#starfield-mods
1 messages · Page 34 of 1
So no custom face huh? Makes sense. Technically you're never supposed to see any starborn without a helmet
oh ..... nevermind lol I guess I'll dm it
Oof. Cheers!
ignore that there's 7k people in it.... it is indeed my server XD
🤣
Reading your ideas makes me wanna share mine lol.
Yeah definitely
Mod author collaboration never hurts too. Always learn from each other and make it easier
yeee
I want to Alter the entire universe of a NG+ that would introduce a post extinction event. (had the Great serpent come?)
Follow with me here.
You pass through unity and find a sole Starborn in a wrecked lodge, who is hostile toward you in dialogue, angry that all Starborn who passed into this hellscape are trapped. With no Constellation and no other human life in this galaxy, only starborn remain with no Unity open to escape through.
These starborn are everywhere (all human enemies replaced) Some Starborn have set up in the stores, to help others on their journey to find the pieces of the Armillary. Whatever caused the humans to vanish isn't the focus, instead, its tracking these pieces without the game handing you fetch quests. Instead, your have to follow several clues left at the eye and track down these pieces manually.
This play-through would see your Starborn heavily outnumbered by hostile starborns as you survive your way across the vast universe with only one quest, escape this hell.
No longer bee lining to temples, and jumping unity again. You have to kill to survive, all enemies at your own power lvl. Can you take on 12 Starborn on the key to find a single note? how about 30 in the lock?
Add a survival factor that see a removal of loot, such as fresh foods and water, and now you have to plan your path of travel accordingly.
This project would be quite the undertaking. But overtime, if the right files were found this could be an epic quest mod. Hell, even this idea could spark other quest mod ideas for others, and who knows, maybe this could be a community team project, where work is split between multiple parties and updates to it introduced even more side quests based in this altered universe.
Ambitious but not impossible and had so much potential. Would love it
Hell it would even fit in with lore too. In infinite universes , something like that would exist
Its a lil something Ive been thinking about. Companions could even be new and custom. At the moment I’m calling the idea Purgatory. A prison for starborn.
Starborn hell
My idea for the main quest is that constellations founder had a vision when finding the first artifact and spent the rest of his life tracking down each piece and stowing them away to keep the starborn like the hunter trapped. Which lead to an all out war between human and starborn.
Interesting. I'm for it though
Take into account starborn factions and then it gets cooler
If you ever want or need input on something like that lmk. Would be happy to help in what ways I can
Variants of currently existing factions or all new?
Both.
Interesting
so the only way i could get a vertical version to work is if i put an original version at the base and change the slope of the packin
Have the starborn uc who act as the police. Starborn hunters who would be the variant crimsonfleet. Seekers who would be the rangers. And so on.
I like that concept. Familiar yet new with the added factions
no, and it caused audio bug too
Damn
I used something that had 75% built in and it worked but still never got other me universe after like 30 tries so gave up
Also @twin atlas I legitimately think you should do what you can to make your idea come to fruition. Like TG said, assemble a team and make something genuinely fantastic
Damn that sucks. Wonder if author knows
What if it falls on me 😭
O
its a very light giant piece of metal lmao
temu 😛
Got that there astar for .99
Anyone know if there's any issue with the stair habs causing freezes when finalizing the ship modifications?
lookin great!
alternate universe idea"You're about to go through the unity" then you hear him.......
shia labeouf
im hoping i can open all these esm's and just make a pack of them all at some point
yea just make them one mod
I should probably stop building in a game cell im too paradnoid i might delete something
and it only took forever ( 4 hours )
the first thing I do is right click "new cell" then use that as my test cell. then I delete it at the end of my dev process.
Shia as the hunter
"He gets on all 4s and runs after you." Shia Labeouf"
🤣
I would party with Shia in a heartbeat
his talk show story about his drunken cabaret night is amazing
LOL
dude can tell a story
so the beskar model is a lot thinner so you can see my hack to make the bar vertical lmao
Mini beskar
wish it wasnt on the logo side oh well...not that im actually using the beskar mod myself
Certain commands don't affect achievements such as qqq (quit without saving) or player.getav PlayerUnityTimesEntered (what NG+ is the player at). You can look, but not touch.
that log had a child
speaking of, there is a very distinct lack of logs in sf
logs and stumps
There's only a slight risk that he'd eat you.
Finally figured out getting flipbook materials working, probably not the way godd(Todd) intended but it works
@mental timber my mod "Astra is Beskar"...don't do that 👀
again...👀
@mental timber but...just why?!?🤣
Few pics of my NASA bunker
Dang that’s good to know
I’ve been learning more about that kind of stuff since I started building pcs
oh hey I was looking for you when i was doing this but yeah thats what your mod looks like on mine lol
same with the safes
now i want to see a giant hello kitty credstick
so weird how packin pivot points work
its like the last object you select before you pack it
but i dont have to use nifscope i guess so thats cool
@stuck merlin really, i love it
Thanks, still gotta navmesh and stuff but it's got 8 rooms so far
is anybody here interested in 3d navigation?
Wow, did you make that? I'd love to be able to use that in-game.
no i'm just a prorgammer not a 3d artist🤣
Hah, that's what Brian and I keep telling the rest of the team. And yet, somehow we're both in 3DS Max right now locking down the art pipeline. Funny how that works.
credit goes to StarSim
Ooo StarSim, I've heard of that. What's it about?
oh just some simulation in the Field of Stars
Did someone say StarSim: Mining Conglomerate?
Oh Xyla found the server here, I'm out. Will get yelled at for not working 24/7.
Anyone having trouble with creations reloading
I have to close the game entirely sometimes on pc
So I have idea for the creation now I may not big time moder but I did help with beyond Skyrim bruma mod all I did was help a team right sub quest line. Okey
I know that moders put in the description this mod don’t work with yaty yaw but what about a update that tell you if mod don’t work with certain mods when you boot a save file. My friend kinda downloaded a mod it over righted his hole file lol
Sorry for texting like I did I’m on boat
I need y'all to figure out how to make all these cool new player homes into outposts so I can send crew there 😩
Alternatively, learn to make the prefab colonies that already exist into outpost buildings. They're homes too after all.
That would be awesome
I want interesting sci-fi mods with quests and aliens and stuff.
Something in production like this? No need to spoil, but i would like to know.
Is there a mod on Xbox that fixes the audio glitch???
Cause I'm getting it with minimal mods installed
Btw @tulip rapids & @sly ocean I got the exo mod to work, u gotta restart ur console after u download it & also after reloading mods sometimes
Seems like a lot of work for that one mod, but I guess if you really like it, maybe it's worth it. Thanks for sharing the info.
@sly ocean it's definitely worth it 4me Cayde 6 is my all time favorite video game character
Reloading...
There are a lot of fun possibilities with this "giant versions of things as decorations" concept. MovableStatic MS_Skeleton_Human_Skull comes to mind 😁
I mean, somebody might want to make a Haunted House thing for Halloween. Or, roleplay as a villain from an Indiana Jones movie, lol.
Anyway, good job on the stuff so far. Looks solid.
Nice, but personally Vasco is still the only Hello Kitty for me. With the female japanese voice pack, of course.
Those massive credit sticks remind me of the oversized cheques they use for charities and lottery winners 😆
@tulip rapids I just perused TG's nexus profile. Have you seen the goodness there? OMG, It's almost overwhelming. Just awesome stuff.
galactic colonies expanse 😩
I've pretty much stopped playing until a bunch of her stuff comes out
the texture resolution is so much worse on this skull lol im sad
these can get pretty big holy
You could convert the .dds texture file for the skull into a JPEG then upscale the texture to 4k or 8k then convert back to a .dds.
That still looks pretty cool, though.
learning how to do dds stuff is on my to do this 😂
These are so cool, giant things like that are impressive
Just for reference/future use, here's the Intel dds plugin for Photoshop, modified to support the signed normals that Starfield uses: https://www.nexusmods.com/fallout76/mods/42
It's certainly not your only option, I've used Compressonator as well, but it's useful to have.
A lil somethin in the works....
lookin good!
woah, thats be handy during the SS expansion lol
Thanks. Ive got the skinning thing down to a science....the rest, not so much.
anyone know what makes npc a companion? i triet scripts aipackages and factions and still dont register as companion
Ive gotta learn to do the rest for sure. Want to create a questline for this skin I made. The Honjo Masamune, its a real sword, disappeared in 1946. Want to make a SF themed Indiana Jones/Josh Gates and find lost treasures.
CK absolutely sucks when making pack-ins. Every time i hold left click to raise items while holding z, it opens preferences and unselects all my items.
aww man i wish i knew about form lists noooo
thats gonna make decorations so much cleaner for menus tho
Just be sure to check the “contains variants” or the mod will crash the game and CK and lock the esp.
soo much better nice
People need to learn the difference between feedback and complaint. I don’t have time to handhold idiots.
wait... is that a close up or is it big? 
im about to do some updates to compact the lists
beeg Credstick
Can i cash it in
ya know...I wish. im actually not sure how removing stuff works if it refunds or not. I havent played in so long.
but I made them cost 100k

I love that it encourages people to grind for it or use the cheat terminal 😈
haha yeah i also made some slightly more interactive money cheats as well
......time for a new surfboard!
Clicking simulator
oh god the dragged up memories of that click game from many years ago
🤣
CREDITS (65,000) ADDED x 1000
Fr lol
Saw a guy in a FB group for Starfield modeling the Enterprise. Dont know where hes gonna land it tho. The thing looks to scale.
Oh top of new atlantis
It might be bigger than New Atlantis.
nvm i lied
True
whelp guess im making a staircase with these
Stairs! Hahahaha
Richest starborn
Show up to a universe, stay there a few hundred years stacking it up and dip
im suddenly broke
"I got bored with going thought the unity, so i decided to build a staircase WITH credits"
🤣🤣lore wise that's not even out of the realm
Just dont be like that guy years ago who used bitcoin to buy $41 of pizza......he would be a multi millionaire now.
Wait maybe i make a universe where everything is scaled 10x but player stays the same LMAO
"so what exotic material did you use and how much was it?"
"No, I mean it's literially made out of credits."
Lmao
honey i shrunk the starborn
Like old 3D armymen. Awesome. There were some old COD maps made like that. Loved it.
man, army men for the 64....
You're not wrong. And worse than complaints, people posting comments suggesting mods are "broken" without details.
Yeeeeeeeeeeees.
They insist i have no reading comprehension because this isn’t written properly.
My reply
I'm sorry you have to put up with this crap @twin atlas you are truly a great modder and i hope you know that
Yeah, sounds about right 😔
At first I wasn't too keen on Creations having no forum/feedback for authors... but now I kinda like it tbh.
Pros and cons
I literally think some of my arguments are AI these days
sweats coolant
People want statics but are confused when they cant pick up. Its static. Or confused when the cant take, but can move. Like yeah its a moveable static. I posed a question earlier saying I’m adding medical / lab stuff and what do people wanna see the most. Trees. What?! I dont recall trees being in hospitals. Whens the last like a sycamore attended an emergency appendectomy?
The Battle of Isengard
we need more CK tools bethesda!
Scalpel, sutures......sap.
looks amazing radiclown
I need t4o get mroe ram so i can learn the CK jsut to port in one hairstyle from fallout 4 lol
I did chuckle earlier when I got a "why isn't this mod available in Polish?" comment. I mean it's kind of valid... but that's not the way you request things, and with no offer to actually help. Am I just supposed to learn Polish first?
I literally have a russian message in my inbox and have no clue what it says. Its either flirting, saying i make them hard or offering me reinforced concrete.
Im just like….thanks?
Tel em youre out of consonants.
such a way with words 😂
"Youve been recruited by the Star League to defend the frontier against Xur and the KoDan armada......"
Google translate was confused. It was like: beautiful. Soma. Reinforced concrete. Social. Profile.
Hes been trying to reach you about your ships extended warranty.
I got a translation. Its funny. The message was deleted, are we not allowed images?
could be an english rule or something
Can't ever go wrong with free reinforced concrete
New Medical stuff for emporium, check out the prefab Lab work station Static
Anything medical specific that everyone wants.
I do that constantly and I hate it
already doing this
No trees? Fine then. 🤣
"If you set it as grouped and not instanced, the movable objects will both be placeable and interactable. "
hmmm
thought that was a snake for a moment
nope just a giant credstick staircase
thats on the list of never doing that again
needs more hello kitty
the important this is, you survived
perfection
Anyone know where to put aurebush mod?
looks insane
So I suddenly can't yet my custom POIs to randomly spawn anymore
I'm doing exactly what the nexus article is saying, word for word, but I can't find a single instance of the POIs
Finally found a graceful way to do this, but the Cydonia load screen door just won't play ball. It uses a custom animation and maybe its AnimGraph_AnimSpeed is hardcoded or something. I'm not touching the animation directly, so that might just be a permanent limitation.
Still, every other airlock door seems to be perfect now.
https://creations.bethesda.net/en/starfield/details/e3ce8eff-e449-4584-a823-8cb422292d67/Quick_Airlock_Doors
I'm glad a lot of people found those annoying to wait on
Now, to figure out pilot seats, dockers, and ladders.
Doing good work haha
I hate the 10 second docking sequence and the 7 second undocking sequence.
I think I have no less than half your mods installed and every single one are 🙏
it's like "....yea I value my time too."
And how calmly and slowly my character gets in and out of pilot seats even while ships are firing on us 😁
Anyone know anything that might be stopping a POI from spawning in?
Awesome; happy I can spread some joy.
💯
I'm setting it up correctly but it will never appear
see, it's to emulate actual gamers getting up off the couch.. "it's relatable."
like?
Are there any mods to choose where doors and ladders go?
There's this:
https://creations.bethesda.net/en/starfield/details/290466c8-332a-443b-8189-e4b7ead622cf/Place_Doors_Yourself
I haven't tried it, so I can't vouch for it, but at least 412 people liked it apparently 🙂
That sounds perfect... do you know if it's available on xbox yet?
Yeah, that link is for XBox.
Oh awesome! Thank you
more prefabs
Super random question, Do any of you use special equipment with CK. For example i use a mouse that is stationary and i roll the mouse ball with my thumb, which lets me move items slower. Any other things like that make CK more comfortable, for lack of a better term?
I change every hot key
that's exactly why I work so fast.... the layout is designed for speed run design
also removed the Batch window reference button being - cause I got pretty damn tired of hitting that by accident
Layout was the first to go as well for me, i have 3 object windows, 2 render window and a cell view open at all times.
same! XD
Really struggling here, but would people want a fully decorated house or an empty house
Full deco A
No Deco B
the way VC is set up I don't think you can archive two esms
Thats a tough one, i myself hate decorating, shocker right? So i prefer decorated. But do Whats easier for you. Either ways its gonna be awesome.
I mean that's not why I'm askin lol
I didn't ask me XD
It's a tough one tho..... it's why community input would be great
Id say undecorated with possibly a declared version whenever you have time
In my opinion I think empty is nice and with the use of skully's mod and other mods that add decor and clutter people can get creative.
well the problem is it'd be a paid mod..... so... having two isn't great
Oh true
that would feel like a scam
Yeah I get you. Hmmm
So far I've been doing light decorations
I can kinda agree with that. You can't make one that is empty and cheaper than the furnished one? Or is that complicated
like putting a table in the kichen
Oh. Is it possible to make added items removable or? Maybe make a decorated version but have all placed items removable?
yes and no
Interesting
cause at that point it'd be outpost only deco which is lame af and if I want to make deco I'd be overlapping with the other 300 people who've made deco mods
I get you
it's a bit a of pickle for sure
Yeah, I remember some slight issues when using the old Customizable Animation Speed mod for that...
See on the one hand I can make some pretty damn cool looking lived in homes.... but unlike having an empty house and the lazy people can just cry about it. I'd be taking away the option for those who want to decorate
I'm not much of a decorator myself but I know many others are
Yeah definitely. Really is tough to decide and I'm not even the one making it 💀
This is way funnier than it should be btw
one day you'll sit down and the whole ship will leave the player and you'll become an indestructible pilot seat + human
🤣
@sharp lynx If you wanted to get fancy, you could probably have most of the decoration start disabled, then give the player a switch they could flip to enable it.
the only problem with that is the edit count will be massive
Ah; wasn't sure how decorated we were talking.
Would be cool to make a small house and go the Ol mega ton route
sells data slates as decoration prefabs lol
did you happen to grab all the little interesting builds in all the non-player home houses? Like tv sets computer desks etc
Still working on it. I have a total of 50 screens to choose from, a few of the computers terminals and working towards couches.
fantastic
ATM I’m adding 13 medical benches, those chairs you find in waiting room and lobbies.
Skully, I got a question for you - Im doing my own small additions for my own personal use. But my decorations when loaded into the game get a "Nothing selected" error.
This is the bane of my existence, lol. On some items they are set to markers, so they wont appear and others i have yet to figure out. I tried to add the American flag from NASA and it doesn’t appear either. Same message. I asked the same on reddit and got no response back.
A picture frame was set to marker and unchecking it allowed it to appear.
Uh, ok. Can you explain what that means? Im sorry I'm completely new to this. If it helps this is the object window for one of the objects im converting for workshop use
they need to have something for the game to recognise it's a usable object
what you can do is put down an xmarker and place that directly on top of it, then ctrl + left click and select the X-marker last" while also having the blanket selected, then right click and you should see "Create- Pack-in" do that. make it an instance, and name it something you wont forget then it'll generate a pack-in of that object with a pivot dummy and it should work
there's a few items in the game that lack the details required for outpost conversion
How ironic, since they're some of the fun objects XD (This is supposed to be a couple of blankets and a laptop)
yea if you make it a pack-in it should be there
for tricky items that refuse to stick, I usually take something that does like a really low poly object and scale it to 0.01 and slap it to that
Im still back at the X-marker part. And frankly its distressing that it was much easier to add snow to a biome than this.
it gets easier
The CK giveth and taketh away. CK works in mysterious ways.
the ck untetherith my references randomlyith
So, working on a pool... should I give the pool blue lights or red lights
I vote blue.
I like the blue
but the issue is the majority of the building has a redish black theme
that wouldn't clash?
Red could be the overall accent color.
maybe just having the pool blue will be fine
Howdy y'all, nice to see y'all in here.
IIRC, wasnt a similar color scheme true for Sonny Di Falco's island, TG? Like it had alot of hot pink lights but a blue inside pool
And seeing two such prolific and quality modders, maybe y'all can tell a dumb noob how to accomplish something in a mod 🙂
I'm trying to trigger the console command "RemoveWorkshopItems" against an outpost activator ref.
but of course it won't compile, because that's not a valid command
Is there any reference y'all could point me to for papyrus scripting to find the equivalent papyrus?
what is the command, what are trying to do with it
Lol you should've put all this in one pack XD
Big money no whammy
@sharp lynx "RemoveWorkshopItems"
I will eventually I just dont wanna break everything
that makes sense
hmm you could make this how we had the pile of coins from skyrim
you know how sometimes outposts get the D/C bug, and the only thing you can do is go to console to nuke it?
Well our XBox homies can't do that.. so was gonna make an ingestible that does it.
@mental timber those are looking awesome man!
make a console or activator that does maybe and put it in the lodge, that might be more agreeable than ingestables.
@sly ocean OGTennesee had some good things to say about "Doorway Placeholder", and looking at the screenshots and notes, it looks like it might be easier to use. I don't think it has a CK release yet through.
@sharp lynx I could see that being practical, make a console in the lodge that lists your outposts and then can remotely nuke em...
Okay
TG loves me, yes i know, for my results show me so!!! LMAO
I think we'd have the same challenge though, I can't figure out how to call the "RemoveWorkshopItems" command against it... can type in the beacon ref (which matches what my script says it should be) and type it in the console with xxxxxx.RemoveWorkShopItems... but.. yeah
@sly ocean Did you take a look at https://www.nexusmods.com/starfield/mods/2489
it's the updated version of the one that used to be just the airlocks, and one of the options specifically calls out airlocks that open to a load screen (like cydonia)
Here's the pool so far..... maybe I can just make that crystal blue.... hmmm but the rest of the ones in the building are red...
I need to make the ceiling taller
it looks awesome, but you're right the red does seem a little inconguous... maybe reddish on the lower lights too?
blue crytal would be nice
maybe it would be a good contrast then?
What about a glass divider? Give the illusion of separation from the crystal and the pool? I think people call them shadow boxes.
I think I will opt for a more aqua blue
or red lights ha
wot?
I was trying to say, put a glass ceiling above the pool, enclosing the crystal.
Oh. Ill see myself out. Lol
Red.
woah! it turned it yellow and now I... hmmm
So now its just a Gen 1 Pokemon themed crystal? Red Yellow and Blue? XD
(Also for now my one brain cell has given up on converting those objects)
woah!
Interesting.
It looks like that mod directly alters the animations, which I'm intentionally avoiding (I'm instead applying an actor value change to the desired doors).
But, could be interesting to dig into notes and discussions for that mod, in case it gives me insight.
Thanks.
Not bad.
should I keep it that way?
Yes
btw SKully if youre gonna put that in the Emporium, go back to Nyx's Apartment (again), cause the level designer put bedcovers_01 and 02 merged together to make one big blanket on his futon and that would be killer to have.
Will do
assuming the repeated visits wont be the death of you. I know its been ALOT laterly
Im getting better at cell hopping
I more meant general workflow. You've been an extremely busy bee
welll... @sharp lynx don't keep us all in suspense.... show us!! 😄
I have to completely redesign it one moment
chairs!!
now put a mannequin in the middle
Sombody come get her, shes……..wheres the stripper pole located?
LOL
great now im imagining that terrormorph on one...
thank you, I wanted no sleep again tonight
Would a terrormorph wear 2 tassels or 4?
the real answer is 1. Like a bowtie for some reason
whelp
apparently there's a mode in the ck that will flip everything you try and rotate
I hope restarting it will get this nonsense to stop
alright
loading game
Wonder how long it till take for something like CBBE for the game
Looks like there's already some similar stuff for PC on Nexus, but it seems to all be NSFW. Someone would need to release an SFW version for console, otherwise the mod would be against terms.
I just recently got the game on PC,working my way making my modding list 🙂
This looks like the setup for a intervention of multiple people
And I'm for it
you will sit in the circle of shame
🤣
I can vouch for it. Works great.
It will eliminate all doors though. So you will have to tear your ship apart to add them where you want.
There are actual airlocks, pass throughs (no doors), and shutter style doors.
You can also decide which way the doors are facing.
Edit: I should add that there are also ladders and holes with no ladders.
And if you use portholes, you will need to place a door first for them to work.
Its actually a trap. For all the Starborn Barretts to surprise Lin.
It’s where modding anonymous will gather.
Hello
I have a question, mostly an idea about your Mod the Luxery home one? I could post it here or DM whichever you find more appropriate?
probably didn't install it correctly not sure. usually when it's not loading it means that.
could also be a load order issue, I have no idea.
usually it's an installation issue
if you're using a mod that breaks your games directory, place it in your root folder, or data folder, if you're using a mod manager make sure it isn't marked as inactive.
how many mods do you have installed
okay, I go back to what I was doing now
No I meant the response with the YouTube video wasnt loading. Not the mod sorry I should have clarified.
I actually don't have the mod yet, Saw some pictures and videos of it. I like some of.it, mostly the more modern homes not into the Ancient stuff.
But was wondering if more kinda fancier home designs would be added?
0-0
Oh, this actually reminds me, TG. You did the Luxury Homes mod, yeah?
Also noticed so many armor and.putfot mods Batman ones to Halo ones, but haven't seen anything like marvel likeaybe a black panther one or any Ironman suits, maybe a captain america outfit.
Kinda surprised
Its still early days. Personally im waiting on someone to make Samus Aran's power suit. XD
Perhaps, I mean ever since AvP on the 360 iv been waiting for an Open world Predator game, all we get it Alien and Space marine games.
But alas I don't think we ever will get something like that.
First off, thank you. Its been a dream to play with.
Second, I thought I may as well report a minor bug with Vlad's villa with the last update. Its not liking flat terrain these days (As I learned when I tried to place it down on Montara Luna)
everyones game is different not much I can do about that
I can place it anywhere all day long and the folks I had testing could too
Hmm weird. :/ -shakes fist at PC-
the actual bug that had was a "can't place on water" which should've been fixed cause I fixed it
that showed up for everyone including myself
I think for me at least it seems to think the basement is actually underground. which I guess could be some corruption of the download IDK
never heard of it
I should have taken screenshots but c'est la vie
generally when I hear about something 1 or 2 people experience I tend to think it's something going on with their game.
cause when there is an issue, believe me it gets reported
No, no, I believe you
I have at least 486 reports about the damn nav-mesh lol
That few? XD
I say reports, DMs
Honest opinion, What do ya think?
ppl on nexus, hell people even reported it on my unrelated mods
Ripley vibes
the OG boss lady
thats what i was going for 🙂
Love it
All she needs is the Arc Cutter equipped
You have a pulse rifle mod? I presume it's on PC only ATM?
yeee
Ah alas I'm on Xbox lol
soon
Goodnight friends long day of modding tomorrow.
Nite Skully
It just works
Someone please explain to my why I am incapable of converting an active esp into an esm? Every time it just gives me an empty file. I have clean installed the CK and I get the same issue. No errors or anything.
What are you working on
an esp...?
pois things like that
Try converting to small master
I just had someone take my esp and convert it to a full master, and it worked on their pc
so its something to do with my ck / settings and I literally have no idea what.
What OS are you on?
I’m jk, that’s a weird issue. I asked chatgpt and here’s what I got:
File Paths and Naming Conventions:
• Ensure that your file paths are correct and follow the naming conventions required by the game. Incorrect paths or special characters in filenames can cause export issues.
Dependencies and Master Files:
• Check that your mod does not have unresolved dependencies or is missing required master files (.ESM files). Ensure all necessary files are loaded in the Creation Kit.
Rebuild the Mod:
my naming is fine, it creates an esm but it is EMPTY, I don't know why. It tells me its complete, no error creating esm.
Again, I gave the esp to another person, they turned it into an esm with no issue
How big is that .esp file
Ahh that’s weird. I haven’t ran into that issue. hopefully someone else on here has an answer
I don't think they do, which is superb
Maybe it’s corrupted?
How could it be corrupted when someone else can use it fine and make it an esm fine
Pullin my hair out over here. I can't publish anything if I cant convert it
this is literally the only issue i have with it
We need a CK support ticket machine on the website, this is so damn annoying
...I've spent so much time in CK that I'm forgetting how to use the shipbuilder in game 🤣
Demonstration of travelling between planets in Starfield using a Stargate.
that looks frakking amazing! (shame there's no WHOOSH), but I figure there's limitations.)
Does it actually do the old wormhole cutscene?
https://youtu.be/RM38HRFooZA?si=u2udTb0A8by5yqym
Best mod 😅😅😅😅😅😅
Visions of the past..
I've got it, but it's 20 seconds long, figure most people dont want a cutscene that long haha
@sharp lynx I prefer decorated houses myself as I have limited play time.
The problem with decorated homes though is that the items typically can't be removed if they're not wanted. Sometimes I find that predecorated homes have too much clutter in them so I would also like the ability to remove some stuff.
DownfallNemesis recently implemented a method where individual rooms can be customized as desired.
I think most of the decorations in the personal starstation can be removed as well. Barring that though, I'd much rather have a place ready to go as my decorating skills leave much to be desired lol. I'm really looking forward to your next release and thank you for your brilliant work.
Can I says its awesome. Because it is Awesome. In future DLC's might be able to use to get around other places too. Versatile in hope to add places to it for travel?
I have plans to have one gate in every solar system
so any new solar systems will get one with future dlc
FYI- the Starfield Hair + Beards mod was updated and as far as I can tell - the tattoo bars across the face and neck bug has been fixed! As far as I can tell. More hair was added too. It's great.
😩 just lost the whole week's effort to make more Ancient Mariner habs to update my mod with. Frakking duplicate form IDs (how?!) essentially erased it, so back to the last good version of the plugin I go.
on the bright side: placeable Ancient Mariner walls coming soon!
so an update on everything not working: the esms created dont even appear in the creations load order menu, in the CK selection menu, or in MO2. CK is literally creating ghost esms
so to clarify no progress has been made on finding a fix
elevators 😍
Battenburga - are you using the CK inside MO2 or outside it? And is your esp inside or outside the virtual filespace?
outside, im using it through Steam, and my esp is inside the starfield folder?
its very disheartening that i cant fix this because it means i cant publish anything so its just pointless to work on stuff otherwise
Does this happen on any of your backup esps from earlier time frames?
All of them ever
different esps entirely, not just the one im currently working on
You might be running into some kind of file size limit for the consumer CK, I don't think I've seen a plugin that large outside of official DLC or something huge like Bruma for Skyrim.
That’s… odd. I wouldn’t expect 14mb to be that crazy, but I’m making a numerous amount of Pois, could this be what’s causing the issue? So far it’s about 10 I think? None of them are larger than like 3 x 3
I’m 100% sure even with a smaller file size I have the same issue, as I’m pretty sure I did try to convert a small esp and it didn’t work, but I can’t confirm that until tomorrow
If that’s the case I presume there’s no way to sort of compress my esp
Oof hope this works
@mental timber Check SKK's Universal Stash -- he's the first one I've seen to get icons into the Outpost builder menu.
@timid temple are you familiar with how to make your esp usable in Xedit and vice-versa turning your xedit esm into CK?
nope! Haven't done anything with xEdit
my mods are infinitesimal compared to yours, but it's been a great way to preserve/redo stuff.
I have backups regularly, after the attempt at buildable walls two weeks ago caused stack overflow crashes 
Xedit gives you a GREAT capability to filter and show JUST the changes you're making all in one place... I did my AIO mod last night by taking all my other ones, and just copying the settings into the new mod -- MUCH less painful than doing in CK
you need a hex editor of your choice to convert between the two
take the esm that xedit makes
change octet 9 from 01 to 00
change the name to esp and you can load it and edit it in CK
once you're back in CK, when you highlight the new esp, you can get rid of the ship blueprint dependency by doing CTRL-DEL on the dependency
If for absolutely no other reason, you can put two mods side by side in xedit and see exactly what's changed from vanilla and each other and that's worth the time to install and set up all by itself.
If you convert it via xedit does it make it a full master? Asking cause this might be a workaround for my issue
@outer plover I am absolutely NOT an expert on xEdit -- I've learned the little I know from WykkydGaming -- BUT I believe when you convert the esp to esm this way, xedit ONLY does full masters.
After the esm is loaded in xedit, save it back, and then "pack it down" to small or medium in CK
That’s good to know, thanks. Just if you scroll up I have an issue where making esms in the CK just does not work.
Hm
do you have the esp anywhere? you want to dm it to me and I can jump through the hoops?
I’m at work rn so I can’t 😂 but I know it works when converting on other peoples computers
Somethings wrong on my end
But if you did wanna try it via xedit I can always send tomorrow
Column 8 and 9 are 00 = esp. Column 8 is 01 and column 9 is 00 = full master esm. Column 8 and 9 are 01 = small master esm (equivalent to the old esl).
Be careful - the esl flag is not the only difference between an esp and an esm. That's why xEdit for Starfield is still under development. But if you think it works, go for it.
@dusky escarp I know I've had one mod blow up CK after converting back and forth (the gang's all here"
She's got wide open permissions on it, so I was gonna try to CK it
it makes CK crash to desktop
@worn basalt based on that, then yes, xEdit is making full masters only
All of my stuff is VERY small, even the AIO combination fits VERY comfortably in a small.. I could see anything that requires a medium or better breaking by just "cheating" it into an esp.
@worn basalt is there such a thing as a "full/small/medium" in the ESP context? wonder if tweaking those could make it so i could edit the converted esm/esp
Someone earlier said that because my esp is so large (I didn’t know 14mb really counts as such) I may have surpassed the threshold in converting even to a full esm. That doesn’t seem right though?
@outer plover it doesn't.. and you've said others have been able to open your esp...
I’m just trying to piece everything together 😂 my situation is so bizarre I’m the only one who has encountered it
Converting an esp to an esm for publishing?
you do that via the ck
Yes. And my error is it created an empty file
@sharp lynx you are 100% correct that you can't edit an esm with CK, but you can convert the esm back into an esp and edit it.
what does your mod contain
POIs. Terrain data. That’s it
that's not necessary and I do not recommend it.
I’m not looking to convert back and forth, I can just make a copy of my esp and update it when needed for a future esm upload
generally it converts a copy of your original esp as an esm so you'd never need to convert your esp
the only reason you'd need it is for XEdit, edits
Yeah it doesn’t do that for me. It makes both my esp and the new esm created 0 kb.
I have sent the esp over to someone else to make it an esm in the CK, and it works fine for them, as I’ve stated before.
are you uploading or archiving?
Archiving. The first step to make it an esm
try uploading
As an esp?
I’ll try that when I can, I’ll give you a ping when I do but it won’t be for another like 10 hours
It’s strange it doesn’t seem to work the normal way for me though
you wouldn't need to publish it. but when you upload from the ck as a new mod that's when it will generate a masterfile of your parrent file esp
personally I've never tried to archive an esp as it automatically generates an esm for you on upload
Thanks for telling me this, nobody else has mentioned it at all, so I presumed that was the only method
probably cause they don't know what they're talking about
Hahaha perhaps
It does seem strange though, that it worked for someone else that way and not for me
Same file different pc
dunno, either way you shouldn't need to convert the esp it should be left for the very end of your finished product
Tank girl mod when 👀❤️👀
bruh
Yeah, I know it only needs to be done at the end, fact of the matter was that step just wasn’t possible for me even as a test
wanna see what I made last night lol
@sharp lynx I definitely don't know a lot 🙂 but I think there may be some crossover it what I was talking about with Battenburga and FenHarrallan ... Fen seemed to have a corrupted esp without a good backup, and pulling the esm back to an esp CAN work to recover it.
well, I say try uploading and see how that works
@sharp lynx did you finish the pool? It was looking awesome with what you had
niiiiice
I will, I’ll let you know tomorrow if it’s worked
I would swim in that
this is where I ended up
Astro-pool!
Ceiling is animated and so is the center star
I managed to make the walls project holographic designs using ssr
that's gorgeous...
Cosy
nothing says safe like a low light pool with sharp-edged cliff rocks to the side
I am almost done with that mod too
What is the preferred method of deleting unused forms in a mod? When making dialogue I've had to remove scene actions that were not working the way I wanted and now the CK complains about topic forms not being used in any scenes.
@worn basalt I'd love to know that too... I've been able to clean it out "rinsing" it through xEdit, but it's been once you touch something it's in there in CK
meh
Oh btw @sharp lynx , wanted to say thanks! The conversation you and Skully had the other day helped me figure out the buildable walls for my latest Ancient Mariner Extended update 
Np 😄 ❤️ always happy to help where I can
@sharp lynx I also enjoyed your Galactic Expanse mod... was wondering if there was more "breakage" besides what could theoretically fix from the NifSkope script that JMPZ11 did?
I NifSkope'd DerreTech and we had it working for a little bit while he was working on the CK rewrite... just curious if there's any value in doing the same to Galactic Expanse -- I know you have a LOT of assets that probably went haywire in "NifMageddon"
is xedit for starfield available somewhere? looks like it was taken down from nexus
I think there's an XEdit discord? maybe there?
whelp
Okay so since the biome editing is mostly disabled I think I've worked out something that helps with custom planets
It's pretty easy to make makeshift planet traits with their own spawn tables etc
Reloading...
Got the first trait POI for the mod working
That looks really good. I can imagine the screenshots already 🔥🔥
curious to see what you figured out
It's probably well known already, but if you want a custom POI to spawn loads on a specific planet, you can create a custom keyword. If you create a new content branch in the trait POI in the block creation request window and set the condition as that trait, you'll get a lot of that POI spawning
It's pretty useful for natural stuff and custom biomes
Though I wonder if it's easy to take it further and make new discoverable traits
Thank you 🙏
@mighty spear I've got one that I've been able to spawn onto a split biome map consistently.
I'd found the spot in-game, built an outpost there, and then got the lat/lon of the outpost out of the console
I then made a custom cell in that cell from the galaxy map.
Oh nice! That's pretty cool
doesn't sound like exactly what you're trying to do, but maybe helps along?
I have a three biome split spot that I can build a POI to go to every time.
Planning on building a little lander spot and quest giver/vendor there
I'm mainly trying to introduce these into the proc gen spawn tables for only Mars specifically
But I defo plan on adding a handmade place or two there so that defo helps!
oooh... so KINDA like the guys who did the "earth replenished" or whatever it is?
Yeah kinda ish. Only issue is I think that CC has some pretty limited access to some biome stuff
So I'm working quite a bit through making oasis type POIs etc to kinda sell it a bit
In the CK, go to File > Data, highlight the edits you want to remove, hit the Delete key, accept the message popup, click close, and click OK, and the CK reloads the ESP and its masters. Then, save the mod again and it should be good to go without those edits anymore (check Data again).
It's annoying that you have to let the CK reload everything, but at least you don't have to worry about whatever changes occurred converting back and forth between ESP and ESM and using xEdit in an unsupported way.
I finally got to make the God of all shotguns... but now with all these cool mods it's obsolete 🤣
I know what you mean. Now that (shameless plug of my own mod) I'm using Projectile Rings and can make any weapon use any projectile, I reevaluated my weapons and ended up throwing away an Extended Mag Advanced Hornet's Nest Coachman like it was nothing 😁
@sharp lynx Did you see this that dropped on Nexus today?
the DP Aerospace pool hab?
10565
@shell pelican give DarkstarManufacturing a shot if you want to make some siiiiiiiiiick custom weapons.... turning projectile weapon into particle beam (particle beam Microgun!!) is hilariously OP 😄
Hmm, a bit of an issue with the connector points on your doors, it seems:
which hab is that? The bigger ones have so many connectors I'm not surprised I might have missed one
The base Ancient Mariner 2x2 hab
...the original? or my super-empty one?
(I thought you made it; if not, sorry)
The original
Ah yeah, that's Bethesda's. Still possible I screwed it up somehow, any chance you can disable my mod and check it again?
(there shouldn't be an issue with it at all, but it's very possible I accidentally shifted something during my own modding that carried through to the esm)
will do! 👍
Why do people insist on a change log? Like i have time to give the name and location of all 470 items 🙄
Got some new harvestable flora added to mars
It's classed as contraband and acts similar to aurora, but you can grow it too
The value is probably way high though lol
Anyone know anything about this?
Id love a detailed explanation of how this is caused.
i swear total amount of mods used is like a competition or something
I don't think I've ever installed 94 on anything
No man's sky might be coming close but that's because some mods I'm using are modular
My mod doesn’t edit ships or and audio. How is my mod the issue?
No ini files either.
fake news
I swear I’m about to stop Xbox support.
lol just do creations its nice and peaceful lmao
im gonna get icons to work in ck without external tools i swear to jeebus
Ive spent hours trying, think I’m close to selling my soul for demonic help 😂
they were summoning you in the reddit thread
@twin atlas I have it right now if I enable either TN's M Class ships OR hte older Outpost Shipbuilder unlock
only dds I know is the dragon dagger superpoisoned just saying
not friggin idea why why
I wouldn't think it's DarkStar, as he doesn't modify any habs...
Demon: why has thou summoned me?!
Me: CKs being a hater.
Demon: thats…..ok, then.
and "hide empty habs" doesn't do it alone.
I keep recreating an esm to test icons
im a professional outpost deco maker i swear
cant wait for this wiki to drop so i can just be like OHHHHHHHHHHHHHH
Am i seeing this, or did someone pop in and leave instantaneously? Saying no spam.
@mental timber you and me both! I have two changes i want to make, one is a "console command" only, and the other is a starfield.ini setting, that I can't see any way to set them through CK or Papyrus 😦
I was getting yelled at
no, it was legit... i got that same message earlier today :S
you'd think that the "slowmode" would be sufficient, but when i sent the new pool hab link for Tankgirl earlier, it said hey no spamming :S
I got it yesterday when I put too many .......
I’m experiencing this rn but I don’t have that mod installed, was literally working fine and now my ships are invisible. This is after spending an entire week trying to find the one mod that was breaking my game. I’ve uninstalled and reinstalled multiple times and have no idea what’s causing it.
started encountering it on the 8th.. i have doors and ususally gravdrives and reactors... and if it's the SBG I have the seat and the rear docking collar
but.. disable those mods and everything goes back to the way it was.
There's an engine problem it seems, likely needs Bethesda to fix it. Something to do with either number of mods or number of records that mods touch, it isn't known 100% afaik. There's a big thread on the Starfield Modding Discord: https://discord.com/channels/916686954421157930/1251715871525703760. You can see in the discussions on this engine fixes mod https://www.nexusmods.com/starfield/mods/10457?tab=posts, down the page a bit. The person who's been reverse-engineering fixes said
I took a look at this issue. Unfortunately it's unlikely I'll be able to fix it without risking breaking things. I haven't found the actual code that triggers this bug but it seems to point somewhere in the form initialize process. Large number of forms even within the plugin file limits can cause all kinds of different issues.
At first I made 150 Full Masters with ~7000 new (i.e. non overwrite) records in each. (One Small Master can contain 4096 records while one Medium master over 65k records, so 7000 is quite large compared to most non overhaul mods but not unsupported). After opening the game, memory usage increased up to ~12.5GB but the data loader got stuck in an infinite loop. I deactivated 50 of the tests plugins, same effect. Then decreased their number to 50 which the game could load (almost after a minute) with all of their forms.
Considering you mentioned loading plugins but not loading forms, it seems to me the issue somewhat depends on form types too.
The problem is that even if I find a way to force the game to load all forms, currently it cannot be considered safe. Right now it's not known how it would affect save games (e.g. retrigger the formID bug, cause them to become much larger, etc.). Also, (while I'm not certain about this), the behavior that the "game runs, plugins load but forms not" might be even a hardcoded threshold, a failsafe guard to prevent the game or saves from breaking. This is probably best if the developers who wrote the code fix it. Hopefully, they'll do.
There are a bunch of other discussions all over the place in different Discords, can dig out more if you need.
So bothersome, especially since my mods currently at about 7k IDs as I burned through the small master and had to convert to a large.
Indeed. All we can do is hope 😦
This is godsend of info that I was looking for to understand this “new” problem. Sucks tho as AGAIN I’m going to have to put it down to wait for a fix… 😕
I've had people say my mod makes ships invisible too.
I can imagine with the larger mods it's more likely to happen but isn't the mod's fault of course 😦
Yeah I know, that's why I linked the discussions above. I am commiserating with you
I hope so too! It'd be crazy not to
Starfield best game ever
Would it be possible then to split the mod. Like Part 1 and part 2. so you can get what you want only requires both separate mods to be complete. So it wont break ? Just a thought.
Possible but then you have to worry about rebalancing the mods so they won’t break
hmm
But very possible if the owner takes the time and do it correctly
That is what I was thinking.
Just like lot of Star Wars mods that are coming to creation for console they have to take their time and make sure won’t break your game
And my ship blew up dang what I get for texting and flying the same time
Creations is listing 1227 mods available just now. Modding is in progress for sure.
none of those star wars mods seem to have done that lol
I’m just waiting for the planet re skin projects to make their way over then my Star Wars mod list will be complete
I might do that. not re-skins but make new ones
maybe there will be a way to clone the galaxy map
Its sad you can only test desktop Starfield and not the Xbox version (until its uploaded) (but could be disabled if it fails).
@sharp lynx Probably they did say that creation kit is possible on creating hole new game it self
Where the Bethesda manual on Creations to do that LOL, Alexa ? LOL
True
currently putting my money where my mouth is and designing new areas
Experience helps a lot. with dealing with Creation and Starfield.
You could probably recruit few mod teams to help you with designing Star Wars planets
I kinda have a team already kinda... left over from my last massive sw conversion mod
we'll see
creating new lore and your own brand of interesting is also a vibe. sw has been kinda meh lately
Interesting I hope it goes well for you I really do it be great to see SW Planets on console with the kit
No sarcasm intended
Lol
You don't need to hope nor worry, someone's gonna do it
Their is mod currently being developed call Star Wars overhaul and in the disruption did say planet conversion but their is no dada in the mod right now so it be pointless to download it
But hopefully someone is doing it
That mod is cancelled due to Bethesda making the files needed for it unaccessible. However they are porting/making mods and releasing them one by one
it's tricky, we'll see how that goes
I'd kill to see nightsisters or death troopers fleshed out in starfield as a mod
All I kneed is planets lol I’ll be golden and the ships from Star Wars
Lol
I just flew my ship into a rock again texting and flying lol
Ah That is where these mod counts are going up fast than usual. Hmm
We need auto pilot avoidance system
I kneed my ship license revoked lol i crashing into lot of stuff just texting
No drinking while piloting
Not my fault I’m really into this conversation we are all having lol
That's the official announcement from the guy who was making the overhaul
Ah okey so basically their gonna make smaller mods of Star Wars instead of overhauls
Makes since
I need to talk to the mod author WhiskeyTX his cap to cape mod is making my hair(mod) glitch. Making her bald on top
Nvm just found out his mod is not a free flowing cape. I uninstalled it.
waiting sometimes works
Its highly ram intensive, beth recommends at least 32 gb and it often isnt even enough 🙂
welp 😂 that doesnt seem right then. You sure the ram is good? Channeled propperly and all?
yea i was using material editor for a too little long i guess
ignore the sequels but keep EU, OT, PT and ya good
Keep up the good work 💪
Airlocks, check. Pilot seats/ladders/chairs, check. Now I just need to figure out how to speed up dockers 🙂
On another note, if you haven't tried Alternate Vasco (not one of my mods), give it a try:
https://creations.bethesda.net/en/starfield/details/b944e224-effe-4fa5-802b-b21bd1cc2339/Alternate_Vasco
I made mine look similar to Kaiser and use a deeper voice, and the whole thing is just seamless like it was meant to be this way. Really great.
You can now customize Vasco:
- Appearance (Race/Model)
- Weapon
- Combat Style
- Voice
... all in-game, using the Modify option when looking at Vasco. The modify option is available when Vasco is a companion or available as a crew member, and Vasco must not be in combat.
What races can Vasco be?
- Model A
- Model S
- MiniBot
...
noice
Does anyone know the cause of this issue?
Do you have a bunch of mods? If so, could be #starfield-mods message
Invisible stuff is a classic sign of that, but maybe not 🤷
Hmm so I'm I'm wondering about adding a lil story context to my terraformed Mars mod but I'm not sure where I should take it.
I was thinking of having a little paper trail quest and having the environmental changes be down to anomaly/ Starborn shenanigans but I'm not sure if human stuff would be more interesting
This may sound boring but what about something to do with Elon musk. I'm not sure if in the starfield lore they ever mentioned when they first landed or had colonies on mars, and if not then you can add something about how there was a secret outpost/colony employed by space X/NASA/The US Government to conduct research and a special operation to bring life/ to mars it could even be something that they were working on. On earth and they smuggled the plant/seed and did a operation over the course of a time period. Or a special team/group of people were sent out to explore a cave or a location with people who were working on this experiment and it suddenly slowly started terra forming mars after they had explored and opened the outside to the innards of that location/cave/building. Sorry if it's a bit boring or lacks more details 😅
That's an interesting idea tbf. I don't really like the idea of having elon in there but the rest could work
@sharp lynx i attempted what you said to do, and when i click "create", It happens again, an empty mod, so none of my data transfers to the esm via this method either...?
yeah, im logged in
do you get prompted with an upload mod prompt
i click create, then i get an error
yeah, this is the method you told me to do
and thats what im telling you didnt work
ahh I thought where just hitting "Create" as in archiving
im doing it again, ill show u what appears
not sure why there's a geck symbol there
you can just ignore that, its because i used to use the geck
what exactly is your mod regarding
pois
no - theyre all exteriors and have no linked interiors afaik
any teleport doors that are active are just from ships ive not finished, they dont work anyway
delete those
yeah
see if that will help
so i click to update/create, and this happens immediately
because the files are empty
your esm is getting set to 0?
yep and the esp
okay double check and see if there's linking interior cells I know that can cause this issue
if you try and link a pack-in to an interior cell it will instantly do this
shouldnt be any pack ins doing that, as any i had (ships for example) are broken apart into their base parts
but ill go and see if any doors remain that i may have missed, might be a while
this is why, if I add anything, I put TG_ as it's tag
I've not created any new objects?
the one new pack-in I have made has its own tag as well
I don't understand.. you edited a vanilla pack-in?
i see
that shouldnt cause any issues should it? i had none when testing
i am noticing i had a lot of doors with the teleport box still ticked, so maybe that will fix things once i remove it
@outer plover - sorry if this all has been asked before, but are you using CK through Steam? Have you tried verifying the file integrity of the CK?
Yeah, and I literally just did that lol
I deleted my inis to reaquire them to see if it would change anything
i doubt it though. I seriously dont know whats causing this and nobody can help me 😭
...are you on windows?
yeah
tried running CK as Admin?
No difference
how about completely nuking CK? Not just uninstall it, but delete all associated folders, and if you're willing to registry dive, any regkeys
(folders being the steamapps one, the My Games one, and the %localappdata% ones, if there)
i havent tried that fully, i did reinstall ck to no avail but i havent done a full nuke
reinstalling, especially with Steam stuff, tends to just overwrite the existing files, and leaves everything else behind. A full nuke and reinstall might sort it?
based on what you've said in here before, my suspicion is that somehow your install/how it interacts with your machine is borked
It's 100% something wrong with my machine and the CK. Nowhere else have I seen this issue at all which makes it so much weirder
which windows are you on?
11, then. Same here.
I'm going through the nuke method now, you might need to guide me to the registry stuff though
we can save that for if the full folder delete doesn't work, regkeys are dangerous 😆
(whoooo can tell I used to be IT 🤣 )
Lol I used to do all the technical stuff when I left high school but then I began to hate it so I've sort of forgotten most of my tech knowledge
anyway, removed all the files and folders im pretty sure
so then it's reboot, and then reinstall
then ill get back to ya shortly
I have created a post on reddit to share my learning of adding icons to starfield mods. i hope it helps. https://www.reddit.com/r/starfieldmods/comments/1e3tc8r/how_to_add_menu_images_for_your_constructable/
I love you
Now if only I wasn't working 60 hours this next 2 weeks
Yall see that creations is about to be hit? The starwars ship mods have been reported at stolen work.
The thieving is back
its not too surprising, people have always taken mods from the nexus and reuploaded them
Another wave of invisible ship parts posts incoming.. hhhhh
As soon as that guy who stole them gets removed he's probably going to notify Disney as retaliation. It'll probably kill em all from what I can gather. It also doesn't help that we have an individual in here daily asking people to port SW mods from Nexus that have "Open Perms" when I have noticed very few of them are actually open. He has a Discord dedicated to the stolen mods as wel, apparently.
Thats what i was reading as well. I get port requests constantly, ever since i tried porting Gangs all here. I made sure it had open perms but it was just not portable. I have had i think 4 requests for mines throw further but its closed perms.
@sharp lynx @timid temple thank you for your help with my very bizzare problem. It seems doing a hard reset of the game and ck has fixed the issue
I dont know what the actual cause was, but it fixed it
glad to hear it! And yeah, probably we'll never know what exactly was wrong, unfortunately
At least now I can finally get my WIP published to see if it actually works or not lol
Yeah, it sucks for the original author though.
I just wanna be able to enjoy the game I paid for 😭💀
@mental timber no big stuffs today?
Yeah definitely. they not do anything at all, or it could result in lawsuits. Who knows
Man my CK time is ultra limited the next couple weeks cause work sadly
So with the planet trait POIs, I think it should be possible to make a set of ruined skyscraper clusters and plug that in
So it might be a way to add some more interest to earth in a controlled way
Just create a set of POIs on flat terrain with different arrangements of earth skyscraper landmarks and away you go
My dream is to see some buildings - even non-enterable statics - generated around cities e.g. New Atlantis
Around cities would be especially cool
It wouldn't be too difficult to have them spawn across the city's planet
I think around the city would probably have to be placed by hand but I don't have enough RAM to go near those places in the editor lol
XboxS
Well it's all up in the air now as Creations has completely reorganized my 129 mod LO. It works but the LO is all over the place. If I move something it just pops back to where it put it.
It took my groups and moved them in groups and seeminly randomly moved some files to the top, locked some at the bottom and the LO makes no sense to me.
my shipwreck poi mod is published, its still a WIP but I wanted to get it out there: https://creations.bethesda.net/en/starfield/details/b16e167d-e958-4810-9fbb-d8656691ecc6/Batten__39_s_Shipwrecks__ALPHA_
Would love poi's around cities tbh
This is an interesting idea, you mean as like a backdrop?
Indeed. I have no idea how it would be done (not looking at POIs or procgen, myself), but trying to beef up the surrounds to make it feel more city-like would be cool. As a backdrop yeah, just to help the silhouette / give you some more "city" to look out at
Someone was doing this for atlantis, cant find the picture and im unsure if theyre still working on it. Someone also recently did this for hopetown as well, looks great. https://www.nexusmods.com/starfield/mods/10550
Awesome! Been wanting something like that since launch
me too 😄 hopefully this helps add a bit more interest. might take a while to find some though, set at 30% chance. Im unsure how rare that really is
Yeah it's pretty difficult to test the POI spawning sometimes. I've been setting mine up in the planet traits POI list so they're appearing literally everywhere lol
I've done that but I haven't added so many unless I want them specific, for example ice planets or desert enviroments. I did figure out a console command to instantly spawn one somewhere, but you have to do it via biome
and specific planet, yet not all the planet names seem to work as part of the command
Aah nice, I'll have to give that a go
I'm wondering if it's possible to create entirely new discoverable traits for planets too
I use AddWorldSpaceToPlanetBiome WorldspaceNameHere PlanetNameHere 4 biomeIndex
the 4 dictates what the biome is. 4 is like, forest I think? 2 is deserts
probably but thats a lot i reckon lol
Oh yeah 100% 😂 you can get a similar effect by making new keywords but I don't have time to take it further than that lol
Can someone help me out some of my mods don’t show up like I have 2 replacer mods for 2 guns but they don’t show up in game
Did you enable them
Yeah but I don’t know where they go in my load order right now they are at the bottom
Seems like me uploading lil baby mods was the play with all these large mods having issues at certain limits
These issues I'm hearing about are a bit concerning though
Might be a good play to release things in a modular way
A lot of NMS mods are released like that iirc
For those that were requesting it:
https://creations.bethesda.net/en/starfield/details/080b31f9-7df5-4954-ab1b-576b4cfe5730/Infinite_O2
@white holly maybe
Yeah that boy was lookin
@outer plover if you tag it WIP it's invisible to the world from in-game :S
yeah... you can't see a WIP mod in-game (PC or XBOX)
thats crazy. I removed the tag
let me go in-game see if i can see it now
Might be a case of redownloading or something, idk.
That's a really weird thing for them to do and not address
Interestingly, they seem to have changed the website behavior from previous Skyrim/FO4 behavior, in that WIP now shows up by default for anyone on the website, rather than being effectively unchecked unless the user intentionally checked it as it was previously. So, expect that everyone looking at the website will still see your WIP mod, and don't rely entirely on the WIP category to dissuade people from using your WIP mod (mention it in the description and/or title as well).
this is part of my big thing in bug thread about in-game creation store being totally jacked right now
Prior to 7/8 you could see WIP mods in-game
Or, if you're just testing it yourself on your own XBox, just upload but don't publish. It'll still be visible to you under My Creations in game on XBox (I hadn't realized this earlier in my Starfield mod authoring journey, and was uploading them as WIPs with WIP titles/descriptions, leaving everyone in unnecessary suspense 😁 ).
after that, you can't even see them if you didn't create them
Well either way I got rid of the tag, so it should appear now
wahoo
and there it is
could I get you to do me a favor, as more grist for the mill on the support ticket that MAYBE SOMEDAY someone at Beth will read?
Flag it wip again for a minute, i want to confirm it disappears from in-game
crazy
Its no worries lol, I presume they did it that way so you could publish it and test it or something
I think WIP mods not showing up in-game was normal behavior for Skyrim and FO4, though. So maybe Starfield accidentally showed them at first, then they "fixed" that later, and it's intended.
challenge is that it's UNDOCUMENTED changed behavior :S and on XBOX, my understanding is that WIP have never shown up
tell us as creators "if you use this tag, only you can see it"
Yeah...documenting things isn't exactly a common occurrence with this game, or its CK, or its mod features in general 😁
although there's already a "DRAFT" option
Shouldnt they keep them from being visible on Bethesda.net, if that’s the case? It’s confusing to the user to see a mod on Bethesda.net, add it to their Library, and then NOT see it in game. There has to be a better way.
yeah thats all that needs to be added, like a little popup saying "if you use this tag, other people cant see your published mod"
agree
Probably. However, I think the use case is that someone wants to upload a mod for a specific group of testers or other mod team members to help test, but doesn't want people trying to use it unless they very intentionally choose to use an unsupported WIP mod. But as others have said, the behavior should be explained.
it's also totally redundant with the draft function :S
I have one up there that depends on Kryozet's stuff, and he hasn't ported to CK yet... so I have it on Nexus, and I have a draft pending on here...
I think Draft will only be visible, even on the site, to you, right? Whereas WIP will be visible on the site to everyone.
well.. ok.. with what you said @sly ocean you got a good point.. maybe you want to restrict it to a team/select users, but I don't think any of that is there
Yeah, descriptions would really help here.
Yeah draft is only visible to you
for me, there's one really nicely done "Ultimate Starter Kit" -- he managed to play with lighting so he didn't need to do a .ba2 to inject any nif's or anything -- but he tagged it WIP, so I have it on my machine at the office where i played 6/27, but I can't get it on my steamdeck, or home machine, or on anything that loaded after 7/8
My character with the mod clothing
@mortal tundra If it's on your PC, can't you just grab the ESM? I dunno, I never play on PC.
And mod hair
Do any of you modders think you could add visible footprints to Starfield?
I can think of a way to do it, but it's ugly and part of why I don't make games
and I also have the artistic ability of a dead moose... I know my wheelhouse and stay in it 😄
Hey quick question, do you guys think the Darkstar astrodynamics mod might be causing the invisible ships?
@sly ocean ty for infinite o2
I can relate 😁
Do you happen to have a lot of mods or mods that could change many files?
Around like 25-30
I got a question for your modders
Is there a limit to how many mods you can use on the game?
Because I been running into an issue where the game is deleting the mod I want to use while playing it
playing the game I mean
Hey @sly ocean if I turn off environmental hazards I'll be able to walk around Mars's vacuum without worrying about o2 right???
I'm not sure; there might be other effects that will still hit you for not wearing a spacesuit or helmet. Give it a try.
@sly ocean Ok tysm I'll try it, the point was wearing the cloaks in the vacuum, fingers crossed:p
On Xbox, yes: roughly 110. On PC, I don’t think so.
Ok I am on PC only all though I do have an Xbox series X but only use that to watch Anime with and netflix with
Also do not have that many selected
let see I think it might be 30 or so
Just to make sure I understand, you have the mod installed and enabled in your Load Order, but when you play, it gets deleted? Does that mean it’s now gone from your load order, or it simply stops working?
I'm surprised u can alter that many different things with 1100 digits of code @sly ocean that's impressive, he'll I didn't know it was even possible to do that, I don't know that much about code thoXD
Are you referring to the file size of the mod? My smallest one was for FO4 at like 500 bytes, and actually I only changed a single byte and the rest of the file size was just default ESP structure and form reference 😁
yes that exactly is it also I got 94 since i actually counted it
matbe it is something to do with a load order?
@sly ocean Jesus fing cht, I LITERALLY am amazed by that, who TF taught u to code, Bill Gates???
Apparently asterisks aren't supported on here
Nah, making mods is (generally) a lot simpler than writing code. Although I do have experience writing x86/x64 and MIPS assembly, lol.
@sly ocean I have no idea what those are, so I'm impressed either way, after I get my martial arts maxed out I will enable ur mod & tell u I'd it works
Seems probable. Have you put a lot of thought into the proper Load Order, or are they kind of thrown around at random?
No I try to put in proper order like for ship building and habs in on order then the perks and talents in one orger and so on
I also have the unofficial patch at the verytop
I'm just getting over dehydration, so i have a massive headache, cu guys soon
And it’s only one mod that keeps getting deleted? Might I ask which one?
No it is like a few mods that do
I am also wondering if another mod might be the one it is doing and overwriting it sort of speak
This is actually the first that I’ve heard of mods getting deleted when loading a save. I’ve personally expereinced some being disabled once I make changes to my Load Order, but they’re still installed…
Mods can definitelt “overwrite” other mods (in the sense that they will nullify and invalidate the first mod, if there’s a conflict), but I’ve never seen that result in one getting uninstalled.