#starfield-mods

1 messages · Page 35 of 1

hollow salmon
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yea it is a first for me too

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because i go back and then like wow I know I had that mod in there and then when I go to my load order it is gone completely

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you would think with a really good PC you can unlimited but who knows?

tidal basalt
hollow salmon
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Yes I always save it the load order I mean. Also yes I had that experience too with some mods and I deleted those from the game and load order until there is a fix.

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Also been waiting for a fix with creations where you can't use nexus anymore also

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So I am stuck with creations now

hoary lava
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@hollow salmon What do you mean an issue with Nexus? You should be able to use Simultaneously... anyone else know anything about this? (I don't use Nexus very often and I don't personally upload there).

hollow salmon
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Not really because it has been creating problems with the load order when using both

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I also read that others are having the same problem too

hoary lava
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Ah, I'm probably no help on this matter tbh. I chimed in because I was unaware of Nexus issues.

hollow salmon
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it is not problem man.

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I am starting to wonder if I should go to the Devs on my regards since it is a new issue that I am having and get their feed back

iron venture
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That was a much needed break to be honest

hollow salmon
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Hello Dez

tidal basalt
hollow salmon
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yea I did that many times already and also deleting the data and have steam verify and install the correct ones

tidal basalt
hollow salmon
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yea I know right never had issues with Skyrim or fallout 4

hollow star
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is there a mod that allows you to have more than one companion for xbox?

hollow salmon
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that would be cool if they did that for the PC

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too

hollow star
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im just looking for one because i want to have sarah and my new astromech companion both at the same time

frigid moss
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I’m trying this out now, it’s pretty great! I’ve been waiting for more PIP mods. I think yours is only the second one so far for Xbox.

FS Ranger Maxwell Paige and his deputy were unfortunately too late to save these lost souls 😢

outer plover
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I know you're probably looking out for them but even still its good for me to get data 😗

frigid moss
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Only one so far, but I have ItsMePaulieBs (Un)Natural Geologival locations, and the setting must be way higher on those I every other one seems to be one of those.

outer plover
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Well thats good to know. And I think you're the first I've seen thats found that escape pod so good job lol

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thats the one that isnt a jumbled mess

frigid moss
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lol nice! I think I’m going to disable (Un)Natural Locations until they adjust the spawn rate, that one is really overwhelming. I’ll keep looking with just yours and let you know. From what I can tell so far they are tastefully spread out.

outer plover
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they're set to about 30% for everything, and they may be hard to spot all of them because on the map you may only see the LOD for the ship itself, and not necessarily all the surrounding trees and rocks

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I've been thinking about maybe making some accessible from orbit but I'm unsure if that requires a landing point or not.

frigid moss
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I will keep that in mind when looking. I noticed that yours are biome / habitability specific as well which is really neat. I like that they aren’t accessible from orbit so they’re more like a landmark for local navigation, but I haven’t seen all of them so I’m sure that will be more suitable for some.

Is it possible to change the scanner preview name? (I.e. escape pod would read as “distress signal” or something like that until you discover it)

outer plover
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And yeah some of them look better as specific environments when testing, like the cold mountain one

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and that i specifically wanted some of the "old debris" wrecks to appear in deserts and such, gives off a better feeling that theyre picked clean

frigid moss
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Totally, I definitely get the apprehension, I have Dark Universe as well and like 80% of them are that. I think especially for the escape pod if it fits, it fits though. Hiding the name just adds a little more mystery and makes it more of a discovery I think. Your naming conventions are already better than most at not breaking immersion so I’m not mad that how you have it at all haha.

outer plover
frigid moss
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I appreciate that, in a sea of Star Wars reskins it’s always nice to spot a floating raft of expanded original content. (Not that there’s anything wrong with Star Wars mods, they seem to be having a lot of fun)

frigid moss
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I removed the other PoI mod and I’m thinking the density maybe has something to do with the PIP or the biome restrictions? On some planets I get 4 or 5 in one landing site, and I’m only seeing Escape Pod Crash Sites so far. I am seeing different varieties of escape pod at least I think? They’re mostly identical except for the occupants (just found one full of UC Marines). There must be a Trident Starliner somewhere with a toasted gravy drive jumping all over the galaxy spitting out pods lol.

next kindle
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Reloading...

mighty spear
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Testing some earth POI stuff

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Hoping to add a few ruin types but not sure if it'll look any good

dapper galleon
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Anyone know why I crash when I exit my ship in the town Gagarin?

mental timber
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you gotta land before you get out or the ship will fall from the sky

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jk

dapper galleon
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Tried that, still falling

harsh badge
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Anyone doing console ports?

frigid moss
# outer plover Yeah, I'm trying to stick to as vanilla as possible really. I'll definitely go a...

Honestly now that I’m looking at it more I think you’re closer to vanilla with what you had, I was thinking of the PoIs with scannable traits that will say like “Unexplored Geological Feature” before then they change when you get to them. Maybe the escape pod is a unique example.

I reloaded everything and your PoIs are appearing with about the same frequency as the in game (non-trait) ones. I think it could be adjusted down just a touch, but you pretty much nailed it. The only things I noticed is when I tested in an outer system (Archimedes) I only got Escape pods (like 4 in a row), and I did get the frozen variety of the crash site PoI on a sandy desert biome. Everything looks great though, thanks again for the mod!

twilit prism
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What's the word on bgs fixing the non functional creations

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And by that I mean I typically install thousands of mods on Skyrim. I can get about 15-20 before it crashes and disables all of the mods. When started back up random mods are still installed, and of those, random ones are activated.

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As I'm sure bgs was aware both before the creations were released and now

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Unbelievable but it doesn't surprise me anymore

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Genuinely curious if it's been acknowledged at all. It isn't their style to do so

twin atlas
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Shout out to my haters, yall part of my emporium now.

twilit prism
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If something isn't done and quickly I imagine intelligent players will stop playing and will have learned their lesson regarding bgs. I bought the game to mod it. As far as I can tell it's a barren game that doesn't work with mods

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Aka a ripoff

sly ocean
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I'm kind of curious if it will work on your character's name. I haven't tried it yet, so if someone else does, let me know.
I'm tempted to start a new game so I can name myself something ridiculous like "your new best friend. We should hang out and go to the beach.", so that I say that entire line every time I introduce myself to people in the game.

umbral latch
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has anyone tried working on visible footprints?

mental timber
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this is how i will introduce myself

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i am named after a great battle

sly ocean
mortal tundra
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@tidal basalt my experimentation suggests that "saved load order" to bethesda ONLY considers "Store"/Catalog mods, and ignores what you have for nexus/manual loads.

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@outer plover Gratz dude!! you got a shoutout almost as soon as you posted!

dusk jackal
sly ocean
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Is that really confirmed? I don't use either one, so I wouldn't know, but it'd be good to have a high degree of confidence before telling people that X Mod breaks things.

twin atlas
dusk jackal
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Thank you 🙏 and if you can't that's ok don't stress yourself over it 🤍

misty geyser
fallen vector
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eh the original issue is that wolf is using both a mod manager and attempting to use beth's built in to handle LO and it keeps deleting or disabling random mods

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something that happens on fallout 4 as well

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And has nothing to do with either community patch or the unoffical patch

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and as for which one to actually use, that comes down to personal perfence

outer plover
misty geyser
fallen vector
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I use vortex for skyrim and for starfield but MO2 for fallout 4

outer plover
fallen vector
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lol

twin atlas
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Hilarious idea for a mod: lonely singles in your area,data pads randomly in loot lists. Your telling me its the future and theres no bots?

fallen vector
twin atlas
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emails is something cyberpunk did very well. Lots of laughs.

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Starfield needs a spam mod

fallen vector
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Judy's grandma 💖 💕 ❤️ 🥰

hoary lava
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Idk if someone has done something similar, but I am digging this.

twin atlas
hoary lava
twin atlas
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There was this, but I downloaded and it’s invisible.

hoary lava
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I gotta clean it up, it'll be up with a weapon skin pack too. Both will be workbench.

fallen vector
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snazzy

hoary lava
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I started out with a black and gold, but ended up saving for later... didn't absolutely love it.

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You gotta be careful with black, this game renders dark asf.

twin atlas
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Black and gold is to die for.

fallen vector
hoary lava
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I agree, I have a gold OE set that I want to release, just gotta make a suit work with it.

twin atlas
twin atlas
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We need more armors like this.

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I have several images for mod ideas. Wish people took more time to add onto Starfield instead of making it an entirely different game/ip

hoary lava
twin atlas
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So far zone79 has done amazing with the original ideas.

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I also saw KZ is re-releasing updated versions

hoary lava
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They def have a cyberpunk vibe. (zone79)

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Good stuff.

light dust
# twin atlas I have several images for mod ideas. Wish people took more time to add onto Sta...

The one set of mods that I enjoy that really fall into both unique to Starfield and being sexy armor is this and I want more people to do stuff like it! https://www.nexusmods.com/starfield/mods/7202

Nexus Mods :: Starfield

Retexture of all armour variants of the SysDef spacesuit. Featuring white helmet, white and blue armour plates, new SysDef decals and blue/grey camo

hoary lava
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They're also a pretty quite mod author right? I've never seen them in here and I also don't think they are in verified chat.

light dust
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-shrugs- IDK. I know theyve not made a starfield mod since January

hoary lava
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Zone 79, sorry I forget to reply and it seems like I am just talking to myself. haha

sharp lynx
twin atlas
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I don’t think Ive ever see a zone post, here or reddit.

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Big fan though

hoary lava
sharp lynx
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quality stuff that guy makes

hoary lava
sharp lynx
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you'll get there

light dust
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Speaking of amazing authors... has anyone seen Dezzy in the last couple of weeks? Im itching for that next update to Starfinance.

fallen vector
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also the mods disabling themselves happens in fallout 4 when use it's mod manager/load order screen

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so it's not an issue with the unofficial patch

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@misty geyser should be told if things are breaking due to the Unofficial patch

mortal tundra
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So, here's the quick summary from testing so far:
Load order gets manipulated by in-game store by
Adding/Removing any mod
Changing Load Order
Restoring load order

Adding/Removing can put it in a random location especially if you have Non-CK mods as well as CK only
Changing load order -- So far this does seem to work as intended
Restoring Load order - seems to ONLY apply to mods which are available in ContentCatalog, the rest of the load order does not actually seem to be preserved in the Save/Load order to Bethesda.

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ContentCatalog gets manipulated initially by adding/removing mods from the in-game store, using the load order, or restoring library

It gets further manipulated (and corrupted) any time you enter a game -- there seem to be two functions at play -- 1 updating the "play count" on the bethnet website, and 2 scanning the loaded esm's and trying to match them to existing mods which may not have been seen -- I deliberately added 16 mods through CK. I have a further 80 or so from Nexus - about 45 of them with identically named .esm's came in to the ContentCatalog.txt

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When the XBox network went down on approximately 7/8 two things seem to have happened :

  1. The library between bethnet and in-game have become desynchronized -- I have 22 mods in my bethnet library and in game I have 42 -- these 42 are persistent and consistent across multiple devices - I can no longer remove mods from library.
  2. WIP mods are no longer visible within in-game store
hoary lava
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Oh, in-game, didn't see that.

mortal tundra
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@hoary lava go ahead to the in-game store, and try to find ANY of those mods.

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Neither on PC nor Xbox -- this behavior changed for PC on about 7/8

fallen vector
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someone should make a random sneezing mod 😆

twin atlas
tulip rapids
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but can you even fart in space

mortal tundra
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@twin atlas who WOULDN'T want that... Barrett would be the first to comment... @tulip rapids of course!! original boostpack!

tulip rapids
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lmao

fallen vector
twin atlas
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It would cloud up your helmet

hoary lava
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oh god.

twin atlas
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Screen blur and all

mortal tundra
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Two layer suits... duh 😉

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save em up for "super jump"

fallen vector
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anyone wanna send me some RAM so i can learn the CK and port a couple of hairstyles from fallout 4? 🥺

hoary lava
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I just want a potato gun... 😔

mortal tundra
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I got 128 in this box, it STILL can't load TGAH to try to port it 😦

twin atlas
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The gangs all here cant be ported

mortal tundra
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I know... can't be opened in CK

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blows it up

twin atlas
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I opened it in ck. I ported it twice

mortal tundra
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whaaaaat.... lucky!! I CTD every time i try to open it

tulip rapids
twin atlas
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The scripts just aren’t compatible.

mortal tundra
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I did not, she's not reachable through Nexus

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her profile has disabled messaging

twin atlas
cerulean matrix
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Hello everyone! Just curious, have any of you had a bug that makes all the ships invisible??
I have it, and i dont know why. Hmm🤔

fallen vector
twin atlas
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She explained it was built pre CK and therefore was not compatible with the system.

mortal tundra
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@cerulean matrix A number of things can lead to this, I've seen at least two mods that do it to me, but it's seeming that MOST often it's either a large NUMBER of mods, or a number of LARGE mods and running out of textures

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I have ... 97 mods right now, and I get it if I turn on either TN's Class M OR the older Outpost Ship Unlock

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I'm not going through the 100 to determine OTHER interactions that it may be, i just isolated that those two individually or together, with both leave me with skele-ship

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Others have been reporting it with other interactions, so YMMV

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The good news is once you find your "offender" if you disable it, your ship will be back.

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(usually)

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welp.. night all... gotta roll to work in 6 hrs.

echo pollen
cerulean matrix
# mortal tundra <@707720292025368597> A number of things can lead to this, I've seen at least tw...

Hmm. I dident know that. Thanks for letting me know that. I appriciate that. I play on Xbox Series X. The only mods i run that alter my ship/ship building is :

*M-Class Unlocked V2
*Better Ship part snap
*Better ship part Flips
*Avontech Shipyards
*Matillja Aerospace V2.05
*DerreTech
*Iconic Ships
*DarkStar Astrodynamics

Wonder why this is happening? Hmm.

I have around 120 mods, alot of Star Wars Overhauls and stuff

mortal tundra
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@cerulean matrix kept seeing you typing.. my understanding is that ther's a pretty much hard limit at 115 mods on xbox.. i;d have to dig to find the post by the guy who did the testing, it may be 117, or 113, but -- about 115.. after which stuff like this happens and he reportind things blowing up

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i'd start with the "easy" stuff -- dump cosmetics that don't change gameplay to get modcounts down, -- A) cosmetics often have lots of textures, but very few overrides that break/adjust gameplay for others
B) look long and hard at load order -- BGS/Paid creations first, then the community patch, then stuff like houses and cosmetics, then shipbuilders, and then finally stuf that you KNOW are override mods that you KNOW what the overrides are doing (Like that ZeeOgre guys tweaks) -- last entry on your plugins.txt is always the winner -- so the load order, Darkstar I know sets ship count to 25, mine sets to 150, if his is above mine, you get 150, if his is below mine you get 25...

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ok, now I'm really going to bed 🙂

marble otter
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Is it common for the game to freeze when finalizing big ship builds on console?

eager ether
marble otter
eager ether
west hollow
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Hi! Any Xbox modders here?
I have always request to port my pc mods on nexus to xbox, but i have no idea and find nothing about how to do it, any idea?
https://www.nexusmods.com/starfield/mods/5703

Nexus Mods :: Starfield

11/07/2024 : Added Standalone creation kit version in a chest in the Lodge basement (see image file)All colors and switch transparent visor are available at the armor workbench.

edgy plover
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How to see explosion range in CK? I wanna make a 1m1m1m's explosion how to set inner radius and outer radius?

dusky escarp
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Captain, most things will work unchanged on Xbox except sound files and textures, which need to be reformatted. For sound files you will need WWise to convert wav to XBox wem format. For texures, you need to convert to BC1 sRGB before packing them in the XBox archive.

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It helps if you have a Series S|X so you can download and test your mod before publishing it.

red chasm
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Can I request a high powered sniper scope mod?

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Also i downloaded an impact grenade mode and it's not showing up in the industrial workbench like it said it would don't know what's happening there. Any ideas? Also it's all the way down to the bottom of my mod list.

dusky escarp
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How many mods are you using? If it's more than about 100, you may be hitting the limit where the game can't load any more records.

west hollow
thick plaza
outer plover
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if I set a map marker as visible on star map, does that mean it needs a landing zone? or that you will just land on a map that has that location

edgy plover
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Does anyone help me? I wanna make my model can fall down, not float in sky like static. How can I do in nifskope?

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Does bhkNPCCollisionObject matters?

mortal tundra
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@outer plover I used a video guide by JRamos as a learning tool for making my fixed POI, it seems you at least need a shiplander for it to be reachable from off planet

edgy plover
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I wanna make this static nif can fall down, how?

mortal tundra
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@thick plaza Been watching your video learning NPC's, Thank you for posting that.
Got a couple questions you may have run into.

Can I dynamically change an NPC from being say a quest companion into a vendor? Or would I basically need to swap out/hide NPC_QuestGiver and bring in NPC_Vendor.

Can I have NPC_Vendor have different fixed loot lists based on where I drop them - so when they're on Jemison they have one loot list, and if they're on Gagarin they'd have a different one?

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@west hollow XBox players can only download though the in-game store, which means it has to be built with creation kit, and uploaded to Bethesda servers through the CK tool.

empty furnace
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Downloaded the Dream Home Overhaul to see if it updated. Didn't notice any difference and it's still bugged. My pool table rooms terrain is sandy and so is my ship technician building. Everything's still functional though. So I'm using it. Just messes with the look of it all.

west hollow
tidal basalt
west hollow
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and thanks guys for the help to do it ^^

warm helm
warm helm
red chasm
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It's less than around 80

mortal tundra
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@warm helm I also use Darkstar, but not avon... Avon I know began life as a tweak to DerreTech, and DerreTech ALREADY had a LOT of skins etc...

hallow ibex
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@west hollow Checking that. Slow workday

mortal tundra
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I know that there are no "skin" assets in Darkstar, so it SHOULDN'T interfere, but it does have a LOT of assts altogether, which make it need to be a Full master, so there may be something between the two affecting you.

languid fable
warm helm
mortal tundra
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@warm helm talking to another dude at Darkstar right now who experienced the same problem that I did with Outpost Shipbuilder -- "skele ships" with no skins

hallow ibex
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@west hollow It works VBThumbsUp Ammo and Shotgun were in chest (I picked it up before I recorded). I'm on Series X

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@languid fable I concur!

warm helm
west hollow
west hollow
mortal tundra
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@warm helm yeah.. it just showed up on me kinda out of the blue too... I didn't THINK I added new things, but if you use vortex, you can add (if you don't have it already) a column for "added on" which makes it a lot easier to back-out changed/new mods

hallow ibex
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@west hollow It looked faithful to Doom in my eyes. Took some screens

west hollow
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ok it looks good, i hope the new version uploaded works too 😄 thanks!

hallow ibex
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I'll check the new one. Only using one other weapon mod but it's a replacer for the Maelstrom. Maybe it looked weird for whoever tried it due to a conflict

west hollow
hallow ibex
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VBThumbsUp Checking the newer upload now.

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@west hollow Still looks good to me. Left the Lodge, dropped current shotty/ammo, deleted old mod. Saved after traveling to a new location to be on the safe side. Installed new mod (version 1.01) and reloaded. I'll definitely put this in a video. Looks great!

mortal tundra
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So stuff to share, that possibly relates to disappearing mods and save corruptions.

https://github.com/Nexus-Mods/StarfieldSaveTool lets you look at the save file as .json

Darkstar Astrodynamics merged the Xbox and PC versions a couple weeks ago at Bethesda's suggestion. A few folks had reported some wonkiness.

One of the guys over there had dug through and come up with a workaround to address part of it.

This has tied in with what I'm seeing working with @languid fable on his tool : https://github.com/hst12/Starfield-Tools---ContentCatalog.txt-fixer/commits/master/

To test our findings, I'll be making 3 saves:
1 Pure Vanilla
1 CK creations only
1 CK

GitHub

A tool to decompress and convert Starfield save games to JSON format - Nexus-Mods/StarfieldSaveTool

GitHub

Checks or fixes corrupted ContentCatalog.txt file for the Starfield video game. Back up or restore ContentCatalog.txt. - PC Only. Only tested with the Steam version. Might work with the Store versi...

hallow ibex
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And I can add high-powered to it. 🤯

west hollow
mortal tundra
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CK + Nexus -- if Content catalog shows any "extra matches" after, it would seem that i'ts pulling history from plugins section of the save ... but... all more grist for the mill on trying to resolve this.

west hollow
hollow salmon
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@mortal tundra I think it has to do with Creations for some reason it is not liking Vortex very much, until the Devs fix it not sure what is going to about it.

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That is why right now just using Creations for me until they fix it

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Also tried that so many times too it keeps coming back

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Is there any good mod that works increases the crew size on ship and outposts?

mortal tundra
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Ehhhhhh.. I don't think that's particularly the case.. i'd lean toward "we're only gonna FOCUS on ours, and it's up to vortex to work around us" type of case.

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but with them breaking the version numbers and stuff in the contentcatalog.txt every time i play a game, I'm much more inclined to go the OHTER way and ONLY load stuff from vortex where possible.

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YMMV, but EVERY time I enter a game, version numbers get corrupted.

undone fulcrum
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Hmm... is there a special trick to uploading audio files in a ba2 to Xbox? I've had reports of people on xbox saying my mod works but the dialogue isn't playing. It plays fine on the PC versions, both nexus mods and creation club. I packed the files in the Creation Kit, they're .wem's and all that.

hollow salmon
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Ok you might be right but did inform the devs a week ago or so about it

west hollow
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oh already wem in your mod, sorry ^^

undone fulcrum
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No worries, friend! I think I might have discovered the issue. If I'm hypothesizing correctly, I think the difference of me using the CK ba2 creator instead of Archive2 like I usually do resulted in the files being compressed.

I know this is an issue with Archive2, at least, where if you use any compression on audio files they just won't play? So I'm guessing the CK maybe added some audio file compression without me realizing, thus making hte audio not play.

But that's just a theory pogtart ✨ A Game Theory

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I could of course be completely wrong and this fixes nothing BUT we shall see!

hollow salmon
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So I guess there isn't mod for that? then?

undone fulcrum
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And I wish I had an easier way of testing on xbox, it's a mod I"ve had out for a bit now but people kept asking for an xbox release so I'm doing my best with what I got

warm helm
hollow salmon
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Is there a mod that can increase the crew capacity and size of the game with perks and ship build? which one is the best?

timid temple
hollow salmon
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only one one found so far it increase up to 28 with the perk

thorny rain
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Well. I finally did it. I cooked my load order. About 160 mods and 5gb in total. So..Anyone have a stable load order they would like to share? And before anyone says it..Yes I realize I did this to myself 😆 but seriously. I would love to have a stable load order if anyone has one they would like to share 🤙🏻

hollow salmon
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@thorny rain I am running into that myself young man

thorny rain
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@hollow salmon Sorry to hear it. I got a little too cocky. I knew I was pushing it..🤦‍♂️

hollow salmon
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was it on Xbox or PC?

thorny rain
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Xbox

hollow salmon
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ohh ok the max is 110

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anything above that it will crash

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I am on a PC

west hollow
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I am working on a small mod too , just adding a cigar^^. But i m trying to modify the facial expression like this when wearing the cigar? is it possible?

lavish flax
mortal tundra
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@west hollow take a look at the xenofresh mask item, it's in the "beard" slot and may be able to adjust face with kind of a transparent filter?

thorny rain
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@hollow salmon I had seen that but I thought I saw others say they were in the 150 area. I’m going to trim down my load order and see what happens. Thanks for the help bro.

hollow salmon
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np

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Yea tried that one and I get stuck at 12 at max

thorny rain
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@lavish flax Really?

west hollow
lavish flax
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Yeah give me a sec

mortal tundra
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I have zero ability to do anything like that 😄 Art ain't my bag baby

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I'd think you'd have to attach the cigar to lower lip, buut no idea how to manage the "perpetual snarl"

lavish flax
hollow salmon
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I wish the outpost people could actually build things at the outpost that would be cool, where I come back and looks like a real outpost

west hollow
thorny rain
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@lavish flax Oh my bat dude! I thought you were talking about increasing my total # of mods to 200. Sorry about that. I do think I will use this mod in my next play through 👍

lavish flax
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Ohhh yeah I wish

thorny rain
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Me too!

hollow salmon
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Do you have to go to multiple planets to get crew?

sly ocean
# hollow salmon Do you have to go to multiple planets to get crew?

Not sure what you mean here. There are "elite" crew (with real names and some unique dialogue) scattered across a number of planets and locations, and then there are generic crew (no real names) scattered around randomly mostly at bars on various planets, which respawn after a while.

#

Are you asking if my 200 Ship Crew Slots still requires you to recruit crew yourself? If so, the answer is yes. It doesn't automatically populate 200 crew onto your ship (that would be pretty funny on smaller ships).

hollow salmon
#

no, on that I want to increase the size on ship and outpost. Also on that subject I ran issue where it won't increase more than 16 do to the perk.

#

not sure if it had to do to other mods also

sly ocean
# hollow salmon no, on that I want to increase the size on ship and outpost. Also on that subjec...

With my 200 Ship Crew Slots? That shouldn't be a limitation.
Are you landed at a spaceport? If you're floating in space or docked somewhere or something, it'll act like it's limiting you because of capacity, but it's "lying" and actually it just can't assign people to your ship out in the middle of nowhere.
Otherwise, maybe you're running another mod that's setting your limit lower, and it's conflicting with mine.

hollow salmon
#

That is what i am thinking

sly ocean
#

Also, make sure you've installed the ship part as mentioned in the description.

hollow salmon
#

wtf is up with discord it won't let type some simple words on here

#

I am at spaceport

strong oak
sly ocean
hollow salmon
#

Yea tried some of those too but run into same problem where it would work but after time it back to the perk. Also make sure not run them at the same time. The only one I do have is the mod that increase crew for ship module

#

Don't worry about I am on PC and I went ahead and deleted my data file and start over hopefully that might fix issue and also only use certain mods this time

#

@strong oak so I need a mod to increase that command perk then

strong oak
hollow salmon
#

Crew command perk

strong oak
#

you can do a forceav once in game should overide what ever loaded during login.

hollow salmon
#

yea tried that once and after few hours of game play and land at a city port all the ships crew goes back to the what your crew command perk is at

strong oak
#

it must be a mod then.

hollow salmon
#

hmm not sure that is why i am strating over

strong oak
#

OR something typed into a loading txt. Such as StarfieldCuston.ini or a sub linked TXT file - but they load at login.

hollow salmon
#

with all saves deleted and deleting the all the data in Starfield folder and then do an integrity to load everything back in that fold that is originally Starfield and go back creations start over

sly ocean
#

Just to be clear, when you used my mod, did you install the ship part? My mod adds 200 to the player's crew support max, but you still have to install the part to ensure your ship can handle that many. Otherwise, you'll have to install a lot of special habs to get up to 200 😁

hollow salmon
#

I believe I did that and also only happens when I play the game for awhile

sly ocean
#

It dismisses your crew, or just stops letting you assign more?

strong oak
#

Oh - is your steam One Drive turned off ?

hollow salmon
#

becuase I land at a spaceport and all the sudden see some crew outside the ship asking where to assign them

sly ocean
#

Are they temporary crew (generic name like Weapons Specialist) or elite crew (real name like Marika Boros)?

#

Temporary crew occasionally just get unassigned and leave your ship. I'm not clear what causes that, but it seems to be vanilla behavior even without mods.

hollow salmon
#

they are booth actually

sly ocean
#

Huh. Haven't heard of that happening.

strong oak
#

if One Drive is syncing ???

hollow salmon
#

your talking about microsoft one drive?

strong oak
#

Steam One Drive for Starfield.

#

If you blank out and it restore it will pull from One Drive old data

hollow salmon
#

hmmm not sure on that ?

#

only One drive I know about it is with microsoft

strong oak
#

STeam Cloud to be precises I mean

hollow salmon
#

and steam is not with since my steam is on a different drive and one drive from microsoft is not connected to it

strong oak
#

Steam General Option for Starfield. Its a separate One Drive type in Cloud.

hollow salmon
#

ohh steam cloud I usually turn that off since it keeps bringing back the old corrupt stuff

#

now for the mods however I do save those loader in bethsda soft

#

yea I wish steam would get rid of that.

#

but I guess that would be ok with platform like Xbox where you do not have storage for it

#

me personally I have PC and I got more than 38TB on it

loud willow
#

What happened to the star wars ship mods by Bill jones

hollow salmon
#

They are now in creation for the ship mods for starwars

loud willow
#

@hollow salmon what do you mean

hollow salmon
#

It was uploaded to creations since there has been alot issues with creations and vortex

loud willow
#

So it's not available for console users

hollow salmon
#

It should be if you using creations

strong oak
loud willow
#

OK I'll loom some more

hollow salmon
#

I think they put it under Audio in creations for some reason

strong oak
#

Just search on Star Wars and it will be there

hollow salmon
#

I like that Millennium Falcon one haven't used it yet waiting until i beat the main quest and install the entire overhaul and play starwars

strong oak
#

There are several nice mods for Star Wars Spaceships now.

hollow salmon
#

yes I saw and it is awesome

#

sorry I am an old geezer here chatting up with all you young ones

strong oak
#

umm who said I am young.

loud willow
#

@strong oak are you talking about the iconic ships mod

hollow salmon
#

I do not know you might be older than me

loud willow
#

Because of can't find what I'm looking for

strong oak
#

Lets see, Milke Shake 5 cents, gas 25 cents a gallon, When Star Wars was announced i was in a Photon facility in live battles.

hollow salmon
#

@loud willow what you looking for what is name of the ship?

loud willow
#

The millennium falcon ship

hollow salmon
#

well be 52 soon

#

it is under Audio for some reason

loud willow
#

And other ones like it

hollow salmon
#

go down to audio

#

or go to search and put starwars

strong oak
#

or Iconic Ships in search either should pop it

loud willow
#

Did that it's not showing up

#

@strong oak those I have I'm talking about another mod

strong oak
loud willow
#

Xbox

strong oak
#

Thats the only mod currently avail on Xbox

#

Its a lot of ships to choose from too

hoary lava
#

The mod was removed.

strong oak
#

OOhhh - author may be editing something.

hoary lava
#

All star wars mods by that author were removed to my knowledge.

loud willow
#

Oh that sucks

hoary lava
#

Stolen from nexus rumor had it, idk take all of what I say with a grain of salt. I am not well informed on the matter.

strong oak
#

Nexus (Desktop/PC) still has quite a few SW mods. Interesting.

hoary lava
#

Yes, original authors should still be up.

loud willow
#

Funny enough he gave credit to the builder

undone fulcrum
#

Still, should have asked first

hoary lava
#

Yeah, but didn't get permission to port.

strong oak
#

OH - there was some chat. Hmm....

#

That's a no no

loud willow
#

Yeah maybe he didn't have permission to port it in

undone fulcrum
#

He didn't, the original author seemed pretty peeved about it

hoary lava
#

I saw the mod before removal and there was no credit that I saw.

undone fulcrum
#

He probably tried to shoe horn it in after the fact if anything

slim sun
undone fulcrum
#

xtc 🤝 Audrey
Not being able to test
their Xbox mod versions

I feel that

#

Good luck, I hope you're able to get the feedback you need!

slim sun
#

At least mine is just scripts, it should all work fine. Something with images, with the different format Xbox has etc. is much rougher.

loud willow
#

Well I hope the mods are brought back

obsidian fable
strong oak
#

Well there is a market for that kind of mod in Xbox. LOL

loud willow
#

I'm looking at that now on creations for xbox

#

@obsidian fable it looks pretty cool I'll check it out later today

west hollow
normal steeple
dusk jackal
hollow salmon
#

@west hollow is it for PC?

west hollow
normal steeple
#

So kinda free reign?

west hollow
west hollow
#

Afterwards I think that it is tolerated, since it is a free mod

next kindle
#

Reloading...

dusk jackal
outer plover
carmine moss
#

Hey folks, can any mod maker's do me a huge favour & make a guyver armour mod if possible please for Xbox

slim sun
#

OK, problem. The CK uploaded an esp to Creations instead of an esm. I have no idea how that happened, or that it was even possible. How do I fix this, just push a new (identical) version and hope it gets converted properly? Or manually specify a small master (that should be the same for both PC and Xbox, right?)

west hollow
slim sun
#

I really don't understand how this could have happened, it must be a mistake on Bethesda's end.

west hollow
undone fulcrum
#

https://creations.bethesda.net/en/starfield/details/b0918206-132a-401b-95f1-ad7695b865e6/Audrey___Starborn_Companion

If anyone happens to download the Audrey companion on xbox, please let me know if the audio doesn't work! <3 I just pushed an update that updated the wems to be xbox compatible, so fingers crossed the dialogue plays properly

dapper galleon
#

Anyone know why ships are invisible besides the dockers on them?

dapper galleon
undone fulcrum
#

Thanks! <3 It was a ton of fun to record, can't seem to get the audio to play properly on the xbox version though. Pullin' my hair out trying to figure it out ;~; So apologies if youre on the xbox version

dapper galleon
#

I’ll test it out when I’m free

undone fulcrum
#

Bless <3 You rock

twin atlas
#

Anyone know where to find the Packinstoragecell in the CK?

#

I tried cell view and forms

night orchid
#

Has anyone got the all star born powers at max level to work on Xbox. I can’t get the button to spawn.

sly ocean
night orchid
#

Yes it does not spawn in. I changed the load order and verified no other mods that should mess with it

sly ocean
night orchid
#

Ok I will give that a try.

sly ocean
#

It has 716 thumbs up on XBox, so it's working for most, it would seem.
I have had one person a few weeks ago report that the button showed up but wouldn't allow him to press it, but as I understand he disabled some other mods and it started working (no report on which mod may have conflicted, though).

proud forum
twin atlas
#

It just opens a cell, no form.

proud forum
#

I’m uncertain what the issue is since the Text field in your screenshot isn’t expanding. If it opens the cell, then your question is answered. That should be the packin cell.

#

Did the CK just grabby hands it? Because removal is simple.

Data > Details > find and select the ITM > Ctrl + delete > ok to set to ignore on save > Select Ok on the Data window > after the plugin reloads, make a save. ITM (as long as it isn’t referenced elsewhere in your plugin) is removed

twin atlas
#

Thank you. Im confused as to why it’s showing and when opening the cell, it’s empty.

fickle robin
#

Any mod recommendations for immersion and better ship flight?? (Grav jumping, flying etc)

thorny rain
#

@hollow salmon Thanks for the advice earlier. I (reluctantly😆) lowered my mod total from 160 to around 125 and the game loaded up with no issues. Thanks again

thick plaza
#

Day 1 of posting bugs in the Creation Kit

#

stay tuned for Day 2

remote crater
#

That most offending bug I find is that the layers don't list the references contained within them. You can only see the number of references.

remote crater
shell pelican
tulip rapids
#

no one's been able to get voice to work on Xbox yet

dapper galleon
#

At the gym atm I haven’t been able to check unfortunately

proud forum
dapper galleon
#

Yo odd you have any idea why ships I look at in space are invisible

proud forum
#

Sassy response: can’t really look at them if they invisible:P
Real response: if they’re mod-added, they might not be packed correctly for Xbox. Xbox archiving is still problematic where textures are concerned

#

We’re still waiting for an official update to fix texture archiving

#

If, however you’ve removed a mod in the middle of your game, that could be a reason.

Or you could also have a conflict with another mod

tulip rapids
#

I've seen that issue come up a few times recently, someone else mentioned lessoning the quantity of mods helped but it could've been a specific one they removed as well

dapper galleon
sharp lynx
proud forum
#

No one should be removing mods in the middle of a game and continuing on the same save. We don’t know if the cargo links function like the power grid in FO4 or if there’s a power grid. Removing workshop mods in FO4 will break the workshop menu and recycle empty/broken power grid values that can reappear any time you build/ drop an item from your inventory. When the value is recycled, it corrupts the save

#

Safe option is to wait until you’re ready for a new character to remove or update a mod. Just like with FO4.

proud forum
#

Sounds like conflict or mod removal misplay or you’ve updated and the form IDs (the values the game and save reads to know what’s what) have changed — something got deleted or a model/texture is missing

tulip rapids
#

here's a good star city sim helper @terse coral
Allows the player to command followers and other allies to do things, as was possible in previous Bethesda games. Also allows you to access the inventories of unnamed crew. https://creations.bethesda.net/en/starfield/details/e9a3a69e-f8b7-412c-a553-121006d10278/Command_NPCs___Order_your_followers_and_allies

light dust
#

Speaking of crew... I just released my own mod re: non-Constellation crew skills https://creations.bethesda.net/en/starfield/details/032785ce-aa73-4cf3-b12d-3db37b49e5e2/Elite_Crew_is_Elite

mortal tundra
#

@proud forum I know nothing about any bethesda modding apart from starfield, and that's only the tiniest bit.

I am also experiencing this bug on at least a few of my saves on-demand.

For me, it's TN's M Class and/or one of the Outpost Shipbuilder unlocks -- either of them individually or together will put me in "skeleship"

Interestingly while ALL the other ships clean up ONLY the ships servicing my Outpost Cargo Links are still jacked up. I KNOW they're modded by Darkstar Astrodynamics, but in-game testing still shows them working as expected, so I just don't care enough to jack with it.

When I load either of those two mods, if I am in-ship, and I load in, I fall through the floor of most ships... the Starborn Guardian has the seat and rear docking collar, but that's it :S

#

There are ideas floating around about Mod Count, Load Order and Texture Counts, but I have yet to see anyone's definitive call on it.

#

based on what you describe about FO4 problems loading/unloading mods mid save, I can confirm that MOST of the time it's fine in SF

#

Wykkyd has a good post on youtube describing how to fix his "missing mod" and the "clean the save process" can salvage many save-game travesties.

#

cleaning out ALL "legacy mod references" in the save could only logically apply in principle to other mods as well.

#

it's quite time consuming, but faster than losing a several hundred hour playthrough.

#

I'm approaching the problem from the opposite end, focusing on the changes in contentcatalog.txt, and trying to identify what conditions will modify it, and how when you open a saved game

#

PROBABLY different problems, but likely related.

proud forum
# mortal tundra <@319695005780541440> I know nothing about any bethesda modding apart from starf...

One of two things: Astrodynamics should be the only mod that modifies the ship builder in your load order. It is huge and the only mod needed.

Overhaul is overhaul.

Two: This may or may not be caused because Bethesda has done away with ini edits for Xbox. TN’s mod worked and was unique due to initialization settings. If this is not the case and it is truly an accidental oversight, report the issue to the mod author to look at.

How to report a bug:
1, Reproduce the bug at least 3 times with no other mods installed— sometimes things get stuck in the cache or the cache corrupts (full power cycle to be sure)
2, give the MA reproducible steps. If they cannot follow your footsteps, they won’t be able to find the bug.
3, check their mod page on Nexus or website for info or a bug report form (if it were one of mine, you’d go to my website site or discord) and make sure that no one else has already reported it —if they have and didn’t give reproducible steps, help the community by adding the steps to follow

#

Keep in mind that mod authors and most software developers only pay attention to their specific bug reporting forms so talking about it on places like Reddit or Facebook aren’t viable options for an actual bug report

mortal tundra
#

@proud forum I have reported to both of them and have confirmed it repeatedly. As I've said, these mods may not cause YOUR problem, they 100% caused MY problem. I understand the attitude toward discussions about bugs, but I've said in this forum, I will ONLY discuss problems I've personally witnessed (and likely tested fairly well -- I do not claim perfect testing, I run ~90 mods, and I won't go through and do individual tests once I find a mod that I can enable and disable and make the problem disappear and reappear at will)

#

I do like playing the game and start/restart cycle 90 times.. yeah no.

#

So, I am careful in my words now. A) it's only reporting MY problems to the forum, where perhaps someone else may find value in at least trying it.

#

I GET why so many of you are jaded to it, my little dinky mods get weird reports too, and sometimes I help them work through a load order issue, or a modcount issue, or a direct conflict issue that I know about.

With hundreds of mods out there NONE of us can test every interaction, but if a number of people report replicating the SAME problem, reproduced in the same way, perhaps it's incumbent on YOU to listen rather than expect folks who have LIMITED testing knowledge and ability to do that for you.

#

Because, let's not forget, at the end of the day this is a GAME most people didn't sign up to be bug/beta testers.

proud forum
#

I’m currently only playing with mods I’ve made myself and one other and so I’m not experiencing any issues. So we’re probably having two different conversations now.

The bug report information was general to let the community know how to reproduce an issue. If you cannot reliably reproduce it on vanilla, neither will the creator. So steps are needed.

No support is provided if mods are removed mid game for anything that I make.

autumn idol
mortal tundra
#

@proud forum and that attitide is 100% the problem and expectation... MOST people don't KNOW how to mod

proud forum
#

Which is why I’m telling people not to remove mods in the middle of. Game bugs happen

mortal tundra
#

@autumn idol this is my first beth game playing in~25 years, FORGIVE me for not being intimately familiar with the ins and outs of the problems endemic in their gaming system.

#

@proud forum and I'm saying, MY testing says it's OK more often than NOT in THIS game, in MY experience.

proud forum
#

Ok. Not sure why you’re telling me this if you aren’t experiencing issues. People only ping me when their game is dying.

Back up your saves and save often.

misty geyser
mortal tundra
#

you reported an issue with ships missing their skins

proud forum
#

I believe you mistook me for someone else. I was assisting an Xbox player.

mortal tundra
#

apologies.. you were REPLYING with your suggestions on the skeleton ship

#

@misty geyser I do not claim perfect testing, I claim sufficient testing for others to at least give it a try

proud forum
#

Read the question above. It was directed to me. I am Odd.

misty geyser
mortal tundra
#

@misty geyser I sincerely disagree

misty geyser
#

Disgareeing with facts seems like an odd stance to take, but ok.

mortal tundra
#

it's nothing compared to your experince in the bethesda universe, but it's NOT insignificant, and IS worthy of consideration.

misty geyser
#

I'll go with what the devs have told me every single time. Some random on the internet who willie nillie just does stuff isn't gonna cut it no matter how many hours they claim to have.

mortal tundra
#

indeed, as I have no access to the devs, I can neither confirm nor deny, I have been waiting for 8 days now on a reply to my reported in-game store issues... please count yourself fortunate to have access to them. Please also understand that all your experience in the prior bethesda universe isn't perfectly translateable to THIS game as there have been overhauls to the engine. YOU are most likely right, but down an ddirty testing has value despite your claim.

misty geyser
#

No amount of claimed testing is going to supersede the people who actually wrote the game and understand their code better than anyone else. When they say don't do something because it will likely wreck your save, you should listen to them. Not defiantly claim to know more than they do about how their own game works. Leading others to ruin with bad advice is something I don't much care for.

mortal tundra
#

and dismissing it out of hand is high-handed, and frankly a bit arrogant. again.. not saying I don't get it, but PLEASE remember the vast majority of your audience, and understand even down and dirty testing is better than you're likely to get from them

proud forum
#

Pretty sure PRIDs are still a thing. They’re unique identifiers to every object in the game.

#

Add an armor, remove the armor, armor disappears but the value is recycled

mortal tundra
#

"oh this is still there"...I didn't say it wasn't MOSTLY the same, I DID say that there have been improvements in the engine, and most likely additional bugs as well.

proud forum
#

If it returns none when it’s recycled, there’s gonna be an issue

#

May not happen in your game but it’s still a ticking time bomb

mortal tundra
#

anyway.. I'm not trying to fight, I have covid, I'm going to bed, if y'all need to report me again for saying what I experienced, then so be it.

misty geyser
#

Also I'm not stating something the devs told me in secret club. This is something they've openly warned everyone about.

proud forum
#

If the game itself warns you you’ve got missing plugins, that’s a big indicator of hey fix it before you return to your game

#

I think they even force download if they aren’t there, don’t they?

slim sun
#

I'm not calling anyone out here, but in terms of mods being safe to remove, I know there are verified creators on bethnet claiming it's safe to remove mods that have added custom perks to the player, without first removing those perks. I made an uninstall for that situation personally, but someone far more experienced than I thought it wasn't needed...

Maybe some of us just enjoy living dangerously 😆

mortal tundra
#

they do not necessarily, but I believe you have an option

misty geyser
#

They will if you answer the prompt to use the load order specified by the save.

mortal tundra
#

and likewise that would only work if you're exclusively using CK mods

misty geyser
#

If you insist on continuing with the "current load order" though, you're playing with fire and likely to be burned.

mortal tundra
#

<sigh> I use my own custom load order master that I rewrite every time beth jacks it up

misty geyser
#

Something to keep in mind about VC authors is that being verified doesn't mean you know more about how the game works than the devs do. ANYONE giving you advice that it's safe to remove mods mid-save should be ignored.

mortal tundra
#

@misty geyser there are folks that say other things about other mods, you declaring someone is worthy of ignoring does not make it so.

misty geyser
#

It does when they give detrimental advice that's contrary to what the devs have told everyone.

proud forum
mortal tundra
#

@proud forum so let's talk about Outpost Management bug... not saying perks don't persist.. BUT you load a save without it and try to use that perk, sure it blows up, but 99% of the time, you shut down with an alt-f4, load the mod back up, and relaunch, lo and behold it's all fine again.

#

night all.

misty geyser
proud forum
#

The game is designed for NG+. Perks have to persist or NG+ borks.

misty geyser
#

The problem is only cemented into your run when you actually save the game after removal. Once you've done that, no amount of "I'll just put this back" will fix it.

proud forum
#

Save often, back up saves. That’s about the only thing you can do.

I’m really curious to study a save with mods removed, especially ones that involve the cargo links.

#

Might break things over the weekend

#

Only way to know for sure

misty geyser
#

When I did that, the game wouldn't even let me land at my outpost anymore. It would just CTD. So the devs are not wrong about this.

#

The Papyrus log was also filled to the brim with permanently borked cargo link relationships.

proud forum
#

Oh interesting.
Was curious if breaking the cargo links would be papyrus gunk or if the scrap crash would happen

misty geyser
#

I don't know what the scrap crash is, but breaking the cargo links was enough to do permanent damage.

autumn idol
misty geyser
#

Using the Unity isn't going to save you either. Not sure where people get the idea that this is a total reset.

misty geyser
#

While that will definitely purge anything that was procgen'd into your game, it isn't guaranteed to catch everything else that may have been done. Plus if you're talking about something specifically altering the player, the Unity won't undo that at all.

autumn idol
#

ahh

#

so perks are still messed up

misty geyser
#

How else do you think you get to keep all your perks? 😛

#

There are also mods which let you retain your inventory and money too so it's definitely possible to bleed things through.

twin atlas
#

Anyone able to assist me with a persistent warning screen issue? Im confused on the problems solution.

proud forum
#

Scrap crash happens in FO4 when you scrap an item and the corrupted PRID from removal of a powered object is recycled for the next object built. Insta crash.
It also happens when a powered item is scripted for removal, corrupts the power grid and you either build or scrap an object.

misty geyser
#

Ah, well fortunately Starfield's outpost power grid doesn't have to worry about issues with corrupted wiring 😛

twin atlas
#

i cant find the actual cell to delete it

proud forum
#

Is it not showing up in Details?

twin atlas
#

i did the thing you suggested but its still popping up. says it has no source and one ref.

proud forum
#

Was it deleted before?

twin atlas
#

not sure, the cell has no real name and says duplicate. i delete all duplicates after making packins.

#

theres nothing in its cell view list, no clue why it is persistent

#

could an item be somehow linked?

proud forum
#

I have two ghost refs in a itteh bitteh thing after I deleted them, but it doesn’t produce an in game issue or spit out any papyrus logs.

When you run it in game are you getting any runtime errors in the logs?

twin atlas
#

logs? lol

#

i apparently havent learnt logs

proud forum
#

Sec. Let grab the link to the fo4 ck wiki. Has the papyrus logging info. Works the same for Starfield

misty geyser
#

Just gotta keep in mind that the log ONLY records problems with scripts.

dapper galleon
#

I really want the weapon fov back in the game idk why they removed it

proud forum
#

This. But hopefully dumping persistent info works. Have you tried that yet, Arth?

misty geyser
#

You mean the DPS command?

proud forum
#

I was thinking dppi but then remembered that's just papyrus too.

#

Might not be helpful in this situation

misty geyser
#

Oooo, I didn't know abou the DDPI command. I rarely if ever need to poke Papyrus beyond log messages.

proud forum
viral shadow
#

so I'm using vortex to load mods but it keeps getting stuck on deployment when it says creating snapshots

misty geyser
#

I'll take things that would be useful for Skyrim for $1000 Alex.

twin atlas
#

Ok it’s copy/pasted in place.

proud forum
#

Run your game with the mod installed and see if it spits out any errors specific to that particular record. No idea if papyrus will log it or if it has anything to so with it, but it won't hurt to try.
Things to remember about logging: Don't play a normal game with it enabled. It is strictly for bug testing and slows your game down.

twin atlas
#

Nothing popped up, do i need a console command or anything?

proud forum
#

Logs will be in the Logs directory under your My Games folder where StarfieldCustom is saved

twin atlas
proud forum
#

hm. Do you have your CreationKitCustom and StarfieldCustom ini set up for modding?

#

if not, sec. Let me get my settings for you

twin atlas
#

I've added to them when told to.

proud forum
#

Add to StarfieldCustom (if not there)

bInvalidateOlderFiles=1```


**Add to CreationKitCustom** (if not there)

[General]
bAllowMultipleMasterLoads=1
bAllowMultipleEditors=1
bEditorHotLoading=1
bAllowGameStartFromEditor=1

[Materials]
bUseCompiledDB=0

[Papyrus]
sScriptSourceFolder="Data/Scripts/Source"

[Archive]
bInvalidateOlderFiles=1

carmine moss
proud forum
#

It's my limited understanding that invalidating older files will cause the above setting not to work anyway.

slim sun
sly ocean
#

I'm a bit late to the party, but on the topic of removing mods after you've already saved while using them, it's generally not recommended and depending on the type of mod in question, could cause you some serious problems. Some of those problems might not be easy to spot for a while.
That being said, I've removed mods mid-play many times over thousands of hours of playing Skyrim, FO4, and Starfield, and only rarely had problems, and they were usually minor. However, this was likely because the type of mod I removed was something small with minimal impact, not an overhaul or something else extensive.

proud forum
sly ocean
#

Removing a mod with a custom perk could cause issues depending on how the perk functioned, whether it affected actor values, and a number of other things, but again, I've done it many times and don't recall removing any of my own custom perk mods ever causing me an issue. But, I generally don't touch anything persistent in my mods, and use dummy quest > player alias > ability > magic effect > perk, so the player is no longer in the alias and just stops being affected by the perk.

autumn idol
proud forum
#

I test on Xbox so it doesn't actually pertain to what I do. I just copypasta'd from FO4... >_>

#

I'm not downloading a file off the internet from Discord. I am a server owner. Regardless of who you are, I'm not having it hijacked.

#

paste it to text format.

twin atlas
#

1 sec supposed to be image

sly ocean
#

Ideally, use code tags (three ticks on each side of your text):

ini stuff here
and also here
and here
proud forum
#

[setting header]
setting

#

well that worked. -.- Look at how well that worked. Thanks, Discord.

sly ocean
#

Close enough 😁

proud forum
#

xD

twin atlas
#

no clue how a screenshot made files lol

#

i have everything you said to add

proud forum
#

You don't need half of those settings for CreationKitCustom.
The ones you really only need are:

[Materials]
bUseCompiledDB=0

[Papyrus]
sScriptSourceFolder="Data/Scripts/Source"

[Archive]
bInvalidateOlderFiles=1
#

And you only need he materials if you're doing materials.

#

Are you doing voice files?

twin atlas
#

not sure where most came from, i didnt add, possibly a mod?

slim sun
proud forum
#

O_o why would a mod add a creationkitcustom?

twin atlas
#

idk things lol

proud forum
twin atlas
#

what would happen if i deleted it?

proud forum
#

Nothing. Just redo your CreationKitCustom with the right settings.

twin atlas
#

k

proud forum
#

xtc, The game isn't going to read a PSC file. It isn't compiled.

slim sun
twin atlas
#

re-did

proud forum
#

That's what it is doing and why you should be using a clean data folder to mod with it. I play on Xbox and have Game Pass for playing so I do not have to worry about my Steam folder being my modding zone.

proud forum
# twin atlas re-did

Yay! Might not need the Allow start game thing. I have it as a leftover from the beta. I forgot to delete and forgot where I'd gotten it from lol

twin atlas
#

reading some of the ini edits, they are mod added.

#

chargenmenu

slim sun
proud forum
#

OHHH. I see what you're saying now.
You can also duplicate a vanilla data folder and just switch back and forth for testing.

#

backup/rename the data folder and then reverify should be the fastest way to do that. (back it up first in case of derpage!!)

slim sun
#

I always have a full backup of the data folder anyway, just in case I miss a surprise update on Steam.

twin atlas
#

you sure i didnt need those? my CK wont open now.

proud forum
#

Wait, was that CreationKitCustom or CreationKit ini? Those are two totally different files.

twin atlas
#

..........so yeah

proud forum
#

Reverify CK in Steam if you deleted creationkit.ini. It will repopulate with the correct stuff you need. Then you need a CreationKitCustom.

#
  1. Right click in the white space of your Starfield game folder
  2. Create new text file
  3. rename the file CreationKitCustom.ini and make sure that you can see that the extension is .ini and not .txt
  4. select yes to the prompt telling you you've changed the extension.
  5. fill it with ini settings.
#

Also, it carries over from FO4 modding: it isn't a good idea to install to the Program Files since that's a protected folder. The CK needs more permissions than what's available there so make sure Steam isn't installed there.

twin atlas
#

All fixed.

proud forum
#

\0/
Make sure that you didn't add extra stuff to the Starfield.ini and that you are using StarfieldCustom.ini. Backup Starfield.ini if someone thought it was a great idea to add it to a mod to download before reverifying. -.-

twin atlas
#

I know chargen adds to ini because it redoes the character creation screen.

thick plaza
#

Pro tip: If you leave the Creation Kit on for more than 6 hours, it crashes

sharp lynx
slim sun
#

OK, well that was strange. Apparently, to use a é for a label in the CK, you have to enter it as é. If you don't, it just shows up as a square in-game. I guess the CK works in UTF-8, but the game itself recognizes what it's supposed to be. The compiler changed it in my scripts automatically.

sharp lynx
#

Anyone around?

#

Need opinions

outer plover
sharp lynx
#

wondering what I should do for my cover art

#

its a toss-up between eye-catching shots I took or practical shots of what's included

outer plover
#

Cover art should always be eye catching, no?

#

its the first thing you see

#

is a cool shot yeah, especially with the pinkish red behind. I think if you did a similar shot but with the circle and character centered it might fit better for a cover shot

#

however it is definitely bright enough to capture your attention, but peoples eyes are also drawn to symmetry

sharp lynx
#

well the others are really good too

outer plover
#

you can send them and i can cast vote lol i dont mind

sharp lynx
#

this one here is hands down my fav

outer plover
#

first one is obviously a good choice as well

#

second one would make a good banner

#

thats a great one too - but really i guess the question is what is the mod soley set around

sharp lynx
#

it's a player home XD

outer plover
#

hahaha yeah then I'd 100% go with the pool shot

#

was about to ask if it was lol

sharp lynx
#

LOL

lavish flax
#

Holy crap* this is cool

sharp lynx
#

the issue with the pool shot is I don't think people are gonna think it's real... I feel like they'll thing it's a logo or something

lavish flax
#

Did you get beta access to SS? Kidding but that looks straight from it

sharp lynx
lavish flax
#

Damnn

sharp lynx
#

look at this one

outer plover
sharp lynx
#

Originally it was going to be an indoor hangar but I got tried of trying to figure out how to get it to work so I decided to do something nuts

outer plover
#

definitely different

lavish flax
#

Is that a functional armillary?

sharp lynx
#

no, but you can put one there

lavish flax
#

👀 ohhhhh crap

sharp lynx
#

it does move..... so do the rock

#

yes you can put a couch on the spinning rocks and spin around lol

lavish flax
#

Oh jeez I'm gonna remember to do that when you release your mod 🤣

sharp lynx
#

black ink pool

#

cause why not

#

what should it be then?

#

OH...... I uhh... this is also there

lavish flax
#

Id say use some of the screenshots above honestly. Gives a feel for what's in the package and they're all pretty eye catching

sharp lynx
#

which one tho

lavish flax
#

Pool one with the planet

sharp lynx
#

it's hard to pick and I guess my idea of whats cool is off cause everyone uses the thing I made last min and don't like artistically

#

at least when it comes to mechs

lavish flax
outer plover
#

pool shot, exterior shot, shot of the armillary thing

#

can always go back and re take them if you dont like them

#

this is a very good shot to use

sharp lynx
#

you should see the hallway that leads to the armillary thing lol

outer plover
#

you can always just use the ones you like the most, trust me i dont think people will mind so much

lavish flax
sharp lynx
#

I'm torn between this or this

#

I mean the name of the mod is Andromeda's Palace.... so if they see the SB stuff they might go WHHHHHAT

lavish flax
#

Second one almost looks like it could be from SS

sharp lynx
#

Andromeda... you know the daughter of Cassiopeia

#

🤓

lavish flax
#

With all the red, similar to val'ruun'kai

outer plover
#

Pool as the cover shot 100%
I dont really use player homes but I know most people that do are suckers for that kind of thing
they like having places to take screenshots lol
I think the second image is definitely such a cool thing to come across as a surprise, as you somewhat expect a player home to have some sort of luxury otherwise

sharp lynx
#

well.... the best part is.... it is framed that way too

#

like my other mod.... there's a huge surprise in it that I didn't mention or show at all and cant wait to see people find it

lavish flax
#

Interesting

#

The homes one?

sharp lynx
#

yee

#

the one on the way

lavish flax
#

Ohhh. Gonna keep an eye out

sharp lynx
#

the other one on the way

#

Hmmm wonder what to do next

#

Okay... I love how it looks!

flint ibex
#

is nexusmods down for anyone else?

#

getting a 503 error

#

oop. yep. just checked their status page and everything except their CDN servers are down. lol

outer plover
toxic ore
#

Anyone know how to inject a keyword into a base game Activator?
From what I can tell, this is the only safe way to create an outpost category menu.

calm galleon
#

Anyone else having issues with debug.trace not working? or am I just the lucky one out lol

tulip rapids
#

posting leaks at 6am!? come on I was unconscious 🥺🙃

mortal tundra
#

@toxic ore isn't it just a matter of overriding the base game object in your mod? In my "domesticate all flora" I inject keywords in plants, and override them in the mod.

#

"last load wins" so my change overrides the default in-game setting.

tender dirge
#

Ayooo. Brand new to Creation Kit. Modded Betheda Games for over a decade but not once have I ever thought of getting into making anything. Does anyone know of a discord or anything dedicated/friendly to teaching/asisting with Creation Kit?

tulip rapids
#

orange names here are pretty helpful with specifics

calm galleon
#

What are you looking at making?

tender dirge
#

@calm galleonme?

calm galleon
#

Yeah mate

tender dirge
#

I didn't want to get into anything like building entire interiors or quest mods or things like that yet. I wanted to try at adding some hairstyles, clothing, creature creator. Something like that to start.

calm galleon
#

Hm I probably won't be the best help there then as I am a klicky klacky type 3D stuff is outside my wheel house but a good way to start is watch a video on the layout/navigation of CK then just mess around in it, and once you feel comfortable enough download a mod that does along the lines of what you want and look at how they do stuff

#

if you do get stuck on something you can HMU and I'll do my best to help out

tender dirge
#

I was going checking some tutorials for CK but there aren't to many for starfield. Is CK set up mostly the same for the other games? I know theres a ton of videos available for Fallout and Skyrim.

calm galleon
#

Yeah more or less, those use CK and stafrield uses CK2 so some changes but navigation should be pretty much the same

tender dirge
#

Just get discouraged because each video they're like....you need to download this software and that software and it's something different each time.

calm galleon
#

I think for 3D stuff the ones you need are nifscope(sp?) and then you'll need the plugin for blender/maya andddddd maybe one or two more?

#

I would jsut start with learning ck and how to move around in it, how to open/close/filter files very basic stuff. If you're going to be messing around in cells you'll def wanna get a rundown on how that works as it's IMO not the most intuitive

hoary lava
#

@tulip rapids just noticed this, what makes orange names?

#

Oh wow, I'm 🍊 .

toxic ore
# mortal tundra "last load wins" so my change overrides the default in-game setting.

Yes but that basically makes all other mods incompatible. By using papyrus to do this then any updates down the line or other mods that choose to override the the same form then my mod will not be affected.
I've done everything possible so far to avoid editing master files.
To create a new menu in ship builder is simpler and less tiresome because it doesn't have the same filter categories via activators as the Decoration menu does.
2 sold days of triel and error and all I have to show for it is a headache lol 😂

tulip rapids
timid temple
tulip rapids
#

or orange name= probably going to ignore me (in my experience) 😛

timid temple
#

if you didn't select it, if you're a verified creator maybe they gave it to you?

hollow salmon
#

Good morning everyone

mortal tundra
#

@toxic ore I sure get what you're saying, and fully agree in principle, but stuff like game settings (which is most of what I do) doesn't seem to have a papyrus 1:1 functional capability... tell folks in the description what you're overriding and let them decide that way 🙂

hollow salmon
#

Hey Zee using your outpost mod

mortal tundra
#

@hollow salmon cool beans! hope you enjoy it!

toxic ore
mortal tundra
#

@toxic ore glad to help... I know the shortest/easiest way to do something isn't ALWAYS the best, but if it works....

hoary lava
#

@tulip rapids @timid temple thanks for explanation. Let this go on the record that not all orange names are helpful 😝

timid temple
#

eventually I'll go back and try to figure it out

toxic ore
#

I didn't even realise my name was Orange 🤣🤣

sly ocean
#

Hmm, I used to be able to show more results for Skyrim or FO4 mods on bethesda.net by adding &number_results=xxx to the end of the URL, but this doesn't work for Starfield mods. Anyone figure out similar functionality for the Starfield mods page?

#

(so for example, if I wanted to see 100 results in a single view without flipping pages, I could using the above)

autumn idol
tender dirge
#

Awesome, I appreciate it.

outer plover
#

anyone here know REOverlay scenes work?

autumn idol
outer plover
autumn idol
outer plover
#

brilliant

autumn idol
#

for more customizations please make sure your locations have the right keywordsok

#

since certain Random Encounters have certain themes

outer plover
#

what keywords would that be though? I checked vanilla and the POI that uses a specific encounter just had this

#

unless you mean under planet content

autumn idol
#

no those are riht

#

anything with prefix LocTypeOE are usable

#

themed ones are best one to use btw

outer plover
#

do I need to do anything with these packins though? besides placement. I've placed the Markers one, now I should do OETriggerAndSceneMarkers?

autumn idol
#

you can also make the trigger box bigger btw

outer plover
#

trigger box already spawns larger than the bounds lol

#

alright we'll see if this has worked

#

but like, is there a way to trigger specific events

#

is that through the oe_theme keyword?

autumn idol
#

those can restrict what type of events can use your locations

outer plover
#

neat

#

its just like the npc one we talked about before

autumn idol
#

you using REOverlayPackin_OETriggerAndSceneMarkers
rightSweatPepe

outer plover
#

yeah

#

these two

autumn idol
outer plover
#

??

autumn idol
#

you can't just place that down and be done with it🤣

novel spire
#

Hello everyone, I created a language translation mod. I translated the texts in the strings and interface folders. But my files in the interface folder do not work in the game, only those in the strings folder work. When I downloaded another mod I saw that there is also a custom .ini file, how can I add it to my mod? 🤔

outer plover
sly ocean
#

Why your head drops by default when boosting in 1st person I will never know. In 3rd person your head actually knocks upward, lol.

#

But, no longer a problem 😁

mortal tundra
#

@novel spire at the present moment, my understanding is that .ini file overrides are not permitted for CK mods.

#

it's theoretically possible to distribute an ini with the same name as your mod, and up until a couple weeks ago, it would have applied that as an override, but that function has been deprecated.

novel spire
#

So how do I load the files in the interface folder? :/ When I create a creationkitscustom.ini file, the program does not open. I saw this somewhere but it didn't work VaultBoySick

mortal tundra
#

the custom .ini files go in your mydocuments\mygames\starfiled folder

#

although for ck, i'm not positive it's checking there.. for the game itself it is

#

your override you want to put in game would have to modify the file there in mydocuments, and that's not available now.

novel spire
#

Yes, the interesting part is that when I downloaded another translation mod from the mods store, I saw that it added its own .ini file into the data folder. like;

cestina.esp
cestina.ba2
cestina.ini

mortal tundra
#

yeah.. probably one from 2 weeks ago, when the setting change DID work

novel spire
#

Oh I see, why would they do that? VBThumbsDown

outer plover
#

navmesh is only generating inside one area...? this hasnt happened before

#

its only generating under rocks and stuff???

#

its like it cant see my terrain, weird

#

k false alarm, was due to antiseed markers

thick plaza
#

Any documentation or guides for armor replacement yet?

#

Oh wait…

hollow salmon
#

@sly ocean ok got your 200 crew working

sly ocean
hollow salmon
#

Not sure but I did deleted everything in Starfield data and did an integrity

white holly
#

Is there a mod on Xbox that lets u keep ur ships in New game plus

barren pulsar
#

Does BGS plan to review mods and allow some to be Achievement Friendly? Something like the Starfield Compendium seems like it should absolutely be achievement friendly.

next kindle
#

Reloading...

dusk jackal
sharp lynx
#

you were warned lol

#

it's literally the first message you see to open the menu

#

2% of the mods there are paid.

tidal basalt
hoary lava
#

@dusk jackal it's still very early to be expecting solid large mods. Some of us work very hard and don't release too quickly.

#

Your rhetoric is a blanket statement.

#

Don't write us all off is all I'm saying.

uncut cedar
#

Please remain polite to eachother.

sharp lynx
#

I do think mods that are paid need to be at some standard, however, that's both unquantifiable and highly subjective, and there's no consensus on intrinsic value, only you dictate that value and that seems to be wildly inconsistent across individual opinions. As for buggy vs not, it's equally hard to scale, when you have a mod team of one person or hell let's say its 10 the difference in their ability to spot bugs isn't comparable to 10k lol I also say again that 2% of the mods there are even paid.

mental timber
#

mods for a game that just released the ck with no documentation for arnt perfect?!?!? surprisedpikachu.jpeg

sharp lynx
#

I mean generally its really easy to point fingers and demand when you know nothing about the process nor contributed to it.

#

The real issue is when they have that mod out there, and don't update the bugs after they've been spotted.
For example, My homes lacked nav-meshing.. this was something I didn't notice but fixed later.

#

easy, problem solved.

mental timber
#

not to mention starfield modding has some unknown limitation that breaks things currently

sharp lynx
#

that's only cause it's the introduction. literally all of the other games had this phase

#

I dunno I may be more optimistic than most and can only speak for myself

#

the other unforeseeable thing is interest, when you expect to get only 50 or so DL and end up with 50k XD things change

solid osprey
#

Any marketplace without comments and reviews etc is a bit... anti-consumer IMO, though maybe that's not okay to say here. Not hating, just how I feel. And that's paid mods aside; I feel the same way about some game launchers/platforms out there (you know the ones)

#

Would feel much more okay with it if I could read comments re. compatibility with versions, issues, get a feel for what's happening, etc

sly ocean
#

Anyone else having issues getting the Creations menu to load right now on XBox?
Never mind; started loading fine again.

sharp lynx
#

I'd love to agree.. but after years of having 70% of my comments comprised of completely unrelated remarks to my mod and the majority that are related involving the failure to read the description, makes me a bit less enthusiastic when I have to read about why and how my project breaks something I've never touched before or how I should fix someone's else project I have no relation too. As for a recommendation for you, youtube does have a good bit of people reviewing paid mods.

#

that just me tho. I'm sure a comment section there would be more productive

solid osprey
# sharp lynx I'd love to agree.. but after years of having 70% of my comments comprised of co...

Yeah, I can see that, and I've definitely seen when modders are pushed too far (locking comments etc), and that sucks. I still think it's worth being able to browse threaded discussions like on the other modding site. Have picked up so many little bits of info that help make decisions on whether to take a mod or not, and it's up to date. I'm usually browsing mod-first rather than looking at videos and discovering mods that way, but yeah I suppose I could watch videos if I find a mod I like when browsing

sharp lynx
#

yea that's where I totally get you

#

valid points

sharp lynx
#

as an example of.... what game looks like at launch vs later on

#

For me, honestly, the slow roll to a fantastic game is a better journey than having everything now and... that's where it ends. But that's just me "perspective is key."

novel spire
sharp lynx
#

Sure

#

Nah there's nothing to interrupt you're good

twin atlas
#

I have a morality question for everyone. Its it morally acceptable to include a concept already done by a modder inside my large mod? Or would it be considered “cutting the throat of a fellow mod author”.

timid temple
#

I think it would depend on degree

#

if it's "I liked this person's mod and copied it into mine (either by adding their esm or by duplicating their work exactly)", I'd say maybe ask them and/or give credit in the description

sly ocean
# twin atlas I have a morality question for everyone. Its it morally acceptable to include a ...

It kind of depends on the concept in question. If it's a chest full of every weapon in the game, it's not really a unique concept and it should be fine. If it's a special jetpack that steals health from nearby enemies and then draws a giant heart in the sky after killing an enemy, that's really specific and would be considered unacceptable. In between those two...I'd say it's case by case, and it couldn't hurt to either ask the author and/or credit the author as inspiration.

timid temple
#

if it's "this person's mod showed me a thing was possible so I did it too", then it's probably okay

#

example: there's a mod that made some walls available to craft via outpost decorator thingie. Knowing this was now possible, I added craftable walls to my Ancient Mariner Habs mod

twin atlas
#

I was asked to add the ship cargo inventory to the emporium and did so. Now people want trees,even though a mod has trees. I was gonna model swap the crew stations to chairs but it seems somebody beat me to it.

sly ocean
#

I think adding trees is no problem. Mod authors don't own the trees 😁

timid temple
#

eventually thhe available mods will be so many that it'll be impossible to check if someone's maybe, somewhere, done something before you

#

as long as you aren't (as in LBGSHI's example) taking very identifiable ideas and claiming them, you're probably fine

#

gods know we'll be overrun with player homes and storage mods before the end of summer

sly ocean
#

Does anyone know how horizontal boost works "under the hood"?
As I understand it, you can't currently do it on XBox (or even on PC with a controller), since it requires mapping Alt Jump, which you can only do on keyboard.
But there should be a way around this, if we can just find a way to trigger horizontal jump at all.
I don't see any indication that it has its own animations, so I'm guessing it just uses the regular boost animations but directs the player forward instead of upward. And horizontal boost amount seems to be dictated by Actor Value, which is temporarily set by whatever boost pack you're wearing (Skip packs have the most, but others have some).
Anyone know any more than this?

sharp lynx
#

It's like I kept saying @twin atlas there's like 4 other outpost mods that are adding the same stuff, so I don't think it's that big of a deal being a person who's also added trees and such. It should be fine.

sly ocean
sly ocean
#

So, never mind about the file. But, very interested if anyone has any other info on the feature generally.

twin atlas
#

People who want luxury ships annoy me.

sharp lynx
#

LOL

dusky escarp
#

As for mods taking their inspiration from other mods, I think it's a good thing. Two different implementations of the same idea are better than one. And it gives players the choice. If someone makes a mod with a feature in it that parallels one of mine, that's great.

sharp lynx
#

^ this

hoary lava
#

@twin atlas when's my G7 gonna be finished? 😆

twin atlas
#

I wanna add an enhanced item but no clue how.

twin atlas
mortal tundra
#

@twin atlas I'm not good enough at making mods to start thinking about "stealing stuff", but the short line i draw is if i'm making changes to game settings, overriding something, etc... those are my choices, and don't need to share credit, even if some of my choices are the same or similar to others.

However when it comes to a script (which I still suuuuuuck at) it depends on how much I write vs how much it worked to do what i want... in the case where i use someone elses script to learn how to do something, i'll try to credit... if I'm copying a functionn completely, then i'll reach out to the original author and ask permission (if they didn't post it with "hey use this the way you want -- like The Gang's All Here did) -- and even then I'll try to reach out, and give a final "go no go" to the original author.

#

Now you are MUCH more artistic/creative than I... so I think it might be closer to did you start from their .nif, or did you create it fresh

twin atlas
#

Stealing? I simply asked if adding stuff thats in other mods was morally grey. In no way did i imply using their work in any form.

mortal tundra
#

@twin atlas please forgive ANY implication of stealing

#

none was intended

#

Say you watch Tron, and get inspired to do a neon-ish light scheme with similar effects.... do you owe a shout out to Tron? Maybe if you used some of their assets sure, but inspiration to do something similar to someone else... don't think that's grey.. think that's A-OK

teal wedge
#

Skully do what you want. It’s not your job to make others happy and if it’s not a straight one to one to a “T” then who gives a hoot.

normal quiver
#

🤦🏽

normal quiver
thick plaza
#

What are plays?

sly ocean
#

I assume that starts at either Load or New Game and runs until they quit the game.

thick plaza
#

🗣️ 🗣️ 🗣️ 🗣️

#

You know what this game needs...

mortal tundra
#

@sly ocean with the playtesting and touch points, it seems that when you enter the game with a mod loaded it reports back to bethnet...

thick plaza
#

Exosuits

mortal tundra
#

@thick plaza like.. ripley just exoskeletons, or fo76 full on exosuit .... because I'm game either way 🙂

mortal tundra
#

I have... been a while 😄

mortal tundra
#

Matt damon movie right

thick plaza
#

great movie for some inpo, yeaa

mortal tundra
#

liked the similar in day after tomorrow too

#

edge of tomorrow mahbad

#

get some of that in a mech related throwback expansion... Niira Wars...

thick plaza
#

yea i saw that recently too, GOATED movie

light dust
#

Now im hearing Vae Victis go: "So, would you like to learn more?"

mortal tundra
#

LOL.. play through the whole campaign... do you side with vae victis or major hull... "if we had you we could've planted our flag on new atlantis"

#

tie it in with the unity concept... you're going to a universe that runs slightly different time scale -- already have a bit of that with "war ongoing" in Barrett's quest -- doesn't even have to be a throwback ...

#

don't need that monkey wrench to the story

light dust
#

hoenstly, monkey wrench that story. I think I like Ervin more than Barrett XD

mortal tundra
#

unity lets you do a bunch o stuff without having to get into alt timelines and timejumps

#

just a little cleaner from a storyline

vast rune
#

On xbox how should I set my load order for creations based on creations tags and how many creations am I limited too without crashing

twin atlas
silk drift
#

Help. I'm looking for the function that returns the Player Detection State like HIDDEN, CAUTION, DETECTED, DANGER? I know NVSE added functions like GetPCDetectionState for this. Is there a Starfield equivalent?

sly ocean
twin atlas
blazing oar
#

Hello everyone.

#

Playing Starfield for the first time in a while and I see creations have finally been added so I’m trying to get a load order sorted for it which is proving as difficult as it was for Skyrim and Fallout

#

Any help would be appreciated.

mortal tundra
#

looks like i just loaded that one too many mods

misty geyser
#

Or you loaded a straight .esp file. Cause that's exactly the kind of thing that happened to me when I activated one.

mortal tundra
#

Very specifically, I enabled the DWN_CoreManorFurnished.esm on a load from 6/1/24, which never had it

#

that's #88.

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interestingly this "old save" is also one of my very few which isn't corrupting the contentcatalog.txt

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enter the save with core manor enabled, all ok until i walk out of stretch apartment into akila city

#

enter the save with it disabled, can walk out with no problem

misty geyser
#

Interesting side bit, the corruption of the ContentCatalog.txt file is because the game is trying to save UTF-8 encoded values into a file that's set to use ASCII instead.

mortal tundra
#

yes, I've been working with someone doing repeated testing to try to determine the specific conditions that will or will not result in a corruption.

#

It's the process which updates the file upon loading a save, and various saves will consistenly produce the same unicode strings for the versions

misty geyser
#

What's even more interesting is when I tried to have Notepad++ convert the file into UTF-8, the entire contents of it just disappeared.

mortal tundra
#

it's not the whole file

#

it's ONLY the version string that seems to be encoding incorrectly

#

i've pulled them side by side with the old good file, with the newly created bad files... particularly with the bad file generated by same save, the only difference is the timestamp field on each entry

#

the "normal" version is unix epoch time + a value for version

misty geyser
#

Yes but a text file can't be composed of mixed encoding, which is why it ultimately breaks.

#

So if they're saving UTF-8 encoded values, the entire file needs to be set that way.

mortal tundra
#

but, when you write a standard ascii file with utf-8 characters, you get strange strings like we see here.

misty geyser
#

The contents vanishing when trying to convert isn't normal btw.

mortal tundra
#

I'm not seeing that same behavior when i load text of the file in np++

#

let me make a corrupt file, and see if i can duplicate your error

misty geyser
#

It will load the text fine.

#

It's when you try and tell np++ to convert it to UTF-8 that the contents vanish.

#

Or at least they vanish with mine. Either way, that's NOT normal. It should just convert the encoding while preserving the text.

mortal tundra
#

my np++ already said was utf-8 when i cut and paste, so i'm clearly not at the same starting point as you were

#

which i why i have to make a new corrupt file 🙂

misty geyser
#

One freshly downloaded from the server should do since those are downloaded as ASCII.

mortal tundra
#

k.. there we go.. corrupt file, let's see what np++ thinks of it

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does indeed think it's ansi

#

likewise, convert to utf-8 also wipes it on me

#

so.. different behavior cutting and pasting from notepad to np++ -- cutting and pasting, np++ already registers it as utf-8

misty geyser
#

Makes you wonder why they think the version numbers need to be so huge.

mortal tundra
#

just because the unix epoch time as the first part of it

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"Timestamp" : 1721267199,
"Title" : "Trackers Alliance: The Vulture",
"Version" : "1717506727.1.0"

#

now something like this

#

that's a good question

#

I load PAB from vortex, and if that were the only piece of the equation, the corruption of the Observatory entry would suggest that this can't be all of it... because that has no vortex counterpart.

#

same with quantum stealth operations

#

but pab, in the "good" backup of the content catalog, shows a different version:

#

when it's been removed from in-game store, and replaced with vortex version

#

which.. interestingly... is the same version number on other mods which have been removed or replaced, or never present in that save

misty geyser
#

Vortex can't have anything to do with it since a lot of people seeing this issue don't use it at all.

mortal tundra
#

gotta control variables, or they become red herrings.

#

I wholeheartedly agree it's not vortex, but it's a condition that still needs to be tested

#

it's also notable that it truly seems to be a PC only issue, I haven't seen anyone from xbox world with the same "creations menu freezes".. although i may just be looking in the wrong places to see those

sly ocean
#

2147483647 is 0x7FFFFFFF.

#

That version number is not a real version number.

mortal tundra
#

in total agreement with you there...

sly ocean
#

It's a max 32-bit signed int. Not sure where it's getting that from, or if it's overflowing from something else, but it's worth noting.

mortal tundra
#

indeed... and is the overflow for one item cascading out and corrupting all the rest?

#

or at least some of the rest?

#

and how do we reconcile with the reeallly long ones

misty geyser
#

That really large value is the upper bounds on a 64 bit signed integer btw. Can't be a coincidence.

mortal tundra
#

Looking at the save file, it does not appear that the esm version is baked in. Might be, but the save file analysis tool I have doesn't enumerate them if they are there, and I really wouldn't expect them to be.

#

It's very interesting to see that my pre-ck save ONLY had the core game files listed in it, plus constellation and old mars, and none of the rest that I know were there.

#

Loading that save has yet to corrupt the contentcatalog

misty geyser
#

What other files were you expecting?

fallen vector
#

my RAM will be here tomrrow, so then i can start messing around with the CK 🥳

mortal tundra
#

Community patch fo sure, been running that since late November

fallen vector
#

I mainly jsut want to port a hair style from fallout into the game 😆

mortal tundra
#

Ooohh...arts and crafts 😉 you guys who can do that have my constant awe.

blazing oar
#

Is it unwise to remove the unofficial Starfield patch and replace it with the Starfield community patch mid-game?

dapper galleon
#

So I was wondering if anyone could add, those digital wall heater fireplaces as a mod. I want to spruce up the vibe of the game once I do get into outpost stuff

eager ether
#

Can someone please port some mass effect mods over to console

Little dry out here 😂

blazing oar
eager ether
echo pollen
blazing oar
eager ether
faint niche
#

So.. I've gotten the game to recognize a new planets mechanical data, I can see the orbital information on the Starmap and I am able to interact with the invisible planet at the coordinates but, could someone please help me with getting the physical data to show up?

normal quiver
dapper galleon
#

I saw a Mod that lets you push the docking point anywhere on your ship.

Wondering If the same can be done with Landing bays, my hope is that we get landing gears that work as a sort of Hover type thing

And we can attach landing bays that let us essentially teleport to the ground.

Kinda like a star trek beam up thing.

Or the Halo gravity lifts.
So we can build large ships that don't essentially touch the ground

autumn idol
faint niche
faint niche
remote crater
echo pollen
#

Just found this vid of Trade Tales TV on yt, telling about a new way to program for gpu 😮 Might be interesting for some here to check out?

faint niche
blazing oar
#

BTW, how exactly would I activate mods for NG+? That new game starts as soon as you step through the portal, so when exactly would I have a chance to exit the game and select/de-select the mods I want.

remote crater
languid fable
sharp lynx
#

more design questions need opinion

lavish flax
sharp lynx
#

starting Volume II !!!

lavish flax
#

Awh hell yeah

sharp lynx
#

hell 5 standing by

#

first house is done

#

pack theme will be revealed once I get it placeable and then I'll ask the question

lavish flax
#

Sweet

sharp lynx
#

I just gotta put doors down

languid fable
#

@sly ocean Are you making some kind of boost jump related mod? I'd love to see a mod that makes use of the vanilla horizontal boost feature. You can move at full sprint speed without running out of O2 indefinitely by starting automove, then shift for sprint, then repeated use of alt jump. I currently use a keyboard macro for this. All I have to do is steer past obstacles a bit but it's almost like an autopilot to get you to a POI quickly.

twin atlas
#

What we think?

dapper galleon
sharp lynx
#

okay

dapper galleon
# sharp lynx okay

Is it possible to add hokes like this into the Luxery home mod.

Maybe placable electric fireplaces as well

sharp lynx
#

hol on

#

@lavish flax you there too?

lavish flax
#

Yup

sharp lynx
#

you both get the reveal of the next theme

#

first house done

lavish flax
#

Oh sweet

sharp lynx
#

Oh okay

dapper galleon
#

Holy crap that kinda looks like my house

lavish flax
#

Lmao

sharp lynx
#

I guess now you can live in your own house lol

lavish flax
#

I like em though. Modern yet starfield. Once we get the land vehicle, even be able to park it in there 🤣

dapper galleon
#

Pretty much lol but does it come with a never ending like of laundry baskets that haven't been out away in a week

sharp lynx
#

LOL

#

wood sliding doors!!!

lavish flax
#

Oh neat

sharp lynx
#

unlike my last mod this mod will feature interactive homes

dapper galleon
#

Oh yeaine definitely not that fancy, it's just a single door lol

sharp lynx
#

lights turn on and off, windows have blinds etc

lavish flax
#

Out of curiosity is that gonna be part of your other mod as well?

sharp lynx
#

nope lol

#

unless you mean the two I have in waiting then yes

lavish flax
#

Yah haha I was

sharp lynx
#

the beach house is "Very interactable...."

lavish flax
#

Intriguing

sharp lynx
#

I even put some hidden features no one will probably find

#

I also put hidden stuff in both

lavish flax
#

I'll be on the lookout for em

sharp lynx
#

just.... watch the toaster

dapper galleon
lavish flax
#

Lmao