf944da4e4e0ca50921b0073f961f9fe311c8048.png
Is it possible to mod the ship parts to rotate in any direction or is the ck required for that? Seems odd that so many parts either don't rotate or only rotate in one direction.
I'd imagine you need either the ck, OR, at the very least, robust NIF tools: parts have designated variations that "flip" cycles through, but another option is once folks can create models, it might be enough to have a fully-functional xEdit and a working blender/nifskope workflow, to add more valid variations to orientation and snapping.
TL;DR no way it can be done now, definitely with the ck, possibly sooner.
Mod Request: Backwards Freestar Rangers Hat. Idk why they dont have any backwards hats in this game 😦
I would like to work on the Stargate mod
I think I will first start with a simple gate mod once ck2 is out
They're cowboys not frat boys!
"Freestar Rangers - Frat Boy Overhaul" 😛
I mean, people are already planning on changing entire factions into the empire or somesuch I bet.
you are a godsend. thanks a lot
I guess this means the mod I am trying to convert wont work but ok at least I know why
Click here to subscribe for more Starfield: https://www.youtube.com/user/Tyrannicon?sub_confirmation=1
Click here for the Starfield Mega Playlist: https://www.youtube.com/watch?v=sRRgb86qIWE&list=PLbXZBCtOGx2lP06tou8odgWB92r6KPpkQ
Click here to help the channel & get rewards: https://www.patreon.com/Tyrannicon
Links to the builds:
10: Normandy ...
Man this video is crazy made me think my iPhone 14 pro max was slow
Any mod to reset ship turrets back to rest position after a battle?
I am tired of this
Hello. Do developers come here? Just a very important thing appeared here
https://www.nexusmods.com/starfield/mods/2245
@wheat zinc does this help performance?
actually yes. Especially on HDD. In any case, the number of accesses to the drive is greatly reduced from 1800 to 200. And yes, accessing the cache is much faster than accessing the drive
It’s an inherent flaw in the game’s code with a 1 line fix. All games use disk caching. For some reason the devs forgot to enable it by adding this 1 line of code. Otherwise, you will be HAMMERING your HDD or SSD upwards of multiple GBps. With this mod it returns to normal values you would expect in gaming.
question the presets on nexus mods arent working ingame how do i fix
DLSS -G mod started stuttering after I turned on framerate caps, I turned them off and it's still doing it, any suggestions?
Fix: Add the following line to StarfieldCustom.iniiPresentInterval=0
I am actually very surprised nobody made a retexture for Sarah Morgans outfit turning it into Claire Redfields from RE2 yet
Specfically the remake version in 2019
I'm trying to see if anyone would even be interested in this before I bother making them, would anyone want in game splashscreens or magazines/posters etc in this style?
🤔 Bethesda's promise to keep updating the game for years may take the wind out of some kinds of mods.
Any mod that fixes or overhauls a system seems a bit pointless because Beth can just take one look at your mod and do it themselves and you wasted your time
I think you're supposed to make new content the way you're supposed to make content for Fortnite, and not really touch the way the game plays
Okay but modders can work faster than Bethesda do. Their work isn’t pointless, if it wasn’t for them then Bethesda wouldn’t make some of the changes they do
True. But did they ever do that with Skyrim? Seems like they did not implement many fixes that they could have.
They didn't take a second look at Skyrim, so there was a market for game overhauls and such
They did. SSE being the biggest example. And many game updates/patches since.
None of which changed gameplay in any way
The only gameplay changes were the integration of CC content
But this time it seems they are willing to actually update the gameplay based on what's in demand
Oh gameplay. Yea. I thought we were talking about game performance and bugs.
So you could spend a couple months on an overhaul of some system and Bethesda sees it and goes to work on their own version or commissions a CC creator to do it for them, and now your mod is redundant
In a world where downloads = money, it makes those mods unappealing, which I imagine is somewhat intentional; Bethesda would rather you make new planets with stuff on them instead of overhauling their systems
Yea but I don’t think that means modders shouldn’t mod. Having choice is nice. And out of the multiple gameplay options people will make they will only possibly pick one. No way to know ahead of time which they will be.
Modders gonna mod…
The problem with new content mods is that content is highly subjective, so it's hard to get enough downloads to make enough profit to make it worth it
EVERYONE needs gameplay overhauls, but very few people need your specific weapon or spacesuit
Yea but some people just enjoy modding. It’s not a job. It’s a hobby.
To be rich and be able to spend 1000 hours on something that doesn't make money
Don’t have to be rich. Everyone has hobbies that they spend free time on. Netflix, exercise, woodworking, whatever. Some choose to mod.
Some people just mod because they wanna change stuff in games into whatever they prefer, and then are kind enough to share what they make.
Beth said they want people to be able to make a living through modding, but I don't see the math work out unless they just simply mean they want to hire people for contracting work.
🤔
Or you can break the TOS and make a paid mod everyone wants and make $100K in two months.
2 people living off of beth mods and the rest living on breadcrumbs (well, breadcrumbs from bethesda and still have to work a regular job for a living)
ofc, then there are the donations.
or patreon, or whatever else people do to get paid for all the hours they put in to make mods
how to get RID of starborn ship? I made the mistake of stealing one and now can`t sell or delete it
I went to Unity but turned back, after that I found one that I could steal
BUT can not get rid of it now 🤔
I'm by no means rich and I mod for free, I don't even have a patreon or means of accepting donations. Some of us do this because we enjoy it and want to support the community vs greed.
based
Released some new LUT mods about 2 minutes ago
https://www.nexusmods.com/starfield/mods/4282
https://www.nexusmods.com/starfield/mods/4286
https://www.nexusmods.com/starfield/mods/4255
https://www.nexusmods.com/starfield/mods/4288
Is anyone else having trouble getting their mods working since the newest update?
One thing I hope to see in the Starfield Creation Kit is a cinematic sequence editor, which would allow creators to produce cinematic events within the game, where a freely-movable camera can be independently controlled through keyframing ans characters and other elements behave according to scripting.
The purpose being to open up a new avenue for content creators on platforms like YouTube to produce stories set within the Starfield Universe, which would mean content that is not reviews or let's plays or reaction videos, but actual substantial creative content that will help grow the world of Starfield.
It's probably too much to hope for, but I still wanted to throw it out there fore conversational purposes.
Anyone else heard that PureDark the guy who made the starfield upscaler mod is apparently saying he is going to put malware in pirated version of his paid version of his DLSS mod?
Yes. He is acting out of rage instead of bettering his community
That’s an amazing idea. That would be a lot of fun. I would even pay a one time payment for a Creation Kit with that added feature.
I support the idea of paid mods, but on an officially-maintained marketplace where the modder can choose Free, Donation, or set price. The modder must release a predetermined number of free mods that are downloaded and used by a predetermined number of users before the option to ask for donations is unlocked. This allows the community itself to determine the quality of the modder's work. If ot's being downloaded, there's interest. If it's being used, then it's liked. A similar level of community vetting would need to apply to mods with donation requests. Technically these are still free, but with the option to give the modder some money. If the threshold is met for donation Tier mods, the ability to set a specific price on a mod would unlock. 5% of donated amounts would go to Bethesda. A 5% markup would be applied by Bethesda to modder-defined prices. A process like this ensures that one cannot just start chrging for mods without proving that they know how to mod well enough to garner interest and engagement. No system is 100% foolproof, so "Let the Buyer Beware" should always be the rule of thumb, but if modders wanting to make money off their work actually have to work towards being able to do so, it establishes a level of commitment.
I'd stop at donations tbh
I think it should just be there as part of the toolset, with no price tag. The idea is to make it as accessible to as many people as possible, with zero gatekeeping. The more people who get into making cinematic scenes, the bigger the growth potential of Starfield's "cinematic world"
Now the fly in the ointment comes from monetization on YouTube. Since the likelihood of Bethesda's character voices, music, sound effects and visuals might be monetized, they may have some sort of reservations for allowing this idea to happen. I don't know, I'm not them. But there is always partnerships where monetization is shared, so IF any of these videos are monetized, Bethesda can benefit from it as well.
It's certainly a discussion that would need to happen based on the implications, but yeah. Even with a revenue share, if applicable, a Starfield Cinematic Universe (SCU) could be big.
That may be what happens. However, Todd Howard has said many times that he wants to see modding become a career path. In order for ANYONE to consider ANYTHING a career path, they must be able to make what they consider their time and effort to be worth. With donations, there is zero certainty. The miniscule amount the Creation Club kicked back to modders was laughable, compared to the cut Bethesda was taking. Some modders put many long hours into their projects, applying meticulous attention to detail and doing everything they can to make it into something players will enjoy. With that level of commitment, they deserve to be able to decide what their mod is worth on a per-download basis. Realistically, they will look at the results of their donation-tier mods to determine what players were willing to donate as well as how many players actually donated. They can then use that info to determine a "sweet spot" for setting a specific price.
Hey, is there a mod that shows more information about the planets with fauna and flora, like what primary resourse do they give/drop?
Sounds illegal
Yes, creating malware is illegal in most countries. Unless you are a cyber security scientist, with proper authorization.
I mean, I'm against people "pirating" his mod but to heck with that guy for even considering such an action.
If that is indeed something he actually said
Well, that was fast. salutes the mods
anyone ever figure out how to get a conduction grid/ comspike , After the Crimson Fleet was destroyed?
you can found it on red mile technician
those are just the scan jammers. I am looking for a way to get the Conduction Grid
Is the lack of outpost mods to do with no creation kit?
primarily yes
can do some things with console like put a vendor at your outpost
Surely all the buildings in the game should be retrievable
we'll be able to do a LOT more once the Creation Kit releases
Possibly, but would they have the correct snap points etc?
Most likely unless CK will be needed, unless someone comes up with some really clever solution
Saw one guy adding some room shenanigans for outposts but that's about it
https://www.nexusmods.com/starfield/mods/3080 https://www.nexusmods.com/starfield/mods/4170 https://www.nexusmods.com/starfield/mods/3718 these are the ones I've seen so far
Yeah
I check nexus mods daily for outpost
Nothing to be excited about
This as far as i got
Imagine if there were foundations the size of landing platforms
terrain too steep 😂
That with the mod that lets you clip stuff?
Sleek ship too
stole it hah
Oh 😛
I'm too busy with cp2077 but I really want to build a cool outpost when I go back to starfield... and I will have to build me a new ship since I went ng+
If anyone needs a good planet generator, Battletech's A Time Of War Companion pages 141-149 contains a weighted random system generator from star to government, which should allow an easy way to procedurally introduce content
when will fsr3 and amd frame gen come to starfield? it could really make the game run better for literally everyone (with modern gpus)
You can use AMD frame gen in Starfield if you update the the beta AMD drivers already
Is it possible to implement some coordination system for planets and moons (GPS, X,Y Position, ...) Should make it a lot easier telling and locating POIs, ressourcespots and so on....
Did this for my own personal sanity, maybe others feel the same....
https://www.nexusmods.com/starfield/mods/4386
So, I finally gave up on hopes that Bethesda would fix their own game and just started modding my game. Anyone know of a good map details mod for cities yet? Ive seen ones where they add some billboards in the city or something but I mean like store names, landmarks, etc
You mean like.. https://www.nexusmods.com/starfield/mods/3574?tab=description @olive flint
Or do you mean on the actual map
I'm thinking it would take a bit more work for the game to transition into a proper city map instead of the regular surface map (which is dog awful for navigating cities)
matching your position in a city on a proper city map etc. I mean bethesda have said that they are going to add city maps (as well as dlss support etc) but who knows how long that will take.
we Need a way to Delete the starborn ships that keep landing nearby. Also need a way to get them OUT of our inventory
Thank you for those I might give them a look. I was looking for one that I could pull up when I'm just walking around. Like pulling up the map and maybe the "surface map" that shows an in depth POI kind of thing
Does anyone have a list of what legendary mods can be applied together?
Like, some override others.
Anti-ballistic and Mechanized for example can't be together.
Thanks a lot
I hope either somebody mods in the ability to make regular crops, like potato’s and stuff, or comes in a base game update.
Mod idea, a citadel of starborn. Kinda like the citadel of Rick's with just lots of you, Hunters and Emissaries and special shops and items. The twist, events and items on the citadel persist through universes but costs a fortune in credits and quantum essence.
Not until creation kit
Very possible but would be extensive and take a while even after CK
Updated my Starfield modding tools list with a blender plugin for .mesh! #starfield-mods message
so...i don't know what I'm doing wrong, but I cannot get the M class ship parts mods to work. They dont show up at my base pad, or any ship services technician.
I hear the creations kit for Starfield will come out 2024.
But there are 176 pages of mods already in nexusmods.
I'm assuming they're using the Skyrim/FO4 iterations.
What will be different between FO4CK and StarfieldCK?
Nope
The new CK2 will have the ability to affect the new systems they created like cell generation
So if I want to add scripts, or edit them, I'm fine with SkyrimCK then?
The old CK's will not work on Starfield, for the tools available at the moment look up and read Crayonkit's posts
I've moderated a lot of online communities for decades and been called a certain word just for doing my job with some frequency. So it's basically my joke about it. That and I like cats.
well my comment made a lot more sense a moment ago
😆
Whew, im just imagining what star wars mods would look like haha
Also, is it just me or is the concept of starborn and the main storyline ending kind of philosophically profound?
Question hoping someone has run into the same issue:
Ive downloaded most of my mods off Nexus and have used Vortex as a Mod Manager and Launcher for the game since modding my game. I used to be able to swap between my Keyboard + Mouse and a Controller without an issue. I play M+KB for general playing and then a controller for Spaceships. Its just so much smoother on a controller for some reason lol.
I went into my settings and toggled the setting for it (Controller Howswap), but still cant get my controller to register anymore. Its a wired connection and I know it works when Im not in the game. I imagine it has something to do with using Vortex over Steam, but if its a game setting it should work?
Anyone help me with this?
That's an odd one. Have you seen this video? It might help
Download Links
XBOX 360 Controller Emulator : https://www.x360ce.com/
Simultaneous Mouse and Gamepad : https://www.nexusmods.com/starfield/mods/1603
00:45 XBOX 360 Controller Emulator
08:29 Simultaneous Mouse and Gamepad
11:09 Why no HOTTAS?
Patreon - https://www.patreon.com/Gopher
Buy t-shirts - https://teespring.com/stores/gophersvids
GoG af...
This looks more like something for adding a unique controller like if it were a offbrand kind of thing. I might look into it a little more though, thank you!
This is just a xbox one controller plugged directly into my desktop. If I were to go from Starfield to Rocket League or something it would work, but I think theres a Vortex thing somewhere Im not smart enough to know about or something lol
Is there a way to inject more ship parts into the simulator's storage?
started learning yesterday, lost 4hrs installing random stuff only to stumble on:
"Papyrus has gotten some sort of update, the pex files can't be decompiled with the usual tools."
gah dammit
Guess I'm gonna have to learn from skyrim examples and use my imagination.
Age old question: Have you tried switching what port the controller is connected to?
Anyone know which optimization mod i should use, i looked them up on nexus and there was alot of them lol. So i figured it would be better to ask someone with some experience modding starfield.
How resilient are like StarUI in the face of updates?
I’m sure—well I HOPE-some current mods will become obsolete with game updates. I’d call that a good thing. 🤞
the regular update pace of the last month is kind of the only thing keeping me from delving into mods at this point
But for now use them if you want
suppose more importantly, are they safely uninstallable.
like, I don't see any reason why a UI mod would break a save on uninstall, but it is the creation engine and stranger things have happened with it
Yea UI, INI settings, mesh/textures and such should be removable. Do any current mods co run scripts? I wound think most mods are pretty basic so no harm removing.
I think I've seen like one or two in my poking around the nexus
for like setting specific NG+ variants
and SFSE works exactly the same as SKSE and F4SE right?
Yes
and things like StarUI are pretty harmless to install/uninstall in their current form
looking through stuff I think with these the big boon from getting the CK will simply be in being able to have a config menu in the game instead of needing to do it all with ini edits
Example, all of these are fine even if they break and are generally quick fixes/updates anyways
on the modified gameplay experience side I think the things I'm mostly looking forward to are crafting expansions to upgrade weapon/suit tiers, and add/move legendary effects
and I'll probably use a faster XP mod in future saves.
i'm looking for a mod that removes the restriction on certain ship modules (like reactor, shields, etc). The one I downloaded apparently is not the right one. Can anyone point me to the correct mod?
wow even simply having the UI run at 60fps is a tremendous improvement
I just searched in nexusmods.
https://www.nexusmods.com/starfield/mods/3897
A simple CCR conversion of the mod https://www.nexusmods.com/starfield/mods/803, for the lazy ones like me! :D
i saw that one. CCR and SFSE both require the steam version of the game. I'm on the GamePass version (playing on PC). Every other mod I've enabled I've been able to find the GP version of.
Check description.
HTH
https://www.youtube.com/watch?v=0-aHm_aftwk
🚀 Welcome to my YouTube channel, where all things Star Citizen come to life! Join our vibrant community by clicking the link below and joining my Discord server:
🎮 Join my Discord: https://discord.gg/eYBcxHv
Some people are having issues claiming it's a mod since there are mods for this but setgs is a default command
Here is the thread i read
h...
If there a place I can browse for papyrus psc examples. (to learn)
I'm happy to look at FO4/Skyrim code examples too.
||I don't have space to install Skyrim or FO4 side by side with Starfield||
All the nexusmods seem to be pex, and I'm struggling to decompile with Champillion. (probably the wrong version)
i found what I was looking for. took this and made my own bat file. https://www.reddit.com/r/Starfield/comments/16immbc/edit_your_space_ship_with_the_ingame_console/
Now, I'm rocking with a vessel that has 1000 fuel, 2000 hull, 33,750 cargo (7500 shielded), 256 reactor power, 5760 shileds, a top speed of 457, boost speed of 2335, all with a mass of 1500. 🙂

careful with that boost button in orbit
https://www.freepik.com/premium-ai-image/crashed-spaceship-moon-with-planet-background_45489014.htm
so you find abandoned buildings and farms but you can not claim them as a settlement...Thats a let down.
@magic patio new caprica release lets you compile scripts for starfield:
https://github.com/Orvid/Caprica/releases/tag/v0.3.0
champollion was also updated:
https://github.com/Orvid/Champollion/releases/tag/v1.3.2
added thank you!
Anyone know the setting in the .ini to tweak the vertical transition to smaller more finite ones while ship building? I've noticed at least on my game it seems clunky.
Are there any mods to make space combat AI less dumb? The fact Bethesda admitted they dumbed it down to stupidity because they couldn't make space combat ai challenging without it being 'too good' bewilders me.
Space game with maneuvering thrusters and 6 working axes and enemies yoyo back and forth to fight you
Please tell me someone has or is working on a mod for this
no it will take a while until we get complex mods like this. Mods rn are either script extender based or basically glorified ini tweaks. We arent at that kind of a stage yet
Sad to know, but thanks
i wouldnt expect anything like this until minimally xEdit is widely spread and in use or until CK is out
(also i will point out that in basically any game the AI is purposefully dumb and lets you fight it easily)
if the AI wasnt purposefully dumb you'd almost always be dead because smart AI doesnt miss and doesnt leave weakspots
typically "smart ai" means the illusion of smart ai, not actually smart ai
ye
the question is just how obvious you make it and with flight considering that the game is catering to casuals as well i can totally see why theyd want to make it easy
after all flight isnt exactly the most standard form of combat in games
these tweaks seem to work well for ground combat: https://www.nexusmods.com/starfield/mods/1392
and of course increasing iAINumberActorsComplexScene and iNumberActorsInCombatPlayer
Oh no, it's a baldman watcher

I get that AI has to be dumbed down, but straight line yo-yos, making space combat a series of jousting matchs...?
Older space games at least made it similar to atmospheric flight combat, which while not what I am looking for, would be more challenging than the current setup.
I mean. is it so hard to add the variable of randomly adjusting flight paths up/down/left/right to attempt to dodge weapon fire?
its not a space game/sim though not really anyways. Its primarily a bethesda game so this kinda makes sense
Granted, i dont know coding, so for me, yes it would be, lol
and yeah its not as simple as that
before we can even think about tweaking it we would have to know how it works
and we arent near that stage yet
I was thinking more on the company's part rather than a mod. since they claimed they couldnt tweak the ai without making them OP. as for mods, I get it. I'll wait patiently
well its always about striking a middleground and i am sure even rn there are plenty ppl who are glad that its not any harder
ultimately for space combat the thing id point to probably is xwing vs tie fighter
i have to cheat the tutorial space fight on normal 🤣
I didnt think of that, but I just did and still nothing lol
Also for some reason I cant re-bind keys? I wanted to change some spaceship controls for keyboard, but i cant change anything in Bindings :/
Needs more cargo space. Other than that, awesome little spear tip you have there
just makes it sound like somethings wrong with your game files, attempted a verification of your game files?
May I make a suggestion for you modders? Make it so we can rotate the 2x3 and 3x2 Habs?
Hell make some 3x3 habs
If anyone has a line to Bethesda. Ask them to make the modular units have more than 90 degree connections.
Or maybe you guys can.
Finished up the HP model for once we have proper starfield tools
That aint probably happening until xedit/nifskope or CK is out 
I mean rotating them would be one thing.. but making them work correctly with doors, snap points etc is another
any way to get rid of the starborn ships , that have landed on world yet?
I'm trying to learn papyrus mods for Starfield.
- I can code, also unity.
- I am a noob to modding.
- (I don't have disk space for FO4/Skyrim loaded simultaneously. CK seems to need Base product)
- I want to focus on env/actor behaviour and deprioritze blender-mods
- StarfieldCK isn't out till 2024
What are my options? Do you have any advice to get started?
Maybe start look into how other BGS title like FO4 or Skyrim are modded for which documentation is available 😉
CK for FO4 is likely not that much different from the one to expect to come
ehh, that means I'll have to uninstall Starfield and go back to FO4?
I'll do it... just .. 😢
Why uninstalling?
I don't have disk space for FO4/Skyrim loaded simultaneously. FO4CK/SkyrimCK seems to need Base product
Why even installing FO4? Just watch/read some tutorials created by the community to get a glimpse on what to do first
aah
But to actually do some hello-world-.. nevermind.. I've seen some examples in nexusmods to prove it's possible...
I spent a day trying to decmpile with Champollion, but unsuccesssfully. I'll use FO4 as examples.
Thx, I'll do that.
Could be right. If I verify my game files, do I have to reinstall my mods? I used to do it all the time but since modding my game, I haven't touched it. Just afraid it would mess up my files and my save lol
depends how you installed the mods? If they're manual installs most likely yes.
Even if with a modmanager, depending on the mod it might require a reinstall but either way, shouldn't mess with your save as it will be non-the wiser 😄
Any idea if there's a mod that lets you pick new perks at NG+ ?
verifying doesn't touch any files that don't belong to the game install.
is it possible to request mods for starfield? Mainly, retextures of clothing?
You're welcome to commission someone
post the job on the mission board 😏
it was a joke, but imagine if you could post jobs on the mission board...
Yeah. "Wanted : NPC's that can carry my looted stuff back to the ship when I need them too"
Is there something I'm doing wrong with SFSE mods in MO2? Some mods work, others don't, and I can't find any kind of rhyme or reason in the directory structure that would indicate why things aren't working.
check the sfse logs, but it sounds like you probably don't have address library installed or the vc redistributable.
I have address library installed in MO2. I already checked the logs and they're simply not being created for the mods that aren't working.
not all sfse plugins produce logs
but the main sfse log will tell you which plugins are loading
yeah, that's what I mean, none of the plugins that aren't working are in the logs
are you on a mo2 beta build?
I don't think so. v2.4.4
you gotta be on 2.5.0 or later for starfield support
Where can I get that version? GH latest is 2.4.4
the mo2 discord
thanks
that fixed it, thanks!
Do the vendor cash increase mods still work? I saw there were issues with some console commands after this last update, and I haven't had a chance to try since then.
vendor money isn't changed with console commands
There were a couple that multiplied the amounts, I haven't used any as of yet. But seeing as I seem to find myself resting more to refill the money I thought I would look for options.
the mods that changed vendor cash on hand are plugins that alter leveled lists
rich merchants, for example, by xatmos
the console command "mods" alter game settings, actor values, and more rarely global variables. there are commands that change how frequently vendors respawn their inventories, there are commands that change the buy/sell multipliers, and you can target a merchant and give them credits with a command (which is a long way to go about player.additem f 50000...). but actual credits available on inventory respawn is changed in the leveled lists for vendor credits.
I'm pretty sure that the community will be able to do this. It may take a few months, but there will be a flooding of new ship modules with all sorts of unconventional designs. It's not a question of if. It's a question of when.
My suggestion would be to get specific on the design ideas you have in mind. Post them here and other mod-related community hangouts, and let the modders go crazy. The more ideas they see there's a need for, the more they will feel the need to create. Especially if their goal is to create assets the entire community might be interested in using, and not just for their own personal projects.
We're going to see some crazy stuff in the coming months. Nothing Starfield is now will compare to what it will turn into.
Editing level lists requires a plugin which is not yet safe to use, they're extremely risky
That was for the average user not you Fire
I know you know the risk better than most
you saw me typing 🤣
Yup
Sorry, I was afk. I am not afraid of tanking my game, just wanted to make sure it is working. With the latest update I thought there were issues "targeting" the vendor, something about it going into inventory and not available to "buy" stuff from you with. I am at work and will probably play around tonight and see what happens.
I was perusing the CCR files, which is what brought this up.
any plugin in modding rn id just consider very much at your own risk. Even more so than usual
you can also use the AddFormToLeveledList command to add a leveled list form to the vendor credits leveled list. no idea if that would work. if you want to experiment, remember that the vendor needs to reset its inventory for the leveled list change to take effect. the RevertLeveledList command will reset the changed leveled list.
Well I just got more added to my plate for today, so might not play with it tonight. But thanks for the information.
Is there a way to choose the next universe?
I wanna test the one that's all the player.
there are multiple console command based mods that let you do that, somewhat horribly, during the post-unity bit. should be easy enough to find on nexus.
I'm gonna try them.
Can you recommend any?
stupid new person question time. i have mods in Starfield, the ones that go in the game directory work, the ones that go in documents do not work, at all. the custom ini is made and edited correctly with the 2 valid lines. what am I doing wrong? don't tell me to use a mod organizer please, i only break those out for when i am using more than 3 or 4 mods and the creation kit is out for the game. also Vortex sucks
use mo2 v2.5.0+ with starfield support, the plugins.txt enabler, and the my games folder disabler.
Hey there, is there any way to cheat yourself achiements? ive been using mods with achievement enabler but suddenly it stopped working and i havent noticed it so i am missing quite a few.
"Game supports mods" pathetic..
I'm waiting for documentation on StarfieldCK(scripting).
Im assuming some of the great mods in nexusmods is just cos they're leveraging FO4/Skyrim experience.
I'm assuming when it appears, it will be in creationkit.com? (as a third image on the landing page)
Yea. Here is the announcement. #modding-news message
Lots of people are leveraging years upon years of previous knowledge. But the good thing is that you can leverage that Fallout 4 and Skyrim info too. Most things work nearly the same as they always have.
- Thx, I've added the annoucement-channel to my list too.
- Yup, I'm been going through FO4 tutorials.
One more thing. The CK wikis have a long a tortured history. They have effectively been frozen from user edits for years now. In the meantime, the cool folks at UESP have cloned the wikis and that is where people have moved on to for adding contributions. https://en.uesp.net/wiki/Main_Page Look on the left navigation and you will see links to the wiki clones. They are honestly not very far ahead contribution wise, but there is some newer pages and edits on them. I didnt know this myself until fetching these link, but there have started hosting a starfield wiki too!
UESP has been around since the early/mid 90s (1995)
papyrus is unchanged, except for the addition of locking statements. there are new native functions and events, of course, but in terms of syntax, it's the same as it was in 2011.
can I add or remove things like Ablative, Chameleon to armor using the console?
The CK wikis?
Oh Creation Kit
Caprica (a replacement for the Papyrus compiler in the Creation Kit) and Champollion (A papyrus decompiler) both have updates for Starfield support. Champollion has been published on the Nexus, but Caprica currently only lives on github: https://github.com/Orvid/Caprica/releases/tag/v0.3.0
Modding tools summary here: #starfield-mods message
Found the problem:
- my first pex file I was attempting to decompile kept failing
- subsequent ones work
i wonder what mods people will make for starfield xbox
We need this : https://www.nexusmods.com/fallout4/mods/6364?tab=files this
https://www.nexusmods.com/fallout4/mods/522 the two mods combine have more than 3,722,682 download
the number of times a mod has been downloaded for another game doesn't make nifskope development go any faster
😂 His name is Patience.
When is mods coming to console
next year
What happens if I disable a Mod: but the SavedGame I load uses it?
Does it corrupt the session, or will BGS(skyrim,fo,sf) just silently handle the exception?
It depends on the mod
Scripted mods tend to cause more problems than aesthetic mods. Any mods that were console command inputs will revert to defaults or use INI if those changes were saved there.
Best to revert to a clean save if you remove a mod that relied on scripts as those linger in save data in odd ways and can cause stability / corruption over time.
the scripts just need to be stopped, which is usually done by stopping the quest or removing active magic effects. scripted mods, where this is important, have an uninstallation procedure. if you don't follow it, user error.
if you install a scripted mod whose author does not provide an uninstallation procedure, also user error.
Dont know the first thing about modding but i was playing around with habs on a new ship build trying to stop the game from placing ladders in weird places, when i thought id try something, unfortunately it didnt work but im sure it could be possible either by Bethesda or a mod creator. Basically i tried using equipment plates on top of habs before placing more habs on top, thus trying to prevent a hatch and ladder on those ports, unfortunately didnt work as said, you just clip through them. Just a thought, maybe impossible to change that, but it would be nice if we had some way to block ports of our choosing.
Has anyone tried to load the Starfield .esm using FO4CK?
hmm; crashes
Any mods that expand upon base creation yet? Like added structures? I feel like what we are allowed to build now is.. pretty abysmal
Is there an achievement enabler that works for the PC gamepass version of the game? Currently softlocked in two quests and the only way to progress is to use console commands but i still want to get achievements.
This is all the ones I see. (guerilla modding using old FO4/SkyrimCK tools)
https://www.nexusmods.com/starfield
nobody's using fo4/skyrim tools except people trying to kill your saves
most people make ini tweaks and sets of console commands. there's some art replacers. anyone with the knowhow can enable starfield in xedit, compile it, and make plugins (wait for the official release if you're not one of them.) others are building sfse dll plugins. champollion and caprica can be used to decompile and compile papyrus scripts for starfield.
💀 oof
I stand corrected.
so github's xedit has:
Edit Scripts
FO4Edit_log.txt
xDump.exe
xDump64.exe
xFOEdit.exe
xFOEdit64.exe
xTESEdit.exe
xTESEdit64.exe
So use only xDump.exe?
there's no xedit release for viewing or editing starfield plugins, so none of the current binaries will work for starfield. devs and testers can compile xedit though.
i mean, technically, anyone can compile xedit. it is open source, after all, but the people using sf1edit are predominantly devs and testers. contributing devs get instructions on how to get set up, etc.
xedit view only download is on their discord.
REQUEST: More favorites! You could easily fit 16 or even 20 slots on the screen - more is better. I want all my powers, a couple of outfits, a few healing/eating options, and at least 3 weapons on hand. Anyone?
What's the average update time for SFSE? A day or so unless something big changed?
Yes 1 day
the true heroes of the settled systems
also plan on time for any plugins that may need updating along with SFSE, usually a day for those too
SFSE's up; StarUI is in progress with Inventory's update already published
I hate how all the new updates on SFSE gets flagged as virus by windows
my copy seems fine with it
Did the new update today mess up anyone’s installed mods?
Dunno about mods I can't even get the game to start. Verified cache says all 457 files integrity is fine but just won't launch hit "Play" then says launching...running... and its done. Back to a bit fat Play button again.
Worked fine prior to update
I personally went through the process to revert back to 1.7.33 and prevent Steam from auto-updating. Until more mods are updated the latest version of SFSE just crashes for me right now.
So anyone who wants to play and is still waiting on mod updates, don't update to 1.7.36 and keep yourself on 1.7.33 for now. If you did update then look up how to revert. It's pretty simple.
updated for the new patch and SFSE compatibility
hahaha
I think the short term thing I'm still wanting most is the ability to bookmark locations for quicker fast travel to the places I frequent
Long term I'm really curious to see what the Sim Settlements team might have cooking.
A must have mod: https://www.nexusmods.com/starfield/mods/5068
first you have to make outposts matter, which will require an overhaul of the economics.
Personally i think the first step would be making the connections function the way caravans do in Fallout 4
Make it easier to centralize production
I'd be more inclined to build out in every NG+ if it were easier to get everything I need in one place
sure, if you just want to build for sandbox gameplay, but the rest of us will need outposts to be a part of the game.
fallout 4 at least gave you some motivation to rebuild sanctuary for the minutemen, even if it wasn't necessarily integral outside of a minutemen playthrough.
in starfield, you don't have to touch outpost building at all. you can just completely ignore it.
you have to independently decide to build outposts, coming up with your own motivation. revising the economy would help a lot there. why build outposts? become an industrialist, get rich, create a space station, build ships to sell, rise to the top of the industry, etc. but why bother when you can compete with stroud-eklund by selling apples and succulents?
if we get space stations there should be a way to, maybe over multiple runs, create a ||Starborn|| station that persists through resets.
maybe have it start out tiny and add one module each reset
that'd be cool! even cooler: run your space station like a Vault. 
I'm still waiting to discover some super secret, extremely low chance variant that's on the Fallout timeline.
i was wondering the other day whether there are any Doom easter eggs on Mars.
Nirn as a planet is some far-off system, maybe?
If you'd like to replace an object in the game with a real world version, would you avoid using the actual company logo/name on the object?
Ideally yes. While people do publish mods with real world company info it's generally not a good idea for legal reasons
I had a feeling it would not be a good idea, thanks
maybe I'll munge the name into something "similar"
Very much a tried and true method used by everyone from independent modders to AAAA studios.
I've done mods for MSFS, but not a game like Starfield before. I'll have to figure this out.
using a real-world logo in unmonetized fan content generally falls under fair use, but because you're probably going to upload to the nexus, a corporation that makes money off content that it hosts, you shouldn't use real-world logos if you want your content to stay up.
Quick question, I've seen some promising "console command" mods that reduce the amount of POIs at a landing spot( less crowded universe) but they still suffer from random "man made structures" being all over the place. Has anyone one dived deep enough to find other commands that reduce the frequency of these?
some people also create models based on real-world product shapes, but these shapes are also just as protected as the logos (e.g., cars, guns, soda bottles.)
console commands have little control over the planet content manager
These commands seem to do a good job of dropping POIs but maybe thats different than content management.
setgs "uPlanetContentMinRequestsPerCell:PlanetContent" "1"
setgs "uPlanetContentMaxRequestsPerCell:PlanetContent" "2"
setgs "uPlanetContentMinRequestsPerBlock:PlanetContent" "2"
setgs "uPlanetContentMaxRequestsPerBlock:PlanetContent" "3"
Drops it so their are less POIs when landing
i've done a fair bit of work investigating the POI system. i have a larger graph than this one that's something like 30000px wide.
If you drop them to zero I'm pretty sure only 1 appears but it must be different than the random "wind turbines" or gas vents
Ooooo
that graph basically shows how the primordial network is spawned. it's similar for other planet traits.
there are some global variables you can play with, like PCM_CellLoadMinDensity_Close, PCM_CellLoad_Traits_OuterDistance, and PCM_BlockCreation_TraitKnownChance.
i haven't seen anything like "i want primordial network to spawn 50% less" or "i don't want primordial network to spawn at all after i've learned the trait." i'm pretty sure you'd have to mod those in.
PCM_BlockCreation_TraitKnownChance is probably closer to the first though.
Makes sense, the way I'm seeing this( and correct me if I'm wrong) is POIs are handled completely separate from the planets "plants, creatures, objects, traits"
nope
flora, fauna, and traits are all part of the PCM
not at home right now, so i can't show you the nodes.
quest POIs are also part of the PCM. that includes some encounters that involve some world building.
I only think that because it appears we can reduce frequency of random POI spawning at a land site but not the actual traits of a planet. Thanks for the information and patience. This really interests me
Makes sense that quests wouldn't be tied either
Or would be tied to the PCM rather
oh i just remembered i sent part of my larger graph in a dm. here's that one, showing how the PCM deals with creatures.
Just gets me pumped that these deep dives are already being done before the kit is even released
borrowed that for a sticker
does the kit mean official mod support? i saw the todo list in an update note and was wondering what offical mod support means
yes.
so modders have just been investigating all on their own?
true definition of the indomitable human spirit
the creation kit usually comes out 6 months after release. in the past, there were betas. the fo4 ck private beta started 3 weeks after release. but there's no forum anymore, so who knows what's going on.
which type of mods will we not see till CK drops?
we have tools going back to oblivion, so we're not building on nothing. each new bgs game comes with some new underlying changes, so tools have to be updated. it's not always easy or straightforward - however, we seem to be hitting our stride on the tools side.
official ones. and a medium delay on ES[MP] mods, as they are complex to decode.
what are ESP mods?
ah. it is a technical detail of implementation. the answer, then, is "complex mods will take quite some time to arrive, but likely ahead of the CK, meaning only 'official' mods will be absent before then."
the next xedit release with starfield support is right around the corner. some of us who jump into making mods early on are pretty versed with making any kind of mod in xedit, but that's a small pool and not everyone has the ability or interest to make every kind of mod. that doesn't mean every kind of mod can't be done though.
without CK is it theoretically possible to solve the most complex of bugs?
i see
theoretically? sure, absolutely. likely? ....mixed results. as fire says, until the official tools come out the more complex the mod, the less people are able to use the unofficial tools, so ...
though of course BGS can fix any bugs, since they have the internal tooling. :)
the community also has the ability to create dll mods, which can handle bugs that plugins can't.
i see
I vote for this
here's an example of what you can see in xedit at this moment (ignore the arrows; i'm at work so have to make do with screenshots i posted elsewhere). notice all the unknowns? and the byte arrays? there's a lot we won't be able to figure out until the creation kit is released. we can still tinker, but there's a lot of stabbing in the dark on the way to making some kinds of mods.
My Mod Organizer 2.5.0beta8 can't open the newest version of SFSE. Is it just me??
no need for patience when you're having fun!
true
i had a question i installed the starui inv mod manually... now i want to install the starui hud mod using vortex will there will be a problem?
not specifically. ultimately, the end result of a manual and a vortex install should be identical. (for all practical purposes.)
i see... its just that when manually installing i had to use the alternative method since the primary method didnt work for me
whats the best outpost mods ?
what problem are you trying to solve with your outposts?
im not i just want stuff from this pic ( @lilac heath posted that)
Also want to make outpost on mountain in masada 3 but foundation 2 high
Muwhahaha, actually its not an outpost mod. its using console commands and a move script (Fast House and Ship Builder on Nexus). I am also using xEdit and ESM Explorer (this is also on Nexus). I use both xEdit and ESM, xedit is good for finding items in world and converting the RefID when using the ~ command to the ItemID that you need to use for the player.placeatme command. ESM is good for general exploring items IE Planters, shrub, bush, plant.(like the above picture)
ah
Any mods that help performance because I can’t get more than 40fps on a 3060 Ryzen 7 3800x build 16gb - SSD
I used to be able to but something changed, maybe an update causes it
Is everyone ready
Check to make sure your Render Resolution Scale didn't reset to 100% (unless that's where you usually have it)
Is there a way of querying how many 'ore' is in your outpost storage - several systems away?
- is it calculated when you reach land on the map.
- or does it keep a tally even if the outpost isn't reached?
I guess with inter-system cargolinks: - there has to be a ores/per-second manifest quest obj maybe?
- or a seperate independent framework tracking all this.
[ or is this a question to be tabled before StarfieldCK comes out? ]
Anyone have a good mando armor mod? The ones I use seem to have trouble with the texture/colors