#starfield-mods
1 messages · Page 12 of 1
I'm waiting on the Halo Armor mod, it is apparently coming though
any cool tips or tricks you found
Dear God why did this mod not work now
I'm about to give up on getting this mod to work lol
I downloaded the no ship size Limiter thing, a few new weapons The Face HD texture for Sarah but I disabled that one, I deleted the Batman outfit one... But it's still not working
No ship size limit is a SKSE required thing. Which isn't updated yet I thought
It's downloadable on creations, I think is is a ship size extender actually
Size is increased to 210... optimal is 60-70 meters Questions or Concerns? Contact me: Modswell Discord: Eveos - https://discord.gg/3K6V7zCR Reddit: https://www.reddit.com/r/StarfieldModsXbox/comments/1dcvgxo/larger_ship_size_limit/ Tag: Eveos_3490
ah. SFSE is also updated as of yesterday as well. nvm there.
Have you disabled all of the mods you got from creations?
All my meds are from creations I'm on Xbox
Yup I think I just give up
I'ma just delete the thicc body one.
It's was cool while it lasted I guess but I'm spending to much time trying to fix it
Remember it's week 1 of mods for Xbox so... lots of initial quirks / bugs.
It'll smooth out over time. Just gonna be a lot of odd things goin on for abit.
True I'll just disable it for now, disabled the other new ones first though, I'll see if that fixes it. I wonder if I have to load an old save that had it
Ok so went and loaded the old save before I downloaded the other mods
Maybe that will fix it
Well I'm trying to make it but it's taking forever to load
It's just bugging me that it's not working, freaking ADHD at work here
One part is I kinda started to like it, the other part is someone worked hard on that mod and now it's not working I feel a sort of weird way that I need to find out why sonincan hopefully inform them
Any chance for an Xbox mod that lets us use non playable outfits? Specifically I'm looking for naeva mora's outfit but nothing showed up when I typed her name in search bar
Is there any script to switch the spacesuit on/off ?
I mean, it's automatic but i want to activate it manually 🙂
Omg the Inquisitor Annihilator rifle is amazing
Just use the Cheat Room, it should be in there
The cheat room needs some updates lol. Needs to be on par with Skyrim and Fallout 4s cheat room.
At least until we get a cheat terminal style mod
@manic heron yes thank you. I just realized this 20 minutes ago lol
You're welcome! 
Thanks all for your help! My first starfield mod is now released! Make It A Bonus - A Vanilla Plus Skill Overhaul:
https://www.nexusmods.com/starfield/mods/9609
Morning ,
So I went in creations and picked 2-3 mods . Everything went fine but the outpost mod with all the buildings , I haven’t been able to open it. There isn’t really any instructions to help with. I’m not sure if I’m missing something or this is a problem for others as well. Is there anything I’m missing ?
I’m not use to dealing with mods so I’m not sure if I’m missing a step or something . Thanks
this dialogue system is killing me
oh so do i understand it correctly that i can modify this script to make trader sell different ships? basically how should i correctly point to towards a custom template? what should be a correct naming convention and what those arguments there doing?
the documentation is still not up
ahh i see
well thats why im asking maybe someone poked ship related stuff already, i have very little knowledge from F4 version of creation kit but yeah i think i am on my way to figure out how to make custom ships seller test mod, really cant wait to see documentation
makes me wonder if you can do the He3 consumption without any complex scripting from sfse
oh wait i figured how the whole ship part :V turn out it even shows you templates in a neat list, really love the kit so far, but it does look intimidating haha
help with SFSE Launcher?
i grabbed the latest update for this to correspond with the Starfield update
and while this procedure has always worked in the past, now when I run the launcher it complains that it can't find Starfield.exe
Cheat room there is a chest with all the outfits in the game including the exclusive NPC ones
For someone who is trying to learn, is there a good place to go? i know the wiki is not up yet and some of the skyrim tutorials i tried to follow were hard to follow as i can see changes were made to the kit. sorry if this has been asked before
Could someone make a space AR-15? I don't like AA99
So I'm headed to bed but yea Alot of the Mods that affect the cosmetic looks of companions don't work everything I add new mods.
For example yesterday thicc body mods worked info and install new ones today and it stopped working... Next I added the Starborn outfit to always be on Sarah it worked and after a deleting andre installing another mod, it's gone now
I am not Mod savey to really understand stuff like load order so I don't even know what's breaking them
Well dang I did a unity jump and now the darkstar Terminal won't sell me any other Starborn suit except the hunter one
Does anyone know if/when the odyssey mod is going to release on the creations platform?
The thicc body mod, from what I understand, edits only a select few civilian outfits and not actually the bodies? Maybe you’re just in an area populated by npcs not wearing those outfits🤷🏻♂️
Yea perhaps I just gave up on it since I gave them all Starborn armor
It only effects some civilian outfits so definitely won’t work on starborn armours
Yea I figured that, now the crazy thing is I added the mod to have Sarah always in her Starborn Armor but now she is in her regualr clothes
Have you also downloaded the mod that auto hides spacesuits?
Could be that maybe?🤷🏻♂️
I'll have to check, butinsont think I have eit
I think that’s also included in the community patch mod or the companion behaviour mod(one of those, I forget) so could be that too
Of course I could be completely wrong lol, just throwing out suggestions for you to test
hopefully I figure it out, granted not to worried about the Thicc bodies, really would just prefer they a way to make them all keep Starborn armor on
I am actually waiting for the Halo Armor mod so I hoe there is also a mod that forces all Crew and NPC followers to always keep their armor on in all locations
Right now it's just the constellation suit one insee, but if we could have them wear any armor we put on them and always have eit on in all locations that's going to be epic
Right now I have the mod that lets my suits stats scale up to the 50th time I hit the unity so I added the OldmansBeard mod that lets me just skip to the unity and I'ma speed run to 50 lol
Who here can I Commission to Mod in Assassin’s Creed Robes?
No commissions here. Best to check out a server which does allow for that.
Commission are frowned upon, donations are ok
I wouldn't really say that commissions are frowned upon. But most servers just flat out do not allow it.
Lots of baggage attached to it such as "Product was not delivered"
"They scammed me"
"They never paid"
And it is easier to just not allow them, than to have moderators deal with that.
best to suggest an idea, and hope a talented person makes it
true
Or alternatively, stumble around trying to learn and asking others for help.
I am waiting for the good how to vids. I downloaded CK, but am totally lost, never made a mod
can still do some things with console commands
like Vasco joined the Marines
I wouldn't mind doing a donation for a Sith cloak that goes over my starborn armor
I'm looking for xbox players who want to help test mods.
ight even more weird
I know right, it's why I don't understand what could be causing it
It's also not the only thing causing it, people who don't even own my mod have reported having audio issues and comparing the sales numbers and the amount of people reporting the bug there is either a massive amount of people who are content having no audio or it's not happening to most people.
Is it possible to make a mod where you can level up skills without using skill points?? For xbox
Understood, thank you.
Anyone working on a mod for xbox that increases xp gains?
im waiting to see if any flagship mods are gonna be made
guys i want to get into modding, where will i find the documentation / any tuitorial regarding starfield creation kit? thanks
I make mods
I'd like to help you make mods
Find more Invoker content @
https://www.patreon.com/InvokerGray
https://community.bethesda.net/people/InvokerGray
http://www.nexusmods.com/fallout4/users/958980
https://www.twitch.tv/invokergray
Start at the beginning
🫡
What type of mods you going to make?
Anyone got any idea on how to create a new worldspace with the CK?
I can't work it out
Did you try to copy one then edit as needed?
ya can't dod that without extracting the require files
gotta landscape cut
Me
hi
Any mods know to disable audio on xbox series x?
What do you want me to test?
Can I dm you about 2 or 3 things?
https://creations.bethesda.net/en/starfield/details/47623ad2-7651-4ee2-9394-6104e46d461f/Remove_Research_Requirements this mod and more
I don't have an Xbox
That mod on xbox is wonky feeling
I updated it but I might need to remove it
I have that installed but I'm not seeing any of the improvements for items showing up in the builder menu
PC or xbox?
Xbox
I've leveled my outpost skill twice, had not spent and points in the perk prior to install of that mod, and I don't see any of the extra decorations or items when building.
The update should have fix the crafting ammo and other problems
Superb. Thank you!
I might be seeing different results on xbox then PC? Needs testing
Legend thanks for the help how did you figure that out? Justplaying around?
nope had EA CK and learned it the hard way
I wish i'd asked you about 6 hours ago
VC only so get started on making mods
Any knowledge on new planets?
I can’t wait to get on today and see if there’s anything else new.
Interesing but at least now I can make points of interest!
Thanks for the tips!
The community patch seems to be disabling audio for me on xbox series x
that follows the Rule of One
like lvl lists conflicts
It’s doing that for a few people I know as well. And so is the pistol mod.
Does it use a form list that I can inject into?
no
Uninstall it for now. It’s not worth the hassle until it’s been updated.
What about the unofficial patch?
wait so starfield on console had mods?
Is there anywhere to suggest feedback/suggestions for CK? I love the docking system for the panels but sadly the inspect window isn’t dockable so it just floats above everything. I think it would be awesome if it could be docked with the other panels as well.
guys what is that load order stuff and how da heck do i manage those save files with mods?
good work!
very much enjoying all the little things theyve added to make decorating feel much more enjoyable (but takes even longer lol)
it recently got them
It's been a while since i did anything in the CK. Should I set all esm's as active or just Starfield?
I hope BGS reconsiders the prices for some of this stuff they release. The Vulture and Ancient Mariner are quite hefty.
Just starfield
ty!
packIns
yeah, ive been meaning to ask a bit more about them
I really can't wait for more outpost building stuff.. base game is very limited
when it comes to actual loot placement, hows it handled? I was checking containers etc. and can see they aren't used very much at all, is it all packins as well?
My favorite mod, https://creations.bethesda.net/en/starfield/details/5a6cf744-aeab-4945-83c5-56e2c22785c3/Visible_Chronomark_Watch now I just need one to made visible the ranger badge.
this literally existed for over 5 months now
https://www.nexusmods.com/starfield/mods/7013
But not on Xbox
port it
I don't have a PC
Even if I did I wouldn't know how
And this is a new CK, on a new game. We're porting forward existing knowledge from Skyrim and Fallout 4 about the interface, but there's still la lot of guess work.
That's true although a lot of it has been pretty accurate so far.
I would love to get into modding but no PC sadly
That mod need the pluging txt enabler that use script extender, mods that depend on script extender cant not be port to xbox.
PluginTxt enabler is obsolete now, according to its mod page.
The newest update loads plugins.txt by itself. No enabler needed.
Thanks for the info, if I understanding right some mods that in the past use the script extender, now can be rebuild SE free.
I still struggle with Starfield CK and I will probably for a long time. I am trying to make a space station around Earth Orbit. I managed to navigate to earth orbit in the CK but I still dont know what to do. I want to build the exterior first, then the inside of the space station.
Ooo a space station around earth sounds awesome
At least you got that far. I'm just trying to make photomode pictures as placeable posters while in the build menu and am stuck at the start. Lol. Sounds like a super dope idea though, what you're going for.
Small steps at a time. I wonder how far I will get today. I just know that I will make a small one at first, just to learn the basics and then expand my idea once I am mor comfortable with CK
Keeps telling me that my drivers are 563 days old but I updated them yesterday lol
I know there is the spacestation builder in game someone enabled, I wonder if there is a way to use a simlair system, as it would make it faster for building out or setting up the spacestation and then copying all of the object properties and filling it with whatever enemies, items, etc. I am exploring this now as well as my goal is to make several space stations in the game(which I am surprised there are not more of).
The only thing I couldfind, is in CK there are spacstation parts. In the object viewer under generic forms. Don't know if that helps.
I also figured out that I can drag and drop them in the Cell viewer, however they seem invincible. I definetly do something wrong
Has anyone thought of doing a New Game+ Reimagined mod of sorts?
I only really play SF on xbox and already reached NG+12 and since CK is now released and xbox mods, there was alot of things i didnt like regarding the NG+ starborn dialogue so if no one has already done something similar to this then i might give it ago.
So itll add new starborn dialogue options where applicable and changes the dialogue from NPCs accordingly and allowing you to skip pointless steps youve already done before.
At the moment im on a new save doing little bits of research into what this mod could change and im on the first constellation question "The Old Neighbourhood" where you have to find Moara and retrieve the artifact. Instead of going to cydonia then venus then the galactic staryard to then head to Neptune. You can skip the quest by talking to Sarahs contact (John) and when he mentioned it you reply with a starborn option that Sarah will trust your judgement on and allow you to go right to Neptune. And removes sarahs dialogue about us been at the staryard since technically we never went
wtf just use spaceship editor for making spacestations
btw you can just go straight to neptume skipping the bar scene
they actually took into account for players skipping Mars
if we have 50 gbs of space will anyone port a mod pack?
you have 100gb actually
Absolutely insane
xbox game pass only has 50gbs i just looked
I'm on Xbox and got 100 GB
i feel cheated then
what xbox tier you got?
👀 youre joking! When did they add that option because when i tried it awhile ago it didnt work 😂 hahah but thats just as an example anyway to try expand upon the starborn dialogue if its not been done already
old xbox 1 s
I got 100GB on Series X
That's probably why
looks at his PC install, and slinks down during this discussion ....
Same
😢 fuming 😂
since day one
@wraith scarab has left the chat
even got custom dialogue for wondering how tf you found him that quickly
This is a certified NCR classic
not even locked with NG+
Imma go back a few saves and give it ago hahah
read the quest stages
I wish there were more achievement friendly creations
surprisingly bethesda did gave us branching choices
I'm tryna 100% the game
xbox or PC?
Xbox
we have Achievement enabler for PC
I'm gonna bite you...
Just didnt add extra starborn dialogue options
#PCMasterRace
there are some that go very complex
did anyone fight the last person before ending of the game or talk your way out
like the Terrabrew Coffe for Paradiso
you have variations of dialogue depending on NG+ #
I modded my save on PC, console commands etc and injected a dll to remove the byte changes and reverted the save to show as a normal one so i could still get achievements
theres a reddit showcasing it
btw making skill checks have never been so much easy in a Bethesda game
Only time ive touched the CK was in FO4 and then a few times for skyrim to port a few mods but im just getting the CK to work with the gamepass version of SF now
did anyone made the battleship from sith starwars movie yet?
Anyone know how the 3ds max plugin works, like I have it but it doesnt seem to allow working with nifs?
Hey guys have a question. A friend installed some meshes and clothing mods for me in 23. I think he added that custom.ini file. If I want to delete or uninstall all the mods and go back to vanilla, Do I just delete that whole data folder? And the custom.ini file?
Really appreciate it don’t understand a lot of this
Or do I go into the data file and individually delete the individual folders?
wait so I can't help people with Creation Kit Moderators?
Not sure about your specific circumstances but
As long as you dont delete saves, I wouldnt worry too badly about deleting those files.
there's a feature in steam called verify files, right click game in library, click properties, click installed files in the window that opens, and then click verify integrity of software files.
This basically re downloads any accidentally deleted or corrupted game files
stop pinging me Dae
So those two files. starfieldcusom.ini and starfieldpref.ini files. I can delete those two right
Hi would it possible to make a mod where you can level up skills without using skill points for the xbox?
anyone getting custom door/ladder placement in ships figured out yet?
I never knew this, that makes so much sense though!
We got more atar wars mods, no ligjtsabers yet
yea as I said they do take into account for the setting
tired of people saying Starfield quests are stale which in fact many of them arent
ight better for anybody that have issues with Starfield Creation Kit ya can ping me
I have fun playing the ranger quest, tho I wish the badge show on the uniform and the ranger uniform have a cap like the deputy uniform.
jedi robe mod downloaded. all i need now are some star wars faces.
and some blasters/lightsabers
So I was trying to make a skill but when I do this pops up. Should I ignore this? All I did was try to make a skill where automatic weapons deal extra damage.
Interesting
Im not really a modder but i think its telling you by going forward you wil be changing a thing that already has that name. Did you try to make a skill or did you reuse one to build off from?
I made a new Skill. Did not edit an existing one.
Hmm odd... and you cant find that number in between the () somewhere else in the tools?
If I click on the Error it creates a new copy of the perk.
and you cannot search for said copy but the copy shows up in Xedit.
O-o nyeah this is over my head buddy... i cant even get the kit to load files atm 😂
I don't have that issue when making a completely new perk.
Perhaps post how you have the perk setup?
wheres the mod to add reinforced knee guards against arrows ...
too early in the morning for that
I simply make a new skill and if I add any kind of entry point to the skill this error will pop up.
I found this information about MO2 and Plugins txt. People report on it that it works. PSA for MO2 on the new update by litbeep:
Go into Settings > Plugins > Starfield Support Plugin and set bypass_plugins_enabler_check to true.
This will let you manage plugins natively since the Plugins.txt Enabler is no longer needed. The next update to MO2 will remove this check.
Also MO2 site states the next upgrade to MO2 will not have a check for Plugins txt.
Once that is done, is it nessecary to provide the unpacked files with the mod if uploaded to nexus?
I should be able to center this with creation kit right?
https://cdn.discordapp.com/attachments/745747764981268503/1250120190788763768/Screenshot_2024-05-18_153149.png?ex=6669c8a7&is=66687727&hm=fbb0141b56ca8e71cb45bb0c2dab625648043e1555b5160c1a1951868c4604fa&
Try creating a blank perk and then save it, then open it again and try to add a perk entry.
no idea what I'm doing btw hella overwhelmed 😭
I have.
Hi is there a mod out there for you yo get out of your ship in space so you can walk around inside the ship for the xbox?
you dont need a mod for that 😅
You can fine tune positioning by directly editing the X/Y/Z values in its reference window. To bring that up just click on the object.
Oh
pretty sure its just B or one of those controls on xbox
Thanks
ngl I'm not getting further than this screen:
lmao...
it would be easier than xedit they said 😭
Alright, then CTRL+Z, CTRL+X, and CTRL+C will let you move objects on their respective axises (C is the Y axis)
Actually that's not right
having a brain fart here
Its just ZXC keys
I don't even know how to get there all I know is how to load my stupid xedit ESM to creation kit 💀
I'm so out of my league it's so overwhelming
Well
You wanna start out small
Priority is the learn the basic movement controls first
I mean my mod is pretty much perfect rn the only problem is that the stupid vines don't align with the crosshair
https://www.nexusmods.com/starfield/mods/9271
I'll just watch a tutorial about how to open stuff and what windows I need lmao
Or ask a modder.
Having difficulty with placement using the translate gizmo?
I'm like 500 steps behind
I'm at the I loaded the .esm and am now looking at this screen
trying to figure out what to do
and what to open or what windows or whatever
First step : make your render window smaller.
lets dm
yes (to making the render window smaller)
for anyone willing to port these over to Xbox, this would be dope! Furnished Starborn Guardian & Stronger Starborn Guardian
Just waiting for lightsabers to be ported over then I'll be beyond happy
im just trying to find the starborn interior on the ck, but cant find it smh
For me, it will be the little things as much as the big, sweeping change mods that will improve immersion.
I'd actually pay credits for a mod to turn off the fast travel completely, and also remove the Exit Ship button, so every time I land at New Atlantis I see my ship land, and have to manually get up and walk to the exit of my ship. Stop teleporting me from space to the landing pad.
A mod to extend the duration of protection in space suits, since their protection lasts less than a minute.
A mod to improve the behavior of companions on ship, stop congregating in doorways, stop them repeating the same voice lines, have them gravitate to the areas they work at, such as Sam to the bridge, Barret to the engine room etc, and for God's sake stay out of my bunk if I'm not romancing them.
The big mods such as new ships, encounters, and procedurally generated POIs will be great, but these little tweaks willl be just as welcome for me.
Do you actually need the Plugins.txt and the Plugins Enabler in Vortex?
Question with using ini files.
If i was to save my Project eg, ShipBuilder.esp and created a ShipBuilder.ini and had that in the same directory but the ini was setup like
fShipBuilderModuleOverlapTolerance:Spaceship" "-20"
Would that work right out the box after enabling the mod on xbox?
Who ever is author of this mod may need to look into it
Inquisitor starborn protector mod
Audio fixed?
Hi is there a mod out for you to give yourself skill points for xbox??
I did mine on PC then transfered back to xbox awhile ago
Only mod i know of is the skill trader where you buy skill points for 10k and increases up to 60k
Thanks
Its called Shade's Skill Points for Credits
The ones ive noticed are in the UC initiation room in Jemison when you speak with John about joining the Vanguard and theres a terminal and NPC next to the simulation
theres a mod i use from nexusmods called "Gang's all here"
it a fun one if you guys want more companions to follow you (and block you through doors lol)
unless theres already one out, i hope you console folks get it too! 
Someone should make a Doctor Who mod
new star wars armor pack, and boba fett 1313 armor
I have what i think are great mod ideas, but i have no idea how to use the ck(ive learnt a few things these past few days, but nothing critical) and im scared my ideas will be made without me
Btw, if you didn't already hear, enforcer pistol mod was causing audio loss for a bunch of people yesterday. Myself included
All of these Star Wars mods though 🤩
With the new sound file system Ck might have some bugs or modding obstacles
i see on nexus that the star wars aliens mod the creator said that he is trying to port it to xbox
there is a new boba one you can build at workshops now 😀
You still know that Star Wars 1313 game we got a teaser over a decade ago? The one that got canceled by LucasArts/Disney?
Maybe you forgot about it and now you remember which makes you wanna kill me. But wait.
Here we are in 2024 and we bring you the Star Wars 1313 Boba Fett armor into Starfield.
Based on some concept art, ShootTheGringo/Tyra...
Yess I just saw it
got me reloading beth net every 5 minutes 😂
Q: if hypothetically someone was making a mod right now to up the ammo output when ammo crafting, would you rather see a flat x10 default rates, or raise everything ballistic to 100 and energy to 50
Same here 🤣
someone uploaded a star wars armor pack which i shared earlier, hope it drops to xbox.
Hey guys, speaking of mods on console. Let's say i have a save with just achievement friendly mods enabled. And then a second character with all of the previous mods plus a bunch of extra mods.
If i load back and there's differences in the load order, the game lets you choose the current load order or the saved load order (i assume per save)
So if i have all the mods enabled from the second save and load up the first save, the one with just the achievement friendly ones and pick "saved" load order, it will ignore the new mods in it so you don't have to bother switching them all the time, right?
from my experience yes. i havent had any issues with crossing over, in-game you check to make sure they arent enabled too
Oh yeah, i forgot we can do that! Will try that, thanks!
I can't wait for the All Trilogy Lightsaber mod to be ported over
same
maybe a vader armor too lol
One thing that helps is if the idea is somewhat similar to what beth has done (or what they have done is a component of the idea), look at how they did it in the CK and build a foundation from that.
im assuming your gonna turn your starfield into star wars too lol
Absolutely, I'm gonna change my characters name too
lol im gonna keep mine the same name only because im in the universe where i have a double, so im gonna make him evenutally become vader, because i wanna make it star wars and also evenutally get a tardis
Yesss
how satisfying it would be if we get sw quests along the way too.
also cant wait for flagships if they are coming to mods lol
My lord that would be amazing
I want small fighters
would also love a star wars area. doesn't have to be a whole planet (although itd be amazing) but buildings etc.
Does anyone know how to create new planets? I've been trying to add an extra planet on the Sagan system (Sagan II), but all I've managed to do is have this texture-less sphere
Gentlemen, I am officially orange
Ok, Idk what I've done, but I just took the stars out of Starfield. Welcome to Field people.
hello
Nevermind, the stars are back, only had to restart
i've had 2 crashes in last 10 minutes
I want no stars!
yeah this thing crashes a lot - mine doesnt like it when i preview too many packins too fast
Mine just crashes if I click too many times
remember to set your autosaves to like, every minute
I will keep that in mind, for now I have to figure out how the thing even works xd
slow and steady
I am so frustrated that we a 3 days in without any documentation. Who thought this was a good idea??? 😭
Bruh it's just the skyrim kit, just look up skyrim modding guides lmao
I mean the new stuff is mainly whats annoying me
Yeah I'm just dissecting it as I go. Working on adding new crafting recipes now
the wiki is gonna be released soon, just not done yet iirc
a lot of stuff has been changed though, or is no longer used
Compared to skyrim to fallout 4, this has quite a bit new stuff compared to Fallout 4. Like I need to know the current limitations compared to whats in the game. And you can't even use the old wikis because they took it down to update the new ones. I feel like I'm going insane 😭
Tried to add a small dungeon as a test yesterday, but I couldn't figure out how to actually add it into the world. Then, I tried to add a space POI see if that would be easier and... well I can't even figure out how to add a new orbital so... yeah, new documentation would be appreciated
If just testing a dungeon out, you can slap a single door somewhere and link it back to the dungeon's main door
Thanks! I'll try that out 😄
That Starborn suit. is not showing up in the room at the lodge. Xbox series X. Anybody else having this issue?
I'm working on a POI right now, pretty sure I know how it all works, just taking time with details and whatnot
doing good so far
I'm looking into galaxy and patterns editors now, and it's an absolute bugged mess tbh.
looks nice, I would've liked if the base game used that hab more, it's a nice break from all the industrial looking buildings
i heard making planet stuff is pretty borked right now
to be fair its mainly because you just dont see a lot of it due to how many other POIs appear instead
patterns editor is not actual planet maker window, but it still pretty screwed
true
oh right my bad, i cant imagine how good its going, im still struggling with the terrain painter and landscaper
its good but has a lot of quirks
Well, visually I legit don't understang whats going on because it's glitched out completely 
Yeah the editor also has terrible error handling so a lot people are reporting intended behavior as bugs. So I have no idea which complaints are actual limitation, bugs or just the person not knowing the editor well enough lol
Like, I'm sure this blue grid glitching out wasn;t intentional (it also shimmering as crazy in real time lol)
And overall wiev is just a mess
Also "edit pattern" in pattern window (one you call from object window) does nothing
the shimmering and all that seems to be normal
yeah youre on your own, that just looks like a trip
😂
See what I mean lol @silk mason
So pretty sure I found a bug due to one of my mods and it was introduced in one of the more recent changes apparently. Not sure where to report it but it broke my mod. Tested with a version that was known to work without issues. When ship weapons use ammo and shoot, it spawn an ammunition item in space.
I also can;t get how to actually... edit anything in this editor, lol
Like I can invert terrain for a block but nothing more I found
This buggy mess cannot be normal tbh
the terrain editor itself is actually really cool its just really awkward to start using
Where can I report this bug if possible. It completely breaks my mod lol
and idk if its related to it or my own esp but landscape seems to reset
Good morning all, tis another day and I find myself using one mods perks to get the max perks of another mod... Got to get to that 50th unity cross ASAP and now I can. Bypass it Al and go straight there
So again, the starborn gravis suit is not showing up in the room at the lodge. Anybody else have this issue?
Gamers, we moddin' now.
Friendly reminder to use the coc command to test out cells
It happened twice to be I had to reload but there is a mod that makes it spawn in the conference room
Do you happen to know which mod that is? I am on Xbox.
I take it we will see some story quest modes for Starfield soon.
i entered united and found after i installed the Mysterious Gravis Suit creation.
it wasnt spawning
so i made mod to place it in the conference rom. 2 sets .one for you and one for your companion
its in the conference room on the table. the room to the right of your room at the lodge
Thank you very much for taking the time to answer my question. I very much appreciate it.
I can't wait for someone to port Immersive Lightsabers 🫣
Is there a way to create a character at the beginning of the game and use him as actor in the creation kit? maybe copying a model number or something?
If i have multiple saves and open the creation kit will there be one player formID or multiples?
Game save are not in the CK
I've been experimenting and trying to figure out how to create POI's.
Do you have any links or tips to help?
world data - block, right click and preview one. When you find a part you like, press ctrl + H (maybe alt + H? not sure) and get the landscape cutter
choose a big size of the land you want, no bigger than 6x6
give it an editor id and you now have a poi worldspace
now, integrating it from here, i havent tried yet
Huh, apparently there's already stuff in the files to make primer craftable, they just have no recipe
where is "world data"?
I guess my mod is dead in the water for now :/ That sucks. I liked using ammo for ship weapons. Submitted a bug report. I just hope they fix it :/
Someone please make a first order or imperial UC overhaul mod or something with imperial ships please 🙏
how do I disable gizmo/debug view in renderer?
actually, would it be recommended to check out the creation kit tutorials for skyrim to get a rough handle on how ck works?
A lot of the skyrim/fallout stuff still applies but there is a lot of new stuff as well
I just want to see a list of all named npcs
seems like people are sturggling a bit with creating POIs
i havent gone through the implementation process yet but ive had no issues getting it set up prior
does the documentation explain how to create POIs?
probably but its not out yet
cool cool, any steps youve done that you could share
if u scroll up i just answered how to get to the creation step at least
cheers
have you seen this: https://www.nexusmods.com/starfield/mods/9586?tab=description
how do you start editing the overlay block then?
ah just found it nvm 😄
I've been using this and it is nice, my only criticism is it needs a house va'ruun symbol that fits on the ship walls. The current ones are all a bit too big.
The creator of the mod is porting his star wars mods to bethesds.net
W
I wish EXE, and the stellar glass / water got ported over, along with the other lut mods we need some more robust visual changes
oooo nice
You can downscale them for now, I'm looking into smaller options and making the vines centered
With the setscale command
Thanks foe the feedback tho 🥰
Starfield_Papyrus_Flags.flg this is missing..
House Va'Ruun hydroponics bay when
Not sure if i post this here, but is anyone else having a problem with mods on xbox killing the in game sound? I dunno if its a specific mod i use, or if its just a bug in general. Seems to happen with the paid for ones as well i think.
Do you have the Enforcer mod
i get my point of interest cell showing up here when i'm creating the location but i just can't add it at all
Is that whats causing it?
Yup it's a known bug a lot of people on xbox and pc have been reporting
Are there any bolt action rifle mods out there? Would love a r bolt action replacer for the old earth hunting rifle
Ah ok, thanks! I'll remove it then, also, again maybe just me, but why does the library seem to auto order the mods, like, ill arrange them like i would in skyrim, back out to dash, shutdown wait, come back and check em, and they're all over the place again.
I can't say I've experienced that issue, are you making sure that on your save you're not clicking the "save" option when it asks if you want to use the load order that save previously had?
You want to select current when that menu pops up
i've been looking at it now, i think it goes like this; you view your cell in the inspector and add BSGPlanetContentManager component on it
Yep, i always use current load, it still resets them everytime
huh, you'll want to report that in the bug section then
Alright thanks!
now i just wish i knew how to debug it 😄
ty ill remember it
Anyone messed around with outpost manufacturing yet? I want to add in new builders to go along with my ammo crafting mod but I cannot seem to wrap my head around how to actually implement it
I wonder is it possible to make more of the unique bounties or will they be restricted to only Bethesda added ones
Game using Mod Manager does not load anymore. Error in plugin version. I use: All in one - v12 (1.12.30.0) Address Library-3256-12-1718022845.zip. And 2 of the free new creations. Anyone a clue how to start the game with mods using mod manager again?
Who tf is making these gameplay tweaks and trying to sell them for a doller. Sorry bud tour mod will be outdone for free by someone else in like 30 seconds of CK fiddling
$100 apple all over again i swear
i would guess they are definitely possible
SFPluginsTxtEnabler.dll v102 is reporting an incompatiblity during load. What can that be?
Any ine working in texture mods ?
Would love to see some of the retextures ported
As well as the ship docking, landing / taking off and grave drive mods
You shouldn't need to keep using that now that the game officially allows for mods.
Is that the SFSE files? Repair starfield by verifying files using steam as solution?
Yeah, that DLL should no longer be used since it was pushing a feature that exists officially now.
Revalidating Starfield itself won't hurt anything but isn't necessary in this case.
thank you! 🙂
Turtle I love you man but why you selling little tweaks for a dollar? Like you are better then this buddy
More and more Star Wars mods 😁
Fr
Man some of these paid mods are wack. 200 credits to have traits give you shotgun proficiency specifically. Bro never heard of using a single skillpoint
Haven’t seen that one
Just came out
https://creations.bethesda.net/en/starfield/details/87835815-0b34-415e-b13a-6c0cf1d8409d/Color_Filter_Removal where would this sit in the load order?
Soooo excited for Lightsabers to get added
silly question maybe but Unique Refrence is the same as Unique Actor
right?
its working as such, i just dont want problems down the line
I'm having issues loading up Creations on Series X. As soon as I click Creations on Main Menu the game freezes
https://www.nexusmods.com/starfield/mods/4332?tab=description will someone get permission to port to xbox?
That version worked. Now I just figure this software out haha
Yeah, verified creators selling what are essentially cheat mods for 100-200 credits is pretty gross when you put them up against releases like Elianora's Crimson Fleet habs, that she's clearly put a hell of a lot of work into for 500.
Hopefully Bethesda will put their foot down on this, rather than cracking down on the people who inevitably post similar mods for free, otherwise this is going to turn into the wild west. I still remember laughing until I gave myself a stitch when all the 50 credit Pipboy skins came out for Fallou 4, and ANDREWCX responded by uploading about 20 across all platforms, even PS4, for free.
Exactly!!
neeeeed
I was also surprised to see that stuff paid 😅
That pirate HAB mod by Elianora looks amazing though!
Agreed
Has creations been crashing the game for anyone else
I can't get into the menu at all
Yeah, and she's said in the description she'll be working to expand it. Love that her cargo bay actually increases cargo space.
I never did like her Skyrim releases because, great though her houses were, she insisted on putting those treasure rooms with dedicated artifact display cabinets in every one. Triggered my OCD tendencies as you never collect everything, and even if you do you could only put them in one house.
This looks utterly amazing though, and doesn't have that problem.
Could be internet things. I'm browsing right now on Series X
Apparently she's working on some UC habs too
I hope she makes some FC themed habs
She probably will
creator kit wiki now has log in page instead of maintance announcment - does that mean its coming soon
That explore for resources mod sounds like it could be amazing for this game.
There's new Habs by Eli? Damn. I can't get into creations 
Does anyone know if the shotties and more mod adds in dialogue options to the new background choices?
Probably not lol
any hair mods?
let me know when the lightsaber mod gets added and a vader armor mod too if you happen to notice it
I keep updating the page, shouldn't be long
That's going to be all of us over the next weeks. I stopped playing for a good while, but as soon as the first 'No Fast Travel' mod hits, I'm jumping back in.
Does anyone have a list with the mod order
I'd imagine it will be the same Load Order as Fallout 4 since it uses the same principles.
And I imagine i would be on fallout 4 asking if I was asking for fallout 4
I’m jk thanks
https://www.nexusmods.com/fallout4/articles/3993/ is the basic one on nexus
For Steam Deck users who may only wish to use the Bethesda Mod Portal or who are not very experienced with modding Bethesda games, but who are looking for a generalized load order that should, hopeful
for those wanted SF creation kit setup
https://www.youtube.com/watch?v=trV2HATQVVw
Description
This video covers how to install the Starfield Creation Kit from the Steam store front. Additionally, I'll show you where to loca...
And patches go at the top
Ima have to check out this Robin Locke companion mod 😍
Just an fyi the visible pack mod doesn’t work with suits that don’t have equipped packs in your inventory
paid mods again
Does the mod auther of the enforcer pistol have social media?
you dont HAVE to buy them bro
fr
its a funny thing huh?
theres tons of people asking for Bethesda to hire modders and giving support to them
so Bethesda did just that
hired some modders and made the creations store for everyone to make their own mods and if they want to, can sell them too
but in the end, the idea of paying more can be unsettling for some folks
it is what it is, i suppose
Any work around for getting the enforcer pistol to work on xbox just removes all sound from the game including the main menu
i guess, until there is a fix, id say its best to just disable it for now
so creators are directly paid by bethesda? they are in regular contract?
Hopfully soon as I couldn't find a place to report bugs to the mod auther
im not too sure on that
but i gonna assume they all get a cut
They get a certain % of each time somone buys the mod
I will gladly pay for some mods. I fully believe in supporting the community and these people create mods when they don’t even have to.
fair enough, maybe try and see if the mod author has a nexusmods page
I think creators are paid a part from their mods but not on full Bethesda payroll
I think being a creator can lead you to work full time if you want to be hired makes it easier I guess
i hope they are hired by bethesda as regular members of the company. If not, they are false self-employed by bethesda to sell new products from "death games"
welp, this "death game" isnt going anywhere
and modders are gonna make sure lol
https://www.nexusmods.com/starfield/mods/8137 if anyone can get this port to xbox i will love you forever
@queen anchor It's a known issue but unfortunately it's been hard to find the actual cause, primarily because it isn't happening to everyone and not all the people it's happening to have the enforcer.
Anyone else not able to overwrite or create new saves?
Added a few more mods, and now I cannot save progress at all. Game just hangs and I have to Home and force quit.
Ah ok might just try re install the game tbh
Just released Player Damage Scaling on Bethesda.net:
https://creations.bethesda.net/en/starfield/details/e314e26f-c60b-4237-a643-697b5598547c/Player_Damage_Scaling
This mod allows grenades, mines, unarmed damage, melee weapon damage and weapon bash damage to scale with character level.
If I use a mod to go to the unity is there a chance I’ll get different beginning like where I get my self as a companion
Bit of a spoiler, but yes ^^
I think it's around 15% chance to get an alternate beginning, if I remember correctly
Nice I guess I’ll keep using the mod until then already done it 10 times
It's possible to make a mod that sets the chance to 100%. I'd be surprised if one doesn't exist on Nexus Mods already, and probably coming to Bethesda.net soon if it's not there yet.
Nice I’ll try and keep check nexus and mod menu
Was curious if anyone knows of a replacer for the freestar rangers outfit and deputy outfit? Would love something with a long duster
Didn't they nerf the cloth physics in this game? Like some clothes dont flow how they used to in Fallout 4 even if they are the same length
🤷♂️
Idk I see more stuff in general having cloth physics
Yeah more stuff has it but there isn't any bones for things like cloaks or long coats. And the long stuff you expect to have it follows your thighs like its skyrim
Hello, i've made an light .esm; but there is a strange behaviour, like i change the values for both Furnished and empty habs, but when you load the ESM to the game it only apply to furnished habs, empty ones just stay vanilla any idea ?
Lets just say its more red dead online and less red dead Redemption
In terms of its cloth physics
EDITOR: Editor ID 'SMS_Hab_HopeTech_Cargo_Empty_2L2W1H_A' for GBFM (01000004) is not unique, previous object (FD006570) is type GBFM. Editor ID will be set to 'SMS_Hab_HopeTech_Cargo_Empty_2L2W1H_ADUPLICATE000'.
And when i reaload my mod i get these errors in red only for empty modules
Hey glad to hear it. If you make any progress or figure out how to get the CK to find external audio, please feel free to ping me and I'll do the same. Audio modding seems like it's gonna be a certified fun time™️
Anyone know why the render window would just be completely black?
Never mind, got it to work.
question, is there a mod out there that lets the pc equip andreja’s starting outfit? I’ve seen outfit replacers for andreja but nothing about letting the pc use it
has anyone been able to get assigned crew to walk into the new player homes/habs?
Anyone - I can usually figure things out - I am scratching head on this simple thing. In Creations how do I select the Like (thumbs up) on a mod?
I can do everything even bookmark. But the LIKE option ?
I’ve been trying to see if there is a mod that will let me remove Sam Coes hat on Xbox? 😭
Is there a tutorial someplace on how to use mods after this Jun 9 update?
no more sfse_loader? no more plugins.txt? what about my starfield.ini?
all this stuff is different now right? what do I need to change?
sfse_loader is still needed for sfse mods
You no longer need plugins.txt enabler. The Creations menu has it's own load order section, and you can set any mods you have downloaded there. You'll still need starfield.ini set the way it was to load loose files.
And yes you still need sfse_loader to load any mode that used SFSE for any reason other than it being required for plugins.txt enabler
Have you tried shooting it off
sorry to interrupt guys, would it possible for me to create conveyor belts that can physically move items with the current ck?
or do i need to wait for the blender addon? (i've heard that it's not feasible to bring a custom animation that includes a moving collision mesh, into the ck right now)
I wonder how often Bethesda will upload creations
I'm bored and curious. Any modders here willing to share pictures of WIP mods to look forward to releasing in the future?
LOL! I don’t want to shoot him in the head though.
I make mods
On Mars someone trapped a heatleach in a box, set it free then it will follow you.
It is marked as a ghost, you can't hit it.
Does not attack, just for looks ATM.
Find more Invoker content @
https://www.patreon.com/InvokerGray
https://community.bethesda.net/people/InvokerGray
http://www.nexusmods.com/fallout4/users/958980
https...
Question for other modders.
Has anybody tried to get custom/new wwise events to show up in the CK? Wondering if it's even possible 😆 Made some custom stuff in the Starfield 2021.1.14 Wwise project
Pet heat leach 😭❤️
It's weirdly placed in the load order screen.
You have to manually find the mod in your LO and press the like button.
Also as a result of this placement, creations and user mods aren't getting a lot of likes.
Some odd bugs are going around with sound
theres the workfiles...
I've also tried copy pasting work units from a personal project as well! Been trying a bunch of different approaches to suss out the correct workflow
So, I kinda assumed there would be a way to import .nif files into 3dsmax, so they could be edited the "right" way. I'm not seeing any references to going from .nif to .fbx. Please tell me I didn't waste $300 on the indie license?
Hope it's just man vision...
from what i've read, there's a plugin for 3ds max, but it's broken at the moment unfortunately.
there's more info about it in the Starfield Modding Discord
The VC one?
VC?
Not much more info about it, other then it's a thing
sent you a link to the discord, i dont think it's officially affilated with verified creators, i just found it on the nexus mod forums
Yea it's definitely not going to be as easy as Fallout 4 was haha
Can't wait for the lightsaber mod to get ported over
I think they are called heatleaches
I’ve been enjoying it so far
This nomad mod looks amazing. I gotta check it out
So I saw someone euoaded a new color pallet for ships. I kinda wish we also have some Matte and Chromatic styles as well
lol I'm doing something similar, but I'm trying to make every alien "pettable" (if you have enough zoology skill)
My idea is to make a pokemon simulator in the future lol
Or at least a quest for the Akila zoo guy
The race override stuff they added is sweet
I'm still learning. Just made my first mod: Milli Morgan - a Milliwhale with Sarah's voice lol
By the way, do you guys know how can I test my mods with the gamepass version of the game?
Or should I buy the steam version for that?
I wonder how hard it be to mod the game we’re when you grave jump it don’t go to black screen instead you can walk around move threw your ship ?
Ooo. I hope this comes to console.
Good job
A junk camel that's too small to get in the player's way. That could be very useful. At least until it grows up. Having a pet terrormorph would then be useful in a different way.
Dealing with the frustration of FO4 mods not being fix. I put curve on the different parts of the badge, the bird still need some fixes, and the font i need to find one that look more like the one use in the game.
Bling for my shield emitter.
All Starborn powers can now be cast for zero cost, as often as you like, including any upcoming or modded powers. https://creations.bethesda.net/en/starfield/details/6cbbe9df-3564-4f5a-9596-5bb9e2eb6d27/No_Starborn_Power_Cost
Yup this is the one
All Starborn powers can now be cast for zero cost, as often as you like, including any upcoming or modded powers.
Wow, that was quick. I only published it like 1 minute ago, lol.
New mech enemies mod also
This game is lacking giant and dangerous enemies and this mod aims to fix that by adding an enemy that was missing from the base game.
Where can I find these Mechss?
The Mechs can be found at the following Locations
Deserted Ecliptic Garrison
Mars Mech Factory
Abandoned Weapon Station
Freestar Mech Factory
Forgotten Mech Graveyard
In f...
Looks cool
Is there a "Starfield Modding Quickstart Guide" or anything yet
I'm making some videos
You mean to make mods? I'm using old Skyrim tutorials to learn lol
Yeah, to make them.
I imagine SF has a lot more forms and form types and other things than previous BGS games
The Creation Kit tutorials offer a host of various tips, tricks and guides on how to get the most out of Bethesda's modding software.
In today's tutorial;
How to create an individual, unique NPC with his/her own voice and armour set, and then add them to the game at a location of your choosing.
Creation Kit Tutorials Playlist - http://www.you...
esp wrt things being procgen on planets.
It's old and for Skyrim but it's the same tool
I'm most interested in the "set pieces" used for POIs
I want to make a bunch of abandoned/failed colonies to help vary up the POIs
or the occasional hostile colony of isolationists/weird cults/etc.
Where can this backup creation kit wiki be found?
anyone want to hear an idea i had for a series of ship mods?
i cannot make it due to the fact that i dont possess a nasa computer to run starfield to test my mods and i dont have the patience but i can help design mods and help develop them
I'm currently working on some in Blender too to bring the assets to starfied
so shout out your ideas, maybe someone will pick up on it
Hey, i'm too dumb to understand the CK (i need tutorials lol) but if anyone want to make a mod so we can upgrade our weapon to the next tier (basic > calibrated, > refined > advanced, ) and rarity (common>rare>epic>legendary); it would be great x)
Audio fixed?
I'd bet there are 20 ppl working on this (plus adding new tiers for successive NG+s)
Nice, every other problem the game has, a mod is already out so x)
Similar mods came out for fallout 4 pretty quickly once the CK hit
(In FO4's case, it was to craft armor between light, med, heavy variants)
never played any other bethesda game, so good to know, thanks!
np! We'll see a lot of proper updates to SF1Edit mods as the week goes, probably some pretty comprehensive new mods in a month, then in 6 months it'll be a new game.
yup, hopefully basic CK tutorials will be out in a week or two too 😅
Yeah I haven't modded BGS games since Fallout 3 when I was in college.
A lot of the CK looks familiar to me, but it's also been so damn long and there's a ton of new asset/form types that just puzzle me.
Honestly, I'd look at some Skyrim/FO4 CK tutorials
just to learn the "vocabulary" of BGS games
Once your able to navigate the CK and understand where the data you're looking to edit/add to is, it'll make your SF modding journey 100x easier.
(At least until proper SF modding tuts are out, ofc.)
thanks for the tip, first thing i want(ed) to understand is how you could add a new workbench or stuff with custom interface, but it seems so complicated 🥲
Interfaces are complicated, cause they involve knowing Flash, which is uh... less than great.
Most of the interfaces are .swf (flash files) iirc
yeah starUI mentionned that
You can look at StarUI to reverse engineer to get an idea.
Er, yeah, you're already familiar lol
But unless you're changing categories, names or other things, you'll need to know flash.
The things I mentioned are usually done with keywords inside the CK, but if you want an actual new graphical/different functioning UI, that's not handled exclusively in the CK.
yeah i understood that, especially when i started seeing papyrus scripting and other external stuff that i didn't know
Well, the CK has (I think) a papyrus editor, though I think most people prefer to use an actual IDE.
A few have plugins for papyrus for actual syntax highlighting iirc
oh, so it's not a proprietary scripting language, cool
It is, but that's why those plugins exist
Eclipse and Notepad++ both have papyrus plugins
Is there any Icon or something that indicates that you downloaded the Mod when scrolling through my bookmarked or Library, I have so many mods ots getting hard to track which ones I booked marked to download layer
Sorry, I use a mod manager. ):
There is a vscode papryus plugin in the tools folder in the main starfield directory
Thanks! I keep finding new reasons to be glad I back UESP on Patreon.
I'm curious if anyone here is running into an issue with Papyrus? I'm getting a compiler error when trying to run a fragment for a quest. It looks like I'm missing a flag file and the info I'm finding online for other games suggest extracting a zipped scripts folder but I don't have that?
Can any one port the shore trooper mod or imperial UC?
Maybe it's in that tools folder? I haven't looked there but it seems promising
yeah you gotta unpack the sources and then move them all Data\Scripts\Source
the flg file is with them
I'm on Xbox so I think in limited... I had the thicc bodies mod and the civilian nothing that goes with it and that stopped working on e I added more mods so it would be nice if Xbox had a mod manager that sorted everything in the right order and let you know if things conflict
Tools\ -> ContentResources.zip
Ok it's time to officially start work on my first mod. Wish me luck! 😄
haza ... Thicc bodies is working again
Congratz!!
Hmmm, still getting error after extracting and moving those files. I did restart creation kit
`Papyrus Compiler Version 4.7.0.5 for Starfield
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "Fragments:Quests:QF_001_Quest_101SimpleQuest_0100148F"...
<unknown>(0,0): Unable to find flags file: Starfield_Papyrus_Flags.flg
C:\Users\Blast\AppData\Local\Temp\PapyrusTemp\Fragments\Quests\QF_001_Quest_101SimpleQuest_0100148F.psc(2,0): Unknown user flag hidden
No output generated for Fragments:Quests:QF_001_Quest_101SimpleQuest_0100148F, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on Fragments:Quests:QF_001_Quest_101SimpleQuest_0100148F
`
I checked that directory and the fragment definitely doesn't exist there
I'm trying to create a mod that restores the vanilla main menu music after having gone through the unity. It is definitely based on reading saves, because I had to move my save files from after going through the unity to another folder, start the game, and then delete those saves as they were loading from Steam's cloud backups. After exiting the game and starting again, I have the old music back. I can always copy those saves back to my save folder to return to that character. However, I want to keep the music and the saves. Does anyone have an idea of where to look to change this behavior in the main menu music?
I'm about to head to bed, so feel free to tag me or send a DM to ensure I see it tomorrow.
Ok so this might be an actually task might even be a bit too difficult, but can someone add in an actual diologue replacement for when you ng+ and constellations actually reacts to your showing up in a starborne ship, and if you roll around in the starborne guardian ship they don't act supeise when you re do the story and the Emissary shows up and they are like oh wow that's a new ship,... As they are literally standing inside the same ship lol
Check to make sure that file moved with them. This should work because I had to do this last night.
Can someone make a Vendor mod where they sell all the placable decor items like vases.
OH, the contents of that extracted script folder need to be in the source folder. That was it! Thanks @remote crater!
Wil achievement enabler be put into the Creations as well?
Has anyone been able to add custom audio to the game? I'm struggling with the wwise software. So far I'm not a fan lol. Also In order to generate updated sound bank files it requires a license?
This game is lacking giant and dangerous enemies and this mod aims to fix that by adding AT-ST Walkers from Star Wars. This is part of my series of mods to overhaul Starfield into a Star Wars game. But with some tweaks I can make this a lore friendly mech mod in the future.
Where can I find these AT-STs?
The walkers can be found at the follo...
😳
lmao
what is a "hab mod"?
sounds like it's related to ships
i ha ve a feeling that disney lawyers are gonna have a field day with the creations
esppecially if there are some that cost money
documentation is still offline
Lip file creation is not available yet and there is a bug that mimics the SEQ bug for Skyrim on consoles. I'm not sure if they've made the version of the AudioKinetic software the game uses available to the public yet either. I'd follow #modding-news for any updates.
@proud forum Hello, are you have any documentation on LO for SF, or is too soon.
is it possible to create a custom POI in the current creation kit? I was able to use the landscape cutter to select from a "block", then I entered landscape editing, however it only shows a plane of water.
Yes, someone has already done it
oh thats nice
Has anyone figured out how to stop npc's from becoming bald when you change there hair style in CK?
Yes.
https://oddsmods.xyz/StarfieldLoadOrderWorksheet
This is our working copy. As more mods are added, it will change. It will always be at this address though. 🙂
If an author has specific rules for their mod's load order, follow theirs and use best judgement when reading descriptions. The glossary from the FO4 Survival guide still applies for Starfield if, as a player, you're unfamiliar with terminology in the descriptions.
Starfield still has Rule of One and its easier on everything to only download one of a record change rather than two or three and then have compatibility issues or need a compatibilty patch.
anyone tried to used NifSkope? im using the latest dev 9 version and non of the .nif files when open show any meshes in window, it works with fallout 4 as intended tho
I've been trying to figure out if it's possible, but have been stuck on getting my new wwise events to appear in CK. Starfield's Wwise project seems to work in 2021.1.14
2021.1.10.7883 is what I used to get the project to at least open
I dont think that works with Starfield nifs yet
you need to lower the water plane
well dev 9 has starfiled support and some people seem to use it just fine
Oh, well nvm then
But getting new events and sounds to save out correctly/ show up is what I'm stuck on too.
Well at least I know I'm not the only one 😂
does the documentation explain how to create landscape cuts?
There should be a setting on the worldspace for water height
I have tried to change it from the default -200 to -10000 however the landscape still looks empty. And I cut it from a very hilly area.
I can see 4 markers which appear to be corners, floating in the air, and below it a large flat plane of water.
Thats weird, I never had that issue when cutting
have you extracted your terrain01.bsa yet?
it is needed iirc
where do I have to extract it to?
I only followed a guide on extracting scripts and loose files
I have it downloaded
cool cool
which files should be extracted?
yeah when i started to work on poi i was told to extract terrain01.bsa
something to do with land generation it doesnt work otherwise
do I extract the whole root folder into data?
So it’s worth a buy?
thats what i did
dont know if you necessarily need everything in the bsa but safety first ya know
Thanks, yeah I base the LO more or less how the one i made for fallout 4 fallowing your guide.
Is there an easy way to change the question mark thingy in the decorate menu for custom items or do I have to make a .dds by hand?
thanks now it works!
awesome
I have question about openworld cells: Is it still like in fallout4 where if you move your camera around it would autogenerate new cells? Is there a way to clamp the size of an open world cell to avoid it becoming too big?
no, when you landscape cut, you only get the area you made
there is no landscape generation like in fallout 4 as far as i can tell
so that then gets blended into an existing larger map I assume?
think minecraft chunks
all generated and put together randomly
so the area you just cut and made, when implemented, in theory should appear randomly alongside all the others
The Reference Alias form loads really fast with this one. Skyrim\s version takes 16s without the platform extender.
It's also more compact instead of gi-freaking-gantic
Hello!
I was hoping someone could help me!
been trying to see if I could port this to the Xbox: https://www.nexusmods.com/starfield/mods/6767?tab=files&file_id=25984 and not as a replacer of the existing hat, but I downloaded the files and they are all in .mesh and I can't seem to open them with anything tried blender, nifscope outfit studio for fallout 4.
Can't convert them either
Second unrelated question, is it possible to nifbash together the bomber jacket from fallout 4 and put it together with the Akila Security outfit(replace that jacket) and add it into the game.
are there any immersive helmet visor mods yet? where it looks like you have an actual helmet on in first person?
Hello, was wondering if anyone had any insight that might be helpful for me encountering an issue since the latest update. I'm using Mo2 and it seems like the crucial mods have been updated for the new patch properly, but when I try to launch the game I get a crash and SFBGS003, 006, 007 and 008.esm toggle as disabled in the plugins. Anyone have any helpful input because I'm not sure what I should do.
The icon generation is not currently working. It is a command line function for the CK. It’s basically an advanced version of creating transforms but there’s a couple extra steps. CK will generate your textures. Just not working atm
Thanks for answering this. Does it only needs to be done localy for the modder and the user of the mod does not need to anything?
Basically if they need to compile scripts for any reason, they will need to have that specific file in the source folder.
Short answer is no.
That sounds like MO2 needs an update but I don’t use 3rd party mod managers. I’d follow their GitHub issues and see if they’ve got an updated changelog. The new stuff only came out a few days ago, so give it time.
Yeah that's what I thought too but so far no updates are available. I'll just be patient, thanks for reaffirming what I suspected might be the case.
The in game manager is quite elegant if you’re using mods from the Bethesda site and it will detect mods in your data folder.
Thanks, but that's alright, I'm pretty diehard for Mo2 🙂
It’s set up like a newsfeed
Seems like Perk Frag Script -> someObj.Activate(akActor) doesn't work
Now I know why. It does work (Activate returns true), it is the quick menu the blocks it.
Guess I'll have to do it by hand then
If you find a work around for them not showing up when doing it that way, I’m all ears.
I barely figured out yesterday how to open basic windows, I don't think I'll find a work around but if I do I'll let you know :)
Super overwhelmed but also eager to learn
The at St mod seems nice I only installed the mod but didn't play yet
Cant for the life of me figure out how to get a custom location to work properly, got it so I can visit the cell from space, but for some reason even though I got terrain and objects in the cell it overrides the terrain with proc gen terrain of the world
Perhaps getting familiar with the docking would help with that
View has a few other things
Show / Hide IMO is the best thing ever
ok so managed to open the .mesh files in Blender
but if I export it I still can't open it in nifscope
Will the Normandy or N7 ever make it to consoles?
Perk scripts(not fragments) now have to be compiled through the Papyrus Manager and you have to edit them outside of the CK >_>. I think they forgot to add that functionality back in from Skyrim/Fallout 4.
any dismemberment mods yet
Whats the deal with launching the creationkit but then taking the wiki down?! How are we supposed to get started? Right now we have to rely on 3rd party wikis, or god forbid, youtube videos
any eta on getting it online?
the wiki been done for over a year
it was like this when skyrim CK came out with no wiki nothing new
for anyone having the bald issue, it seems making you changes an esm instead of esp fixes ut
Thank you fellow sims pfp person, I will look into it
Anyone else’s game constantly crashing when attempting to load a save after the new update? I’ve updated all mod dependencies like SFSE etc but still getting a ctd every time I load a save. I was able to load my save once randomly before but ever since I’ve went back to constant CTD’s
no pitchforks here, just confused about their strategy
a wiki is never "done" :) New for me, first Bethesda game Ill be doing mods for, but good to have it confirmed its on purpose
btw, is there a channel/server aimed more towards mod authors? This one seems to include users as well, but maybe this is the place to be for both?
Yes both
ok so if I want to add news hat into starfield, I have the .mesh and some DDS files how do I do it?
In ck make an armor add on to add the mesh then an armor for the addon to go on to
theres a dedicated server for modding
got the ck installed, I own starfield on pc due to xbox, I wonder if I can use andmod that version
gotta learn material editing as well
Hey, Bethesda, the Creations UI needs some TLC.
how long would it take for an experience modder; like I said, I am just trying to convert this to Xbox; https://www.nexusmods.com/starfield/mods/6767?tab=files&file_id=25984
with approval of the Mod author by the by
aha, which channel is the one geared to authors?
ah nice, wasnt aware. 3rd party I suppose? Have any link/name to share to it?
Are you able to request a refund for a creation? Want a refund for the enforcer seeing as it doesn't work on xbox but not sure how to get a refund?
nope 1st party
It's been down before release. The original wiki was busted anyway. No one could login without browser acrobactics and editing required spamming Show Preview to brute force the system to stop with cookie error so that wiki needed to go.
I´d suggest using Bethesda support if you did not play it longer then 2 hours and did not buy it longer then 14 days ago (which you havn´t obiously, since its not that old)
ok, any chance of getting a link to it? Or even just the name? So I can find my fellow modders
Do VC have to buy their own creation to get it on Xbox?
The see us in this room
chek dms
This is a good place when you have questions about CK.
Just a question is someone currently working on a ship mod that adds Spicial ships to the vendor?
A lot of FO4 has carried over. Check out previous videos for FO4 and Skyrim. There's a lot more to learn though. 🙂
I've made a mod that use Starfield.esm, SFBGS003.esm and SFBGS006.esm. But some ppl are missing these last two, is it me or another weird starfield behaviour ?
this mod seems to remove all sound other than weapons shooting. after removing most of them and resetting it didnt restore until removing this one. has any one else had this issue and if so.. if the creator is in here please look over this its a great mod 
With no youtube other data it's hard to do much
#starfield-mods message I've found my answer, for a strange reason Mo2 and sometimes Vortex disable BGS updates randomly when you use them, they said if you get the error to manual install your mods for now, in the wait of a fix
anyone got new locations to show up on moons?
Yes
I created a new worldspace, a location, set the parent location to the moon I want it to be on. However it wont show up on that moon
conversion is very simple if its the same as fallout 4 - get permissions (if youre publishing it on xbox), load it up in creation kit, go to file and upload, choose xbos
I think there is something missing. I compared my location to existing locations and how they are attached to moons.
1 sec
under worldspace did you set a location
The more mods upload the more .esp made a comeback 
with a map marker
another great one https://creations.bethesda.net/en/starfield/details/aa686ab7-489f-4a13-b05c-b225f3c9740a/Bossk_and_the_Trandoshan_Mercs
yes I set the location tab to the location entity (the field under gravity)
I've had some odd things happen when trying to add a location to a world too
https://www.reddit.com/r/starfieldmods/comments/1ddvf3d/has_anyone_figured_out_how_to_add_fixed_locations/ @narrow isle
Yeah I think the issue I have is that it's a pre CK mod ie it is comprised of .mesh files and DDS files
And not sure if that makes it more complicated
ah then yeah i guess so
I read in that reddit post that you have to play a mapmarker and set visible on starmap
I wiill see if that works
also if I place a "mapmarker", do I drag the baseobject onto the 3d view, then rename it with a unique id? Is that how you do it?
Is this the best place to get help?
I guess it depends lol, you could also try reddit or other modding discords
Wasn't meant as a dig by the way just curious
yes drag the object in, and in the properties when you double click it you can set a name for the location
I wish I'd be able to use MO2 but they all don't work for the gamepass version. Only for steam 
i know, all good lol
Did ask on reddit nobody responded though.
ahhh well it happens to the best of us
Why do I get an error when entering creations?
Might be more active later
It tells me that it could not connect to bethesda.net
do you have to rename every marker in the game with a unique ID? Like can I skip that on a heading marker?
try rebooting pc, I think that fixed it for me
or it was me connecting my account to steaem
you used to yeah, im unsure if its changed, but for example you used to have to give patrol markers unique ids, dont think you need to anymore
if it doesnt work, then yeah you may need to give it a unique id
Does the Starfield Creation Kit includes voice cloning of other characters with changes to the spoken text and creating a somewhot working lip file for it?
It's sad but for lots of reason it's better to get BGS games on steam for modding reason
hm yeah i know what im looking at
In the show/hide mini window, disable markers and most other brushes
yeah i know lol, im just wondering what these actual markers are
i was unable to select them
Just taking a guess but looks like they just represent a raduis of something.
Those are audio volumes, clip volumes, script planes, etc.
neat
Need help
The mods have messed up my boost pack I have the skill maxed out and it drains the fuel on one go
You on Xbox?
Yes
Anyone able to tell me where or.. if I can modify spacesuit regen speed/capacity?
did you max it using the max skills prompt using the old beard mod or whatever its called
Try clearing your personal cash on the game from the console. Not from everywhere. Then go into your console settings under Blu-ray and delete your persistent cash. This solved most of my Xbox issues yesterday after installing mods. Something similar with my boost pack and audio issues
I'm trying to make the game more difficult by making planets somewhat dangerous but the space suits in game seem to have instant unlimited regen on protection
Would it not delete my progress?
No, just delete it from the console not from everywhere. It should give you two options. Choose from console.
Ok what do I do?
Then do a hard reboot on your Xbox
Hover over the game hit the three line button on your controller. Go down to manage game info go down to the bottom. You will see two options one for the game one with your profile delete the one with your personal profile and make sure you only delete it from the console
I don't have the ck in front of me and since all suits have the same protection time just different dmg resistance look in the gameplay menu. I have no idea what it could be under though
Otherwise, you,d have to change each and every suit formid properties
So I just basically uninstall it then reinstall it
I've been looking forever and can't find it T_T
No, you’re just deleting old stored cashes from your Xbox.
The stored cash under your Blu-ray player is likely built up from the first day you had your Xbox. If you’ve never cleared it before there’s a couple videos on YouTube. Might be able to explain it better than I am.
Ok show me a YouTube vid on this
https://youtu.be/r8OToCqz5-c?si=SlQ4GIrkXfZDeeiP here’s one method.
Sometimes an achievement might bug out, sometimes a game will not sync, whatever the reason Zero is here to teach you how to delete both your local and cloud save data!
Do you have suggestions for a tutorial video? Post them below!
You just won’t be following the delete from cloud settings
Hi, Im new to creating mods and wanted to see if starting with Starfield was better than skyrim AE with all the version problems it has. I wanted as a start to create a basic space station in orbit around mars. Where should I start or what should I look up to get started with that?
https://youtu.be/4K_Il_J4TXA?si=zf2SoO5Jsm2KOZGh do this one as well, but don’t delete everything only delete your personal profile. This is the biggest thing that has helped me. Not just with Starfield, but also with flight Sim.
Do you want to know how to saved game data on your Xbox Series S or Xbox Series X? In this video, I show you how to delete saved game or application data on the Xbox. This will delete the saved game files without actually deleting the game from your console.
🔔 Subscribe and ring the bell to get notified when I post a video!
Video title: How t...
Wait why?
Just need a bottomless clip Mod now
You don’t wanna lose all your settings and everything by deleting the cloud data. You’re just clearing the personal data off your Xbox itself. So everything can reload in. When you actually launch the game.
Are you sure it won’t like lose my progress?
^ can confirm. just dont delete cloud saves. ive done this for multiple games
Just follow the instructions and do not delete anything from the cloud. And you will be fine. Remember the cloud holds on all of your data. Just follow the instructions that delete the information from the Xbox itself. Worked great for me yesterday.
Which video
This process has to be done on flight Sim all the time for Xbox. In order to keep that game running somewhat stable.
Second video.
After the second video, go to your settings find your Blu-ray player. Select that. And delete persistent cash. If that doesn’t help, you don’t know what will. Other than a reinstall.
I feel like I might uninstall and reinstall just to be sure
Go for it. I was just trying to help. In the future, there you will find clearing cashes very effective. And save your time on reinstalls.
Long as I don’t have to do all my progress again?
And you won’t. Just make sure you only delete from the console.
And not everywhere?
Correct
Ok
Besides I wanna see what the shattered dlc would bring cause I was gonna delete this game for good in case scattered story is bad
Up too you
Yea I don’t trust on it but if it’s bad then yea not for me but if they do make it good then ill keep it
What are your impressions just from the trailer? Good or bad?
Both it depends on the gameplay if it’s bad then this game will die for good cause cyberpunk was like this until their dlc got a redemption arc
you gotta love seeing all the little unused things in creation kit that are clearly going to be used in another game that's not out yet xD
I think it looks pretty interesting hopefully it is actually good though
I doubt it
like bows? lol
I love your optimism
I will be honest cyberpunk is better than Starfield I’m only playing this cause space
Need to know if anyone would put up a mod to be able to hide the helmet of the Starborn armor on X|S. Thanks a bunch in advance
Does anyone have an M class ship mod that is on Xbox ?
Bows, references to spell casting... you know just stuff you know they have to have in there for that
could jsut be left over from skyrim lol
Not sure if it's due to a mod but I have a fractured Limb ailment and it won't go away
nah I doubt it.
Check your settings. Might have it where ailments won’t get cured
Checked it it's good could just be a UI issue
You're setting the bar for yourself way too high at your stage in learning. Lower a bit and try out something smaller, like building a basic room(Skyrim tuts fot such a thing still holds up) to get yourself familiar with the controls, especially if this your first time working in a 3D environment.
Is placing a station really that complicated? Why cant things just be simple with BES
Is there a way to clean my esp? I created some records I want to remove. But I cant remove them with xEdit. Its only possible with .ESM files. But there is no way to convert ESM back to ESP?
I would say it's not but that's only because I already have years of working with their programs.
Having said that, it wasnt meant to discourage you(my bad if it sounded that way). If you wanna start there go for it, if you dont know how to do something feel free to ask.
File / data / details will let you delete records
Its mostly just the UI, I did find a option called Go to location. unfortunately the studio crashes when picking MarsOrbit, so I need to workout why thats the case.
If you're at the start start the only useful thing you can learn via starting with Skyrim first is Papyrus. Beyond that the CK has a new list of options with just a few that still match up. Just start with Starfield.
Oh and also look at the type of mods you want to create.
Is there a mod that adds a new weapon to Xbox?
If you want to create a basic quest line for some new item, look at how quests are structured and start off with that.
Who here messed with block patterns?
is anyone making 1st person camera mod for starfield
It's pure hell
If you want to add a new weapon, learn how to use Blender to design one if you don't already and learn how they aer structured in the CK.
But yeah for a basic Space Station again, look into the CK at how they are structured. Learn blender.
Nothing is to ambitious to start with as long as you are willing to take the time to learn.
these days i tend to look at how other people did things, and learn that way, then adapt and experiment to get what i was aiming for. in the old days, no one else was doing it, so it was all trial and error to make anything lol
The main thing I want to do at this point is just place an object in the world and be able to see it in game. But the Ui really is a mess to me and without a wiki for the CC specifically for Starfield I'm at a loss.
This right here is some of the best advice there is when it comes to Beth modding, for some reason for stuff like SFSE and external libraries you'd want to use there's 0 docs. And even now for Papyrus there's probably a multitude of functions we don't know about yet. I could be entirely wrong and I'm singing like a bird lol.
Yeah, it takes a bit. The UI is a complete and total mess. Find over videos on people using the Skyrim CK, just listen for stuff like Keybinds and whatnot to help you out. Roam around the settings too. Look at how they structure the CK in official images. Again, any references can help a long way. And if you learn via example like frigidman you'll go a very long way doing that with Beth modding.
gh
Definitely helps clean up the way the UI looks, half of the battle is getting it nice and sorted. The rest is taking time to read through the options and figure out what you need.
Alright, I'll start there. (Give us day 1 resources Beth, PLEASE)
i managed to add some dialogue for an npc i created by looking how dialogue was done in the game
This would be wonderful, but asking for too much!
yes, these tools suffer a bit of Information Overload
.... but thats a good thing* when wanting to mod
There is a rocket launcher one that you can craft , it works pretty good.
It can be
FR dude
If you haven't already look through the default SF data file. Go to the top and hit File, then Data and double click Starfield.esm in the list and press OK.
If I have it, it's pretty good but I was referring to an assault rifle or pistol.
From original star wars or something real
Figured that much out, I have basic knowledge with SSEDIT and other 3rd party tools when modding skyrim, just this is my first time with the CK
Not sure
wonder when the documentation will become available
Ah, well good luck and take it easy is my best advice. Learn via example too. It's supposed to "document" itself but I think they always forget we aren't hired by them and trained by them on usage.
Hell you can ask for permission from authors on Nexus to look through their projects, many have given me a go. Some even to port them to Xbox 360.
I wish I had the ability to wait like in Skyrim and just wait and see what they come out with in a month
Yeah I’m waiting and watching for more ship parts
The inquisitor one is pretty good, you can make an x-wing or something pretty good.
i only know how to edit armor values for armor that's already in game lol i learned that with skyrim lol
No he's no longer luke skywalker now he's luck starwalker
i had an idea for ship modules
how do you get the inspector docked like that? i can only open it as a floating window
I don't know, I think they just keep it floating and don't dock any of the windows.
But that would make no sense
i see, that must be it actually because they look different
startrek beam weapon
Tell it everywhere I guess any idea is welcome now that the official mod is starting
do you make mods?
Unfortunately I haven't realized that you have to have the steam version, I have the xbox version
one of the reasons i get mad at bethesda's methods
the creation kit should be useable for both steam and the xbox app and this also is just smth that annoys me with microsoft but i shouldnt have to purchase the same game twice for both xbox and PC to actually work with modding it
some games arent like that (subnautica, and a few others) but a lot of them are and bethesda game studio games are like that
Why is there still no way to filter for all records, that have been edited. This is a features, which has been added by the modding community and the CK for Starfield still doesnt has this feature. Thats a real shame
Even the Xbox version has a PC version but for some reason the Steam version is necessary.
ik and thats dumb to me
i already paid like 60 bucks for the game on xbox, why would i pay for it again on steam
can you mod gamepass pc version of starfield and mod and play the same mod on xbox?
File, data, details,
depends if the mod is released to xbox yet
Well I just discovered a nice thing, having the mandalorean cape on your Starborn Armor removes the Dirty Trash rag from the suits so I have Ventator suit with just a cape
Unfortunately just the way she goes. Basically the case for 90% of Windows store versions of the game
thats something different. I mean this
makes working with the CK so much better and faster
the idea i had tho was like faction themed offices and habs for your ships, like for instance your part of a faction like the freestar collective, why not have a freestar collective office that allows you to take contracts, have a single brig, etc.
ofc it wouldnt be just freestar but all joinable factions
Hi, folks! 👋 I'm a very novice mid-30s gamer, and I need some help. So, I'm playing Starfield on a Series X. I have two characters I play with regularly, and now that console mods are available, I'm wanting to create a third character to download a few mods for and have fun with WITHOUT AFFECTING MY OTHER CHARACTERS AND THEIR ACHIEVEMENTS. Is that possible?
oh, just dont use those saves with mods active, before using them, turn off your mods and look for your last save there that doesnt have a (C) in it
the game is actually really good about trying to keep your load orders from interfering with your game so you can use the load order you had from the save (in the case of your 2 main characters that was no load order) or you can click current load order which actives the mods
Create new data filters for your specific needs.
your a mod author?
Managed to figure out how to get custom terrain/overlays working, you need to have invalididateolderfiles=1 in starfieldcustom.ini and creationkitcustom.ini
All these Star wars outfits ad I still have seen a Sith one
nice!
People be cooking with these mods. Crazy to think what there might be in a month from now
there is one actually
Had an idea for a mod, but I've never modded a bethesda game before. I've downloaded the creation kit, but for the life of me can't figure out where UI elements live? I want to try something as simple as changing the health bar purple, just to know I'm in the right direction (that's not my mod idea, just hoping to know I'm affecting the right things). Where would stuff like that live?
can't do that with CK
need adobe for that
Fair, but still, where do the files that would be modified live for something like the HUD?
how?
Look into the way this mod works, https://www.nexusmods.com/skyrim/mods/87259?tab=description
^^^ @vapid sonnet