#starfield-mods
1 messages · Page 14 of 1
scroll down the tab to find backface culling
It's checked
perfect, than if the hole still persist is an export problem, or a wrong mat assign on Nifskope/Ck
Lemme check
@open tusk if you use blender bridge...there are some trouble on 4.0, 4.1, you must use 3.5,3.6
a dll fix is out for better export
Result
I do use the bridge. Lemme downgrade to 3.6.
I'm on 4.0
yes is just a try, but can change all
the fix as posted by @silk mason
Same result
->damn<-
have you check on Nifskope if materials are right, if texture are right? Branch are all ok?
I don't have the slightest idea how to do any of that
I've never worked with nifs until today. In a bit over my head tbh.
i think you can open the nif exported from Blender directly, you must adjust it on nifscope for branch hierarchy than save
Anyone know if any creators out there are working on a mod that max out powers or even unlocking all temples so it makes the grind for them all easier on Xbox 😊
but i can help you on Blender, Nifskope is a Black Hole for me too, i've started to look at just from a week.
there is a version than can help you to avoid the problem try this:
https://github.com/1OfAKindMods/nifskope-sf-mesh
or
https://github.com/eckserah/nifskope_updated/releases
Not sure how to do that.
For context, I'm trying to combine two pre-existing nifs. The upper body mesh had the neck part and the helmet didn't, so I imported them both in Blender and manually deleted all the vertices for the torso except the neck. I admittedly know nothing, but an export issue wouldn't surprise me since re-importing several exports revealed missing pieces, etc.
i have another build:
NifSkope-2.0.dev9-20240608
but i have miss the link
Hey Can someone help me potentially, I have the Xbox version of Starfield, and also a copy of it on PC through the PC Xbox app, I installed that and the CK, but the CK won't open
Never mind, got it to work!
@open tusk this is the last update i think
👀 yy...yeeees?!?
🫠
someone must make an updated Nifskope tutorial with all the process, for modification of current assets and for new models ❤️ or a lot of us they will remain stuck on things that are perhaps trivial
Installed nifskope. Directed to my install. Doesn't detect the meshes from the vanilla archive 🫠
I'm using the latest build, 2.0.dev9
no bro...updates...branch...fork...is the hell 🤣
low on the screen "win build" click on it
How do I add a .mesh or nif to the CK?
yes click win-build
click and wait for download...nothing?
may be you must logged, make an account and login
Well, unfortunately that'll have to wait for tomorrow. Thanks for your help. Hopefully I'm at least kind of on the right path now. If not, I'll be posting here again 😅
@open tusk @primal orchid we are on the same boat 🚣♂️
I think I got it, kinda, the issue I have is that I have some .mesh files I have to make into nifs, but if I do through blender and port it into the CK they become a big exclamation mark
Is there a way to open the existing jackets, so that they're technically new models based on the old ones?
Missing mesh.
right so I need both the .mesh and a nif file to import a new model?
._. .mesh is a new thing to me, in F4/Skyrim, it means an error with the mesh associated with the nif file
For all their games... importing isnt usually a problem. It is exporting.
Aka is the nif still alright after export. Craziness pops up after the import.
right.
And all I know about this is you put the path to the nif file in the field that says Model.
yeah
some servers Im part of do kind of transform when that happens :p
I am very new at this
I get that. I could throw out some links but they're all for Skyrim and I donno how much has changed between the games, especially for nifskope and any plugins for blender.
I have the same issue. Converting the .wav files to .wem files using Wwim makes them hearble in-game, but apparantly it is currently not possible to generate lip animations.
Right now I am trying something else, but I can't seem to get it to work, not sure if it's the same in Skyrim, but how do I create a new outfit Item that's saved,
anyone knows how to use the robovoicer utility in tools folder?
There is a "RoboVoice" button in the Edit Response window for Dialogue which generates robo voice files for the response text. Idk if it is usable on its own
Hi everyone. Any updates on when "xbox series x starfield" might be getting creations(also called mods)?
oooh thanks
speaking of its not very different from fallout 4 to add items, right?
last sunday
as in they are already there
Is it available for everyone yet or is it only available for "verified creators(I think that is what they are called)"?
everyone and it has been sicne the 9th
Has anyone solved the collision problem with the model yet?
the only thing that isn't on the xbox is the actual tool kit used to make mods as it's steam only
Can I start downloading creations(also called mods) on xbox series x starfield yet?
yeah
like i said you've had the abality since sunday the 9th
despite what others said it was a shadow drop like i predicted
Some will disable achievements, others won't. Some of the creations (mods) also cost and others are free
Cool. Thanks. Later on i see for myself. Has these issues(that xbox one skyrim special edition had) been fixed yet: "1. Creations load order being changed by themselves", "2. Creations disabling themselves", and "3. Creations deleting themselves"?
that i don't know sicne i haven't downloaded anythign other than the trackers alliance quest from BGS
Okay. Thanks for answering my questions.
np
Sooooo I know this is weird to ask. It can someone make me a Mortal combat style mask to wear like the subzero mask from the newer movie or any of the games is fine.
I want my guy to really embrace his Ice powers
Not sure if this individual is in here but his or her mods go by the title Inquisitor.
I noticed a on creation was only for PC, not sure if that was intentional but the outpost flags are unable to be used on xbox
I wonder if this is what's causing my audio issues
well, its something mod related because so far it's happened with the Enforcer pistol and the gun you get from the vulture quest
Oh wait
The gun from the vulture quest causes that? If I disable it will that possibly help? I knew of the enforcer one but not that
it might help but i don't know for sure
Worth a try. It's more than I had to go on than five minutes ago lol
Guess I'll disable the restored earth one too for the time being
and if it doesn't work
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.
when all else fails unplug it and plug it back in 😆
My fix I've been using was disabling all creations, fully exiting the game, re opening and re enabling creations
Welp think I found a fix. Disabled restored earth and my audio returned
Bit of a shame but I'll wait for a fix
Haha Success!!
yeah i reported the same issue yesterday. mod seems really neat too.
Agreed. Hopefully gets fixed soon
A sick mod would be one that makes junk actually useful for crafting
Hi. WOuld it be possible for the modders out there to have a go at Mining Grenades as mining individual resources is starting to get annoying. Would be nice just to chuck a grenade which destroys all resources in an area
Good Idea, I'll pass it along to MA's that are good at scripting
Cheers man
Did you see the comment made on the 12th? It looks like most of the bugs were fixed using the Creation Engine. And they are going to port it to Xbox.
I'm excited for this mod.
For xbox series x starfield, How does mods that, For example- "makes ammo weightless" effect the "gameplay settings(the menu where you can change options to get more or less exp/make your game easier or harder)"?
@primal orchid u r great
I tried with the ranger vest first, but I gave him ghost hands for some reason
share the creation process on yt if u can, a lot of us have skills lack, me included. Ask for everythings on blender if u need.
Has anyone had any luck at planet creation yet?
@primal orchid is a completely new model or just a reskin/recolor?
Completely vanilla assets just combined differently in CK. What I would love to have is a model or leather jacket that's open and with a different shirt underneath
how did you combine them? if you want to share
Oh sure can you send me a DM, I am on the move right now and will DM you the method and put it in this chat as well later
sent!
Oh I will, just can't right now.
really much appreciated
Real nice
Add items in what way? For papryus it's still old faithful additem()
.MAT is the equivalent of .BGSM?
Sound fixed?
mod exists already
tools are not readt atm
you can easily do that with armors and armor addon
then you gotta deal with balancing
Doesn't work on mine for some strange reason
If whomever made the perk recycling mod is on here: Superb!
I have been hoarding items to deconstruct for their perks for ages. I can finally use them.
Thank you!
Hey, shifting the origin sounds like a huge deal! All those videos of the terrain on planets loading seamlessly past the border makes more sense now... However the physics is all bugged past a certain threshold. I really wonder if they are investing into that 'endless world exploration' idea.
If not, I wonder if we can make the Planets have a shifted origin as well if they don't have one already? The physics bug is one of the only problems that makes playing past the border unplayable (aside from things like POIs just not loading in). Interested to see more on this!
can we actually change textures on Nifskope?
Textures are setup in the .mat files
Has anyone seen any options to modify the reactors, shield, grav drive etcs limits in the CK. Ive tried searching everything i could think of but cant find anything to locate it
I have seen mods that increase the reactor limit so I'm sure it's possible.
@unkempt topaz ok, can we manage texture on the last version of Nifskope? is the right box, as in the pic? What i have to write on?
@wraith scarab i think you must create a copy of the original module on CK than Edit it's own stats and save it as plugin, than load the plugin on starfield start as usual
Hi everyone. For xbox series x starfield, can someone please give me a link to where I can find out more about this mod, "TGs Luxury Homes Volume I"?
https://creations.bethesda.net/en/starfield/details/3232667a-c443-48a1-8719-1d3978bc4cd9/TGs_Luxury_Homes_Volume_I
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...
These are probably actor values but Im not able to verify right now
Yeah i come across a reactor about 5 minutes ago and had a nosy with it and it had something about a build limit with a value of 3 which put me off since you could only build 1 reactor. But ill take a look at the actor values and the modules themselves
You can go down to All in the Object Window and do a wild card search, like put in reactor and see what comes up.
It's probably best to use the material editor in the Creation Kit to edit and create Materials probably less likely to cause crashes.
Yeah, ive been checking everything 1 by 1 to see if i could find anything that could resemble what im looking for haha
Two quick questions I haven’t seen asked and can’t verify on my end playing Starfield (Xbox series X)
- Any UI overhaul mods that have been ported to Xbox like star UI?
- Anyone know if the audio/sound bug has been fixed with the Enforcer creation installed?
Really loved the design and wanted to get it with the free 1k credits but don’t wanna waste them if it still destroys the audio on your game.
No & I dont believe so, the mod is yet to receive an update
i dont own it myself due to the bug but on beth net its late update was 6/5/24
RIP. That’s unfortunate. I really feel for people who might of spent money on this mod just to have it totally break the sound in their games. Now that makes me wonder if there’s any refund mechanism on paid creations at all?
Maybe setting the Created Object Count to 0 will allow me to place more than 1. If that works then ill just have to do that for every ship part
How did you manage to get nifskope for Starfield?
Let's be honnest we all wanted it 
@primal orchid i can say it, but after i must k1ll you 🥸
No, > 1 will.
@primal orchid #starfield-mods message
@remote crater @wraith scarab this is the for for craftable object right? is the same for vendor?
Material editor give me all models with pink render
I donno about craftabe but that field means how many will be created each time
Any mod that you can have 2 companions ?
No sure, i think we have to wait for a scripted mod
I don't think it would have been that clean after i placed mines and thrown a grenade in the room 
I know that there is a mod that adds the phase one clone trooper armor but is there one that adds armors like woolfe phase 2 or rex phase 2 or in general phase 2 armors?
How long do you think it will be until we get a full star wars overhaul
On xbox****
@remote crater @wraith scarab i'm going crazy, where is the form shown in your message? i've found before and i can't find again 🤯
https://cdn.discordapp.com/attachments/1149031917111492608/1250829998609272982/image.png?ex=666c5db6&is=666b0c36&hm=e51c69ffaf06672329406f9161b9c0e0019f6fa2d6cbb796b3af3953f271e823&
Look under Constructible Objcct in the Object Window
i just searched muon
Its under the Items category there
EDITOR: Editor ID 'SMS_Hab_Nova_Cargo_Empty_3L3W1H' for GBFM (01000018) is not unique, previous object (FD009EBB) is type GBFM. Editor ID will be set to 'SMS_Hab_Nova_Cargo_Empty_3L3W1HDUPLICATE000'.
Here the whole text i get
Ok that means the EditorID was already taken by another form and the CK just tagged it as a duplicate in order to make it unique.
That's my problem when i convert active file to a small.esm i get this error (see screen) and then CK create a duplicate, but it's strange as it don't happend to non empty habs only empty ones. 
So i did some digging around in the editor warnings text file in the starfield base folder to try and figure out what was going on. Whenever I would hit record or try and double click to play a preview, there's an error that is written to that file that says "Failed creating source". It has something to do with wwise, i think. I have the latest version installed, and i even tried converting a wav to a wem using it to see if i could hear the audio in game but no dice.
I asked the same question on reddit and someone mentioned "building the soundbanks" but the tutorials I followed for fallout 4 didn't mention that step. The audio tab at the top of CK has a soundbank function but I don't know what it does, and at least simply clicking it wasn't enough to get the custom voice to start working.@torn root
I think CK is supposed to make a .wem file after recording the .wav file but my computer isn't making it. The reason I think so is because after hitting record in the dialogue recorder and hitting play to playback the just-recorded audio,an error is logged to editorwarnings.txt that it can't open Test.wem but Test.wav exists in the voices folder
Don't know sorry.
ty kenneth, don't worry, i've found it 👍
I mean we Already have a mod that changes some Npc appearance and also the possibility to make yourself a alien
I think I know what this means, but I donno. I thought the limit was 4096 for light, I donno yet the differences between the three 'size' types
Is there a way to see where we are from the limit ?
YESSS
The CK's top header
I've found it if i make the mods as a full master he don't compact ID's and it work
But why ? i don't change that much data it's strange i can't use a small esm
Im not sure what's happening there, sorry
Maybe because the empty habs is located in a Medium ESM ?
Looks like a bug from CK 
Not enough information on those to give an educated guess.
Yeah sadly BGS didn't made a good explanation on how these new esm work.
Will see in future, for now i will do it as a full .esm then
wait this don't explain it?
https://www.nexusmods.com/news/14993
This is not deep enough, this just explain the basics
hows this?
Starfield published Creations/Mods should only be using the .esm extension.
FULL - A full master is what we have traditionally known as a .esm. It takes a full module index slot in the range of 00-FC providing for a total capacity of 253 modules.
MEDIUM - This is new to Starfield. It allows for a maximum of 65,535 new records. However it is limited to 256 modules. These take up the module slot index of FD. Also referred to as "Mid" in CK UI.
SMALL - This is what the community has come to know as ESL. It allows for a maximum of 4,095 new records in up to 4,096 modules. These take up the module slot index of FE. Also referred to as "Light" in CK UI.
So medium masters load in the space FDxxYYYY. And light masters load in the space FExxxYYY. Where x is the module index within their respective group, and y is record IDs for contents within the files.
xEdit currently as of 4.1.5g does not support editing of a medium or small master. Nor can you load a file which uses either of them as a master.
Any Creation/Mod created and published must NEVER be updated and published with the state of full, small, or medium changing. Doing so will break any module files which use them as a master.
As of this writing the official Bethesda published game content uses 2 full slots (Starfield.esm, BlueprintShips-Starfield.esm), 4 light slots (Constellation.esm, OldMars.esm, SFBGS007.esm, SFBGS008.esm), and 2 medium slots (SFBGS003.esm, SFBGS006.esm).
Creations/Mods (paid and free) are being published with a mixture of all 3 variants.```
Alright, some from there, you cant convert something to light if the mod has a mid as a master
Yeah so my mod is stuck to a Full esm whatever
This is some pretty d** function as we mostly use Updates content wich is a Mid master file 
Definetly bugged atm, even the RoboVoice is not working. Regarding the manual conversion: Have you set "Project Settings > Source Settings > Default Conversion Settings" to "Vorbis High Quality" in Wwise? Doing that and renaming the .wem files properly worked for me (I have both the .wav and .wem files with the same name in the VoiceType directory in the end).
Thanks for this tip, I will try that tonight, with the understanding that the lip sync won't work. And if I hear anything about a fix i'll mention ya
Hi everyone. For "Xbox Series X Starfield", Can someone please make a creation(also called mod) that makes it to where: "Skill rank-up challenges are either optional or they carry over(so that way every time you rank up you do not have to start from scratch for the challenges)"?
There is already a mod that get rid of challenges i think
Has there been any mention of a fix for the enforcer pistol?
Heh it's funny to me seeing my posts in other servers. At least the info is being passed around.
Is there a way to only show active file in the Object window ?
Is it available for "xbox series x starfield"
i absolutly don't know sorry, most of them use SFSE so i doubt
You can remove the challenges on skills by modifying the perk and just taking it off. That creates a very hard conflict surface. Like if anyone wants to change how the skill works then the 2 mods would have a conflict.
Has anyone found the Starfield source scripts? I don’t see them after installing the CK. Do we have to decompile them?
I am not a modder/creator and I am playing starfield on xbox series x.
Tools folder there's a contents zip. You have to manually extract them. And don't just extract the zip to Data. The path in the zip is wrong. You need to put the psc files in Data/Scripts/Source. Where just extracting as is puts them in Data/Scripts.
@weary bloom ☝️
If I remember it later and nobody has done something I may do a quickie for that. It shouldn't take long. As a side note you may be interested in the Skill Respec creation I posted 2 days ago.
What’s wrong with it?
I thought I saw a post somewhere that it was a conflict with another mod. Something "Earth" I think.
Earth restored?
That sounds right
What was conflicting?
Guys, i'm trying to port some audio mods to console. They're voice lines that replace existing ones normally on PC, but they are muted when trying on console, any ideas?
Thanks. Please let me know if you do it/when it is finished. The skill rank up challenges and the challenge progress not carrying over/having to start over is the last thing that I wanted a mod for that I cannot find/has not been created. Do you know how, if, the mod "Wonderous Weightlessness [All Resources Edition]" effects the ammo weight gameplay option?
https://creations.bethesda.net/en/starfield/details/94e6c71e-5464-4c41-b458-f8def7c9815f/Wonderous_Weightlessness__All_Resources_Edition_
A simple mod that makes resource items in your inventory not take up any weight!
This mod works for all vanilla resources, and they won't take up weight anywhere, be it on your John Starfield, your ship, or on companions. Go crazy!
If you just want your ship to be able to carry resources without it affecting its encumbrance, check out this...
I have the same mute problem but it mutes the entire game except the out of breath noise
Shrug. I don't use either. But if I had to guess. Probably something to do with the sound bank creation. The wwise proces creates a copy of the init bank which you're not supposed to package because that's something the base game has to manage.
Wait...what? What do you mean not carrying over?
And I believe that particular creation only affects resources. Not ammo. Ammo shouldn't have weight? Unless there's something that causes to to that I'm not farmiliar with?
I mean like for example(going based off memory of the number if kills but I know that each time you rank up a skill the progress for a challenge starts over) with the unarmed rank up challenge where the first rank you have to kill around 50 people unarmed and for the second rank you have to kill 250 more people unarmed(each rank up, the challenges starts over).
Shoot. I was hoping that it might cancel out the "ammo weight gameplay option" while still allowing me to get the extra exp.
I think we had this discussion a couple weeks ago. It sounds very familiar. Might have been someone else though.
Time to check todays daily mods 
Any ideas? Possibly related to the general audio bug from the pistol/earth restored mod?
Arnold Schwarzenegger in starfield 🤯
Also, should it matter what type of master i'm using? Let's say i'm just replacing all of Vasco's lines
Get to the mantis!
I spent hours, removed the gun mod and it worked then the problem occurred again and I hopped off for the night, I have the earth mod installed still
Ok so the guy who said you need to sgut your xbox off to make sure the game keeps your load order.
You were wrong.
You order it, save it and before you select the "ok i understand its saved" you just close the game out through the xbox menu and it effectively does the same thing as turning it off
Its a slow day for mods. I was expecting like 30 more nexus ports and then we got like 7
If someone figures out the muted .wems audio files, please ping me anytime
Are you getting audio in the game menu?
Theres pleny of clothes. Just a big lack of guns
I got 24 clothing mods and most come with more then one outfit
Yes, every sound is normal. Just the .wem i archived and uploaded to the game aren't playing, they're muted
Maybe for Xbox they use a different format, i'm not sure
theres four mods im waiting for, right now hoping they get made, Flagships for players to own, Darth vader's armor, lightsabers and the tardis
Is anyone else finding the Creations kit incredibly slow to respond ? When trying to add a parameter, it can take 20-30 seconds or more to open the relevant dialogue
Removes all audio from the game including main menu seems to be only on xbox
I’m waiting for more guns, new missions. I’ve gotten a lot of great mods that I’ve been enjoying. Hair mod is a big one I’d love.
You have the earth restoration mod? Or the pistol mod?
This cloak mod and some light sabers would have me set if they dropped to Xbox
Enforcer pistol mod
That mod is bugged. It removes audio
Iknow was asking if the mod autjor has said anything about a fix? As last time he said it was a known issue
hmm i seem to not undesrtand how to properly create a custom ship vendor. i used the ship technician template, created a quest for it and pretty much coppied the original scene from original dialogue quest but my charcter still just not having that dialogue option (yeah i linked the correct quest in the sq_shipserviceactor) just im so confused hmm
other dialogue options seem to work somewhat fine, maybe im missing some important bit
@brisk flint when does your game crash?
Definitely feel they need to add a request a refund option to mods instead of having to go through support site would be infuriating if it was a $10 creation that was broken
More frustrating to pay money for a mod that doesn’t work, but oh well we got mods in starfield
we don't have lipsync support atm
Impatient aren't we lol
Well what works well on PC might not work well on xbox.
Yeah. Give it like a full month and the mods on Xbox will be probably massive. It’s just going to take some time.
Mean while I’ll probably quit starfield for right this minute and work on Elden Ring for the upcoming dlc.
When I try to Enter the Darkstar
Anyone know who MadBombers is? They have uploaded 3 mods and flagged them as work in progress so they dont show up
I don’t expect it to, I’ve modded both PC and Console for years, and what I’ve made on Xbox looks like a blobby mess compared to what mod lists I can do on PC it’s just more of a disappointment to spend real money on something and for it not to work not the end of the world though ofc I’m grateful we have the creation kit overall
Have you checked to see if it crashes without the Darkstar mod?
Is anybody else having issue building Vlad Villa on Xbox with the TGS luxury homes volume one?
Not seeing items in outpost builder
Why not borrow the code from the outpost shipbuilder platform and just attach it to an npc?
My bad bud. Thought i said that part last night. My apologies, i was becoming a baked potato so to speak.
No problem.
Just woke up though. Anything cool and exciting get added overnight?🤣or did earth restored or enforcer pistol get updated to not cause audio loss 🤣
And it took SE a number of years to pass Oldrim which had a massive file count
In other news, while I was watching a video, I ended up accidentally overwriting a vanilla form.... note to self dont multitask.
Congratulations
Just to check, everything going smoothly for you today mod wise bud?
Yeah. Far as im aware. Just tired of rhe new problems every time bethesda makes new changes to the menus
Oh i feel it. I hate when(with starfields in particular) I'll be scrolling through and checking out mods and all of a sudden i cant move anything with my d pad or left stick, but i can suddenly scroll through mods with my right stick 🤣it mainly throws me off because my brain says right stick not for that
You gotta give your right stick a little wiggle snd then your left stick/dpad will work again
Someone pls make a Christ Is King flag🙏
Great idea
Does anyone know if the starfield billboards mod started working properly?it kept wanting to disable itself last night for me
So I made that little guide you wanted@pine quiver
will it work tho? and isnt it using like the same scripts actually
Idk i was just giving a workaround. Maybe it does. I dont use the CK
I feel like they are a little different tho since how the menu works
nope its still just an invisible npc from what i understand, can double check now
yeah its same npc
anyone making force powers overhaul to replace some star powers you get from puzzles?
why are there so many places to compile scripts. quest stages , alias , packages, dialogue , scene , greeting scene
can someone help me understand the point of a package
Umm, anyone know how to generate the lip files for Dialogue?
kinggath has excelent series on yt about that topic (its for fallout 4 but still actuall since stuff is almost unchanged aside from some layout tweaks)
Bethesda Mod School: Dialogue 101 to 108
@primal orchid check Elianora Video om YT ot Twitch, is live just now:
https://www.youtube.com/@Elianora
also just heads up SetObjectiveDisplay() is now all lowercase
she actually recomended kinggath in last video yeah
For example a quest script allows for code to run for that quest. A quest stage script allows for code to run specific to that stage.
but the other set objectives are standard
basically all the forms are objects that are owned by a parent script with events and functions that be ran on the forms that belong to said parent script
yes but as far as dialogue scripts, i can’t set an objective setobjectivedisplay() in the dialogue reference correct? i have to make my own package if i wanted to change the displayed objective after a line of dialogue is spoken
dialogue variables
yes, probably via GetOwningQuest().SetObjectiveDisplayed(someObjNumhere)
Also case doesnt matter, lower or upper, it just cares that you spell the function identifiers(the names) correctly
it doesnt matter?! ugh i hate this quest system
Nothing to do with the quest, this is syntax with papyrus
ThisIsCalledACamalCase, but thisISPerfectlyFine as well, or all lower case / upper case
anyone got the terrain editing to work?
I tried making a quest. I got it to become active on start, showing the correct objective (10) which says, "go investigate this location."
I coc into the custom cell I made with the custom actor. I can't get the force greet to work when the player enters. The dialogue is just 1 NPC greet, 1 player dialogue option, and 1 NPC response option. I want the quest objective to update when the NPC says their response. They are an alias within the quest. I don't know, it was so much easier in Skyrim lmao
still no documentation right?
why no c#
Thats my primary programming language yes yes I wish I could use it for this game lol
im just overcomplicating it probably, i think im just gonna use a trigger box or something like that, i dont understand the point of being able to add scripts right into the dialogue when they are completey different but also the same function as the ones from the data tab
I donno much about dialogues in SF
sorry so wait, you are saying that i need to refrence the quest that owns the alias before i can update the objective?
yes
ITS SO CONFUSING, there must be a reason why they did it this way but i cant imagine why
Quest stage frags are one of the areas of a quest you dont have to do that though
right..grrrr
You have to do that with aliases
not to mention the greeting, top levels and all those conditions
I just saw the mod with the darksaber and melee weapons, still can't wait for a lightsaber mod
all dialogue is done with scenes now
Hrm, well if the setup is like Skyrim, you could use the phase end frag
theres a lot ya gotta do with that
There needs to be a way to force close a terminal
check out fo4 ck wiki
literally quest haven't change that much
Anyone familiar with a Starfield mod called infinite boost pack? For Xbox. It boosts too high, so you cannot land without breaking a ankle. I have disabled it, and even deleted it, but it will not go back to normal. The creator says to reach them on this discord server. Their name is LBGSHI. But they will not accept my friend request to send them a direct message. Does anyone have a clue how I can make this go away?
In a tutorial which may serve to challenge the idea that I'm some kind of GECK expert, I create a basic NPC for Fallout 4.
if ya follow to the teeth it just works
The dialogue system is completey different than the one used in FO4, dialogue plays a huge a role in making quests
its not that different
Have you made dialogue work the way you want in your starfield mod?
yep
could VC/stream to help ya
if ya could check your PMs
ok so basically, the player acts as a person in the scene? when should I use the misc. tab? In FO4, It makes sense because the camera within dialogue, but this is another beast.
misc tab is for misc stuff
like hello goodbye, sharedinfo, waiting for player input etc etc
so nothing has really changed
Hi everyone I'm new to this platform. I'm having problems with a starfield mod. UC Fly Girl can't get past "Go to Neon"
https://www.nexusmods.com/starfield/mods/9299 can someone rebuild this mod for xbox?
its open permission
Hey thrill seekers! TwoDog here, AKA Dave
Argh. Io have a thing I am trying to do, and I am hoping to find someone who can start me in the right direction. I want to make ship/settlement parts. Specifically I am trying to take a settlement building and turn it into ship part with some changes. Specifically I want to create a collection of colony ship mods. I want to take a glass walled Settlement hab and Build into it a little chicken yard--with little chickens with space helmets on. Bigger pressure enclosures would house other animals. And perhaps a golf course. How would I start on this. Any direction much appreciated. Thanks! Dave
Has anyone figured out how to add custom manufacturer logos?
@wraith scarab
my chromosomes couldn't find ye old name
Had really search back for correct name.
much appreciated
Yoo
He wants ya.
how do you attach a landing bay to M-Class habs
Try an equipment plate as that helps with adding weapons and other items to the M-Class parts but other than that im not too sure tbh, when i did my ship it was months ago before the CK was released and i was able to use cheat engine to remove building restrictions. Theres a couple people who have messaged saying theyve build ships using these m-class parts so theres deffo a way to do it without restrictions removed. Im currently redoing the mod from scratch for compatibility by rebranding all M class parts like reactors to A class as people have issues using M-Class reactors and not been able to use any weapons and issues with mods that modify the pilot perk as thats what i was using to allow people to pilot the M class
It's a touchy procedure
First 6 reactors are now A class
ahhh ill defo do some extra chromosome testing to get something to work, ty much appreciated
No problem, the ini i have now just waiting to get upload has changed to tolerance from -5 to -20 so should hopefully give you more building flexibility.
One i have noticed already is using the Amun Dunn Z-300 Engine if you place it on a module with 2 snap points, place it on one and press Y on controller to duplicate it and it will allow you to place it directly above the other engine and it looks seemless. If you do it manually by pressing "add" then selecting the module, it wont allow you to place it
No clipping with the 2 engines
yeah, I've done that before extra goofy designs I've done with it
Huh nvm, the tolerance increase does it fine without needing to dupe
Got around 117 more modules to convert to A class then ill push the update
I'm here. The mod doesn't affect boost height, just boost pack drain. Maybe you have another mod that's conflicting in some strange way? Or maybe it's something weird like certain boost packs normally being limited by drain, but using the mod uncaps that? What kind of boost pack are you using?
Also, my DMs are open, and you don't have to add me as a friend. If you're unable to send me messages without me being marked as your friend, consider checking/changing your Discord settings.
My biggest question is. Why is it so easy to break audio in this game?
Wdym? It just works 😏
Like no other bethesda game has it ever been this easy to just shatter the audio of the game
I have not a single mod touching audio and suddenly 99% of my audio is gone
That just sounds like a bethesda bug in general lmao
I can hear CC nusic. Jets when labding. Nothing else and no i dont havr the CC pistol
All of my guns doesn't make sound
do you have earth restored?
No
strange. the audio is very fragile with this update lmao
Someone make a mod where every skill is unlocked and Starborn ships are unlocked in non ng+ so we can have fun with them before and mess around in non ng+
Im going through one by one reactivating my mods to figure out the problem
Okay, to anyone using M-Class Unlocked. Im about to push an update in 5 minutes that changes all parts labeled as M-Class to C-Class. So the script is removed, ini file has been modified for ship building tweaks, Pilot Perk is untouched and will no longer cause conflicts with other mods that modified the same files.
Be sure to delete the mods, reboot the game and then redownload the mod so the new ini file gets loaded when you force reboot the game
Thank you whom decided have a 4th option on ES Constant quest of a 4th option. I would suggested ES coup them and take over. They have more security than paradiso...not like I would know through my killing all npcs streaks lol
Who made the cheat room are they in this server
Outstanding
https://creations.bethesda.net/en/starfield/details/f7dc7ac6-48dd-46b4-a65a-b87cb7d928fd/Cheat_Room there a discord link of some kind at the bottom
Anyone know if someone is working on an MCM? Think it was different for Skyrim (SKY UI) and Fallout 4 (Standalone)
omg is just a little expensive 💰 💰 💰 💰
Update is live if youd like to give it a try 😉
you crazy🙃
Vanilla values. I do plan on changing the values of M-Class parts in the future to balance it abit more. The ship i have i think cost around 77 million credits
which youd think for a huge M-Class ship is about right since they should be Expensive motherships
than i was wrong, we need more 💰 💰 💰 💰 💰 💰 💰 💰 💰
Plus if Bethesda do release a ship building DLC that uses these assets then my mod shouldnt really break anything as ive just moved M class parts into C class
sly😎 great work
good night people, the day was productive for everyone I think
The sci fi load screens mod causes no sound bug
@wraith scarab what's the mod name?
M-Class Unlocked v2
ty
Ooof 2592 bookmarks
no new geometry right? just parameters and vanilla models
are a lot of form to edit...
Took me awhile to change all of em but not as long as it took me to add the keywords to the Jemison Technician lmao
btw thats been removed, no more cheating jemison for all ship part unlocks 😉
lol, downloaded 👍 good night
Good night
Good to know.
And here I'm using cheats to get to 10 million credit quickly
theres a mod that gives all space ng+ armor and money
😂 i might add a quest line in with the mod in the future, be some extra credits that follow along with that
Maybe add in the Starborn cloaking perk
Some one ping me when starfield stops breaking audio when you have to many mods
@winged vessel just don't use the mod that breaks audio
That's the thing. I can't figure out what mods doing it. It seems to be a clothing mod that before now has worked flawlessly
So i don't exactly know whats going on other then me using to many mods
So found another mod thats breaking audio. The Sci-Fi Loading Screens Mega Pack by AinsyMods. Sucks too because there were some cool images
Dont use that either
I really think its number of mods and not the contents of those mods. As all my clothing mods worked fine but then i add some stuff and suddenly its my outfits causing issues??? Like what
Maybe a conflict between the mods?
Would be if they even remotely touched the same things
And then why audio?
Why does audio die?
Of all things to break why sound
I mean losing audio is way better then breaking npc generation but still its a weird problem
Bethesdas game engine is normally the most robust monster to exsist in gaming yet its breaking so easily
I mean without looking at the files themselves we can't know forsure. I'd try to look at things myself but I can't currently as i have no pc to be able to delve in like that. The audio loss is probably just an issue with something dumb and small thats not compatible.
If i had a pc or could force the CK to work on my phone id probably fix the issue myself and upload the mod myself
Id rather spend a week learning the CK and fixing it then fiddling with my load order tbh
I learned how to code websites for less of a reason I can learn modding for this
So the creation engine is definetly not the most robust monster, but she can take a beating forsure. We gotta think about how multiple of these games launched with bugs like crazy until bethesda fixed it. The CK just dropped, and we're probably gonna have some issues like the constant audio loss issue when installing certain mods until either the creators update their mod to a working version or until bethesda drops an update on whatever could potentially be causing the issue. I definetly understand your frustrations, but for now i recommend just being careful with installing any mods since ive found 3 alone within the past couple of days that break audio. All completely different mods. Theres the enforcer pistol everyone knows about, earth restored, and then the sci fi loading screen pack.
Creation is the most rebust monster. How else do you explain how skyrim can handle 10k mods at once without breaking on a slightly updated version of thete 2011 game engine
Any other game engine would of exploded long before then
So Actor.MoveTo(Destination) seems to immediately move the actor to a position, but how can I instruct the AI to navigate there instead?
Why did it take you an hour to type that? Like no shade but you were typing a while
wrote a different thing at first, while typing it out, figured out some more stuff, simplified the question as much as possible
basically, typical programmer stuff
Some times typing out a problem hels you solve it.
PirateSoftware says to put a little fellow on your desk and talk to them to help unclog your mind and get it out there
Yup
yet, my question of "instructing" Actors to go somewhere remains :)
Anyone know if either of the patches fix the bugged ryujin operative bug?
seems Procedures is what I'm looking for, I suppose. Thanks ducks!
eh, not worse than any other +decades old codebase
hey yall, anyone use legendary recycler mod on xbox? where am i to find legendary modules? i cant find who sells them
Is it normal for mods to reorder themselfs on xbox
this happened to me once but it hasnt again
ignore me i’m just blind
Has anyone on Xbox run into this problem?
After downloading a mod and restarting, my game hangs on reloading in the mods menu, as well as the game settings section. I was able to run with mods prior to today.
It also won't let me load a save file, it just hangs there with no change, but doesn't crash.
I've already tried, uninstalling/reinstalling game after clearing reserve and console save, power cycling and clearing the cache.
It happens even if I download mods and keep them disabled. It just keeps saying reloading in the mods menu, won't let me edit my LO and won't let me load a save at all.
Any feedback is appreciated.
I'll keep running tests to see if I can figure out a fix in case anyone else runs into this. Thank you! 
Save files tend to load slow if you're too fast. Like if you press start and immediately load something. Mod page can reload for me too. Sometimes its faster but can take and extra 10 secs but it'll come back so I can do things. Might just be internet things
I'd imagine if you're loading mods on a save then that can add to it maybe
I've run into that too but someone else informed me that they ran into the same issue so it may be a bug with the Creations Menu.
It also occurs even if I don't have any mods enabled and the only reprieve I've had is when I clear reserve space.
I'm going to see if the issue continues to occur with just one mod loaded.
I've also tried it on a new save but to no avail.
I've noticed it when browsing or jumping into my load order and it can be random at times. That's why I'm thinking server/internet things
Hmm today we have gotten enhanced blood textures, furnished apartments, and hairy men
Enhanced Blood Textures is good 🙏
So excited to see lightsabers
Ye adding to bookmarks
It was a bit weird with melee in vanilla that it was like I was hitting NPCs with a bat
Oh i have the Sith Robes and I am Maul. I'm ready
similar to the one on fallout 4? i really like that one
I'll try a few other things to see if I can get back to accessing mods. Thank you for your words 
Yes I believe it is the same author
Yea I've got the Jedi robes and everything else ready, super excited to see them get ported over
sick
there wasnt sw uploads today, i smell some big mods cooking
Pablo schreiber mod when
Just downloaded it haha. Is it like fallout 4s or it s own unique thing?
Ah NVM helps if I read all the way lol
So 3 things:
- 1 billion of thank yous of who did the ECS Constant mod. Wish it I'd chatting with Oliver then head back to Constant.
- Who ever did Derek. Like him but for a robot he shouldn't be liking, dislike, or hating things.
- Who did UC Robin she liked I changed a ship before recruiting her.
Only had a 250,000 bounty with many super novas
jmpz11 is cooking up a big mod. Its should be close by now.
I figured much
He has been working on this mod for a long time. I saw some pics 2 months ago on reddit. I am sure he was waiting on CK as some things can only be done on CK. As soon as it hits I will download it. Pizza for jmpz11.
What is it?
I will DM you
Okay
Interesting 👀
It must be pizza for starfield
We have modders - good modders - but some you keep an eye on. That one for me is jmpz11. And everyone wants to give Pizza to jmpz11 - he made the app to fix the mesh fiasco issues.
I sure hope the Astromech mod comes to xbox. That mod looks amazing. The Shoretroopers in Paradiso too.
@undone python https://creations.bethesda.net/en/starfield/details/208831b4-04a8-4a89-9b31-67181e6c2517/Headshot_kills_any_actor and https://creations.bethesda.net/en/starfield/details/d9bf7fc1-9096-4bb8-80fc-642f26e590e0/Bard__39_s_Characters_Essential_Changer
Found a little way around the audio bug. Install everything. Put it everywhere it needs to go. Then close the game. Reopen it.
Once its open you may notice you dont have audio. Thats fine. Go into Creations and disable all of your mods. Dont worry this is fine.
Close your game and reopen it. Go back into creations and enable all your mods. Then just press B and click A on the prompt and you should still have music and menu clicks when navigating. Then load your save
You will have to disable and close the game and repeat this literally every time. But its fine
That looks better.
@wraith scarab ill still see if it changes after a 2nd disable,delete,force kicked, and back into Game
Hairy men being the most important one
I still cant figure out the restrictions
Lol
Btw the perk is suppose to be like that, all M class are now C class
im just trying to fix the Unattached Modules but 12 hours laters and ive found nothing
WTF someone mad a mod to stop you from getting XP from crafting adaptive frames? 🤣 like just stop crafting them I don't need a mod to stop me haha why would anyone use this?
Looks like 68 people needed this mod 😂
Had be a Karen and those who love to grind...
If i was sat there crafting 1584 frames, id want my 2xp for the time it took and the compensation for wearing down my A button
This is probably the strangest mod I've seen so far available on xbox.
Im about to give up my mod and let someone else deal with it 😂
Earth Restored is a pretty cool one.
Aw come on now. It's still a good mod and your the 1st to made an effort.
I really want a mod that disables the challenges on the skills. It gets annoying real quick
😂😂
Ive spent like 13 hours straight scouring the CK and script sources for anything on building restrictions. Reactor & Grav limits, unattached modules and ive found nothing 😢 😂
Hey, did anyone already made a mod that remove the skill point requirement for leveling up skills?
I only worry any challenges completed will it still up a level
I’m on Xbox
water mod dropped, has anyone tried it out?
https://creations.bethesda.net/en/starfield/details/bab1fa24-a592-40e3-a4ab-86081204546a/High_Res_Water___MonstrrMagic_Textures
They don’t got that on Xbox yet
There be an update beta testing on June 26th on that week. Maybe something good might help
It's there
Only thing ive found even close to ship modifications is this
does it work with earth renew mod
Only thing I can think of is asking @misty abyss
I just checked on Bethesdas creations and searched for “No skill challenges” and there’s nothing like that.
I don't have earth mod to play with it. Sorry. I don't mind dust bowl Earth lol
For Xbox
found one : https://www.nexusmods.com/starfield/mods/5154
There is a mod on xbox that lvls up all your current held perks to max. If you are looking for a quick lvl up
also, i haven't played since release day~, is the skill level up always 1 skill point or not? i don't remember :/
Sorry I saw 2 links posted figured you quoted the 2nd one not 1st.
And there is 1 that is but I think it's bugged where the manipulation skill of you have more than 1 had control it will not let you level up to next perk.
Link please
Just a sec
Okay
The one would be the unlimited manipulation social skills
That one I just posted is a little janky as you need to go outside the lodge quick save then reload and go back in to be able to talk to him. But it works. He can give you enough xp to go up 1 lvl, 10 levels, or jump you to lvl 100 (he literally gives you enough xp to boost you to lvl 100 not by 100 lvls so once you are lvl 100 that one won't work any more. But the 10 lvl boost still will.
Cheers
The other thing he does is jump ever held perk to max but not perks you haven't invested any points in yet.
Interesting
The reactor and landing gear limits are hardcoded values.
So what you want to do instead is create modules that simply offer more power to weight ratios.
For xbox series x starfield, "Mordrid's Carryweight to 9000" is not working anymore(at first my carry weight was 10000 and then it went down to less than 1000).
https://creations.bethesda.net/en/starfield/details/8b17fdbd-a06f-451a-adfa-ced008c16bd2/Mordrid__39_s_Carryweight_to_9000
I figured you be the right person give ev4sy some help.
There's some globals that can be changed for ship size and length and total number of modules.
Which you can lock in with a simple esp that way ini / bat files are not needed.
Has anyone came across an issue with guns sounds I can't hear any weapons but I hear the games music
That is unique to one or more creations being active. Disable them one at a time till you find out which one is causing it.
You wouldn't happen to have the enforcer mod installed would you?
what mods do you have installed?
No I removed that one
Restored earth?
Nope
That's another that causes the no audio issue
I have the gun skin for drum beat
When you remove mods make sure you're also reverting to a save that did not have them active.
hm a sneak instant kill with the same animation as assassins greed?
Also good to know.
U guys think it's possible to make this work on xbox
https://www.nexusmods.com/starfield/mods/8973?tab=files
@wraith scarab your presense is requested by me
If it's taking some time in reloading mods does this mean I'm going need go through those I like to those I don't need?
ive tested your mod and i have a few bugs and fixes, plus a few recommendations
I need a reality check? Yes i do 😂
lol
Youre using the new v2 version?
yes, also can we talk in dms?
Sure, but im about to head to bed soon tho tired asf rn 😂
alr check it
Looks like BGS servers acting up
I'm trying to upload a mod. Can I ask a question on this channel?
Yes
thank you
If I translate a mod posted in English to Creation Club into my language, will there be any problems if I upload it to Creation Club?
Did anyone figure out why making mods that replace .wem files has them muted in-game?
you must force it to use your modified esm
Thanks for advice.
Also, make sure you have permission. You can't just upload someone else's mod, even if you do translate it.
understand.
A community-driven mod fixing bugs, errors and inconsistencies in Starfield. https://creations.bethesda.net/en/starfield/details/a11a0cdf-5abb-4a59-9e12-e261e5aae8d5/Starfield_Community_Patch
best mod for bug fixing tbh
Audio bugs 😭 lol. Damn you Bethesda
Does it fix the ryujin operative bug?
https://www.starfieldpatch.dev/changelog
this is a changelog which shows all the fixes it does. you can scroll and see if u find what ur looking for
Things change, and so does the Starfield Community Patch. See what's new here!
Out of curiosity, what is the "operative bug" ?
Basically, in the ryujin quest "managing assets" you're sent to eliminate an operative as a favor to bayu. Issue is, there is no operative. Making it unable to be completed
I believe it's where they fail to talk to Bayu in having permission to get into Syndicate hideout after the break into Ryujin Tower quest.
Ah. I persuaded my way around that I guess because he never sent me to eliminate anyone.
Where as there is a way around it by social perk.
Ahh. Yeah idk where exactly I messed up but I did and had to eliminate the operative. But still broken afaik
Only quest line I haven't completed on my ng+
Was the same for me until a couple of weeks ago.
Well now you know what to build up on for a next perk lol
I hadn't touched the questline previously and figured I may as well play it through.
Yeah it's only my second time doing it. Never had the issue on my first
And you still didn't use the persuade option?
Honestly I couldn't actually tell you for sure as it was back when the game came out
I've speech checked the entire game
Well atleast you know that is the actual bypass
Same
Yeah haha. Will note that whenever I care to go through unity again, though probably not for quite some time
Just gotta hope either Bethesda or a modder fixes it
There is a fix and that is the fix.
Is there anyone who enjoys Starfield on PC with Game Pass?
If so, can you share the starfield.ini file?
In the process of uploading the language translation to Creation Club, there is a problem that does not work properly on Xbox.
I would like to refer to the ini configuration file.
I mean one where I won't have to go through unity . I like the universe im in ornid have done it a long time ago
What are some things use guys been working on for xbox players??
Persuading around it isn't a fix for the elimination method. It's a convenient bypass if your character is able.
Yeah I gotta agree. Plus idk, I find it rather inconvenient if I have to start a whole new game+ for one quest point that takes me several hours to get to
Good luck with that.
As due to bethesda servers running slow of uploading I'm calling it a night.
Have a good night mate
Mods are cool
Modders, I have absolutely no experience with mods, the lingo and everything else in between.
How difficult is it to create an Unlimited Companions mod, the same as what we had in FO4 and Skyrim?
FInally had a chance to make an account and check this out. Both the vanilla mesh and mine are invisible in this NifSkope version.
Difficult. But don't think about that.
And they would be. Nif's are merely references to model data now. models are separated into geometries folder.
Due to DirectX rendering changes / efficiency for instancing meshes.
That's extremely helpful. How would you suggest I proceed? I have a mesh and geometries. What do I do with them?
Wellll. You put the geometries into the geometry folder and nif in the the mesh folder. The nif does not need the hash naming the way the geometry does.
If you're trying to alter or change a geometry you want to get Geometry Bridge from Nexus Mods (and the fix from git hub that is in the discussion page). And then Install Blender 3.6 if you haven't already to then add the geometry bridge and its fix.
That will allow you to import geometries into Blender.
The fix is for the last version of the game thoough so anything you manage to export back out from Blender may not produce a file that works.
int Function PathToReference(ObjectReference aTarget, float afNormalizedSpeed, float afNormalizedRotationSpeed, float afTargetRadius=-1.0, bool abHardRadius=false) aTarget is the destination the calling reference will (attempt) to path to. The return value is an integer that represents the result. 0 = Success, 1 = failure, 2 = Stopped (they were stopped for some reason), 3 = Cleared (not sure what this really means)
Alternatively you can use a travel package.
Ive already made 2 mods (one related to carry weight and the other storage) and Im scared to death to release them lmao
The end of that argument means it's going to try to set reaching the target as one of those integers, so you can loop it back if you want to to make it keep attempting to navigate (but do so with some kind of count of attempts and then end the script)
Thank you. Once I've imported the geometries into Blender, what do I do with them? Terribly sorry, I haven't the slightest clue what I'm doing.
That part is up to you. What are you trying to do?
So I'm trying to make the new Gravis suit modular. Helmet, suit, and what amounts to an invisible dummy boost pack. The problem is that the neck is part of the upper torso mesh, so when the helmet is worn alone it leaves a big hole in the neck. I'm trying to remove the neck from the torso and put it on the helmet.
I imported both meshes and manually got rid of the parts of the torso I didn't need, but now the result is invisible in game. I'm clearly doing something super wrong, but I don't even know where to start trouble shooting.
released my first mod x) https://creations.bethesda.net/en/starfield/edit/a2881d6a-ccb0-418f-9450-2dd5f0be7acf/Remove_EXP_from_gameplay_options
the ck is confusing as hell when your starting out, especially with the small master thing.
The fix is for the last version of the game though so anything you manage to export back out from Blender may not produce a file that works
So there's that. and you're mucking with Skeletal meshes which have skin-bone assignments. And that's very deep water for a beginner.
I would suggest you learn the character art process a bit to understand what you're trying to do.
I'm open to suggestions. As I said, I don't even know where to start.
This is a Tutorial for ABSOLUTE BEGINNERS on MODELLING in Blender. You will learn how to model a super basic human model. This tutorial just covers the bare basics and does not even come close to scratching the surface of what Blender can do, but it’s a good starting point for a bigger.
-----------------------------------------------------------...
and then this whole series
https://www.youtube.com/watch?v=Kna9OVFO5cc&list=PLvgIVNDU-Dxi5h3JLNJMfK0t3-WsBm6Av
If you are planning to work along, why not join the brand new discord server where you can share your progress and ask questions! https://discord.gg/qEb8R6cHQP
This video is an introduction to my new character modeling tutorial series for Blender 3.0. Throughout the next 40+ videos, I will show you step by step, how to create the character you ...
Bookmarked both of those in case I decide to get back into 3D modeling
The process into Bethesda games from tutorials changes a fair bit but having a good grasp of the basics will help anyones endeavors to be at least vaguely successful at making changes. (also while we wait for the official tools to come)
Always is
Creation mods are so good.
Holy crap derretechs on Xbox now
Nice! Is this going to be on Nexus as well?
already uploaded 🫡

Does anyone know if Inigo will come to Starfield?
Started a new NG+, just for the hell of it, I have never used mods before, wanted to try them out from scratch, selected a load of mods, it then said the game needed to reload, that was an hour ago, and its still spinning, too many mods maybe, or is it slow, or maybe I have broken my game, lol ..
Xbox series x btw
Don't download too many big mods at one time. And fully exit out of the game before reloading, after downloading mods.
Does anyone know zone79?
I have no other way to give feedback for a mod other than this
do it via nexus
is there still no documentation?
another mod that removes in game and menu sound upon launch. the second one from this modder, wait until a fix 👍🏽
Been messing around with the CK, trying to get an understanding of how that Lair of the Mantis Quest works, because I want to write a similar questline that leads you to a Vault hidden on Earth
I’m desperate for Bethesda to approve some mods for achievement friendly
Yours?
Ah. Yeah I wish there were more myself
Like visible chronomark, filter removal, Eli’s crimson fleet habs etc. no cheat ones just the good ones lol
Anyone know how to fix this lighting flicker? Might just me be since I am still getting into CK.
When I move the camera the lighting is different . ( kinda reminds me from skyrim when too many lights .
But I do not know what could be causing it because I deleted the lights
I wish the starborn gravis suit had a bit of story behind it
Like you can’t get it until you enter the unity and it’s a “bounty” where you go and find the starborn gravis and kill them to get their suit instead of “just dump it in the lodge”
Probably will be something like that given time. I sincerely doubt you're the only person who feels that
Hell, if I knew how to mod you'd have given me an idea for a starborn bounties mod
My only gripe atm is I can’t enjoy the mods. I have ocd and seeing my save be tainted by “mods” and disabling my achievements means I can’t use them
Fair
I have no idea what causes the red glow to turn on and off in the creation kit. so weird
Fellow Starfield players! Out of my 177 Starfield mods on Nexus, I managed to port 32 so far! They are all free! New bosses, weapons, ship parts, deco, all kinds of content! Enjoy! ❤️
Do you happen to have a list of all your mods youre porting over? Wanna know what to expect
The vast majority I wanted are ported. Best ones IMHO, still some weapons are left, plus I need to learn how to port nifs only, such as clean ship builder etc...
I am also curious how do star trek weapons work on BGS, because I use tiny star trek sounds on them, and I dont want sound copyright LOL
Ah I see haha fair enough. Was gonna say was curious if you had any starborn related mods
Does anyone know of a resource that gives some guidance on creating mods with CK?
After much trial and error, I finally got the kit working yesterday and created the first mod I have tried with it.... at least I thought I had. Compressed and then converted the ESP file to an ESM, but nowhere can I find any option to add info about what the mod is meant to do and an image "title" for it.... and it is not recognised by the game, so I can't test it
I presume this needs to be done in a 3rd party manager, but, as with everything else, there is no documentation or guidance at all, so have no idea where to start.
Is there a "required" resource I have to use?
A bit yea! I have starborn protectors, starborn supervisor, samael boss, but i need to see if they work still on new update! there is also starborn galactic armaments
All intriguing! If they do work, what's the chance of those getting ported?
Afaik, there's no official docs to be found. I could be wrong so someone correct me if so but yeah
Thanks Ej.. this is screaming out for a "how to" video... might have to make one when I figure it out
Yeah np. If you did you'd be a huge help to people haha
Am not looking to do anything fancy, just fix a few minor issues... have watched loads of skyrim and a few Starfield vids, but they either assume a very high level of knowledge, don't explain what they claim they do, don't apply to the Starfield CK or are just so badly done they make no sense.... very frustrating
High! But CK crashes when I open them... so i have to figure it out :/
first one might be "how to install the CK", because it is very unclear in Steam (if you haven't used one before) and doesn't work how it says it does
Dang, well will keep my eye out!
Once it's added to your library, go to the top header and look for Games. There should be a drop down for Tools. Make sure that is selected. Then in the left pane where the games / downloaded stuff are, look for Starfield Creation Kit.
When the page for that is brought up, click the [INSTALL] button and it'll do it for you.
Now after that's done it'll change to [PLAY](which just launches from the executable - you can do that. I prefer doing that because Im often going into the Starfield root folder anyway.) Depending on how your PC/RAM is, expect some BS with loading.
(Sidenote how lovely these come up when I aint home and gotta rely on my dino brain)
Thanks.... took a while, but I did all that yesterday and, as I said, have already used it.... to make an ESM that I just need to fully flesh out into a mod now....
Also try to understand, you will run into a wall where the thing you're trying to do has no resources that covers it. That could mainly be because no one else has tried something similar.
I'm trying to add a "target explodes on death" perk but I can't figure it out for the life of me. What's the best way to spawn an explosion on someone when they die?
Somethings like OnDeath event and have the explosion as a property and then call actorHere.PlaceAtMe(explosionProperty)
Has to be on the actor(an alias if this is a vanilla actor). You wont be able to do it as one step in the perk.
Anybody know if there a possibility of creating procedural gen based poi layout/NPC generation possible in CK? Is int it better way of increasing poi variety than creating each poi manually?
I have found out why Starfield is constantly crashing when I open creations, it was a .txt file in the appdata local folder called ContentCatalog, so if anyone else has been having this problem, just delete ContentCatalog
Imkikda hope Bethesda adds in or a mod adds in bays that are just very large ramps that drop down around 3 or 4 levels. And some large landing gears that go all the way to the ground but hide up nicely when in flight.
Or a way to I guess have put starships Hover. That way we can. Build larger ships and they won't be Clipping to new Atlantis so much lol
I like the farming 
Hi all, is anyone able to point me at some resources and how to guides for the Creation Kit?
Still hoping that Bethesda do something about maxing out all starborn powers quicker like there has to be an easier way than jumping from the eye to a temple then back to the eye for another temple even when you have all artefacts that’s still the order you have to proceed to get them
Elianora has a great basic introduction video for Starfields’ CK
Starfield Creation Kit is out and here are 5 things you should definitely know when you get started!!
** REUPLOAD BECAUSE THE PREVIOUS ONE WAS FUCKETH I AM SORRY
Buy me a coffee! https://ko-fi.com/elianora
I stream regularly on Twitch, come hang out!
https://www.twitch.tv/therealelianora/
My mods on Nexus...
Thank you, I approximate it.
I'm tired of waiting for someone to make a mod that adds crates, boxes, Barrels ect as decoration items for ships and habs. So I'm going to try and do it myself lol 😂.
Oh God I’m glad someone else has said this. Desperately NEED new items for the outposts and ship decorations 🥲
Everyone’s focused on star wars mods be another month or so before other mods will be added 😂
I need the halo ones
Haha fair enough I need one that lets you activate all temples at once 😂😂
I'm supposed Warhammer 40k hasn't reared it's head yet lol.
Yet 😏
That's awesome, thanks for sharing that! Any ideas on I can easily find Functions, is there any documentation packaged with Starfield/Creation Kit where I can find out about these functions, or what's the expected way while the Wiki is down?
And regarding Packages, (AI Packages I assumed?), I tried to edit that for an Actor, but seems I cannot add/remove packages from them, I'm pretty sure I'm just missing a bit of fundamental knowledge about Actors<>Packages I suppose
Did you place Starfield and Creation Kit on different disks/partitions? I tried that at first but couldn't get Creation Kit to launch, but everything started working when I moved it to the same disk as Starfield
@red briar the Starborn mod you created for Outpost protection looks amazing, definitely going to be downloading this when I get home.
Curious to know, do you reckon you’ll recreate this with United Colonies, Freestar Collective, Crimson Fleet or Va’ruun and the other factions, big and small?
I donno what the actor form looks like exactly but there should be a tab for it. You normally cant add / remove packages if they're inheriting packages from template they're using but I believe that can be overridden with an alias package.
ah, lots of new keywords to lookup with that message, thanks a bunch :)
Hey! Yep its all on same location! drive c
Thank you very much !!!
Sorry I am not sure what you mean 😦 Like security based on factions?
I have been loving this one, I went ahead and changed one perk to Furious
thats' legendary...👀
Hey no problem, you deserve all the recognition for what you’ve made.
So imagine instead of Starborn being used in the Robot category of Outposts, we have alternative people.
Freestar Collective, United Colonies, Crimson Fleet, House of Va’ruun.
I’m no mod developer and don’t have the knowledge of what’s involved, however let’s say you replaced Starborn A with Freestar Guard A for example.
Could make a mod for the faction desired.
I was thinking about something like that the other day, and was like well I have mandalorean armor that is doubled as clothes and armor, it would be cool to hire NPC or have outpost NOC's decked out in mandalorean Armor like Axe wolves Mercenary group
Is there any plans for making the outpost flags Xbox compatible, so far they are only pc
There’s already a Colonist mod so I guess it would just mean implementing a system of changing their clothes etc and you’ll get exactly what you just said
@red briar would it be OK for me to drop a message in your inbox? I have a mod idea but lack the skill for implimentation.
Do you have a link to it, I haven't seen it
I haven’t played around with it yet as I’m on a new save.
We need internal walls and doors in outpost habs!!!
Also 1x1 empty hab units with a single door port or starboard that can be used as individual or bunked sleeping quarters for crew.
Could finally have a door to my bathroom
Darkfox127 has put out a few videos on the CK, I know other creators are starting to do them as well. But until Bethesda actually puts out some form of documentation on it, we are all mostly flying in the dark.
Is there any man (Batman meme) suit mods yet?
Ive seen one batman armor mod
Adds the Tactical Batsuit from Zack Snyder's Justice League, ported from Injustice 2 with permission from Warner Bros. Games. https://creations.bethesda.net/en/starfield/details/e083d2b2-0836-4ee7-a6df-f71bbc356f7d/Batman
My current primary goal is to figure out a way to replace the complete start of the game and remove the main questline entirely to make the game as barebones as I can get it.
This would pave the way for some stuff I want to do.
I was tempted to download this one! How's the performance? It looks overpowered, but in a fun way.
It performs amazing even on extreme
I'll have to give it a try! That barrel really works well with the gun design.
Oh god, someone please build a vault on earth 🌍 🤣🤣🤣🤣
Geforce was messing up, had to restart, still didn't work... I have figured out an alternative to grab better images.
love it
It looks amazing
Have not retextured/skinned anything since CS:S days, I am behind. I gotta tidy it up and figure out how to actually publish just the skin. I assume I have to use CK to upload right?
Heey! No problem but i am really busy now, idk if i will be able to do it :/
Hey I wanted to, but textures wont port to xbox 😦 i need to figure it out
Got it! At some point possible! 😁
🤍🚀
It's all good man, honestly though I'm more enjoying your Glowing parts stuff. I messaged you on Nexus about the Star Trek parts also..
But yea I wonder if we could make engines glow too like actual engines.
Also making Structural parts that are basically mock engines that operate like engines but are simply decorative would be cool
Does anyone know if there is a UI or Inventory mod for Xbox?
Hopefully someone does a man one
Is there a way I can go about paying someone to make a custom mod?
not yet
It's not allowed, but if you make a mod request someone might make it
My wish is to make all vanilla modules as a glow variant.. but obviously it will take tons of time.. now its ck learning as well... porting... many many stuff to do :/
How would I go about that? Is there a specific place for a mod request?
You found it
Oh shit
Of course, games not going a where anytime soon so we, and you have given us plenty to use so far to wait for the rest
Idk if anyone could make a outfit mod for Xbox but if someone can, it would be nice to have a outfit with a baggy looking hoodie, some pants and some nice sneakers.
Like this?
Zone79 has been uploading a lot. Haven't tried out much yet but there's a lot of variety. https://creations.bethesda.net/en/starfield/all?author_displayname=zone79 You might find something similar in his Creations
I keep refreshing the Creation page regularly in the hopes that he's uploaded v6 of this Mantis replacer:
Anybody rember OblivionRealEstate.com?
That's sick!
The v6 one is especially sick. The logo is really clever, and the green coloring looks great (and very mantis appropriate).
I like the spacesuits in the game but I gotta say, I was never a big fan of the Mantis one. Helmet was alwsys cool but it looked like he was running around in a rubber lab coat
(sorry if you can't unsee that now)
Damn zone79 be dropping all the Armour and outfits
Exactly! Its such a cool concept (a space Batman), but man oh man, the suit was so ugly LOL. Something like this one from Zone79 looks really plausible for a space Batman. It's crazy that BSG thought that the white labcoat and baggy pants was a good look!
You can design your own sounds. Sonniss gives away free sounds at GDC every year: https://gdc.sonniss.com/
In celebration of #GDC2024 we are giving away 27.5GB+ of high-quality sound effects from our amazing vendors here at Sonniss. No attribution is required and you can use them on an unlimited number of projects for the rest of your lifetime. If you would like more options and design choices to work with, please consider purchasing the correspondin...
If you're doing a knock off version of an IP, the mod name cannot have the IP in the name or mention it in the description. E.g. Light saber that looks like a light saber is out, Laser-powered Sword that looks like a glowing rapier might pass muster. Boba Fett in Mando armor is out, Tough Mercenary named Beth Foba in a recolored Crimson Fleet space suit is not.
i'm Batm...Mantis, Mantis, i'm Mantis!
youngneil1 not sure if you check this page, but thank you for all the work. intelligent stuff. going to make my next game a hell of a lot more fun and challenging
I think they were purposefully going for a that kind of classic zany pulp sci-fi look but I agree, personally prefer Zone79’s
Yes. It's where I downloaded some Temptest Castle(it's suspended in the sky. You press a button to make the rocks appear that leads up to it.)
just use NG+
its the best way to ignore the entire questline

It's a tragedy that it's no longer accessible.
I need a much more full solution, entirely replacing the start.
good luck with that look at Start me up from fo4 and alternate start for skyrim for how they did it
There's an SKK Fast Start mod
Yeah. IIRC the owner couldnt afford the bandwidth, back when bandwidth limits were ridiculously low.
👍 Thanks
When the CK finishes loading and you feel like that meme dog with the ripped muscles.
Understandable just wish it was archived. It's a part of Oblivion modding that seems to have disappeared.
this even better
Chris wouldve taken that out context hardcore :p
Starfield would be the perfect game for it's own real estate site, or one for ships. It's not necessary but it adds that little bit of immersive flavor.
Great mod
U can start straight at the lodge
Some B-Class GravDrive bonus inside 🎁
Asset watcher?
you can can make a system link folder that watches your file and converts them to nifs
I think this Audio glitch on Series X|S is not related to a particular Creation
If anyone is also having that issue
Is there a way to have Sam Coe not wear a hat on Xbox I’m not aware of? Is there a mod for Xbox to be able to remove his hat? I’ve been using the Jedi robes mod for him and it doesn’t remove the hat.
How do I find this?
its in your tools folder if ya updated
Haven't seen one yet
I didn't see there was an update.
what do you mean?
omg, from my model to .nif?
asset watcher ports your unoptimized assests (e.g. fbx, obj) to .nif for use of CE
uahhhhhhhhhhhhhhhhhhhhhhhh, I might faint
I just had an automatic update on Xbox. Anybody know what for?
Thanks! I wish I had a computer that can run creation kit cause I would just make the mod myself. Hope someone does at some point 😭
No release notes as of yet, none that I am seeing.
Thank you I appreciate the reply. Do you mind tagging me if you find something later? I haven’t found anything either.
@autumn idol what is the dock? must activate with the custom ini?
Bethesda and their shadow drops with no explanation.
dock?
the panel to import obj fbx
the asset watcher as you call it
@autumn idol sorry, i miss one of your message, tools folder, ty
I'm still confused about the Bethesda Art tools for 3ds Max. They updated them but they still don't seem to do anything.
Zone79 if you’re in here just want to shoutout you’re a legend.
If there are patch notes then they usually lag a bit. Probably for documentation but also cause the update rolls out and might not hit everyone at once
If its for CK though then I'm not sure 🤔
I get an error when using the asset watcher that it has no param BSFBX. So I think this is used with the 3ds max art tools. You use the fbx plugin that comes with the art tools in 3ds max to export to fbx then use asset watcher to convert them.
another mod that breaks audio. avoid until fixed
i wonder what the update was for today. i didnt catch how large it was due to auto update
https://steamdb.info/patchnotes/14700440/
changelogs for CK
release of asset watcher and 3dx max plugin got updated
They seem to have provided havok content tools in their new CK art tools.
wait wtf?!?!
so they gave us havok physics creation ability????
I'm opening the program to check.
and it works as intended!!!
can now ports assets to Creation Engine
my POI has spawned randomly 
🤩 💯 OK. Thank you Bethesda.
@autumn idol yes but i can't see the created nifs
The conversion successfully goes through but it's broken when I load it into nifskope
@autumn idol lol, have mercy
really, i've setting up the 2 folders, works done, but no nif brodda
bethesda why
🤩
What tool are you using to view inside the installer?
Just 7z
So it looks like it's there. So why doesn't it install it correctly.
Well, maybe the culprit is the old version HCT.
I uninstalled the older version of the art tools and installed the newer and it still gives the same error.
I have another version of Havok content tools and when updating, the installer asks me to uninstall the old version first.
could you in theory pick an in game animation and use that for photomode pose?
time to get cooking modders
They just need to release a Blender version so people don't need 3ds Max at all
Well Iirc Bethesda gives their certificated modders blender plugins.
@unkempt topaz it would be a great help
The easier it gets to make new art for Starfield the more the modding scene for it will explode.
Currently banging my head against this particular wall ^
An idea is born.
link to the original video: https://youtu.be/zVGrWzsoEA4
Space Mammoth!
Copied and pasted description
Here are my friends channels, go check them out.
Unibear2020:https://www.youtube.com/channel/UCQ5FMjXQFnMWYXX64syc3Bg
D4NM4DESTROY:https://www.youtube.com/user/D4NM4NDESTROY
Buttman38/Potato Kingdom:https://www.youtube.com/channel/UC...
is anyone getting any results with the asset watcher?
So how do you make a POI mod
I'm trying to figure out where havok content tools exports to.
i'll probably write up a tutorial to the nexusmods forums in a sec
It probably should’ve been a little easier considering how little POIs there are 😭
Why can I not see meshes in Nifskope? I have everything archived correctly... Am I missing something?
gotta do landscape cutting
then build your content, make a location record, and slap a map icon on it
boom ya done
then add it to PCM and watch your POI spawns in the world
that's basically it yeah
Im mildly interested in getting in to modding this game but i have NEVER done anything close to game dev before
the main issue we have is that adding a POI will conflict with others
And am scared by the learning curve lol
How does that work?
heard of lvl lists conflicts?
With like weapon mods right
its like that but for PCMs
not exactly...
Leveled list is like when u put something to naturally spawn in the world right
like say you have 2 records A & B
record A loads first and Record B loads last you wont be able to see record A since record B loaded last but if you merge the list together youd be able to see Record A AND B
thats is roughly the Rule of One
only one record can win
So if I download a weapon mod and it asks me if i want to integrate it in a leveled list its basically doing that
yes and it will conflict with others that also use that same list
script injections can bypass this...
any good ship mods added recently??
Derretech
other than derretech-
avontech
Do yall think Bethesda will make a fallout themed creation? I hope so. They did it for fallout 4 with doom etc
Like a vault tec themed spacesuit would be crazy nice
It’s for sure coming
Is it weird that I really want to see Arthur Morgan’s hat in Starfield?
I hope so, I’m a fallout fanboy and I NEED IT (Bethesda creation specifically so I can get my achievements still)
You an Xbox user?
I am
Ah yea i feel bad for yall the no achievements thing sucks
I could use my pc but I very much prefer the console user experience
Time to see today's new mods
I figured out how to export a .hkt file but I don't know how that's supposed to be used.
I wish the outpost system worked more like fallout settlements. The cargo system enrages me
Is confusing
wait wtf??
It’s pointlessly complex. Like why would I spend 20+ hours setting up all my different outposts just to enter Unity a 50 hours later
Add the ghoul to starfield 🤯
Add an option to turn each outpost into a fallout 4 workshop and assign each ship you own to be your supply line
That way you recruit crew and your spare ships actually have use
Me only using 1 ship even tho I have 10 💀
is there an easier way to see what mods are actually good lmao, as always the sorting is trash
Can you imagine you go to your outpost, you adoring fan lands in the mantis ship as he’s your supply line
Give him the mantis outfit
I'm already working on this! The more I dig, the bigger the job appears to be. So it's gonna be a while. In the meantime, I released a mod with new backgrounds.
What the one with “boxer” etc?
It's called SCABS lol - Starfield Comprehensive Additions to Background Skills.
Is it on the creations page?
Should be!
Unity is a sacrafice why is people keep missing that
its like reincarnation you don't take your house when that happens
Where is QSSmoke located in CK?
It's also optional. Only go through the Unity when you're ready to start a new game.
or better when you are satisfied with your playthrough
like how anybody else has done with skyrim/fo4🤣
devs just integrated that into the main game
this would be an interesting mod. ghouls in spacesuits & helmets
But he has to have Boba fetts blaster rifle
Hi Folks, Quick question. Do you have to be NG+ to be able to use the Starborn Gravis Suit?
https://forums.nexusmods.com/topic/13491382-tutorial-creating-your-own-randomly-placed-pois/ here it is
So you want to create your own point of interest that has a chance to randomly spawn? First of all you have to find a place for your new point of interest, open up WorldData > Blocks on Creation Kit, double click a block and click preview button in the inspector to see how it looks like: Find ...
well theres goes Starfield updating :/
i dont think its anything to worry about mod wise, my game seemed to run fine with a bunch on afterwards
It would be nice to have the death trooper armor and weapon with the right sound
Oh thank you 😄
I saw on reddit not to use the official unofficial patch for starfield. Does anyone have any recommendations on ones to use ? Community variant ?
I got the UOSP and not have any issues?
yeah, there is alot of weight on those creators and their unofficial patches. so far so good for me too 🤷🏾♂️
People were claiming lighting and stability were in the toliet along with a bunch of history about the guy supposedly in the past with other games bricking other mods and filing copy write reports to get them taken down when they were in competition with his or he didn’t agree. I cant personally support that type of person thus why I’m trying to find an alternative
I mean Authmoor has done UOxP for skyrim, fo4 & starfield. Across all 3 games ive always had his mods installed. PC players dont agree with him removing previous builds but tbh, i dont care about that and his mods are always a must have in my load orders
I’ll check it out.
Hope, which is extremely stupid.
Won't be long until starfield is the ultimate star wars experience:)
From everything I’ve read I’m just looking for alternatives to his work. Apparently his shenanigans got him banned on the nexus and from several modding reddits so I’m just not interest in dealing with that type of person no matter the quality of the product
Anybody got a working .nif and mesh from asset watcher?
nice
@wraith scarab can you try the asset watcher to convert fbx to nif? i've problem and don't understand if there is a lack in the procedure or if the watcher is just broken or in WIP, is in the tools folder
Took this screenshot to convince my boys to return. It’s so sick
Tbh, im a noob and wont have the faintest clue what to do lol
no process end here
the creativity of the modders in the community is insane. i think this game will out perform star wars outlaws eventually 😂
A new mod just released to turn free star rangers into rebels and from the description uc will be the empire
It does in fact create a .nif file it just doesn't really tell you. But none of the nifs will load into nifskope.
The way modders are making our dream stat wars game before EA does is hilarious
will you be checking out the new freestar rebels mod?
@unkempt topaz where? the output folder selected is empty, no nif
Eventually. I’m downloading them all and I’m saving them for when I’m bored of vanilla starfield (using only achievement friendly)
@unkempt topaz must execute with ck up? must drop the exe somewhere? going crazy again 🙃
Are you using the fbx exporter for 3ds max?
Are there any conditions under which the ba2 file will be loaded?
I compressed the interface folder and string folder with ba2 and tried to load them through esm, but it failed.
nice. im expecting an empire overhaul shortly too
lol
Star was ships mod. Custom tie fighter
got this error
I wonder which planet will get turned into Aldaron
You have to export with the fbx exporter installed with the art tools in 3ds max.
Mustafar 🙏🏻
wait so I need 3ds max to use asset watcher
hell i just want a fully crafted naboo
As far as I can tell so far.
ight time to fork up $200

