https://www.nexusmods.com/starfield/mods/7570 Finished the first version while I wait for xEdit to be updated
#starfield-mods
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So I just unpacked all of Sarah's dialogue, and I'm wondering if there's a method to the naming of these voice files? It may help in my organizing of MY NPC mod when I get working on it. Like, what does something like 00f98e69 mean?
@brazen sleet Might be a reference ID thing. Atleast that's what little I learned from ck tutorial. I'm sure someone more knowledgeable can say for sure
||I'd like to see a mod that lets you use both methods for dealing with the terrormorphs and heatleeches at the end of the UC Vanguard questline, as they compliment each other quite nicely. If the terrormorphs become resistant to the microbe, then the UC can reintroduce their natural predators. If the natural predators are taking too long to deal with the threat, release the microbe.||
Does anyone know how exactly these values are calculated?
The register at a ship builder is roughly 84%, which aligns with the value in the esm. But all other values seem quite random to me. Especially given the ship's parts cost 165400 by themselves
Commerce 0
Starhawk value in space: 184584
Register Value in space: 21977
Starhawk value at new atlantis ship builder: 26646
Register value at new atlantis ship builder: 22409
Commerce 4
Starhawk value in space: 147652
Starhawk register value in space 21977
Starhawk value at new atlantis ship builder: 33323
Register value at new atlantis ship builder: 28024
Any insight on the "code" of it?
The cypher, as it were
Throw the ID into xEdit and check for it?
Honestly that is the easiest way to learn, just do it yknow
Or look up someone teaching via video tutorials like kinggarth
Me at magreth. I can land on the planet
Flying towards moon.And I can land on moon
Danra.
And speeding up forever. Gonna take a few minutes.
750LS away still
So. It partially works
I can technically land on the planet. But zoomed past too fast to see if the planet itself loaded.
Planet does not load, but landing works.
So it exists and is useable. But the sphere doesn't load.
That's because there's no dynamic cell change happening. But those are needed in order to inform the engine what has to be provided in any cell. Hence the load screen aka coc. I highly doubt they celled space ranging 50 cubic ly's. You can test that yourself by removing cell change triggers in FO4 or Skyrim exterior cells. See what happens.
You basically end up in the void. Why and how Suns exist in that void? Well, the files found in interface might give us a clue on that.
Quick question, if I modded my current save, will the game also disable achievements if I create a new character?
Unfortunately yes right now any mods disable achievements.
Thanks. I guess it's the Achievement Enabler for me when I finish this playthrough.
Yeah likewise 😄
I am really looking forward to creation kit for SF!
well the airlock sequence kindof does that tbh
only closet dynamic cell change we get
Making a videogame classics mod for all the posters
Goodluck. Place around some floppy disks with Skyrim on it to match the computers from the 200 year old ship
That's actually not what I meant. Those are static hand placed triggers handling transition. I was referring to the exterior triggers, that preload cells in front of you. Standard is 5x5 in non SF games. But since SF has space it's prolly 5x5x5, plus the fact they will have connected things to the OnLoad() event aka coc. It's already verified they do not use OnCellChange for space.
hmm
https://www.nexusmods.com/starfield/mods/7639 Just uploaded this
command console runner needs to be updated! running on older version
Hi, are there any mods that are removing "blue sky" on planets without oxigen ?
I searched Nexus but did not find them
@azure wren yoow zangetsu 
Howdy
Along with my posters mod I'm working on a paintings mod
Welp this is my life now lol
Just floating in the air
Fast traveling doesn't work either
Stuck and can't move at what ever location I go too
I gotta say, seeing the white ui being blue is weird
It's actually a color already on parts of the UI, and quite appeasing for the eye.
Idk my default for fallout is to set the hud to white
Tho my current one is a nice purple to match my logo
Are there any modding tools that us smoosh level list together for Starfield?
Is no one using script injection for leveled lists yet? I thought the papyrus compiler was working?
theres one made by conner
Please don't.
That's the most direct way to an unmaintainable compatibility nightmare.
god dammit it I got 5 mods that does it...
is script injections that bad?
I just had an interesting idea for a mod, one that makes it so instead of having a ship you just turn into a space god and just fly through space shooting lasers from your hands at ships.
So, space liberty prime, perhaps?
YES! Basically iron man in space would work too!
I know some one is gonna replace the ship with a single seat that when you sit in it you go onto superman pose and then you fly through space and shoot lasers from your eyes
https://www.nexusmods.com/starfield/mods/7649?tab=description
You can now colour customise your laser sights! Enjoy 😁 (it's my first ever mod, so feedback is welcome)
Nexus Mods :: Starfield
Allows you to swap the default laser sight / recon laser sights (assigned arbitrarily by default, and not customisable) with any in-game colour of your choosing.It's my first ever mod, so
So when is someone adding fallout 4 style power armor to the game
soon...
Those leveled lists have limits, and if everybody agrees on injection, we'll have all the old ll problems repeated again. Wrye Bash is still my preferred solution, or manually via xEdit. That way you know right away when lists are full.
Scripted injections seemed to be the most compatible with other mods. Its why its been used for any quality weapon mod for fallout 4
Consoles also don't have the luxury of xEdit to fix their lists
Best solution would be if Bethesda allowed an Add without override. But that'll require some engine changes.
It's long overdue for them to add these things though
it's absolutely incompatible, because you have no idea what's going on, and no way to fix up all the various issues that happen when you simply blindly throw everything together.
well, the central issue is that you can't see what's going on, and you can't affect the outcomes. There are many cases were a simplistic approach of "just put all the additions from everywhere together" does not result in an desirable outcome. because a larger part of what leveled lists do is also control probabilities.
say, you got a list that has 4 entries for the same standard item, and one entry for an improved version.
you end up with 80% standard, and 20% improved.
now you got 5 mods that all add variations of the improved version of whatever item it is.
suddenly the probability distribution is all of and you get 40% standard item and 60% one of the improved versions.
Such things have various implications for game balance.
FO4 mods still use scripted injections? i thought we moved on from those a long time ago because we agreed that they arent cool
Does anyone use the Legendary Clothing Mod? I think it let's you add modifications to clothing?
Or the Constellation Uniforms mod?
I have both these mods and both are properly loading in as I can see in the log but when I click to add mods to clothing all I get is the "loading circle" as I call it in an endless loop.
Good content.
thanks
Is it also retextured? Pardon me if I'm blind.
it's using existing textures but i changed up the ground textures to be a mix of red sand and mossy soil
also the planet has a new texture
ah i see.
I hope that when Creation Kit is released you might be able to add things like oceans
yeah that's what i want to do
would be cool if after that we could add under water exploration and boats
I'd like to see The Mantis Lair made into player housing with Bounty Hunter Terminals with more complex and higher payout missions worthy of The Mantis.
Consoles use scripted injections. Otherwise you can only have one leveled list mod.
well no you can have more than one. They will just overwrite each other in places where they conflict. Also i wouldnt define something as "any quality weapon mod for x game" because it accomodates the lowest common denominator (in this case console)
injection on PC i certainly wouldnt classify as a sign of quality
Every weapon mod i use with any quality put into it always use scripted injections. Even with good armors like the stuff bu neiro
meanwhile id do my utmost to avoid mods like that due to lack of any control over it
Well im on console. I cant force mods to play nicely
Actually no, if two mods touch the same LL then the lowest mod will be the only one that edits it. So if you have one mod that gives Minutemen Pipe weapons and another that gives them Laser weapons, whichever one is lower will be what you see in game. The other is just wasting space.
yes, what i said
On PC you can xEdit to combine the lists, console has to have injection.
No you said the records would override. That's not the same.
point is, the rule of one applies to levelled lists too. But that doesnt mean you cant technically have several mods that have levelled lists edits running just fine at the same time. But thats both of us being pedantic
Think of it this way. If you have a file on your desktop named "Mods.txt" and then save a new file to your desktop named "Mods.txt" your computer doesn't combine the two files, it overrides the old one. Same with mods in Bethesda games.
i know how it works lol
Now if you have one mod that edits the lists for Minutemen and another that edits lists for Gunners thats fine.
yes.
But not every weapon / armor mod edits just one list
which is what i have been saiyng this entire time lol
injections may be common practise on console, but that doesnt make them good practice for PC modding
How is;
They will just overwrite each other in places where they conflict.
The same? That makes it sound like if one list adds pipe weapons and another adds melee weapons you'd get a mix of the two.
At least the people ive watched love the scripted injections and they are on pc. Like itsyaboibradyboy
thatd go against modding 101. Obviously overwrites happen on a list level and not on the records in that list level
Gives him less work to do to make crap compatible
So long as you don't use every LL mod known to man you can use injections easitly. Once you overload it it's bad.
Not everyone knows that though. Clarity is important.
ok but both you and I knew that, should have been obvious by my posts afterwards lol (and also by the fact that i know what injections are)
Maybe, but if Joe Blow comes in here and reads that and doesn't know he now thinks something completely wrong.
Eh im on console so there is a clear lack of mods i can FIT in the 2gb for fallout. Lets hope starfield has a cap higher then 5gb because the base game is 4k and no one wants to use 510 texture weapons and gear when everything else is 4k
ok lol (though he would realise the second he opens xedit)
You'd be suprised how many people don't verify information like this and just go with what they saw in a subreddit or YT.
Not if he's on console or doesn't even know to use xEdit (yes, these people exist).
I'm not tying to get a you, sorry if it seems I'm being argumentative. I just am used to dealing with people that don't bother to learn this stuff.
I only know about xedit and its abilities thanks to being huge into the modding scene since a few years after skyrim launched even tho ive only played the games on consolem im whats known as an irregularity
if he is on console then it doesnt matter because there is 0 control and nothing you could do anyways but ok i guess i could have specificied that by places i meant the lists and not the entries in the lists
either way, starfield not having injections is a good thing because with starfield we are talking about PC modding
If the community could find a way to simplify modding for the lowest common denominator we wouldn't need all these LO guides.
I need to save up at least 5 grand i need to buy the parts to a pc capable of modding these games how i want them modded
we already have an answer for people who want the lowest common denominator. Its called using wabbajack.
Not on console.
ok so what do you propose? Sticking to texture mods because those are the easiest to work with?
Console its basically a step up from manual installs. There are no tools to automatically sort your load order
Man, if only people would do that.
Modding would die
there is no way around figuring out your LO because mods touch many different things and unless you patch stuff properly together you are going to have problems. The only way to avoid that is sticking to very basic mods
If the community wouldn't touch vanilla assets that'd be good too.
wat
On pc there are tools to auto sort and organize your load orders tho. Everything else is just small tweaks for optimization
as in... mesh and texture replacers or what are you talking about? lol
Poor turle here has been trying to help console players with FO4 mods for years. They always want all the weapon mods and LL changes, then wonder why downtown doesn't work.
Or you talking about kitbash stuff
No. Like use version control and make new stuff.
still not sure what you mean
My downtown works fine and i use all those things.
i am glad i odnt have to mess with the precombine mess 😌
I dont use any environmental mods that cmbreak precombines tho. I learned that lesson ages ago
Yeah, but you can put a gun on the ground in the Boston Common and now the entire city has it's precombines disabled.
I hate typing with a touchscreen. So many avoidable typos i just fat finger. Let my real poor spelling shine through
You can make a mod without having to touch vanilla. Set it up like a DLC with version control when the CK comes out.
good thing i never bothered with FO4 😌 all of the fo4 modding stuff went in one ear and out the other
It's a mess.
that much i know
There is a lot of cool stuff tho but most people are turning it into Tarkov or Cod
I'm hoping Starfield will be easier.
Personally i love the Stalker stuff and zombie themed stuff
well they ll have to put in quite a lot of effort by the looks of it if they want it to be better
as entertaining as Elms fits of rage at times were i wasnt pleased by the news lol
I always turn my bethesda game playthroughs into survivalist runs so i dont know how thats gonna work for starfield tho. I do expect all the fo4 gun mods getting ported to the game eventually
Maybe some titanfall stuff, more starwars crap,
Starfield has most of the survival stuff set up but doesn't look like they connected it.
I fully expect someone to put a Vault into Starfield. It would work for me.
Yeah i noticed but it is tied to environmental hazards
Every now and then a weapon will apply something. Nothing to the extent of lets say Maim in fo4
those will need work with how a bunch of them work but ye survival will be somewhat easy
though i suspect that the lack of long travel will kinda take the feeling out of it
Yeah thats my main thing. I dont think it would even be worth doing with how little you spend off the ship
funny moment when you get your frostbite or whatever from ice rain while having a roof over your head
Does starfield still have the 255 limit on leveled lists?
I thiught the 255 esp limit was hard baked into the engine
i generally dont like to mod until i am done with my first playthrough and life got in the way
Then again they upgraded it enough to shove a 2 on it so maybe
we arent talking about esp limit
255 leveled item list limit, Accept. Not esp limit. there's a difference.
levelled lists can only contain 255 items
No it isn't.
For me it is
in vanilla that kinda doesnt matter because there arent that many items in these games
but if you slap a lot of mods together and then get lots of levelled list additions you can run into that trouble
Arnt there more items in starfield then in any other game they have made tho
Maybe, but it's a lot of different lists from the look of it.
Is this why they took out the full loot system? If so im going to dropkick some one
yeah but we are, i am assuming for starfield too, talking about one list for rifles, one of guns, one for heavy weappons etc
Ammo might be about the same for FONV? I haven't done a comparison.
so you need a ton of weapons of a single category for this to be a problem
I haven't capped the ammo yet. Been trying to do it without console commands.
lol
Wasnt fallouts ammo cap something ridiculous as well?
you should see money limits
I know with commands people have gotten to 6 digits without problems.
I did in fallout 4 because the cheat terminal mod lets you just give yourself the cap of caps
do you not have console when you connect keyboard to console?
Nope
fun
Nope, it's hard coded disabled somehow.
not even an ini edit?
Debug isn't available either.
If mods could add/remove specific things in a record instead of only overriding it, modding would be great.
We use mods to get around it like cheat terminal for fallout 4, and cheat room for skyrim
And if you use a command on PC then load that save on Xbox it will still have achievements disabled.
thats surprisingly thorough for bethesdfa
I assume it has to do with the anti-cheat rules
That's probably MS.
i know right but theyd have to restructure sooo much for that to work
But didn't they always do it. Even for like Morrowind on the og xbox
Well still, that requried modding the Xbox, which is technically not allowed.
Im saying they removed the console from every port to the consoles
Regardless of generation
Kinda hard to type with a controller. 😛
360 is where keyboard intergation became standard and that's when they started blocking it.
yeah i dont think id play a modded beth game without console. Id feel naked
Virtual keyboards are a thing
There is a reason i always keep cheat room and cheat terminal installed for debugging purposes
testing your LO also must be horrible... rip tgm tmm 1 tai and coc 😦
how do you even play
I use the two console like mods
Come one, the game is more intense without that safety net of the console there.
To test things
I kinda wanna add some stuff on my Game Pass save and then bring it over to Xbox.
But other options are out
I tried it, it works. Just get the message about "No Acheivements" again.
Cheat room is really good cuz i can do everything like even give myself perk points and level like smithing if i wanna test armors or use the tcl ring if i get stuck
I'll wait til modding is supported for consoles to turn off achievements so I can still play vanilla.
I regularly give myself all of the crafting perks in fallout 4 to check armors and weapons
I hope we get something more along the lines of Cheat Terminal. No offence to the Cheat Room guys, just preference.
No i get it.
So much more convenient
Being able to fart out enough scrap to build a settlement makes me feel powerful.
Just wish FO4 had a PlaceAtMe gun for when Brahmen get stuck in doors.
Lol
It's also used for teleporting so you don't need coc console command
Cheat terminal is great. Tho it has no ability to disable fall damage even if you have god mode on
wut
I mean, technically it does. I just put Acrobat on my legs.
So i use a spawn items cheat mod for that since it has a functional disable fall damage
Your mod set up is borked
Idk man it has never worked for me so i use an alternative
Plus there is always SSK.
I can use the spawn items mod to spawn npcs for gun testing anyways
How did you break cheat terminal? O_o
I didn't. Must be the port. But ive tried falling from space with god mode and have always died
At the top instead of the bottom of the LO?
Yes
I guess
The only feature that doesnt work is fall damage
I can still eat bullets
Godmode is mostly functional
There is no tcl tho in cheat terminal
Only use one cheat mod. Period. (I reckon the same rule will apply to Starfield)
Its prolly gonna work just like fallout and be a in menu thing. Maybe it will be forced to look like one of the interactable notes
Hope an actually good ui mod can get ported and we dont get stuck with just one like for fallout tho
Starfield Map Helper...
in that case, there should be compatibility patches made (on pc) and made available for installation on consoles
and that's where everything goes horribly, horrifical off-track already
No one wanted patches when we had limited mod slots. Those days are over so it could change.
I mean, the obviously best solution is to just forget about consoles and get a proper computer instead of something so horribly handicapped.. but.. meh...
Not what the developer wants to do. We've got to work with what we have.
It doesn't really help that Bethesda designed a system that essentially requires proper conflict detection and resolution to get a larger number of mods to play well together... without supplying any of the tools to do that.
Mind you, the system is still better than what pretty much anyone else has.
Well for that we have xEdit. And crazy people like myself that want to make mods for consoles. I like a challange, what can I say?
There is a reason why I found myself having to write TES4View 16 or 17 years ago...
And for that we thank you.
but it would have been nice if Bethesda had supplied the appropriate and required tools
I'm hoping we get better tools for Starfield.
I just want to be able to play on both. With Game Pass I can switch to PC when my husband is watching TV and then go back to console. Will have to make my own stuff since it won't be created properly for that type of game play.
I'm venturing to take this journey with you turtle. Lord help me as I try to pick up another coding language.
Cloud saving is a pain in the ass, but as long as the load order is the same, it's doable.
I very much doubt it. But hey, maybe I get surprised.
I think Arthmoor also wanted to be surprised. But based on the number of entries on AFK track, probably isn't.
But with them releasing more tools for the Fallout CK I'm hopeful at least.
I think I've said enough in public to show that I'm... not impressed on a technical level so far.
You and many others. We were afraid that CE 2 might be the CE with a 2 duct-tapped to it.
Still impressive that they've brought it this far.
Well, I'm impressed anyway.
I mean. I guess. It could be worse?
The official tools could have only been command line. That would have been... fun. I'm very glad to have community tools but also glad to have some kind of official support too.
I hope the tools we get for Starfield include a Blender exporter instead of having to rely on a program that costs more than car payment a month.
Is anyone doing warhammer 40k mods for starfeild at all ?
uhhh I'm wondering which mod caused this
I thought essential NPCs couldn't be killed?
unfortunately I'm on gamepass and it won't let me have more than 20 saves
so rip
last save was before I even ||rescued Barrett||
Apparently something made him unessential. Question is why he's dead on the ship. You could try resetting the actor so he's alive again. Unless you're already past where his body is still there.
wait how do i reset the actor?
console command?
nvm i reverted to a previous save and lost all my progress
I am messing with some general settings, a doing it with a bat file as it is quick. set to auto launch in my custom.ini everything seems to work ok but I got to thinking I have about 15 .esm mods running in game (using plugins.txt file) So my question is does my bat file run after my mods? or does my mods override my bat settings.
Barrett died again after following me. Found him dead in the ship
Maybe you need to set him to essential again after reviving him
Can we change the damage of weapons using the console?
You can stack modifiers, but you can't directly edit the damage numbers.
Thanks
Either use xEdit to figure why he's unessential, or do this in console after selecting him: "recycleactor", then "actor.setEssential 1", where as actor is his Id. Maybe also "setessential actorid 1".
Anyone know if Bethesda is planning on adding modding capability on the console version of this game?
There are multiple articles released on it.
Trying to find something on it, but is there a list of what Starfield mods play nice with Starfield for GamePass?
Any mods that don't rely on sfse.
Alright sweet, the mods I'm looking at only seem to require Plugins.txt enabler
I've heard that there is a mod for Cyberpunk 2077 that replaces DLSS Frame Gen with FSR 3. I wonder if a similar mod is possible for Starfield
One for dlss frame gen already exists, believe it or not
So they ever going release a creation kit for this game?
Next year. “Early” next year I think was even specified.
That’s all I’ve seen but it sounds unsure
It’s a sure as anything. Could change if they encounter delays. But seems like “early” probably means 1st quarter of the year in business speak.
WIP, new building type in Starfield B.A.S.E. mod! 😎
So I had this idea while playing earlier
But as o don’t really mod anymore (currently) thought would put the idea here
So I play abit of an aggressive assassin with chameleon and invs pistol and sword /blade
The idea was
- new armour that consisted of
vanguard combat armour
The bottom part (the flowy attachment bit) of the pirate armour
And a hood type assassin creed type look
With active chameleon camo when standing or crounching
Just a thought
Who wants to see more Star Wars mods?
Really, though: I just want to see how awesome my crew will look with Jedi robes and lightsabers
Maybe they can also integrate force powers
The powers would work too
A sith starborn ooof the chaos 😁 sign me up
I want an Endor moon mod
City in the sky be awesome
Let's be honest it's not a matter of "if," but "when" we get Star Wars mods like that.
Depends seen a lot of modders ditch starfeild modding but we will see
I have lots of ideas for mods for this game but can’t put any into action might have to jot them in here for ppl 😂
So are mods confirmed in February?
I can't wait for Feb if thats the case
We are going to get those bullet points spread throughout the year at 6 week intervals. All we know is that something starts in February, but not which bullet or how many of them. All we know is that the time frame is 2024.
🤔 Are we getting mods in February or just creations?
I hope the CK and mod support is in the first Feb update too
Info will be posted in #modding-news #starfield-announcements
🤔
They've kind of muddied their terms now. "Creations" now refers to both mods and content created by "Verified Creators". They were also a bit careful with their wording in the article they posted. I only think February will have the CK/mods launch if their prime directive is to get the player base excited/engaged and get mod authors starting to work on verified creations. Otherwise, February was only listed as when their updates would start, with the CK/mod/creation update coming "early" ... Which could mean anything given their track record...
Very excited to see what you end up creating for Starfield though! Your mods have been great!
Yea at this point we need an official glossary to keep track of what things are called.
Anyone have a mod to bring the pet asteroid(s) back? 🙂
Maybe in the future one will get made. It might take the form of mining features where you can tether and haul rocks.
What are ppl using to mod starfeild ? Cbbe?
To create mods? To install mods? What kind of mods?
Cause creation requires xEdit currently for anything. Then you use blender and niftools for textures/meshes.
Caprica and Champollion for scripts
By "a lot of modders" you mean one single dude? Right..
I've given up on modding it currently. Just not worth the effort.
No I mean a few modders
If ya on bout that one dude whose hit up Reddit and yt no not that guy
Create !
I know sf hasn’t got the creation kit fo4 has and as I was toying with making few things for when mods come to console was wondering how ppl did it with sf
🤘🏻
With xEdit
Thanks 🤘🏻 through nexus download imma guess ?
Nexus, github, or the discord.
Awesome 🤘🏻 thanks again
What few modders? The updated creation kit is not even out yet, how is anyone quitting modding when they didn't even properly start and there's thousands of mods available
the health of a mod scene lives and dies by momentum, not by tools
And it hasn't died yet, but come say that again in a few months when the official creation kit drops
you'll be asking your questions for several (more) months
also like how you think modding has a "proper start" - it started a while back. the release of the CK has nothing to do with it.
but you're on Xbox, so i suppose you're talking about Xbox modding.
What "questions", my guy?
Because it simply does, current mods are only scratching the surface of what mods will be able to achieve when officially supported
Yes and no, also play on PC.
the questions you literally just asked
not really, but ok
That being?
hello
can someone instruct me on how to install the CRT body mesh / CRT Skins?
i went on the site but no install instructions and installed via vortex but i dont see change in the character selection
Hi all, I would like to start modding Starfield. I don't now where to start. Any good pointers? tutorials?
The best bet would be to wait until the actual CK comes out. Otherwise there isn’t much to work with.
When the CK comes out, we’ll most likely get a wiki with information on it. For now, you may wish to review tutorials for Skyrim and the Fallouts to give you a basic understanding
Also what type of mods? Because you can put together a design doc or start creating 3D art in Blender now. There’s nothing stopping you from doing that.
GIMP or Photoshop to update vanilla textures. Someone who does 3D will have to confirm if there’s a working extractor to rebake textures if you’re going to do any Kit bashing
Just depends on what you’re wanting to make.
that would be freaking great. different colored pet rocks! dibs on cobalt.
Anyone know if Xbox console can detect if I've used the achievement enabler mod on PC Game Pass? I just want to use console commands to start a quest that's bugged out in my save.
afaik the achievement enabler mod should work on Game Pass PC. but dont quote me. I forget if it requires SFSE or not.
If it says next to ya save file (moded ) then yes
I wonder what the best way of testing without permanently borking my save.
I'll answer my own question by thinking creating a new save to test out would be the way to go.
that would be what i would recommend. :)
on a side note: does anyone know of a mod or fix for the weird cloak physics on the starborn suits? I'm starting to get a little tired of seeing the cloak clip and glitch out on my starborn suit all of the time. 😅
im looking farward to the bgs blender addon
i hope they have some pipeline and workflow for custom animations. really wanna make my own weapons
i hope they have an importer to do vanilla kitbashes
Is there a mod where, if you lacking a resource for an outpost, you can opt to pay with credits instead?
are there mods at all?
i havent invested into the fact of that there are official Starfield mods
Over 6000 on Nexus
There need to be 3000 more.
There are so many mods lol.
Mods for days
Should I use Baka Disable My Games Folder or LooseRootData for KiLoader?
Will Vortex still work of I disabled
;[Display]
;sPhotoModeFolder=Photos
By putting semicolons at the start? It was not allowing my photos to show up in the photo gallery so I disabled it for the meantime.
It would be awesome to have an asari follower whom the player initially meets in one of the alternate realities and who can travel with you through unity.
Been using the former for a while with no issue
What language is required to create mods in Starfield and let me guess still the Creation Engine?
Actually I have 3 projects on my hands I wouldn’t have time.
I have a mod request for someone
CK2 hasn't yet been released for Starfield. Probably won't be available until mid to late February.
In the meantime, we have been using xEdit.
IIRC, I have seen quite a few translations to languages other than English for a lot of mods up on Nexus. So I'm sure xEdit supports languages other than English, currently.
Ok cool thanks for the heads up on that
No problem. Might also be worthwhile to follow Bethesda's Starfield news posts here in the discord for modding support updates too. :)
For that, just choose the Starfield News and Modding News roles in the #server-roles channel. :P
Just did, thanks again for letting me know about the roles. Didn’t know they were a thing lol.
On the chance you were talking about scripting language that would be Papyrus.
Oh for scripting, I've just been relying solely on a few console commands for my mods.
If I might ask, from the available mods on PC rn, what should console users set their expectations at for when mods become available?
I understand we will be limited in what we can get (thanks Microsoft, ik your watching) but ig my question is “how limited?”
Hard to say without the official tools. The PC mods are all being made with 3rd party tools and there are just some things you can't do with that.
unless they change their policy, theoretically you can get anything that isnt reverse engineering based or i guess behaviour(animation) based (unless they change how this stuff works and we wont need tools like fnis/nemesis anymore). The extent of that however also depends on bethesda and how much they clean their game up for modding. Any artificial limits beyond pc with regards to plugin/handle limits or size limits we dont know yet
Mods utilizing fnis/nemesis work on Xbox.
You just can't regenerate the behavior on Xbox end. It's all generated before porting and therefore Xbox users are basically limited to one, unless ported as a merge containing the behavior for all.
yeah which effectively means you cant really use behaviour mods. At least not in the same way you can on pc. Unlike most other mods which you can basically use in parity betwene the platforms
Well not in the same way as PC, but can definitely use behavior mods.
The biggest limit for console really is script extender, and therefore all things relying on it.
And then of course whatever size or other limits they impose.
On a technical level though the only thing I can't really do is script extender or enb
i mean sure though i wouldnt really consider "you can use one and no others" as really having a good way to mod with behaviours being around, especially if the descriptions arent very good so people randomly tpose
Sadly that is the case with a bunch of things in bethesda mods.
You can only have 1 mod who edits a gun/adds new variants.
If a mod adds a new named version of a gun, you can't have another mod who makes it have more ammo.
There's not that many people porting behavior mods, and a lot that do release packs as well to combine them for people who want multiple
It's definitely not the level of specificity and customization as on PC, but not as limited as many would be led to believe.
you can use papyrus
That's not a great idea, cause now you can't do proper conflict resolution.
And pretty sure papyrus doesn't allow you to edit weapon stats across the board
leveled list injection has been used by some very popular very well-made mods in the past
I am not talking about leveled lists here.
Are OMODs still at the single weapon level for Starfield?
There’s using the legendary slot to inject. Perforation uses it. ECO does it in a different way, but I think they also inject to the legendary slot.
Starfield has tiers so injection might work at the tier level? You still shouldn’t attempt to overload the crafting menus though. The UI can probably only hold so much.
any news for xbox mod for the game
soon...
ty
Hi, i forgot if i asked, but is there a mod that removes blue sky on planets/moons without Oxigen !?
Hey all! I have no special place to post this, so I'm sharing on these modding Discord servers where modders usually read and visit.
I've made a YT video about the eternally problematic topic of adding custom snaps to items in Starfield. Tools to use, how I do it, where to find snap templates and nodes, how it works in the engine, and so on.
So here's the link, if anyone will ask about the snaps just point them to this video.
https://www.youtube.com/watch?v=RwQ8DdpCawE
Also, if you have any questions, comments, whatever, let me know. If I see different people asking same questions I may make a second video filling in the blanks.
P.S. And excuse the voice and audio quality lol, I'm not native speaker, but I did my best not to be confused too much ;D
In this first video, I explain the basic tools and concepts of snapping in Starfield, use of Nifskope, then xEdit (SF1Edit), and how it all comes together in Outpost Builder in the game.
Please let me know if you need more help with Starfield modding!
Links:
Tools of trade - article with links to all downloads in this video
https://www.nexusm...
Do you have a written tutorial to go along with it?
The blue color is due to the nitrogen in the air, not oxygen.
Starfield mods are W ngl
I am curious to know how much Xbox space we're going to get for Series x and s consoles for mod support because 2 to 5 gigs I feel like it's just not going to cut it like it does for fallout and Skyrim
It doesn't cut it for Fallout or Skyrim either
There are mods which will use all of that space by themselves
It would be nice if the new database means we can upload mods larger than a gig.
Hey! What is the current best way to mod Starfield?
all depends what your looking for i guess, for making mods i heard most people have been using xEdit as for mods to add dive into nexus
Does Plugins.txt Enabler work on the current update?
yep
Suggested mod...Be able to place a type of cargo pad that is used for daily merchant ship visits. These ships will take away shipments much like existing cargo ships but, return the following day to deposit the credits from the previous day's shipment in a chest or box and pick up a new shipment. The amount of goods to be sold can be determined by weight (thinking it may be the existing ship limitation) or based on a credit limit. I think this will be a big changer in the resourse farming/goods production.
So like that scavanger becon mod for fallout 4? But themed for starfield
On my list of things to do.
I got the “industrialist” achievement (or whatever it was called) and was left scratching my head as to where the hell the money was for being in the industry. How are you supposed to be a wildcatter on a barren planet, if there’s no money to make off the resources? And there’s like zero chance of failure when drilling or what have you.
I’d rather it be automatic deposit to the player with some extra wildcatting opportunities with chances for failure and successes with bonus monies or resources on a dice roll and extended management for manufacturing and companion abilities that actually work.
There’s definitely something missing with the industry system. I haven’t figured out if it feels unfinished or if I’m doing something wrong.
There’s zero challenge currently.
You don’t go into the oil/resource/industrial commodity business for the goodness of your heart. You go into it to make gobs of money. You either are successful or living on the street.
Considering that I spent the first thirty or so hours just having fun surveying worlds and setting up my own network of outposts. That sounds super fun. I really enjoyed my time cataloging what I wanted to have sourced and getting excited when I found the right world for what I needed.
An expansion on that loop sounds really cool.
I have a personal opinion on “what’s missing” but it’s just my biased perspective. I played a ton of EVE Online many years ago. One of the activities you could do in it was planetary resource extraction, you’d set up facilities similar to Starfield’s (extractors, storage depots, landing pads, etc.) with the goal of making a network to fabricate more valuable stuff. It almost feels like what SF is missing is some controllable logic to the resources links. I would love for there to be a filter pipeline where I can say “put Iron this way and put Aluminum & Cobalt that way, anything not in the other two lists send forward to the next filter”
Just my opinion. I would enjoy setting up a whole industry pipeline if I had controllable filters like that. Then I could chain together tons of planets/landing pads to different chains of fabricators.
… My home materials inventory would look a lot nicer too…
You’re right. It seems to totally be missing a pipeline of some sort. Making it “fun” is probably going to be the most challenging part, because breaking it down into such things without automation going on, going into it halvesies, or making it tedious isn’t going to cut it. The builders in Fallout 4 fell totally flat even with the logic gates (it took a couple mods to expand the builders into something actually useful), and I haven’t really looked into the power menu to see if they added any logic gates. Power grid corruption is an issue in FO4 so they may have removed it.
Not the same thing, but I would kill for the perk/player upgrade system to be more along the lines of EVE online. I haven’t played in years. I adored how you could level up skills in the background just by playing the game going about your business. I never got around to the extraction part. I was working too much at the time and I’m not really into multiplayer. There were too many griefers making things unfun at the time.
lol one of things missing from FO4 was mineral extractors.
Would definitely be challenging since fun’s pretty subjective. I showed up to The Lodge to do the second story quest at like level 20 because I was having so much fun with outposts that I forgot there’s an entire Bethesda game full of quests out there and this isn’t just a resource gathering game.
Unfortunately I stopped playing FO4 before all that got implemented, it’s on my list to play since I recently got the complete edition with all DLC (haven’t played any FO4 DLC). Another thing Starfield feels like it’s missing is more general structure modules for your outposts. In FO4 my pride and joy was the overpass above Abernathy farm, I turned it into a vendor town and was really happy with the aesthetics I achieved.
A lot of the buildings you explore or find in SF are modular prefabs like 3D printed concrete and whatnot (makes sense, modular beats custom when exploring the universe). But the actual options for structure modules in outpost building feels pretty sparse compared to those “Bethesda designed” buildings. So what would be ideal for me is either being able to build those structures, or needing to build the 3D printer that makes those structures.
What’s generally fun for me (and people like me I suppose) are chains of dependencies. Like in SF or a lot of other resource games:
You have some finite resource, that you can then work to have a constant supply of, and it’s part of a supply chain to make the next finite resource pseudo-unlimited, until you reach whatever goal it is you’re after. Such as building huge outposts or being able to upgrade any item.
(My short supply chain examples would be like getting adaptive frames in SF, purified water in FO4, Mechanical Parts in EVE, etc.).
I’m not sure how to scale the challenge since these types of systems tend to be pretty clear, the challenge usually comes from designing a supply system that doesn’t break down.
I do like the EVE skill idea. I really like what they did with the skill system in SF, it almost felt like Oblivion getting cool perks for each skill, but also needing to actually use those skills to level them up. Bonus props to Bethesda for seemingly making every single skill I’ve put points into be relevant in dialogue. It really helps me feel like my character
That said, it would be really interesting to see something like EVE’s skill system, because I don’t think I’ve ever seen it in a single player game that isn’t like Civilization or a grand strategy game.
I’m not familiar with power grid corruption (un)fortunately, was it a bug? Or was it like module durability?
Fallout 4 anniversary edition is supposed to come this year I think, it was announced year or two ago, supposed to have some fixes and stuff included
Is there ever going to be modding support on Xbox?
yes
why would it not be?
Idk, not all games have mod support.
all their single player games do and they already announced itd be there
well starting from skyrim special edition and fallout 4
ok well for console, yeah but since mod support is definitely coming there is no reason why theyd revert course on that for console
They are also owned by Microsoft
Xbox has OS settings options for enabling Creations now. Unsure if other games are going to have legal console modding or if it’s just for Bethesda games and that other one that has console mods. Roblox? Minecraft? (Unsure which or if they do. I don’t play them.)
But anyway, mods (“creations”) are a now a supported thing at the OS level on console if the game supports it.
Several other games support console modding. Farming Simulator, a few of Paradox's games do as well.
I'm hoping by it being supported at the OS level that means no mod limit. Other than actual storage space that is.
I wish that BGS would be able prove to other devs that console modding is profitable.
they can. just buy more mods.
Huh?
I had an idea for a mod that would make the brig hab more useful and it’s would add a feature to capture enemies when they’re stunned by em or just downed in general when you go back to your ship they’ll be in the brig if you have one and you can bring them to a city and claim a bounty that way
what a truely novel idea! I'm sure nobody had.... oh https://www.nexusmods.com/starfield/mods/6330
also i would love a mod that when grav jumping theres an in between point where the animation of space folding is still playing and you can get out of your ship and do things while watching the space fold around your ship
or at least something to implement the ability for your ship to keep moving even when you're not in the captain's seat
That's probably because the Nexus search engine is too precise. I'd recommend using Google instead.
I just searched for "nexusmods starfield brig" on google
Usually when I look up mods with google it just gives me mods I’ve already seen before or already have
I'm looking forward to the release of the Creation Kit.
My first mod I want to make is the "Intergalactic Radio"
I started composing new music with Starfield's aesthetic in mind but I also want to get other producers and musicians onboard so we have a garden variety of music
Actually I just found out there is already a radio mod for Starfield :x
The thing is, when folding space, you're not actually traveling the distance between two points. Folding space creates a fissure connecting those points, so as you pass through, you instantly find yourself at the destination. Logical limiting elements include efficiency of the grav drive and the range of space that needs to be folded. This is Bethesda's cop-out for making travel between points in space use a load transition, rather than actual travel, which would take years/decades/centuries to physically travel to at physical speeds.
It's one of the things that actually makes me want to tell players who want to travel from planet to planet that they really don't. One need only play Star Citizen and do a quantum jump from one side of Stanton to the other, which involves a significant amount of real time. Unless you're flying a fighter, you can get up and walk around while the ship is still traveling. But there's only so much you can do while that time is still passing.
The first few times, it's cool. But eventually, the novelty wears off and you start wishing for a fast travel option. While others may disagree, I think Bethesda made the right call with how they handle space folding.
Why not both. Sometimes I might want to realtime travel, others times not.
Tell all the Elite Dangerous fans that they don't actually want to fly in space.
A lot of people enjoy getting from A to B in an immersive way, in a reasonable timeframe.
Well if your folding space to turn the depth in to width ya you would cross supper fast but the visuals would be different compared to what's in game. Still looks cool.
Im like those fans, but I totally understand that is NOT what most people want. They want a game that respects their time and one that they can finish. I am an outlier I think for liking hardcore gameplay with sim elements.
When will we xbox players get mods do we know more then early 2024
No extra info.
IDK i'm only 82 hours into the game, just jot all my outpost set up for ppl. I'm having fun with it. Might try the plot someday.
Then let them play those games. When I am playing a single-player RPG, I don't want to have to take significant amounts of time to continue actual gameplay. I want to get on to the next part.
And having the OPTION to physically travel the distance is acceptable. But again, when there's an option to just cut to the chase, the novelty of being able to travel physically will wear off pretty quick. And unless there is an actual reason to physically travel, as in things you can actually discover in the vast expanse between known points, then that's all it would be. A novelty.
i just want to fast travel everywhere and have the option to explore a sandbox
People have the option to just fast travel in skyrim.
You can also just walk from A to B and enjoy the gameplay, the story, and have a good time finding new places.
Starfield is sorely lacking in that regard. You do not even have the option to explore the universe at your own pace, cause basically everything is fast travel, or 5 minutes of empty walking.
That's fair.
i don't need to be able to finish a game to enjoy it. i can count on one hand, probably, the number of games i've finished in 30 years.
but i still want to zoom.
get to the fun parts as fast as possible. for me, that's story and story moments.
One thing they could do is have a bink video play of the acule route the player takes. But allow the player to buouse the Inventory / crue menus as the video plays
if baldur's gate 3 was an epic point and click adventure game, i might even enjoy it more.
Now that the holidays are over, I wish Bethesda would hurry up and give us some solid info about the creation kit and where they see modding take Starfield over the next decade. I'm sick of all this stupid radio silence stuff. The game itself is mediocre at best. If they expect modders to carry it, Approved Creators, specifically, then they need to get the tools in the hands of the community so we can be about carrying it. Perhaps then a lot of these ideas can start taking shape, and interest in the game can thrive.
That's just reality of space. In Skyrim you walk the woods infested with wolves, dragons, bandits. In space you have... Space. So not like you'll "walk" from planet to planet enjoying this flower or that stream or this view, or that cliff. It's days and days of pretty much same view, and vacuum all around. I love Skyrim and Fallout walking the walk, and fighting off the threats and enjoying views or finding a tin can in middle of nowhere. Honestly no reason to expect 100% same thing in space with SF. You can still land and explore the planet. Not all of them are empty and boring. And if people would actually search for resources in a way like they would in real life (find one GOOD spot with MANY reaources, instead just going for first place with iron), then those people would find out how much EXPLORING there is, learning the biomes, the logic, the best ways to do it etc.
People just expect Skyrim in space, that's unrealistic.
Anyway I came here to brag about doors 😂 and again I do this 😂 sorry Vex!
In space you can have interdiction events. You can have beacons from nearby ships that ran out of fuel, random sysdef vs crimson fleet fights.
You can do a lot in space, honestly most of the random events around planets could naturally be tied into in system space travel.
Doors look good.
Andreja has learned to breathe in space I see.
Nope, I made her The Dome, which covers outpost and makes atmosphere breathable
She likes it. She likes doors too 🥰
There wouldn't be interdiction events with grav drive. You'd have to do like the Fleet is supposed to be doing in game. Waiting where ships are most likely to drop out between jumps and striking before they can jump again. Which would mean a lot of math. This is why pirates can't be dumb in space. They have to be good at math.
You also wouldn't actually have travel time with how the grav drive works.
That's the point here. That there should be an option to take time to travel from one planet to another. For example flying from mars to earth in maybe 2 minutes or so.
I would expect the same. If everyone had grav drives, most people would just jump. The few that would fly around would have close to zero chance to meet by chance, due to huge area. You can spend an hour on road on Earth not seeing anyone. Having 80 meter ship is making you almost invisible in the space between Earth and Moon. In space between Earth and Venus it's like searching for a single microbe on Earth.
Inter-system travel is poorly explained. It would take months to get to Mars from Earth with regular propellent drives. All we know is that somehow the grav drive is used to "lighten" the ship making it move faster, but no idea how fast considering combat boost is as fast as the player can push it.
If you do jump a lot, wait 10 sec, and you have like 90% chance of encounter. That's already bigger chance than reality would give you.
Grav drives just instantly move the ship from A to B. No traveltime.
So they most likely create wormholes between two locations that have an internal distance of almost 0. Which is not really possible, but it's a game.
Given that you need exotic matter to be able to stabilize wormholes to a degree that you could travel through them. Using exotic matter for things like an alcubierre drive (which allows for FTL travel), would not be impossible.
And such a drive might be more energy efficient for short range travel.
What does that have to do with the game or traveling inter-system?
I mean ... Did people discuss this when Star Trek was made? They travel huge distances and rarely encounter anyone. Most of their doing is just walking up and down the ship talking with others. So if you added actual space travel then you'd need ships with 50+ people at least and quests to do on ship while flying, not to die of boredom
Because something like an alcubierre drive would allow you to fly from mars to earth within maybe a few minutes. Not months.
Lots of people did actually discuss how star trek space travel works.
But the difference here is that star trek is a TV series which you just watch, and Starfield is a video game where you interact with the game.
Which isn't in the game. All we know is that in-game ships use propellent engines and have grav drives which can fold space and create artificial gravity on the ship. When you travel inter-system your ship is shown just moving via it's propellent engines. With only a blurb on a terminal stating that the grave drive "lightens" the ship so it moves faster.
Yet no matter if inter or intra system travel, it uses 0 time.
Just a random tidbit.
I mean, did people complain this much when Skyrim did NOT allow for ship travel to the island in real time?
Considering how bugged that ship is, I'm glad it didn't.
Yet on Earth type ship, you can fish, see sea beasts, fight pirates, watch storms and clouds. There is so much to do. Id just like to hear once how fun would be to people to fly across solar system ... Not counting the crazy Euro Truck or Traim simulator gang
Skyrim allowed you to walk from windhelm to riverwood with 0 loading screens though.
And the game is 10 years older than starfield.
Ask the thousands who play Elite Dangerous.
Yup, thousands. Not millions
Yeah, I'm really glad Starfield isn't Elite Dangerous. I don't need getting from New Atlantis to Akila taking an actual day.
Starfield also doesn't have millions of players each day.
Currently sitting on 15k daily on steam.
Elite Dangerous sits at 4k daily on steam.
Besides, SF is already doing too much to please too many and ending as it is - pleasing no one. I don't see why they'd waste another year to please "thousands"
Flying from a planet in one system to a planet in another takes maybe 4 minutes or so.
That's as useless as 10 seconds it takes now
You can still spend 4 minutes flying through asteroid field before pressing land button
But that system is already in the game.
You can already fly from one planet to another in starfield.
You just need to have a high speed (currently via console commands or mods), and the loading of the 3d planet sphere needs to be done.
The planet can otherwise be landed on, even if the 3d sphere is not there.
If SF took that rouad it would have 20k daily and Elite 0
😂
Honestly, I think most of complains come from vocal minority
Why do people think Steam is the only platform that exists? Players on Xbox, PlayStation, GOG, and Epic just don't count I guess.
FO allowed for both, but only minority of hardcore players played without fast travel. How many unique downloads on that hardcore no-travel mod? Vs how many ppl playing FO
Because those platforms do not share player numbers.
If they did share live player data, I would use their data.
So instead people use a single data point and expect it to be representative of all? That's not good science.
I never said it was representative of all?
That is why I specifically stated these numbers were from steam of both games. Cause those are the only numbers you can compare.
And this is just the lowest number of players that Elite Dangerous has.
Since it is also on xbox and playstation.
So the number of players is over 4k daily.
As this is the Mods channel, please move this discussion to #off-topic please
I just thought it would be a cool mod idea something to give people reason to utilize their ships interior more
Would be nice, yeah.
Just feels like people started thinking I wanted it in the base game
Also maybe a mod that adds chores to your ship so you can do cooking and cleaning
I just feel like I spend more time either in the cockpit/ bridge or on a planet that I don’t get to use much else of my ships interior I think a chore system would encourage that
This has been on my mind. Like every 3 game days or so there are dishes in the sink you have to activate to clean. 😛
Exactly
Reading to cora.
Or something very basic like allowing the player to read a book and every minute spend actually reading it, up to x, you get a minor buff.
I always enjoyed reading the stories in Bethesda games
Or maybe doing maintenance in engineering and your modules perform better
Or maybe dust can form on windows and you can wash them
Make your ship feel like an actual home
Import your ship into power wash simulator and Reimport into starfield after done, lol.
Never gonna happen, but sounds weirdly fun.
Maybe when ck releases
I need a way to check my ship for heat leeches! I reckon they are like the spacefarring versions of barnacles which can be a problem for ships even in modern day if it gets too covered. Like when I land I can hop out and burn the little suckers off with my mining laser.
The Mir space station had big problems with moisture behind the wall panels, should not be too hard to make an animation of towel uses on a wall
That gives me another idea adjustable ship gravity already possible with console commands but it would be nice to have a panel where you can set the internal gravity
it needs a rework like pausing ingame music while playing like fo4 radios are
im sure this is asked a lot but is the whole starfield creation kit supposed to be coming out a year after release? also is it fully confirmed? also is there a way to practice modding? i have some big plans for modding.
can you help me figure out an issue with the mod i keep getting a msg saying brig is at capacity even though nobody is in my brigs
not my mod
Kit is confirmed, should come out anytime after the first update of the year(confirmed updates every 6 weeks) in feb as for practice I guess you could play with ck 1.0 to get a feel for basics
Ok
6 weeks starting in the new year or 6 weeks from last update (fov slider and dlss)? also is there a set of tutorials/ people that have good ck1.0 guides?
the most i did in ck1 was make a goblin character have cicero voice lines and stuff
6 weeks from the next update in feb. I've been following kinggaths tutorial that seem pretty newbie friendly
Well did you address the original creator? I'm sure she'd help.
Am I the only one needing to order an Elgado Stream Deck? Should come in handy for Elite as well. Ryan's Hotkey Mod made my keyboard to small. I need a neural interface maybe?
Like those Mynocks?
You're not alone. I'm totally on your page. The only real big flaw I can think of in SF that likely is not going to be fixed by mods, or Survival Mode/DLC, is a proper spacefaring simulation like in Elite or X-series.
That one modder going to achieve before, if at all, Beth fixes it with DLC, I promise to worship till the end of my days.
In 2024 and AI. Why can we not just simply merge those three games into unity?
After scrounging around I just decided to reinstall the mod
Unity you say?
It's the Holy Trinity btw. The game reference, the creation software, and the actual meaning of the word.
The unity of the unity in unity
Let's name it Holy Grail, and stop not talking about mods...😉
Absolutely speaking of unity I’m excited to see some mods that add more variants to universes
Also the mods that are out already are quite impressive considering that ck hasn’t dropped yet
The fact that we have mods like DerreTech or even a mod that lets us build star stations
Think most of the space station stuff was from base game, people found unfinished building parts and building mechanics from the game files
Yeah but the fact that you can build your own
True
Even though it’s still super buggy but imagine the potential of it when the mod maker has access to ck
Also been struggling with base as a lot of the components don’t like to line up
One mod I’m excited about is whofield
I heard the Bethesda devs accidentally made a ship bigger on the inside so hopefully that will work for the tardis
Oops I did it again...
can i get a list of some of the best star trek mods available?
Is there mods on console??
Official mod support is coming to consoles soon(tm). It will likely not be as extensive as mods that will be possible on PC, as most of the best PC mods use a script extender which is not allowed on consoles. This does not mean that mods that will work on console will be bad. A lot of amazing things have been done with just the creatio9n kit for games like Skyrim and Fallout 4, and I expect the same will be true for Starfield.
Unfortunately, Bethesda wants to treat things like they are ultra-top-secret, as if some sort of trde secret would be violated if they actually talked about their plans for Mod Support and what new modding conventions are built into the Creation Kit 2. It's going to be the modders carrying Starfield forward over the next decade, and yet they won't even TALK about it, aside from vague comments.
Based on the bare bones nature of everything abut Starfield, I have my own theory as to where they COULD want to go with things. We've got this brand new IP from Bethesda with little more than foundational lore. Outpost building doesn't really seem to have a true purpose aside from automating resource gathering. The stories seem to be more about introducing the factions and sort of end cold with no real sense of closure. It's almost as if every aspect of the game is SCREAMING "Here's the basics, now see where you guys can take it. Almost like Bethesda, partnered with modders who become approved creators, want the gameworld that is Starfield to branch out and grow through creator effort.
With the recent update to Skyrim, Bethesda refers to modders as creators, and mods as creations. Approved creators can attach a price tag to their creations and get a royalty payment from every purchase of it on the creations store. And we were told that Starfield, more than Skyrim or Fallout 4 has been designed with modder support in mind, for lonmg-term engagement.
I figure that they will use official DLC like Shattered Space to add to the core lore, but it will be the creations the community releases that will really grow the game, in ways that stick to established canon, as well as ways that Bethesda never dreamed of. And because creations under the approved creator program cannot depend on other creations, they won't be impacted by load order. Each one will stand alone as its own module, adding something new to the game..
Starfield could be treated as a franchise, where groups and individuals produce and release their own branches of content as licensees, thus giving that content a form of official status.
Free mods will still be a thing. In fact, one of the requirements of becoming an approved creator is to be able to present a portfolio of existing work. Long-standing modders in the community can use theur mods in previous games to satisfy this requirement, while people who will cut their modder's teeth using Starfield's creation kit can put their free creations out there to establish existing experience. And Approved Creators, at least for Skyrim, are not required to only make commercial creations.
I think it’ll help encourage mod development
The one thing I am not entirely sure of is how worth it is it to become an approved creator. What is the revenue split? Todd talked about wanting to see modding become a CAREER path. I'm sorry, but if the modder is only able to take a trickle of the revenue while Bethesda/Microsoft take the flood, then the only ones who will be able to call their royalty "career-worthy" will be the 1% at the top who manage to sell a metric ton of units, and have a lot of units that are selling well. For me, the lowest revenue share I would be willing to accept is 50%. If we're to be considered PARTNERS with Bethesda in this endeavor, then we need to be treated as partners. See, Bethesda/Microsoft would be taking 50% of ALL priced creations sold. I as an approved creator would only be able to take 50% of the priced mods I create and put on the platform.
@vocal glacier Well from what I've heard Bethesda approved mod creators can stick that on their resume and add it to their portfolio. So I guess is worth a bit of street cred sort of
sorry to tell you but the game was not made with modders in mind. The struggles of xEdit and reflection data make that clear as day.
My theory on that is that the version of Starfield we have now is missing the hooks into the creation kit that need to be there for the things that the people working with XEdit don't have access to.
no and thats also not how that works
the game has a structure and that doesnt change based on what tool you use to observe it
live on your hopium though ig
When official mod support comes, which by definition must include the creation kit, Support for all that stuff that cannot be done with XEdid will be added in a new version of Starfield itself
We'll just have to see.
yeah and they ll have to clean up the game greatly to get to that point. And once we are at that point, xEdit will get an update and then likely will allow editing lore records, seing as rhey kinda got to fix it to support mod dev
Like I said, it's not just the tool, its the version of the game itself.
then its not made with mod development in mind
Unless they have a version that has all the hooks into the structure tied to the creation kit.
again thats not how it works
THIS version is not made with modding in mind.
there are no hooks that magically change the strucute of the game
and no you dont develop 2 versions of a game in parallel where one has a completely different structure only to then release the second version a couple months down the road to support mods
you have one version and you patch it and update it
Yes, we can monkey around using 3rd party tools and do some pretty good stuff (based on what I've been seeing), but I'm figuring that an entirely different version of the game will drop with the creation kit when they flip the switch on official mod support.
they will release an update yeah. Because the way it is right now its the opposite of beikg built for modding
but that update wasnt in the works when todd said the game was built for modding
the game (like every game) was built to get released, whatever it might take.
We don't know what their in-house build of the project looks like
no but i know what sofrware projects look like and they are all the same
from a basic structure anyways
Let's put it this way... If official mod support goes live and the update to the game still doesn't support the full range of modding needed to make modding worthwhile, then they won't be able to leverage their new creations and approved creations stuff for the next decade, and it won't be profitable.
by the time official mod support is there it peobably will. But thats different from saying that the game was built around modding. Official mod support if anything will get us back to the status quo, not exceed it.
Let me use a movie analogy to explain what I HOPE they are going to do
the games release very clearly indicated the importance of mods to the development of the game itself. Its an afterthought that gets solved once its time to get it solved
Look at the Lord of the Rings films. Solid work in the theatrical release version. But then you have the extended edition DVDs, which didn't just add scenes back into the movie. Many scenes were shot different with entirely different dialogue. There were comments made by the actors that, after they had the "Cut and Print" order for a scene, it was time to set bakup to do the Special Edition DVD version of the scene.
thats not how you develop software. Not in the same sense lol
if mod development was key from the get go youd go ahead and see what is important to not break it and what you can do to enhance it
In effect, not only were three separate films being produced back to back and in some cases simultaneously, bit two versions of those films as well.
Well, Remember... Bethesda doesn't even use design docs. So there's nothing conventionable about how they do things.
at some point during development they decided, for some reason or the other, that other stuff clearly was more important because they decided to break moddability in favour of.. something else, accepting that going back and somehow fixing all of this would be way more effort.
either that was done out of unknowingness (find that unlikely personally) or it happened because modding is infact not as central to the game as you think it is
Like I said, we'll know for sure when they flip the switch on official mod support.
no we wont because by that point we will return to the status quo
that will not tell us thiugh that the game was built with modding in mind
if so ething is built with x in mind that means that x was basically always something you considered from the start of development
which in this case they didnt
what makes you think they "broke modability"? did any of the delays say it was explicitly because they broke modding?
Like I said, their in-house "master" build may have everything all working in that regard. We're not privy to that.
the struggles of xEdit and the nature of reflection data and how it makes multi plugin really hard and severely limits what mods can do rn
you wouldnt have 2 branches with a completely different core structure because you want to release the other one a couple months down the road
the notion is silly
i get you said using XEdit and third party things but dont you think the first party tool CK would be built with it if that makes sense?
itd cause too much dev time
like it wasnt build with xedit in mind rather
its not about the ck or xEdit itself
The way Bethesda does things is silly.
its how the game the starfield.exe handles this stuff
xEdit isnt the limiting factor
i dont think you actually understand the effort of what you are suggesting
Actually... I do.
but it is xedits ability to get into things right? so im saying they probably have the CK have access others dont, but idk how tools like that work tbh
that is a lot of effort to do and seems kinda roundabout tbh
no its not xEdit that cant get into things its that you need to keep data the same else the game freaks out
oh i see what you mean
Remember, even though they've supposedly shifted focus to TES6, Starfield still has a large dev team actively working on it. They may be building that secon branch right now. IF they don't already have it built.
regarding ^ doing such a roundabout thing costs you months of development time and you never have enough devs from the get go
in every sofrware project you always have too few devs
you arent going to spend them on roundabout for funsies stuff
your team is already working overtime to hit a release date
it would definitely be smarter to do what nebur is saying
you arent going to spend them on woeking on a different branch where the game behaves completely differently
every dev team except Mojang works overtime lol
yes
i worked 12 to 14h a day from august to christmas for example. Sucks but it happens
either way, you dont do things like that
you dont have enough resources to do it that way
if they did it would be horrible management
In truth, I really don't care. So long as when official mod support opens up, and the Starfield Creation Kit is released, and "it just works" it'll be a moot point
yes and at that point id lose complete faith in the company
true
lol ok guess we can call it here then
i at least want the CK to have the ability to have Flora and Fauna creation and planet creation using handcrafted and procedural tools
because kf they actually did it the way you are suggesting, the game could be wildly better if they focussed on a single branch and they could have improved on featurss and added more
could have spent all the resourced working onnthe elusive seconf branch
and made the actual game better
true
We'll just have to see how it all goes down. I just wish they'd break radio silence and start talking about it.
Bethesda rarely talks about things. Radio silence for updates is normal
Now's the time for them to start showcasing what Starfield modding is going to be like. Now that the creations program for Skyrim is launched, they can build that into the talking points, try to get people excited about becoming a partner.
the stuff will come out when ir comes out. May take a couple of months. Best to spend rhst time doing something else for now
gotta be patient some more lol
I don't take any big steps until I know what I'm about to step in.
what do you mean big steps? like modding the game?
I haven't modded a bethesda game since morrowind. Getting into it now would be a big step. And I am interested in the approved creator program, but I want to know how it will all tie together with Starfield.
All we can do is guess.
i can already tell you that if you are in it for the money you will be disappointed. Also the cuts arent something that is publically known. And also when you apply for it you got to show a portfolio of stuff you did prior
Like I said... a big step. I wouldn't expect to start off as an approved creator.
as for how it will work with stwrfield, the exact same way it does rn
Make good mods on nexus and you'll be passively earning money
And money isn't my only objective. I want to create meaningful content, but my time has value to me. I'd like to think that I can make enough to at least pay for all the coffee I'd be drinking...
😄
well, nexus already has the options for that assuming people like your mods
Well it's midnight for me. Time to call it a day. Yall have a good one...
Now that Daggerfall Unity has hit it's mostly final 1.0 release I've actually been playing it (modded) the most out of all my Elder Scrolls games. Unless some eye catching mods come out I won't be getting back into Starfield until the CK2 drops probably
I've gone backwards lol now I've just got to figure out a modded Morrowind VR setup and I'll be set
What could be the reason that a door is not accepted as akTargetRef in a perk entry activate?
I love modding for starfield😂
If your level 564 and you reached the 240th temple you will have over 220 rooms to go through🤣
I'll for sure reduce this but it would indeed be a funny if Bethesda went this route, just imagine a fricking maze to go through when going to a temple to obtain a power
Downloads for December:
... when TES5Edit (that's for the old, original, Skyrim, not for SSE) is more popular in first time ever downloads than SF1Edit.... Bethesda might want to think hard about what they are doing
(Mod Unique Downloads only count if a specific NexusMods account for the first time ever downloaded a file from that mod)
Even November, which is the first month SF1Edit was available for download, it doesn't look that good:
you um do realize that for all these versions it has SF edit?
I for one used tes5 edit version since I had custom scripts for SSE
yes, but for the majority of users, they just download the version for different games and use it as is. you can further see this from the page view stats on NexusMods, which essentially also count each time xEdit was started in the mode of the specific game, as it does a ping on the NexusMods page to do an update check so it can display if a new version is available
SF1Edit:
TES5Edit:
if there was a large number of people that just used a different downloaded version of xEdit for SF1Edit, you would see a significant number of recorded page views here
The page views basically tell me that worldwide, SF1Edit is probably started less than 1000 times in a day. independant of how the people downloaded it.
You can see that from the records page views of SF1Edit before it was even released on NexusMods... these exist because the page already existed, but wasn't published yet, and the people that downloaded xEdit from the discord and were running it as SF1Edit caused pings to the page already for the update check
The low number of page views in september came from the intial availability of SF1View
The increase in October from SF1Edit being available on discord
The peak in November from it being published on NexusMods.
Just because a mod isn't dependent on another mod doesn't mean load order doesn't matter lol
Yeah, the term "Modder" was hijacked some years ago by the much larger "mod user" group. Initially it was only utilizing the name, but when collections showed up and maybe even earlier, the name confusing quickly turned into "mod user" being on the same level of effort, skill, and dedication as a "mod creator". Obviously that never was the case if you ever watched videos of people using mods(and installing them before) in comparison to people creating mods, or tools etc. I still think there should be a fine line of distinction between the two. I mean, as a relative rule after all a "mod user" is having all the fun part, while a creator is having all the work part.
Ive been fine with the term author. I dont have negative feelings about it but I also noticed when the naming confusingly started shifting.
Yeah, no hard feelings. But it was confusing as hell when it started.
My mistake. Of course Load Order would matter if two or more creations attempt to change the same thing. Don't know why that didn't come to mind when I posted that comment yesterday. Someone must have spiked my coffee with a potion of stupidity. LOL.
The advantage that comes from mods not being dependent on each other is that, for whatever reason, should a modder remove their creation from the platform, it won't break any other mods. Furthermore, it protects the consumer in that it does not require them to buy one creation to be able to use another.
Yeah 
Disadvantage comes where a creator might want to produce a series of quest mods that must be completed in order. Without interdependency, these individual quest mods could be played in any order, causing the series' continuity to not make sense.
I know we'll be able to edit and redeploy creations, so adding subsequent quests to the same creation is possible.
Approved Creators will be tempted to increase the price of their updated creation to reflect the effort behind the additional content added. As I understand it, this will not impact anyone who already purchasedthe creation, but it will cost more for people who purchase it afterwards. After enough updates, the price would become ridiculous. Market forces would simply make it where at some point, nobody else will buy that creation.
This slippery slope of perceived greed on the part of a creator can be avoided. The creator should look at added quests as added value to the creation which could inspire more players to buy it at a fixed price point no matter how many quests get added. If the work they do is good, word of mouth about the quest series regular growth, and the quality of work will draw an increase in purchases over time. Likely far more than it would with no updates. The creator would wisely look at it as a time-investment in themself.
To be fair, the initial, fixed price might be reasonably set a bit higher than most with the same initial amount of content. But if the creator makes it clear that it is intended to be a long-running series of episodic missions/quests, and that each addition would require no additional purchase, players may see the value in the higher price and jump in.
I do remember that some mods on nexus did that.
Due to the effort put behind those quest mods, they decided to split it into 3 parts and release them 1 by 1 without dependency.
not to start a argument or anything but the graphs and numbers comparing the SF1 and TES5 means little to nothing to me because its comparing SF1 mods/XEdit for Starfield (Which is in beta so way less accessible and TES5/XEdit for Skyrim/SSE which has been around for over a decade. It seems a bit disingenuous saying "The Starfield modding community is dead/gonna die" when i know many people including myself are waiting for the CK to come out to start modding.
But those are current downloads.
The downloads last month of sf1edit are lower than the downloads last month of tes5edit.
And sf1edit is the only way to create any starfield esm starfield mods.
And elminster was not saying that the modding community is dead.
It's more an observation.
yes i get that but the fact that the CK isnt even out and comparing them like its despicable that the numbers arent higher is strange
and not just elmister, i seen people on reddit making the same points
and i was justifying the numbers saying there are people like me waiting for the full CK
You are aware Elminster is the creator of the xEdit / SF Edit programs?
X is a placeholder. Like in math. Like "insert variables here".
The name doesn't matter. The signature of the developers does.
So even if you had a wrong name the moment you opened the tool, you knew what it was.
Aside of CK and Wrye Bash it was always the most important tool since MW.
And maybe all the stuff LOOT did. But that came later.
To me it's just an unfair comparison. SSEedit is a must have if you are even using mods in Skyrim for PC. Everyone who is modding the game should have it downloaded so they can check for ITMs and incompatibilities in the mods they are using.
Meanwhile you only need SF1edit if you are making mods for Starfield. It's not quite as necessary for using mods right now because the official tools aren't out yet. I'm sure if you could look at historical data for TES5edit and FO4edit they had a lull around release, a spike when the CK came out, and then grew as anyone modding their game on PC grabbed it along with the mod manager of their choice.
I'm not comparing SSEEdit here
THAT has 20 times and more the usage and downloads
I'm comparing TES5Edit
the one for the long since obsolete original Skyrim
there are not even as many people that are downloading SF1Edit for the first time compared to people downloading TES5Edit for the first time.
And no, your statement about SSEEdit being a required for "using mods" and SF1Edit not is completely wrong. Both are equally useful for making and using mods for either game.
Starfield mods require conflict detection and patching and careful scrutiny of your load order just as much as Skyrim or Fallout mods.
I am aware x is a placeholder. But the guy I was responding to may not have been aware of that. Singled out SF Edit so he knew my statement applied to that as well
are there any mods that let you put normal doors on habs in breathable atmosphere?
yes I know
https://youtu.be/IHeZ9itgSZs?t=331
new ai overhaul coming for SF
Available for download on the GreslinGames Discord. Used with my Aggressive Enemy AI and Companion AI Updated mods for Starfield. (Made with XEdit and the Caprica Papyrus compiler.)
I just loaded Starfield last weekend and find it glitchy to say the least. Gameplay is not smooth and seems to be very laggy which is strange for a game that is single player. I remember when it first came out that there were recommended mod installs for smooth game play. Hopefully someone understands what I might be referring to and has some suggestions. Thank you in advance.
“Why did you not optimize this game for PC?”
-- Bloomberg Technology
“Um, we did. It’s running great. It is a next-gen PC game, we really do push the technology, so you may need to upgrade your PC for this game. But it’s got a lot of great stuff going on in it, and the fans are responding awesome.”
-- Todd Howard
I mean, trying to run this game off of a platter drive is a bit nuts.
My computer fans are indeed roaring at the game
Trying to run any game off a mechanical drive in 2024 is a bit nuts, tbh
A lot of older or smaller guns run pretty good on spinning rust.
goody?

Can it tell me which ones I can sell to the book lady? Cause I feel like Starfield is testing me on what books weren't written by Dickens.
I’ve noticed this with a lot of games not just starfeild unfortunately
My pc hates starfeild but loves baldurs gate and skyrim 😂
i mean skyrim is a lot simpler so unless you go all out its likely to perform better than starfield
as for bg3 thats surprising unless you have a mssively powerful cpu
because act3 really isnt thst performant
New quests with lore books when?
Hello, I edited the StarfieldCustom.ini file that Vortex creates because it was interfering with Photo Mode. Specifically, I added a semicolon to [Display] and sPhotoModeFolder=Photos settings.
I have not yet installed any mods so far, but will this prevent Vortex from properly running?
Anyone know when consoles gonna get mod?
near CK release date
not earlier
So I want one of them tables that put's you into the starmap when you activate it, but instead it takes you to the ship inventory to trade items. I've got SFEdit and made an .esm that has a copy of the table. It uses a script called "OpenStarMapOnActivate". Is the starmap a property that I can change without making a new script? If no, How do I make the script?
Do i use Mod organizer for starfield mods and if so how do i set it up? i modded skyrim once but its been awhile
same with skyrim
just need plugintxt manager and loot is disabled atm
where do i get that?
on the nexus
ok thanks
Starfield uses the FO4 esm tag, which is very helpful, meaning not much if anything is changed, related to objects, crafting, sound defs and all, pretty nice to see. Makes modding easier ;)
sound has been revamp with sound banks
hopefully they gives us a converter for it tbh
Something occurred to me that may not have been considered up to this point. The deployment of the creation kit for Starfield may be done in a way that has not happened before. What if, this time around, the CK is integrated into Starfield itself. This time, after official mod support goes live, we download a single update to Starfield, and afterwards, when we load the launcher, In addition to the option to play, we see an option to create. This could make the creation kit integrated into the creations platform directly, just like the game is. Mods can then be deployed directly to the creations platform as free, or paid if the modder has obtained approved creator status. Of course, a toggle option could switch to third party mode, which would disable deployment to the official platform, as well as the restrictions that come with it, so the modder can upload via third party sites. Thus the creation kit's functionality could have integrated support for all modding. The drawback to third party mode would be that the mods created would only be guaranteed compatible for PC users, and so would not be availabe to console users. whereas the official mods created for and deployed to the creations platform, would work for both console and PC players.
Integrating the editor and game together would create parity between both functions, needing only a single update. One library of assets and resources. One database driving both.
That sounds like a ton of extra effort which could cause quite a few problems.
And you could just add a login function to the bethesda website on the normal creation kit. No need to tie it directly in with the game.
True
So there is nowhere in discord to suggest this do gonna do it here
I am what would call a fallout baby (not by age , as I’m mostly spent unsociable hours playing fallout games as far as I can remember )
So I think my tips are not unreasonable in sense (my wording might appear rude if it does I do apologise)
Now …
If bethesda are indeed lookihg in the discord I think some tips to expand on starfeild wise
-
mini map /global map
like in picture A would feel more immersive, rpg type of thing, -
outpost wise
Like in picture B,C adding the outpost element of the glass house being your having your settlers / colonists farm for food or resources to store in said glass house and store hub. -
recruiting
Recruit npc to your outposts like ya can for your starship
Eg looking for someone to farm your food go to akila and speak to blah blah and for 500 creds blah blah
Guards , speak to faction leaders (if your part of faction ) if not recruit them form random outpost dotted around for such and such credits
- ship design
Most having them look less I have built it form a scrap yard to oh it looks like a ship nice
And allow limit place ment of stuff in your ship give it some immursion.
- pets
Yes space pets form a baby athra or a baby lizard thihg like me grumples
Find them give them certain foods (which can be grown in outpost greenhouse )to tame bring them to your ship or on your journeys
Just few suggestions
WUT?
Go easy on him, but yea it made my head spin too. 😂
i think by tag he means file extension, so he's referring to the file format and by extension (sorry!) the plugin system.
the file extension has been used since at least morrowind... so.... starfield is morrowind?
and the TES4 header signature has been used since oblivion... so starfield is oblivion?
I don't quite get the logic here
starfield .es? are more different from FO4 ones than they are similar to FO4
yes, but .esm and .esm have the same 4 characters
it took 500+ h to reverse engineer the changes so far. And 200-300h+ are probably still required for reflection based data structures. plus probably another 100-300h after CK is released to re-verify everything and adjust names to match whatever CK is using
but sure "not much if anything is changed". 
500 + 300 + 300 = 1100. so, what you're saying it's definitely easier than 2000h+. 
considering that 2000h is a bit more than the normal total annual worktime of a salaried employee, yeah, sounds about right
I am very curious on what the limitations will be with the new creation kit, especially on the idea that we can add or modify entire planets.
Now that I realized it's out definitely going to start, I was kinda waiting for creation kit 2 to dive in.
most people were
still don't get where the hell the whole starfield modding scene is dead has been coming from🤣
I'm extremely impressed with what has been managed so far with the Starfield modding scenes with the current tools.
A lot of people seem to be under the impression that Starfield should have as many mods as Skyrim by now.
Not Elminster, he was just under the impression Bethesda would improve their tech better.
I am under the impression that if there was significant interest in modding Starfield, there would be people doing that using the tools available for it. Which are pretty powerful and complete already (the tool in question being xEdit), but there are hardly any people doing modding (in either of the 2 sense of the word) compared to the 10+ million licenses supposedly sold.
10+ million players/fans.
It is deceptively worded. Cause many people on gamepass are still players, yet have never bought the game.
The problem with these data is that they are not comparable due to the different state of these games. Some conclusions could be drawn by comparing the number of xEdit downloads for all of them when they were released before their modding tools were released. It would also be important to know what percentage of players play a moddable version of these games.
The numbers you are talking about are not comparable or relevant, as no other game had close to complete and very solid xEdit support before the CK was released. As far as the ability to make a huge variety of mods is concerned, there is no need for the CK. If anything, the lack of CK should actually increase the users for xEdit, because anyone that would have used the CK must use xEdit if they want to create a mod right now.
I am aware of that, but my point is that we would need comparable data in which there are not a lot of factors distorting the numbers. The interpretation of statistical data is often problematic because of the various factors that can affect the data.
We will only be able to draw conclusions about the popularity of Starfield modding in a few years, there is not enough data now.
I almost died hitting a band of boars this morning, if that counts for something.
Skyrim all time peak only 70.000 wtf?
Every game and every circumstances were different.
But no matter how you look at it, the remaining number of players after 4 months, and the number of people actively trying to mod, are very disapointing for starfield
There is a lot of data already.
4 months of the game being out, with the majority of the time having modding tools.
Most of these conversation about "Starfield modding is not in a great place" are done because people want it to be in a good place and for Bethesda to actually fix what causes modding to not be in a great place.
Prepare for "This is not the full data, this is only steam stats" comments.
Time will tell.
I truly hope Bethesda fixes all the problems. But sadly I'm no longer optimistic
When you dismiss a very important factor no wonder you are not able to draw any proper conclusion. Regardless in my opinion Starfield will not reach Skyrim’s modding popularity.
Nobody would be more happy than me if Bethesda does a bang-up job and turns this around.
Called it, lol.
You can draw conclusions from a large enough dataset. We have a playerbase of at least 300k steam players in starfield. Most likely closer to a few million. You can definitely draw conclusions from this dataset, especially if you compare it to datasets that are from the exact same platform
Well, I expect a lot of people to go through a Kübler-Ross cycle in the next year or so. There are certainly enough that are deep into stage 1 already.
here is a comparable dataset 😛
To be able to draw conclusions with data, you don't need to check in with every person.
A dataset of over 300 000 (but probably closer to a few million) is already way more than enough to properly extrapolate information.
Most data analysts/scientists would love such a huge dataset. Cause usually you get a dataset of a few thousand people, and that is already somewhat good.
I doubt it. Starfield didn't capture the zeitgeist and that's something that's not so easily remedied.
i think bethesda posted once that only 1-2% of skyrim players actually used mods, and a smaller percentage of that actually created them.
That was probably before the introduction of mods for consoles.
I would be willing to bet that today you can count the number of people playing skyrim without mods can be counted with just your fingers and toes, and the toes might be optional
that was around valve/bethesda's first attempt at paid mods
i think it was in bethesda's apology that they revealed the stats, but they keep revamping their websites and deleting content, so there's never a historical record
found it:
Only 8% of the Skyrim audience has ever used a mod. Less than 1% has ever made one.
https://web.archive.org/web/20151213055537/http://www.bethblog.com/2015/04/27/why-were-trying-paid-skyrim-mods-on-steam/
That’s is very surprising 8%….people don’t know what they are missing.
with 60 million players, that is 4.8 million players who have used mods.
At least according to a recent interview, skyrim had sold over 60 million copies.
Let's see if starfield can beat that, lol
Let's stick to modding discussion please
Fair enough.
Let's hope bethesda fixes the issues related to starfield modding.
this is modding discussion
Guessing my comments got removed 🤔
Perhaps I understimated what xEdit could do in starfield without the creation kit, kinda just been waiting around for it since mods haven't been considered that stable and we aren't sure what changes they will make ahead of creation kit 2 being released for starfield. I may have to revise my assumptions on what can be made with xedit without the need for creation kit. Specifically I am interested in how the creation kit will allow creation of new planets and POI's..
People are already working on custom solar systems.
Except for things involving reflection based data, SF1Edit can show and edit any and all data contained in Starfield.esm
Creation of new planets is hampered by the fact that they game engine is outright broken in some of regards currently
Availability of CK wouldn't change that if the underlying issues in the game engine aren't fixed
sadly, some of the records that involve reflection are the ones that people want to most edit/create, like weapons and planets. the game's underlying technical issues are a problem because a) they're functionally problematic and b) they're demotivating for Elminster and particularly Gibbed, who knows most about reflection and has been working on it pretty much since launch.
Any issues with mods that I'm aware of are the result of issues in the game engine itself, not the data xEdit writes.
That reflection based data handling, the way it's done, is outright hostile to modding by any third party tool.
Reflection could just as well have been used to read and write data in the proper correct format using subrecords.
not sure why thousands of subrecords were just blobbed lol
What's the "reflection based data"? How does it work?
Instead it has been written in a way that basically means that it's extremely difficult to interact with these data structures if you don't have the complete source code of these objects
Reflection is a programming technique where objects are runtime can introspect themselves to know what fields they have
Bethesda uses this to store complete object graphs in binary blobs.
They chose to use an exceedingly complicated and cursed way of how to store and load that data.
The same reflection information could have been used to simply write proper subrecords instead like all the older existing records use.
May want to explain it in more simple terms
Reflection: good or at least neutral
How Bethesda used it: pure unadulterated evil.
That simple enough?
Lol
imagine using a roomba to map a mountain
basically, bethesda took thousands of subrecords (e.g., subrecords span all types such as Editor IDs, Rotation X/Y/Z, and Form IDs), mashed them together, and pointed records to those blobs, effectively handling what would normally be record data outside of the system they've invested decades of engineering time in for handling record data.
reflection can be a very useful programming technique and can save a lot of time, but in this case, there was already a system for organizing and structuring the data. in my opinion, if their goal was to save time, they should have built automation to add those thousands of subrecords to records, instead of blobbing the data.
This reflection Java tutorial describes using reflection for accessing and manipulating classes, fields, methods, and constructors
Reflection is the standard coding method to address vars in Minecraft. And basically, in layman's terms, it allows you to address positions without ever addressing, and specially not "touching" as in directly changing them. In Minecraft we were using static addresses, and you had to define specific static addresses(mappings) in all your mods so all various mods don't interfere. Reflection made that obsolete(2013?)because it's a dynamic process. So in short Reflection = good for modders and compatibility, static addresses = not so much.
Given how fluid Minecraft is in its code updates, a static method would at one point have collapsed every single effort to expand the already huge modding scene horizon for Minecraft.
Minecraft is the single only game I'm aware of that's far ahead even of the Beth titles modding scene.
So when it comes to making sf mods is it same process as making fo4 mods ?
What I mean I’d say using ck slides and overlapping mesh etc or is it different tools now ?
same process
Ok good to know cheers
So if you draw all your data from California, that shows statistics for all of America. Interesting. Cause, that's not how data works.
that would be news to statisticians. you should send angry emails to everyone who uses sampling and extrapolation.
I hope this is supposed to be a joke.
Cause it is not like steam players is a specific demographic.
People from all over the world buy games at steam. Be it from Germany, united states, japan, or wherever.
You can definitely extrapolate data if you have over 300 000 people with a mixed demographic.
They only trait they all share is that they own starfield.
Sampling and extrapolation only work with small data sets. Something that affects 2% of a population for example. If you have a large data set extrapolating from a small or limited sample skews the results to far to be considered useful.
again, news to statisticians. you ought to break it to them that they've been doing it wrong this whole time.
You got a dataset of at least 3% here. Most likely up to 10 or 20% though.
Steam users are estimated between 1 and 5 million. Probably somewhere around 2 million.
Bethesda themselves shared starfield has had 10 million players. This is a dataset of 20% of players.
Because you are one or know so many? I'm not one, I do read a lot of scientific studies and if this was how someone did a study they would get crushed in peir review.
If you got a dataset of 300 000 you have an AMAZING dataset.
listening to music doesn't make you a musician
also, it's peer review, not "peir" review or even pier review, unless you're a harbor inspector.
Steam is a subset though. It only applies to PC players and doesn't cover console at all. Steam is likely the most popular place to buy PC games so you are only seeing numbers of PC gamers who bought the game. Say nothing of PC users who played it on Game Pass instead of buying it. We are missing the data for how the 10 million breaks down between PC and Xbox. If it's at least played on PC by people using Game Pass or buying through the Xbox store on PC the data is off.
I'm sorry I have dyslexia and you got my meaning anyway.
So?
You still have a huge dataset of people. A significant percentage of the entire userbase.
You don't need the full dataset to draw conclusions from the dataset. Especially given that this conversation at first was about modding and how the number of mod creators and mod users are dwindling in starfield already, despite xEdit being in a pretty good state.
If your statement is that modding for PC on Steam is dwindling then yes your data is accurate. If your statement that modding in general for the game then it predisposes that the official tools and mod support on consoles won't make a difference.
I for one won't be getting SF1edit until after official tools come out because I want to release any mod I might make on Beth.net. Since Bethesda seems to want to make it so Xbox and PC mods have parity so you only have to upload once to be used on both, that seems more advantageous to me.
Plus anyone playing on Game Pass PC can't use mods from Nexus as the game files are encrypted. They will only be able to use mods from Beth.net.
This is why I don't see the value in this data.
People on gamepass can use mods on nexus though?
They are already doing it.
It may only be a subset of users, but if it is a large enough subset people playing via GP PC or on console will change the number of mod makers and users.
I for one won't be getting SF1edit until after official tools come out because I want to release any mod I might make on Beth.net.
you can use both. always could.
you only need the CK to upload to Bethesda.net
but you can edit plugins with xEdit and the CK. they are not mutually exclusive.
If they are doing it why are you questioning if they can? To the best of my knowledge you can't. This is true for Skyrim SE and FO4 via Game Pass as well. If I'm wrong, then yeay, more people can use PC mods and that's great.
The large number of FO4 mods that had to be remade once console support leads me to wonder if that will hold true for Starfield as well. Thus I wait.
no mods needed to be remade because of xEdit.
Please do not argue with eachother.
then how do we debate anything?
how do we exchange ideas or teach if there's no argument to be made? you do know we're not a hive mind, right?
You can debate, but when it turns to insults then it is breaking the rules.
i miss the old forum
we still had heavyhanded bethesda moderation back then, but at least it was only to cut off threads at 20 pages or something.
matt "gstaff" grandstaff was an awesome community manager
Is there any idea when mods might get to Xbox?
whenever the CK launches
the CK is required to upload to Bethesda.net which is required to push mods to consoles
I don’t know what a CK is sorry
Bethesda hasn't announced anything regarding console mods yet. We won't know anything until they do. They will most likely post it in one of the announcement channels when they do.
Thank you
@slender violet short hand for Creation Kit which is the tool Bethesda eventually releases for their games that let players manipulate and create things with/for the game. Each game has its own version of the CK. I think everyone is calling Starfields CK2 , it hasn't been released yet but Bethesda announced it will come out this year at some point. The CK is the only official way (to my knowledge) to make mods for the console games, there are user created tools people use along with the CK to make mods for the PC version however.
Why the increases to EXP gain from drinks like the soda pops and tea not work, its frustrating. Changing the magnitude doesnt change the EXP gained, maybe its a spell instead so the magnitude is found on it??? They did that for Fallout and Skyrim before, magnitude fixed on the spell and not on the item....
The magnitude for food items is not set on the item itself, but on a separate variable.
This is done so that you can adjust the strength of multiple food items at once, instead of every single one at a time.
https://www.nexusmods.com/starfield/mods/5796
You can look here for an example as to how these values are edited.
Aaaaaaah I see, so i was partially right.
It's using global modifiers like DrinkDur_Convenience_02_Medium for durations and such.
That is so cool, explains it all, and yeah. Makes it very streamlined.
Good job Bethesda, we needed something like this for a while. Well, we really need it here, with dozens of different food and drink items with the same stats.
Is this your mod Vex? Or are there just a lot of Vexes now apparently?
so i'm starting a new game and everytime i sit down in the frontier's cockpit as the hud loads up my game crashes but i can't for the life of me figure out what's causing it
xbox user or pc?
pc
https://www.nexusmods.com/starfield/mods/5068
get this and crash yourself
i assume it's a mod but not sure which one and maybe it's because i moved it to another drive
thanks
Yes
Hadn't tied the name to the work yet. Cool stuff. Do you know what it would take to increase the effect %?
Same as the others. It's a global variable.
So if you change it for one it will change them all? I thought I saw something in the wiki for the globals but I can't find it now.
Yup.
Depends on a few other factors, but that is generally how they did it for consumables.
Which works well I think.
Unsure if this was the case for older games, but I think it is a good change.
Well means you couldn't make a cheat where the effect only is on the cheat.
You still can.
I don't think the global values have changed. That ones above my head as I'm still picking all this up.
you can just make new variable if you want to cheat
From what I remember. The actual magic effects on the items that give you the buffs have the global variables on them.
So if you changed that, you could set whatever you want to.
agree with vex, this is a good change considering that for a lot you will use the same values
Oh right.
and how do I add skins to guns too?
Likey?
To my latest knowledge .mat files are a thing. So you'd use these. Or you contact a creator and ask, or you dl a mod that does this and learn from it.
Or do you mean skin mods?
Like mods in game, not mods...damn Berhesda, why do you hijack the term mods, to be used for in game item mods? What are we supposed to use now when talking about mods?
how do I edit mat files? and what do i do with them after
https://www.nexusmods.com/starfield/articles/411 is a starting point
Whats up with that object activation under the hood?
Excuse me?
Oh, the scanner hood. Well, you know the answer to this. I'd need someone to provide payrus code via native, so I can apply a function call from inside AS.
But maybe, in a very distant future when I addressed all the easy quickly done stuff, I'm going to focus on finding a hacky different way.
I was wondering why the scanner blocks object activation for doors, animated containers, seep harvest. But not other activations like picking up items, and interacting with quick inventory. Curious.
And if you ask specific for vents and seeps. The ui will always activate the resource quantifier...you know that color wheel on activate. That's actually true for all inorganic and organic resources that are not plants or animals.
You're the native coder. You probably know that better than me. But we'll see if I ever bring up the nerve to deal with re and Ghidra.
I'm afraid I have to if no one's left over.
Heh, I can make some stuff happen after a lot of struggling and extra help but I dont own native coding as a skill, well not in the RE sense. 🙂
I havent really looked at the UI internals for starfield yet. If there is a variable instance BGSCodeObj or similar then you might have some native cross-communication already sitting there ready to use.
Now that you say it. You know what all those types you've mentioned have in common? They don't have containers.
And they have animations as you correctly noticed...🤔
I have to be honest. I've not yet reached the phase of yolo "search whole weekends" for a single var in thousands of lines of codes, like I did so often for fo4 and Skyrim. I'll wait for someone else doing it. Just dl'ing and installing a mod is so much more easy and less annoying work...🤓
haha :hide-the-pain:
We will get there 🙂
NB4 they rename all these channels to gamename-creations
ok so i got the game to crash again here's the log
pretty clear what's crashing. if you read the comments on that mod, it's pretty clear it's been broken for a while.
which mod
the mod referenced in the log
Slower than light?
what are some mods ya'll use to enhance your ships?
for one there deretech
Already have that one I’m looking for lesser known mods
So why do creation club things no longer let you get achievements?
- not the right channel 2. its not creation club you are talking about but paid mods.
you dont get achievements with those because paid mod still a mod
- they working on fixing this btw
Wait. Weren't you part of team SE back in the legacy Skyrim when Schlangster gave us SkyUI? And you're the helmet overlay author?
I worked mostly with Mardoxx on the original vanilla menu decompilations that skyui were based on but I was a baby coder back then. I was there on the old school skype group but the real MVP were schlangster, expired, and mardoxx. These guys taught me so much, I was just there.
Wierd question
Anyone have the spawn I’d for starborn npc
ya on pc?
If someone is interested I transformed this weapon as Standalone https://www.nexusmods.com/starfield/mods/8036?tab=posts
I wonder if we'll get something akin to Sim Settlements in space 👀 that'd be pretty cool
I use pc but play on console
I really hope a mod comes to console where ya can build anywhere
So many places that I wanna build in
how do I add standalone armor?
or skins
theres some armor retexture mods that i would like to make as a skin
Hey all! The showcase base is finally finished. All buildings are from my B.A.S.E. mod, most of decoration is from vanilla or Outpost Construction Expanded, catwalks and some stairs (connecting landing pad and building and rear entrance) are from Catwalks mod, and restaurant and one piece of office area are from new Living-in mod (after I removed some doubious records from its ESM).
i had heard about that. looks chef kiss
Vortex is saying that Starfieldcuston.ini is not configured. I believe this is from me adding semi-colons to the Display and SPhotoModeFolder lines.
Will this break other mods I'm planning to install?
Something like this:
Whose the creator of this mod ? The starborn armour with scarf
Only reason I ask is cause wanna know what scarf they used as had a similar idea but with other armours
If there in here Ofcause sorry
I might be wrong, but I think that's Bethesda concept art that they failed to deliver on, and not an existing mod?
Pretty sure I’ve seen this on nexus ?
ignoring the characters, does it actually look like that in game?
Not at all, lol
Looking at those temples. It gives me oblivion tower vibes.
Would have been a lot better than the current system.
yeah, so... concept art
Oh the dismay
It’s shame the starborn armour is a one piece armour tbh
There is a mod that adds modular starborn armor
Late reply is late, but make sure you spelled Starfieldcustom file name correctly. It is misspelled in your post. Double-check spelling on everything, even if you think it’s correct. Also, sometimes the Devs make misspelling mistakes and so you have to make sure it fits exactly.
Thanks, I double checked and it is spelled correctly. I should note that I haven't actually started modding yet, just downloading some on Nexus when I start modding after finishing my first playthrough.
I'm just making sure things are going to work properly when I do start mods.
Ah ok. Read all the information provided and you should be fine. I hope you have fun. 🙂
Is there mods on xbox?
Hi. Does anyone have any news on the creation kit?
Once ck is released and allows port to Xbox I plan on making some personal ones for myself
But as of yet no Xbox mods