#starfield-mods

1 messages · Page 9 of 1

vivid otter
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they already fixed missing shadows on rings, so there's hope

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Like if you’re on akila, and look at that earth-like moon it has, you wont see its atmosphere from the ground

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Really obvious at night, and on planets/moons with no atmosphere

misty abyss
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moon's typically don't have much in the way of atmosphere.

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and I mean that in the sense of actual moons and not the planet size "moons" orbiting gas giants.

misty abyss
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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.

fluid hill
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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.

cold topaz
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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

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and this is why every now and then I like to just take a look through the recently updated tab

misty abyss
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Somehow went a step backwards with the nice blue marble look... but finally got a save without a whole buncha weird artifacting.

valid cosmos
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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:

haughty ether
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They said early 2024 it is early 2024

quick tulip
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When are they bringing mods to Xbox?

sand skiff
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From my point of view, they are silent like a grave when it comes to news about mods for xbox

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I believe here are enough people to do that 😂

normal totem
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are there any mods that allow you to play as a terramorph?

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Edit to Redacted keeping this for ghost ping prevention

haughty ether
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Xbox mods?

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Mr Bethesda

vocal glacier
vocal glacier
haughty ether
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💀

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I mean

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The games not been out for 7 months it was about that long till fallout 4 got the creation kit

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Starfield needs mods the game sometimes feels empty

cold topaz
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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?

vocal glacier
# haughty ether The games not been out for 7 months it was about that long till fallout 4 got th...

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.

misty abyss
cold topaz
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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.

misty abyss
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No more quest scripts. This game suffers mightily from that method and it should stop.

cold topaz
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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

cold topaz
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honestly wouldn't be surprised if the hardest part for me was tying it into the UI

misty abyss
misty abyss
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Yeah it's not "technically" flash anymore but it's also...flash.

misty abyss
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Gagarin done (as soon as I figure out why its UV seam is showing up)

strong oak
# haughty ether 💀

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.

shrewd ruin
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why it's not always a good idea to harvest a vent with the Cutter...

misty abyss
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The fact that is -not- a normal thing in game is a bit confounding really.

cold topaz
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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

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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

misty abyss
cold topaz
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vanilla the cap is only like 3 right? so something/somewhere I must have changed that limit

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or it's like an undocumented change in the community patch or something

misty abyss
autumn idol
tacit current
misty geyser
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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.

old tiger
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"early" is up to 30th December... 31th would be late...

blazing gate
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give me ck pls 😭😭😭 /lh

dapper galleon
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mod idea, take ark hyperion from MEA and make it buildable in starfield

random hound
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also a very big wish: add the oville: Experience into starfield. inlcuding characters.

young laurel
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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.

split smelt
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I am sort of interested in the idea of a fallout earth ng+

misty abyss
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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.

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Maybe a easter-egg or two but nothing full referenced.

gilded perch
misty folio
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This month, are we Gonna get mod browser update?

regal dust
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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.

split smelt
autumn idol
misty abyss
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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.

regal dust
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Wait, you're saying it ... just works!?

misty abyss
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It would*

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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.

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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.

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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.

regal dust
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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

vocal glacier
# gilded perch if they implement script exender into the base game. this will be a huge pro mod...

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.

misty abyss
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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.

late valley
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bethesda doesn't need a script extender because they can just extend scripting

misty abyss
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No one was saying they needed it. I was saying they could expose the functions that script extender does so SE isn't needed.

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But if you catch up on the issues mentioned above, there's valid reasons why they don't.

late valley
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right, you said "what script extender does" - sorry, misread.

vocal glacier
# misty abyss Having what Script Extender does on console would not compromise the platform se...

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.

misty abyss
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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.

autumn idol
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Most won't be available since skse main selling point is able to yse c++ @misty abyss

misty abyss
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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.

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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.

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Deepening mod accessibility would not magically make consoles into PC's.

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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.

late valley
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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.

blazing gate
misty abyss
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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.

blazing gate
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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

misty geyser
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The devs can add any Papyrus script function they want. They just need a reason to want it.

blazing gate
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that i wont argue with

misty abyss
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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.

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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.

blazing gate
misty abyss
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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.

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Which has been known to happen on occasion.

autumn idol
misty abyss
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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.

late valley
blazing gate
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Neat, thanks for the answer!

valid cosmos
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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.

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Let's pick up the pace bois!

trail wing
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what mods could cause rubberbanding in starfield? I have some serious rubberbanding that I didnt have when the game came out

shrewd ruin
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Everything dealing with high amounts of objects in containers, or high amounts of legendary weapons in your inventory.

misty abyss
trail wing
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lol no, I dont do streaming

misty abyss
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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)

trail wing
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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

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hardware is not overheating, most temps are below 40 and nothing goes over 50

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I dont get any rubberbanding issues with any other games

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I think I need to do a clean install of the game and see if that helps

misty abyss
trail wing
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clean install, purged even the old folders, clean new game, and still getting rubberbanding

trail wing
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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

worldly furnace
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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

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That would improve the view from the balcony of the apartment you can purchase in the Trade Tower

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Also, Cydonia city was most likely also seamless with the Mars worldspace

worldly furnace
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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

misty geyser
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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.

random hound
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The Royal Galaxy Mod is a nice mod package.

misty abyss
misty geyser
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That would be a huge issue if it's a giant interior. Getting everything aligned properly would be a nightmare.

misty abyss
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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.

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Neon Core from the 4th wall perspective.

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And Neon outside where the city would be internally

sharp lotus
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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

misty abyss
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There was a good way to do Neon. This wasn't it.

sharp lotus
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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

worldly furnace
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2022/Final game

sharp lotus
misty abyss
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What's in the actual game would line up 'mostly'.

misty abyss
sharp lotus
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I mean it would be nice if Bethesda considered trying to make Akila, NA and Neon a bit closer to how it looked originally

misty abyss
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I get a feeling a lot of the cities were slapped together last minute.

sharp lotus
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I’m guess for performance reasons maybe, those farms on Akila don’t have anything growing unlike the original previews

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Guess I’d just prefer having the more chilly colder environment that was seen originally with Akila

misty abyss
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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.

worldly furnace
misty abyss
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Well they did have three delays?

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So there's that.

worldly furnace
sharp lotus
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Am curious on the internal workings on what happened in development

worldly furnace
sharp lotus
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I know there a post or two of some devs mentioning wanting less systems but Todd wanted more and stuff

misty abyss
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From the sound of it they had 500 people onboard and just had too much scope even for that many people.

sharp lotus
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Upgrading the engine could be a large part

misty abyss
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There's that too. Don't know what kind of setbacks they had with the planet system.

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Plus covid shutdown AND a merger at the same time.

sharp lotus
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I think Bethesda underestimated how much their engine can do

worldly furnace
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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

misty abyss
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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.

sharp lotus
worldly furnace
misty abyss
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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.

sharp lotus
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I understand there’s quite a number of files and resources still left over that haven’t been fully cut out

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Wonder what the full list is

misty abyss
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Tons of stuff not cut. We'll probably see it used for Shattered space.

worldly furnace
sharp lotus
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Maybe more mining room in Cydonia

misty abyss
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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.

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I've made some lengthy suggestion submissions on that topic.

sharp lotus
worldly furnace
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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

sharp lotus
misty abyss
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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.

worldly furnace
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Fallout 4’s Automatron

misty abyss
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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.

sharp lotus
misty abyss
misty abyss
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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.

autumn idol
misty abyss
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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.

misty abyss
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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.

misty abyss
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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.

autumn idol
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it mainly count will game ctd after 5 minutes

dapper galleon
misty abyss
trail wing
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found the issue behind my rubberbanding, it was the upscaling causing it

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once I fiddled with its settings the rubberbanding went away, for now anyways

misty abyss
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Oh that'd do it. Didn't think that'd be a problem. FSR3 or DLSS?

trail wing
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DLSS was on when I had it, switched to FSR3 and its gone altought I have Nvidia

misty abyss
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Recent drivers or slightly older? (Which card) ?

trail wing
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2060 I think built this machine couple years ago

misty abyss
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ahhh. Just a slightly under powered gpu for the newer DLSS version.

trail wing
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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

misty abyss
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yeah even just jumping up to a 3060 / 4060 would be a performance leap there.

trail wing
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also explains my computer worked fine when the game launched, the DLSS support was added later

cold topaz
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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

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like how a full auto magshot reports as about 1200 dps, but empties its 6 shots in less than half a second

misty abyss
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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.

cold topaz
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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

misty abyss
# cold topaz I could do it by hand, yeah, but it'd be more convenient if I could set up a for...

`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.

vast crystal
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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?

fluid carbon
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You enter in to a new location and encounter zone too.

vast crystal
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hmm.. ok... I will try with events for those

small blaze
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Mod supprt o mod suport will ever will you hapoen

gusty bramble
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Any news on mods for Xbox yet?

gusty bramble
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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 😞

misty abyss
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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.

valid cosmos
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All I wanted was to be able to copy those reflections to make functional weapon ammo counters and some weapon overhauls.

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But we're getting there, weapon modding is almost as fallout

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Check it out!

autumn idol
valid cosmos
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Hey, does anyone knows what causes and how to solve this texture glitch\artifacts?

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The lines on the slide.

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I'm using blender with geometry bridge only

misty abyss
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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.

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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)

valid cosmos
#

I don't know much about the subject, trying to get my head around it. If I manage to fix I'll share.

nimble sable
#

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

Nexus Mods :: Starfield

Starfield Core serves as a robust backbone for modding in Starfield. For mods utilizing this, it adds messaging for instance-level access to scripts (whether installed or not), native generic collecti

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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.

desert cedar
#

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

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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

desert cedar
blazing gate
valid cosmos
#

The CombaTech is about to release a new 2311! With much needed sight improvements = D

nimble sable
# blazing gate reading through this it seems almost like magic, i can see how some of it could ...

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.

nimble sable
#

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.

blazing gate
#

that's awesome, best of luck to you and anyone else working on the library

misty abyss
#

It worked! But it's got some issues. 😦 Need to sort those out then I can do addons!

misty abyss
#

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.

valid cosmos
#

But if I were you I would cut half the gun down. There is too much unnecessary stuff.

misty abyss
valid cosmos
#

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!

viral shadow
#

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

proud forum
# viral shadow after a message iposted in <#784546783602409543> i'm now wondering how a vampir...

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.

dapper galleon
#

anyone here understand the Blender plugin for starfield? I am getting thrown a error when I try to export

valid cosmos
#

What error?

#

What are you exporting, nif or mesh?

dapper galleon
# valid cosmos What error?

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.

valid cosmos
dapper galleon
valid cosmos
#

No idea, I protelated learning fomods from Fallout till today lol

#

But there are several fomods actually

#

They seem to work allright

dapper galleon
valid cosmos
#

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.

nimble sable
# nimble sable For anyone building larger mods that involve scripting, we just launched Starfie...

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).

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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.

magic bolt
#

Mein Skyrim ps4 zeigt im Startmenü kein Mod Menü

sterile laurel
#

Hello, has anyone already encountered this neck problem?

autumn idol
sterile laurel
#

oh, but is it a vanilla bug?

autumn idol
vast atlas
sterile laurel
#

Yes, I remember running into this in Skyrim but at least there I was able to solve it.

#

Thanks

autumn idol
#

made me gave up the game since it was too noticable

sharp lynx
#

I made a thing

#

VBThumbsDown kinda bad ngl "I joke"

dapper galleon
valid cosmos
#

Bethesda, hire her.

autumn idol
sharp lynx
valid cosmos
#

You heard the girl. Passionate employee available, lol.

graceful skiff
sharp lynx
#

OH

graceful skiff
sharp lynx
#

let me apply right now lol

#

here we go~

autumn idol
#

Wish I could join too but only got patch mods under my beltpepehands

valid cosmos
#

Hey UnSuspiciousGoblin, thanks for sharing and making it clear to us = D

valid cosmos
sharp lynx
sharp lynx
autumn idol
sharp lynx
#

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

autumn idol
#

Thinking of making an addon which does the same for quests and mission boards

sharp lynx
#

oooh! nice! messing with the challenge tab I assume?

autumn idol
misty abyss
#

Good luck with the job app / VC program.

sharp lynx
oblique leaf
#

^ 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

sharp lynx
#

wait

oblique leaf
#

only someone who lives in a cave could have got this out in a month 😆

sharp lynx
#

actual timeframe of real events

sharp lynx
#

Yea..... it uh... getting out there XD

#

folks this is why you need to be picky about your mod title haha

autumn idol
#

well ya got your recognitionhehe_sg

sharp lynx
#

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.

sharp lynx
#

didnt do it

#

they can deal, I'm not doing that. this mod would've taken 4 months

misty abyss
sharp lynx
#

That's...... outstanding

#

many thanks ❤️

#

Let's get right into the weeds then! Tree house city anyone?

misty abyss
#

You're putting that all together in Nifskope?

sharp lynx
#

I put everything together in nifskope

#

its been painful

#

I actually found a way to streamline using it tho XD

misty abyss
#

That is very painful yes. Single house mod for skyrim was a whole lot of work. You have a lot of patience.

sharp lynx
#

hold pls

#

Imagine

#

this thing

misty abyss
#

Yeap. Imagined.

#

Doing interior sections also yes?

sharp lynx
#

Yep.......

misty abyss
#

Well at least you don't need to contend with Skyrims horrid light limitations with these.

sharp lynx
#

It turned out amazing tho

misty abyss
#

At over 300 nodes for that building there-abouts?

#

Looks great.

sharp lynx
#

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

misty abyss
#

That's even more of a hassle.

sharp lynx
#

it'll be nice once we get all the tools so I can make more intentional design

misty abyss
#

Skyrim does have the benefit of chunkmerge doing some of the heavy lifting.

sharp lynx
#

that and seee what the hell I have to use

sharp lynx
#

I'm hoping they give us the scol in the ck2 so we can merge statics

misty abyss
#

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.

sharp lynx
#

but you see... the creative problem solving we've had to do over the years has raised our actual IQ by 1000 points

misty abyss
#

reverse engineering does take a particular set of skills, indeed.

sharp lynx
#

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

misty abyss
#

not hard scripted node toggles like it is for previous titles?

#

Or material swaps in some cases.

sharp lynx
#

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

misty abyss
#

huh. wonder if that's to preserve load order for large flora overhauls.

sharp lynx
#

I'm not sure, the solution was some backwards value overriding lol

misty abyss
#

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.

sharp lynx
#

I will totally do that ❤️ many thanks we modders need to stick together

misty abyss
#

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.

sharp lynx
#

Appreciate it! the real question now is, what should I start on next lol

misty abyss
#

Give yourself a well deserved breather. Then take on that next big thing you'd like to see.

random hound
#

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

Nexus Mods :: Starfield

Land on any world and build your own empire! I am back, with a new DLC-sized mod! Build Giant Mechs! Brand new buildings, Turrets, a farming system, and much much more!

#

downloading.

sand skiff
#

Any news for us xbox players?

swift gyro
eager pier
#

did they release modding tools?

sharp lynx
#

No they did not

eager pier
#

unforch

sharp lynx
#

this has been updated lol

sharp lotus
#

nice tree house

sharp lynx
#

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

sharp lynx
#

yes exactly

sharp igloo
#

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

sharp lynx
#

Tree house

sharp lynx
#

it's a weird feeling to just ..... see what you want to make then just sit down and make what you saw

misty abyss
#

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.

sharp lynx
#

Hmmm that sounds pretty amazing. I've never tried that actually

sharp lynx
#

@misty abyss

#

Wanna see how fast I work lol?

#

there's a good chunk of em to start

misty abyss
viscid flicker
misty abyss
#

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.

muted fog
#

Favorite mod by far

mental estuary
#

im just gonna steal this link rq thanks

wise rapids
#

yo uhhh anyone knows whats happening here?

#

nevermind found out neutral lut bugged my lighting

vocal glacier
#

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?

wise rapids
wise rapids
autumn idol
vocal glacier
wise rapids
random hound
muted fog
#

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

random hound
# autumn idol https://www.nexusmods.com/starfield/mods/8994 Sweet!

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.

grizzled sandal
#

What do you think is causing this?

valid cosmos
#

A black hole swallowing the star?

#

Just some mod eye-candy:

grizzled sandal
#

Says: Default Planet Material
swap hasn't occurred
You shouldn't seeing this

#

Quit game, saved, restarted... Planet Material fixed... 🤷‍♂️

random hound
valid cosmos
#

Sometimes the best solution is to unplug from the wall and plug it again.

#

In Brasil we call it: "Bahiano Reset" 😂

grizzled sandal
#

It's back... Default planet material swap hasn't occurred. Restarting does not fix it. HELP!

valid cosmos
#

Have you tried the bahiano reset?

#

Jk. Do you have mods that change planet textures?

mental estuary
#

It will hopefully be a resurgence larger than now. Since logically CK 2.0 would be out too

misty abyss
#

Mods on PC being any indication, it'll be a big deal with official tools.

valid cosmos
#

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.

autumn idol
#

Plus we got many people waiting for ck release cause of the hell which is xedit🤣

valid cosmos
#

Meaning, it is fairly easy, the only time consuming part, as in FO4, is to align sights and gun parts.

autumn idol
valid cosmos
#

After I learned the basics, it took me like ~8hrs to make my second mod, the Space Glock P80

valid cosmos
autumn idol
valid cosmos
#

The third mod took just a bit longer, but I made reticle textures and tested the hell out of it.

valid cosmos
autumn idol
#

best case scenario is that most is waiting for CK

valid cosmos
#

Following any Fallout 4 tutorial will get you the job done. The only details you need to learn are on Blender and geometry bridge.

valid cosmos
autumn idol
#

maybe they don't know how easy it is to port their weapons

valid cosmos
#

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.

autumn idol
#

sabbath?

autumn idol
valid cosmos
#

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.

autumn idol
#

plus people don't even realized bethesda implemented Tactical Reload and Bullet Counted Reloadkekw

valid cosmos
#

Animations are a no-no for now. But vanilla anims are not that bad this time.

autumn idol
#

just need to make it in which the story part of these pois are not repeated

valid cosmos
autumn idol
#

same for lever action guns

valid cosmos
#

Sabbath is this guy who also made most new weapons for cyberpunk

autumn idol
#

oh shoot sweet!

valid cosmos
#

He is a pioneer, he deserves more recognition.

autumn idol
#

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

valid cosmos
#

We definitely do need somehting like that.

autumn idol
#

since we currently got an indie crew getting the foundations fot it

valid cosmos
#

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.

valid cosmos
#

definitely

autumn idol
#

my first job with it is to expand on POIs 🤣

sharp lotus
sharp lotus
#

But if their favourite YouTuber says it’s not great then it’s not great

autumn idol
sharp lotus
valid cosmos
#

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

sharp lotus
# valid cosmos And I truly believe pois are the crux of this game. Once that been sorted out we...

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

valid cosmos
#

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.

autumn idol
valid cosmos
#

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.

valid cosmos
valid cosmos
sharp lotus
autumn idol
valid cosmos
#

Would be nice.

valid cosmos
#

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.

mossy owl
#

Do you guys think mods will help with all the loading screens?

misty abyss
#

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.

valid cosmos
#

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.

misty abyss
#

and then the next scene:

valid cosmos
#

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.

gritty sail
#

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.

misty abyss
valid cosmos
#

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.

sand skiff
#

Any news to mod on xbox

vocal glacier
dapper galleon
#

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.

vocal glacier
dapper galleon
#

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.

vocal glacier
#

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.

dapper galleon
#

Again, my statement and the one I was responding to weren't in regards to mods at all lol.

#

But yes, obviously correct

vocal glacier
#

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

dapper galleon
#

All good, happens

dapper galleon
#

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

rain tide
#

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

valid cosmos
#

Starvival works perfectly for me.

rain tide
#

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

valid cosmos
#

Some mods would be ok though, depend on what you have.

rain tide
valid cosmos
#

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.

rain tide
valid cosmos
grizzled sandal
#

Mod: TGs Galactic Colonies Expanse. I have a floating Colony Gate. How do I fix this?

toxic mulch
#

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

knotty citrus
#

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.

fluid carbon
hollow walrus
#

those are the fallout 4 lowered weapons mods ... wasnt the question asking for one for Starfield 😄

#

although someone mentioned it may be broken after recent update ? have to try it out I guess

knotty citrus
#

But not for 1st person? I play in 1st person. I think that one only works for 3rd?

hollow walrus
#

it has a 1st person file

#

oddly the description only mentions 3rd person

knotty citrus
#

Oh sweet! Thank you. I will test that out when I get home from work 👍🙂

hollow walrus
#

hopefully it still works and that one users comment that it broke in march isn't true

knotty citrus
#

It’s a needed mod for immersion. I always used it in fallout. I so hope it works still .

hollow walrus
#

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

knotty citrus
#

I think 90% of my Skyrim and fallout mods where immersive ones. I love any mod that helps me really get into it.

hollow walrus
#

yeah

knotty citrus
#

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

honest wedge
#

Horizon mod in Fallout 4 is my "vanilla" these days

knotty citrus
#

I can’t wait to see what mods get added once the creation kit gets released. I hope it’s not too far away.

hollow walrus
#

aye to that

knotty citrus
#

My friend loves the horizon mod

honest wedge
#

Can't wait for some bigger mods after creation kit comes

hollow walrus
#

as in horizon zero dawn/west ?

knotty citrus
#

No it’s a huge overhaul mod for fallout

hollow walrus
#

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

honest wedge
#

Horizon has problem that any other mod added needs comp patches

hollow walrus
#

probably because it touchs on so many things

honest wedge
#

Yeah

#

It changes how armor, damage etc works so anything that adds either needs to be patched

hollow walrus
#

mods for mods ... !! oh boy !!

knotty citrus
#

Yeah I am the same. I stick to individual mods but I always check for compatibility

honest wedge
#

I can't play Starfield without the hud and inventory mod anymore lol

hollow walrus
#

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

knotty citrus
#

Yeah I hope to see a lot of great mods on nexus

honest wedge
#

So much modding potential in Starfield

knotty citrus
#

I am really curious too for quest mods.

#

Some really dark horror ones

hollow walrus
#

Dead Space mod

#

Europa Report mod

#

Last Days on Mars mod

eager ether
#

Weird question does sf use pak files if not what files does it mostly use ?

misty abyss
#

Which is Bethesda Archive Extractor. (Not the achievement enabler)

eager ether
valid cosmos
#

There is a new BA2 version for textures in Starfield. V3

cold shoal
#

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...

honest wedge
#

Sounds like bug or something

cold shoal
#

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.

eager ether
#

Has anyone prepped or done a build anywhere mod (once Xbox has mods ) for it to be used on Xbox

toxic mulch
misty abyss
cold shoal
#

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.

eager ether
#

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

valid cosmos
#

Like this: Materials\Effects\Emissives\GenericGlow01_Blue.mat

eager ether
#

Ah thanks

misty abyss
# eager ether 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.

eager ether
#

Ooooh that’s neat cheers

random hound
#

I think simple offense removal mod is casing crashes for me sometimes. to bad its a nice little mod

open zodiac
#

Any news on when the creation kit will be released?

graceful skiff
#

Some date in the future

open zodiac
#

I’ll mark it on my calendar lol

mental estuary
#

i got a relic around here somewhere thats perfect for this let me see if i can find it

#

whenitsreadyboom whenitsready here we go

random hound
#

soon (tm)

vocal glacier
#

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...

https://www.youtube.com/watch?v=Q2YlGq-30nE

eager ether
viral shadow
#

I want a mod that lets us have a Mr. Handy follower

vocal glacier
eager ether
#

Has anyone created a mod that reskin the starborn suits into faction theme /colours

eager ether
#

Guesisng we have no body slider as of yet like we do in fallout ?

regal dust
#

For weight/muscle and the like?

eager ether
#

Ment more of a viewer to see how im editing without loading game up every five mins

valid cosmos
#

Hey what are you guys doing? Looking for a new Starfield mod? Look no further!

shadow crystal
#

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

shadow crystal
boreal berry
#

When official mod supports

#

😅

rain tide
#

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

brittle mesa
#

any mod to increase ship weapon assignment slots?

dreamy tinsel
#

halo! Does SE and mods in general work on the game pass version of the game?

crimson aurora
#

Idea: A mod where we can marry our alternate universe self.

eager ether
autumn idol
crimson aurora
#

Wow, I need to try this in my game now. Thanks!

valid cosmos
#

lol

#

So do you think the new Arboron logo is fitting? Will I get sued by "some" corporation? lol

stone peak
valid cosmos
#

Do you have suggestions

#

?

#

Like any real-life company that could serve as an example?

#

besides huawei lol

stone peak
#

I just Googled gun manufacturers

#

I suppose it depends on what are you trying to achieve and with themes are you going for.

valid cosmos
#

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

eager ether
#

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 ?

regal dust
eager ether
regal dust
#

They tend to go together lol

valid cosmos
eager ether
dapper galleon
#

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?

valid cosmos
dapper galleon
#

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....

valid cosmos
#

Make a new folder. Installing on program files might have restrictions

dapper galleon
#

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

#

that one dont work for some reason....

valid cosmos
#

Ok so, to understand. Other mods work but only this one doesn't?

dapper galleon
#

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?

valid cosmos
dapper galleon
#

right but it should work

#

with texture mods

valid cosmos
#

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.

dapper galleon
#

oh sorry my bad, i liked the old nexus mod manger, not the vortex

#

it gives me a lot of headacies

valid cosmos
#

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.

dapper galleon
#

i never heard of MO2, link?

#

i can't find link to download for M02?

valid cosmos
#

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.

dapper galleon
#

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.

autumn idol
dapper galleon
#

Huh okay that what they actually said in the nexus direction.

#

Option A

  1. Download main file, unpack it and move the Data folder into C:\users%userprofile%\Documents\My Games\Starfield\ and override it
autumn idol
dapper galleon
#

thats werid bec that what they said in website

autumn idol
ocean quartz
true valley
#

Hopefully "xbox series x starfield creations" does not have the same issues as "xbox one skyrim special edition" and "xbox one fallout 4" has.

mental estuary
#

You really think it's around somewhere?

valid cosmos
#

Did someone ask for a new Laredo Pistol in the game?

#

No? Oh well, I'll give you anyway = D

hollow walrus
#

i wanna make the hand gun from blade runner

#

"Steyr Pflager Katsumata Series-D Blaster"

valid cosmos
# hollow walrus i wanna make the hand gun from blade runner
#

There you go, free model.

hollow walrus
#

ooOoo

#

hmm ... a lot of things wrong with that model 😉 but its a nice looking pistol though

valid cosmos
#

Yeah this one is kind of a knock off. But has good quality

#
#

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"

hollow walrus
#

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

sand skiff
#

Early this year is pretty much over are mods on xbox there yet

misty abyss
#

No. Get over the "early" part. It'll be out when it's out.

worldly furnace
#

I hope Starfield's Creation Kit will have a dark mode

valid cosmos
#

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!

autumn idol
#

the bastards did it!!PepeWooo

worldly furnace
#

yooooo

autumn idol
#

took em years but they implemented it finally my eyes can rest

azure wren
#

What did they implement?

autumn idol
azure wren
#

Lol

viral shadow
#

is there a reason all of my mods on vortex stopped working?

rain tide
#

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

olive crane
#

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

olive crane
valid cosmos
#

Beth can I ask for "AnimGripExtendedHigh" so I can mod proper AR 15s in the game? An "AnimGripExtendedVerticalHigh" would also be great = D

autumn idol
valid cosmos
#

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.

autumn idol
#

plus they take requests and such like new scripting functions and for you maybe new animations events

valid cosmos
#

That be useful indeed.

autumn idol
rain tide
#

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?

hollow walrus
#

possible to disable each in turn and see if it makes a difference? least then you could find which one specifically

azure wren
#

Is it possible to create new POI's and add them to the pool of POI's selected for planets?

wind nova
#

anyone know of a launch option or a setting for the .ini that can force a specific GPU to be used?

crimson aurora
#

Now that they've officially increased vendor credits, I can now remove the richer merchants mod. Question: will this break my current save?

calm dock
#

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?

regal dust
#

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

calm dock
#

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

valid cosmos
sharp lynx
charred magnet
#

Just booted up the new beta. Looks like it broke a lot of the outfit mods

lime ember
#

Was gonna mod Starfield until I remembered that I have it on gamepass. Guess I got to wait until the creation kit comes out

random hound
#

Did someone achieved to add star systems + planets, that are empty. no human buildings, no smuggler, no loot?

valid cosmos
deft thorn
#

hey guys

#

how do I mod skins for armor?

#

like not a standalone armor but a skin like some guns have

fluid carbon
#

Object mods added to them from a Constructible Object

#

Property modifier / texture swap

#

when CK2 is out opps

deft thorn
valid cosmos
#

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.

coral star
sharp lynx
#

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

valid cosmos
#

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

sharp lynx
#

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

sharp lynx
#

cant wait for animation tools to change that

autumn idol
valid cosmos
sharp lynx
#

Indeed, add like 5 or more to a keyword than make another keyword

#

I'm sure the ck will fix this issue tho

strong oak
valid cosmos
near aspen
#

is it possible to change character appearances

autumn idol
near aspen
#

enhance?

#

also auto correct for some reason remove NPC character appearances part

chrome sable
#

When will mods come to xbox?

chrome abyss
#

Hope it's soon-er-er

strong oak
#

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.

rain tide
#

Is anyone familiar with the fuel consumption unlocked mod

north patrol
small blaze
#

"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."

empty merlin
#

how the hell do we already have mods if we don't have mod support?

small blaze
#

"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."

small blaze
# empty merlin how the hell do we already have mods if we don't have mod support?

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.

north patrol
small blaze
#

I thought so I just didn't wanna say it as I wasn't 100%

sharp lynx
#

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.

autumn idol
#

With fully functional UI

autumn idol
random hound
#

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! 🙂

strong oak
#

I think like Starborn Venator MOD will continue to work. I am wishing. 👀

empty merlin
strong oak
#

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'

valid cosmos
#

UI mods for example, requires basically flash tools and scripting tools. Don't even need Xedit or CK.

fiery cave
#

imma just wait for the mod menu bc i tried modding starfield and that sheet hella confusing lol moding gta is easier lmaooo

random hound
valid cosmos
#

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.

valid cosmos
random hound
fiery cave
#

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

fiery cave
calm dock
#

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

young barn
#

I need ck

#

give it to me nowwww

autumn idol
valid cosmos
dapper galleon
#

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. 🤓

lusty flint
#

That space buggy is going to be absurdly fun lol especially in low gravity planets

harsh aspen
#

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?

upbeat furnace
mental estuary
dapper galleon
#

Am I correct in assuming the Creation Kit for Starfield has yet to be released? Just want to verify.

dapper galleon
sharp lynx
sharp igloo
#

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

dapper galleon
#

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.... 😭

true valley
#

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.

high blaze
languid token
#

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

sharp lotus
languid token
#

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

sharp lotus
languid token
#

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

valid cosmos
#

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

eager ether
valid cosmos
#

I've looked for it in sketchfab and cgtrader already

eager ether
valid cosmos
#

But were you making a 40k ship? Which one?

eager ether
# valid cosmos 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 )

autumn idol
strong oak
#

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.

valid cosmos
crimson aurora
#

Did Inquisitor Overhauls get early access to CK?

autumn idol
dapper galleon
strong oak
#

I do not think the CK testers are supposed to say anything, until after release.

valid cosmos
#

Oh I'm sure that they sign a deal like: "if you say something, you're dead person". 😂

jolly sequoia
#

Is there or will there be a mod to more customize the starborn suits?

small blaze
#

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

mental estuary
jolly sequoia
mental estuary
#

lol "So you're finally awake"

sharp lynx
#

I made one, it's terrible dont use it

jolly sequoia
exotic ice
#

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.

olive crane
#

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?

main pollen
# true valley Hi everyone. For "xbox series x starfield", when creations come out for it, can ...

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.

ivory forge
#

I have a question for those who have downloaded the May update (PC): Does the "StarUI Inventory" mode work properly with the last update?

azure wren
#

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.

shy cloak
autumn idol
strong oak
# autumn idol 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.

autumn idol
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since using the other types can cause issues since we don't know if bethesda use em or it got borked

strong oak
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I think the MOD makers know if theirs are borked already. We will see what happens.

strong oak
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MODs are important to me. Everyone should know. LOL a small habit.

autumn idol
strong oak
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Actually I was in chat channel. Then I notice I am typing in mods channel. Not sure how it switched. My bad.

ivory forge
zinc vigil
old tiger
valid cosmos
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I want a podcast with Elminster and Todd.

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Jess make it happen.

azure wren
old tiger
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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

restive yoke
harsh sand
#

Anybody here developing any original content mods for Starfield? Like, full-blown new story/location/the works/etc.?

old tiger
# restive yoke Is that easy to do accidentally? I'm struggling to understand the danger otherwi...

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

ivory forge
azure wren
azure wren
dapper galleon
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What is the new Quest called PEO in the new patch?

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Also there are some new records

#

New object in Papyrus related with game options

autumn idol
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Can inject new gameplay options and remove em

azure wren
# autumn idol I am what ya got?

Any suggestions on where to start for learning how to create new POI for Starfield?
Right now going through Xedit/SSEdit documentation

autumn idol
hybrid pebble
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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.

tribal yew
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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

hybrid pebble
autumn idol
valid cosmos
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Address Library has been updated. Time to get back!

upbeat saffron
grizzled sandal
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So the latest update (16 May 2024) wiped out my settlement I built using TankGirl444's Galactic Colonies Expanse mod.

ALL GONE 😦

sharp lotus
grizzled sandal
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Good question. I'll try to check.

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Nexus Mods says TGs Galactic Colonies Expanse "Last updated
13 April 20241:50PM"

mental estuary
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Pfff

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I hope they update it soon

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Same with derretech

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I need my stairs. Ladders just don't do it for me anymore

strong oak
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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.

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and note they added Legacy on the DerretTech mods.

autumn idol
teal temple
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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

dapper galleon
teal temple
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I DID

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I'll even take a screencap

dapper galleon
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Weird. I updated mine too and I'm not having any issues

teal temple
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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

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pretty much only mods I have atm, minimalist as it gets lol

dapper galleon
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Maybe try hitting refresh on your plugins and see if that helps

teal temple
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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, :/

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refresh?

dapper galleon
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Go to plugins tab

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Or sorry load order tab

strong oak
teal temple
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I don't..have anything in load order tab

strong oak
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I had same issue with Baka

dapper galleon
teal temple
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yeah I think i will to, gonna have to give Baka an F for now, until a fix for that error is found

strong oak
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I'm not sure what. I disabled Baka in MO2 and everything went through.

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So I installed this secondary MOD. all is working

dapper galleon
strong oak
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Vortex is not an through as MO2 is catching issues.

teal temple
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yeah I'll just try that, annoying though it does make me feel better others had the same issue

strong oak
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Yes its annoying. But hey It Just Works. LOL