#starfield-mods
1 messages · Page 13 of 1
but there is no way to filter for edited records?
Yes, use this one for SE https://www.nexusmods.com/skyrimspecialedition/mods/463 and the other one for Legacy.
Wen will this come to console?
Hope it isn't a handful, but using older mods and looking at how they work can help a lot.
Already has
Those are pretty much the only resources we have currently.
Run and download it!
What I would love is a ODST armor pack. 😊 I can only dream.
I’m impressed with it how well the mods have been working honestly
im just waiting for some ww2 weapons to show up, it wouldnt fit at all but maybe a collectors pack would be cool
I'm sure it'll be ported by the end of the week
Mass Effect - Legion as VASCO Companion Replacer at Starfield Nexus - Mods and Community
Honestly since Starfield is placed in the future and Earth has been rid already I feel like ANY weapon found on earth would fit in. I'm surprised there's few weapon options. Some of you may scoff at me or think I'm stupid for thinking that but think about it. This is placed in the future, there are so many companies (technically) all around the place. There's should be THOUSANDS of different weapons in circulation. Even if we won't use 10 of those lol, it's still cool to go around collecting and finding new weapons to use.
When will this make its way to consoles?
some more console sw mods
its not even been a week .... ack, its gonna be insane in a couple months when holidays roll around
Honestly I've got suggestions already and I've written some down. But currently I want to focus on doing my new playthrough so I know what I want to change and add. I previously had a whole list but I genuinely only played for a week when it launched before I was like "Yeaaahhhh, I gotta wait for the CK"
Hiya. I'm looking at the Starfield Creation Kit and had some questions since the wiki is down. For planet data, I noticed a density feature that is a float. What does that density mean?
What is it listed under?
Bro is this coming to console?
Planet data resource, planet data tab.
I’m hoping someone here sees it and Ports it.
especially with the fact that collectors still are known to exist
i mean lee enfield rifles must still be in circulation as reproductions to satisfy that collector desire
That would be awesome
Anybody knows if the UC empire is going to be ported the mod?
At the moment, no. However, the kit just came out and they have said that the game will have long term support for about 5 years. They have a feedback form on the help desk. If you see a missing feature or come up against a bug in your workflow, suggest it/report it. https://help.bethesda.net/#en/home/product/1218/category/287
Yeah I can't really figure that one out, keep it default and when you have time to mess with it change it up to see what happens.
i almost wish that walther would finance for a true M class constilation ship for exploration
this, exactly what i did ... just got to my ship, basic looksee, and then "gotta wait for the mod tools"
its already on console
so right now, im just in the phase of info gathering and looking at early mods and seeing what people tweak... poking at the tools ....
when will someone unlock M class parts for starfield btw? also when will someone port that mod that lets you build starstations
Strap-In - Standalone with VBB Option at Starfield Nexus - Mods and Community
lol, I didn't even get a quater of the way into the game, less. I did like... 5 quests in the main storyline at most before I was like I wanna wait for some patches and what not. I don't even wanna mod the hell out of my game, I just knew if I kept playing I'd have a trillion items on the list by the end lol so I was like for self convenience, I'm gonna wait. And now when I'm like "hey this instead of that would be cool" or "I feel like x weapon would fit here" or even "Would be nice to have a button to press to do this" I can now go back and make that happen.
I’d love to see this on console, this outfit absolutely slaps
does anyone have any good resources for importing custom 3d models into the creation kit? I can't seem to find anything.
Look at guides for Skyrim and Fallout for now. https://www.youtube.com/watch?v=uIVApuk9rdk
Lets mod Fallout 4! If you like the video, don't forget to Like and Subscribe!
𝐓𝐮𝐭𝐨𝐫𝐢𝐚𝐥 𝐃𝐨𝐜𝐮𝐦𝐞𝐧𝐭: https://www.nexusmods.com/fallout4/mods/68518?tab=description
Required Tools:
- Blender (or other 3D modeling software) https://www.blender.org/download/
- Substance Painter (or...
also i like reading down a list of available mods to see what someone else thought would be a useful thing ... "oh, free sneaking skill mod? yeah that does sound helpful" kind of thing 😄
Awesome, I love the part where I cussed.
Just lightly apply some of the stuff you learn from that. Once you get it down you should be able to easily do it for the CK.
i wanted to make the blade runner pistol as a item, but worried about copyright issues
oh thanks was worried the fallout or skyrim tutorials were outdated
If you add SF and CK together it things you cursed lol.
trying to figure out how to spawn POI you created in game
There should be a PSA that the starfield creation kit does work with the xbox app version.
I see that question alot.
Can you name a cell then coc into it?
you have to do AddWorldSpaceToPlanetBiome POIName PlanetName biomeIndex
then it teleports you to the cell where it spawns your POI and you can do coc cellname
not sure if it works though, i'll try it again now after i placed some crap in my POI
Any idea why the world I created looks fine in CK, but when I COW to it ingame it's completely different terrain? It seems like it just generates a new one. I feel like I'm missing something simple.
Loose files not enabled?
can confirm it works
Shoot I didn't do that. I extracted scripts but never enabled loose files. Let me try that now.
bInvalidateOlderFiles=1
put it in CreationKitCustom.ini and StarfieldCustom.ini
They try to be astronomically correct, so I think density refers to mass per unit of volume.
earth's literaly 1:1 ratio
is anyone going to actually unlock the M class ship parts for starfield?
specifically for xbox
Okay, so . . . 1: From the Starfield main menu, open the Creations menu. 2: Download the mods I want. 3: Go back out to the main menu and start a New Game. 4: Create Character C and proceed with their modded gameplay. 5: Save and Quit the game when I'm done for the day. 6: The next time I want to play with my unmodded Character A/B, go back into the Creations menu first and disable all my mods, then Load the unmodded game I want to play. 7: Repeat step 6 but ENABLE the mods to play with Character C again?
yep
also id recommend checking to see if the mod allows achievements or not as some allow achievements
typically the bethesda made mods allow achievements and a few others
oh damn you figured it out?? how do i get the poi into the spawn list
i added mine to the planet content manager under human habitats
idk if that does the same
i'm not sure if this spawns it as a POI since it doesn't get a map marker at least
i spawned it in manually with the command
i set up mine to be a location, i havent done a map marker yet
ah okay, ill try that anyway to see how it looks
That worked, thank you! Can't believe I forgot that.
YW!
I Would love an alternative start mod soon, the fast start is good but it cancels out a bunch of stuff 
AddWorldSpaceToPlanetBiome POIName PlanetName biomeIndex this command, the POIName in this case was the one in here in cell view
goated ty
so I did AddWorldSpaceToPlanetBiome TestPOI Jemison 4, if you don't put a biomeindex in it shows the available ones, when i tried 1 it crashed the game
cool, good to know, thanks. I think I've started getting it set up to appear naturally, I guess its just luck to see if it spawns? As in its added in the planet control, as well as having a location tied to it
but ill test via your method anyway
anyone got a recommended load order also? planning a modded playthrough
Thanks! Like I said, I'm VERY green when it comes to gaming, and I'm also a millennial -- the last console I played on regularly was the Nintendo 64, which was MUCH simpler. 🧓
its a-ok, xbox can be a bit of a learning curve especally with the new games coming out, Starfield will just toss you into the game without much more of a tutorial than how to shoot, how to walk, move and run, the rest is up to you
Anyone know if there’s gonna be a mod added in the future were you can have maxed powers instantly on Xbox of course I’ve played since the game came out but obviously some mods from pc haven’t made it over to the console yet would really love to see a mod like this and to be honest wouldn’t mind paying for it also 😊✌️
not instantly but there is a good few power ones
i remember when i started i tried to modify my ship but couldn't figure it out so i just fiddled around with it till it said "alright looks good" then from thereon i've developed them to be more aesthetically pleasing. now i just fly around in this big old class C ship that basically is my home, i dont build outposts i like a mobile outpost so lots of storage, plenty of space to move around and my favorite part is having something like the ares bridge to gaze out into the abyss
alright the command definitely adds it as a proper point of interest, i added a map marker and can see it now
now with the mod to remove the limit on ship size i have an even bigger one thats whole job is to basically carry the city of new atlantis inside of it, ive got a full on workshop, living quarters, lounge, bars, offices, etc
Yeh I have been looking at all the power ones hopefully one of the talented people on here who can upload mods from the pc to Xbox will do it at some point 😊
there's a mod to autosolve temples but for now thats all i think
We need an Ningen/anime character model overhaul for the game, I think… I might just be biased though, I got really sweet art of my vtuber avatar and want to inject him into starfield proper >.>
the game doesnt play nice when you ask it to upgrade something you havent obtained yet
It seems like for some reason the Starfield art tools don't install correctly in 3ds max. It only installs the havok plugin which doesn't function and skips over the actual tools it seems.
See I’ve obtained most of them I just haven’t leveld them all up yet to max at least well except the time phase power
welp for now there is auto solve temples
And how! 😵💫 I pre-ordered Starfield and bought my Series X specifically to play it, and I almost rage quit a couple of times when I first started because I just COULD NOT figure it out!! 🤬 I'm so glad I stuck with it, because I freaking love this game . . . despite all the little flaws and glitches.
there is a common joke here with bethesda games, sure they can be a pain in the rear to learn and they are glitchy but its known as the "bethesda charm"
when you use the command, does it teleport you to its exact location, or just a world map where it spawns?
Yeh dude see that’s no good lol would be okay if it just told you we’re all the temples were and you go collect them but returning to the eye each time after a power is just time wasting lol
just the world map, after that you can do coc cellname to teleport to it
cool, thanks im testing now
Yeah, that was the best I could come up with for the time being and without really redesigning things. It's still a slog to go talk to Vlad, go to the planet, walk a huge distance, and go through the animation each time. I don't want to make people miss out on the health bonus and other things, but maybe a separate mod to just grant all the powers would make sense for people that are OK with missing out on some small bonuses for doing temples the right way. I'm also unsure what happens if you grant all powers and then try to do a temple anyway...does it just do nothing? Or do you still get the health boost?
its prob gonna come soon, and maybe soon the oldmanbeard mod will add in that feature
Maybe I (or someone else, preferably) could make Vlad give you all temple locations at once, or have a terminal you can install on your ship that triggers the next one rather than going all the way to Vlad each time.
that one lets you instantly level up any skills youve unlocked the first tier and it levels them to the max
Yeah, saw that. Seems cool.
for some reason it didnt teleport me when I used coc
i think it would be brighter for bethesda to if they say that you keep your knowledge, that your navigational data should be on your new ship so you can go to the starborn temples
do you have a cell with custom name like this?
i had to do coc BRTestPOI
Does anyone know what happens if you go to a temple you don't have any quest for yet?
If that works, we could just make a quest that points to all of them at once and just hit them up one at a time. Wait, is that what you're working on @outer plover ? I don't want to overlap with other authors if it's already being done...
im not touching temples, im making new POIs for crimson fleet currently
@sly ocean Deffo think if you can add the option for max powers you should if people don’t want to miss the health bonus then they won’t download it I’d deffo be one of the first downloaders
@sly ocean to be fair tho anything would be better than the way it is 😂
I'll think about it; thanks.
It would probably also be pretty easy to make a room somewhere that has a door to/from each temple. Although I'd hate to modify each temple just due to how ungraceful that is and might conflict with future mods.
I'll tinker. Maybe a custom terminal that lets you trigger each one separately.
It's funny, because if I try to stick with triggering them the "right way", if I managed to make it easy to trigger them remotely, you'd have a new problem: nobody wants to do 240 back-to-back iterations of going through that vision/music scene, lol.
@sly ocean what ever you decide to do I’m sure most of the community will appreciate it see I almost have all them it’s just the maxing them all that’s the issue lol the whole process of grinding every power to max is brutal 😂 but who doesn’t want to be an enlightened god 😂😂😂
Frankly I could just make a custom thing to grant you the HP boost alongside granting you the power. The main concern I have is other aspects of the game checking to see if you went through the "correct steps", and unintended consequences of stepping around that flow.
When uploading a mod who gets to decide what tags to put on? Is Bethesda the one doing it cause I guess it would make sense to have them choose what’s achievement friendly and what isn’t
It's the author that decides it.
Did anyone figure out how to add a model toa planet?
Does the author also choose whether a mod can be achievement friendly or is that tag only on verified mods
@sly ocean don’t know about the consequences because if you do make a mod for all powers you wouldn’t need to look for the temples cutting out the whole cut scene see I used the cheat room for all keys but once you get into trouble you get stuck on sysdef ship obviously because you have skipped the main missions but you still have the equipment
Hmm, actually, I'm not seeing Achievement-Friendly as an available tag. Maybe it's only for verified mods and tagged by Bethesda.
Yeah, in Skyrim and FO4 I ended up making a bunch of different mods to step around problems like that, caused by other mods, heh. Things to let you teleport to other places, pass through walls, erase objects, progress quest stages manually, etc.
I love this!!!!!
I've never been around at launch of a Bethesda game to make mods, so I've always just filled in gaps. It's weird being here at the beginning and trying to figure out what to prioritize, since some mods could also be easily made by others and if I knew what other people weren't considering or wouldn't know how to do, I could focus where I'd be most helpful. I'll just guess...I guess.
I'm biting off way more than I can chew since I'm new to the creation kit in general, but I'm hoping someone can help me understand scripts and how they pertain to in game menus. Specifically Outpost related menus :/
@outer plover looks like in worldspaces you also have to add your location to your cell
just found it by looking at other point of interest locations
i'm trying to see if my poi spawns now by teleporting around
i tested it your way and it works, just need to add a map marker - and I'm having another issue where my landscape changes seem to reset
OnMenuOpenCloseEvent is one event that comes to mind but..the menus native to Starfield to register for arent known yet (I think)
I'd suggest getting something like Agent Ransack, and pointing it at:
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source
and searching for things related to what you're looking for. It's much faster and more configurable than built-in Windows search, and I've used that when looking for existing scripts when making most of my mods.
Eventually you'll get comfortable with the search features and search for things like:
"Extends " "property " "event "
...and whatever you're interested in, such as:
"Extends " "property " "event " "outpost"
...which will highlight what the script extends, what properties (variables, kind of) are there, and what event(s) trigger what in the script.
Looking at the existing scripts should give you a good idea of how things are already done in the game, and you can go from there if you want to make your own scripts or just use what's already included (which is often enough). In the CK, you can go to Gameplay > Papyrus Script Manager, and right-click a script and choose Use Info. This will tell you what uses a given script (if anything; some are unused), and you can go see how the script is used and what its properties were set to, in a given context.
Use Info, by the way, is very useful all over the CK, so keep it in mind.
@remote crater @sly ocean Thanks! I've been poking around the various scripts around the CargoLink system, hoping to see how extensible it might be (I'd like to enable more than 1 Incoming link) But I can't seem to figure out how the UI is being told how many links a pad has (despite changing the value for the CargoLink in the editor
I know I need to add support in the script to manage the extra links/ships, and it seems CargoLinkMenuScript pulls in the reference, but tthe "Keyword" system doesn't make a whole lott of sense to me yet
(also apologies for an extra t's. Discord and my keyboard don't seem to like each other anymore)
There are a number of ways to reference keywords, and I think one of them is directly from the executable (in other words, you could potentially look everywhere and not find the mechanism for something because it's embedded in the game's binary). But, this is relatively rare and usually you can figure out what's what without resorting to debugging/disassembly 😁
@bronze rapids Nice! Now I can cross Cloud Storage off my To Do list 😁
https://creations.bethesda.net/en/starfield/details/a58ec00c-d403-41c5-be91-52baf95682e5/SKK_Universal_Stash__unlimited_storage_
Hello, is it possible to determine which spacesuit the player has equipped at the time of interacting with an object using the CK ?
Matteo Khatri companion mod?
Is it possible to make him a companion plus romanceable with voice lines? Like how Serana from Skyrim has a Dialogue Add-On mod?
And possibly Lane Garza as well
I was able to create a new poi and land on it. However is there something required to "update" it when changing the terrain with landscape editing? The landscape changes are not there, however placed objects are. I have also reloaded from a save that was far away from the POI
The stws the meshes
how did you get the poi to spawn?
I have this exact same issue! Trying to figure it out now, all the landscaping I have done resets
I noticed they kinda sub par quality still some are pretty good though
have you tried the Is Unique flag on the overlay?
going to try that now
maybe it's the prevent cell merge checkbox
didnt work, says its not an overlay that can be placed on a planet now
will try that now
I mean here:
i'm still trying to figure out if my poi spawns randomly or not 😅
oh whoops lol, ill check that after
I placed the poi in the overlays in the galaxy view
basically click on a point on the moon, then the + sign then add an existing world space
then you have to add a landingzone marker so when you click on it you get the landing animation
well, it's just mixed with a lot of other things too, like about how to use mods, so not super useful for mod authors when it's like that. But as mentioned by others earlier, seems there are 3rd party servers where the focus is better suited for mod authors
but is that a randomised poi or just a new location
I think that is a unique location, I also set it to unique
alright
not sure what would cause it
I also wonder if the game automates LOD for distant landscapes
ah i see! i'm trying to figure out how to place a randomized one
I'm trying to do an audio mod too. Where is Starfield's Wwise project to even open it? In BAE all I can find are .wem files and a .json that can be used to correlate the file names to a useful name.
sorry but how do i find this tab
Well if you got a question I'm around. If IDK it I might know who will
galaxy > your planet > overlays
I make mods
1 make a location
2 preview a block
3 ctrl h for tool, name the world cells
4 open world cells add location
5 galaxy view pick your body
6 Create Overlay
Find more Invoker content @
https://www.patreon.com/InvokerGray
https://community.bethesda.net/people/InvokerGray
http://www.nexusmods.com/fallout4/users/958980
https://www.twi...
Info about location
ah nvm
well me and caracal are trying to figure out why our landscape edits reset in our new locations
huh i wonder if yo uneed to do gen overlay placement data in galaxy tab to get your overlay to spawn
it appears the landscape is saved after editing, however it does not appear like that ingame
It’d probably have to get a completely new VA
How do we actually build the mod into a usable archive?
I also noticed some very odd stuff when moving objects in the cell
You're making a spawnable POI?
objects get stuck and can not be moved further than an invisible wall
isn't there a "publish" button or similar in the "File" menu?
there is a No Reset flag on the worldspace
a random one, yes, not a single one
seems it's called "Create Archive" in the File menu, assuming that's what you're looking for
you mean never resets under location right? but wouldnt that stop everything from resetting, items, npcs?
if you mean in the location, when you created it you had to set the size for it using the grid knobs. Say a 3 x 6 area. You can't place stuff outside this area
Saw that, but It looked like it was just packing up the model files?
Or maybe that's just part of it
press B and you can load up the border of your location
you cant build beyond the red squares
thanks that explains it
tbh, I'm not sure. You maybe right. Though even the Mantis location resets so...
Do you need to extract the terrain data from the Ba2s to make a location?
yes terrain01.bsa
can you increase the landscape cut after creating it?
you can't I don't think, you need to make a new one?
its not recommended to make one bigger than 6 x 6
Where do they need to be for Creation Kit to see them? Just the Data folder? Can they be in a folder?
yeah just extract to textures/data or wherever BAE says
that would be only 600m?
6 by 6 cells
1 cell appears to be 100m I think
then yeah maybe, not sure
I got the House building mod and have ethe Luxery Villa and Luxery dream home. I think I'ma build an Estate like Base and have a lot of the NPC players there.
Is there a mod on Bethesda.NET that allows you to unlock all ship parts? I can do it via the console commands on PC by adding the keywords but ive tried to create my own mod and script but it doesnt have seemed to work lol.
I was wanting it to unlock ALL parts included the M class then i was going to modify the Pilot perk so it allows you to set the home ship of class M ships.
yeah, i'm probably gonna give up on it for now, i've been teleporting around the planet for an hour and no sign of my poi
ill let you know if i can figure it out, but ill be gone after today, so if you figure it out please dm me lol
will do!
Does anyone know how to import new animations into the game? And how to modify the .af and the .afx files( the new animation files’ format)
you might have to extract the terrain to get it to change, https://www.nexusmods.com/starfield/mods/9586?tab=description this mod has it extracted. i asked in the posts how they got new poi's to spawn
i have terrain01.bsa extracted, perhaps i need the rest
not yet
this just got added tho massive mod. im so happy 🤣
rip it will probably never happen since matteo isn't that popular of a character.
Can i use blender to do modeling and import it to Creation kit? I want to make ship and modules with animation.. Is it possible?
I don't think this adds any new POIs
it does, the description says they had to add new ones for worlds without atmosphere
i'm just checking it in creation kit and there are new ones
He’s a nice guy, sure, just not very interesting
Alright I think I understand the new stuff. Guess I'll start with the minor annoyances. Like the lack a mission boards in Gragarin or The Den Station
Anyone see a Freestar Ranger duster mod for console yet?
Hi guys, hoping y'all modders can help - first time using CK and I'm having trouble with recording audio for dialogue. I get to the NPC response window, type in the text, and whether I do robo voice or hit record, the .wav file gets generated in the correct folder which seems correct. But after recording, the table shows that the duration is 0:00 and double clicking doesn't play a preview. And when I test the mod in-game, my audio doesn't play, even though the wav file exists in the folder and I can play it back in windows. Anyone else run into this?
how do i delete cloud storge for xbox 1 starfield?
Only the modeling works. There’s no method to put new animation into the game right now. No one knows how to modify the new .af file.
I think there are several cheat rooms you can get it from, and the Bethesda creation The Vulture as a recoloured light grey version of it without FR insignia
Has anyone gotten the 3ds Max plugin working properly?
hover over the starfield game and click the 3 line buttons (start button) > manage games & add-ons > saved data > your gamertag (not reserved space) > delete from console NOT everywhere
wait i read that wrong, click everywhere if you wanna delete cloud 😂
i did that i still got ghost space for cloud game pass version stream version
Well damn. I followed a tutorial on making your own weapon in F4 and replicating in the Starfield CK, and it worked. THe only thing that did NOT, was changing the sound of the gun (from the stock XM2311 to magshot, as a test). No sound at all. Is there something I missed, or does changing the sound involve more than changing the sound keyword?
hmm that usually does it although im not sure about the streaming version side of it
possibly slightly stupid question, anyone know how I can sign out from Creations in Starfield (Steam)? Logged in to the wrong account, cannot find any logout button :/
how about visit the beth.net and unlink steam account?
If i wanted to add Keyword 001453b2 to NPC ID 0005C81D what would be the best way to go about it using scripts?
Is there a starfield modding-specific discord that everyone is moving to? More specifically for animation modding
A surprising amount of Star Wars mods in just the past few days, I wonder when we're gonna get other Sci-Fi properties: ie Star Trek, Stargate, Firefly
I've forgotten how to test mods
I was not able to figure out how to make the terrain modifications work, also the landing marker appears to not always work, sometimes the ship lands several hundred meters above
Anyone know of a mod that when you take a dead npcs armor it actually shows it gone in the overworld as well? Like what's Skyrim and Fallout had?
So I'm seeing some mods on the website I go and library and bookmark it than when I go into creations on my Xbox that specific mod isn't there right now it's the flags for the outpost that isn't showing ip
Hey folks. I did it. I actually made my first mod!
Strip any equipped armor or clothes from your fallen foes! Or simply loot-all with 1 button. Steal items from knocked-out targets instead of pick-pocketing and waking them up! https://creations.bethesda.net/en/starfield/details/0326e696-40d4-4fe5-981a-2e0050c6e548/Shade__39_s_Immersive_Looting
Congrats! That's awesome!
Noice, would you be interested in making an Endgame Ironman armor mod perhaps 😏
Thank you! Unfortunately I have tried that one and it is completely the opposite lol the way it strips the npcs is very UNimmersive 😂
@hollow steeple @dapper galleon thank you both! I made the "Experimental Bridger! An automatic grenade launcher. I wanted to make POI's at first, but i need to take smaller steps. So I keep on making a couple of weapons first and wait until the first tutorials for POI's come in
Anyone found anything related to spawning in the "flyable" ship yet?
Fancy lending me a quick hand with mine lol, should’ve just been a simple script but can’t get it to work hahaha😂
You know what could be a cool mod I don't think anyone's done in Starfeild...
Fireworks that you can set up and.have them on timers for Epic camera shots
i cannot get ahsokas face build correct 😭
I still cannot wait for lightsabers
Dartgmauks double saber, I really want more Sith style cloaks and armor too
I have no clue about scripting yet. 😮 All I did was dublicate it, set it to automatic, put the dps to 30 and turned off the bolt action thingy 😅
That is a very cool idea! Wish I could make stuff like this
Immersive Lightsabers have quite a few sith options
Just waiting for someone to port it
The other day I spent a few hours trying to time the hornets best shots and the camera mode with a specific pose to recreate the tiny stark pose
Is there an official way to save as esm through creation kit?
I'm also waiting on the Halo Armkr to make it's way over, the guy who made the mkd on Nexus is going to transfer them over but at the moment he is busy, so I must simply wait... But there is plenty of other mods that have been dropping each day that have been catching my eye
Also someone should make Luxery ship parts
When I went to upload my mod it forced it as an esm, removed the ESP and then I had to make changes to the ESM instead after I finished testing
I figured it out. Its in "File" > "Convert Active File to..."
Um, probably a stupid noob question.. but when I created a NPC and want to add dialogue, in the "Scenes" tab I create new actor to my Alias, but in the box there is no "Start Greeting" like in FO4 CK. Am I blind or is it kinda buggy? 😅
its literally at the top
someone should definitely change the random scanner bounty persuade dialogue to the "I can bring you in warm... Or I can bring you in cold.." line
where player dialogue flag is at
So hows starfeild modding work i dont have anything installed ant its saying that 23.57MB is being used by something on the load order screen so is there forced CC and what ones are they?
OMG. Didn't notice that.. Thanks man! 😅
npcRef.AddKeyword(keywordhere)
So it would literally just be?
Function AddNPCKeywords()
0005C81D.AddKeyword(001453b2)
EndFunction
background traits also, like if youre going through some pain or something you gain a boost of strength etc
That would be awesome
No, although you could make a wrapper like that but it would be uneccessary in this case, also you cant call functions on form IDs, iit has to be a Form or in the case of AddKeyword, the reference(game world version of the form) of the NPC
Ahh right, for what I’m trying to accomplish can be done easily using console commands but with trying to make it into a mod I can port to Xbox is abit of a pain since everything I’ve tried looking into for CK didn’t align with what I was wanting to do.
If I was to make my own Technician / vendor that only sold M class parts, would that be the best way to go about it do you recon?
Let's use the player as an example and assume a quest was made because it's the easier for example purposes:
`Actor property PlayeRef auto (player's reference)
Keyword property someKeyword auto
Event OnQuestStarted()
PlayerRef.AddKeyword(someKeyword)
EndEvent`
And if I wanted to add my own custom ini with the mod eg ShipPartsUnlocked.ini
Would I just be able to put that along side my ESP, main.ba2 file and when I upload the mod it’ll automatically do the ini so I can add stuff like increase the max ship size, building tolerance etc?
As for your next question, no idea
Ahh no problem haha thanks anyway. I was taking a look at the vendors and saw they had a list of basic parts they sold so was maybe thinking I could’ve made my own as a “unique” vendor that only sold M class
So hows starfeild modding work i dont have anything installed ant its saying that 23.57MB is being used by something on the load order screen so is there forced CC and what ones are they?
No idea
M class ship vendor mod for Xbox would be great.
Ive got it on my xbox save file by transfering to PC but it clears after every NG+ so needs to be redone so thought id i could make it into a mod and edit the piloting skill so you can then set class M ships as your home ship then itd be awesome. But the only trouble ive been having is with getting the script to work. But as Evangela mentioned above, i cant call functions on form IDS
Okey, have a recommendation which mods I can’t miss (Xbox Series X)
I would like to generate a few mods, how do I have to approach this, or is there a modder here who takes care of the wishes?
Some spaceships from different „universes“ (Perry Rhodan / StarTrek / Enterprise / Star Wars) would prefer so that the size ratio fits.
In addition, I would also like peoples of other worlds (Star Wars / Perry Rhodan) and more cities
I believe you misunderstand. Not being able to do that doesnt mean it's not possible to add keywords to references. All you need is the reference to the NPC you're trying to add the keyword too and bam, it's added
i want vader's armor lol, i'm in the universe where theres two of me i wanna turn the second me into darth vader
Nvm I think it’s a bug
??
Hey all, I have a question related to the Starfield Extended - Rolling Deep (Ship Command Rebalance) mod by Gambit77. In order to expand the crew slots you need to enable/reenable the Ship Command perk (if you are, like me, at level 4 already) to activate the new crew slot caps. The mod description details how to do via console commands on PC. Does anyone know if there's a way to adjust perk levels on Xbox (potentially via a different mod)? Thanks!
is anyone making a mod that makes missiles brighter like star trek torpetos
i cant wait for someone to make a flagship mod or mods
🤣🤣
Would be interesting if someone made a background trait that was influenced by water. Say you’re an alien species that can only heal through liquid. So all liquids in game would give you healing and a buff but all food would give you something negative.
I’ve only done ng +2 I really didn’t find the powers and everything all that special, I’ve been more ship building and exploring than anything.
What's a good tutorial/guide for setting up leveled list injector scripts? It's time for me to get with the times and learn how to do it through scripting... I want to add some of the new gear from the Trackers Alliance update to general loot lists and replace the quest rewards with unique versions
this makes me want a Mass Effect version now
How do you make custom materials for meshes?
The Material Editor
Well ive just located the New Atlantis technician and adding in the key words manually. If it all works and the M class ship parts show up ill upload it to xbox for you to download if youd like then i can work on the other technicians overtime
oh that would be great
That would be outstanding !
Think you guys so much for pouring in most of the Star Wars mods on Xbox I’m having so much fun please keep adding
No problem, im just about half way done. 40 more key words to add, a few changes to the piloting skill and if all goes well in the next hour or so ill drop you a link
Anybody have an infinite pack boost mod for Xbox?
Thank you it’s greatly appreciated !
The create material option is greyed out
It's unpacked
Can't wait to have a lightsaber mod on console
The boba fett 1313 mod is so cool but wish it was an outfit too and not just armor
It says I need to add [Materials]
bUseCompiledDB=0
Yippe earth restored was added
I added it to a new CreationKitCustom.ini file and now it seems to have removed all the material parameters from the editr.
Update: I give up
It looks like it doesn't matter the material files are easily readable.
Used a few mods and made my home with its own ship drop and a huge pathway so when I build big ships it's not clipping into my home
Wut mods for the house and pathways
Ever wanted to build the lovely Dream Home or Vlad's Villa on any planet? Well, now you can!
This mod includes about 30 or so Luxury Player Homes!
You can also build a castle! Complete with walls, gates, towers. Alongside these, many themed buildings that are visually stunning, so you can build your own kingdom and transport yours...
If you aren't planning on editing materials then you can set that value to 1 instead and the CK will use what's in the BA2 files.
There's more then just medieval buildings? :0
Imagine if it was an outfit, you could where the clothing underneath the Book of Boba Fett Armor, it would be AMAZING
Yea 2 versions of the dream house and Luxery penthouse
Loving all the star wars mods getting added 😮
Hi when i'm reloading my mod in CK there is an error in red saying :
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'.
The problem is the exact file i have that don't work in my mod when i save file to small.esm CK creat a duplicate but the game seams to don't find it so the modification never make it to the player.
https://cdn.discordapp.com/attachments/1149031917111492608/1250238720905576458/image.png?ex=666adfcb&is=66698e4b&hm=fa185ee2b4813aecd1d216cddb7ec368e1ce4e1c0e0a83e35334f15c62bc269c&
I still can't create new materials after adding to the ini file.
Am I missing something?
Make a copy of a file then edit the copy
Don't know if it can help you be take a look https://www.youtube.com/watch?v=6lQRXFygnl8
This video will be covering using texture sets which saves on mod size and is far more of an efficient method for texturing some items in the kit. I cover a method for finding the texture paths that you need to use in your mods and I recommend you check out the links below for the tools you're going to need.
-----------------------------------...
This man is a CK legend
It was intended to me ?
my hair clips though helmet using the alien player mod anyone have same problem
Get a haircut 
that cost money
Yes, 500 credits
Need halo mods 😩
Howdy! Is there Any mod to unlock all starborn Powers maxed out?
need a landable halo ring that has the flood in it like heatleaches
no but theres some makes it easyer to get
1000 creation points 
Oh?
It cost 500 in game credits to change appearance
you might have wait a while or make it your self
@fluid carbon the problem is the duplicate is already at his intended value, and the game seams to load the vanilla files instead
Sure, here you go:
https://creations.bethesda.net/en/starfield/details/8bdb736f-83c8-4ff2-993a-9d07b217c78a/Infinite_Boost_Pack
I will Wait Thank you 🙂
@hybrid rampart I'm using a custom mesh I don't think textureset would apply here. I'm familiar with modding Bethesdas games I'm just trying to figure out the new tools and changes with Starfield.
cheap
Very
Oh ok i didn't know it was a new tool
I think Fallout 4 was much more simple.
So maybe try to add the [Materials] bUseCompiledDB=0 in the creationkit.ini instead of the creationkitcustom.ini
I tried that aswell same result.
F
This is a completely different engine than Fallout, so it's gonna be difficult
It's Creation Engine 2 so yeah we have some new tools to understand and learn
Yea I definitely see frustrations, I have patience to an extent
Lot's of ppl think tools will be 100% good like 48h after the CK2 release xD
a good year and half or more
Yep these take times
3 tops
One thing that as always seemed odd to me. They say these are the same exact tools they use, but it takes them along time to release them and they are usually broken in some way.
It's a prime example for those who started modding after Skyrim SE was released, it took a hot minute to get control of it.
its like trying make a 3d snow man be in one place
The same creation engine but it has new tools and new tech so Creation kit needed more adaptation
It's good to know that dev don't use Creation Kit, this is exclusively for us
I'm planning on trying my hand tomorrow and even screenshots i've seen of it are intimidating lol
They've made it know that it's the same tool that they use. In the update for the release they say that it's the one they use.
known*
the CK we get is the same CK they use
so my sources are not good
they jsut start from nothing unlike moders
The devs wouldn't be using a broken tool to make the game. If there was a major bug with it a tools programmer would fix it. Which makes it strange that the Creation Kit / Construction Sets got so few updates.
Thank you!!
Looks like a different tools in some way, but i may be wrong
yeah they jsut don't refer to it as CK2, but it's the same, there's even support either from skyrim or for the next ES game already in it. (bows and some other itmes)
i hope someone makes missle have aura glow so it feel a bit more like battleship in star
wars
Bethesda use the engine, we use a less powerfull tools for modding
All the star wars. Where are the halo ports
Where's the mass effect aliens and Normandy
a buyable halo 1 ship from the game when they left earth will be nice
wheres the vecicles at
Those are coming with the dlc probably
Where's my warthog john
Wheres my space Lamborghini
wheres the space nuke from steelaris
Wheres the op warp drive that attaches to the window slot of habs to make it super small and let us make tiny ships!!
Why do spme of these mods auto sort to the freakin bottom John Starfield!! I dont want them there i want them where they belong
its the same for me to and i cant figure out how to clear cloud space so i get ghost space
Cant you clear your reserved space the same way as always? Go to saves and delete it from there
if we can fight with fist can we mod the game to bed dragonball gt
tom: "creation kit is exactly the same tool we use to make the game"
tim: nods
https://youtu.be/UiN5PDu400s?t=185
Official mod support via Creations; new bounty hunting features and quests; and improvements to melee weapons are the highlights of Starfield's June Update. The June Update is now available to download on Xbox Series X|S and PC. Explore the June Update and Creations further in this deep dive video featuring members of Bethesda Game Studios and s...
That means BGS made Skyrim with a Masterfile bug everytime they opened it xDDDD
Yeah the CK has always been the games tool kit. They just lock you out of making engine changes. The rest is still there
I think part of the delay for Creation Kit releases is stripping out anything from their next game as they start pre-production when one dev ends.
nope, there's already stuff that's ES use only like Bows
Well they can't take that stuff out but anything overt that could give specific info.
Can some one please make all these workbench mods compatible with Workbench Filter Framework? Im tired of scrolling just to find that one part I need to craft
and more
Bows is not to hide this is literally not compromising data xD
Where are my space Bows TODD!!
when ES6 gets released, they will release a CK for that just like they did with fallout 4
Why don't u use StarUI ?
When you bring StarUi to xbox i will use it
if thers bow i want long rang targes
Because I payed 500 buckaroos for this console Im gonna mod fallout skyrim and starfield on it
ops long rang target system
Make crossbow for starfield 😉
No. Proper bow
Composit bow
Crossbows suck. Normal bow gang
smart bow with gps
Crossbow win all point in Bow VS crossbow ...
The whistle arrow from guardians of the galaxy
Somone port all those weapon mods from Fallout 4 to starfield
a robot that you can ride that use bow like an old vbA game called superrobot something
I wanna get thrown an AK5C from the blue bird unique in starfield
you're pretty demanding lol
Im joking
I do wanna see more other space game armors and weapons get brought over instead of just star wars. And why hasnt machoterrormorphs been made yet?
Well i'm starting to turn around
Every now and then, I get a little bit lonely
And you're never coming 'round
I believe Dead Space is on there already
Anyone can help me finding why these files don't want to work properly ? xD as stated here #starfield-mods message
Just an armor thats got a brokwn helmet
That starwars alien mod tho really makes this space game feel more like a space game
I'm gonna wait for the immersive lightsabers mod to come out before I download the other Star Wars mods
Lol yeah I get it.
i want a mod when i kill someone it actually drop what he wear and when you remove his suit it actually remove it not duplicate magically 
i know some already exist but it was before CK
One has you strip them with a press of a button
to bad if you take all they have and strip them do you get 2 sets of armor
more money
No. Unless they spawned an extra set already
Just take it like a raider carrying an extra piece of gear they were not using
I luke it cuz if i want the srmor i strip them and if i dont i dont need to bother making them naked. It even comes with environmental effects
is there a map for ship when flying to command ai to fight yoyr foes
I figured out the material thing. I hadn't extracted the shader, materials, scripts etc into the data folder.
Can’t wait for the halo mods !
sometimes it's that simple 
I have a quest mod I just can't get to start, Do all the aliases need to fill before the 1st objective can be displayed ?
I was able to make my material but now Starfield crashes on startup. 
Note to others if you extract all the materials into the data folder with bInvalidateOlderFiles=1 on it will crash Starfield.
Good to know thx
I does also mean people could run into crashes if they have mods with lots of materials.
Atleast that aren't in archives.
That's an interesting idea. If no one else gets to it, I'll see what I can come up with.
Are ppl really paying to add Frame type to SF photo mod ? xD
thank you for the jetpack mod 🙏🏽🙏🏽 i was bored of it running out
Can't wait to play the port of Morrowind to Starfield.😂
When I try to undo something in the Kit, sometimes it doesn't undo stuff. Is anyone else having this issue?
I think it's a common issue in CK, but i may be wrong
hmm ight
Yeah, save often and close without saving if you do something unintentional.
Otherwise you're likely to end up "touching" various things and slightly modifying them, even if it doesn't seem like it, and this can create mod conflicts or other issues.
ight
You forgot give an offering to Lord Sheogorath.
Im legit annoyed about how these mods sort themselves.
Why should I care how large the file size is. If its a clothing mod it goes where the freaking clothing goes why is it putting itself at the top!!
I cant even order my load order cuz everything is forced either in the middle, top or bottom. I cant make sure the things i want overwritten get overwritten because of this new bs
because BGS think it's better to make modding "easier" and easy in BGS language is = pain
I cant even put the patch above the clothing mods because bethesda wants to f me over and force it in the middle.
Ive given up. If my game breaks it breaks ill just download whatever i feel like and if it breaks my game it breaks my game
Im not even gonna bother sorting anything anymore
I cant move shiz where it belongs anyway so why try
On top of the fact that Latest doesnt actually show the latest mods anymore and has given up
Starfield London mod when
Ayyy, i have just released my first starfield mod for Xbox & PC on bethesdaNET 😉
If anyone would like to give it a go here is the link
https://creations.bethesda.net/en/starfield/details/9afffcd8-350f-452e-bbd8-2cb7917e0702/M_Class_Unlocked
Do you take request?
And I see your mod and downloaded
niceee im downloading it On xbox
Not really at the moment, im still getting used to the CK and mainly scripting. Next mod im going to give a go at creating will be removing the build limit, robot limit and turrets limit
Let me know if you get any problems
So anyone else notice that Latest doesnt update properly anymore?
wdym?
On xbox. When in the creations menu. Go to latest. It shows almost nothing new. The latest mod there is from two days ago when there been new armors, star wars atuff, etc that got ported since then snd nothings showing in latest where you would think it would be.
@wraith scarab
I’m trying to get someone to make simeon Bankowski romanceable and for voice lines when flirted with hes in a movie about love and in a voice actor in other projects so whoever makes it could edit those into it and make it sound like it’s in the game and not whatever it came from
Hmm, compared to 2 days ago for me theres loads of mods now on there
Ahh, nah itll be awhile off before i start touching companions and custom dialogue etc
Yeah im not seeing them. I can see them when visiting katest on the website. But not in game
I don’t know who in this servers that’s a modded has done any companion stuff
thats why I find my mods on beth net and then go download them from my bookmarked section, The menu has alwasy been janky so
Can't wait to see a lightsaber mod ported over the Xbox 😁
I cant wait for star wars weapon mods in general
Yeah vut i kinda rely on it to find new mods since the darn things called latest
I’m looking forward to the most is if/when people starting creating/porting brand new hand build poi’s and dungeons. Enemy variety.
I hope this will be useful to someone
good luck
https://steamcommunity.com/sharedfiles/filedetails/?id=3266682879
The latest mods are usually still at the very front of the category/categories they are in.
Guys don’t download starfield billboard’s and posters it will crash your game idk who made it but fix it
Yeah thats how i been finding out that it isnt synced anymore
heya, i saw a mod that enable the crafting of different quality of weapons/armors, is there any mod that allow you to upgrade to rare/legendary and stuff?
Mine stopped working like day after creation kit was released
Anyone here is having this issue with the textures of the outfit mods that got ported recently?
Idk the name of the author
Zone something
Anyone know who made it?
I saw that with a mandalorian armor mod just earlier when i put it on a mannequin. when i tried to taje it off it crashed my game, but restarting it seemed to fic the problem so idk
hey guys, Im starting the game for the first time. Should I bother installing the community patch (or any other mod) or just play fresh?
you could install it, it will just fix general bugs, not alter the overhaul experience
For achievement purposes no mod. If you honestly don’t care about vanilla game for achievements then mods will definitely add some variety and fun

oh yeah forgot about achievement
oh even if I install with the creation part they added?
Would anyone recommend buying the TGs Luxury homes mod?
hmm, will try without mods then, thanks for the help! 😄
They’re really nice in my opinion.
Ive had my eye on it for the past few days but just not sure if itll be worth the credits haha. Have you made any nice outposts with it so far?
Not yet because I’ve been testing too many mods. I did place down a few of them to check the designs out and everything. They seemed very top notch and made well.
I might get them
Ahh alright, thanks
The mod author posts in here as well.
Ah yeah, i wonder what theyll come out with next
Gunna take a look at CK and see if i can expand the outpost building area and limits
Is anyone’s audio on Xbox not working
I was able to launch it in Wwise 2021.1.14 as well. Wonder if it matters
Omg someone .ust have seeny comment cus I wake up from a.nap check the Starfield mods, and the first thing I see is Aith Lord Clothing .... Yeeeeesssss
Just tried your mod.
Love some class M stuff. You also got starborn ships and parts for a space station in the mix.
^ I agreed
I figured that starstations coming soon kinda hard to make a star station with ship tech.
I get your new to mod creation so good job. Keeping working on it
Is a creation, a pistol, I keep forgetting the name, any way if you have it, disable and see if fix the audio issue.
Enforcer
Thanks
Tbh thats already built into the game, all i did was set ShipBuilderAllowLargeModules to 2.00 as if it was set to 1.00 through CK it didnt work. Ill need to push an update shortly to increase the uSpaceshipBuilerModuleHardLimit from 130 to something a little bit higher.
I was just taking a look at outpost limits and found a few already such as turrets, robots and a couple others but then got to thinking about adding in more reactors, grav drives, shields etc etc and see if i can increase that limit but just gotta see if i can find anything in the files for it as i dont know exactly what im searching for so going through it 1 by 1 to see if there is something that can resemble what im looking for.
I had it on my PC and made a ridiculous ship build with like 50 turrets, fuel, reactors etc etc but that was through the Cheat Engine mod so hoping there is something in the CK i can use to make that happen for xbox users (i play on xbox 😛 😂)
No problem 🙂
try
Shut down the console by pressing and holding the Power button.
Release the Power button once the console turns off.
Unplug the Power Cable.
Wait at least 5 minutes.
Plug the Power Cable in.
Press the Power button to turn the console back on.
Heck if there is a nice OP way to infinite power on ship. No limits on shield, engines, weapons, and reactors. I'm for it.
Ill load up my vanilla save it was on and show you what it was like. Since i modified the Pilot level 4 perk i should be able to set it back to my home ship which is the main reason i wanted this working because when i did the Crimson quest line and had to "escape from a certain place" i had to use the ship which replaced my home ship meaning i couldnt set the M-Class ship as my main without swapping back to PC
Is it too much to ask for a mod where you can fly through space without a ship and shoot lasers out of your hands like green lantern?
Ok
Over in the starfield chat got @nocturne river showing off his class M ship on PC for months
I got a vague idea
The amount of radio mods/podcasts is amazing!
Now xbox can enjoy M-Class without a PC 😉
Fun part is I figure that op ships powers given people ideas...please....
Otherwise still a good class M mod with hinting of star stations soon lol
Ignore the soldering iron to the right lmao
focuses solely on the soldering iron now
lol
Hallo everyone! 🙂
Just curious. I wonder if we need a patch or Loot mod for or LO on Xbox since the LO sort it self all the time, to places in the LO that dosent make sense. I have been playing Skyrim and Fallout for many years and know how to make a LO, but now i have 61 mods on my Starfield on xbox series x. and all my mods orginaise them self, mods going places in my LO they should not. I am just curious, and wondering why this is happening?
Majority of the mods are automatically uploaded as .esm so until thats sorted, something we are going to have to deal with
I just play around with Frontier improvements. Lol
Ok. Thanks for letting me know 🙂
why cant i add a script to a refrence alias
in custom quest
i have my location refrence
i want to add defaultaliasonopen
Would like to see a mod that changes the Freestar Collective from a cowboy caricature to something more grounded and believable. Also an Akila overhaul to make it more like the concept art with snow and all:
There's already the concept version as a mod
Oh wow lol
Also
https://media.discordapp.net/attachments/1237505963037298748/1250635651586719754/rn_image_picker_lib_temp_849fdfcf-947c-45b8-b802-304ae5fa3cf0.jpg?ex=666ba8b7&is=666a5737&hm=1cbe865f852d33ca86151360e0b74862a73b7d72dc30375933f24fdd1b85dc13&
https://media.discordapp.net/attachments/1237505963037298748/1250635650915368980/rn_image_picker_lib_temp_968cefcc-2b1b-4ceb-8f92-509b50fc9165.jpg?ex=666ba8b6&is=666a5736&hm=35e1fc2f1b9f70e27393ddbb67fed444c065d26e8b085b703fba26bb99fed40c&
That's the engine 💀
Build a ship into the engine lol
Got a billion credit to spare?
I only have 122k
anyone know a fix everytime i view an object it turns dark 😦 ?
does anyone know how to batch edit objects?
you need that plus all the plugins that WWise has to offer
Yeah T_T I'm thinking we need to build the soundbanks in order to see our wwise events in CK.
Which requires licenses to the plug-ins that you can install (installing is free and resolves the error messages when booting up the project)
Hit the A key. It turns on teh lights.
FYI - If your graphics card is not up to snuff, they will stay black even with the lights on.
is rx 6800xt bad?
imma sound nuts for saying this
but i want to make a custom module for a custom company that specalizes in class M or above ships
No clue. My computer is 7 years old. It's all black for me without cubemaps enabled. 
It's why what I have released is so small.
screw it, we goin to N class ships, time to make M class seem like an A class compared to a C class
At that rate won't even need a grav drive when you going Mach Jesus with the engines alone
we gonna make a capital ship so big that new atlantis' spaceport fears it landing more than the terrormorph attacks
just bakes the whole city while landing lol
I gotta ask do the m class Habs come fully decorated or is it just a building block
i think the problem with developing stuff like this is that size issue though, you need it to stay in orbit and how do you code it in such a way you can pilot it but you cant land it
i honestly think they might be building blocks, i mean to be fair the viginance is massive but the interior is tiny
and for the building blocks for the exterior to be called "living quarters hab" by the game tells me that its just a building block
this ship so big the engine out burns the star its orbiting
i wish we had custom m class interiors
Do I buy a ship and slap one on so I don't mess up my dreadnought or cry about it later hmmmm
if you got money to burn
Got a elite controller paddle smashing sim to get the credits lol
you need to create custom events as well
lol
ngl i wanna make a floating city
not a cruseliner, a floating city, like the docking bays have service techs
parks, apartments, etc
Hoping to see a Jedi Temple at some point
Now that I'm not that creative lol
As you can tell lmfao (yes I know my engine is disconnected)
me: makes giant flying city
new atlantis: what kind of ship is that
me: your new home
me 3 seconds after paying them to be one of the 9000000 crew onboard: stonks
so i took some inspiration from the phalinx and used an aries bridge and upsized it to the point every hab unit for demos is used. twice.
and the funny part
it works
I looked at a Galileo and I thought hm needs to be bigger and ended up with that abomination
rn im working to see if i can use that cabot 4 bridge in my next build
Would love to see the end result
its such a weird design so it doesnt want to play nice
Since I have 0 creativity since my ocd kicks in and I must have every type of hab
same
the issue with me is, i dont build outposts and develop them at all
my ship IS my outpost so i want it to look great
i aint gonna be that guy who flys in a dorito chip or a cube
I did before I hit ng+ now ain't nobody got time for that just wish I could save the design of my ship so I don't need to look at a photo to try and make it work
and im very particular to having all the amenities of home put into my ship, ive even gone so far to get empty 3 by 3 cargo hall thats empty and built an entire lounge and office in there just for me
and i really want office parts to accept contracts for vanguard, TMD, constilation, the TA, etc
i am the definition of i dont let the grass grow under my feat
i land, get what i need done get back in orbit and just sit there
and frankly there isnt any reason to built outposts, you can mine stuff in caves, workbenches are a thing in both outposts and ships and you cant get vendors in outposts so its not like you can buy or sell stuff, and your cargohold often has more storage than your entire outpost combined
manufacturing is literally just industrial workbenches but automated
Yup! I think I have everything set up with my own sound objects and custom wwise events. All packaged neatly in work units. But seemingly stuck with the generating soundbanks problem
Don't forget the roombas
i wish we could place those in our ships
it would make sense
When you accidentally bump into a table and everything 2 decks down gets knocked off your shelves so you decide to mag dump the whole ship
me: bumps shelf
Shelf: yeets itself and everything on it
me: looks like its off to the scrap yard with you jimbo
Like the player homes in that skyrim dlc because your wife decided she wanted to sit down and have a piece of bread
look im all for making it look like someone uses stuff in the ship but come on, your naturally gonna secure your food and items while landing bc its bumpy af
All fun and games until you die from a platter traveling at Mach Jesus into the dragonborn
To anyone using M-Class unlock on Xbox, update has just been pushed to remove the Pilot Skill is too low (v1.05)
Whats the shape difference between that curvy body shape and normal body shape with all those armor ports
Cuz i dont see a body mod yet so thats why im confused
thats a mod on xbox now!?!?
Yes and I'm so ready ti crash my game by trying to dock my satellite at the key
Yeah, i uploaded it but now ive broken something else fixing and fix 😂
Before you couldnt set a M-Class home ship, thats been fixed. Now i cant drive the thing 😂
might i get a favor from you
Wait so don't make a m class?
🤣🤣🤣
can you set it up that the ship is built in space and doesnt land because lets be honest, landing a rig that big on a pad that small aint happenin
You can make it. You just cant pilot it
I mean it happens but you get weird clipping
id say you should just do it like i said
But ive just broken something with this update ive just pushed, now i gotta fix it again haha
make it just like a orbital station that you can move
is it under the ships catagory
So are the engines and reactor and stuff still good?
M class reactor on your normal dinky ship
m class reactor on your A class ship
There is a little work around and thats to set a course to somewhere else and itll let you fly it
are there interiors to the M class habs?
Its probably because M class has no take off animations
bethesda didnt think you would try to use an M class on a landing pad smh, yk they gotta train the pilots somehow
Nah, so for my ship, i build the design of it using M parts and then used the other habs to make a ship inside the ship if that makes sense haha. depending on your placement there is clipping issues
maybe you should get together with some interior designers and make interior cells for them
So M parts are a shell
a shell we can fill
oooh this gives so many options :)))
This is early days. Im sure buildable space stations [with interiors] are probably a month away
mobile constilation lodges faction offices, massive captains quarters with functional terminals
ooooooooooh i cant wait for people to start really letting the creativity unleash
Yup
but you can still put turrets etc on the shell. If you see the video i posted above you can see what my ship looks like
they should make a tall hab to connect them all and its just a big stairwell with each connection point being a door
Imagine moving the spawngate to the lodge into a hab in your ship so you can just teleport there from the ship any time
nah just build the entire lodge into your ship with a sunroof to look into space with
it would actually fit rlly well as a top now that i think about it
I just need one more Star Wars mod and I'll be pleased. Lightsabers
Even tho i dont like star wars. I gotta say the new "races" being added are great
wait till a truely good one with animations comes along
i just want a dreadnaught cannon
There is a mod that gives you the virboblade
Or whatever its called. The black light blade
Mod is working perfectly on PC but just having issues with xbox... Of course 
You know what I really want for a mod.....
what

yk i dont think ive seen but 3 children in all of starfield
waste of ammo for only 3
Star Wars Melee Weapon Replacer
Wasn't sure you seen these.
I'm think myself... I'm going need break into legacy 100x
space 1999 ships, bases, etc. would fit right in.
I remember the mod on fo3 I think with camp searchlight unless it was NV I can't remember but yeah no more kids there
Yeah it was fo3
Slight issues but nothing to go nutz on
Went around with a ripper and well no child was spared then murdered the tree
Still trying to figure out how I'm gunna fit the engines even the tiny ones without changing much of my ship
That and the cost lol
I got the cost down lol it's the ocd in me that is killing me since the reactor I want is 2 levels and the grav drive 1 level and the engines don't take up 2 levels like my old ones 😭😭😭
Then have a Notice ship too heavy add engine or remove the mass
I will cross that bridge when I am able to design my oversized block 🤣🤣🤣
🔥👌
So Thomas the Tank engine when?
when you turn from 2 to 4 to 6 to 8
Terramorphs?
I need the theme when it roars 🤣🤣🤣
Thomas isn't for children. Have you seen it? It's a horror show.
Mod name?
This one
Star wars armor pack
this is a mod i also want to see on xbox but to do it it needs a lot of work to be finished so it can be feasable https://www.nexusmods.com/starfield/mods/6099
Damn I just realized I can't use weapons with the m class reactors
what about turrets?
Negative I'm using a darkstar and inquisitor parts which are either c class or a class
hmm typically higher tier parts are still backwards compatable
even the vigilance has only base game turrets for defence (it has a custom shield tho)
haha guns too powerful for reactor
ykw
imma wait for someone to make an iowa class battleship turret for the M class ships
replace it
@wraith scarab
I guess m is a and c is m
we angy, mod no worky
wym?
M reactor
Ive pushed another update a fair few mins ago to fix issues and its working for me on both PC and xbox fine
alr so reload the game
I did the pilot fix update
v2?
Yes
so... when you gonna do interiors for the modules..?
What issues are you getting?
All m reactors register as a
For anyone using M-Class reactors, that fixes any pilot related message errors
Not too sure, i know DarkStar is a mod on its own. All my mod is sets the value for LargeModules to 1 (true) plus a few other things but shouldnt mess with stuff like that
I removed it about 10 minutes ago giving time of the update
darkstar doesnt touch M class parts
so it shouldnt be touching ur mod
It has its own parts
yea
I know
Darkstar is a ship with its own parts
So if DarkStar is having issues then it shouldnt be related to M-Class Unlocked
so m class interiors when?
It's not dark star I removed all of it
I'm saying darkstar powers m class
The m class register as class a on my end
so im just fiddling around searching for stuff there's an option for Ship Fueling?!
probably wont be any point if bethesda release a DLC related to those parts plus all i did was just enable whats already in the vanilla game
too bad, make it happen
Hey don't rush the guy
Anyway, its 5am and im off to bed 😂 thats enough fixes for tonight then imma look at removing restrictions tomorrow
well, in a few hours when i wake up
Yeah, they talked about how in development it was a thing they disabled but they expected somebody would reenable it.
So my game is being weird I guess so b class takes c class m takes a and c takes m
lol alr, btw i might have some solutions for some problems if you want
Get all the sleep you can get
you COULD make a new class by copying what bethesda did and registering those parts to that new class
See if uninstalling the mod, rebooting the game by force closing and then redownloading has any effect
Possibly, im still a CK noob at this point tho hahah
trial and error is the best teacher
Get some sleep
I heard there was something to do with X-Class parts when i was looking into getting this mod working
Will do double checked it with vanilla reactors just to make sure but could be my end lol have a good night though
I go eepy and wake up to more cool mods tomorrow
yea the darkstar mod does that, its not a new class its just basically it saying you can add in a new cloaking module
Thanks and yeah, im off to bed so if anyone got any issues with my mod just drop me a DM cos by the time i wake up i wont be able to find any @ 's ahah
darkstar adds no new classes or tiers
i'll be testing it tmrw, i can prob give you a full debrief on issues and stuff tomorrow
Darkstar does that and as well it's equipment on other ships. Just can't add anything to the darkstar ship
Ill have a look into it once im finished with this mod so i can try remove restrictions
Thanks
Do you think light sabers will be added to Xbox?
Quick question for anyone, do we know of any other mods besides the enforcer pistol that are causing audio loss?
Script button is disabled until the alias form is closed when it's a new alias
had to unistall all my mods and install the ones i need till it fixed
Oof. Im worried its one of the many mods i added today. Guess I'll give em a lookie and drop an update for anyone in the future to know.
yikes
You meant you cant move things in the render window?
Im talking about in game. In the creations menu. Organizing my load order. Nothing goes where i need it to go thanks to bethesdas new system of bs so i cant properly move crap where it belongs@remote crater
So im giving up
Im just gonna install mods and let them go wherever the .... tod wants them to auto sort to and forget about it like i havent been managing my own load order for the past 10 years
So I'm on Series X but what I do is as soon as I organize everything I dont leave the load order screen itself. I immediately hit the select button(or what used to be, the non start button in the center) and save load order. After getting the confirmation it saved the load order i hold down my power button for about 15 seconds, unplug the ole box for about 30 and tap the button a few times to make sure all power drained so the cache auto clears, and by the time i relaunch it lets everything stay where i saved it
Please expand the Text column as that shows the error.
Im not doing that to sort a fuggin load order. Not worth it. Im gonna do what every little jimmy knows nothing does and installs. Hits b to exit. And let tod decide where it goes and then complain about it to everyone until bethesda fixes this crap
Also it was wither better dynamic weather or earth restored causing the issue, gonna re-install each individually to test
It's wreaks havoc on fps on console with the cloak it makes debris and worlds cloak and fade
I didnt even know how to do that til yesterday but didnt experiment with it yet. Would be nice to just push a button or key and then move it with up down d-pad/arrow keys
You can lol
Im talking about the fact i have a group of mods that refuse to be placed anywhere except dead last and another group that wanna moonlight as master files even tho they are clothing mods
Ans refuse to go any further down my lo
Hit lb and use your dpad all of my mods go where I want them for the load order
Then press b and exit the load order and reenter and guess wha5
They are back where i dont want them tadaaaa!!!!!!!!
You save the order?
What mods specifically?I can try to download them and see if i can figure something out for ya
You do know saving doesn't do what you think it does right?
Also everyone beware, the Earth Restored mod causes audio loss for sure.
Bounty Hunter Outfit
Eit Clothers Plus
Robotics outfit
These three clothing mods are alwaysbat the top
Works for me
(Putting this here for the sake of search results)
When adding a node to the Story Manager, the editor will spit out warnings that it's destructing and is being manually deleted(seems like it saying the user is doing it) and is unsafe.
This can be ignored. The quest will still fire as normal.
Lemme try to recreate the issue
Same
All it does is save the load order to the website so you can maybe possibly delete your mods and re-download them in the correct order
To add on to that the Starfield unofficial patch mod causes audio loss at least for me
This feature is also in skyrim and its just as broken
Vanilla female shape or curvy?if so mod needed for curvy?
Vanilla
I haven't had any issues with it so far.
There is no body mod so i wont download curvy till i understand it
Fallout 4. Skyrim before the update. You move a mod. It stays there.
Are you letting the mod page load when it initializes it's going to show them out of order
Skyrim and Starfield now. Move a mod. F u i go where i want
When it puts reloading......
No
here @dapper galleon @unkempt topaz 
https://www.nexusmods.com/starfield/mods/7197
best proper implementation for fuel mechanics
Im not an idiot. Ffs. I been handling my own load orders for 10 freaking years on console. This is the only game to just ignore where i put stuff
Quit treating me like im stupid
Im getting more peeved off because of this bs i dont need more of it
No one's calling you an idiot bud, its just they severely changed how modding on console works when they did skyrim like this. The load order system can be more delicate but its ultimately more stable as even if you uninstall the game to restore game files you can reinstall your previous lo as long as you saved it. There's still bugs to fix but they're trying....kinda 🤣
I'm literally just trying to help and narrow down to what is causing it lol relax bud I get you're aggravated but I'm just trying to pin point whats wrong
It could be the smallest thing that could be causing it
Let me just take a few pics to show you i aint crazy and it aint my problem
just download all his mods he make good content
https://next.nexusmods.com/profile/ghostfc3s/mods?gameId=4187
This is where it is right now right. At the top. Now im gonna move it
Ti the very bottom
Look at that at the bottom
It's gunna show wonked until it does
Back at the top for no reason
Are you hitting LB twice and not LB then B
Im hitt8ng left bumper. Moving ot to the bottom. Releasing it
I can confirm these mods be acting funny for me
Then hitting b to exit. Then reopening my load order and bam right back to the top
Ignore my potential breathing you may hear and my poor camera work. They autosorted back to the bottom of the lo after the save
Nit even in the same place at the top. Just there. Did the porter mark it as a master? I dont lnow
Gonna try the console reset method real fast after re sorting
You're not an idiot. For reasons unknown they make what I feel are unecessary changes to certain systems with every game release. It's trippy being suddenly pulled away something that 'just works' for years.
Is the mods you having issues with all by zone79?
I get it. The porter or original modder might be stupid and have made them master files. Ok but then why cant i move the flashlight mod above the SKK alternate start mod??
No just those few clothes. I have issues where i cant move any of my other mods above the alt start mod
Like theres 3 sections modders can put there nods in and its fn with my load order cuz its random what gets put in what section
I treat the flashlight mods like fallouts and throw em last 🤣will have an answer on the console reset method on those mods for ya after i feed my cats
I think that's due to a modder master file with skk I had similar issues on fo4 with trying to do my load order
Why are aome clothing master files, why are some clothing need to be deadblast and why can some go in the middle??
Why are some mods that add to ship building in the middle and i can put them above alt start and others i cant??
If the clothing are by zone then the porter is marking em as masterfiles is my guess
Yeah but my issue is this has never ever ever ever ever been an issue before
Even skyrim its so infrequent you get something marked as a master or marked as something that needs to be low
Even fallout 4 the same. But for some reason everything is thrown out of order now. My plan was to order it exactly how i do fallout 4
And yeah the mercs one goes with the rest of my armors just fine
Then again my armors are a little split since i stopped caring about my lo anymore since everything is scuffed
I'm trying to recreate it but all my mods staying where they should so I'm not sure tbh
Lucky you
I have that issue occasionally
Depends on the lighting
Yeah so you do have my problem its just the gaps arnt big enough for you to notice. See what i mean??
So good news @winged vessel , the console reset method does work to keep those files where you want them. So i recommend sorting your loz saving it, and as soon as it says its saved, hold the power button on your console tor atleast 10 seconds, unplug it, hit the power button a few times with it unplugged, and plug it back in.
Idk about you but as soon as i saved that .aster file armor at the vottom it shot back up lol
Its a bit of a pain but I feel like its something to do with how they designed the creation side of things to work
It did that for me when i hit a after it said it saved, the key is evidently not hitting a and just turning the console off.
Oh ok
Its weird but it worked this way when they updated skyrims with certain mods. No clue why, "it just works" 🤣
Your basically just forcing the game to put files where you want to rather then where it wants.
Question tho. Does it reorganize them when you go back in and add mods?
Lemme test
Because if either of those are true then im just gonna be lazy and not bother and complain when everything breaks even tho its my fault for not organizing it lmao
Im tired of being screwed over by bethesda mod menus when trying to organize stuff
Lmfao. Fair. And i installed a tiny one and they stayed in the same spot. Lemme try to find something bigger though, sometimes bigger files shove things around in my experience
The Star wars mod that turns NPC into aliens I think busted my game lol, us the Mclass mod that lets you use space station parts as well in New Atlantis doesn't work now either that's the only new mod I installed
I don't have that issue. God this is weird normally bugs like this are constant on console. If one person experienced it everyone does
I can confidently say if you follow those steps those mods should let your sort them normally now. I installed a 140mb mod and they didn't move. And when i tested moving them to new slots in my LO they stayed the same 😁
Good good. Now to find out if its the case for me
Ive used up about as much space as i have for skyrim. 4.7gb
I will say the other outfit mod i installed dropped to the bottom of the load order, so it may be something to do with certain outfit mods currently.
I was about to start a new playthrough to test that star wars mod. If i get it working i can reply to you to lyk what i did
It isnt just outfits its freaking everything. Porters. Please stop marking your mods as crap tbat moves ot around my load order and screws with me. Thank you
I dont care if you think you know better. My mods need to go where I put them. Its how ive kept a stable fallout 4 untill bethesda broke character generation
Ok yea for now I think I'll just Not use it, I figure we will be running into a lot of bugs like this especially with Whole world Overlay style mods
Ive never once followed a LO guide. Never once did it for skyrim tho i probably should there that game is so temperamental
Also the face of the ship vendor in New Atlantis basically went missing after I loads the starwars mod
The Skyrim LO guide i used actually was very applicable to FO4, just a couple of sections needed swapping to run better
New playthrough or old save?
If you installed the star wars alien mod some times npc faces go missing on old saves
It's the current wave I exited the game and installed the mod went to continue got into the game and his face was missing and the starstations ship parts weren't available
That's part of thebM class mod I downloaded
Now the game isn't starting up it says one of my mods is missing so I redownload it adnin just stuck at the main menu
Oof. Never let it do that. That for some reason broke stuff on Skyrim
Well LO issuee asside i can say im glad im not experiencing those issues
Yup can't load my damn game now lol
Its best to manually reinstall a mod if you want it back. Otherwise load without it and you should be mostly okay. Everyone still has their faces on my old save so far but im not seeing any new species walking around so slight let down
Crazy thing is it's a tually installed but when I go to load the file it says it needs to be installed
I'd say try clearing the games reserved space on the console then go back into creations and restore load order
I did that and it basically had me redownload all my mods and I'm back this happening
Which mod in particular is installed but "isn't installed"?
Also the star wars mod appears to be working correctly for me
The craft able armor and civilian clothes, I went ahead anndi installed it and redownload it and just went with loading a game and seeing if that works instead of continue
Atleast the character replacer one. Just ran across a bunch of different species.
Ok Inwas able toge the game to start now to see if dude has his face back lol
I feel like this game cares more about "Install Order" over Load Order"
Sweet games back to normal, I'ma just avoid the Star wars mod for now.
Lol. Probably just starfield acting like a bethesda game then since he's got his face back 🤣it took a few minutes but i stayed outside in new atlantis and i started seeing some familiarish alien faces 🤣🤣
I'm really only waiting for the Halo Armors to make it into the game, the guy who makes that mod said he was porting it over, but is busy so I will have to wait a bit longer
I wonder if mirissa who made those halo guns will bring them to starfield
Idk if it makes a difference but i have both the npc replacer and pc star wars alien mods installed. Idk if there's a dependance the modder or porter forgot to announce or if yours was just having issues
Honestly I'm excited for some more npc ships to fight and some new worlds to explore. Plus I'm enjoying all the different outfits that get added so i can have a collection of various outfits from various universes as i probably stick to one set for a good portion of the playthrough
The outfit quality for starfield is way better then what fallout 4 had
so when do we get skyrim ported over to starfield engine 😄
Honestly. The whole of skyrim can fit in the mod space allowed in starfield
For real. The Batman suit is very well done, and the Star Wars 1313 boba armor is too. Haven't gotten to see any others i installed yet due to me starting yet another new character because indecisiveness
imagine this, you land on a random planet and your ship explodes, screen goes black and then you hear "hey you, you're finally awake"
I wouldn't even be mad, even if I didn't know that's what the mod was 🤣🤣
huh?
All you hear when the screen goes black after the explosion is Todd saying "It just works"
I cant wait till crafting mods support wffc so i can use it like a proper workbench instead of scrolling for hours looking at text for all the armors i got and see what to craft
Does anyone familiar with scripts in the Starfield CK know if I can trigger an affinity event ("<Companion> liked that." - or COM_EventReaction_Likes) from inside a script using either an ObjectReference to a companion or the Actor Owner of that object reference?
Yeah totally. The answer is 4
Cowboy Bebop mods when? Spike and Jet are VAs in this game it would be a crime not to have the bebop and there armors
Just goofin around earlier
Weird in New Atlantis my suit is not on but I go to my outpost on Jameson, same planet same.armospbere an dots keeping y spacesuit on
Na, he was protecting Paradiso from the "aliens"
Rename the ship to Batship and your good
You have to close the form first and open it again to attach scripts
So some ones probably already modeling a batmobile right now to be used when they release vehicals right?
Also the star wars mod for pc works as kong as the NPC one is installed like the description says. The options for everything are just under various different things you can customize when creating characters
You posted that hours ago, so my response is out of context now. This channel fills fast and I do a lot of scrolling up lol
<-- i just learned the BAKA achievement enable mod wil not be on Creations. Would someone here be able and willing to make an achievement enable mod for Creations?
Man SonIne entuslly deleted most of the Pitcit for space suits not many have truly caught my eye, I want a more.metal like ar.or type suit that isn't to chonky, but not weak looking. Esse risky until I get the Halo armor what I have now is fine, but it looks like it make out of fabric I want something more Ironman like and futuristic like something that In a sense feels like it could survive in space
Isn't possible on console without the script extender far as im aware
Is anyone working on a exp progression mod? i still have my own mod from before creation kit and it only changes value in the console, i found out you can do it in CK (and it's easy lol)
don't want to release anything "rushed" if anyone is working on something similar
what
HAHAHAHAHA
c@ncer is bad language hahahaha wtf
@open tusk may be the normal of the surface must be flipped, add a temporary material and see in render mode if there is the hole, cause in solid mode you can see the hole filled. the rendering preview show to you if some normal are wrong. Than, the surface already exist but is rendered on the wrong side
to flip normal after selection->edit mode->mesh->normal->flip
don't forget to select backface culling on material
wrong normals on the surface
right normals on surfaces
Alright thats it then 😂 but thanks for the quick reply🤘
Don't think this is the issue. It looks correct to me in Blender, but it's invisible in-game.
@open tusk yes but you are sure about visualization mode? are you on solid or rendered on blender?
