#starfield-mods
1 messages · Page 33 of 1
@autumn idol sound bank->how to
Jump into voice in the nexus starfield channel?
yes
Thanks, I can manually spawn specific trees, but I would like my POI to be present on multiple planets, and I think it may not even be possible to spawn the larger trees on a POI like that. Which will be really dissapointing if thats the case.
Can you pass on to the rest of us how to do it? Adding new sounds would be BEAST
Can someone please make more weapons mods for Xbox?
So made some progress, can now get the events into the CK, but audio isn't playing just yet
Nice did you have to put your events and such in a Starfield soundbank or were you able to make your own?
It's in my own soundbannk
turns out your soundbank needs to be the same name as your esm/esp
ohhhh.. of course 😅
where it says StargateRTTS needs to be identical to your esp/esm
is that in Wwise soundbanks section?
haha nice of course lol
perfect thank you so much! I had been butting it in one of their sound banks and regenerating which did work but there is no way that method would play nice with other mods
also you dont generate the soundbank in wwise
you do use the Audio drop down in CK
do you mean dont generate i Wwise?
you use this section
ok cool so just save the project in Wwise then CK generate?
not this
yeah cool that makes sense
epic thanks that makes heaps of sense because when i did it that way i had to manually move files over for them to then show in CK
Is it possibly you're using the wrong converter? The different banks in-game have different requirements. PCM vs Vorbis etc
it's setup for windows
Yes, but literally WPN vs FX have different requirements, in my experience. Silent sounds if you use the wrong one.
it's set to OBJ conversion in the audio file
I had to use this in a helper script when converting wem files in Wwise itself for soundbank replacement, otherwise they were silent
bank_name = conversion_info['bank']
if bank_name == 'Starfield_FX':
return WWiseConverterType.VORBIS
elif bank_name == 'Starfield_WPN':
return WWiseConverterType.PCM
Thats what i had been doing too
I could hear the sounds only when i included the wav files in my soundbank generation FYI, that feels wrong but it was the only way i could get them to actually make sound. Still couldnt hear tehm in game though
And it works now? If so nevermind. But if it's silent, it's worth experimenting. I couldn't get the original converters per-bank they have to work, I had to go for the default ones, picking different based on bank. FX required something like Vorbis Auto Detect High for me even on Windows. WPN was the opposite, and mixing them up meant silence every time
just rebuilt it so i'm going to try it out now
quick question
Didn't seem to work
yup
can you hear it in CK? like if you add a sound play track to a sequence?
I have no idea how to do that lol
If you haven't already, I'd try another converter just in case, as per the above. I too had wem files that were silent, ya never know
mine looks like this
ok cool, because i noticed in that observatory creation they only included a few
im not actually getting wem files anymore
oh yup thats probably whats wrong
and what you add to your soundbank looks like this
yeah cool thanks
also make sure to disable media from the soundbank
thats whats recommended on the wiki anyways
ok will try that, the only way i could get it to play in the CK was by adding the media to teh soundbank too but it never felt right im sure your not ment to. also i noticed that in the observitory json file, the part that would point to the media file was under a setion called "ReferencedStreamedFiles" as opposed to whatever i was getting so maybe there is some file streaming settings somewhere?
Not sure what I did but it works in game now
wwise
I imagine that we wont actually need a license to do it this way assuming the mod your working on doesnt have over 200 sound files
oh well nevermind 😂😂
So it looks like if you have the media ticked on in wwise for the soundbank you can play it in the sequence, but if you have it ticked off you cant
ok weird, did that have an effect on you getting it to work in game?
So I had it ticked on when I got it working in game but i'm not sure if that was another setting I changed
goinging through now to see whats what
So it looks like it does need to be ticked to show up in game aswell
right, im trying that now
even though all other mods dont have that like that
CK doesnt seem to build wems when its tick, i guess build then tick and reload
So when it's ticked it packages the wem into the bnk
Lets jump into vc
You on the starfield nexus modding discord?
is that separate from the nexus mods one?
yea
then nope haha ill see if i can find it
I sent you the link
So... i noticed this bug with Creation Kit... this isn't first time. It does not want to change aim reticle for a custom made weapon. Hitting "apply" then "ok". and re-opening reverts the setting to "none". Like why.... :((((
I know the dev of the darkstar mods has been working on recticle's lately, may be worth getting in contact with the guy. He may have the info you need 😄
After getting very frustrated and angry installing the mods yesterday, I decided to remove yours, what was my surprise when I launched the game to find your Sarah appearance with that of the armor. I install two new mods on skills, and our Sarah becomes bald again.... I reboot my computer and restart the game and she gets her hair back.... it's official, IT is more voodoo than Science
Need to get some skirts with modular pieces or and a dress that would work with modular pieces.
Cant tell my pc is done
Reloaded an older save robin is at the astral lounge 🥳 it worked 🤣 💪🏻 ❤️ I lost a few hours from going back but no big deal. I like Robin too she’s cool and good voice actress 😁
Does anyone with the secret forbidden knowledge know how to scale up explosions? I've tried looking at existing explosions in NifSkope but can't quite figure it out. The current ones are all too small for my uses
Are there any mods that focus on the Firefly universe. I'd love to fly around in the Serenity.
You can use the scaling parameters, but not all of them do something. (It's the same thing as scaling up Unreal Engine particle systems.) However, one alternative is to use the explosion as the explosion effect of an AoE spell and increasing the AoE, then the explosion will scale up. 🙂
Thanks! Can you define "AOE spell" in this context? I'm firing off a projectile from an aimed Fire-And-Forget spell, and that projectile is creating the explosion. Where would the AoE size be in the chain of Spell->Magic Effect->Projectile->Explosion?
The magic effect, and then you need to resave the spell
Ahh, by changing the effect to not have "No Area" ticked, and then go back up to the spell and change area here?
Yes 🙂
Have you had the issue that setting the area doesn't 'stick'? Keeps resetting to 0.0 after closing the spell dialog
Ah it seems to stick if I use a var and not entering a manual value, for some reason
Any use of area from the spell effect makes the explosions invisible 😦
Ah I see what I was doing - I was triggering the explosion from the projectile, rather than letting the magic effect do it. I've moved the explosion to the spell now, and set the area higher from within the effect itself. The explosion has reappeared, but... same size. I'll try some crazy numbers but I wonder if some explosions scale and some don't
Yes, but in Skyrim the fix was to toggle the autocalculate field. I don't know about Fallout.
Some balance is needed but i'm happy it's just working at all
Is that a freaking star gate
Stargate looks awesome, just needs that woosh effect when activating. 😁
Meanwhile I am figuring out how annoying it is to actually make a new weapon for starfield.
One day i'll get something similar to the kawoosh, but thats a while away
Now I wanna see how the claw door works in skyrim
Claw door?
Did you get further?
I am trying to get further
I managed to get the custom asset in as a gun, the animations seem to queue based on 'equip slot' under Weapon -> General I think
Hi everyone. For xbox series x starfield, can someone please make a mod that adds/allows you to craft "unarmed/hand to hand weapons(examples- brass knuckles, claw weapons)" at an industrial workbench?
Yoo drop the methoddd
I can’t figure how to get my model to show up in nifskope
I had to use a specific Nifskope, bear with me I'll circle back
I have June 30th version, sometimes it shows (purple), but sometimes it just doesnt
https://github.com/hexabits/nifskope/releases/tag/v2.0.dev9
This one, I think?
The thing is, I tried exporting the custom mesh using SGB (Starfield Geometry Bridge) to .nif and then recreating the block structure copying the other weapons and their dependencies. However it always broke the client.
The only way that works is to bring your art into an existing weapon .nif block structure and then set all of the existing geometry block references's scale to 0. (Highly unoptimized and not clean),
Then in the weapon class inside CreativeKit, remove the mods/additionals
Can you hot reload plugins?
Oh I was doing it the otherway around loool
You need to extract all of the source materials into the data->Materials folder to create a new material in the material editor (the source contains the shader standards). However once you've committed your custom data to a plugin save and try to test in SF.exe it crashes on a memory leak.
So I recommend going to 'Data', renaming 'Materials' to '123Materials' and then booting up SF and testing, then deleting the 123 from the file rename to do more dev, visa versa
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Lifesaver!
There are like a whole list of weird niche errors and bugs i've overcome in the hackiest way, hit me up if you run into some problems 🫡
Still trying to fix a whole bunch but it's the closest I've got so far
I used this for the starborn armor skins I made, very similar to photoshop and handles dds natively
I can't figure out what exactly defines the animations for the barrel spin for a microgun.
I know that the AnimMicrogun is the flag/keyword to enable it, but where is the animation itself stored? Can you even edit those via Creation Kit?
I don't think so, a lot is not accessible, sneaky suspicion there are more tools in the works 🤔
I was hoping I could implement the 3 barrel chaingun from doom 2016.
But given that the barrel seems to only be able to spin around a single X axis, this is currently impossible :/
Anyone else here using Outpost Ultimate Tweaks?
Anyone know why my when I click new game it just infinite loads
Is there a Mod that makes ALL Enemies run from you?
Because all Enemies have started Running Away from me
https://cdn.discordapp.com/attachments/1243222120146669578/1260296696190078976/IMG_0546.mov?ex=668ece43&is=668d7cc3&hm=88e1f5450532476ba53baf47a81a918d7af93772eddace4907772b75dc311e72&
I am serious I always have to go and track them down just to kill them for XP
Maybe you have cooties
They never attack they just run
Crimson fleet hates cooties
might have something to do with the Demoralizing perk
so anything that you're using that would effect perks or just a piece of gear you started using
Is there a mod authors anonymous? Cause i need a meeting. 😅
So I’m neurodivergent and this has me blinking with no response. How do you interpret this?
my read on that is "DDPYogurt says 'in my personal opinion, I think it would be better to avoid breaking things than to implement requested features.'"
(and DDPYogurt seems to be assuming that the only reason you would add more things is that other users of the mod ask for it, not because, eg, you personally want them.)
Ok. I was like so stop with the Emporium mod? Cause i couldn’t update it any further. The small master was full. The full master was to expand the selection. So i read this as just stop and move on to something else.
I can't read their mind, but my guess is: they don't care about "technical" here, they just want their stuff to stay working even when the mod updates.
my personal response would be: "I hear your feedback, and understand that you feel upset when I change something that breaks your careful decorations after you update my mod."
then to keep adding stuff, changing to a full master. because I think being upset by what you build being broken is reasonable, but it is also fine to just shrug and do it this one time.
after all, once you change to a full master, that is it. won't be another breaking change like as you add stuff.
(but if you want, you could either add a second full master ESM and leave the current light master as-is, in the same mod, or just start "The Emporium 2.0" as a full master which users would manually migrate to.)
What are you doing with the updates? New building items? If it's something of that nature, why not upload a part 2 when you have enough to fill instead of replacing everything from the already uploaded version
Like, that way those who are happy with the current version doesn't need to do anything and those looking for more being added can just download part 2 as an addon for it
My mod adds 376 items to the game, in a small master. I did a public poll and the majority voted convert to a full master to reduce the ems count. So i did. Converting just reset the items and left the door open to several hundred more items. Then when the full master is full a part 2 will be made. The mods been through A LOT. Its my first ever mod and first creation in any CK. So when i learn things i try to implement them to improve the mod. That includes rebuilding the entire thing, adding menus.
Alright, but going forward can't you just make part 2 and so on without having to rebuild part 1?
FWIW, I think you made the right decision, doing exactly that. Especially because you asked the people who care, your users, and most of them said "make the change, we are OK with this one-time breaking of stuff."
that person you were talking with, they would have voted "no, don't break things" in the poll, and are just trying to say the same thing.
and I'm pretty sure they are not thinking beyond that: not "stop working on the mod", not "do <technical thing> instead", just "please don't break stuff."
Because if so it sounds like the problem is already solved
Not sure why people think converting to a full master is going to reduce .esm count. It won't. All files in Starfield are .esm regardless. It's just a matter of which type.
I'm guessing the alternative was "add a second small master, so I can keep adding things."
Could have simply changed to a Medium master. 65536 possible records that way. The problem of course is that changing types on someone's existing save is not safe.
yah. DDPYogurt would've been just as upset, I think, by that change. this is a "people" problem, not wanting things to break when they update, even if warned.
OK I'm sure I'm just being dumb here, but why won't this compile?
PlayerRef needs to be declared as an Actor, not an Objectreference. HasPerk doesn't work on ObjectReference.
Ah, OK thanks
Why do people even update if they don't want it to change though???
Just don't update your mod(s)
because technical people have spent 30 years teaching users "always apply updates to your computer"
Idk maybe make an upload with previous versions and they can make a save and test the updated mod
While still have accessing to old esm
Xbox problems yo
Reloading...
it why I almost dont want to update any of my containers cause if people have used them as storage theyll lose all their stuff if they update im pretty sure
I really need to buy an xbox just for modding lmao
has anyone made a mod to replace the voices from the Terrormorph pheromone thing with Macho Man Randy Savage lines yet?
Has anyone made some mods for starfield like halo armor and guns ships for console
Definitely not for creation club as audio replacers are still broken
Have fun with this!
https://www.nexusmods.com/starfield/mods/10483
I figured out Why everyone was running from me it was a Creation doing it
I disabled that Creation and now everything is Normal
If I add a perk to the player via script, and the user uninstalls the mod, is that going to be OK for their save? Or do I need to come up with a way to remove the perk prior to uninstalling. There's no other objects or anything, just the perk.
There are a lot of variables here, but it mostly comes down to whether the perk is a new one you created or an existing one, and whether the perk does anything weird like make permanent changes to actor values.
OK, I have an uninstall "solution" now, kinda dumb but it works. Just to be safe.
@Rex Mod is now published - say hi to Tidy Tables! https://creations.bethesda.net/en/starfield/details/d6d2287b-3a32-464c-b8d8-009f4f7881f0/Tidy_Tables
@twin atlas once you've got everything finished in one big mod full of decor, users won't even remember the issues that occurred while you were learning they'll just be happy it's complete working content and I personally look forward to it ☺️
Quick question, what would cause bethnet not to update the esm For current file? For context the esp full master is showing as a mid esm. Not a full.
@terse coral
A building set made from Neon's sleep crates for outposts. https://creations.bethesda.net/en/starfield/details/e7f30c35-d262-498b-a64c-90b48506fcdb/Sleep_Crate_Building_Kit
That's pretty awesome, thank you so much! Edit: love the name too!
Lol, I saw that. They loock pretty interesting. I may have to build some on my undeveloped outpost properties to keep the squatters at bay 😄
Is there going to be a starfield multiple follower mod for xbox creation kit ?
( for example having more than one of your companions in your party )
I'm trying to escape my Neon life
Anyone know how to grab a reference to a constructed object using papyrus from another object? Specifically I am trying to activate a switch that then activates another switch. I'm about out of ideas to google. lol
I cant seem to find a way to grab the reference of an object that is created dynamically.
Does anyone have a list of the mods that caused the audio glitch?
I find it odd that there are common structual trim pieces that nicely round out the hull of the ship...but none of them match any available cockpits that well. We need some more streamlined cockpits 😄
I love the Matilija cockpits but they are way too big IMO.
@timid temple I built a new ship tonight and your tidy tables mod works extremely well. Thanks again!
Nice! Sounds like a cool mod. We need that mod on Xbox , that would be great👌
are there any creations known to cause the game to enter an infinite loading screen
I've been having this issue but i don't know what mod is causing it
Anyone else on Xbox creation just stop loading I’ve reset my console twice so far still stops loading like the game just freezes
I’m on pc but that sounds very similar to what I’m dealing with
So I’m done with modding. Bethnet is trash and I’m tired of trying to fix the same mod for the 5th time. Mod users are absolutely useless with feedback. Xbox users flocking onto nexus and reporting bugs that shocker, aren’t replicated on PC. Commenting under another users post in the middle of a conversation and throwing the discussion off tangent. I thought i was talking to one person, nope, 3. Bethnet has no comment section to get feed back and PC/Xbox share an upload. So each attempt to fix xbox could reset the pc side. And why cant the pc players just go to nexus? Why must authors release 3 versions of every mod? Am i missing something? Bethesda claims Modders are their games biggest asset and yet new Modders cant even get a foot hold. July update introduced my mods self deleting from xbox, at lest 6 messages a day about it. No once has pc said anything. Not i convert small to large master and the game crashes? Or as one user commented, “stuff flying about. You broke my saves.” Now game pass members are requesting special attention. HOW in the **** do you guys do it? Three versions of every mod, two groups of PC users and Gamepass and xbox.
Does anyone know what mods cause the audio glitch on Xbox?
We need more tools and CK fixes,
I understand your frustration bro
As a first time modder i would first make some personal stuff, make sure that works flawlessly. Then maybe start sharing some of it with personal contacts to measure the amount of how those people like it. Then if recieved well i would release on pc alone first, gain some rep and find some people to work with you. Only once you have a small crew it would be time to consider other platforms.
As for a unified way for users to contact you i would simply make my own discord server and use channels for PC GP and Xbox support channels. Make sure there is a discord link in any mod you release and make sure to tell them people you wil only be contacted over discord and wont be responding to any post within nexus or other sharing platforms
Ohw!!
Most importantly... users are idiots, they have no clue and wil say anything they think fits to a case. Do not take their opinions or hate personally, its all ignorance and unwillingness to understand or learn
And why cant the pc players just go to nexus?
Because more and more of them are having reservations about using Nexus lately. Starfield has allowed them to shift their preferences, and going by the download numbers, they're doing it in droves.
I'd wager the rise of Game Pass on PC had something to do with it too.
All of my npc replacers work flawless for me. Its the users who have issue. So when i published, the testing worked. Same with the Emporium mod, but its constantly being updated to fix issues like people wanted a menu so i built a new one to add a menu. Now its to save esms? Do they have a limit on console?
Three versions of every mod, two groups of PC users and Gamepass and xbox.
I dunno about anyone else, but I have one version. Nobody gets one that's different just because it's on XBox.
One thing you need to keep in mind is that once you've committed to one type of .esm file, you CANNOT switch them without someone's existing save breaking. The form ID translations are not compatible with each other the way they were on older games.
The CK needs to say that instead of insinuating that we can simply choose the next size.
I replied to wrong message there
I will be eventully porting the mod to Xbox, but want to make sure any bugs that come out with my "Nexus Beta Test" are worked out first before hand. One requested feature was including biometric IDs and I'm not sure yet how to to do that. I also want to tweak the script to a second inventory check on game load vs. game init.
Xbox users have acces too 100gb of reserved mod space in sf.
The thing is, because of so many user and all their various hardware and mods lists you can imposibly know what wil break on what platform unless you actualy are able to use those other platforms.
Yes, perhaps it does, considering that it will corrupt their saves to switch types post-release. That's why you need to pick an appropriate one ahead of time depending on how big you anticipate a mod getting.
Wuts the difference between pip version and normal version of natural locations
I figure one is part of the landscape while the other is generated and placed on the landscape
I knew about compressing IDs but CK just words it as “the active file contains an ID with the maximum value for the required master type” compress?
So i was like obviously not, so it doesn’t wreck saves. Then chose large to house future additions. No pop up saying changing types would be an issue.
Oki cus they have the same descriptions
Oh pip version is point integration project
Ohw sorry, im no modder and am not known with the terms used in there 🙂 I figured you made a typo and ment to say POI 😅 Add to that about the natural locations and i figured it had to do with placement of stuff. 🤷
Fun Fact: pip --version is also a command used in python regularly to ensure your staying up to date with packages.
alright, thanks for coming to my TedTalk. Goodnight.
Here's the youtube vid for anyone that wants to share it https://www.youtube.com/watch?v=Ki-NeLFd3gE
Small little sound test video for my upcoming starfield mod Road to the Stars
hewo all
seriously
I want a chat where I can just do nothing but complain
If I wanted to store and track data and call helper functions upon that data, for, say, each ship in PlayerShips, how could I do that? I don't want to modify the base ShipReference type, but somehow attach my own little script onto it, and be able to query it? Or even store a bunch of my own types, mapped to each ship, e.g. MyPerShipData[] which I'd maintain by listening for events when the PlayerShips collection is changed. I can use struct, but you can't add functions to those.
Basically some OOP helper to keep my sanity and be able to create a separate instance of this data I'm using, per ship. Any ideas?
Could have a quest that uses a ship reference so you can call info stored in it
Like for my stargate i have it so a quest stores all my functions and data i need then pass any reference or data required by each function
Ah yeah I have one of those set up already. I wanted to have this "data" with functions existing per ship in the PlayerShips collection
Rather than just the 1 (as a quest)
Seems like I can set up a Ref Collection alias on my mod's quest script, and attach a script to that RefCollection (i.e. PlayerShips), and expose functions to other scripts to help separate out the ship-specific stuff. Though internally it still suffers the same issue of organization. Whereas if I have separate objects/scripts per ship, I could have them run their own timers internally and do interesting things, hmm
grats, i really hope you're right about new tools being worked on, this is excessive :S
Aye, like an official .nif editor with front end UX that makes sense instead of a whole block/hex system some lovely people from the community have made an application for to edit.
I'm having transform problems with the gun on the 3rd person view and I have no point of reference to fix but... we move!
Oh, maybe it's the equip slot 🤔, I'll experiment but gosh dang it's like a needle in a haystack rn
Anyone got thoughts on being able to give Xbox accounts free access to paid mods? 
for giveaways and content creator incentives?
I released something recently on Nexus (a tool, not a mod) and the feedback was "interesting". I got a few that say that the tool works for them and some that say it doesn't because they mis-read or didn't read the instructions. Then there were a couple of people engaging in a mini-flame war about how the evil Bethesda was conspiring to ruin their game, or something.
Don't take the feedback too seriously is my advice. If what you made works for you and you enjoy it, then great. Ignore the haters and those that contribute nothing but complain the loudest.
Much of the vocal part of the modding community has this very strong anti-Bethesda current. Ignore or block them. 🙂
I decided to load the Creation Kit on my Steam Deck just for fun to see if it works, looks like it does but I think the Cell window doesn’t properly work? At least, I could seemingly only use the DefaultWorld (I haven’t yet tried loading other cells)
I think Curiosity will be delayed slightly, I'll be too busy with Wayward Realms + indie game + other project. 🤔
Well here is a new "feature" I haven't run into before.
So with mods I wanna try I bookmark, and then when I download them, I remove the bookmark.
Downloading some of the bookmarked mods this morning and nothing I do removes them from my bookmarks. I'll uncheck it but it Immediately gets flagged as a bookmark again. Even saving and backing out to the menu doesn't remove them from the bookmarks.
With lack of documentation for Starfield CK and controls from BSG I am surprised that more new mod authors are not destroying users save-games with their bright & shiny creations. If I had not spent ~ 3,000 hours creating mods for Fallout 4 and then several hundred hours porting some to Starfield back in October (with Carprica and xEdit) I would probably be trashing users Starfield saves with new creations as well. "It is what it is".
I wonder why they haven’t released documentation yet? I saw the wiki for creation kit is down atm
LOL thanks for that; coffee out of both nostrils ☕ 👃
lol rip, seems like you can’t even add new stuff into DefaultWorld, I tried loading one of the esm files but nothing sadly 😦 (well, seems like you can’t add the Player actor into the editor lol but the markers are fair game)
I’m sure you guys are all dealing with enough issues from people, but I am wondering if anyone here has experience with mods not deleting from their Library. Yes, I know how to do it correctly, but there are some mods that when I remove them from Bethesda.net, they still show up in my Library on PC. I’m no stranger to removing mods from my Library, so this isn’t a user issue. I’ve even resorted to reinstalling the game, no luck. Adding and removing the mods from my Bookmarks instantly syncs to PC, but not removing it from my Library. Any thoughts? I figured if anyone has experience with this, it’s you guys.
I also don't know how to remove from library lol
I wouldn't mind more star trek mods
We have to log into Bethesda.net and click on our Library and remove them that way. It’s worked flawlessly for me for Skyrim and Starfield, until this week. Now, there are some mods that simply will not remove from my Library, and I’m looking to sort it out before it gets worse.
Does anyone have water working in Starfield CK? I've set an appropriate water height for my worldspace, and I can see it in the CK render window. When I start the game, no water. All my other terrain changes seem to work at this point. I'm sure I'm missing an obvious step.
I'm overworked 😢
@tidal basalt Same thing is happening to me on Xbox.
It’s really quite frustrating when every aspect of this game is riddled in bugs, lol. It’s such a weird sync issue, too. If adding/removing it from Bookmarks instantly syncs, the same should be for the Library feature, but no. Most mods sync instantly when removing from Library, but some newer ones won’t. Bethesda needs to investisge this on a global level, and not our individual accounts.
As someone who has had to write documentation for software that wasn't really ready for release, I imagine it is because whoever is tasked with writing the docs keeps finding bugs, or even just things that might be bugs, and the developers are under pressure to do other stuff and can't respond quickly. Since nobody wants to release documentation that has tons of 'this feature is bugged' type caveats spread all over it, the documentation doesn't get released. It's kind of depressing, but this kind of thing actually passes for normal these days.
And its the kind of thing that passes for normal these days ... because we the consumers desperately continue to yum up whatever is shovelled our way, regardless of quality. Probably.
Curiosity on track for an initial release EOM though 🙂
Sadly I just found out that the esm files causes the Steam Deck’s memory to fill up to a point where the system freezes and you need to do a reboot (it seems like the haptics in desktop mode still respond as they should but the screen completely freezes)
I was able to unbookmark things using Bethesda's website (Xbox account is linked)
Progress on more crashed ships / debris fields. I've now included the idea of adding little escape pods, as they aren't really included in the game and the nova cockpit reminded me of halo ce's pods.
Is there a way to stop CK from loading everything all at once and prevent memory issues?
no
its a memory hog and ive not seen any mention of fixes yet
I see, not even removing entries in the sResourceIndexFileList?
I've not tried but feel free to have a go
Do you know how much memory the CK uses when you’ve loaded up Starfield.esm?
For me currently 60 MB lol
lol wait what?
for me 8000
MB/GB?
How did you do that???
mb lol
Ah ok lol
if it was gb my pc would explode
Apparently there is CreationKitCustom so idk
if we go way back we had to wait for stuff like geck extender before we got a ton of fixes like that
doubt itd happen, maybe beth will update the ck more often to fix things people report like a memory hog
Is the New mod "Starluminous - Lighting Overhaul" any good?
Also how did you get only 60MB loaded? 😂
Digging this
I rename folders in data and correct as and when needed, Materials -> 123Materials etc
Oh I see, how much memory do you save that way? I did try removing entries in the ArchiveList but that seemingly didn’t really do much
Skill 😄
I just have the esm/ba2 files and nothing else so
(Actually, not having the map view open. Curiosity is perks so I don't need it.)
Yeah I guess that is down to the individual, I'm only dealing with additional archive lists in the sub 10MB atm
What do you mean? I did see someone on Reddit say that Starfield.esm loaded takes up about 17-18 GB of RAM
I'm on a 16GB laptop and it seems chill
Oh really?? What have you done though? Since I just have the files in esm/ba2 files, did you extract them to reduce file sizes or?
Nooo, none extracted. Just the content zip that is provided
there is a memory leak bug by having the Materials folder active when running SF, but if you rename the folder it boots fine
ContentZip? I think I did see that but idk what it does, also I do have a Materials folder but it’s empty
Aye, I'm just working with the basics and custom assets right now so it's kind of handling it. No scripting stuff 🤔
I'll report back if things get a little sketchy with my device 😅
Oooh, does the editor skip the ba2 files if you have the ContentResources present?
Not quite the same thing, but there are some interesting notes you can find in the game if you poke around in xEdit, like work-in-progress stuff for the Eleos quests with notes like "this hasn't been implemented yet, teleport there and start the quest manually" etc. Also progress notes from when they were preparing to go on a break for Christmas one year. Kind of an interesting window on development.
Where did you put the files btw? I saw on Reddit someone said to put them in Data/script/sources
slap em in 'Data', so your structure reads; Data -> Scripts, Data -> Materials etc...
No s at the end, data/scripts/source for the .psc's.
Ok, done that at least but still the same issues as usual, ugh…
Now on Creations for PC/Xbox. Have fun kiddos! 🚀
https://creations.bethesda.net/en/starfield/edit/60933c88-1ac0-4426-8d1c-5d1822d57198/NPC_Enhancer_Gun
I just don’t understand, what files do you open? Just starfield.esm on its own? I don’t get that it’s running with 16GB (I do have 14.5 GB (Steam Deck)) but it doesn’t make sense to me, I know you have the contentresources added but I’d thought that would add even more RAM on top right?
This is all I'm booting up
base build + custom weapon plugin
Do you know how much RAM you have left if you have 16GB?
I don’t get it lol (Could you check Task Manager?)
I'm heading out right now 🫡 I bid you farewell and good luck!
How the hell is someone able to load Starfield.esm with only 8GB??? lol
Yeah...I use to like to do code back in the day. Simple stuff. Is modding in ck pretty easy to learn?
I mean, with 14.5 GB, and I have around 2.5 GB in use (Steam mainly being the highest memory user) I have 12GB left over, I don’t understand how someone can load it with only 8GB?
https://creations.bethesda.net/en/starfield/details/60933c88-1ac0-4426-8d1c-5d1822d57198/NPC_Enhancer_Gun
helps to put the correct link
Not really, I just don’t understand how it loads for someone with only 8GB, I mean Malloy said they have 16GB and it works for them so I don’t understand, unless the render window is disabled maybe but again idk
I just don’t understand how people have gotten it to work with lower RAM and no one is sharing how they did it which is fustrating
they probably turned off every feature in the renderwindow
Yeah I know that, but I don’t understand how someone has said with only 8GB of RAM they can use the Creation Kit
And even then, Malloy has 16GB of RAM yet it works fine for them?
Starfield itself runs fine for me on Steam Deck too so
If I had to guess youre available ram for the program might just be much lower and I doubt the ck is optimized to run on that os let alone working well on windows
I’m really confused about the pirate habs mod do I kneed to start the crimson fleet quest in order to unlock the option to purchase the crimson fleet habs
These are the mods tags and I'm sure this is why
Is there anyway this could be applied to creations for PC as well?
What I have found with the CK. When I had 16G it would crash a lot when I was editing an NPC appearance and loading up a Cell took a very long time. With 48G those issues have not been noticiable.
Oh I see, how did you get the Starfield.esm to load? Since you only have I think the DEFAULT.esp file loaded at first and you have to load Starfield’s data file in order to actually do stuff like NPC appearances right?
- Once the Creation Kit loads, I click the save icon in the upper left. This will create a .esp file.
- I then click the folder icon in the upper left. I then choose which esms, including the main Starfield esm, I want to draw assets from.
- I then decide which esp is going to be the "Active" file, meaning the one that can be changed/edited. ESMs cannot be changed.
- I click OK and the CK will load up my esp as the active file along with any esms I will be using as masters.
Hopefully this answers your question?
Go to Red Mile to purchase pirate modules
Oh, I see, with 16GB, how much RAM did you have left after loading the esm file if you have any idea that is?
I never checked? 😄
Curiosity Q. Anyone working on something like belts and holsters?
What I ended up doing is using SF1Edit for any Character appearance edits and then using the CK for stuff like dialogue. You will want something like WinHex to switch the file back and forth between a esp and esm if you want to use both programs, as SF1Edit (unless they updated0 will only allow saving to an esm.
Ah ok I see
https://www.nexusmods.com/starfield/mods/7449
Also zone79 has a lot of cool accessory mods
https://www.nexusmods.com/starfield/search/?BH=0
I can’t actually make an esp file atm due to Linux (not just on Steam Deck, seems to be an issue in Proton) so I’m not sure how to get the DEFAULT.esp to be it’s own file and use it that way
Yes, I have all Zones creations but there is only 1 holster. There’s packs, and a variety of belts and gadget attachments but only 1 holster
Unless this is really new like in the last 48 hours
SF1Edit work for you?
And I should have clarified for console. I’m a poors DV and will never be able to own a PC again that will successfully play games
I can’t download it as it’s been set to hidden
I think there is a 4.1.5g version on their discord somewhere but I can't find it.
4.1.5f will work for making an esm, then changing it to a esp by renaming it and opening it with WinHex and change the top line 8 and 9 columns to "00".
I tried launching xSFEdit but it thinks it’s FO4Edit…
4.1.5g is in the xEdit-builds channel there: https://discord.com/channels/471930020454072348/518048160526893057
Rename the exe to SF1Edit.exe
That's how xEdit works, you rename the exe to the game you're working on.
It says I’m using the 32bit version of Starfield
Try renaming the xEdit64.exe version, not the 32 bit one.
Dunno, I haven't seen that. Make sure you're using 4.1.5g. Or post in the xEdit discord, they can help.
I guess I’ll stop for now and see what else I can try
Probably nothing seeing as I can’t save an esp file at all atm lol… Idk where Default.esp is loaded from either
Hi everyone. For xbox series x starfield, help, the mods- "Star Wars Aliens" and "Star Wars Alien Player" are not working properly(I do not get all the presets shown for star wars alien player).
https://creations.bethesda.net/en/starfield/details/3645c420-9ddc-4182-b5b2-ac57a0e10e2f/Star_Wars_Aliens
https://creations.bethesda.net/en/starfield/details/2acebb00-de72-4019-adb9-7934a1f7eb91/Star_Wars_Alien_Player
Some are kind hidden. I thought they weren’t all there also but I went to Char 7 and looked in color temps for the red skin. Tattoos for the markings and elsewhere for other things. I’m not currently using it or I could be more specific and helpful.
Do you know where/how I would find ahsoka's headtail's and her face tattoos?
I would really love to play starfiled right now but I have to deactivate my mods and re activate for the sound to come back but in order to do that I kneed to load into creation but I can load in because the load icon stops and won’t load hu. I just want to play the game my favorite game
@true valley head to the human preset then go to hair slide all the scale to the right for the twileck hair style make sure you adjust the skin tone of the human preset first
What number is the human preset?
It’s not number just selects female head over to the hair part on customization
Just like your making a new character
Literally just a hair preset lol under hairs
Just scroll to the right until you see the tweleck hair style
Hey everyone I posted a few days ago that I cannot get lights to work at all on CK2. Here is an example of what I am dealing with. I have tried placing lights directly from the object window, and ive tried to copy/paste lights that are being used in other cells. Did I do something wrong when creating this cell?
Very strange. Try F5 to refresh render window? Validate CK files?
So I did both, but nothing different.
Someone told me I can’t just copy/paste the ‘support’ and that I need to add the lighting effect. Does this ring any bell?
there's two pieces to any light, as a basic level: the light source (the bulb, the lamp, the candle, etc), and then a 'marker' which is either a cone shape /\ or a classic lightbulb shape. The light source is basically set dressing. The light marker is the one that defines how the light will appear to be cast in-game and what the colour temperature of that light is.
Is it only for cells that you build where you have this issue? Take a look at places the game has, and double check that your View > Show/Hide has everything checked
More tank girl mod when ❤️
more tank girl mod WHEN
I don’t, sorry. I did t start writing down my characters until I had already played with it a bunch. I realized I wanted Starfield. I can wait for the next Star Wars and see what it’s like. I’m playing now with minimal Mods 🫡
Ne1 else having trouble with the game after installing "playable exo"
I installed it on Xbox & now the game won't boot up:(
tfw you place 500 small objects and didnt change the ownership first
Been working on my first planet mod, it's super early but it's an idea I'm excited to dig into
Basically going to be a partially terraformed Mars. It'll still keep a very Mars like appearance, but with more habitable conditions, plants with unique harvestables, and a set of terraforming themed POIs
So far the phytoplankton lake POI is nearly done
So far here's what I've got
If anyone has any ideas for things to make for it I'd be super happy to hear
Has anyone started on a mod to be able to farm chasmbass?
Apologies for posting another ship but mods are making these new ships possible...and so awesome.
Hi everyone. For xbox series x starfield, can someone please make a mod that adds markers for all of the evidence that you need to get(all 20 pieces) for the quest "burden of proof"?
Maybe an abandoned old earth habitat
is that the martian
Yes
Hey, I hope everyone is doing well.
Does anyone know if Bethesda is aware of the issue we are currently dealing with regarding plugins count and limit in a functioning load order.
I come from many years of modding F4 and Skyrim, and Starfield has been the hardest game to mod for me personally.
Currently, I have played many playtroughs, and all begin to exhibit issues after 120 to 130 plugins. The type of plugins don't matter their size or their place in the load order. After a certain number of active plugins for me, 136 the game seems to be unable to load the rest of the plugins, resulting in most commonly geometries missing invisible clothing, ships, buildings or sometimes the game simply CTD or is hanging trying to load the plugins.
I have had problem free playtroughs of 30-40 hours with 304 active mods, of which 127-136 are plugins. Anything added to the load order begins to break the game.
The worst is that some issues might not be immediately spotted, like missing pieces in the ship builder or character creator not working, etc.
We can barely get to 140 plugins at the moment if that. The 253 master limit seems unreachable, and I'm not even talking about medium and light masters which are a mess right now
If there is some info on these issues, please let me know since I'm unable to find much info.
THANKS
Looking forward to it
... 304 active mods, of which 127-136 are plugins ...
Could you explain exactly what you mean by "mods" vs "plugins" here?
If you're referring to ESPs, they're not supported to use with the game. For Starfield, they're only supposed to be used as "source" for development, with ESMs released and used with the game.
@sly ocean 304 total mods of which many are retextures, sound, ui or utility mods which do not take/use a ESM, Medium ESM or Light ESM slot.
ESP mods should be only used for test purposes while working with the ck.
So out of my total mods 304 in my load order only 137 of those mods use an ESM.
The problem with the engine at the moment is that it can't prosses/load the 253 ESM's allowed and the engine starts messing up once the number of ESM's exceeds in my case 137-140 ESM's
That leaves over a hundred ESM's slots that the game should be able to process but can't be loaded.
The allowed ESM count should be 16×16 =256 with a few slots taken by Bethesda leaving 253 or 252 might be wrong.
Medium ESM's allowed count should be 16×16×16=4096.
😆 🤣 😂 😹 but we can barely make about 130 or so work
yess put this as a vanilla game suggestion too in #starfield-suggestions
Thanks for clarifying. I haven't approached that number yet, but have heard others having issues with large amounts of mods.
@sly ocean 👍💯
Actually yeah that could be pretty cool
Hey, if anyone uses Linux and has had an issue with saving plugins I just made a post on Proton’s GitHub page: https://github.com/ValveSoftware/Proton/issues/7884
Have to say figuring out a smart way to store many unique addresses for my gate system has been hard
What'd you end up with? I'm curious
Nothing final at the moment, but currently i'm generating a small hash using all the digits
then adding it to a formlist
Okay. But in order to know exactly what to look for and where to find it you need to look/search online.
Anyone have any idea what the terraforming panel seems to be disabled atm?
Either that or I'm missing something 😭
Ok, so I got ahold of an esp file to test out loading Starfield.esm with the plugin as the active file, it still causes the memory to be filled and freezes the system. Even just setting the esp file as the active one and only loading that one causes the memory to go up anyway.
The only thing I could think of is having a Starfield.esm file but in multiple files or only having the files you need in one esm file without loading the entire 17 GB
So crazy, this on your steamDeck?
Yeah, another person on the Steam Community Forums said Starfield.esm takes up around 17-18GB of memory
CK on its own with only DEFAULT.esp loaded in takes up around 4GB of memory for me, so taking that into account, Starfield.esm may just be around 13-14GB loaded, but again I can’t be completely sure
you also need to put the lights on a LGT layer within the cell
Oh before I forget, how much memory does CK take up for you when you’ve only just loaded it up? It’s around 4GB for me
If I don't look it works
not gonna jynx it now
Lol, I’m sure looking at it when it’s only just booted up isn’t going to do anything bad, I mean I’ve literally done that myself lol
14?
Sorry, what do you mean by your RAM usage?
you said "may just be around 13-14GB loaded" it's 24 g
Is that just CK on its own process?
That's with ck loaded with only the .esm and chrome 3 tabs
Just pointing to this as I’m confused by that number of 24GB, do you have a city loaded?
Oh I see
No thing in the render view set up
Oh, instead of DEFAULT.esp you have the esm loaded by default right?
Also do you know what CK takes up on its own? None of the Chrome tabs either. Like it’s own process?
Ok 🙂
10.3 with out chrome and nothing loaded
Oh ok, is that just Starfield.esm loaded as well? Or just the default.esp? So like the Wilderness Cells and marker objects
That is 10.3 with no .esm loaded. It's 24g with the stafield.esm
I see, that’s odd since CK works with only 4GB on my system, I wonder if it’s due to the graphics settings you have set in Starfield then
The graphics would not be loaded at that point. IDK how you could have ck run on 4 gb?
I have 16gb ram, opening ck runs it at 15gb out of 16
I got 48 total so the more you have the mor it takes?
Oh seems like it’s around 3.2GB with nothing loaded lol
If I load the Wilderness Cell it goes up to 4GB
Ok, seems like the max my system can handle CK’s memory before it freezes is around 11.6 GB
This is why I'm mainly adding random POIs and doing biome stuff 😂
I really don't want to shell out for more RAM
lol, same memory issues with your system?
I've not had any so far but I'm scared to try lol
I've been spending most of my time figuring out how to get terrain to spawn right for POIs
My Darkstar TA kiosks no longer function.
I think I have all my mods updated. I deleted them all, closed the game, launched it and then loaded my mods from my library in the Creations menu.
I've monkeyed with the load order a bit, but nothing seems to make those kiosks work. The ship builder kiosk acts like it works fine.
I did just install the DS Vulture mod to enable crafting of the unique Sniper you get from that quest.
Where would be the best area to put the Starfield Community Patch? Or is it supposed to go to the top of your Load Order like the Unofficial Starfield Patch?
I keep mine near the top just after the Vulture and Observatory.
I do not think you need both the Community and Unofficial patches. They both seek to accomplish the same thing and would more than likely conflict.
Probably best to choose one and disable the other.
So probably best loaded after official Bethesda Creations then? I planned on only downloading the Community Patch, was just wondering if it's supposed to be loaded the same way as USFP
That is what it says to do in the description of the community patch, so yes. 🤷🏻♂️
I might test mine later if I get the chance
Is it possible to add new heightmaps into the terrain block sets, or even create entirely new terrain sets?
I managed to dig out my old worldmcachine licence and that generates lovely terrain so I was wondering about making a set of chasms for Europa or something
Oh do you have a Steam Deck as well?
Ah I didn't realise that's what you meant. I've got a desktop
Ah ok lol, how much ram do you have?
https://www.youtube.com/watch?v=9FEJfNP-4Do Finally at a point where I can actually use it as intended, recognizes valid addresses and teleportation works.
This is a quick test of the actual dialling and transporting between worlds.
16GB
I just tested on my Casio 56kb calculator and it loaded up fine @rigid relic not sure what your problem is
Hey, I'm looking for the modder for Starfield mod "Signs" specik to suggest the following additional signs:
PASSENGER QUARTERS
or GUEST QUARTERS
BAR
STAIRS
or STAIRWELL
PORT
STARBOARD
LADDER
RECEPTION
CAPTAINS MESS
THEATER
CAFETERIA
OPS
CON
NAV
SEC
CMD
PRT
STBD
BRIEFING ROOM
HOLDING
BOOKING
CELL
EXIT
AIRLOCK
(The Alphabet)
Any mass effect mods gonna be ported to console by any chance ?
Something I’m curious on is if anyone’s made a plugin that doesn’t require Starfield.esm? (Probably not lol)
Hi everyone, if any modder reads this message I would like to propose a mod that no one seems to have taken into consideration yet.
it would be nice if someone created a mod that allows you to install resource extractors even if there is no deposit present, this could allow you to create your own outpost in the place you prefer, perhaps with a nice view, or on top of a mountain, without having to pay attention to the presence or absence of the deposits.
thanks to those who will read and perhaps think about it
It used to be possible with the older games, but it's not a good idea to make masterless mods. IIRC there are checks some mods do to see if others are loaded (and checks mod managers do to see if they're being applied to the right game) and those don't necessarily work with a masterless mod.
Hey guys, hoping someone can help me here. I have a constructible object whose script is activated by another constructible object. Everything works great, but when I remove the first object, the second is still able to activate the script attached to it. I've tried everything I can think of, but that script hangs around regardless. I've tried disabling the object on the onworkshopobjectremoved event, disabling the script itself, nothing works.
I'm aiming to have the first version of Curiosity out by EOM 🙂
I’m still trying to see what I can do to get Starfield.esm loaded without issues, from what others have said who have 16GB, they said that Starfield.esm loaded has Creation Kit take up 10.7 GB. Steam Deck seemingly loads more than that as the Memory goes up to 11.6GB for me, and of course crashes the system lol.
Shame no one else seems to have a Steam Deck and wants to try this out I suppose lol 😅 and of course my potato laptop has 12 GB of RAM but no where near the power needed to run Starfield, my Steam Deck is the only one that can run it lol
🤔 Is there a way to force a certain POI to spawn
im using 17.2 gigs of ram and 5.1 gigs of vram for creation kit thats 22.3 gigs of ram/vram total with akila city in render window
the steam deck shares 16gigs ram/vram
honestly surprised i can run around starfield with CK open
via debugs
gotta use globals btw all PCM sectios have their own too
for instance
all you need to do is add your Overlay to the general debug and change the global value to a unique number not used by any other debug
and since its stacked it will check these first instead of the regular PCMs
How much of your RAM is used by CK?
btw will Curiosity have challenges enabled and if not could we possible have addon for those that like it
Ne1 know how to get playable exo race to work on Xbox series x???
Cause my game keeps crashing when I download it, & making me mad af
that is how much... i have 32 gigs total
thats exactly how much ck is using for me
@rigid relic Let's say hypothetically you do get CK running on a steam deck, the work flow process has to be a nightmare. What exactly are you trying to work on? You will be extremely limited on any third party software. Blender, image editing software, etc isn't going to hold up on it I presume. You need a pc at the end of the day. What I'm saying is, you're going to hit wall after wall in this process.
If I boot ck on my microwave, awesome, but I'm still in trouble. You know?
yeah i wanted to play WoW on my PSP in middle school too
I wonder how adding chasmbass to the water in neon will go
inb4 thunder jumpscare when loading this cell
Blender does indeed work! I’ve used both it and Godot on my Steam Deck and Blender also has specific layouts for Steam Deck controls too
I see lol
Thankfully, Steam Input lets you customise the controls to literally anything, I’ve been able to add commands for the Render Window to move about it, rotate the view, move and rotate objects too
@rigid relic I understand it CAN be done, what I'm saying is work flow. You have no shortcut key bindings.You aren't able to run Nifskope, CK, Blender,Xedit and an image editor side by side for efficiency. You won't have enough ram/vram. Can be and should be are two different things.
I don't like challenges that are unrelated to the perk, but will try my hardest to have relevant challenges. 🙂
oh thats great then
Oh of course, I mean this whole thing is mainly just to see how much I can get out of CK on Steam Deck anyway, and if it’s possible to run CK on only 16GB there must be some way
It’s not like I can afford a PC that works with CK atm anyway, and Steam Deck is the only thing I have that’s powerful enough to run Starfield itself so
if anything it would be cool if we can have it in which in order to unlock rank 4 of a perk you would need to do a complex challenge for it
I don't think the issue is challenges as such, I think the issue is unrelated challenges. 🤔 Challenges aren't too different from tenets in Wintersun in the end.
we just need better variety fot it
instead of the "kill 10 spacers while in space"
@rigid relic part it out slowly, amazon prime day is in 5 days. I think my build earlier this year was like $1300 without any good sales. You can skimp on everything but the PSU and GPU and upgrade accordingly.
is their a way i can open all the users of somethings
like if i wanted to see all the users of this LL
oh duh nvm
Based on what I'm seeing, extending the system past a certain point will be very tough. 🤔 I'll have to see if you can script around it (ie. set a trigger that can't be met and then use a script to meet it artificially based on some gamestat) or not.
I finally managed to get DEFAULT.esp to generate so that’s good at least, idk what can be made with that only though lol
I read you can change ram/vram allocation in bios maybe look into that...so more ram/less vram
you may be able to edit items just not open render
or actually you would probably be using less vram to begin with because of the screen and stuff so
Yeah, the UMA Buffer on Steam Deck by default is 1GB and I think that takes it off the available RAM
Doesn’t seem to be anything lower though lol
How do you remove the Render window though? It stays open even if you minimise it
well if you dont load anything it shouldnt be doing anything
like if you dont have a cell loaded it shouldnt matter
Yeah, Default.esp is skipped afaik due to the default settings, and no cell is actually visible in the Render Window, even with that though I’m unable to fully load Starfield.esm
I did have a look and see if removing entries from the ArchiveList would do anything but it seemingly did nothing
you know whats been super helpful for me learning CK this stupid Copilot on windows
ive been asking this thing so many questions and copy pasting screenshots asking it to explain and it works pretty well
I now know why vendor LLs are structured in a way that looks weird but makes sense now
tldr: stock level randomness
that would mean someone could potentially get the lowest possible rolls on a vendor every 48hrs
Careful, it knows a lot about the Skyrim CK and may not know the difference
oh yeah for sure the hard part is learning the differences having never used the others lol
I also notice that Steam is taking up like a GB of memory too so idk how to fix that seeing as Steam needs to be open when using CK
can you run just the exe on those
Wdym?
on pc you can just run the exe from the folder
If you mean just run CreationKit, I get a popup about the graphics card not being supported (it doesn’t do that if I run from Steam lol)
hmm no clue maybe some ini shenanigans but no clue
Reloading...
i just quit to desktop at this point
this does NOT work
even more fun when you have 2fa
Even if it did work, all it would do is remember your username, not your password.
YOOO
looking into adding more chasmbass to the waters but ive increased the vendor/chasmbass loot
That's pretty sweet. Love how well all that cash fits in there 😄
had to 1.125x the size
Wow, looked like a real photo at first
I wish it was lol
Does ne1 know a mod on Xbox that lets u breathe in vacuum that's not the exo mod, cause the exo mod isn't working for me
Is starfield really this dead, right after the recent updates???
there's like a million mods in development what do ya mean
Idk nething about that, I just don't see a lot of people on here
Neways chunky, I'm glad ur here
I could use some help
Are the play as an exo mods causing crashes for other people too
A couple of things for you criminal types (you know who you are) 😁
https://creations.bethesda.net/en/starfield/details/41f4753f-a91a-4add-a8c5-d7ac2c4d3e05/No_Player_Bounty
https://creations.bethesda.net/en/starfield/details/de9c84c1-8b80-4c1a-ac67-2301ca4c6525/No_Accidental_Theft
Also if so do u know a mod that lets u breathe in the vacuum
(or, those of you that just don't want to deal with the hassle of accidentally committing crimes)
@tulip rapids
@sly ocean have u found a mod that lets u breathe in the vacuum???
That's not play as an exo cause when I download that it crashes my game everytime I start it up
I need a mod that lets me take off my helmet in hazardous/vacuum areas
I haven't seen one yet, but it should be fairly easy to do. I'm tinkering with some other things right now, but if no one else makes one, I should be able to do it fairly easily.
@sly ocean ok tysm, I have the cloaks mod & I want the cloak to always show
I think there's an infinite oxygen mod. Does coupling that with the game settings that control environmental hazards not work?
Hmm, I thought I saw a simple Infinite Oxygen mod. Maybe I'm mistaken.
I wouldn't be surprised, but I haven't tried it myself
Ok, don't, u can't log into creations to delete it after u download it
how many mods total are you using?
looks like im learning nifscope
I'm using quite a bit of mods maybe 50-70
anyone here use the Nomad armor mod? I have questions about resistance amounts and tiers
was wondering why i couldnt find the "briefcase"
@tulip rapids It said something about it isn't compatible with mods that alter the player through .esm but I have no clue how I'd figure out that, & I don't think that would cause it to crash at the main menu
I'm not good with this stuff neway, so I wouldn't know if it would cause the menu to crash
I've been avoiding installing any with known issues they just need time to work the kinks out
Frankly, I would generally avoid mods that directly alter the player (though most mod descriptions won't tell you whether they do that or not).
Ne option I click at the main menu with playable exo installed crashes the game
Are you on XBox or PC?
I wouldn't know where to look to see if the mod has issues & I'm on Xbox
So is your next step deleting your reserved space to nuke all mods, then download them all again except that one?
Yes I have & the game is working ok atm
It just takes an eternity for a new game to start, but that's my fault:p
It has to load a ton of modsXD
By the way, the reason I say this is that the "proper" way to affect the player is indirectly, through a quest alias for example. Otherwise, using even two (let alone more) mods that affect the player directly is likely to result in conflicts.
Ok so what are examples of something that effects the player, zero starborn power cost, new perks, that type of stuff, cause I've got a starborn skill tree a zero cost for starborn skills standing stones skill respec terminal several trait/background mods a couple mods that upgrade certain starborn powers no angry companions improved follower behavior character boosts 1 that allows me to select more traits equip ur fists xeno master 2 that add standing stones like in skyrim & the 1 that adds more attachment points for mods in the coding
@tulip rapids or @sly ocean would ne of those cause issues???
I mean with the exo mod
I think they mean whatever changes the character physically
Without info from the author or access to the source materials, it's generally not possible to know.
No Starborn Power Cost is one of mine and I don't directly edit the player with any of my mods.
I don't mean to make you any more "gun shy" of mods than you probably already are after the issue you just dealt with, by the way. In my experience, most mods will not cause you issues, and if they do, you can usually just disable/delete them and move on. Generally I'd recommend testing out new mods before you save your game, so you don't bake any changes into your saves, but even removing mods halfway through a playthrough is often fine (it's just risky, which is why people don't recommend it).
None of this is to say you shouldn't follow general advice on using mods - you should follow that advice in most cases - but rather to say that it's a playground and you can get away with a lot of shenanigans 🙂
I don't even bother fiddling with load order in most cases, unless I want a specific mod to override a general one. So if I use "All Dogs are Blue" and also "Roger's Dog is Red", I'll put "Roger's Dog is Red" below "All Dogs are Blue", but in most other cases I ignore the feature completely and that's generally been fine for hundreds of mods and thousands of hours across Skyrim, FO4, and Starfield.
Again, not best practice, and if you want to be safer, follow general guidelines, but my experience has been that you can bend a lot of rules if you don't mind the occasional hiccup.
Would certain mods make u not leave vectra on starfield
I'm at around 30 mods and some of you all have over that? I thought I had a lot and was pushing my luck on playability.
I dont even play with mods
so this is my first time using nifscope...is it not possible to load starfield nifs yet?
ok i think i found the documentation i was looking for
i had to do this thing called read
Are any interplanetary travel mods compatible with starvival?
Didn't the devs fix this a while back?
I'm going have to let my gardener go I guess.
Hi everyone. For xbox series x starfield, can someone please make a mod that "hides your helmet/allows you to hide your helmet/makes your helmet invisible while still getting the benefits of wearing one"?
going for the "Danse" look?
Cant wait for the bethesda gods to fix the CK 
boop
it's okay you'll be moving out soon 😉
dammit bot
was that for starfield\
chek
Just installed the Constellation V2 mod list and I’m curious where I can change UI colors and stuff like that?
Or is there a mod configuration menu like in New Vegas? There isn’t one in the pause menu
Why does we link this, I thought we're still waiting for the SF update
what updae you mean?
Like SF compatibility? In the xEdit Discord I think the author of (or someone involved in) CKPE was talking about still working on that part?
😭
I ran out of room at my dream home and had to build an outpost outside new Atlantis, and i hate it. The ceilings are too short, and i cant build on the landing pad.
Not being able to build on the deck of a landing pad is frustrating to me.
It’s just so bare, i have loads of enormous cargo decor and cant place anywhere.
My big thing is I'd love to connect the airlocks for the habitation units to the deck.
Same. I built an airlock just off the deck and placed a square hab. Then I tried to add another airlock. It was too high so i started over, lowering the 1st airlock and now the airlock sits on the deck and is just a step up to enter.
Nah you can last I tried, but it's a bit of a trick to it
so satisfying lol
space is really limited in the GalBank in Akila
This is the most fun I've had with a mod in a long time:
https://creations.bethesda.net/en/starfield/details/9257ec8d-cc82-4978-8303-7fd365f629f3/Projectile_Control_Rings
Magstorm Gravity Wave and Microgun Frag Grenade are downright hilarious. There are so many playstyle possibilities.
Careful with those ship weapon projectiles, though 😁
Okay so, theoretically if I wanted to pair my va'ruun inflictor with say, solar flair, I could?
Because if so that's actually bad ass and a mod concept I'm genuinely curious as to what made you think of it haha
Thank god for Swap files lol, I increased the swapfile to 8GB and I have 1.5GB left lol, at least I can load Starfield.esm now
I’ve updated it to 12GB
Has the bug for Starfield hair + beards been addressed? The horizontal bars across face and neck? If not - is there plans to try and fix it? I noticed it was first in the body list suddenly and I'm wondering if it was updated?
Hello! Does anyone know how to modify skeleton of a specific outfit? like just changing the position of some bones
I saw an Alternate Skeleton field in ArmorAddon, and I filled it with a modified human skeleton.nif, but nothing changed in game
Does anyone know how Alternate Skeleton or Bone Modifier works? Would these accomplish what I need? I really don't want to create a custom race to do this, too much work
We're you able to change the ram allocation or something?
If you mean the VRAM, Nope, I just updated the swapfile (page file) from 1GB to 12GB and program works fine, no issues on the VRAM side of things, not surprising seeing as I can run Starfield with all the same specs on Steam Deck, the swapfile not making any difference to that it seems
Although there’s still the issue of saving plugins not working but that’s Linux specifically and also an issue with Wine, I think I posted a link to the CK’s issue page earlier
@mental timber That would make an awesome outpost decoration too!
@twin atlas This is why I love the Emporium. I get to add status panels to my Starborn cockpit!
Anyone around who can give me pointers on how to set up a scene for a quest in the CK?
Yes 🙂
The Old Earth Shotgun can shoot like 12 Solar Flares at a time, lol.
@flint ibex
Where do people generally announce releases and progress updates?
I'd say this channel is a good spot. There is a lot of traffic and discussion here.
You could also post on Reddit as well but you're limited mainly to redditors there. At least your posts would show up in search results though.
there is a mod release flair in the discord
Have the falcon mod well sacrifices need to be made
I have to admit - I would pay some for that DerreTech Headquarters. Looks awesome and not even finished yet. And ready for when BGS decides to fully open M Class building (my dream). LOL Derek sure has an imagination. It also has a Star Wars feel to it at this point in its development. 🥳
Minor update: Projectile Control Rings now work for the Pacifier - for some reason the Pacifier doesn't use keyword WeaponTypeRanged, so I just conditioned for one of the Pacifier-specific keywords to rope that weapon in. Have fun with your Hornet's Nest or Gravity Well Pacifier now 😁
Let me know if there are any other weapons not playing nicely, and/or if you find a really fun combination. I couldn't stop laughing at Magstorm with frag grenade rounds or Coachman with Gravity Well last night. Ridiculous.
Try editing the cell and setting an ImageSpace?
I deleted my post. Derek doesn't want the visibility.
I still can not get into the creations menu after activating the sniper quest. Where are creations saved on the harddrive?
No skin texture 🤯
Oh ur the person uploading the anime skins
You should add astolfo
I am trying to load an existing game model into nifskope dev9, however the file shows no geometry. Is there any way to fix that?
Creations are stored in the Data folder in Starfield’s game directory folder, you can view info regarding what Creations you have installed or enabled if you go to your AppData/Local/Starfield folder
Anyone know the mod for the gravedrive that can give you the Starwars vibes when gravejumping
Its all fine. Derek is not finished on it but it will be great when its published. He had issues with people copy his ideas. Then getting blamed on the copies not working. So Mixed problems. <eh>
LOL another thought. Derek is watching.
I'm looking forward to 2.0 as I realized that a lot of stuff I like isn't on Xbox yet.
i'm not good with people. i'm in a much better mental state since I decided to leave my content just there on my channels to be found by people who actively want to find it. thank you for your interest and support for my content. i just want to stay in my little corner.
for most people that's a completely normal and reasonable thing to do. but i'm a mess. thanks
Derek we don't see a mess. We see an Artist at work. Thanks for your efforts. 🤩
Just messed around with it . Pretty cool haha. Do you plan to expand on it down the line?
Why do Xbox players feel the need to Mansplain CK and tell you how to make a mod? And then act dumbfounded when told it’s not possible? SFSE isn’t possible on Xbox and therefore Chargen isn’t possible for Xbox. And i cant face swap npcs because they use .NPC format and the presets use .JSON format. And CK and CC are diffrent sliders. If there was a .JSON to .NPC conversion mod, the creator of that would definitely deserve at least a minimum of two Hawk tuahs.
Because they have no idea what actually goes into making a mod. I play on Xbox but I've used the ck before when I had PC, though that was for Morrowind. Making a simple mod can be aggravating at best. I've seen too many people, including some friends, think that it's as simple as drag and drop when that's almost never the case. Console players are sometimes something else, coming from a console player, haha
You've got to ignore the ones that don't know anything and just listen to the assets you have here. You've got the attention of some of the biggest names in modding like Arthmoor and SKK trying to help so just tune out the troublemakers and lean on the pros
yeah im not trying to let anyone annoy me for things im doing on my free time
you can annoy me if you pay me i guess
🤣🤣
Listen, those folks probably can't even boil water
You do commissions?
I hope people get a kick outta this.
ha no i can barely make what im doing now
Not bad honestly
you do good things Derek don't let anyone get you down.
life would be a lot easier with the wiki
do mods that add crafting items work together? I think I could make a lot of cool packins with all these assets.
like making the astra safe a outpost thing
this tbh. 🤣
Cool; glad you like it. I'm definitely having fun with it.
I'll add more if there are interesting projectiles or any weapons that aren't covered that people would like to be added. I considered allowing it to work for the Cutter, but I was concerned that would be annoying if you just wanted to extract some resources without having to take off your favorite projectile ring, so I left it out for now. Otherwise, it includes almost any projectile in the game and should support nearly any weapon.
https://www.nexusmods.com/starfield/mods/10533
Creations version soon (probably tomorrow).
Right?! I love that.
LMAO universal complaints. Only one ur missing is being called dude and bro repeatedly in the complaint.
LOL
sometimes they even throw in the ol dudebro
it's a power move only the brave use
well i got the item to show up in the build menu and crashed when i looked at it...progress
omg this is so sick hollllly
bruh
I need to remake it and not run havok on it i think so the bars come out straight
theyre a little not perfect but maybe thats better
That's pretty stellar! I can't wait to put that on display. Thank you!
should go the extra mile and add that brief case as well
a classic treasure chest lol
I really like the breifcase yeah I was trying to make the bars interactable but the container collision took over
but if i just make an outpost deco should be ok
its better that way
if you made that pack-in a grouped object it would be horribly laggy due to the sheer amount of interactables
if you mark it as an instance static it would optimise that too, also if you want them to be interactable un-check instanced
I had to make it an instance static
I instantly crashed when i looked at it otherwise
yea..... that's just too many items
I cant even drag them in render without them going all over
I had a similar issue with this
just a tiny bit larger scale LMAO
lol.... the game just... doesn't like when 10lk or more objects suddenly spawn in and move around
but yes, you should just go full-in on making wealth displays
make a glass table with the inside lined with credit sticks or astra
Goodnight folks 🙂
yeah was just thinking i need to make a bunch of wealth themed stuff
god bless windows copilot though helping figure that out
i had to figure this out like this
oh yeah i mean thats how i found the check box for instanced static in the packin
Cant tell ya how many times i have crashed trying to make those space suit cases a buildable object. All packins so far crash unless made as an instanced static, and then they have the audacity to not function like needed.
Is it possible to create a custom race yet? or is it best to do a replacer for models (robot)
[size=3]This guide assumes that the reader has some knowledge about editing esm files with xEdit, and knowledge about modeling, UV, PBR metalness workflow and texture editing/baking.
[b]Be
Appreciate it! Even though it looks outdated i'll try other ways later
its not outdated he just updated it
Edited on
05 January 2024 1:34AM
that doesn't mean its outdated
anyone can copy the same procedures and have the same results
much easier with CK
one of the plugins is outdated but i see what you're saying
which plugin?
now i just need to get an icon to work
maybe make a sloppy variant and a galbank led logo one
love the shiny
Poor lad
Has anyone tested the obsidian spire player home? I downloaded it and am experiencing some technical issues. Such as a lighting/texture issue and falling through floor when entering.
Anyone making a clone armor phase 2 mod?
I’m trying to understand why some achievements work and others don’t when I have a mod list installed
I join the UC vanguard but don’t get the achievement lol does simply opening the console commands seriously disable achievements??
yes
just grab this
https://www.nexusmods.com/starfield/mods/658
Had that happen to me too
This collection has it. I’m reading through the bugs and it says that enabler sometimes stops working. So I’m gonna try the fix, hopefully it works lol I don’t wanna do that mission over again
now my steam account says I have the achievement wtf I’m so confused
I really need to finish these off so i can not care anymore
Soldier of fortune, just add and remove mod from same gun repeatedly. Worked for me.
I think my original playthrough launch week, I got to like level 70 but it was so grindy at that point. You can build an outpost and make an animal xp farm and get level 100. Two birds with one stone
Fleet commander i bought and sold ships in one transaction.
yeah that was me before i stopped playing lmao
ooh.. yoink ... nice! yoink... hours later lol
my fav sf past time was finding dem sandwiches
was doing this last year and got to that part and NOPED out
100 planets x 100million animations
This question has an option to lower this debt to 1 credit
I can’t with this game lmao
Right?! Sandwiches and TP. We done lived through the 2020 TP shortage. Never again.
so can i add icons to these custom outpost decorations right now cant seem to find the answer
I am still looking into this.
yeah from what im reading it might not be possible yet but its gotta be this or something
thats what im seeing yah
you gotta make custom folder archive and it has to be correct
My favorite part about uploading a new mod to VC is the lack of ability for people to comment ❤️ please do not change that lol
90% of the comments on nexus are totally unrelated to the actual mod I swear.
Agree
progress
coming soon
when you spend hours trying to get the ssr on every door perfect
honestly BGS did so well with this, this time around
Also this isn't an exit
oh wow didnt know i could do this on ships now
As long as it's listed as "deco" you'll be able to do that
if you put it in outpost only categories it wont show up
This looks nice AF ngl
they added ship deco some updates ago
`thank you thank you, funny thing is that's all I'm willing to show XD
there's so much more waiting.
Like this deck pool
and working windows lol
I'm looking forward to what you're making haha. Looks unique as hell
Cries in gucci
there's a hell of a lot more I'm avoiding to spoil it does come with an active quest and lore blurbs with a dungeon and custom armor
OH
Does anyone want a sneak peak at what i just made?
Of course
Yes please!
Yes
Damn.
Looks good
but that glass extension tho
I can't express what I want to say. Wow!
thanks! ❤️ excited to have this one out soon!
The only tab thats not straight forward is the miscellaneous. If you add the item keyword to miscellaneous and set its filter to miscellaneous, it will only appear in the outpost. To get it in ship and player home, keyword must be miscellaneous interior and the filter stays miscellaneous.
Looks good. I see the little ship landing pad to the side
indeed it's right up to the home as they always need to be
I like to make things practical too. Example: One of the homes.... is pretty massive... so I put teleports to the main hub locations so people can go there faster
I usually use the guardian lol
it's been the Ebon Hawk for the longest time
again again
but I recently started archiving stuff and that requires me voiding everything in my root folder to make sure I pack it all correctly
also rex you didn't tag me we aren't friends anymore
LOL
🤣
Here you get a new view
Damn
can see the waterfalls better in that one
they look great in game but for some reason are hard to see in screenshots
it's bootiful 🥹
I was thinking "Tony stark" with this one
"Jarvis open the shades"
I want the house to say "Welcome captain" each time you walk through the door
you have...3491 unread messages
the AI also wants to be fed kibble.....
the house ai gets corrupted by Juno and she tries to kill you 😈
ngl this was my phone notification when i was a kid
fantastic lol
you know.... it would've been funny if Barret forgot to mention to the player Vassco was in the ship and Vassco..... after the group literally just got assaulted by pirates sneak attacks the player thinking they're a pirate as his introduction
Here me out……. Door opens, -sloth voice- “HeY YoU GuYs”
nah I want the kool-aid man OHHH YEAHHH when i walk in
it could've been pretty comical
Imagine if we could share packins
im all for that
or ships
really like the looks of that mod. it would be nice if you could add the carts from Galbank cred carts to the mod.
im wanting to but i think i might just keep it modular maybe like have it a seperate one
and then maybe making a pack of all of them later
im anticipating people being upset about losing 108 astra per safe if i update this
but thats what the cheat mod is for i guess lol
If we could share our stuff on nexus as resources that would be awesome. I just spent 15min putting the golden man and woman on plinths and creating pack-ins to add to the emporium. If i could share them externally, no one else would have to have done it and just drag and drop to CK. We can dream.
when it comes to making vanilla outpost expansion maps there's just going to be so much overlap
I think the inquisitor dude and a few others have those added already in their mod
Damn, I missed all the shots lol. I'm on my tablet and it doesn't do them justice. I was going to wait until I got back on my PC ha ha.
still working on getting icons but im happy with these lil guys
i also think build menu prio is weird af
i may have hit up NASA
Anybody here would like some fallout 4 legendaries ported to Starfield? 
super sledge is the first one that comes to mind
is this a request or an offer
honestly the tesla cannon would be nuts
Apologies, I was on YouTube most of the night 😄
i havent put the tesla cannon down since the next gen update...it takes up only the whole screen...
forgotten city vibes
request
got fo4 CK booted up and trying to replicate some legendaries to SF
I need to try this beskar mod now
oh im geeked out
so it works on packins too....
Do you actually take requests out of curiosity? I have a few ideas for mods id like to see but only on Xbox so can't make myself or even try. Kind of brainstorming a few but I've got one for sure. Would toss money your way as well since quality speaks for itself
wait wait wait I'm just now catching this holy
Whoever made the millennium falcon mod awesome job! Now if only they would put out a YT-2400 Outrider mod. The actual real classic one not that new wannabe from the TV show.
Would it be petty to make buildable filled body bags and name then “Haters”? Asking for a friend of course.
Nah
Itd be kinda funny tbh
Bookmarked :3
Just curious, after i just finished my LO on Xbox Series X. I used 6.4GB size on my mods. When i trying to start a new game i get a message that my mods are loaded in. But it's just stuck in the menu while it's loading. Do any know why this is happening?? Hmm🤔
🤣
I figured out how to make them default vertically now i can make different angles so people can make an astra stone henge
gonna be a long night
If you make an astra toilet call it the astra-crapper
these technically should cost 1000 with the scale but...

@tulip rapids did you ever get that pick your own universe mod working?
Debating on whether or not to go through unity finally but I want the alternate you universe. Never gotten it
someone needs to make a mod that has those universe play out in full
Like the one with the yous, Imagine doing the entire constellation quest with all of the Yous
Lol I was just thinking something similar
I'm sure itd be not easy but damn would it be cool
it wouldn't be tooooo hard. considering you're just redoing the same quest idea but with different actors
Oh true
Idk I just think Bethesda could really work on the variant universe idea
Expand on it rather
like Imagine the one with Cora! we just help future Cora and the unity mission is more a vendetta hunt I can see it now. End mission. Player: "So, how do you feel?"
Cora: "Honestly..... I feel nothing, we spent all that time tracking this guy down to payback my father and..... well.. it didn't bring back my father, now did it?"
"I guess if I jump through the unity.... I can see him again huh.?"
"Yea that's what I'll do."
Bethesda write that down 🤣
The potential though to make a new game plus entirely different though
👀
or like the one with the kids... you have find all the members and their all dejected and retired lol and the kids help gather them up... imagine having to pitch a contract idea to Walter to start Constellation again.... you'd feel like the actual founder.
I like what you're cooking
So many ideas!
Nah fr. If you ever wind up expanding on that , I can see it being pretty well liked
so, I got the game on PC and I for the script extender, what are some non-star wars modsz that would be must haves other than the UI
shameless self plugs welcomed lol
terrible mod, don't recommend
I installed it and it broke my AC unit in my house
it also overcooked my hot pockets
If you do wind up making some of these and need an Xbox tester id happily sign up lol. Concept I can get behind
honestly I want more lore
Same though
I'm glad we're getting more va'ruun lore with shattered space but my most interested one is the starborn
same! it's so interesting and there's a few of them
Exactly haha
Like who tf were the guardians? where do they meet? who's clued in on this? how do they have faction armor? clearly, there's gotta be some of them that passed through the unity and broke their universe to somehow be in the state they're in.
There is the modders resource section, could always share ESP with packins etc, anything you think is useful.
Asked similar questions myself. Genuinely interested in their lore and I really hope we get a dlc focused on the.
there's gotta be a unity bubble universe where they have the true starborn faction cause how else would they be so uniformed ?
💯
Like who is Fion? why does he have the same armor?
Or the starborn seekers
where do they come from!
considering that at some point all of the constellation members are in some universe including cora... the likelihood of him not being one is impossible.
I can spell
It's okay lol I type fast and tend to typo too. Spell checker is my savior
Now if I was on PC ...id probably look drunk from my typos lol
lol
But yeah as a whole the starborn fascinate me
well, at least from my mods expect a lot of lore blurbs... granted it's not canon but I personally like the universe of starfield and wanna contribute to it lol
Definitely haha. Looking forward to what you got in mind
its probably one of the most realistic depictions of future humanity out there... ignoring the starborn stuff lol
You wouldn't happen to have a server or anything for updates would you?
I do have a server actually
May I get an invite?