#starfield-mods
1 messages · Page 9 of 1
Like if you’re on akila, and look at that earth-like moon it has, you wont see its atmosphere from the ground
Really obvious at night, and on planets/moons with no atmosphere
moon's typically don't have much in the way of atmosphere.
and I mean that in the sense of actual moons and not the planet size "moons" orbiting gas giants.
Jemison. I thought the high ocean bed detail looked off. Like we can't really see that much detail from orbit on a really good day so there's now fluid-like distortion on the ocean.
https://media.discordapp.net/attachments/1143291087516086292/1217696158772756571/image.png?ex=6604f6eb&is=65f281eb&hm=e29265f722826450f06b97fa7ba8a1169183f16dd7756f0ef6dd7adf318c01d5&=&format=webp&quality=lossless&width=1051&height=723
still have some odd artifacting with some terrain sections (like the weird shadow to the mid-right in shot) But overall like this better than the neon green default jemison.
Do any of you use BetterShipPartFlips and Snaps and if so can anyone help me understand why I can NOT completely rotate items like the stroud cowling 1LA-PT? A buddy of mine took this screen shot. He can turn his all directions but mine is still default.
ooh I just found a big outpost mod that replaces like 4 that I had been using while adding a ton of new stuff on top of it
and this is why every now and then I like to just take a look through the recently updated tab
Somehow went a step backwards with the nice blue marble look... but finally got a save without a whole buncha weird artifacting.
Hey, great that we have a mod channel on the official server.
So I'll show a mod I'm making along with a request: Beth, can we please have more options for Ship Reticles? More realistic ones perhaps?
It is so easy to make them look more realistic, and would be pretty cinematic to have more minimalistic ones too:
They said early 2024 it is early 2024
When are they bringing mods to Xbox?
From my point of view, they are silent like a grave when it comes to news about mods for xbox
I believe here are enough people to do that 😂
are there any mods that allow you to play as a terramorph?
Edit to Redacted keeping this for ghost ping prevention
Soon(tm)
Depending on how Bethesda defines early, it can be anywhere from now until the end of June.
I define early as January - April. However, the first half of the year could be considered "Early"
💀
I mean
The games not been out for 7 months it was about that long till fallout 4 got the creation kit
Starfield needs mods the game sometimes feels empty
how difficult would it be to make it possible to add outpost locations to the activities tab in the mission list to be able to fast travel to them without having to navigate the map?
My guess is that they are working to make mods as compatible as possible between the PC and Consoles. With PlayStation out of the picture, and with Microsoft owning Bethesda, clear communication and cooperation between Bethesda and the XBox team may open up some doors for Starfield that may not have been there in the past, allowing maximum parity between what can be in a PC mod and what can be in an XBox mod. All of the variables involved are directly under Bethesda and Team-XBox's control.
As I understand it, there was communication between Bethesda and the xSE folks. Not sure to what degree, but with cooperation, fewer high-end mods may need the Script Extender, if Bethesda were to include many of the common script extensions into the first build of the game when the official mod support launches.
Starfield is going to be their cash cow until Elder Scrolls 6 releases, and we know they want Starfield to be viable for at least a full decade. It makes sense that they will be focused on making sure that when official mod support launches for Starfield, that it does so in a way that offers modders the most powerful tools they can get.
This time around, Bethesda is fully hosting mods, both paid and free, on their own platform, which no doubt utilizes Microsoft's extensive infrastructure. Something that before the acquisition, they were not really set up to do, as far as I know.
At this juncture, we know that folks on the Verified Creators Program are beta testing an unknown app for Starfield, according to steamdb.info. The only app VCs would need to be testing is the Creation Kit for Starfield. So there is visible movement on that side of things, but it's anyone's guess when it will be released for public consumption.
We must be patient.
I think a more efficient upgrade to the map could fix that. Starting with a System list that is toggleable as well as a sub list to that with POI's and outposts. Being able to select any to fast travel to from the map. (Not that I think this game needs anymore bloody fast travel, but... its already there so... make it more efficient)
I mean yeah the more proper version of what I'm looking for is just a "favorite locations" list in the map view. I'm just trying to come up with a workaround that would use existing systems. Like how we have the "Location of the ECS Constant" activity.
No more quest scripts. This game suffers mightily from that method and it should stop.
so I guess I "just" need to learn everything about modding the game now. and remember how to code in general since I haven't written more than a few lines in years
more importantly : https://ck.uesp.net/wiki/Papyrus_Introduction
honestly wouldn't be surprised if the hardest part for me was tying it into the UI
UI seems to be tied to Scaleform still ( Adobe Flash). Uses .swf files for all the hud elements. So you'll want to consider learning Adobe Animate or a similar sofware that can handle .swf files if you would like to muck about with UI elements.
Yeah it's not "technically" flash anymore but it's also...flash.
Gagarin done (as soon as I figure out why its UV seam is showing up)
Just an observation - but BGS is trying to fix a lot of base games issues. So I suspect. Once the issues that will affect the Creation Kit get resolved. That is when the CK will become available. There could be another large Fix Update before we see the CK based on the current programming status of Starfield. My Opinion and observation. But yes sooner would be greatly welcomed also.
why it's not always a good idea to harvest a vent with the Cutter...
The fact that is -not- a normal thing in game is a bit confounding really.
today in "maybe this is a mod's fault but I can't find anything to point to which one," I don't seem be be able to get landing sites to go away no matter how many other places I go land at
like I set down on a dozen places surveying a planet and the one next to my outpost is still there. and being preferred over the landing pad
Sounds like a console command variable you picked.
vanilla the cap is only like 3 right? so something/somewhere I must have changed that limit
or it's like an undocumented change in the community patch or something
5 Is the max. But if you want you can try building an outpost at one then delete the outpost it should remove the landing zone from the list.
https://www.nexusmods.com/starfield/mods/8857
we getting standing stones into skyrim folks!
...and "early 2024" is almost over. Q2 starts next month.
Early is also commonly accepted to mean "before midday" or in this case, "before midyear" so there could be plenty of leeway in the use of the word early.
"early" is up to 30th December... 31th would be late...
give me ck pls 😭😭😭 /lh
mod idea, take ark hyperion from MEA and make it buildable in starfield
also a very big wish: add the oville: Experience into starfield. inlcuding characters.
Here's a thought, there's currently no dedicated bench or keyword for applying skins to clothing items. Now, it's very possible that BGS will add something for creations to utilize, but without it, well, it could get messy.
I am sort of interested in the idea of a fallout earth ng+
For myself I am not too keen on cross title world idea. Would want to keep Starfield unique to itself and vice versa with Fallout.
Maybe a easter-egg or two but nothing full referenced.
if they implement script exender into the base game. this will be a huge pro modder step
This month, are we Gonna get mod browser update?
This is probably not an answerable question at the moment, but I'm in the process of getting together ideas for a mod that add playable androids to Starfield. One question or suggestion I'd have for or about the CK2 is if backgrounds will be able to add powers or abilities? I hope that however the CK2 works I can simply add a power to a background that adjusts what traits you can or cannot take. I'm familiar with Skyrim's CK and hope that it is as intuitive as selecting which one's you can or can't have through the CK2 menu somehow. I'm not the best at scripting. Hope that made sense.
NG+ would allow a loose cross-title (where it's just one of many possible timelines).
But how would one make script extender plug-ins
You wouldn't need to make script extender plugins if the scripting engine was exposed the way Script Extender just makes more functions available. It simply just work.
Wait, you're saying it ... just works!?
It would*
Which is really more a highlight on Bethesda needing to evolve the script engine some so one could create script-ins that can utilize all engine functions without having to be forced to by injection hacks.
There's some latent security issues with doing that though especially with a shared platform for mods and network function so that's pretty much the sole nail in that coffin that kills that idea.
Which could possibly be worked around if all script based submissions were required to be submitted uncompiled and having AI review code for malicious functions before it was verified and compiled. But that's a lot of work to setup and not cheap to run long term.
Does adding additional powers or bonuses to Backgrounds require a whole lot of scripting? I'm setting up assets for an Android mod for when the CK2 comes out
As I understand it, they cannot do this as it would be a security risk to the internal file structure of the consoles.
That being the case, the best solution would be for Bethesda to maintain a cooperative relationship with the xSE folks, and vet the most useful extensions, and then implement them into subsequent updates to the game and CK, if applicable. In this way, new functionality can be added to the base game under internally controlled conditions without compromising file system security on XBox.
Also, as I understand it, the xSE is not really necessary to produce essentially the same results, and is really just a solution that lets MAs accomplih their goals without having to go around their elbow to get back to their thumb, as it were. Essentially a work smarter, not harder tool. I've never worked with it myself, but I have seen preview videos of some DLC-scale mods for Skyrim where they make a point to mention that it does not require SKSE. And that right there makes it more accessible, and could allow it to release on the Creations platform as free content.
Having said that, xSE offers a solution for PC MAs to streamline their process, and if they continue to coordinate with Bethesda, and Bethesda adapts extensions for inclusion in official core updates, then the process going forward will improve parity between PC and Consoles in terms of the creations that can be shared between both sides of the issue. And that would be a very good thing, as when Starfield gets its branch of the Creations platform, the more creations, both free and paid, that are available for bot PC and XBox, the more compelling it will be to get involved with the program.
Having what Script Extender does on console would not compromise the platform security a whole lot if they had in place a strong screening system and guarantees that data phishing and RCE could be locked out. Some OS sandboxing when running games that support mods could be a means of security in that regard. Windows can sandbox fairly easily since it's built in in a lot of ways. Wouldn't imagine it'd be too hard for Xbox engineers to create a similar environment in a OS update. Strict screening process on uncompiled scripts being uploaded to the system as well as a means for file headers to be examined.
There's also other ways to lock out malicious code execution, but not really sure they need to for the way plugins and mod data is already scrubbed on upload.
bethesda doesn't need a script extender because they can just extend scripting
No one was saying they needed it. I was saying they could expose the functions that script extender does so SE isn't needed.
But if you catch up on the issues mentioned above, there's valid reasons why they don't.
right, you said "what script extender does" - sorry, misread.
This is true... However... Disallowing xSE covers all the issues without requiring engineers to work on implementing those safeguards.
And it is very likely that the decision to disallow xSE came down from folks higher up the ladder than the engineers.
For all intents and purposes, XBox consoles are just gimped PCs anyway. The only real difference is how the software is configured and the rules that are in placed for the consoles.
I suspect that at some point, XBox might remove the restrictions and implement an "At Your Own Risk" policy, where if any user installs anything unauthorized, if it breaks something, the warranty is voided and their service centers will not touch it, but will gladly sell them a new XBox and have it shipped at the customer's expense, with no games installed as "copying anything from the compromised unit could risk compromising the new one."
But I doubt that anything like this will happen for a long while.
Not likely to happen in the foreseeable future. Some considerations though that it could be done and done effectively. A sandbox zone for mod execution would be the most efficient. Parity with some new cutting edge methods for malicious detection and they could let modders and players run amok securely. Cutting edge is also double edged though so it'd have to be monitored regularly.
Most won't be available since skse main selling point is able to yse c++ @misty abyss
For above^^^
Well again, if the dev's exposed function on their end, raw C++ wouldn't necessarily be needed. But that has complexities that discussing here wont solve.
Not really. There's a lot more to console security than what mods could exploit. Everyone's afraid of another Sony incident but they were simply completely careless in their security measures and still can't be arsed to create strong enough ones to allow modding on playstation.
Deepening mod accessibility would not magically make consoles into PC's.
Developers making extended script functions available to mod makers would not create dependencies. It would actually free up "get this mod but you also need that mod and that mod" if authors could utilize function on demand over having to be very meticulous in NOT creating potential dependencies for something that should probably be an available feature already.
As for oversimplification if you've ever had to explain to someone how to install a mod, any mod, then you would know why the need to make the process as simple and as easy as possible is necessary. The ability of the end user to accomplish something like installing mods can be a test in comprehension, as much as it is a test on how patient a mod author can be answering the same questions repeatedly is.
a lot of this security talk is not really relevant. on consoles, games are installed in their own secure isolated virtualized spaces - and those spaces are arbitrarily limited to some amount of storage that is notoriously hard to increase. the worry is not for console user data, or even for the rest of the console - it's just for the game. they want to ensure the integrity of the game install and they don't want reserved space [for the game install] to be filled needlessly or in an uncontrolled way.
i think you underestimate how much work goes into some script extensions.
I think it's not wise to assume someones understanding based on a few sentences that do not directly address that understanding.
Script extensions are reliant on injection and exposure of code functions that could be extended out by the developers in a safe manner that doesn't require 3rd party software.
so, what are you proposing, because if you're asking for papyrus to be directly integrated into every bit of engine code, you're asking me to laugh at you
The devs can add any Papyrus script function they want. They just need a reason to want it.
that i wont argue with
That's already done though. For papyrus to function on runtime and interact with the rest of the engine there has to be a bridge.
So having a function library built in that is expanded on purposely provided by the dev's, I don't know why they wouldn't need to look further than how SKSE / F4SE have been used to get a general idea of what functions would be desired and which they may wish to avoid for internal reasons.
ah, forgot my message reply, sorry
as a complete aside, judging by your bio it seems like something you'd likely have to be an expert about, so i wanna ask: isn't it still risky giving users/potentional exploiters willing arbitrary code execution, then they only have to work for a container breakout, right?
If you know how it could be used you could also put protections in place to prevent it from being exploited. A function can go only as far as the hard code may go. If a function is created for papyrus that works just fine at that script level there's no need to get C++ level execution involved (dlls). Since the bigger security risk is in kernels directly.
As for breaking out of a sandbox that can prove laborous if not highly improbable. Sandbox / virtualized spaces are already permission strict. RCE or data mining wouldn't go anywhere that wasn't protected / encrypted unless some dev forgets to wipe developer privileges from a shipped product.
Which has been known to happen on occasion.
btw devs of SKSE said that adding skse to main title would be stupid asf
And again I'm not saying Script Extender should be. I'm say the game developers be more proactive with the existing function library and expand it so 3rd party solutions are not completely necessary. At source code level they could do all sorts of things to make script run quicker, and have larger syntax library without compromising security. Which using 3rd party applications does and which is why consoles will never allow them.
arbitrary code exec is one thing. file system access is another. network access is still another. i think the security risks are overstated, but afaik it's not like any of this has ever been tried, so it's all theoretical. i also think nobody wants to be in a position where they have to be providing sdk/api support to third-party developers.
Neat, thanks for the answer!
We're starting to heat up for the CK release! Weapon modding is 100% viable already, and animation bones are all in the same places, it'll be a breeze to share anims.
Let's pick up the pace bois!
what mods could cause rubberbanding in starfield? I have some serious rubberbanding that I didnt have when the game came out
Everything dealing with high amounts of objects in containers, or high amounts of legendary weapons in your inventory.
Are you streaming it on gamepass?
lol no, I dont do streaming
Rubberbanding shouldn't be happening then really. Sounds like some of your hardware is struggling. Could be due to containers or could be due to hardware overheating, or SSD is struggling (Antivirus running or excess processes)
thats the thing, there are really no excess processes, havent installed anything new, the game worked fine when it was published and now specially after this last update its unplayable
hardware is not overheating, most temps are below 40 and nothing goes over 50
I dont get any rubberbanding issues with any other games
I think I need to do a clean install of the game and see if that helps
Clean install clean save game (create a fresh save and exit the game and load from that save and not the exit save)
clean install, purged even the old folders, clean new game, and still getting rubberbanding
and when I say I didnt have this problem before, I have just passed 1000 hours ingame, I wouldnt have reached even 100h if I had to deal with this from the get go
When Creation Kit is officially out I hope someone makes a mod that moves Neon Core (Bayu Plaza and Ikuchi Market) into the same worldspace as other Neon parts (Ebbside, Underbelly and spaceport). If you look at June 2022 footage (15 minute Gameplay Reveal on Xbox&Bethesda Showcase 2022) you can see that back then Neon Core was indeed in the same worldspace. You can even see the Conduction Grid from Bayu's Plaza. But in the final game Neon Core was moved to its own cell. Skyrim had its major cities in the different worldspace, because of the console limitations, but there were mods on NPC that made them seamless with the rest of the world.
I believe a similar mod is possible for Starfield
That would improve the view from the balcony of the apartment you can purchase in the Trade Tower
Also, Cydonia city was most likely also seamless with the Mars worldspace
When the roof was added a lot of meshes were removed (glowing signages and billboards). But those meshes are in the files, so any modder can use them. Arthmoor maybe??? Don't wanna random ping him, but maybe he sees this
It's on my radar but Neon is such a huge location that it may not actually be feasible to merge it back into the rest of the worldspace. Won't really be able to tell for sure though until the CK comes out.
I am glad you modders are so active 🙂 https://www.nexusmods.com/starfield/mods/8819
The Royal Galaxy Mod is a nice mod package.
As far as I can tell Neon Proper is an interior cell space. So putting it into the world where the landing pad is possible but doing all the links correctly would probably take no small amount of time.
Building a new wing of the city in the world would probably be easier to do.
That would be a huge issue if it's a giant interior. Getting everything aligned properly would be a nightmare.
Looks like it is. Doing some more TCL exploring. The good news is in the world space there is room for the internal city space and there are things placed where the internal city should line up.
The bad news is that looking around the core with tcl on is that there's some stuff that wouldn't line up too well even if it's cleanly moved to the world.
Neon Core from the 4th wall perspective.
And Neon outside where the city would be internally
With the older engine I assume Akila city and Jemisson would have to be in their own walled cell similar to Skyrim
But with Neon yea the big issue with trying to make them part of the same world space is the interiors are bigger
There was a good way to do Neon. This wasn't it.
What would’ve been
The nice thing is since it’s all ocean the only parts that really need rendering is Neon so remaking it to be all one location minus the ship interiors would be interesting
When I was investigating this subject I didn’t find anything that wouldn’t line up
2022/Final game
That is interesting
What's in the actual game would line up 'mostly'.
A few more layers of the platform for one would've been smart and separation of the fishery to the lower section of the cities pilons by the sea would make more sense.
Bit skyscraper towers of the corporations should've gotten their own platforms, The city could've been portioned out in a way that this interior / exterior setup wasn't necessary.
I mean it would be nice if Bethesda considered trying to make Akila, NA and Neon a bit closer to how it looked originally
I get a feeling a lot of the cities were slapped together last minute.
I’m guess for performance reasons maybe, those farms on Akila don’t have anything growing unlike the original previews
Guess I’d just prefer having the more chilly colder environment that was seen originally with Akila
It's not so much performance as a lack of innovating multiple assets together that isn't the mess that was combined objects in FO4.
Last minute is how long from release? Back in June 2022 that’s whopping 15+months from release NA and Akila are pretty much the same as on release
They didn’t show Cydonia interior at all and Neon was shown briefly
Am curious on the internal workings on what happened in development
Two, kinda one actually
I know there a post or two of some devs mentioning wanting less systems but Todd wanted more and stuff
From the sound of it they had 500 people onboard and just had too much scope even for that many people.
Upgrading the engine could be a large part
There's that too. Don't know what kind of setbacks they had with the planet system.
Plus covid shutdown AND a merger at the same time.
I think Bethesda underestimated how much their engine can do
In June 2021 it was announced that the game will come out on 11.11.2022. Then in May 2022 it was announced that the game will come in first half of 2023. Then all marketing material mentioned just 2023 without "first half". And then in March 2023 they revealed a release date of September 6 2023
I'm sure they know it can do a lot it's managing a team of 500 and trying to cram features and quality into a short time.
Wonder when did they change up some of the game stuff like making it more casual
Back in September 2022 Todd said that they "recently" made a change to the fuel mechanics
2022 originally. Yeah They probably couldn't internally agree on methods for fuel delivery for stuck players and work arounds for that if it bugged out.
I understand there’s quite a number of files and resources still left over that haven’t been fully cut out
Wonder what the full list is
Tons of stuff not cut. We'll probably see it used for Shattered space.
For example this signage from Neon that was removed when Neon Core was moved to its own cell
Interesting
NA, Akila city and Neon id say are the cities needed with most expansions, making them bigger
Maybe more mining room in Cydonia
I think making spaceports at a distance that required some transit and introducing more parts vendors as shops for ships as well as actual ship dealers would've been a boon to making cities feel bigger.
I've made some lengthy suggestion submissions on that topic.
I just made another city expansion suggestion myself
I hope someone mods these guys into the game. They were originally planned as a Starfield version of Sentry Bots from Fallout 4, but were cut due to time constraints. You can still find them as a setdressing
There’s the lunar robotics with different model types, would like to see more big robits
I'm confident we're going to see a big robotics addition to the game, probably in another expansion if it's not crammed into Shattered space.
Fallout 4’s Automatron
After remeshing a portion of the Drumbeat I decided to get a look at the UV Map for it thinking I would see a relatively heavily mirriored map. But it's worse... so so much worse. 😡
There's the tiniest faces for details that are so negligible that having the faces so separated is just a waste of mesh texture resolution.
I've been turned down for jobs for far cleaner looking UV maps than this. And I'm almost certain this was an auto unwrap in substance, this default map for the Drumbeat.
And here I am wanting to get into game dev already crying at using blender for college, uv mapping and texturing them
Manually editing the uv so it all fits and making sure I don’t have overlaps
I been at this 14 years as of this month and seeing this "that's good enough" as a uv map passing muster reaaaaaaallly hits a nerve.
Just finding more things done in very very messy way with the drumbeat and I'm kinda wary to look at any of the other game assets now. Like... there's a clean way to UV a detailed mesh without creating all this micro waste.
gotta get stuff out the oven quick
Ehh... it doesn't take that long to do a clean unwrap. Really doesn't. I know a lot of 3D artists hate the uv mapping part (i do too) but clean is better than wasteful.
Yeah... it's much clearer to me why there weren't some other skins for the guns on day 1 now... like.. total sense. I can't believe this passed quality assurance for a big title like this.
After redoing the UV by hand and then redoing the material layer masks by hand. (Still a lot to do and some smoothng groups to fix still) More detail to fill in as well to match it back to the default drumbeat.
quality assurance don't count UV fixes
it mainly count will game ctd after 5 minutes
ngl, im just waiting for someone to port the halo guns over to starfield
If the art lead doesn't have sanity checks on textures in place there's a problem.
found the issue behind my rubberbanding, it was the upscaling causing it
once I fiddled with its settings the rubberbanding went away, for now anyways
Oh that'd do it. Didn't think that'd be a problem. FSR3 or DLSS?
DLSS was on when I had it, switched to FSR3 and its gone altought I have Nvidia
Recent drivers or slightly older? (Which card) ?
2060 I think built this machine couple years ago
ahhh. Just a slightly under powered gpu for the newer DLSS version.
I have a good chance of a proper job so I am planning to upgrade it, the CPU is i7 11th gen and 32 gigs of ram so should be good if I get a proper GPU
yeah even just jumping up to a 3060 / 4060 would be a performance leap there.
also explains my computer worked fine when the game launched, the DLSS support was added later
I might need to see if I can add categories to StarUI Inventory. Looking at weapons I feel like a "damage per minute" column that factors in reloads would be pretty useful for the high damage/rof low mag size stuff
like how a full auto magshot reports as about 1200 dps, but empties its 6 shots in less than half a second
Well you can calculate that manually:
Adjust variables as needed like reload time (I input 8 seconds for example), rate of fire (6 rounds per 3 seconds). Can be done with any weapon really.
I could do it by hand, yeah, but it'd be more convenient if I could set up a formula once and have it added to my UI
`def calculate_weapon_stats():
"""Calculates weapon damage per second, damage per minute, and reload cycles per minute."""
# Get weapon stats from user input
base_damage = float(input("Enter the weapon's base damage per shot: "))
rate_of_fire = float(input("Enter the weapon's rate of fire (shots per second): "))
reload_time = float(input("Enter the weapon's reload time in seconds: "))
# Calculations
damage_per_second = base_damage * rate_of_fire
cycle_time = reload_time + (1 / rate_of_fire) # Corrected calculation
cycles_per_minute = 60 / cycle_time
damage_per_minute = damage_per_second * cycles_per_minute
# Print the results
print(f"\nDamage per second: {damage_per_second:.2f}")
print(f"Damage per minute: {damage_per_minute:.2f}")
print(f"Reload cycles per minute: {cycles_per_minute:.2f}")
if name == "main":
calculate_weapon_stats()
# ... rest of your code ...
input("Press Enter to exit...") `
Here's a python code snippet you can use to make a simple calculator. copy the text and drop it into a txt file but save it as a .py (having python installed would make sure this works.) then you can just click on it and input the relative gun info. You can have an Ai check the code too and change it if you want.
Hello. One question. Is there an event for when the player walks into an outpost area? If not, any idea on how to detect that other than finding calls with the workshop keyword?
You enter in to a new location and encounter zone too.
hmm.. ok... I will try with events for those
Mod supprt o mod suport will ever will you hapoen
Any news on mods for Xbox yet?

I hope it's not too far away. I think if I have to do another NG+ I'll quit playing and go back to Forza 😞
Take a break. Starfield will keep getting updates and when the next big update drops we'll know more about a time frame for the stuff everyone wants.
All I wanted was to be able to copy those reflections to make functional weapon ammo counters and some weapon overhauls.
But we're getting there, weapon modding is almost as fallout
Check it out!
dam is it easier
Hey, does anyone knows what causes and how to solve this texture glitch\artifacts?
The lines on the slide.
I'm using blender with geometry bridge only
Answered on the NM Discord but for anyone else who come across this issue what Outrora has there is a smoothing group error. Either on export or just didn't check smoothing on faces before hitting export. You can check the smoothing of your faces in Blender (3DS Max / Maya) before doing export and during export make sure to export smoothing groups especially if you have triangulate mesh checked.
There is some rare occurances when this can get baked into normal maps and you simply need to rebake the normal map texture after getting a correctly smoothed model done. (I've noticed Starfield generally favors 40 degrees on the face smoothing but this will also depend on what you want for your mesh)
I don't know much about the subject, trying to get my head around it. If I manage to fix I'll share.
For anyone building larger mods that involve scripting, we just launched Starfield Core. Adds List/Queue/Stack with 16384 array limits, consistent debug logging, pool system for object instantiation and recycling, messaging system between mods and scripts at instance level (whether installed or not), parallel loops, and thread tasks. No SFSE requirement to allow it to work on consoles in the future outside Plugins.txt for now. Would love to get some input from folks on whether it works as is, and what functionality folks would want to see in here. You can find it at: https://www.nexusmods.com/starfield/mods/8931
End goal is to ensure performance works the best on all mods, and the amount of mods should not matter much, whether script heavy or not, the more this is utilized.
Does anyone know how to make working starfield custom ini file in microsoft stove version of game? All i wanted is to somehow be able to to have hotkey for "equipping" fists, so i ended up creating this file, but it does not seem to work?
That's inside starfield custom ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
[Menu]
bUseConsoleHotkeys=1
sConsoleINI=StarfieldConsole.ini
That's inside starfield console ini:
[Hotkeys]
Shift-V=player.cf "Actor.EquipItem" 1F4 0 1
All i want is just hotkey for "equipping" fists, so if it can be solved any other way, then i'm fine with not having mods compatiblity
https://www.nexusmods.com/starfield/mods/2493?tab=description this solution also does not work, it adds both files with some other line codes than i had, so i thought trying it may help
reading through this it seems almost like magic, i can see how some of it could be done without SFSE, but other stuff... 🤯 it just blows my mind.
does this use many starfield specific functions or could it conceivably be ported to Fallout 4/Skyrim?
definitely want to keep track of this, and i can't wait to see how it will evolve and what other functions you can add to your library!
The CombaTech is about to release a new 2311! With much needed sight improvements = D
This all could be ported to Fallout 4 with adjustments. The new Starfield Guard blocks ensure that multiple threads don't corrupt data if they leave the function due to external calls unlocking the script and another changing data in between, especially in the collections (List/Queue/Stack would corrupt if any other script added/removed data), and that is unique to Starfield. Custom functionality to protect threads accessing a script would need to be added for Fallout 4 but largely everything would be the same. As for Skyrim, without Var, this becomes almost impossible without major changes.
From recent feedback, we are going to be extending the messaging system to also have a listener component going live ideally on Friday. There was a request to register multiple scripts as a listener to the same mailbox. They'd each "peek" at a message without consuming it until all scripts have handled. Would then function largely like a more robust event system but still having the current benefits of instance access.
If there's any other features folks would like to see within, we're building this based on whatever the community needs to make mod creation easier.
that's awesome, best of luck to you and anyone else working on the library
It worked! But it's got some issues. 😦 Need to sort those out then I can do addons!
neato
Seeing it in game too give me some good info on what can be done with that foregrip mesh so it's not all funky curved.
It should be a normal and removable foregrip. And we could also use the maelstrom animations when the grip is removed, if clipping isn't too bad.
But if I were you I would cut half the gun down. There is too much unnecessary stuff.
Yeah not looking to change the profile of the gun really except that chunky foregrip that's the default. Will consider some new gun ideals for this setup though. A Old Earth Thompson would fit it perfectly.
The grip animation is too low though, I'm pretty sure it will be far off from the thompson's grip position.
So I managed to get around that texture problem. Exporting is definitely causing or agravating some smoothing problem.
The work around was to export it only one time directly from the source, the artifacts heavily dimished. I opened a thread about this on the GeometryBridge Help-me channel.
And released the mod!
after a message iposted in #starfield-chat i'm now wondering how a vampire mod for starfield would work like would the amount of burning in sunlight depend on the kind of sun
You could go with Vrykolakas instead -- basically all your worst undead nightmares in cannibal form and they spread disease and famine. They're more interesting than the Hollywood-ified stuff. They didn't show up in western literature until about the 17th century or so. Or go with Slavic vampires instead of 'ermagerd! sunlight' crap. Vampires were originally sinners who were cursed to kill their families instead of the pretty boys Halloween dress up club that sip blood wine.
anyone here understand the Blender plugin for starfield? I am getting thrown a error when I try to export
There is the Starfield GeometryBridge Discord too, and the Starfield modding, might be easier to find help for this specific problem.
What error?
What are you exporting, nif or mesh?
found it after bashing my head on the wall for a hour, the latest plugin does not support the latest Blender update. so that was the issue. Currently struggling with Fomod and building a esp with it.
Nice to know, I'll keep the old version for now then.
is it currently possible to build a plugin with FOmod as a option with it? or am I fighting a loosing battle?
No idea, I protelated learning fomods from Fallout till today lol
But there are several fomods actually
They seem to work allright
Go twilight and make em sparkle 
Sparkles will need to be different depending on atmosphere and type of star.
Don't forget the werewolves who morphs and dismorfs 20 times a day in a planet with several moons.
We've updated Starfield Core with a new listener component. Mod authors can listen to any scripts with a registered mailbox to catch messages and use either like an event (see a message was sent and just do something for that message type), or intercept messages to handle themselves (access message like normal but have unique functionality). Opens up scenarios like parent/child linking where a bunch of scripts relying on another can simply listen, and whenever certain messages are sent to parent, they can then also make whatever changes they need to match. All without having any requirements for that parent being the same mod or even loaded (if a mailbox id isn't currently loaded, the functions just return false and move on so its very simple to detect if mods are in a load order).
Technically, if everything could be routed through Papyrus, you wouldn't even need other mods as direct masters as you could simply request/send any data or remote call functions for mods using this.
Mein Skyrim ps4 zeigt im Startmenü kein Mod Menü
Hello, has anyone already encountered this neck problem?
neck seam can't fix
oh, but is it a vanilla bug?
yes
And is present in all later BGS games.
Yes, I remember running into this in Skyrim but at least there I was able to solve it.
Thanks
at least it doesn't look like fo4 neck seam crap
made me gave up the game since it was too noticable
I made a thing
kinda bad ngl "I joke"
This is cool asf tbh
It's amazing, congrats!
Bethesda, hire her.
Perfect candidate for verified creator
Yes, that would be the dream. I'd leave my job and work for them in heart beat XD
You heard the girl. Passionate employee available, lol.
OH
https://help.bethesda.net/#en/answer/63828 This is for Verified Creator
Well ya got your portfolio ready and plus if they accept ya you may be qualified for early access testing for SF creation kit
Wish I could join too but only got patch mods under my belt
Hey UnSuspiciousGoblin, thanks for sharing and making it clear to us = D
Good luck!
Hey, those are a staple ❤️ you do good work
thank you!
Just want a better portfolio with actuall mods that add new content but then again many people don't know how to make a simple patch🤣
I suggest trying to make something then! it would be a fun new experience. "That's how I ended up learning how to do literally everything."
its nice to be able to rig my own models then texture my own models then add scripts to them myself, no waiting 3 months for your texture artist, no waiting 6 months for the dude you asked to do a moveatme script
Yep atm just made a mod that reward people skill points when defeating the 3 legendary ships in SF
Thinking of making an addon which does the same for quests and mission boards
oooh! nice! messing with the challenge tab I assume?
Nope all handles with a simple spell added to the player and global vars that check if the quest has been completed
Good luck with the job app / VC program.
that's actually clever. see, you do good
^ my reaction to seeing incredible mods like this being made without the CK even being released yet
adding amazing content that wasn't in the base game
how did you know I live in cave?
wait
only someone who lives in a cave could have got this out in a month 😆
6 months for a script? Wut?
actual timeframe of real events
Yea..... it uh... getting out there XD
folks this is why you need to be picky about your mod title haha
well ya got your recognition
It is nice to say the least, I did indeed put a lot of effort into that. I mean..... I'd give anyone a gold medal if they built a whole building in nifskope . that was an absolute nightmare and I built a whole skyscraper.
hows navmeshing?
Made it into 80 level to. As someone whose retextured an entire game alone even I haven't gotten that kind of attention. Congrats!!
https://80.lv/articles/this-starfield-mod-allows-you-to-build-your-own-empire-and-giant-mechs/
That's...... outstanding
many thanks ❤️
Let's get right into the weeds then! Tree house city anyone?
You're putting that all together in Nifskope?
I put everything together in nifskope
its been painful
I actually found a way to streamline using it tho XD
That is very painful yes. Single house mod for skyrim was a whole lot of work. You have a lot of patience.
Yep.......
Well at least you don't need to contend with Skyrims horrid light limitations with these.
It turned out amazing tho
Yea that's a blessing. When I had to figure what was wrose ..... exporting every geometry one at a time or 3D modeling in nifskope I chose nifskope lol
the other pain is we can't make collisions so even If I wanted to make whole buildings they'd lack that completely so I took parts and played legos
That's even more of a hassle.
it'll be nice once we get all the tools so I can make more intentional design
Skyrim does have the benefit of chunkmerge doing some of the heavy lifting.
that and seee what the hell I have to use
see that's great
I'm hoping they give us the scol in the ck2 so we can merge statics
Some clean tools for making custom anything would be a very welcome change to the archaic "hacking" process it's been for well over 2 decades.
Imagine you'll find the actual limit in the sky with such tools, with all the hard work you've already put in.
but you see... the creative problem solving we've had to do over the years has raised our actual IQ by 1000 points
reverse engineering does take a particular set of skills, indeed.
funny enough I know exactly why no one made flora mods yet..... you cant just copy the base games flora and hope it works.... there was some jankery involved in making those damn plants regenerate
not hard scripted node toggles like it is for previous titles?
Or material swaps in some cases.
Negative my rule is "if the scripts need to have a separate file." I will not script I will not
they have to be attached internally to an esm or similar
huh. wonder if that's to preserve load order for large flora overhauls.
I'm not sure, the solution was some backwards value overriding lol
Write a NM article about the process some time... if it looks like we'll be waiting a while for the tools.
good job working around it though.
I will totally do that ❤️ many thanks we modders need to stick together
Path makers like yourself and others who discover the hows and the why's without any developer documentaiton is no small feat.
Anyway, congratulations on the hardwork paying off. Hope it keeps opening the good doors for you.
Give yourself a well deserved breather. Then take on that next big thing you'd like to see.
Looks amazing.
Just realized this is your mod, after posting this in #starfield-suggestions [Suggestion] Havn´t really used outposts that much. Would be great to have stuff to do there. There is a mod about growing plants. Adding the United Colony ship combat simulator or minigames or ways to interact with companions or something other creative would be loved by me. https://www.nexusmods.com/starfield/mods/8973?tab=description
downloading.
Any news for us xbox players?
Would love to see a gameplay vid! Can quite enjoy most content myself to due work 💀
wtf is that it looks glorious
did they release modding tools?
No they did not
unforch
alright ya'll
this has been updated lol
nice tree house
still working
plan on making a whole colony pack so.... there will be an entire city based tree house theme for the next pack
which will include a tree landing pack so the player can get to the high of these lol
yes exactly
This is the model that I’m thinking of doing for a armory component hab for a Deimos when creation kit arrives
I’m like scrolling all day threw pictures of different art designs for armory’s and this one is kinda interesting to me
I don’t know I may just create something out of freaking halo style armory I know I want to do realistic starship armory but I don’t know
it's a weird feeling to just ..... see what you want to make then just sit down and make what you saw
Now do it with 3D Printing. It's kind of a surreal experience the first few times... especially if what you print works.
I think it's actually a pretty free feeling. Making what you want. Even if it might be a headache along the way.
Hmmm that sounds pretty amazing. I've never tried that actually
You got a good workflow down. Nice work.
Howdy Yall! Im streaming Starfield and testing out new mods for the game!! Please feel free to come by if you wanna see things like weapon mods, MASSIVE terrormorphs and super enhanced AI combat! https://www.twitch.tv/xenoghoul28
Redoing the whole of the base drumbeat receiver mesh and its UV map by hand has been a very frustrating process because of how it was originally textured.
Favorite mod by far
whaaaaaaaaaaaaat
(edit) sorry Dyno 😦 i was just excited
im just gonna steal this link rq thanks
yo uhhh anyone knows whats happening here?
nevermind found out neutral lut bugged my lighting
looks like your graphics card is having issues. Did it just start happening without warning? Is it happening in any other games that suck the life out of graphics resources?
nah i found out it was Neutral Lut's mod, just disabled it, went back to normal, sadly with the default filters
ya use Luma?
i figured it out, it was a mod that just kinda bugged my file structures
At least it was that and not your graphics card.
i mean yea but then again, if it was my gpu, i wouldve noticed
Can it be loaded using mod manager 2? because it spits out an error for me... Would be ideal to have that mod and dark universe encounters.
Should be able to use a mod manager, but i installed it manually. Gotta make a couple changes to Custom ini as well, and make sure to get Target Home Ship mod
got that and activated.
just played it. it´s great. space really gets busy here. wonder if the mod creator is here? one small thing, i answered an urgend distress signal, defended an UC transport from spacers, when hailing the UC transport they didn´t mentioned it. a "thank you 3000 credits" would be great.
What do you think is causing this?
Says: Default Planet Material
swap hasn't occurred
You shouldn't seeing this
Quit game, saved, restarted... Planet Material fixed... 🤷♂️
Solution to many issues.
Sometimes the best solution is to unplug from the wall and plug it again.
In Brasil we call it: "Bahiano Reset" 😂
It's back... Default planet material swap hasn't occurred. Restarting does not fix it. HELP!
Have you tried the bahiano reset?
Jk. Do you have mods that change planet textures?
It will hopefully be a resurgence larger than now. Since logically CK 2.0 would be out too
Mods on PC being any indication, it'll be a big deal with official tools.
But the community is way too small for what we already have now.
We have Xedit, we can use blender and geometry bridge. We should be seeing weapons mods, for example, poping everywhere.
It'll never be dead though. Just not as it could be. But I still have hopes that Shattered Space and other DLC like content might be like Phantom Liberty to CyberPunk.
How hard it took ya to make those weapon mods
Plus we got many people waiting for ck release cause of the hell which is xedit🤣
It is almost the same as Fallout 4. Just has a few extra details and steps.
Meaning, it is fairly easy, the only time consuming part, as in FO4, is to align sights and gun parts.
ah so you don't have issues with UV?
After I learned the basics, it took me like ~8hrs to make my second mod, the Space Glock P80
Never even touched UVs
ahh heard vanilla UV are horrible
The third mod took just a bit longer, but I made reticle textures and tested the hell out of it.
But I'm using unique models, I don't need to touch vanilla uvs
ah ight
best case scenario is that most is waiting for CK
Following any Fallout 4 tutorial will get you the job done. The only details you need to learn are on Blender and geometry bridge.
I don't think it is only that, otherwise other weapon modders from Fallout would have came already.
maybe they don't know how easy it is to port their weapons
Like me, I'm a very noob modder by Fallout standards. But when I saw the Sabbath's making his weapons, I knew it would be possible.
sabbath?
also don't forget we can't add new animations btw so limited to vanilla
They know too, but I really think people got infected by the hate, and of course, the game needs more content too, repeated poi's are a real let down.
plus people don't even realized bethesda implemented Tactical Reload and Bullet Counted Reload
Animations are a no-no for now. But vanilla anims are not that bad this time.
at least there detailed handcrafted
just need to make it in which the story part of these pois are not repeated
Yeah, but they decided to do it only for the shotguns. I don't know what's in their minds.
yea since shotguns were broken for fallout🤣
same for lever action guns
oh shoot sweet!
He is a pioneer, he deserves more recognition.
we probably need to get something like Star-Sim out the door to show how good SF modding can be
same how it was for Sim Settlements for fo4
We definitely do need somehting like that.
since we currently got an indie crew getting the foundations fot it
But I think that people are actually avoiding any content on the game due to the hate.
That's why I think a dlc or some content might help curiosity and positivity back.
or CK
definitely
my first job with it is to expand on POIs 🤣
Guess it was a choice of detailed single areas or less detailed but possible to randomly generate layout, they went with specially handcrafted, problem is of course, you’re more limited cause you’d need to make much much more of them
Right atm there is a bit of a stigma with the game as an absolute mess when I’d say it’s more just mid at worse really
But if their favourite YouTuber says it’s not great then it’s not great
yea hence why the duplicate the heck outta it
And making them always spawn a bunch in every area no matter how far you’re from any settled system didn’t help
Yeah bro, I see the same. The hate mindset is like a virus, spread through youtubers mostly lol.
And I truly believe pois are the crux of this game. Once that been sorted out we'll only have to deal with the hate virus lol
My step by step solution is, reduce mankade poi’s spawning in general, the temples should be the only poi on its cell, take the existing poi’s and make variations to them so appropriate versions can spawn or right planets and just have some visual changes, some more extreme changes like disabled version where you need your flashlight to see inside cause it’s dark
Do the same with any new ones added
Then for less detailed ones get some actually randomly generated poi’s, military bases or stuff
Hell some caves could be part of a planet trait where they go deep into a spiral with lots of paths into the ground
Using proc gen on big underground tunnels would be neat, new alien life forms to scan too be added
I would be genuinely satisfied with some planets and systems having unique pois. Like in Akila you find "civilian outposts" but with unique akila architecture. Same for the main planets.
And some systems could have a mining corporation dominating them, so they'd have a few types of facilities not found anywhere else.
It would make sense to explore different planets this way. But I know there are a lot of options to improve them, your suggestions are great too.
Oh yeah. But I try not to over-saturate there. And I actually think I did this suggestion already.

Once CK comes out I'll try to work on that too. I'll talk to you and the others who have similar ideas to see if we can help each other.
I think it was part of my town and settlements suggestion, FC and UC styled towns on their respected planets while list themed towns on other breathable planets
Will probably need a framework for it tbh
Would be nice.
Oh, yeah, I read it fast.
As an old total war and strategy player, since Fallout 4 I can see that it has huge potential for that.
And to be fair, things are kinda moving that way, since SimSettlements, ad now with the upwards view, resource management and all.
But I'll leave this resource balance and strategy management to people who are smarter than me lol.
Do you guys think mods will help with all the loading screens?
No. The way loading screens work are hard coded function into the game engine. Cant bypass that even with a script extender. They could be "filled in" with cinematics but you might still catch the end of a loading screen. They have to change the engine to handle world transitions and level transitions differently.
Neon promenade, The Well being two big examples of exterior to interior world spaces that are hard locked loading screens. Bases and other POI's that transfer into interior cells are also this way.
They could get around some or most of the loading screen transitions in this case by introducing level streaming (loading chunks of interior into memory ahead of being in them) so when a player does activate a transition it can be almost instant.
This could be less of a deal leaving atmosphere from planets and / or landing on planets if they introduce some volumetric clouds. The transistion could be a clean swipe flying through clouds into and out of atmo and to a landing cutscene or into a fly by when exiting atmo past the clouds.
I don't think it's too far fetched to think we can load the ship interior while we're close to it and end with that load screen at least.
I know it'll require some tinkering to make an interior cell load on a worldspace, and that it'll require some hardware to make everything smooth.
But I can see at least this load screen going away in the future. Not an expert here though.
That's something I think they maybe tinkered with. In the very earliest trailer they do show a character climbing a ladder from a landing bay up into the core of the Frontier. But that could've just been all superficial CG and not actual game engine.
and then the next scene:
I wouldn't doubt, and as one friend said, - Consoles -
They probably had to rethink a lot of stuff so it would run well on consoles.
For example worldspaces are bloody huge in Akila and the main places, but they cut you from exploring it all on foot even on pc. There would be no need for that.
This is something that can easily go away, the message "go back to your ship" in these worldspaces.
But I mean, for consoles, it'll probably never happen.
Assuming the creation kit comes out this month, does anyone recommend the Royal Galaxy mod, also assuming it comes to Xbox? Feel free to tag when responding.
That is remnant of border regions. Just letting you know that if you keep going you will eventually fall into the void.
The back to your ship? It is not. Just test it: "cow akilacity 20 20"
You'll end up in a adjacent tile, which is in the same worldspace.
And you can even see akila, but you can't go there because it'll send you back to your ship.
The worldspace will eventually end, but it is huge, like FO4 or Skyrim.
Any news to mod on xbox
Coming at some point between now and the heat death of the universe. So "Soon."
Here's what Bethesda is currently saying about it:
While I'm sure they do leave some stuff out because consoles, I doubt its as much as anyone thinks. Does them no good to only run on top of the line PC's either.
The console/PC gap is smaller and smaller every gen. The "cuz consoles" argument doesn't hold up anywhere near as well as it used to.
The problem is that many mods for PC use third party programs to produce, which do things to the game's files that are not allowed to be done on consoles. Those cannot just be ported over to XBox..
Of course. But the statement wasn't in regards to mods
I have like 700 console ports uploaded. I'm well aware of those limitations.
This means that people creating mods that can be XBox-friendly are gimping themselves. This isn't to say that many won't create XBox-friendly mods. I'm sure they will. However, the people wanting to do things that go beyond the scope of whatever CK2 is going to allow, are not going to care whether their mod works on XBox. They have a PC and will be developing for players on PC.
Again, my statement and the one I was responding to weren't in regards to mods at all lol.
But yes, obviously correct
My bad... I thought it was a follow through on the above question about mods coming to XBox. That's what I get for just glancing
All good, happens
Well in the cases where they leave out stuff specifically cuz wouldn't work on Xbox anyways
Pretty sure just naturally there's more Xbox friendly than not Xbox friendly mods. Cuz tons of mods just don't need any exclusive things.
Always gonna be more on PC either way, cuz primarily made for PC and permissions things
Does anyone have any experience with the Starvival mod? Trying to install it now and I’m really confused how to manually install it. I’ve installed every other mod without issues
I would not recommend manual installation of Starvival. I'd recommend using Mod Organizer 2.
Starvival works perfectly for me.
I’ve already manually installed all of my other mods though so I wouldn’t be able to use mod organiser 2 just for one mod would I
If I really had to manually install Starvival do you know how I would go about it? The file setup in the mod is confusing
I don't know. I use ModOrganizer for everything, it makes life much easier. You would be able yes, but a few mods might fail to load cause a few folders might change.
Some mods would be ok though, depend on what you have.
To save on future headaches I’ll probably have to stay away from mo2 for now then. Hopefully someone in here has experience in installing Starvival manually
Or you can just make a backup save, load with mod organizer and see if everything works alright
It should not break your save, but just to be 100% safe.
I'm not selling mod organizer lol, but I promise you, you'll have less headaches if you use some Mod Manager.
I would have to reinstall all my mods though wouldn’t I
Not necessarily, as I said you can test it with a backed up save. You most likely won't have to reinstall none.
Mod: TGs Galactic Colonies Expanse. I have a floating Colony Gate. How do I fix this?
ping dev
Is there a mod where you can place paths in the outpost? I wanna make like a community build and the paths/roads would be perfect for that
Is there any mod like the fallout 4 lowered weapons? I hate that when I move around with weapon out it always pointing as if I about to shoot.
those are the fallout 4 lowered weapons mods ... wasnt the question asking for one for Starfield 😄
https://www.nexusmods.com/starfield/mods/6338 @knotty citrus
although someone mentioned it may be broken after recent update ? have to try it out I guess
But not for 1st person? I play in 1st person. I think that one only works for 3rd?
Oh sweet! Thank you. I will test that out when I get home from work 👍🙂
hopefully it still works and that one users comment that it broke in march isn't true
It’s a needed mod for immersion. I always used it in fallout. I so hope it works still .
it does help not aiming a gun at someones face while going up to talk to them 😄
i have a habit of holstering weapons all the time ...
but it would be nice to just have my guy go 'at ease' when theres nothing going on
I think 90% of my Skyrim and fallout mods where immersive ones. I love any mod that helps me really get into it.
yeah
I want to try that survival one but I hope it’s not too extreme. I like the idea on sleeping each day and feeling hunger and thirst. I loved iNeeds in Skyrim. As long as I don’t feel like it’s punishing me too much
Horizon mod in Fallout 4 is my "vanilla" these days
I can’t wait to see what mods get added once the creation kit gets released. I hope it’s not too far away.
aye to that
My friend loves the horizon mod
Can't wait for some bigger mods after creation kit comes
as in horizon zero dawn/west ?
No it’s a huge overhaul mod for fallout
oh lol
thought someone made a mod shoehorning in horizon character skins or something lol
i tend to avoid the 'big overhaul' mods because they usually bring in many things im not at all interested in or dont like. so i look for specific singular mods which only affect a certain thing (and nothing else) .... like ... if i want weightless arrows, i DONT want it to also fiddle with blood splatter lol
Horizon has problem that any other mod added needs comp patches
probably because it touchs on so many things
Yeah
It changes how armor, damage etc works so anything that adds either needs to be patched
mods for mods ... !! oh boy !!
Yeah I am the same. I stick to individual mods but I always check for compatibility
I can't play Starfield without the hud and inventory mod anymore lol
i wonder just how busy things will get around here when creation kit drops...... like right now i feel its a calm before the storm, then when that hits, its going to be extremely lively again with people both modders and players looking for mods
Yeah I hope to see a lot of great mods on nexus
So much modding potential in Starfield
Weird question does sf use pak files if not what files does it mostly use ?
.BSA (Bethesda Archive) their own proprietary packaging system. You'll want a program called BAE to access files in Bethesda's games.
.BA2 is what Starfield uses, for a minor correction which is for Creation Engine 2.
Which is Bethesda Archive Extractor. (Not the achievement enabler)
So it’s ba2 like fallout …got it 😁 thanks was wondering
There is a new BA2 version for textures in Starfield. V3
Hello everyone, for a few days now, I am very upset that there is NO ship landing on planets. I also travel like crazy from planets to planets and there is not a single NPC ship or enemies landed. I am getting frustrated to why the ship landing (which is a big feature) got nerfed?
So I am asking modders... anything or any mods out there that can bring back the enemies / npc ship landing on planets? I would like to enjoy being a pirate again in Starfield and take over ships. T_T
Even on top of that, I decided to restart my progression with a new game (like completely new) with fewer mods and behold! Not a single ship landed on planets.... sigh...
Sounds like bug or something
I checked starfield support and yep. Someone said its fixed and to me, it's NOT fixed! I hope Modder's can fix this. I am getting tired of this. Lost a good save because I have to restart from scratch.
Has anyone prepped or done a build anywhere mod (once Xbox has mods ) for it to be used on Xbox
report it again as a bug then so they know its not fixed for everyone
Rest on venus for 24 hours several times in a row (at least 3), save game, then exit game fully to desktop and then load it back up. Should see see ships returning after a few visits to planets you have not been to yet.
Did all that and went to Europa (random area landing) and I see no ship landing for 10 minutes (real time - not game time) near my ship. Even looked around the sky - not a single ship.
Quick question
How do I get a symbol or logo that I’ve placed on an armour to glow ?
It’s been awhile since I did this , minds a lil rusty
Just use a glow material
Like this: Materials\Effects\Emissives\GenericGlow01_Blue.mat
Ah thanks
You can use a glow material specifically or you can change the shader parameters of the shader you want to use emissive channel texture. But if you're not comfortable altering shaders... obv the prebuilt.
Ooooh that’s neat cheers
I think simple offense removal mod is casing crashes for me sometimes. to bad its a nice little mod
Any news on when the creation kit will be released?
Some date in the future
I’ll mark it on my calendar lol
i got a relic around here somewhere thats perfect for this let me see if i can find it
here we go
soon (tm)
Any news on when we'll be getting some news on what will make Creation Kit 2 so special that Starfield will be a modder's paradise as a result?
Wait.... I found a soundbite where it's being officially talked about...
If it was being spoken bout it be in announcements not on YouTube
I want a mod that lets us have a Mr. Handy follower
I know... It was a joke. That link is to a 10-second clip of crickets chirping.
Has anyone created a mod that reskin the starborn suits into faction theme /colours
Guesisng we have no body slider as of yet like we do in fallout ?
For weight/muscle and the like?
Ment more of a viewer to see how im editing without loading game up every five mins
Hey what are you guys doing? Looking for a new Starfield mod? Look no further!
Any news about a leveling and/or perk mod? It seems that Enai, the guy who made the Ordinator for Skyrim, won't make one for Starfield sadly. And I'd also like a "tes leveling" system
says who?
I’m having a couple of issues with starvival if anyone is able to help, for some reason afflictions won’t heal with their respected aid item after the timer for them ends and all of a sudden I can’t use the starvival guide item to tweak the mod in game but all of the other items that are used to track fuel etc work as intended still
This is what happens when I click the item now
any mod to increase ship weapon assignment slots?
halo! Does SE and mods in general work on the game pass version of the game?
Idea: A mod where we can marry our alternate universe self.
You can 😂 just need the au that all of constellations is you
Wow, I need to try this in my game now. Thanks!
lol
So do you think the new Arboron logo is fitting? Will I get sued by "some" corporation? lol
In my opinion, it doesn't look like a weapon that company would make. Have you thought about just creating your own manufacturer?
I have actually, exactly cause of that, they don't fit very well. But Idk, I haven't gave it much thought yet.
Do you have suggestions
?
Like any real-life company that could serve as an example?
besides huawei lol
Keltec or Taurus makes hand guns
I just Googled gun manufacturers
I suppose it depends on what are you trying to achieve and with themes are you going for.
The only thing good that ever came out of Taurus is the Raging Hunter.
Other than that avoid them, as a brazilian I know them more than I would like to, lol.
I think I would make a fictitious gun manufacturer. Or perhaps a SIG or FN, the ones I think who might still be around in 300 years
Where would I look if I wanted to alter powers for example
Parrel self if I wanted to add another parrel or change the parrel self to be an npc of choice etc ?
Narcissist detected
Sociopath more like
They tend to go together lol
Marrying yourself is like the epitome of narcissism 🤣 I didn't want to say anything, but since you brought it, lol
One cares bout them selfs more
The other cares what others think of them
I can't find anything that can do the right file for vortex to connect to starfield mod. Local Disk (C:) Program Files (x86) > Steam > steamapps > common > Starfield. It said, "The destination folder has to be empty." Do anyone have tissues with it?
Vortex need to use a folder separated from main game. That is why it is telling you to use another. Just make a folder for Vortex\Starfield, select it, and it should work ok.
like this? program fiels (x86) > steam > steammapps > common > vortex mods > starfield?
let see if it works
it still dont work.....interesting
its tranfered complete but still dont work
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
that what i did with starfieldcustom too....
Try another place outside program files
Make a new folder. Installing on program files might have restrictions
hm okay
This PC > Local Disk (C:) Vortex Mods > Starfield im going to try it
nope
it dont work. wtf
oh it work but not the filter
let me show you https://www.nexusmods.com/starfield/mods/323
that one dont work for some reason....
Ok so, to understand. Other mods work but only this one doesn't?
yeah
that too dont work either...something to do with textures?
i use all mods for Vortex but they don't work with textures...then why do we need vortex for?
Mod Managers help you organize things. They should work with most mods, including texture mods. Without mod managers things can get messy pretty fast.
I'm not sure what is the problem you're having, mainly cause I use ModOrganizer2 and not Vortex.
I'd do a few more tests, try reinstalling the mods.
This is a personal opinion, and I'm not involved with MO2 in anyway. But I personally recommend ModOrganizer2, it usually gives people less problems.
It for sure should work with texture mods.
oh sorry my bad, i liked the old nexus mod manger, not the vortex
it gives me a lot of headacies
In my mod pages I received at least a few dozens of reports involving Vortex.
But not one from MO2
If you're going to keep Vortex, check to make sure all folders are in the right places.
Textures might not be loading cause the BA2 files, or texture files might be on the wrong places.
i never heard of MO2, link?
i can't find link to download for M02?
https://www.nexusmods.com/skyrimspecialedition/mods/6194 thats for skyrim only?
It's for every game, works with Cyberpunk even.
I'd recommend getting the newest versions from their discord.
But I believe the Nexus version should work well, the newest version will have better support for Starfield though.
I understand I'm just try to understand why it dont work with textures. And I also dragged data into my starfield document file and it still don't work.
oh please don't put stuff in documents folder
Huh okay that what they actually said in the nexus direction.
Option A
- Download main file, unpack it and move the Data folder into C:\users%userprofile%\Documents\My Games\Starfield\ and override it
that would cause even more conflicts
thats werid bec that what they said in website
what i'm trying to say is that its better to drop your mods into data folder in root game that use documents since that can cause more problems than needed
It is not an issue to put stuff into the documents folder.
Hopefully "xbox series x starfield creations" does not have the same issues as "xbox one skyrim special edition" and "xbox one fallout 4" has.
Did someone ask for a new Laredo Pistol in the game?
No? Oh well, I'll give you anyway = D
i wanna make the hand gun from blade runner
"Steyr Pflager Katsumata Series-D Blaster"
Makarov pistol in Deckard’s gun style from «Blade Runner» (and some Foosh! hand gun from «The 6th Day») for my personal project (https://www.artstation.com/artwork/vJ5VBE).
Gun in two options: common and fire.
Enjoy and feel free to use! :) - Cyber Makarov pistol - Download Free 3D model by Mince
There you go, free model.
ooOoo
hmm ... a lot of things wrong with that model 😉 but its a nice looking pistol though
Yeah this one is kind of a knock off. But has good quality
If you download this free model, please consider hitting the star button and leaving a like! Thanks!
NoAI: This model may not be used in datasets for, in the development of, or as inputs to generative AI programs.
Key Features:
🔫 Iconic Design: Faithful to Syd Mead’s concept art and the film’s prop, which was a mashup of a Charter Arms Bulldo...
This one is more precise, a bit less quality maybe. Just look at Sketchfab, there are three more models
look for Blade Runner, in "Weapons and Military"
yeah, this one looks MUCH closer
has that telltale 'cut' in the back above the grip, and the grip is right (or better)
grip really needs to be a deep translucent amber though 😉 ....
very nice model though.... nice indeed
Early this year is pretty much over are mods on xbox there yet
No. Get over the "early" part. It'll be out when it's out.
I hope Starfield's Creation Kit will have a dark mode
Amazing announcements guys and gals! Thanks for all the work you've been putting into what could be the best Space Single Player experience ever. Cheers!
!!!!
the bastards did it!!
yooooo
took em years but they implemented it finally my eyes can rest
What did they implement?
dark mode ui for CK2
Lol
is there a reason all of my mods on vortex stopped working?
Does anyone know of a mod that allows you to use the enhance service anywhere rather than just in the stores? I basically want to be able to change my hair/beard on my ship without having to trek to an enhance store. If there are console commands to achieve this I’d even settle for that
I believe it's "showlooksmenu player 1" according to google, but in previous games "showracemenu" worked so you might be able to remove the player 1 part
just put in slm 14
This is great, the Rattler is my favourite Starfield pistol and the Liberty from Cyberpunk is a cool gun, it feels like the lovechild between these with a dash of M1911
Beth can I ask for "AnimGripExtendedHigh" so I can mod proper AR 15s in the game? An "AnimGripExtendedVerticalHigh" would also be great = D
better chance if you were a verified creator
hmmm
I'm havent gave it much thought, dunno exactly what are the advantages and disadvantages.
My mods uses free assets, but they are third party, I'm not sure if that's allowed.
one advantage is getting direct access with bethesda crew
plus they take requests and such like new scripting functions and for you maybe new animations events
That be useful indeed.
plus theres no harm of applying
I’m having a bit of a random issue that hopefully someone can help me with. I’m currently on the freight or fright quest and for some reason all the level 1 heat leeches are insanely strong, complete bullet sponges and the amount of them that I have to take out is next to impossible. The only mods I can think of that may be impacting this are venpi’s scale the world implant and royal Terror, anyone have any idea?
possible to disable each in turn and see if it makes a difference? least then you could find which one specifically
Is it possible to create new POI's and add them to the pool of POI's selected for planets?
yes...
anyone know of a launch option or a setting for the .ini that can force a specific GPU to be used?
Now that they've officially increased vendor credits, I can now remove the richer merchants mod. Question: will this break my current save?
So ive heard that when you do NG+ it kinda resets the save as if there was no mods, is this true? And if so could I install one mod list, do NG+ and do a completely different one? If so when do I switch my mods?
It would have to be just before entering the Unity. Not sure how buggy it would be. Depending on the mods, it might not even work as many save don't like removing mods during a playthrough
Wonder if there’d be a to somehow pause in between a going in the unity and not so you can keep your character but have the cleanest possible save in between
Of course it can’t include like perk overhaul mods basically
New carbine! https://www.nexusmods.com/starfield/mods/9141
nicely done, an actual functional addition with more than just a stock model, well done
Just booted up the new beta. Looks like it broke a lot of the outfit mods
Was gonna mod Starfield until I remembered that I have it on gamepass. Guess I got to wait until the creation kit comes out
Did someone achieved to add star systems + planets, that are empty. no human buildings, no smuggler, no loot?
Thanks! You have no idea how fun was to align the Iron Sights, lol
hey guys
how do I mod skins for armor?
like not a standalone armor but a skin like some guns have
Object mods added to them from a Constructible Object
Property modifier / texture swap
when CK2 is out opps
some mods have already done it though
AVM Data is what you looking for, in Xedit, if you edit that you can change a set of textures
There are no material swaps, it has been replaced with avm data. And the avm data goes into the OMODs
Its basically material swaps with a different name, but it is a bit different.
Look for OMODs that are skin swaps, and you'll quickly understand.
i made a thing!!! https://www.youtube.com/watch?v=1IP9L-TCDc4
So, I built a sound effect for the opening and closing of my airlock door. I layed out the basic animation idea in blender, Used sound effect clips and compiled a audio scene for the opening and closing,
Then i took them in to blender via video compositor and then synced the keyframes to the audio with a bit of scrubbing and adjustments.. thi...
Oh I have all the idea XD
that's the worst part, it got to the point where I drew out a graph and uploaded it to blander so I can place everything in the right spot right off the git
the AVM data process is a bit complicated for new modders more so for people who are asking how to do it.
its not as simple as select a box and add, there's a bit of looping and what not
I don't like it at all, so much that I ignored it and am using skin swaps directly on the nifs lol. But it seems pretty easy, just a bit time consuming.
The irons on this model was a pain cause the I used Equinox as a base, and the gun is tilted a bit. 1/3 of the modding time spent on those sights, yaay
Yea, it is horrible and really buggy once you pass 10 per AVM per keyword
and if you make a modular armor set like I did the game will just lose its mind
that's just how its gotta be for now lol
cant wait for animation tools to change that
proof on concept mod over on nexus
Oh that is some nice info to have. One more reason to keep me doing it the old way.
Indeed, add like 5 or more to a keyword than make another keyword
I'm sure the ck will fix this issue tho
Inquisitor says the sights are a lot of work. Then there is the rest.
lol, definitely, I split my work this way in my mind: Today I'm gonna do the whole gun, tomorrow I'll look at the sights.
is it possible to change character appearances
at the enhance yes
When will mods come to xbox?
Hope it's soon-er-er
Maybe someone could make a Mesh install MOD for the Modders? Like the Custom ini MOD and if the modders only use it - then they don't have to worry about the meshes. If a new one is added its fine. Let Starfield change whatever mesh they use as so not affecting the modders MOD. My wish list at this point. It would reduce the Mesh Bloat instead of each MOD installed their own individual meshes.
Maybe take the existing Mesh and port to a Modders MOD install. Would be a single location. Other modders could add meshes in that location.
I am a user and not a programmer or I would do it.
Is anyone familiar with the fuel consumption unlocked mod
i’m not sure i follow. like a shared library of meshes for all mods?
"I have an idea for a mod that could introduce ship breakdowns in the game. The concept involves your ship losing strength and power over time unless you dock at a station or city. If you don't, you could eventually get stranded on a planet. To get your ship back in the sky, you would have to search for ship repair spikes. This would add an interesting and memorable component to the game, as getting stranded and searching for enough spikes to fix your ship would create powerful moments.
Another idea for an add-on to this would be a ship fuel mod. This would force players to think and prepare before exploring. The fuel limit would depend on the ship fuel tank, meaning you can only go so far and make so many jumps before you need to refill the ship. If you don't, you won't be able to grav-jump. Fuel could be looted, crafted, or purchased from ship vendors. Starborn ships would continue to act normally.
I'm just brainstorming ideas to flesh out the game and create unique moments for each playthrough. If these mods existed, I would definitely use them."
how the hell do we already have mods if we don't have mod support?
"I have an interesting idea for a small ship attachment, which could be an electronic frequency scrambler. It would work like a mini radar dish, which when toggled, can scramble all ship systems, including the user, except gravdrives and single thruster power points. This would enable the user to board ships using this method.
I believe that if we combine this with a setting change that resets the gravdrives timer anytime the ship takes damage, longer gravdrive boot times across the board, and make it impossible to board ships when there are other enemies in the area, it could create some exciting on-the-fly escapes and add a new spin to pirating.
However, it's important to note that starborn ships will be immune to the effect and won't trigger it."
There are some people who are familiar with the engine of a PC game from years of modding it. They find the mods to be simple, but there are rumors that the big modders in the community have access to beta flight builds of the mod tool. However, I am not sure about the accuracy of this information since I heard it from a third party.
I'm just throwing out some ideas, hoping that someone from the modding community or at Bethesda sees them and implements them. I've already exhausted all my options with Bethesda, and now I'm eagerly waiting for a big 2.0 update with DLC that will breathe more life into the game. Don't get me wrong, it's already a great game, but "I want more, and I know I shouldn't." - Anakin Skywalker.
BGS said in the May update they released a preview of the CK to some modders
I thought so I just didn't wanna say it as I wasn't 100%
Modding is fun
lol if you make all your models custom, then you wont have to worry about their changes.
I duplicated all of the vanilla models and textures I use cause everyone and their mother did model replacement mods, sure am glad I did that.
Ship need gas exists already
With fully functional UI
Bethesda literally told us in May updated
I said it once, i say it again, thanks to all the modders. I am using like 25 mods, great stuff. looking forward to your work, when CK is out! 🙂
Over 5000 mods already. a good portion will stop working when current BETA goes live. Unless BGS does something.
I think like Starborn Venator MOD will continue to work. I am wishing. 👀
yeah, but how? What is being used to create these mods? Bethesda hasn't released CK v 2.0 yet. So what are modders using then?
Lol - CK is just a program. Those modding are actually programming - know what they are doing. Without the CK. Other games that are modded - some do not use those CK's too. Depends on how good you are coding.
I am a player and know very little about coding. as others state. the CK makes it so I could create a new character and give it dialogue and a history, a story even. Making something in game and not knowing coding = CK. Either way you could still break something. Which is why I amazed at the existing MODs that are so good.
BGS keeps an eye on modders. It has hired modders in past to work on their games. Modding without CK; Those ones know a bit more ! Talent is talent.
As well as other Developers.
The next trend are coders that can make unigen engine sing for a game. Just sayin'
Each type of mod requires a different set of tools. A lot of mods, I'd argue most of them, do not require CK at all. The arguably biggest and most important Bethesda modding tool besides CK, is XEdit, which is more convenient than CK for some tasks, although it is way more limited, and has been out since after the first month of release.
UI mods for example, requires basically flash tools and scripting tools. Don't even need Xedit or CK.
imma just wait for the mod menu bc i tried modding starfield and that sheet hella confusing lol moding gta is easier lmaooo
What is the main issue with this specific Beta so that many mods will stop working? Is there a pattern what kind of modds will not work? so that i can identify which onces will most likly not work and which will?
Yes, mods that require SFSE will be broken untill SFSE updates, which is usually in the same day, but some mods might need to make their own updates. The most problematic are mods that require SFSE AND Address Library, because Address Library tends to take a couple of days to a week to update.
Simple mods like, texture replacers, UI mods, mods without .esm in general that not use SFSE, should be safe.
This time, mods that uses meshes or models will have a chance to break too, which is not usual, but can happen.
Just grab mod organizer 2 and be happy. No way GTA is easier lol.
thanks for clearification. yeah i use some Adress libary mods, so 1 week starfield break, ok. can life with that.
i have been moding gta for ages now i could do it blind folded
i tried following a tutorial on how to mod starfeild on gamepass and that sheet is hella confusing lol and keeps crashing so i decided to give up
do u think mods for xbox will come may 15th update?
Hope when they say soon they mean surprise drop on the 15th
All the early adopters for the CK def got that NDA
I reaaaaally hope KingGath got it and is making SimOutposts or something
use Xedit
I'd dare to say that certainly not. CK seems to be coming around september at the earliest. Only my speculation though.
yeah, is not bad idea to learn and use xEdit meanwhile. When CK2 is released it will be more easy to understand and do mods with a solid base knowledge. 🤓
😭
Exactly.
That space buggy is going to be absurdly fun lol especially in low gravity planets
do you have to run sfse loader every time you want to play with mods
and anyone willing to help an incompotent person get their mods working?
Yea. You have to launch the game with sfse loader every time.
Only mods that rely on the script extender
Am I correct in assuming the Creation Kit for Starfield has yet to be released? Just want to verify.
Yeah it hasn't released yet
Thank you.

So I talked to friends of mine who are planning to create a bell divers mod when the creation kit arrives and one of the got into the game files for both and pc he says I quote that pc and xbox will have the same Mod File size meaning we could see huge mods even on xbox but like I said it’s quote he said he maybe wrong
But imagine the potential this game could have if they do creation kit 2 right
Just a quick question about Gameplay, Anyone knows the conditions to have the survey planet in the mission boards. I don't know is something related to LIST faction or similar, because I can't get any random mission of that type.... 😭
Hi everyone. For "xbox series x starfield", when creations come out for it, can you'll(creators/modders), please create mods that does these things: "1. Make locking easier", "2. Make it easier to get a ton of lockpicks", "3. Increase carryweight by a ton/alot", and "4. Either make it to where the challenges for ranking/leveling up a skill are optional or make it to where the requirements carry over(example- rank 1 unarmed you need to kill 50 people unarmed and for rank 2 you only have to kill 50 more people unarmed instead of having to start over aka kill 100 more people unarmed)"? Note- it has been awhile since I did that challenge so I cannot remember the exact number for the next level of the unarmed challenge.
We most likely won't see it untill after the DLC is out
Im gonna be honest, Starfield may be a pretty bog-standard bethesda game but I swear it could have the best mods out of any title if people stick with it when CK comes out
plenty of star wars stuff popping off which is great
with ships and soon (tm) vehicles it is the best base with large mods cause with star wars, 40k, star trek, halo they take place on multiple planets and areas, and starfield has that at base
man a proper 40k overhaul would really tickle my jimmies ill be honest
leading up to release I was almost wondering if anyone would be able to port fallout maps onto Earth
40k ships or their parts to make their ships, their outfits for npc's and weapons and you have a solid 40 overhaul base
i know im dreaming big but if modders added some sort of 40k style city at some point id be over the moon
especially if it was like a hive city
40k ships would be dope
But I doubt we'll see a 40k overhaul soon.
Star Wars though, the overhaul is almost done with the mods we have already, lol
Starfeild is ideal and I know me and few others were looking at it but it didn’t go nowhere
Apparently there’s few of the dreadnaught themed ships on nexus
Haven’t checked to confirm though
It's a shame, but we have almost no 40k ship models online. Meaning if we want them, some good modeler will have to make it for us.
I've looked for it in sketchfab and cgtrader already
I mean ours fell through cause they got annoyed at waiting for mods to come to console 💁🏼 as three of us were doing it together
I was doihg one part there were doing other parts
But yeah also gotta be careful with 40k stuff atm as gw is on a mad one currently after the female cathodes thihg and a huge dip on capital
Oh are they? Didn't know about it. But if you're making the model from scratch, especially for non-commercial purposes, they can't do anything.
But were you making a 40k ship? Which one?
We “was “ not anymore
But we was working on parts from the ultramarine flag ship
Parts , the front of them and back was the start point
And was gonna work inwards as texture wise the front and back where the challenging part , wanted the computer room to be more Necron feel too
Using terrormorph model to work on a tyrannid test (no happening now )
@valid cosmos if your mods get borked with latest update use this
https://www.nexusmods.com/starfield/mods/9234
I was just on another channel. Can a modder make a Transparency slider for Shipbuilder ? It would absolutely be used. or as option. check box to transparent for each color.
Ooh what a gift. My mods use reticles and base game attachments, so basically all are affected. I'll take a look at this, thanks!
Did Inquisitor Overhauls get early access to CK?
that we don't know
you could send a message to Stefan in his nexus profiles asking that. 😉
I do not think the CK testers are supposed to say anything, until after release.
Oh I'm sure that they sign a deal like: "if you say something, you're dead person". 😂
Is there or will there be a mod to more customize the starborn suits?
Question. Ik it won't be possible till the tools are out but how easy would the neutral LUT mod to get working on concole ? I been foaming at the mouth for that mod
they will be plugged into a full dive and have to experience the opening to skyrim 16x being killed and sent back the second they step out the cave
Don’t threaten me with a good time
lol "So you're finally awake"
I made one, it's terrible dont use it
Hahaha thanks
How much longer until console gets there mods it been quite some time into 2024 watch they’re going to say 2025 then 2026 I’m really starting to get impatient and getting tired of this game to the point even if they do add them I’m not going to play.
Then don't play, saying that you'll quit the game if they don't hurry up isn't going to make them work any faster
Anyone know if the engine supports damage thresholds for ragdolling? I'm no good at modding but I think smacking someone with a bat and ragdolling them would be very funny, maybe it could only happen if it does >50% HP damage at once?
Assuming you mean make the lock picking easier as #1 then yeah. I already made myself a thing that just makes all locks have 2 rings with 1 tooth each. A variation could easily be made to make it slightly harder than just rotating 2 rings. This should negate the need for more lockpicks.
Changing carry weight can be done a multitude of ways. From just making a ship cargo hold be larger, to giving the player direct carry weight. Trying to do it in some fashion that isn't a blatant outright cheat might be tricky. But if cheat is fine then ya that's easy once CK is out.
The challenges can also fairly easily be addressed. Not really a way to make it optional. You either set the challenge or you leave it without one. Each perk rank (skill) has its own challenge criteria that has no direct correlation to any other rank. So using your example, if you wanted it have 50 + 50 instead of 50 + 100 then one would just change the second challenge accordingly. Though I think the one you chose for an example is 20 + 50 + 100.
I have a question for those who have downloaded the May update (PC): Does the "StarUI Inventory" mode work properly with the last update?
Im curious what changes might have happened under the hood. Especially if they fixed that FormID issue yet that @old tiger pointed out in his great discussion a couple months ago.
i tried it a while ago
it seems to be fine
which formid issue we talking?
FormIDs change when BGS saves the installation we are uploading as today. SFSE has to cull info to get his MOD working. Then others follow after that. and then Yay MODs. well the ones that still work anyways.
yea reason why we use esms only atm
since using the other types can cause issues since we don't know if bethesda use em or it got borked
I think the MOD makers know if theirs are borked already. We will see what happens.
Why do you capitalize mod?
MODs are important to me. Everyone should know. LOL a small habit.
mainly the verified creators
Actually I was in chat channel. Then I notice I am typing in mods channel. Not sure how it switched. My bad.
I tried too, and works good.
"StarUI Inventory seems to be working fine, but the StarUI Hud didn't work for me. When I point to any item, no information appears, I can't pick them up, I can only lift them."
No. And with the addition of a 2nd type of ESL like modules that go into FD, and having actually released more files in this broken format now, they've made it worse.
You have no idea how much sadness and disappointment that brings, here I was hoping the CK was stalled because they were taking your feedback seriously.
And given that they are now using .esm as extension for all 3 of these (full, heavy/partial/medium/whatever-they-are-going-to-call-it, light) module types. their only difference is now the file header flag, with absolutely nothing preventing mod authors from releasing updates that have different flags set.
So, I'm really looking forward to the fireworks that will result when some mod author releases an update where they changed their light module into to a heavy or full module, and every module that others created with this one as a master go up in smoke
Is that easy to do accidentally? I'm struggling to understand the danger otherwise. I've never encountered a mod that just swapped them round willy nilly without acknowledging the breaking change.
Anybody here developing any original content mods for Starfield? Like, full-blown new story/location/the works/etc.?
mod author starts with releasing his mod as a light module... after a few updates, reaches the limit of number of new records it can contain... obvious reaction "oh, I'll just change it to a heavy or full module". Given that none of the existing FormIDs changes, this wouldn't be a "breaking" change normally.
Documenting having made that change isn't going to do any good either. You've no control over what other module files exist out there in the wild somewhere that were created in the past which might have your module as a master
I just heard about StarUI Hud. It looks really useful. But it's unfortunate that it's causing problems with the latest update.
I am what ya got?
Basically if I understand correctly, everytime an update is released it will break the mod, and there is a high chance other mods can break mods too?
I want to get into starfield modding and I am tired of waiting for the creation kit, just want to have a full understanding of the headaches and maintenance I need to prepare for as I make mods.
What is the new Quest called PEO in the new patch?
Also there are some new records
New object in Papyrus related with game options
That's for gameplay changes
Can inject new gameplay options and remove em
Any suggestions on where to start for learning how to create new POI for Starfield?
Right now going through Xedit/SSEdit documentation
That's all handled with PCMs Planet Content Manager
maybe someone can help me. The mods that I have installed are not being transferred into the game and I don't know what else I can do.
Check dependencies on script mods. Usually you need SFSE and maybe the plugin.txt enabler. If you have SFSE installed you need to start Starfield using the SFSE.exe and not using your Starfield shortcut.
In general at best use Mod Organizer for your mods - it enables you to manage mods outside of Starfields main folder, so you can keep a better overview
and I now have the problem that I only understand what is common by looking, so I need someone to help me via screen transmission.
I'm sorry
Yep
I have a debugger for disabling pcms
Address Library has been updated. Time to get back!
I still got one more to go: rtfp
So the latest update (16 May 2024) wiped out my settlement I built using TankGirl444's Galactic Colonies Expanse mod.
ALL GONE 😦
😦
has TankGirl updated the mod for this version?
Good question. I'll try to check.
Nexus Mods says TGs Galactic Colonies Expanse "Last updated
13 April 20241:50PM"
Pfff
I hope they update it soon
Same with derretech
I need my stairs. Ladders just don't do it for me anymore
derretech is not upgrading his mod. He has many comments by him on the site. Someone else is thinking of upgrading the DerreTech parts one by one. No idea how that plays out. Matilija is making her stuff a stand alone mod prob finish it by 19th.
and note they added Legacy on the DerretTech mods.
Shouldn't be the case since he said it will take a min to update his mod
so I'm having a technical issue here, Baka achievements isn't loading I have error disabled .dll and it seems I'm in the minority of people being effected, is there any file I could delete that needs to be reloaded or anything ect, I have baka updated and address lib and sfse are all updated, but no amount of reinstalling, manually or otherwise, seems to be working
Did you update baka achievement enabler?
Weird. I updated mine too and I'm not having any issues
I'm wondering if theres a file I need to delete or something, because I swear i shouldn't be the only one getting that error
pretty much only mods I have atm, minimalist as it gets lol
Maybe try hitting refresh on your plugins and see if that helps
Baka 2.5 Address 111 plugin 1.2 starfield script 0.2.7 disabling plugins didn't do anything and I tried disablin the other mods, wel, :/
refresh?
There is a secondary BAKA type mod. https://www.nexusmods.com/starfield/mods/1402 its working.
I don't..have anything in load order tab
I had same issue with Baka
That's odd because I updated and mine is working no issues
yeah I think i will to, gonna have to give Baka an F for now, until a fix for that error is found
I'm not sure what. I disabled Baka in MO2 and everything went through.
So I installed this secondary MOD. all is working
Oh maybe mo2 is messing things up. I'm using vortex for Starfield atm
Vortex is not an through as MO2 is catching issues.
yeah I'll just try that, annoying though it does make me feel better others had the same issue
Yes its annoying. But hey It Just Works. LOL