#starfield-mods
1 messages · Page 35 of 1
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
you would think with a really good PC you can unlimited but who knows?
On PC, you should be able to have as many as you can fit, but Xbox is known to crash after around 110. You’re definitely saving your Load Order to Bethesda.net? Are the mods youre having issues with labeled “Work in Progress?” There have been some weird behaviors with certian mods that started a week ago, so the more information we all have about this weird behavior, the better.
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.
Also been waiting for a fix with creations where you can't use nexus anymore also
So I am stuck with creations now
@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).
Not really because it has been creating problems with the load order when using both
I also read that others are having the same problem too
Ah, I'm probably no help on this matter tbh. I chimed in because I was unaware of Nexus issues.
it is not problem man.
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
That was a much needed break to be honest
Hello Dez
Hmmm? I’ve used both with no problem. I’m wondering if you just need to delete your ContentCatalog.txt and Plugins.txt files to clear all of this up.
yea I did that many times already and also deleting the data and have steam verify and install the correct ones
Really, really strange. Any time I manually copy Nexus mods into my mods folder, they show up in my Load Order, and stay where I put them. Between you having problems doing that, and mods randomly uninstalling on you, something serious is going on.
yea I know right never had issues with Skyrim or fallout 4
is there a mod that allows you to have more than one companion for xbox?
im just looking for one because i want to have sarah and my new astromech companion both at the same time
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 😢
Thank you, I'm glad to see it's been working! If you can tell me, on average, how many of the new sites you've encountered so far and the rough spacing between discoveries? I'm trying to make sure they're rare so you're not running into them on at least every landing
I know you're probably looking out for them but even still its good for me to get data 😗
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.
Well thats good to know. And I think you're the first I've seen thats found that escape pod so good job lol
thats the one that isnt a jumbled mess
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.
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
I've been thinking about maybe making some accessible from orbit but I'm unsure if that requires a landing point or not.
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)
Was tempted to make a lot of them distress signal originally lol. Yeah I may change some back, like the escape pods and ones where hostiles are present
And yeah some of them look better as specific environments when testing, like the cold mountain one
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
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.
Yeah, I'm trying to stick to as vanilla as possible really. I'll definitely go and revisit some of the names to make them appear more mysterious rather than clearly stating what they are, at least for the "recent" wrecks. Things like old debris fields I may leave as they are. Thank you for enjoying it regardless 🙂
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)
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.
Reloading...
Testing some earth POI stuff
Hoping to add a few ruin types but not sure if it'll look any good
Anyone know why I crash when I exit my ship in the town Gagarin?
Tried that, still falling
Anyone doing console ports?
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!
What's the word on bgs fixing the non functional creations
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.
As I'm sure bgs was aware both before the creations were released and now
Unbelievable but it doesn't surprise me anymore
Genuinely curious if it's been acknowledged at all. It isn't their style to do so
Shout out to my haters, yall part of my emporium now.
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
Aka a ripoff
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.
has anyone tried working on visible footprints?
this is how i will introduce myself
i am named after a great battle
Nice; I remember that episode 😁
@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.
@outer plover Gratz dude!! you got a shoutout almost as soon as you posted!
Quick question and it might be dumb but are we gonna be able to place these individually? I now want to make a Dexter inspired outpost 🩸🔪
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.
I can see about editing them to be individual.
Thank you 🙏 and if you can't that's ok don't stress yourself over it 🤍
No, it's not confirmed in the slightest. Whoever told him that is badly misinformed at best.
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
something that happens on fallout 4 as well
And has nothing to do with either community patch or the unoffical patch
and as for which one to actually use, that comes down to personal perfence
Still not sure how it all works fully but I’ll definitely check it out. I think the escape pod issue may be down to the fact I linked it to UC/Freestar systems only? Which is weird. I’ll definitely lower the chances of those to about 10% or something, perhaps the same with the others. No idea why you got the snow one in the desert either 😂 but we’ll see
I guess that depends on the mod manager then. Wrye Bash doesn't have any issue with you using the in-game menus.
#starfield-mods message that's the original message.
I use vortex for skyrim and for starfield but MO2 for fallout 4
I don’t know what this means but thanks!
lol
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?
Whenever I see an add for hot singles in my area I think: "Well duh they are hot it's summer!"
emails is something cyberpunk did very well. Lots of laughs.
Starfield needs a spam mod
Judy's grandma 💖 💕 ❤️ 🥰
Idk if someone has done something similar, but I am digging this.
Love the subtle constellation accents.
There was this, but I downloaded and it’s invisible.
I gotta clean it up, it'll be up with a weapon skin pack too. Both will be workbench.
snazzy
I started out with a black and gold, but ended up saving for later... didn't absolutely love it.
You gotta be careful with black, this game renders dark asf.
Black and gold is to die for.
they know players play in dark caves with no light
I agree, I have a gold OE set that I want to release, just gotta make a suit work with it.
We need more armors like this.
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
For sure, I bet it ramps up after dlc though.
So far zone79 has done amazing with the original ideas.
I also saw KZ is re-releasing updated versions
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
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.
-shrugs- IDK. I know theyve not made a starfield mod since January
Zone 79, sorry I forget to reply and it seems like I am just talking to myself. haha

Mysterious. lol
quality stuff that guy makes
I aspire.
you'll get there
Speaking of amazing authors... has anyone seen Dezzy in the last couple of weeks? Im itching for that next update to Starfinance.
also the mods disabling themselves happens in fallout 4 when use it's mod manager/load order screen
so it's not an issue with the unofficial patch
@misty geyser should be told if things are breaking due to the Unofficial patch
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.
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
When the XBox network went down on approximately 7/8 two things seem to have happened :
- 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.
- WIP mods are no longer visible within in-game store
@hoary lava go ahead to the in-game store, and try to find ANY of those mods.
Neither on PC nor Xbox -- this behavior changed for PC on about 7/8
someone should make a random sneezing mod 😆
But then that opens the door for farts of starfield.
but can you even fart in space
@twin atlas who WOULDN'T want that... Barrett would be the first to comment... @tulip rapids of course!! original boostpack!
lmao
inset joke about uranus and gases
It would cloud up your helmet
oh god.
Screen blur and all
anyone wanna send me some RAM so i can learn the CK and port a couple of hairstyles from fallout 4? 🥺
I just want a potato gun... 😔
I got 128 in this box, it STILL can't load TGAH to try to port it 😦
The gangs all here cant be ported
I opened it in ck. I ported it twice
whaaaaat.... lucky!! I CTD every time i try to open it
did you see where she said she'd have to rewrite the scripts?
The scripts just aren’t compatible.
Yup we chatted about it.
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🤔
Would need to know what mods if any you have installed
She explained it was built pre CK and therefore was not compatible with the system.
@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
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
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
Others have been reporting it with other interactions, so YMMV
The good news is once you find your "offender" if you disable it, your ship will be back.
(usually)
welp.. night all... gotta roll to work in 6 hrs.
Sleep wel man🤘
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
@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
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...
ok, now I'm really going to bed 🙂
Is it common for the game to freeze when finalizing big ship builds on console?
Freezing been happening alot on console atm mods or no mods
Alright, thanks for the info
Anytime 😁
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
How to see explosion range in CK? I wanna make a 1m1m1m's explosion how to set inner radius and outer radius?
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.
It helps if you have a Series S|X so you can download and test your mod before publishing it.
Can I request a high powered sniper scope mod?
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.
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.
Thanks a lot! And where should i upload it? Xbox players can download mods from nexus?
Look up my mod, legendary weapons dealer
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
Does anyone help me? I wanna make my model can fall down, not float in sky like static. How can I do in nifskope?
Does bhkNPCCollisionObject matters?
@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
ahhh okay, thanks
I wanna make this static nif can fall down, how?
@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?
@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.
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.
oooookkkk, Thanks a lot! i found it in the ck ^^
Save outside the Dream Home, close Starfield app (if on console, close app and reboot console) - don’t skip thst part. When you load back in, it should be fixed. In the unlikely event that it isn’t, sleep at Venus for 24 hours.
So I tested to upload one of my mod for xbox, but i don t have any xbox , i have no idea if it s working ... 😄
https://creations.bethesda.net/en/starfield/details/962b6083-efbd-49f6-b0c2-352e29b68f9c/Lucifer__39_s_Bane___Doom_Supershotgun
and thanks guys for the help to do it ^^
I appreciate this, i disabled m-class and still have it so the only other thing i can think of is Darkstar astrodynamics or maybe Avon tech ship yards. Those are the main ship mods i use
I have the same issues and I only use: Darkstar, avontech, m-class, and iconic ships with the paid CK pirate habs. I’m going to try messing with the load order to see if maybe I can see what’s causing it and let you know.
That is a good question
It's less than around 80
@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...
@west hollow Checking that. Slow workday
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.
Praxis UI mod is looking really good:
https://creations.bethesda.net/en/starfield/details/7a77964e-eb98-4b21-8bec-09caeef626db/PraxisUI_Inventory
Crazy thing is my ship is perfectly fine and I have Darkstar weapons on it but even the space stations are invisible
@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
@west hollow It works
Ammo and Shotgun were in chest (I picked it up before I recorded). I'm on Series X
@languid fable I concur!
Interesting, I will say I’ve had the mod installed for awhile and didn’t have this problem till like a day after I made a new game and built my ship.
thanks a lot! Damn i uploaded a new version, someone tell me it was totally bugged 😅
but it looks that a material problem no? the texture of the gun look super flat and no glossiness
@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
@west hollow It looked faithful to Doom in my eyes. Took some screens
ok it looks good, i hope the new version uploaded works too 😄 thanks!
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
not possible , i use unique name for each texture and models
Checking the newer upload now.
@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!
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
A tool to decompress and convert Starfield save games to JSON format - Nexus-Mods/StarfieldSaveTool
And I can add high-powered to it. 🤯
Thank you very much ^^ so i m porting the armor now 💪
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.
It s ok the damage output is around the eternity’s gate ^^
@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.
That is why right now just using Creations for me until they fix it
Also tried that so many times too it keeps coming back
Is there any good mod that works increases the crew size on ship and outposts?
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.
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.
YMMV, but EVERY time I enter a game, version numbers get corrupted.
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.
Ok you might be right but did inform the devs a week ago or so about it
oldmansbeard say me this earlier : 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.
It helps if you have a Series S|X so you can download and test your mod before publishing it.
oh already wem in your mod, sorry ^^
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
✨ A Game Theory
I could of course be completely wrong and this fixes nothing BUT we shall see!
So I guess there isn't mod for that? then?
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
Ahhh alas I’m on the series s 😭😭
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?
there's a few that I know I've seen, though I couldn't name them offhand
only one one found so far it increase up to 28 with the perk
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 🤙🏻
@thorny rain I am running into that myself young man
@hollow salmon Sorry to hear it. I got a little too cocky. I knew I was pushing it..🤦♂️
was it on Xbox or PC?
Xbox
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?
There's one to increase it to 200
@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?
@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.
@lavish flax Really?
i use at first the xenofresh , but the malehead.nif is better i think, i was thinking making a new mouth preset maybe with a cigar , useable in enhance
Yeah give me a sec
I have zero ability to do anything like that 😄 Art ain't my bag baby
I'd think you'd have to attach the cigar to lower lip, buut no idea how to manage the "perpetual snarl"
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
need an import animation tool in blender ^^
@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 👍
Ohhh yeah I wish
Me too!
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).
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
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.
That is what i am thinking
Also, make sure you've installed the ship part as mentioned in the description.
wtf is up with discord it won't let type some simple words on here
I am at spaceport
The numbers are split into command crew, crew slots, and non crew slots. a lower number is the command crew portion.
Are you running any other mods that say they increase your ship crew slots?
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
What perk are you talking about
Crew command perk
you can do a forceav once in game should overide what ever loaded during login.
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
it must be a mod then.
hmm not sure that is why i am strating over
OR something typed into a loading txt. Such as StarfieldCuston.ini or a sub linked TXT file - but they load at login.
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
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 😁
and weapons
I believe I did that and also only happens when I play the game for awhile
It dismisses your crew, or just stops letting you assign more?
Oh - is your steam One Drive turned off ?
becuase I land at a spaceport and all the sudden see some crew outside the ship asking where to assign them
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.
they are booth actually
Huh. Haven't heard of that happening.
if One Drive is syncing ???
your talking about microsoft one drive?
Steam One Drive for Starfield.
If you blank out and it restore it will pull from One Drive old data
STeam Cloud to be precises I mean
and steam is not with since my steam is on a different drive and one drive from microsoft is not connected to it
Steam General Option for Starfield. Its a separate One Drive type in Cloud.
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
What happened to the star wars ship mods by Bill jones
They are now in creation for the ship mods for starwars
@hollow salmon what do you mean
It was uploaded to creations since there has been alot issues with creations and vortex
So it's not available for console users
It should be if you using creations
I just looked it is in Creations tab for your device.
OK I'll loom some more
I think they put it under Audio in creations for some reason
Just search on Star Wars and it will be there
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
There are several nice mods for Star Wars Spaceships now.
yes I saw and it is awesome
sorry I am an old geezer here chatting up with all you young ones
umm who said I am young.
@strong oak are you talking about the iconic ships mod
I do not know you might be older than me
Because of can't find what I'm looking for
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.
@loud willow what you looking for what is name of the ship?
The millennium falcon ship
And other ones like it
or Iconic Ships in search either should pop it
are you on Xbox or Steam Desktop using Vortex / or MO2 ?
Xbox
The mod was removed.
OOhhh - author may be editing something.
All star wars mods by that author were removed to my knowledge.
Oh that sucks
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.
Nexus (Desktop/PC) still has quite a few SW mods. Interesting.
Yes, original authors should still be up.
Funny enough he gave credit to the builder
Still, should have asked first
Yeah, but didn't get permission to port.
Yeah maybe he didn't have permission to port it in
He didn't, the original author seemed pretty peeved about it
I saw the mod before removal and there was no credit that I saw.
He probably tried to shoe horn it in after the fact if anything
Sorry to intterupt, but if anyone here on Xbox wants to test this, please let me know if it works for you: https://creations.bethesda.net/en/starfield/details/e9a3a69e-f8b7-412c-a553-121006d10278/Command_NPCs___Order_your_followers_and_allies
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!
At least mine is just scripts, it should all work fine. Something with images, with the different format Xbox has etc. is much rougher.
Well I hope the mods are brought back
https://creations.bethesda.net/en/starfield/details/0edef822-569c-4cec-a155-56f7c9bad17c/Mos_Eisleys_Cantina__Akila_
Anyone up for checking out my mod?
Well there is a market for that kind of mod in Xbox. LOL
I'm looking at that now on creations for xbox
@obsidian fable it looks pretty cool I'll check it out later today
Hi! I uploaded the doomspacesuit, but still don't have an Xbox since this afternoon, I need help to test the mod 😄
Really really cool, asking for my own reasons going forward, can we use other IP content from other games in published mods?
I'm on series S and it seems to be working fine to me. I have played with it for the past 20 minutes. I'm not saying there aren't any bugs I just haven't encountered any as of yet but I will let you know if I do end up having one happen
@west hollow is it for PC?
It s bethesda too 😅
Yes here https://www.nexusmods.com/starfield/mods/5703 ^^
Great, thanks a lot ❤️
don 't know , on nexus it s not a problem, maybe quick download the xbox version before i m banned 😂
Ok gotcha, thanks! 😅
Afterwards I think that it is tolerated, since it is a free mod
Reloading...
Looks awesome, great work
Looks really good 🔥 can't wait to see you improve up on it 🤍
https://www.nexusmods.com/starfield/mods/10577?tab=description Putting this in here again because I just updated it to remove stuff I forgot about as well as fixing issues from yesterdays release
Hey folks, can any mod maker's do me a huge favour & make a guyver armour mod if possible please for Xbox
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?)
Personnally, i ve deleted from data the esp before exporting for xbox, and it seems to work 😄
I really don't understand how this could have happened, it must be a mistake on Bethesda's end.
"it must be a mistake on Bethesda's end." 😂 and i don t understand the option to switch xbox/pc to create the archive, xbox doesn´t work ... just confusing
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
Anyone know why ships are invisible besides the dockers on them?
Damn 900+ voice lines? The commitment is real. I’ll give it a download
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
I’ll test it out when I’m free
Bless <3 You rock
Anyone know where to find the Packinstoragecell in the CK?
I tried cell view and forms
Has anyone got the all star born powers at max level to work on Xbox. I can’t get the button to spawn.
It should just be there, in your room at the Lodge. Are you looking where it's shown in the mod picture?
Yes it does not spawn in. I changed the load order and verified no other mods that should mess with it
Weird. Try disabling all other mods temporarily and see if that fixes it. If it does, enable half your mods, try again, etc until you find the conflict.
Ok I will give that a try.
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).
Double click the highlighted form and it should take you to the problematic form.
It just opens a cell, no form.
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
Thank you. Im confused as to why it’s showing and when opening the cell, it’s empty.
Any mod recommendations for immersion and better ship flight?? (Grav jumping, flying etc)
@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
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.
The text field of the error, which is not being shown in the screenshot will state why. And all those PATHFINDING errors suggest navmesh deletions.
Oh shiit! This used to be one of my favorite animes back in the day. And that would be sick as a space suit!
that go well?
no one's been able to get voice to work on Xbox yet
At the gym atm I haven’t been able to check unfortunately
Or navmesh that hasn’t been finalized.
Yo odd you have any idea why ships I look at in space are invisible
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
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
Like some pieces of the ship are there like the docker

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.
Without knowing what you’ve got or the steps to reproduce on my end, I can just guess and that doesn’t help.
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
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
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
Let's be real, the non-Constellation named crew didn't get alot of love in the game. At the very least we can bring them on par stat wise. Now every named crew member should have ~4 skills. A rank 4 skill (if possible), a Rank 3, a Rank 2, and a Rank 1. These skills are selected to generally reflect the character's backstory and specialization....
@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.
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
@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.
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.
its a bethesda game this isn't new
@proud forum and that attitide is 100% the problem and expectation... MOST people don't KNOW how to mod
Which is why I’m telling people not to remove mods in the middle of. Game bugs happen
@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.
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.
Your testing is flawed then. The devs themselves have made it clear that removal of mods during play is NOT SUPPORTED and could damage your save.
you reported an issue with ships missing their skins
Wut? When?
I believe you mistook me for someone else. I was assisting an Xbox player.
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
Read the question above. It was directed to me. I am Odd.
Then you are in no position to comment on what the devs themselves have specifically said is NOT SUPPORTED.
@misty geyser I sincerely disagree
Disgareeing with facts seems like an odd stance to take, but ok.
it's nothing compared to your experince in the bethesda universe, but it's NOT insignificant, and IS worthy of consideration.
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.
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.
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.
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
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
"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.
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
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.
Also I'm not stating something the devs told me in secret club. This is something they've openly warned everyone about.
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?
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 😆
they do not necessarily, but I believe you have an option
They will if you answer the prompt to use the load order specified by the save.
and likewise that would only work if you're exclusively using CK mods
If you insist on continuing with the "current load order" though, you're playing with fire and likely to be burned.
<sigh> I use my own custom load order master that I rewrite every time beth jacks it up
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.
@misty geyser there are folks that say other things about other mods, you declaring someone is worthy of ignoring does not make it so.
It does when they give detrimental advice that's contrary to what the devs have told everyone.
Wut. Jesus. Perks persist. :/ I’ll say something on our discord.
@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.
This is not "removing mods mid-save". This is I removed a mod, saw that it did indeed bork the game, and I reenabled it on a save where it hadn't been removed yet.
The game is designed for NG+. Perks have to persist or NG+ borks.
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.
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
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.
Oh interesting.
Was curious if breaking the cargo links would be papyrus gunk or if the scrap crash would happen
I don't know what the scrap crash is, but breaking the cargo links was enough to do permanent damage.
this is why I use Unity before removing mods🤣
Using the Unity isn't going to save you either. Not sure where people get the idea that this is a total reset.
I thought Unity do a full record clean
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.
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.
Anyone able to assist me with a persistent warning screen issue? Im confused on the problems solution.
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.
Ah, well fortunately Starfield's outpost power grid doesn't have to worry about issues with corrupted wiring 😛
Post it. What’s going on?
Is it not showing up in Details?
i did the thing you suggested but its still popping up. says it has no source and one ref.
Was it deleted before?
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?
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?
Sec. Let grab the link to the fo4 ck wiki. Has the papyrus logging info. Works the same for Starfield
Just gotta keep in mind that the log ONLY records problems with scripts.
I really want the weapon fov back in the game idk why they removed it
This. But hopefully dumping persistent info works. Have you tried that yet, Arth?
You mean the DPS command?
I was thinking dppi but then remembered that's just papyrus too.
Might not be helpful in this situation
Oooo, I didn't know abou the DDPI command. I rarely if ever need to poke Papyrus beyond log messages.
Skully: Here's how to enable logging: https://falloutck.uesp.net/wiki/Enable_Debug_Logging
Where it says Fallout4Custom, change to StarfieldCustom
so I'm using vortex to load mods but it keeps getting stuck on deployment when it says creating snapshots
I'll take things that would be useful for Skyrim for $1000 Alex.
Ok it’s copy/pasted in place.
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.
Nothing popped up, do i need a console command or anything?
Logs will be in the Logs directory under your My Games folder where StarfieldCustom is saved
hm. Do you have your CreationKitCustom and StarfieldCustom ini set up for modding?
if not, sec. Let me get my settings for you
I've added to them when told to.
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
Same, there's 4k remasters of the movie's as well that I'm waiting for them to go on either youtube or Microsoft store so I can buy digitally.
I'm really hoping someone can do the mod but I'm doubtful anyone can do it 😕
Make sure you do not have this: sResourceDataDirsFinal= For Starfield, this will produce errors if left blank since the game has loose files.
It's my limited understanding that invalidating older files will cause the above setting not to work anyway.
Oh nice, does that allow us to have scripts somewhere other than where the game looks for them? I've been renaming the scripts folder each time when I wanted to test archives.
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.
I'm not sure I understand your question. The game supports namespaces. So for example if I make a mod and create a new script, my new script would be located at Data/Scripts/Source/OddsMods/MyModCoolName/TheScript.psc
And then I have another mod, I would create a new namespace for it:
Data/Scripts/Source/OddsMods/MyOtherCoolMod/TheOtherScript.psc
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.
bAllowGameStartFromEditor=1
wait didn't they removed hotreloading plugins?
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.
1 sec supposed to be image
Ideally, use code tags (three ticks on each side of your text):
ini stuff here
and also here
and here
[setting header]
setting
well that worked. -.- Look at how well that worked. Thanks, Discord.
Close enough 😁
xD
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?
not sure where most came from, i didnt add, possibly a mod?
I was talking about not using /data/scripts at all, so the game doesn't see anything the CK produces until I pack it into a ba2.
But it looks like while sScriptSourceFolder="Data/scripts_off/Source" works for the source, things still get compiled to /data/scripts. Maybe there's a script target folder setting too.
O_o why would a mod add a creationkitcustom?
idk things lol
If the Creation Kit cannot see the scripts, if you open a quest, there's a chance the kit will bork the script fragment and you wouldn't be able to modify the quest if you needed to.
what would happen if i deleted it?
Nothing. Just redo your CreationKitCustom with the right settings.
k
xtc, The game isn't going to read a PSC file. It isn't compiled.
I want the CK to see the scripts, it's the game that I don't want to see them.
Eh, it's not critical, it would just make some logical sense to me. Export to esm for the plugin, export to archives for the scripts, only what I export is readable by the game.
re-did
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.
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
Yeah, like I said not critical. I can just keep renaming the scripts folder when I'm testing.
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!!)
I always have a full backup of the data folder anyway, just in case I miss a surprise update on Steam.
you sure i didnt need those? my CK wont open now.
Wait, was that CreationKitCustom or CreationKit ini? Those are two totally different files.
..........so yeah
Reverify CK in Steam if you deleted creationkit.ini. It will repopulate with the correct stuff you need. Then you need a CreationKitCustom.
- Right click in the white space of your Starfield game folder
- Create new text file
- rename the file CreationKitCustom.ini and make sure that you can see that the extension is .ini and not .txt
- select yes to the prompt telling you you've changed the extension.
- 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.
All fixed.
\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. -.-
I know chargen adds to ini because it redoes the character creation screen.
Also pro tip: if you open a specific number of dialogue boxes it will stop loading them
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.
sup
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
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
well the others are really good too
you can send them and i can cast vote lol i dont mind
this one here is hands down my fav
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
it's a player home XD
LOL
Holy crap* this is cool
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
Did you get beta access to SS? Kidding but that looks straight from it
yes... there's a couch there
Damnn
look at this one
slap your player character in the cover shot then or something, sitting by the pool, cocktail, etc.
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
definitely different
Is that a functional armillary?
no, but you can put one there
👀 ohhhhh crap
it does move..... so do the rock
yes you can put a couch on the spinning rocks and spin around lol
Oh jeez I'm gonna remember to do that when you release your mod 🤣
black ink pool
cause why not
what should it be then?
OH...... I uhh... this is also there
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
which one tho
Pool one with the planet
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

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
you should see the hallway that leads to the armillary thing lol
you can always just use the ones you like the most, trust me i dont think people will mind so much

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
Second one almost looks like it could be from SS
With all the red, similar to val'ruun'kai
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
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

Ohhh. Gonna keep an eye out
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
back u p now
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.
Anyone else having issues with debug.trace not working? or am I just the lucky one out lol
posting leaks at 6am!? come on I was unconscious 🥺🙃
@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.
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?
orange names here are pretty helpful with specifics
What are you looking at making?
@calm galleonme?
Yeah mate
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.
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
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.
Yeah more or less, those use CK and stafrield uses CK2 so some changes but navigation should be pretty much the same
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.
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
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 😂
thought it was mod author role 🤔
orange means you selected "mod author" as a role
or orange name= probably going to ignore me (in my experience) 😛
if you didn't select it, if you're a verified creator maybe they gave it to you?
Good morning everyone
@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 🙂
Hey Zee using your outpost mod
@hollow salmon cool beans! hope you enjoy it!
Thanks, Dude. I will have to ponder on it while I storm through the forms to find me some Science & Tech to make buildable 😎😎
@toxic ore glad to help... I know the shortest/easiest way to do something isn't ALWAYS the best, but if it works....
@tulip rapids @timid temple thanks for explanation. Let this go on the record that not all orange names are helpful 😝
I did that for my partner - didn't want to deal with the headache of creating copies of new items, but my attempt at making apparel hats skin-able didn't work, so in the end I just dropped the files into his My Games folder and did it as a replacer
eventually I'll go back and try to figure it out
Ye, I may back burner that until someone comes up with a solution, or Bethesda change the way that Object build menu categories are filtered.
Roll on the fun times 😁
I didn't even realise my name was Orange 🤣🤣
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)
i'd say watch this
https://www.youtube.com/watch?v=trV2HATQVVw&list=PLiPgFWIHsr8X5SxRzCw6j7F_KQkHbw9iX
Description
This video covers how to install the Starfield Creation Kit from the Steam store front. Additionally, I'll show you where to loca...
Awesome, I appreciate it.
anyone here know REOverlay scenes work?
you mean know how they operate?
Yeah, wanted to copy how one of the vanilla crash sites work but i cant figure it out
well you drag the pack in version and it just works
brilliant
for more customizations please make sure your locations have the right keywords
since certain Random Encounters have certain themes
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
no those are riht
anything with prefix LocTypeOE are usable
themed ones are best one to use btw
do I need to do anything with these packins though? besides placement. I've placed the Markers one, now I should do OETriggerAndSceneMarkers?
placement
you can also make the trigger box bigger btw
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?
those can restrict what type of events can use your locations
you using REOverlayPackin_OETriggerAndSceneMarkers
right
wait don't use the 1st one
??
you can't just place that down and be done with it🤣
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? 🤔
thats... why i asked how they work dude
OK, finally figured out a graceful way to fix that annoyance:
https://creations.bethesda.net/en/starfield/details/87eaad9f-544e-4812-9a96-5f66dc06a214/Smooth_1st_Person_Boost_Pack
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 😁
@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.
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 
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.
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
yeah.. probably one from 2 weeks ago, when the setting change DID work
Oh I see, why would they do that? 
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
@sly ocean ok got your 200 crew working
Cool; what was the issue?
Not sure but I did deleted everything in Starfield data and did an integrity
Is there a mod on Xbox that lets u keep ur ships in New game plus
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.
Reloading...
Starfield Compendium is an absolute mess why pay $6-$10 when you can easily access that online for free. And yeah I might get hate for this. But why are we allowing paid mods to be released when a lot of them are buggy, unfinished, and there isn't a way to refund credits or anywhere to leave a review.
you were warned lol
it's literally the first message you see to open the menu
2% of the mods there are paid.
I get really frustrated when paid mods are buggier than the free ones. These people should reallyyyyy take the time to do some extensive bug testing before releasing these mods - especially when we can’t refund them or leave reviews.
@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.
Please remain polite to eachother.
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.
mods for a game that just released the ck with no documentation for arnt perfect?!?!? surprisedpikachu.jpeg
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.
not to mention starfield modding has some unknown limitation that breaks things currently
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
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
Anyone else having issues getting the Creations menu to load right now on XBox?
Never mind; started loading fine again.
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
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
76 is pretty amazing currently
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."
Hello, sorry to interrupt conversation. Can I talk to you about .ini file in DM?
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”.
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
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.
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
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.
I think adding trees is no problem. Mod authors don't own the trees 😁
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
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?
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.
As a followup, does anyone have their Alt Jump bound for horizontal boost on PC and can share their ControlMap_Custom.txt with me? I'd like to at least see what the game refers to Alt Jump as.
Hmm, I think my question/request isn't correct.
According to this discussion of Skyrim's ControlMap file:
https://github.com/wrye-bash/wrye-bash/issues/503
...and looking at the settings in Starfield, I think it'll just show up as Jump's alternate column, which will tell me nothing.
So, never mind about the file. But, very interested if anyone has any other info on the feature generally.
People who want luxury ships annoy me.
LOL
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.
^ this
@twin atlas when's my G7 gonna be finished? 😆
I wanna add an enhanced item but no clue how.
Right? I got another “your shower dont fit in my ship”. Its a home shower, habs have built in showers for a reason.
@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
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.
@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
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.
🤦🏽
Using other people's mods for inspiration or "how to" is fine. But the instant any part of another mod makes it's way into your mod without permission, you have committed theft of intellectual property. It is not a morally grey area, it is a criminal act.
How many individual play sessions people have had with your mod installed/enabled.
I assume that starts at either Load or New Game and runs until they quit the game.
@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...
Exosuits
@thick plaza like.. ripley just exoskeletons, or fo76 full on exosuit .... because I'm game either way 🙂
Have you seem elysium?
I have... been a while 😄
Matt damon movie right
great movie for some inpo, yeaa
liked the similar in day after tomorrow too
edge of tomorrow mahbad
get some of that in a mech related throwback expansion... Niira Wars...
yea i saw that recently too, GOATED movie
Now im hearing Vae Victis go: "So, would you like to learn more?"
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
hoenstly, monkey wrench that story. I think I like Ervin more than Barrett XD
unity lets you do a bunch o stuff without having to get into alt timelines and timejumps
just a little cleaner from a storyline
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
I DID A THING!! https://creations.bethesda.net/en/starfield/details/9c8a63fe-f22c-4ae7-9dfb-598cab84dbcf/Skully__39_s_Cheap_Cuts
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?
Cool. I imagine there's a global variable or similar that controls the displayed price, in case you want to fix that too.
Im thinking it’s something to do with dialogue. Im still looking around.
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.
looks like i just loaded that one too many mods
Or you loaded a straight .esp file. Cause that's exactly the kind of thing that happened to me when I activated one.
Very specifically, I enabled the DWN_CoreManorFurnished.esm on a load from 6/1/24, which never had it
that's #88.
interestingly this "old save" is also one of my very few which isn't corrupting the contentcatalog.txt
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
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.
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
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.
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
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.
but, when you write a standard ascii file with utf-8 characters, you get strange strings like we see here.
The contents vanishing when trying to convert isn't normal btw.
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
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.
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 🙂
One freshly downloaded from the server should do since those are downloaded as ASCII.
k.. there we go.. corrupt file, let's see what np++ thinks of it
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
Makes you wonder why they think the version numbers need to be so huge.
just because the unix epoch time as the first part of it
"Timestamp" : 1721267199,
"Title" : "Trackers Alliance: The Vulture",
"Version" : "1717506727.1.0"
https://www.epochconverter.com/ says that's june 4 2024 at 1:12
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
Vortex can't have anything to do with it since a lot of people seeing this issue don't use it at all.
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
in total agreement with you there...
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.
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
That really large value is the upper bounds on a 64 bit signed integer btw. Can't be a coincidence.
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
What other files were you expecting?
my RAM will be here tomrrow, so then i can start messing around with the CK 🥳
Community patch fo sure, been running that since late November
I mainly jsut want to port a hair style from fallout into the game 😆
Ooohh...arts and crafts 😉 you guys who can do that have my constant awe.
Is it unwise to remove the unofficial Starfield patch and replace it with the Starfield community patch mid-game?
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
Can someone please port some mass effect mods over to console
Little dry out here 😂
Wrong channel to be asking that.
Which one ? As in which channel
I would figure that would be #modding-general 🤔
What @echo pollen said
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?
It is always a bad idea to yank a mod while in the midst of a play through unless you're facing the prospect of starting a new game. Because once you yank a mod, starting a new game is exactly what you generally wind up doing. And not because you wanted too, but because the game has planted itself on the floor and refuses to rise.
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
don't think anybody here even know how to proceed from that step🤣
damn.. really? lol. I was hoping someone would 😂
right now.. no there isn't... but possibly in the near future, CK doesn't like manipulating the marker data for some reason. I think there is some "element" I'm missing
It's obviously missing the model.
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?
well the model was placed before the mechanical data
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.
My only suggestion, because I aint gonna put my non gaming laptop through the stress of loading the CK to find out for sure, is to look at how the other planets are setup.
Here's mine. It has some un-readable characters in it, so I zipped it. I have the 'N' key also set as my "always run" key since my keboard lacks a num lock key.
more design questions need opinion
👀
starting Volume II !!!
Awh hell yeah
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
Sweet
I just gotta put doors down
@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.
What we think?
Like what kind
okay
Is it possible to add hokes like this into the Luxery home mod.
Maybe placable electric fireplaces as well
Yup
Oh sweet
Oh okay
Holy crap that kinda looks like my house
Lmao
I guess now you can live in your own house lol
I like em though. Modern yet starfield. Once we get the land vehicle, even be able to park it in there 🤣
Pretty much lol but does it come with a never ending like of laundry baskets that haven't been out away in a week
Oh neat
unlike my last mod this mod will feature interactive homes
Oh yeaine definitely not that fancy, it's just a single door lol
lights turn on and off, windows have blinds etc
Out of curiosity is that gonna be part of your other mod as well?
Yah haha I was
the beach house is "Very interactable...."
Intriguing
I even put some hidden features no one will probably find
I also put hidden stuff in both
I'll be on the lookout for em
just.... watch the toaster
Got it ... Shoot the toaster
Lmao