#starfield-mods
1 messages · Page 36 of 1
Room full of toasters "one of these has to do something"
I'm assuming the answer to this is no, but is it possible to use simplified chinese characters directly in text in scripts and the CK? The CK seems to be UTF-8 only, and unlike with accented latin characters the game itself doesn't seem to recognise the papyrus compiler's output, you just get black squares.
if only I could get the toaster from fnv XD
Lying or not I may still just shoot the toaster lol.
You know what would be a cool mod, and only cus I just saw this on No man Sky, but like a trophy hologram thing that displays your Scanned fuanna
Hi is there anyone or any way to bring back the Nubian and Falcon to the creations
Oh yea I saw those ships mods, before I wonder what the interiors looked like
That's one thing I don't like about this game, the ships essentially just look like huge Lego blocks flying in space
The actual author is working on porting them iirc
They just normal Habs storage companion and messhall on the falcon but the detail on the exterior was wow
Well i hope it happens soon 🤞
I think for now I may make the starship troopers drop ship as my ship
Something like this
Hi! i have a question, there is no visual difference between a bc1-4bpp-srgb-dx10 and a bc7-8bpp-srgb-dx11+ DDS texture file?
i tried both and i don t see any difference
Try something with a bit more color in it. In most cases, anything that's not BC7 ends up washed out.
Thanks! ok i see, but it s really a tiny difference ^^
Insanely productive today. I've spent a few hours in blender, a few more hours in Nifskope, and roughly 2 minutes in the CK because it kept crashing. I'll try again tomorrow
Has a good, concise pipeline been posted anywhere to get custom meshes into the CK?
Oh yea it’s kinda easy but I just know how to make it static
Nothing else and I can’t find Any doc
Static meshes for environment kits is what I want to put in.
Yea just get blender 3.6.5
Get the Starfield geometry bridge
Export your obj as nif
In Starfield/data make these folders “meshes” “geometry” “materials” “textures”
Custom .nif goes into “meshes”
.dds goes into “textures”
.mat goes into “materials”
Also download nifskope to view the .nif and edit some stuff
Thanks! This is good. I will have to give it a try with something simple. I work in Maya and Houdini, but I suppose I can use Blender as my final exporter.
Are LODS assigned through nifscope?
Ya I would just try something super simple so you get the process
Or does the geometry bridge automate it through a naming convention or manual designation
It’s a blender plugin you can import/export .nif in blender to wherever
For example I can rip a asset from another game or something
And export it as nif
And it’ll show up in the CK
I get that. I wonder how the finer points of asset integration works with it. If I make a 20k tri mesh with four LODs, I want them to work at varying distances for performance, like in most games.
Ah I have no clue,
But your info has helped. First time I get a straight answer.
Took me two weeks to figure that out lol maybe a month
Guess we might have to wait for Shattered Space until the wiki is posted
So I have the audio problem again. I was downloading new mods not major ones but the game froze and crash while I was downloading them and now the audio is gone from everything except the creations page.
And it just says Reloading forever now.
I don't know what is going on but is this an actual bug in the game.
I haven't been playing this game that long like maybe started last week. So idk what I'm doing
Have you tried reaching out to Support by opening a ticket? They may be able to help you troubleshoot this.
https://www.nexusmods.com/starfield/mods/4360
and it s important blender 3.6 , it doesn t work with the last version of blender
Yeah, I'd like to allow horizontal boost for XBox, but I'm currently at a bit of a dead end. Hopefully I'll come up with some more ideas, or even better, someone else beats me to it.
Does Xbox have the AutoMove feature as a button mapping or do you have to hold down a control?
Hmm, I don't even know what the AutoMove feature is 😁
But, it's possible I glossed over it in a Settings menu.
Big ship in the works today
top right you can see a human next to the engine for scale
It's a keyboard binding called Auto-Move in the game. Tap your auto-move key and your character runs without needing to hold down a key. I believe the default is bound to NumLock.
A little clip to demonstrate. I don't use the keyboard at all here except to tap F3 which starts a macro that starts my character sprinting then repeatedly taps Left-Alt, delays for a few hundred ms and then repeats. I steer a bit with the mouse in the clip: https://youtu.be/NyNyWeyWcK8
Using automove and sprint to (mostly) run automatically to a POI. A keyboard macro taps the alt jump key repeatedly.
Not sure how to do that, I'm sort of new to all of this
What platform are you on? I'll give you a link.
Series X
Here is a link to an article with some basic troubleshooting, and at the bottom of the article if it doesn't help you can click to submit a ticket to Support: https://help.bethesda.net/#en/home/product/1218/category/8/watch/700/platform/20/xboxapp/playingonxbox/xboxsubcat/587
NG+ isn't a "new game" as you are still operating on the same saves from before the Unity. So, swapping mods is still a bad idea. And ... Don't believe what you read online about Artmoor. It isn't true. It is all just seepage from one particular cesspit on reddit.
@normal quiver It'd be nice to leave all that behind when this community was formed. This is Starfield, not Skyrim. I'm honestly newer to this community and I'm already sick of hearing about it lol. 🤮 I've never spoken to Arthmoor, and frankly, I will draw my own conclusions and urge everyone else to form there own as well. Don't be sheep to slaughter.
Leaving it behind is pretty difficult, when the people carrying water for the "haters" came here with their lies and half truths. If any one wants a dose of truth, just join AFK Mods. https://www.afkmods.com/
😩 I thought we were here to talk about mods, not internet arguments about creators
speaking of mods.... does anyone know why apparel textures can't be made skin-able at the spacesuit workbench? I can see the item, it shows that I can make a skin for it, but when I apply the skin I modded it like...doesn't apply the texture
(I want a black adventure hat. Don't want to make a copy that happens to be black)
Is this a new religion? 🫴🦋
Awesome
Hey, I meant to ask the other day for the shotgun, did you swap the art components out and reposition for the double barrel? Did it use the existing anims?
yeah it's getting tiresome
opened up to spicy chat 3 days in a row
<<< been trying very hard to not add new spiciness, perhaps a little too much nerd stuff only peripherally related to mods with trying to figure out contentcatalog problems (which can hide or cause problems with our mods)
promised to STFU on anything I hadn't personally witnessed, so hope that sticks.
I haven't been talking at all for the same reason.
If people are spreading misinformation or starting arguments, please feel free to message @livid skiff through a DM
This will tag all available mods with your message
and what if I just wanna know how lunar is doing?
That you can just ask 
hows the outposting (with mods) going
@tulip rapids I'm at home visiting the 'rents so I haven't been online. I'm also saving myself for TG's next drop 😀
Anyone else always get hit with this? Really making answering comments and DMs impossible.

ouch. try a VPN?
It never did this until after i became verified, now it’s constant on my iPhone. No issue on any of my three computers.
Are you using wifi or just mobile data?
Mobile data.
Might be something with how your service does mobile IPs. I'm not 100% sure though, just an idea
Anyone know the list of planets you can teleport to with commands? I've found sometimes entering the planet name as it appears in game doesnt correlate
for example planets with numbers in their name
not sure offhand, but check with the CK maybe?
So i gots this idea for someone to play with. Id do it myself but I’m neck deep in my newest Emporium AIO version.
Curious if this “abandoned hanger” door can be scaled up? Any clue? Looking at the possibility to scale it to fit a ship landing zone. See where I’m going here?
I totally forgot about the lock. Its the boss battle area right? Where you take the prison ship?
Yeah thats it! But you can also see it from the outside / I think the hanger door is closed on that one
I shall give it a gander.
a proper gander - might not be what you wanted but i know its there
also sorry to get ppls hopes up gonna have to can this lol, its made of space parts and they dont have collisions and also EXPLODE when you spawn in
my fault for not testing it 🤓
into the scrap heap
@outer plover there's a "semi-documented" LandOnPlanet teleport that's supposed to be able to take a Lat/Lon coordinate, but I have yet to be able to get it to work correctly.
The closest thing I have is the COC command to jump to the worldcell where Pisa is on earth
And if you rename your 0,0,0 point on a poi you've created, you can coc "poiname" and jump there....
not sure if any of those help
made one w a lil screen
im trying to make these briefcases but the the container in the packin wont default open after
thats alright thanks, the one i use is fine for now, was just curious if others were in use
@outer plover I have an idea to try... see if you can find the spot in Galaxy view inside the ck, generate the "preview here" and see if you can pass that generated world cell to coc?
will try it out next time for sure
theres also one at the mantis lair, which has a lift for the ship as well.
@outer plover I generated a worldcell preview on Bessel III b - it identified the cell as BesselIIIbPlanetWorld22844134622816074
go in game, coc to that cell, didn't do anything
lop with that string doesn't do anything either
yeah its weird, it doesnt recognise the numerals
like if I used my command and did BesselIII its unrecognised
but if i did Niira its fine, or Jemison
well besselIII is the star...
o - well u get my point
which command are you using?
AddWorldSpaceToPlanetBiome WorldspaceName Planetname 3 biomeIndex
ignore the 3, that just specifies biome type
so, trying to understand what that command's doing, you're trying to specify adding an "indexed" worldspace to a certain planet, with a certain biome?
not necessarily teleporting to a biome type x on planet y
this command places my worldspace that I have made, into the world generated when you land on a planet
I'm not necessarily trying to find a specific planet, its moreso to test how biomes interact with my worldspace and how they look
k.. i've seen doing it that way in JRamos' video... the one I'm trying to do at the moment, I want to spawn at an exact spot on a planet that i've been able to repeatedly hit
isn't there a "create test worldcell" where you can do this without necessarily having to specify the real planet you're adding it to?
uhhh maybe but not to my knowledge
You might also try looking at Mantis' Hideout. There is a landing bay complete with lift there.
@outer plover "TestBiomePlanet" -- trying to see if i can find anything about specifying a cell to feed into it
no.. sorry, nothing that makes any better sense than the command you're already using 😦
It's all good, I appreciate your support
@twin atlas You must search for the "Mantis" area cell/POI on CK, there is lading pad for ships, or the one where there is the Penal Colony (don't remember the name) one have a ship elevator (mantis)
@pine quiver @twin atlas I think you're talking about Suvorov/The Lock
On the mantis elevator I think it's an animation "fudging it" - i've used amp slow time etc.. and tried to ride up with the ship, but the elevator shaft at that point is an invisible wall.
same, or there's a collison wall for some reason
not sure what/if any impact it could have on your plans for it.
I know that at least once with a small ship, I've managed to land inside the abandoned hangar
The mantis lift is an interior cell. The hanger opens in the event for the interior cell. It’s two separate cells. The hanger I’m looking for is not just an event it’s all one exterior cell you can drop through.
Yes
And put some of those credit tanks in the pile
The galbank ones
got my ram upgarded and downloading the ck as we speak
Find a tower elevator. Its complete top to bottom of tower without cuts. Then apply a lift mesh ? The tower goes solid up and down many levels.
now to read how to do what i want to do 😆
got an email about creations can you guess which game was left out of the email? lol
Reloading...
@twin atlas thank you, that makes perfect sense why you can't just ride it up
Hint: If you find the CK is slow to load the game, try disabling Windows Defender temporarily while it does it.
thanks for that 🙂
maybe i should've jsut added the new ram to the 16gigs i already
After 32GB it doesn't make much difference.
well anyone it looks like someone else has already done what i had planned to do lol
I remember those, and not in a good way 😅
I remember some mods that had gold piles that I couldn't even look at without tanking my fps to single digits. You'd end up deliberately trying to avoid getting them in your field of vision while walking around.
im interested to see what happens when i load in game
reflections dont help either
my render view is stop animation
What was the plan if you don't mind me asking?
so this is a 30fps drop
I think I’m going to turn comments off on my nexus. Dealing with people is literally a waste of time.
They Bch about the weirdest things.
yea nexus comments are huge waste of time
But the flip of that is sometimes it's the only way someone knows how to reach out if there's something legit
Exactly. I made a mod to make enhance cost 30 credits for a guy on facebook who just started playing and its “500, is too much for you”? Like use the mod or don’t.
they legit find ways to message you on everything despite there being a bug section to post valid issues
True at least you leave the bug section up, some folks turn em off :S
I had a guy DM me on tiktok. Super weird.
Nah that's pretty pivotal despite 98% of it being "I don't even know how installation works nor do I read anything."
LOL
btw... wanna see the theme for volume II ?
I got a “you should explain how to use this preset.” Like did you read the title and look at requirements? Preset for CHARGEN and its in requirements.
I too had this happen. Had a guy write me a whole essay in my comments about how GCE breaks the game cause I added a few storage boxes that have unlimited storage space.....
My replay was "Lol don't use them then."
Yup. He was like “can you do a preset for Timothee chalamet”? I replied “does starfield even have a twink setting”?
The other day I got "your cheat feels too cheaty, can you make a new version that cheats less"
And another got indignant as hell when i rolled all my six tweaks into an AIO (and added two more) and I wasn't adding more crap into it
If i had a dollar for every color change request.
really tho
How do we even swap color in CK
You'd be able to outsource all that stuff to Vikramesh in Bangalore with all that cash!
Btw my message your DM referred. wasn’t about you. Lol it was about the guy who deleted his comment. Yesterday.
@twin atlas in your screen shot on cheapcuts, I see the SFSE path being listed in there in the photo... is that just leftover from how you set it up before?
I appreciate that... I know i started some drama, and made some noise.... trying to do better 🙂
Thats showing my Chargen preset plugin. The image was to show the 30 credits removed.
there sure was a lot os spicy people yesterday
Right?! Like chill it’s not that deep. Then en you think its over and boom they hit back with the “AcTuallY” lmao
awww I can't use chargenmenu
Im obsessed with chargen.
LOL you're good at it! you could get a job as a police sketch artist using chargen!
People hate my Han Solo and ellen ripley
They can get over it... so they're not perfect waaah waaah wahh... there's only so much fine control available :S you do an amazing job with the tool in hand... and automod won't let me say what they can do with their opinions
Lol, yeah Dyno is petty
tis indeed 🙂
i think @languid fable and I got his ContentCatalog checker to a really really good point -- neither of us can pinpoint WHAT is causing the corruption on it, but we have identified the three types of corruption that it can get, and have some pretty good theories about how it got that way
https://github.com/hst12/Starfield-Tools---ContentCatalog.txt-fixer/releases
if you've got mods that won't update, or if you can't load creations in-game, then your "version" is probably in a bad form on the ContentCatalog.
I've posted over in the bug report, and hope beth can look at what we found
if you just want to force update, so far the testing we've done seems to work by setting version to this:
1704067200.0
That's the Unix Time for 1/1/24 plus a version 0 flag...
So far all creations with that tag in content catalog "know" they need to update
it's updated to both steam and gamepass now.
I used this. It fixed my Creations to now not showing update on each login. It helped on my save exit also . Its still not right but takes less time to close. We found out it sometime won't do a Backup save. So I uncheced the Auto - correct option. So I can see what it does not like. Then manual click to auto-correct. This will work until Bethesda fixes the issue.
I know darkstar had particular problems, because bethesda told him to publish xbox and pc separately at first, and then came back and said "no do a merged one".. so they've been having to do even more hoops... but if y'all have people saying their stuff isn't updating to the new version -- the ContentCatalog.txt probably got corrupted
@strong oak check your version too, he just released the latest update to it 2 hours ago.. I think we went through 7 revisions today?
no, 9 on github that made full commits :S
I watched Darkstar on it. Then went and downloaded it. to me seems safe
I'm loopy.. can't count today... COVID still kickin my butt 🙂
It's definitely appreciated to have something like this out on github where everyone can see the source, and what's going on
This is giving space RV vibes.
were you watching Snatch or The Gentlemen to get insipred?? I feel like I'm in a Traveler's Caravan!
Wheres the Christmas tree and ornament LOL
ooohh.. masks ready at CVS.. the things we get excited about sometimes.... back in a while
If you want space rv is basically Nova Galactica habs
I haven't seen your Han Solo, but your Ellen Ripley looks quite good.
Sometimes it's good to remember that the really picky/complaining/trolling people are usually a vocal minority, while the majority of people are just happy to have cool free mods to play with and don't bother engaging socially because everything is fine. For every one person you have giving you a headache about a mod, there are probably hundreds that are really happy you made it.
Nice. a bit of a young Han Solo, but pretty good.
I don't know how people can put stuff like that together. I can't imagine doing anything even remotely decent in this area, lol.
That's why I stick to no-frills utility mods 😁
Hello everyone, I recommend you to see this mod
https://www.nexusmods.com/starfield/mods/10610
@sly ocean out of curiosity are you good with meshes/nifscope (think thats the thing when it comes t textures)
I use that
👀
I ask because I'm wanting to commission a small mod from someone I know who has good quality
ah
Nope; I've never even touched them. I started out on PS4/PS5, and even after I moved over to XBox, I've made all my Skyrim and FO4 mods PS4/PS5-compatible since I remembered how underserved we were back in the old country 😁
I've been doing the same for Starfield for now, in case we ever get this game on PS5, and also because I'm too lazy to learn and not particularly artistically inclined to take advantage of most external assets anyway.
D:
?? Idk what I said in my message thst triggered that
Basically looking to get a blackout version of the va'ruun inflictor tho
Like what bethsda has done for a few of their weapons
e z
👀
Can I commission ya tg?
if someone else would like the opportunity let them take it 😄
i keep typing sarcastic jokes and realise i probably shouldnt lol
🤣go for it
oof
You good haha
Magic lighting
Oh nvm I see the lights now
I really wanna work on my own PoI
Is the 60 frames mod still good to use?
Would it be any better than just using the new options they recently added to the game?
I’m on series s
Ah; not sure, then.
We need 360 walk/run
still wondered why they went backwards
these double list constructible objects making me think way too hard buttttt ok
cool having different costing items in one list though
double lists?
yeah just putting the co's in a list and then making a co containing that list
i didnt word that right at all the first time
I dont understand how it knows to do this
ohhh making variations
yeah with different costs
Quick one shot demo of the dhd dialing mode, and travelling between 3 different main cities. Also including new event horizon opening, closing effects and unstable vortex particle effect.
Oh cool
Hey there, could someone help me with some tests? As ppl are pointing out that my mods are triggering the no sound issue on Xbox, could anyone play with my mods and my mods only and see if it does indeed trigger it? I have no Xbox so I can't test it myself. I would usually tag @tulip rapids or @terse coral to ask for that, but I would never do it at this moment! Hehe.
@vast crystal I am certainly willing however I'm away from home until the end of July. I'll shout out once I get home again.
No worries! I hope I can either validate that the mods do not cause the issue, or to find the cause and fix it before that hehe
I just used the xbox app to do the cloud streaming thing. Loaded up your NPC mod, and had no sound problems.
Is that the Command Crew or the Beacon? Thanks for checking it!
I am quite curious about your mod. I also love Stargate btw. Is that a proof of concept or are you going to do something specific with that functionality? I would love to know more about what you are baking
Command Crew
The plan is to add a stargate to a single planet in each solar system, i'm also going to design a few quests the utilise and introduce the gates to players.
That sounds like an awesome mod! I was considering some time ago doing a mod using the temple circle things to provide Outposts with deployable ways to travel between them. Now I can remove it from my backlog and just wait for your mod instead!
Cool, thank you very much. The reports I got were about my mods breaking sound from the get go, not from playing them for a bit or anything, so that should be enough to validate that this mod has no such issue.
Might also add one the other gates as outpost transportation
I would suggest that. But that would kinda break the Stargate lore
Sgu gates or ring transporters
I do plan on implementing ring transporters in general as a method of travel throughout a solar system
@vast crystal I'm fairly convinced right now that nearly any mod can be the one that pushes a save over the edge... I have one save that will make akila disappear if I enabled the decorated core house -- I have another one where my ships disappear if I load EITHER TN's M-Class, or Outpost SHip Unlocker -- I have 6 different playthough saves that I hop between, and can break a lot of them on demand with certan mods.... I have one discord friend who disabled Community Patch, and got 160 other mods running... so there's a WHOLE BUNCH of "your mileage may vary" going on, and I don't think, right now, that any of us can rightly point a finger at any single mod breaking them all. BUT "your mod, makes my save break" IS STILL a valid issue, it's just not necessarily CAUSED by your mod, but by some Beth voodoo -- sometimes it can be solved through load order optimization, sometimes not
@earnest flower Kree!
True. I have 2 theories at this moment.
1 is that any mod created with xEdit can break on Xbox for some unknown reason. And that would be quite common as most of us started before CK was released
2. There's a huge problem with Xbox support and they are postponing assuming that they are aware of it
That indeed would be lore consistent
Hey modders quick question, how should I do my load order so my game doesn’t break every time I load up. I have about 13 gbs of mods.
I’ve seen different orders for certain mods and I’d like to master it to lessen the chances of my game breaking, I’m on Xbox series s
This file was automatically generated by Vortex. Do not edit this file.
##BGS/PAID CONTENT
##COMMMUNITY PATCH
*StarfieldCommunityPatch.esm
##STUFF I COULD LOSE WITHOUT HURTING MY FEELINGS
CLOTHES AND VISUALS
All cosmetic only stuff up here
HOUSES
COMPANIONS
Weapons And Armor
CHANGES TO GAMEPLAY
Skill Overrides
SHIPS
##STUFF I DON'T WANT ACCIDENTALLY OVERRIDDEN
##OVERRIDES FOR SURE THAT MAY OVERRIDE OTHER STUFF, BUT I WANT THEM TO
for pc users we get to see the plugins.txt and can make a template file, but it still applies
generally that's the order you want to follow
always, with load order, last load wins
so I use Darkstar Astrodynamics, it overrides max ships to 25. I also use ZeeOgresAIOGameplayTweaks -- that sets it to 150. Whichever is last in the load order will win
@vast crystal I think if they just did the esm-esp hex update, and just saved you're most likely right. At a minimum, they should have CTRL-DEL the blueprintships dependency, and tired converting to small master
I didn't fire up xedit until after I got creation kit, but I'm glad i did... as a tool, being able to see side by side exactly what change your mods are making is a godsend.
And there are some pending issues regarding the other master types and papyrus support
when i first did the domesticate all flora, I did a ctrl-a to add the keyword to ALLLLLL the flora, but when I ran it through xedit, I could see that I only REALLY made changes in ~30% of them... so I removed the ones I didn't actually make changes to, just to optimize and clean.
It seems CK has a challenge where basically if you touch something and hit ok and not cancel, you've just added the change 🙂
100% all that scripting that they did with the "knock off engine" -- folks like TGAH who have completely broken scripts so they can't just import it. At least it broke "gracefully" enough to TELL her it broke
Indeed. I prefer to do things in xEdit. But now I am concerned with Xbox support as I don't have one I can't properly test things in there. Which leaves with no clues when ppl say my mods are the cause of issues, like the no sound. That's why I asked for help here. If anyone can play a bit with only my mods on Xbox and confirm if they do cause the no sound issue or not when sitting alone in the load order
I also don't have an xbox, so can't help with the testing, I've been seing the no sound floating around, but haven't seen a good theory on why an addon with no sound assets could even start to break it :S
Well. That's complicated. I had some issues as well when switching my mods code to the official compiler
The futuristic AK mod is busted... If I reload a save the skin disappears
I haven't heard it floating this week, but was hearing some rumblings last week about mid masters overriding large masters or vice versa??? I haven't heard anything back on that this week.
@dapper galleon based on what we were just talking about, I've seen that different saves can break sometimes because of different mods. Do you have another character save set that you can try it with?
i have a level 515 toon in Akila City -- if I load the decorated core manor that save will blow up, but the save for the 492 toon in the starborn guardian over vectera just chugs along happily with it loaded
No I made a whole new character and deleted the other, I just went ahead and deleted the mod
I think it's going to boil down to the combination of mods loaded, the load order, and all the assets that may be in use in that particular save that will, at the end of the day determine exactly what mods break or not... so yeah.. challenging to troubleshoot for sure
Perhaps, I don't really play the game all that much though so It's kinda a Bummer. I really liked it
I have about 30 or so mods on my Xbox and I rarely have issues these days (since I tweaked my load order).
@dapper galleon get that too, and i think that a lot of the folks in here forget that people just want to sit down and play the game, and they don't want to play tier 1 tech support 🙂
Sucks the game doesn't just auto place things in proper load order
if you look above I've posted a template on the load order, which applies to both PC and XBox -- I typically run 85 to 100 mods with very little problem, maybe it'll be helpful for you
If you run on PC you can cut and paste all your plugins into it, and leave the comments and whitespace in place -- the game will read it (and nuke it the first time you run it too) -- so keep it around as a backup to tweak when the game DOES mess with your load order -- which is any time you add or remove anything from the creation store -- it's much more visible if you mix nexus or manually loaded mods and creation store mods
If you're on XBox, well , at least you can reorder it based on the template and keep it around when you mess with new mods 🙂
The "save load order to bethesda" seems to ONLY save the order of mods in the content catalog -- if you've got vortex/handloaded mods, the order's gonna break still.
I've seen mods that make robots and pets into followers (not companions) -- does anyone have something I can look at for making NPC's into followers? At least for a quest duration -- I'm thinking like Emma Wilcox in the Freestar questline -- they follow you until you complete their quest chain. Ideally at the end of it, Id also like to convert the NPC to a vendor with a fixed loot list
Phase II, I think I want to have him at a new quest location with a new fixed loot list -- would that just be cloning it as a new NPC asset you think?
Mods = love
Thank you, I believe the issues I’m having with my game are with this so tonight I’m going to spend some time getting my order right. 💯💯
Yea I think that’s my main issue, everything works but my order is outta whack and it breaks my game 💀😭
Any idea when the new update is coming out
@thick plaza no idea, hopefully gave them enough in the bug link for them to find and fix the creations catalog corruption errors, and I'd definitely love to see WIP mods come back, as well as general in-game vs website game library sync resolution
I'd also be rrrreeeal happy to see the CK wiki come online 😄
Hello, is there a mod that skips ship landing/boarding cutscenes for xbox version of the game?
I have all that from a really good vortex only mod, which relies on a FOMOD set of installer options, I'd supposed the "skip all" COULD be ported over to xbox🤔
I really hope it will be ported to xbox, thanks for your answer
Any chance someone might be considering making a mod like Place Anywhere like FO4 had? Where you can ignore the red "can't place here" warnings and place stuff floating or inside other things. Along with disabling collision to place stuff in walls and floors.
It's one of the few things I'm still really hoping to see, it made building in Fallout so much better. I'm on Xbox, if it matters.
@lofty flume there's two pieces at play for that -- the first is when regions or zones are marked to exclude building altogether -- there's a couple PC mods, that I believe rely on SFSE, so they'd be unportable -- which can override the area
as far as the object placement and collision detection, there are .ini settings that can be overridden, but I haven't seen the in-game or papyrus equivalents to set them
I'm always frustrated with the "your foundation is too tall" error when building outposts. I'm surprised that's still a thing lol.
I have the Build and Decorate anywhere mod, which is great and all, along with the glitch to place outposts on POIs. It's really just all the collision warnings and stuff that drives me nuts. Can't place something too close to something else despite there being room, having to rotate things just right because hitboxes are weird on items, the foundation warnings and whatever else like Rex said.
Appreciate the reply. I figured it wouldn't be something easy, was just curious if anyone was looking into it really.
thanks for the heads up. i will enjoy this combined with your other mods. going to make my own private vault.
Is there any chance we can make a Rathalos from Monster Hunter into the game? If not the moveset then at least the appearance.
I used the "build anywhere" mod for a while but I gave up trying to tweak building in restricted areas. Too many issues getting everything like I wanted. The mod itself worked really well though.
Yeah, I mostly use it to add small touches to areas. Adding a couch to a shop to make waiting easier, adding some crafting benches somewhere, adding a small decoration here and there
Is anyone making a mod that allows you to make working outposts in restricted areas?
SKK player home anywhere about as close I know of
I know of a mod called Build Outposts in restricted zones (Over POI) does it but I’m wondering if anyone is making one similar
I’ve trying to use it but it’s not allowing me to assign people the outpost
yeah, i think in that case, like SKK's its a player home, not an outpost right?
Yep, that's the issue with restricted areas. Check out OldBards mods for crew
https://www.nexusmods.com/starfield/mods/4639?tab=description does a different way, by basically "bulldozing" the area (but not really) and clearing the flag that sets it unbuildable... but it still has too many console command dependencies to run on xbox
It’s not possible to get it on Xbox. That’s a shame
Which mod is it?
Just posted
Speaking of outposts, boy are there some bad navmeshing issues right now. I hope Bethesda comes back to outposts in the future to fix some of this. The large Hydroponic Hab B connections to other habs are totally broken, NPCs can't walk between them at all.
am i misunderstanding LBGSHI's mod? does it enable outpost (with harvesters and power and stuff) or just player home (decorations only)?
His mod allows power and stuff. I used it at the DreamHome.
neat, i'll have to play with it!
so I know that the sleepcrate is a little bugged, and registers as an outpost (I can build an SKK Universal Collector there) -- I was wondering if anyone tried doing that inside a city cell like neon or akila just for giggles?
Does the build anywhere mod comes with an outpost marker on the map?
i don't think inherently it does... that build anywhere is just a set of console scripts, once you build the outpost in the prepped area though, it should behave like any other outpost
I believe so, but it's been a few weeks since I used it
oh.. lbgshi not the older one
but i'd expect the placement of the beacon to determine the map, not necessarily needed within the app that enables it
It does place a marker on the ground in location once you activate the ring. The marker is a modded power switch.
LBGSHI can explain exactly how it works however since it's their mod 😃
yoyoyo anyone who knows how to use the creation kit in chat????
I’ve noticed a bug now where the game crashes when trying land at new Atlantis spaceport
It's just a simple spawn of a decorator or outpost builder using a different model for ease of use and tidiness. Nothing custom beyond the ability to spawn the object and the model change.
cause it doesn't know what order it needs to be
What do you need help with there’s a videos on YouTube to help you as well
^
if your meaning for starfield specifically, what applies to 4 and se (probably more skyrim se at this point) should apply to starfield for the most part
one thing about bethesda using the same engine is the wealth of knowledge that exists for it.
OK, all my XBox mods have now been uploaded for PC as well (on Bethesda.net). Enjoy.
I tried to edit the terrain around a custom POI however when loading it ingame the terrain changes are not saved. Has anyone found a solution for that?
Something else might be overriding it
what could be doing it? I tried over a few weeks to fix it.
What's all in your mod order
I have no other mods loaded
the edited terrain appears edited in the creation kit however not ingame
Okay wanted to make sure
Did you make a new save and fast travel to the locati9n you edited?
I tried various times with different saves. traveling in from another system to make sure the character is not close to the edited location
have you worked with terrain in starfield?
Nope, but I've worked with it in other games. That's why I'm asking to rule out weirdness with procedural generation
I talked to another person in this discord a few weeks ago and they had the same issue when editing terrain. I wonder if it is a bug or specific to individual users
And the mod itself is actually enabled right?
yes the location loads in and I can enter the area.
objects placed appear correctly, just the terrain edits wont appear ingame
@sharp lynx
Just waiting for a new house design to plop in that spot. Also I noticed the current Luxery home packs homes don't block out the rain
Work in progress VC.
Instead of the usual weapon tiers (refined, advanced etc.) the weapon can be found in varying conditions ranging from badly damaged and dirty to looking like it's come straight from the factory, the visual changes are overlayed on top of the regular textures so they will apply to any cosmetic changes done to the weapon and most attachments too.
Being in poor condition also makes the weapon do less damage and become unreliable.
How did you achieve those material settings? Are you using a layer with a mask?
Good night beautiful people 🙂
has anyone ever seen the game crash when calling the GetCurrentDestructionStage() method? Any idea on why that would happen? I know the object is not NONE and it behaved properly when checked for .IsDestroyed
Not off the top of my head. Did it crash no matter which destruction stage it was currently at?
(assuming it had more than one destruction stage)
And are you explicitly calling that function via script, or some other mechanism?
I am testing my repairmen (WIP) for one of my mods so I destroyed everything possible in the outpost by setting damage directly. So I'm not even sure yet which object it is.
And yes, I am calling it directly in the script. First I check if it is destroyed and then the next check if for the stage
Hey guys, I have been using the Starfield CK for the first time. I was wondering if someone could explain me what is the new post effect volume and how do I edit it? Is it a replacement for the old Cube maps?
From my script I'm getting nothing, rather than getting a crash
I'd test with a new custom object that you manually add three or four destruction stages to. Damage it up through each stage while running that function, including the final destruction stage, and see when/if it crashes.
(give it enough "health" so you can control for damaging it enough but not too much per stage)
Is your final destruction stage a disable/delete? That may play a part.
Makes sense. It seems to always be the same object in the hierarchy, so it should be simple to do that test
Not AFAIK. If it was wouldn't it cause an error instead of crashing? Wouldn't is destroyed trigger it?
i was just shooting a couple objects in my outpost and then trying to detect them as damaged/destroyed 🙂
I wouldn't expect a crash, but this is a new CK for a new game, so who knows? 😁
probably going to do a SMALLER outpost for continued testing 😄
Haha
Indeed
WIP of the 3rd POI of my upcoming pack. This one is an underground research bunker performing some less than ethical experiments. About halfway done with this POI.
uggggh... i borked my script path and stuff, and now CK can't find it to edit... welp.. this is why we make backups :S
if i was smart i'd set up a mini git repository on my nas and manage it that way
I dont even know if i want to upload this its a medium master
maybe just the tank one
question, should I use grass or place sand for a zen garden?
you gotta have sand in a zen garden
this will for sure cause fps drops if you look at them
https://creations.bethesda.net/en/starfield/details/5e76aa14-30bf-4b92-bc8e-98a12e32fabd/Credstick_Pile_Decorations
Trying to get hold of @frosty rover about the Vigilente Mantis suit. If I use Darkstar Mfg to make it Mk II it reverts too the original Mantis suit. Wykkydgaming (author of Darkstar) said he needed to make a diff mod that patches his to work with Darkstar MFG and that there was a tutorial on Wykid’s discord.
Does anyone know of a mod that gets rid if the settlement build limit all the mods I’ve tried aren’t working ( Xbox)
@mystic fox there's a setting in the StarfieldCustom.ini -- bBudgetEnabled=0
I have yet to figure out how to push this through an addon, or I already would have done so in my outposttweaks 😦
That’s only on computer though correct?
One by @wraith scarab works well
Correct, i thought I'd found a setting that can boost build budget to 500, but i haven't been able to show if it works or not (might only apply on a new outpost build)
@stoic copper but does it improve the BUILD budget??
I believe so I’m not absolutely sure but the mod works well and I’ve had no issues with it
That's his Outpost limits Increased... I'll double check it, i don't recall that being part of his improvement.
nope there it is indeed... is that deprecated now @wraith scarab with the .ini overrides now being gone?
The mod itself uses an ini file but apparently Bethesda removed uploading of new mods with ini files
Was just writing that, but no. Existing mods using ini files should be fine
ahhhhhhh.. didn't realize it still worked for legacy
Feel free to try this
wonder if you can just inject your ini with the same name as your esm into the ba2 and "trick" it into taking it
I sense an experiment coming on 🙂
I don’t get why they removed the option but yet FO4 & Skyrim still have the function
If I had to take a wild wild guess, it might be that ini overrides don't flag the game as modified I don't think
If it’s due to bad mods then people should just remove those mods, so now it means we gotta come up with workarounds / add scripts to do it
that and possibly "harder breaking" of xbox than PC if they're malformed?
yeah.. and SOME things like bBudgetEnabled just doesn't have a game setting 1:1 mapping
Exactly and that’s what the ini file contains
I actually already had that installed
Yep.. i remember, I used to run it, until i wrote my own that had different values 🙂
It MIGHT be that the function to use them has indeed been disabled
So in your personal opinions is an unlimited outpost budget undoable in the new creation kit or is it just that nobody has figured it out yet (on Xbox)
i'd found a build budget item, but realistically only expect it to apply to a new outpost
at this 10 seconds truly unlimited doesn't seem possible for xbox
the setting i did, changed it from 50 to 500
I suppose one could go the other route and set all build COSTS to zero
that'd be a LOT of touchpoints though.
My mod already does it and should be fine since the mod was created before Bethesda new update BUUUUT, if anyone is willing to do a test script for me here’s the code:
Create new mod
Create quest
Create script on the quest
OnQuestStart:
scriptname TestQuestScript extends Quest
Event OnInIt()
SetINISetting(“workshop:bBudgetEnabled”, 0)
EndEvent ```
That is untested and I won’t be back modding starfield until I get back home “holiday”
i will test it in a bit.. you ok if I keep it in mine if it works?? 🙂
Go for it
Can do me a favour. If it does work then upload it to BethesdaNET for both PC & Xbox
Otherwise I’ll do it myself when I’m back
i'll have it tonight or tomorrwo morning
Ok thanks guys for the help I may use the mod that expands the limit then break my outpost into two outposts.
man i'm gonna have to run that back through sf1 to find the setting
Yeah I stopped modding Stafield like 2/3 weeks ago to catch up on customer orders, then I’ve got my “holiday” to pack and prepare for then my motorbike needed repairs so I just haven’t had time plus I’m creating a game in my spare time lol
I’ll be back at it when I’m back tho
too many caps... ok... thankyou automod...
please for the love of little green apples Bethesda, give us the side by side comparison where we can see every setting our mod makes quickly and easily!! k thx!
aha... there it is
OK
So I used Game Setting uWorkshopBlueprintBudget
it's set to 500 instead of the default of 50.
I know that when I disabled the "no budget, and then started building in an existing outpost, that it didn't work -- but I haven't had a chance to go build a new outpost where i can build animal husbandry facilities (the only thing the REALLY eats up build budget fast)
that's in my aio tweaks, so let me double check if that's in the last outpost tweaks I posted
IF it does work on new outposts, that should work on both PC and xbox
But either way, I'll also try out @wraith scarab script solution too.
Try set it to 0 but tbh I think I tried that option before and it didn’t effect anything. The script I sent in theory SHOULD work since it’s the same option as my ini, works on existing and new saves the second the game & quest is loaded
it totally should... i just don't know if ini settings are accessible from script on xbox? maybe someone smarter than me can confirm?
The ini option is in the game by default and that would just be setting the games base value from x to 0
if it doeeees though.... next up is my settings that I did to the clip radius and stuff for workshops 🙂
all the overlap and placement things
Got it figured out. Thank you for your help, it was actually missing the mesh.. because i didn't pay attention when naming it and fat fingered some extra letters into the path.. lol
while i'm fixing this, i have only semirelated quesiton.... i made an ingestible, chose the nif of the hammer, and it does indeed show the hammeras if you were looking straight down on it and it was standing on it's handle.... how do i rotate the view that's presented when you open the object in the inventory preview?
@wraith scarab -- compile error \IniFileInjection.psc(6,4): SetINISetting is not a function or does not exist
@everyone so listen this link I’m gonna send is a guaranteed fix for the audio glitch in Starfield so be sure to watch my friends video
It's time! In this video, we'll look at the new Starfield Creations menu and some bugs. With that though, it's an exciting time, and 100GB mod limit!?
#xbox #starfield #mods
Oh, and the 'Hamburger' button is the menu button on your Xbox controller. I just say 'Hamburger' a lot cause I like Hamburgers.
0:00 Intro.
0:43 The Creations Menu
4:2...
This video was put up by friend of mine. It’s a guaranteed fix for the audio glitch when it comes to mods on Starfield you’re welcome.
IniFileInjection.psc(6,15): no viable alternative at input "workshop:bBudgetEnabled" doesn't work either
My new chargen plaything
out of curiosity has anyone figured out placeable doors for interior outpost habs yet?
Layer with a mask yeah
@wraith scarab @mortal tundra I figured out my issue I used the place anywhere mod and it allows me to build above the build limit
Build anywhere mod sorry,
@mortal tundra @wraith scarab SetINISetting has always been console only. That's why there were script extender functions for this for Fallout 4 etc.
There any fix to mods that just decide to delete themselves from your list? Have to keep re-downloading one
Is seamless grave jump mod on creation kit ?
its a current glitch that needs to be fixed.
Man there’s seems to be every type of issue with CK, I can’t even install it to test my game without it bricking it and it having me uninstall it again and again and again 😤😤
Damn, alright thanks bud
@mortal tundra @wraith scarab I've never really dabbled with outpost building; what is the build budget? Total number of things you can build? Or something else?
There might be some more...oblique ways to affect it.
Officially? No idea, I just set the value to 0 so it’s infinite but it relates to you can build x amount of stuff
If you use my resource balance mod it will force you to use outposts & asteroid mining
What is actor value WorkshopCurrentBudget?
Might be worth trying to set it to a large value on the player via magic effect (through a quest alias) and seeing if that uncaps it.
I was thinking I'd seen a perk entry point related to outpost building limit, but I was apparently mistaken. That AV may be useful, though.
So I'm seeing mods that say all Platforms but after I book mark them and go to the creations tab in game, they don't appear not even when I search them
Can you give an example?
This one doesn't appear
And I wanted to build a willy Wonka style outpost
Also the Dev weapons one also doesn't appear.
The only thing I can think of is that these mods are built on what I heard as a ini file so They won't show in creations cus those cause problems from what I heard
That screenshot implies it's only for PC, not all platforms.
Hmm, never mind, lol.
I see the PC portion but the. It says all platforms so it's rather confusing.
As I understand, mods that used ini file edits before that was disallowed are still available.
Are you on XBox or PC?
Xbox
When you look at Bookmarks on XBox are you going to View All? I think it only shows a handful in the main view until you scroll left/right and click the View All box.
Yes I go to view all, I actually never used the Scroll tab version
Oh, you may also need to click the XBox symbol in that webpage, otherwise it may be bookmarking the PC version.
(so, go back to the web page, click the XBox symbol to switch to XBox version, then bookmark it)
Nope, disregard that as well. It doesn't seem to differentiate.
I think it is only PC
Yeah, I was just trying to find it for XBox and it's not showing up..
Ah, that "All Platforms" text you were looking at was for the number of Thumbs Up ratings it got.
It totals Thumbs Up for all platforms. In this case, only one platform.
Ok, yea that is truly a confusing wording
Agreed.
@sly ocean Sorry, got my amazon shipment, dock for my steamdeck arrived, new drone and screen protectors.. happy primeday loot!! 😄
The outpost budget in that variable i put says 50... if you open the workshop in CK it says 2500, but I haven't been able to retreive it in-game.
I run into it with the industrial animal harvesters (and really ONLY then) -- can only place 5-6
With greenhouses, I think i maxed out an outpost with about 40
i believe the mod is still available, and it still downloads the ini, but i'm 99% sure that even on PC it doesn't honor it any more.
@dapper galleon Check if it has "Work In Progress" tag
Nothing WIP can be loaded in-game any more on PC or XBox
Congrats 🙂
I'd recommend looking into setting AV on WorkshopCurrentBudget for player via dummy quest player alias ability. Fairly likely that will do the trick.
@slim sun Thank you sir, I had figured that to be the case much like my "removeworkshopitems" command... trying to find an equivalent inside papyrus limitations
@sly ocean I'll continue playing with it for sure... was also gonna test FOR SURE that the ini overrides don't work on PC any more.
@sly ocean you think it would be tied to the playerref or the outpostactivatorbeacon ref?
I would love to see some power rangers mods you know like power rangers in space
Player.
the outpost related one i'm building right now is at the point of dumping a lot to the screen and logs, so i'll go see what i can get 🙂
I'm surprised it hasn't been done already, and Deadpool or Ironman suits.
Ironman makes sense but not sure about Deadpool
well deadpool is immortal 😄
do any of you guys mod with a pc that only has 32 gb ram? what's that experience like? is it worth it to try and use the creation kit with only 32 g?
I only have 16GB and I get around the CK fine. It's slow sometimes and the load time is several minutes, but the CK has always been like that for me anyway.
are there any ship paint mods? I searched paint on the CC and didn't get anything.
I'm looking for like matte finish and maybe like polished or brushed metal
So, the mod i thought had something turned out it didn't so my plan is to import a couple of hairstyles from fallout 4 into SF along with a lipstick color i like from another mod lol
My sound just stopped working after downloading a couple mods?? Is it the load order? New to modding i need help figuring this stuff out
Awesome! Thanks for the response
forgot to give the CK admin lol
als 32 is the minium, I have 32 and it's slow to load for me as well
I wish there was a Dark walls version of Diemos,
I don't really like the Hopetech stuff because it looks like it's going to rust. I like the control room han for it but outside of that it's a weird ship Hab. The captain quarters bathroom has the toilet slammed close to the sink
anyone know where i can edit lipstick color?
@fickle robin - xbox?? give this a try
It's time! In this video, we'll look at the new Starfield Creations menu and some bugs. With that though, it's an exciting time, and 100GB mod limit!?
#xbox #starfield #mods
Oh, and the 'Hamburger' button is the menu button on your Xbox controller. I just say 'Hamburger' a lot cause I like Hamburgers.
0:00 Intro.
0:43 The Creations Menu
4:2...
AVM data
what's avm data and how do i get ot it from the start up screen for the CK?
nope, that wasn't it
wait so edit you mean change the color?
yes
welll ya eed paint.net to edit it
i want to make a replacement color
what i want to do is what this mod does but for starfield https://www.nexusmods.com/fallout4/mods/22330?tab=files
okay so i have paint opened but i can't find the file to edit it
64 still takes a minute loading in.
it crashed on me the frist time, but now i have it opened
or i did lol untill i closed it thinking i didn't need it to do what i want to do
wait no need for Paint.net
I got something that'll help you.
https://www.reddit.com/r/starfieldmods/s/ACiZZjDls4
@fallen vector it's not exactly what you're doing but process will help.
^^^^^ @hoary lava
now to wait for the starfield esm to load in ck...
this is where it froze/crashed last time lol before i reloaded it
@autumn idol I'm popping in and out, I'm sorry, what's going on lol?
guy here trying to make this for SF
okay i have it selected
i right click and mess with the color right?
no, now i gotta get the color right rofl
but thank you ^_^
yw
i've done simple number edits to armor in skyrim,but nothing liek this before
I'm guessing looking at that mod in fallout 4's ck show me the numbers?
yep the gap from skyrim to SF is huge
or i could jsut look up the numbers lol
I use a laptop 😂 32GB DDR4 3200MHz Ryzen 4600H (I think) and a GTX 1660 (I think) and I can run the CK fine, play starfield fine plus a bunch of other PC games and unreal engine 5
Laptops a beast Yano 😎😂
NVIDIA GeForce RTX 3060 12gb is my graphics and my chip is AMD Ryzen 5 3600
Runs the Skyrim next gen LO (800 mod 4k one) sound as a pound tbh
Damn
okay i got the color saved,even if i did typo the name so what are the next steps?
save plugin, enable it, and test
just save it right into the data folder?
yes
Hello all. I decided to give Royal Weathers a try. I crash every time I try to fast travel. It’s probably my load order. Just checking to see if anyone out there is experiencing the same problem.
@thorny rain disable mod and see if it stops.
maybe with more folks on, y'all can see it and someone will have some advice.
For my "repair button" I want to show the hammer in inventory preview
I chose the tools\hammer.nif and when i do I see this:
in the inventory preview -- not exactly a hammer that's recognizable
I rotate it to the view i want, hit OK.. but It doesn't seem to save that rotation. Any advice how to get HERE:
Doesn't the mesh dictate orientation?
unfortunately I got less than no idea, this is the first object I've tried to do this with.
For instance, that hammer is always laying like that in game. You would need to open in Nifskope or 3d software to edit the weights, I presume. (I am not a 3d guy, I know very little).
Good luck trying to rotate items in that preview window
oh...ohh.. i think i found it ... preview transform
and you only edited one tab and not both?
so, i think i messed up and made a whole new lipstick, then i went back and edited one of the ingame lipsticks to the color which worked.
I can upload the crazy mod and you can download it and mock me 🤣
Is this your first go at modding?
beyond editing some armor values for my own personal use in skyrim, yeah
Awesome! You'll do just fine, and usually people in here are quick to help if you get stuck. If you ever have questions about materials/texture/skin work (art based) you can always tag me.
thanks, i'll keep that in mind if i chose to go deeper
Watchout, it becomes an obsession.
I wasn't gonna show em off, and just submit tomorrow but it's quite in here and I'm bored whatever. Sneak peek!
@sly ocean @wraith scarab It appears that .ini overrides ARE still working.. my starfieldcustom.ini has bBudgetEnabled=1
[Workshop]
bBudgetEnabled=0
in my addon.ini (same name as the esm)
and in-game behavior is folowing the addon (verified by renaming that file to .bak, and observing setting no longer applied)
I don't THINK my increase from the property took effect, as I still can only build about 6 industrial animal facilities before maxing the build out
It’ll still work on PC but is the file uploaded to Bethesda net and tested on Xbox?
I see starborn, I like
The weapon looks cool sf too
i will have to fudge it with a bae extractor tool i think.. will find out
first test was if it still worked 🙂
Couple more to go with it, 4 variations of the suit. Thanks!
Np! Looking forward to it's release
@hoary lava Just tried it and everything seems to be normal again. I was using the dynamic weather mods but couldn’t resist the sirens song of a new weather mod🤦♂️😄
tool to fudge with is Archive.exe in the gamedir/tools/ folder...about to publish my outpost tweaks with it embedded in on both
basically, you create the archives and prep it... shut it all down, edit the archives, and then start it back up -- we'll have to see if it scans or checks the archive, but preliminary checks on the pc side seem to have it working
i need to build one more fixer into outposts before i upload it
I did sort of copy and take some inspirations from a few people on YouTube and the discord though so it's not like an original design idea
Thanks for the info
When land vehicles come , I’m replacing the model to a Dodge Charger 🇺🇸🇺🇸
Doing the final compiles on updated outpost tweaks... INI file DOES still work on pc if you can get it there... i manually injected into the ba2 archive, and we'll see if it goes on up to Creations site (or if it redoes it as part of the process)
but it also should have fix in place for persisting outpost management through ng+
awwww
for both
although... it did not seem to force a regen on the ba2... so..
and.. that's a big NO 🙂
while the .ini file is present in the ba2 it's not recognized.
has anyone edited terrain so far? I watched various tutorials on creating new POIs however no one actually edits the terrain. If I edit terrain the changes never show up ingame.
Which leads me to 2 possibilities:
-
The game treats POI locations differently from completely custom locationsand does not allow for terrain editing (unlikely)
-
it is just bugged
@tulip rapids This looks interesting: https://creations.bethesda.net/en/starfield/details/a692472e-b1e6-4139-98de-6c5fb0b29026/Cedar_Crest_Villa
finding a body i like is a challenge lol
We need more Skull decorations. I'm doing the predator helmets and want a true trophy room.
I kinda wish I could mount helmets or Skull decorations on the walls
I'm definitely getting that after I get of work today
I am going to make it Predator themed it's kinda why I want more decor based off the tracker place
I'm away for another week but I'll be checking it out once I get home!
This looks cool: https://creations.bethesda.net/en/starfield/details/6101c726-2694-49b7-b611-725ca52ea41d/Paradiso_Cabin_as_Outpost_Structure
Wow! I asked DownfallNemesis about the possibility of doing this a while back. Fantastic! This is the perfect solution for a small, hidden away outpost. This is an ideal build for the Dauntless crash site too. @neat crow Thank you so much!
This game could use more anime haircuts
I have three islands and a mountain top location for those cabins all ready to go lol.
@languid fable Thanks for posting that too.
Looks nice in game. I have to subtract a review point due to there not being lockers with swimsuits to loot though. 🤣
Current progress on Flashbang grenade mod
@solid osprey That's awesome
So I’ve come to realize what’s breaking my game is either one of Bethesdas mods or a mod I paid for. 🤔
Has anyone had issues with the observatory or the enforcers pistol?
im not sure what i did to break vending machines on my normal save
Gooood Morning! Made some additional progress doing outpost dumps, turns out the WorkshopBudget AV is indeed tied to the workshop, and not the player directly... so will be trying to see if I can force it to new values... maybe do an event handler to always reset it back to 0 when you enter build mode....
Is someone in here able to make a mod that makes the Diemos interiors have dark colored walls.
would flame decals for ships be possible?
the enforcers pistol is one of the mods that cause the auido bug.
Observatory, yes. If you uninstall the mod after it's built it seems you have a big problem.
@scenic shuttle there's quite a bit of suggestion that any mod can cause audio bug on XBox at any time, the suggested workaround right now is disable all mods, exit sf, re-enter sf, enable all mods.
It's time! In this video, we'll look at the new Starfield Creations menu and some bugs. With that though, it's an exciting time, and 100GB mod limit!?
#xbox #starfield #mods
Oh, and the 'Hamburger' button is the menu button on your Xbox controller. I just say 'Hamburger' a lot cause I like Hamburgers.
0:00 Intro.
0:43 The Creations Menu
4:2...
I don't have an xbox, so I can't personally try this out, but I've seen it posted in more than a few console related locations, and have yet to see someone reply "well no that just didn't work for me"
i like how stuff fits perfectly in the glass to make in not clickable
- disable physics
@languid fable it seems to be ok if you delete the obeservatory first 🙂
but you're right if you have observatory built and unload it, bad things happen
if i use console to give myself stuff is that the same as being on a creation save
I dont wanna bork my base game
@chrone yes
when @languid fable and I were doing all the testing to try to find what conditions would trigger the corruption, this was one of the "test events" -- I have a keybind macro to cast elemental pull... doing that while you're in the starter mission flags the game "C"
unless of course you're running achivement enabler, in which case, have at it 😄
any give, mod, set all seem to flag it
cgf
Yea it’s both of them and I think the new Allied desert skins mod also breaks my game lmfao
I’ve been testing all morning and it’s only the Bethesda mods and the paid ones that make it crash on start up
I’m able to install my usual list perfectly fine and it boots up smooth but when I add those specific mods it absolutely destroys itself
Ok can confirm Enforcer does work for me
I think it’s either Derek or the Gravis suit
Valkorin, in a lot of what I've been seeing it's also very dependent on the save you're loading. You could have another save (another character, another stage of the game) which you could load with zero issues.
That’s what I’ve also gathered which is why I planned on starting completely fresh to avoid any issues. But this isn’t in game, this is just starting it past the sensitivity warning with out crashing 😅😅
yeah, is this on xbox?
Yes
Certain mods will break my game completely in which I can’t even get to the menu to take off the mod
loverly
And afterwards it’s the skeleton ship issue which your load order answer will probably help fix (which I very much appreciate)
the other day I made skeleton akila :S
and then fell through the world when i entered core manor
Yikes 😭
fun times 😄
I also want to install the doom suit mod but I’m afraid it’s also a mod that will break 💀😭
Again.. observational, but its mostly:
How many mods do you have loaded
How many of those are bringing in assets (audio, video, mesh)
How many of those have in-game assets in play
What's the load order
mods shouldn't be able to break the game before you get into the menu
they theoretically aren' loaded yet, so may need to run a "refresh install" or whatever the xbox equivalent to check the install for any bad files is
So why I’m gathering is adjust the load order BEFORE closing the game to minimize it crashing upon startup
yes 100%
Ok perfect that explains A LOT
on PC as soon as you enter the game, the content catalog.txt will get corrupted -- I haven't SEEN the same on xbox yet -- nor have i seen "oh my xbox crashes as soon as i enter the creations menu"
that seems to be PC/ContentCatalog.txt thing only...
BUT if it is happening on XBox, I don't have a good answer, because you can't get to the problem file.
Well I’m starting to understand how the mods are working (Xbox at least), because the mods are changing the code right? So in order to make things run smoothly you have to put the mods (the codes) in a certain order that way it doesn’t break the game…… am I understanding correctly?
For load order, i try to generally stick to this:
Bethesda/Paid Content
Community Patch
Cosmetics
Ships
SkillFix/Tweaks
Known Overrides (ZeeOgre tweaks are all overrides)
Last load wins, so doing it in that order will minimize conflicts -- at least ones you' don't know about and are doing on purpose.
some mods introduce assets to the game (all the cosmetic stuff) or change the behavior of existing assts (some of the ship stuff) or change the behavior of the whole game (Fixes/Tweaks)
Cosmetics are "expensive" and larger than stuff like my overrides -- i think mines < 1kb, especially the ones with no scripts -- BUT they still occupy a "slot" -- testing out there suggests the XBox "magic number" is right around 115. So no matter how big or small, once you get to that number of mods, things WILL start breaking.
When fewer than 115, then you start looking at what are yo bringing into the game -- Something like DerreTech, Emporium, TG's Homes -- they bring in a lot of visual assets, but on the flip, you may not have all of them active in your saves, where you bring in a star wars reskin, and all of a sudden everyone walking around you has Aurabesh logos, and new jedi robes, you've introduced a few assets, but your game now has a lot of them.
It's hard on mod creators -- "your mod broke my stuff" -- ehh.. my mod was the straw that broke the camel's back FOR YOU... and with what is it now 1200 mods out there none of us can test interplay of all of them, and definitely not for every save condition.
I get it, "your mod broke", and it sure looks that way sometimes... when a good portion of the time your save's broke, and just not compatible with the mod.
Especially if you are removing and adding mods within a save, there's a reason the engine warns you about loading in with mods being disabled.
Anything more than cosmetics def takes the risk of breaking saves.
Doesn't mean we all throw up our hands, because sometimes we DO do stuff that doesn't work, or breaks fairly regularly, but asking "what else is there" is pretty important.
Outpost Observatory is a great example for @hoary lava point... if you have one built, and you remove it, your outpost can get REEEAL hard to manage... USUALLY you re-enable it, delete the item, and then you can safely disable it... but what if you built 20 of them? you sure you got em all?
Asking for reg issues.
while a few folks will tell you "no way, never ever disable a mod in a save" ehhh... I can't get behind that.. if you disable everything, go through unity, then all the assets are gonna get wiped from the save... it's the safest time to do it... is it perfect? no.. but it is as close as you can get.
Always keep some semi-vanilla saves somewhere if you are heavily modded. My game is mostly vanilla and I like to think most modders keep their game mostly vanilla for QA purposes. For instance, I run like 10-12 mods at a time and I keep full vanilla saves just in case.
90 mods baby 😄 If my stuff don't work with everything I play with every day I don't want it 😉
yeah i have a completed base game that i test on
but your point is well taken
"coc MQUnity" amazing how quick you can get to a clean(ish) slate
I KNOW.. perks didn't reset, some of the indicators for quest completion didn't reset... some stuff persisted.. but not the assets that USUALLY make that save really blow up mods
I think my words are being misinterpreted, I’m not having issues with my saves, my saves are fine. My issue lies after installing a mod on CK and then CLOSING the game back to home screen (it’ll usually crash anyway so I preemptively close it). I then open my game back up, I get to the “sensitivity warning” and then it usually shows Bethesda emblem only it crashes right before it.
I cannot access the menu unless I delete my reserved space.
I’ve tested every. single. mod individually to make sure I can AT LEAST get to the main menu.
That’s why i wanted to make sure if i needed to edit my load order BEFORE closing it to make sure it doesn’t cause the issue I’m having
@warm helm I don't have xbox.. so don't know... On both Gamepass and Steam there's a "check files" option .. is there similar on xbox?
Have you extracted Materials into local files?
he's on xbox, don't think he can
I have it on pc as well but i mainly play xbox because my PC isn’t as great as it could be 💀
Ohhh, okay sorry I am partially present.
You’ve helped me tremendously however because I have at least 96% of the mods I want installed in the correct order and it no longer crashes which is the furthest I’ve been in 2 weeks
make sure you "save the load order to bethesda!"
once you have a good one, because you go into that spot, and it will also re-pull all the mods when you wipe em 🙂
without jacking with library (which is broken on PC anyway)
Dude is a wiz, he's in here talking about stuff most(me) don't understand lol. Nice job @mortal tundra
Coffee hitting hard this morning!
no.. am very dumb.. can't figure out this papyrus stuff and is making me very irritated ;D
35 years doing PC support though, I know why stuff breaks 😄
ive been making AI write my papyrus stuff lol
You're an oldie like me 😦
works sometimes
LOL maybe I should try! ChatGPT or which you having best luck with getting good papyrus from?
ive just been using copilot on windows
mmm.. i turned it off 😄 could make sense since it's a microsoft "property"
ive even used micrsofts art AI to make some of the thumbnails I have
Be careful using that stuff for art based.
so i looked into it and you own what it makes...and its also owned by microsoft...
Ahh right. Sorry.
ptptpththtthtptpptptptbbbtbtbtb
and I like what AI came up with for my dude... he cracks me up every time I look at him
@mental timber ownership of AI Generated assets is dicey... SO FAR copyright can't attach, so by definition if it's AI generated, NOBODY can own it.
right but ill take my chances with Microsoft generated art on a Microsoft owned platform and game
I thought at least for the paid creations anything AI generated was verboten
It is, I believe it's only paid. Rightfully so.
but is it? I guess that can be a real gray area... because I'm not NECESSARILY paying for let's say that camo skin pack... it's not the exact camo pattern and choice of how it's applied that I may be paying for, but rather the know how of turning a pattern, that is esthetically pleasing into an alternative skin -- something that has inherent value
If AI generated the pattern, does that suddenly invalidate allt he work/know how?
or are we taking the most extreme interpretation of "fruit of the poison tree"
Everything I produce is handcrafted, as I personally believe should be if you are selling it.
If it's for funsies, who cares lol.
OK... and please understand I'm NOT trying to do any kind of flame war with ya... just trying to understand the perspective and nuance...
Not at all man, I am chill.
Oh I got reported and dinged the other day for saying some lightly spicy stuff at best ... i err on caution 😄
I was there, haha.
So let's take my avatar dude
I have absolutely zero artistic ability
the chance of me drawing him or rendering him in blender... heat death of the universe happens first
but I craft him in Open AI, happy with the results
and now let's say I do figure out enough to get him in as a NIF.. suppose I want to sell that -- there I'd agree with you.. nah ... that's clearly a derivative work... but the thing about derivative works of "open" or public domain stuff -- it's ABSOLUTELY LEGAL/legit to do whatever you want with it, and that does include selling it.
the ai thumbnails look like trash if you actually look at them, i'd commision art if I actually were to sell something.
For sure, thumbnails I couldn't imagine being a huge deal either way. It's not like 99% of it is AI generated.
he's more than a thumbnail 😄 y'all may hate all day long but i still giggle every time i look at him
but let's say, for sake of argument, I wanted to take that, blenderize it, and make a nif/skin for an npc
would y'all be saying "no, you can't sell space orcs in the game"
ummm and he's gone :S
if you're saying I could only sell it if I made/commissioned the art from a person, I'd say that's a little gate-keeper-y
and.. he's gone again
#rules AI-Created Designs
While AI artwork is often very interesting, it is not original artwork or artwork created by a person. Please refrain from sharing this sort of content. Moderators will remove at their discretion.
hmm interesting to not have rules like that laid out in the creations guidlines
@uncut cedar thanks for the reminder.. but mahdude, it was really relevant to the current conversation
Rules for the discord, I am unsure of the rules on creation guidelines
Paid creations says no AI generated assets, unpaid no guidelines
"These rules apply to all our Fan Art & Cosplay channels."
wrong channel man sorry
anyway back to AI art
Just asking for a little bit of the "Moderators will remove at their discretion." there 🙂
but.. anyhoo.. y'all can see it suuuuuuuper little on my avatar
well we can't always tell if an image is computer generated.
this isnt the channel to remove that content to begin with
well somebody did enough to remove it three times from my post 😄
"These rules apply to all our Fan Art & Cosplay channels."
Haha, don't say it out loud!
If you see an image we miss, you can always @livid skiff with a link so we can delete it. We moniter a lot some things slip through
So.. alll that being said, and I say it mostly to foster discussion, and try to help us break out of gatekeeping mode... but the flip side, and from bethesda's perspective, AI generated art still has too many lawsuits flying
im just so confused right now
The house of mouse is notoriously quick on the lawsuit, and I've said before I'm AMAZED all the star wars stuff hasn't been C&D'd already.
well maybe its not me thats confused
you're not confused, I'm probably being confusing 😄
no just the part of removing content for a rule that doesnt exist in this channel but whatever
meanwhile we post star wars
That's why I purchased a plan with Adobe. They tag there ai art you create with their models and license you to be able to use the work legally. For whatever you want.
You know what all the dickens has in common in-game? along with melville, and all the other books??? -- Copyright's expired, they're all public domain.
So we're not saying "bethesda shouldn't sell starfield, because it uses public domain sources"
That's the stretch I'm seeing with "no ai generated assets"
But AI Generated assets, while they've survived the first few rounds of attacks, so far, ALSO don't have any copyright attached... legally, you can take my ZeeOgre, do whatever you want with him, including selling him on t-shirts, or in-game content.
This is such a slippery slope. AI generated art allows people without the know how that I have to be able to produce content without putting in the work. That
Thats my only issue.
Idc about the legality of it, I care about the artform.
I do get that dude, but that isn't necessarily a bad thing 😄
making art more accessible is good.
It is accessible, in the same sense that playing a guitar is.
I draw a lot. Ai makes my art even better. If the program your using has match style that is. Not all do.
@hoary lava I think we might have different definitions of accessible 🙂 As well as perceived value for the efforts
Possibly. haha
but in our free market system, is it not fair to say that the market helps determine that value? If the market is satisfied -- let's call it junk -- with junk from AI -- as opposed to hand-crafted stuff, and will pay for it, who are we to gate-keep and say "no you can't buy that"
procedural generation is AI
You're gonna keep going back and back and back by doing that "ohh you used a computer tool like blender, you didn't do that by HAND, you're not an artist!"... and I GET where it comes from
There was a saying i heard that really stuck... and man it's the hardest thing to get out of "Don't let what it cost you making a mistake keep you from correcting it" -- not saying it's a mistake, but don't let those "sunk cost fallacies" rule your thinking 🙂
I remember the outrage of mass effect using a stock photo and now look
because to Chrone's good point.. i get that as a thumbnail, my dude kinda sucks 😄
Zooming it up to full screen doesn't improve it tthat much... but i go back to the original pic, and it's kinda cool 🙂
But isn't that for me (the market) to decide, and not you to tell me I can't do it?
@mental timber what'd you use as a copilot prompt to get it to spit out papyrus for you?
" allows people without the know how that I have to be able to produce content without putting in the work."
As did autocad for architects, and blender for 3d modelers.. does that mean new art is better? Not necessarily there's certainly a lot more dreck to wade through than there was before 🙂
I just have it on creative and told it to do just that
It's learning the tools of the trade, was my point.
Anyone can learn guitar, but you have to pick it up. You can't have AI generate music and call yourself a musician.
I think DJ Khaled and T-Pain would disagree 😉
But, you can use Authoring software to make it better, but you must also learn those tools.
Learning is the key.
Recording studio software still takes talent.
Ok... i'm with you... but supposing your premise is true, and saying we're all in agreement.. it does still beg the question.. why do you get to be a gatekeeper in this instance?
I'm not gatekeeping, I am discussing my opinions.
My opinon doesn't mean anything. But, it's mine.
Let's supposed I made my space orc faction, and I spent a lot of time learning the bethesda tools, and injected 12 orc models (hey I'd be ahead of ecliptic!!) and made a storyline and a base.. my own say vulture sized mod
would you fall back to "umm your orcs were ai generated, you can't charge for that"
No, I wouldn't but it also isn't for me to decide. Importing and rendering them takes natural talent.
I'm shamelessly stealing this idea.
LOL I just got some papyrus to try 😄
Scriptname OutpostBuildModeTrigger extends Quest
Event OnInit()
RegisterForMenu("WorkshopMenu")
EndEvent
Event OnMenuOpen(String menuName)
If menuName == "WorkshopMenu"
; Your code here
Debug.Notification("Build mode activated!")
EndIf
EndEvent
Event OnMenuClose(String menuName)
If menuName == "WorkshopMenu"
; Your code here
Debug.Notification("Build mode deactivated!")
EndIf
EndEvent
meanwhile i have to get mods to talk to their supervisors about this topic are you kidding me
hoping i can get around build limits with the backdoor 🙂
im about to @ some people on twitter istg
yeah.. with you @mental timber applyin a rule that doesn't apply to a channel... ehhh... not the hotness.
especially on something that specificlly say "at discretion", when it was clearly a relevant topic under discussion?
So Kraken, if you didn't moderate it, anyone else want to take credit/blame? a quick "mahbad, we'll try to consider context a little more?" ... or even "we're gonna change the rule here too"
ANYWAY back to these stupid vending machines that i didnt create at all and will be repurposing
🙂
Server Guide/ Server Rules, it is there, the rules of the entire server not just a channel. (just presenting facts, not trying to make things difficult).
Any modification would fall under Fan Content, I believe.
it definitely states specific channels and thats a fact
Right on dude.
just odd behavior... learn to adapt, let people decide what they find visually appealing
I am just discussing with you guys, I mean no ill intention. I am sorry if you are taking me wrong.
not u bruh
@hoary lava I'm for sure keeping it as a discussion only... not holding anything personal at all, you 100% good.
ok cool. Lol, I really am a whatever chill type. Please never take anything I say as abrasive.
and I hope the flip too... not trying to (ok well maybe a little if someone goes, yeah hadn't thought about that might not hurt my feelings 😉 ) but not tryin to tell anyone how to live their life.
im over here trying to make vending machines and this betamax76 guy aready killed it
if he made these custom in blender im done
he ran it through OpenArt 😉
I kid.. i kid 😄
a day where I can upload a nif and say "do this to it" sounds wild
that's the only time I'm ever gonna build one 😄
ive opened and closed nifskope so many times now my brain is too small
used JMPZ11's take, with the script to fix the May patch... and I re-nif'd DerreTech.... this does not leave me with any claim to "i can nifskope" -- all the props go to JMPZ11... i just let it run for the 45 minutes to get through all Derre's nifs 😄
and then with his permission re-uploaded it so people could get it without having to run the script on their end for possibly even longer (I dooooo have a pretty good machine after all)
@vast crystal you asked about a crash condition doing some outpost scanning with papyrus... FYI, yeah, I'm getting the same ... will see if i can pull which call crashed it this time
ObjectReference[] WorkshopRefsLinked= WorkshopRef.GetRefsLinkedToMe(WorkshopItemKeyword)
log("Beacon Workshop = "+ WorkshopRef +" with "+ WorkshopRefsLinked.Length +" Items Linked to Me")
I = 0
While I < WorkshopRefsLinked.Length
ObjectReference WorkshopRefObject = WorkshopRefsLinked[I]
int iGCDS = WorkshopRefObject.GetCurrentDestructionStage()
float iHP = WorkshopRefObject.GetItemHealthPercent()
if (iGCDS > 0 || math.abs(iHP) < 1.0)
log("*****" + I + ": Workshop RefLinked Object :("+WorkshopRefObject.GetBaseObject()+") "+WorkshopRefObject+" "+iGCDS+"/"+iHP)
;self.DoRepair(WorkshopRefObject,"Workshop RefLinked Object", I)
Endif
I += 1
EndWhile
i am scratching my head on the crash.. was right after this logged its results, and the only thing after that is a debug notification:
debug.notification("BEACON ID: "+OutpostBeaconActivatorRef)
so i'm not sure what made the CTD there
LOL so to share, because I can only hope someone smarter than me figures it out, and then lets me use it... I want to build a "repair all" function for the outpost
like for broken defenses and stuff?
i HATE manually repairing all the broken crap.
yes -- all the windmills, harvesters
especially when you hover over and their health is good, but oops, it's really still destroyed, it's not working
you didn't notice that it was outlined in red, you suck!
especially when you get the "invisible invasion" and then everything just randomly blows up whenever you place a new object...
nah.. not annoying at all 😄
so... i made an "easy button" to try to find all the damaged objects in the base, and repair em.
now a button that starts invasions is what we really need
this has not been going well,
So I figured I'd do similar, and try to help our Xbox homies, and give them a button that could basically call "RemoveWorkshopItems" -- to nuke otherwise unremovable bases -- you know when that garden bot wandered off and got stuck under a tree, and now you can't find him, so now you can't delete the outpost....
SKK tools... invasions on demand
oh nice lol
on both 🙂
i think those options should allow you to make anything interactable
so i think i could make my library mod a buildable object with that
man im gonna make a few currency exchange ones and maybe a slot machine style one
you can make a boss loot dispenser
LOL nice
I wanna put small versions of items like a slot machine in the window lmao
ok.. while you're doing all this, let me know if you come across a way to change the active loot list with a script
say you wanted to. i dunno, make it a slot machine
and then randomly pick which lll is active
i'm designing a quest where the npc should be a vendor at certain times, and then have a particular list for sale at each different place y'all go to
ahh
i could just have to make multiple versions of the npc and turn em on and off with a "meet you at y"
accidently made this save under all these not sure if it matters
was trying to load tracker hq at first
Almost finished wrapping up this kit, I am super pumped!
SHIFT-DEL on each of them to remove them as dependencies
the constellation starborn.. awesome 😄
hmmmmm.. my "fix" for robots and cargo links is taking, but not for crew stations and turrets
mannequins too... weirf
I am branding it as Party Pack essentially, with a "Welcome Home" vibe.
i almost think a transparent helmet might go cleaner with that... or at least some color on it...
the only experience i have is csgo skins
but the suit is like 83 different sub-pieces isn't it and you just ain't got there yet 😄
would ship decals be possible? Like flames, stripes and maybe bomber pinups?
That's where I started, back in 2004. 1.6 baby.
I saw your question earlier, sorry. Yes... maybe... As a replacer for sure, the issue is removable (Standalone) skins with ships do not currently exist to my knowledge.
@hasty anchor I'd think it would have to be pre-attached to either a hab or a structural piece.
my ship needs Sparco and NOS decals please and thanks
well heck, that just needs to be standard on hopetech habs no?
DUB decal on my landing gear
ahhh.. taiyo has entered the chat i see 😄
Deimos looks down their nose condescendingly
Walter asks "can we make money off this"
wait light kits for ships would go hard
bruh how do people work so fast
he released that back in december 😄
The mod is great I've used it but It also has its problems like flipping the modules or sorting
while i do have ~90 mods running, i've got nary a cosmetic in the bunch... i'm all about function over form, and it's why my ships are so ugly... but will eat the Va'Ruun shroudbearer on extreme in about 30 seconds.
Lmao
Using both of your cred sticks mod
Thanks the lord for those
lol np
scroll up, there's a video up there about a walkthrough for fixing sound, that nobody has yet come back to say "yeah this didn't work"
haven't heard about a reload glitch
It's a pain it happens if you click before the reloading of mods happens only on xbox. You basically have to clear your files and restart downloading
I wish the community patch can possibly patch that because it's the biggest bug yet
I get hung up on reloading if i go back and forth from creations menu a lot
i think im just impatient though so i just restart
was ctrl delete but that helped was thinking i had to remake
It works rn
The relod of creations I think is not the best
Skyrim was good, starfeild got me thinking should I go back into creations
Boom new mod idea reload Creation fix where it blocks you from selecting until it's done reloading
I tried skyrim CK for the first time yesterday and wanted to puke with how you navigate in render compared to starfields
starfield ck is so nice we just need documentation so were arnt hunting around for everything
but like render view alone is crazy better
Imo I think they should all look the same just different file sorting
the dream
@mental timber dangit.. you right you right 😄
Zee audio works
@modest sundial that's good to know, thanks for the feedback!
Np
at least that fix isn't load/unload, and instead just enable/disable 🙂
tis the easiest way... disable all, exit, go back in, load load order, ezpz
even though you have space, I'm hearing there's a pretty hard limit at about 115 mods.
Then why have 99 gb if there's a hard limit they should just put a mod cap instead of storage space
but the flip is i can totally break a save, with only 88 on demand...
because there's not SUPPOSED to be a mod cap limit 😄
With the small masters that we're all supposed to be using whenever possible you're supposed to be able to load 4000
Unless you mean hard limit until it crashes left and right
yeah.. there's a post on reddit and some videos detailing how once they turned on the 116th mod it blew up.. didn't matter which mod they turned on.
Yikes can't tell me that skyrim is still more stable at holding mods
Skyrim's had more practice 😉
True... but xbox it's rough to reach that desire modded gameplay I manage to get really close to it
I had all the right mods
