#starfield-mods
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slot machines would be awsome
if i cant get this script to change required currency ill just start working on a slot machine style one with credits
so yesterday or so i asked about the rotated thing in your inventory view
you do indeed do the item iteslf, and then you have to apply a transform
Real use of the Red Mile ones. Hmm Slot Machines. Add some to Paradiso.
forgot all about that place
definitely in the seokugh hideout, sonny's place on Maheo
i wonder if that was supposed to have an oxygen generator like Lin talks about in the opening quest.... unofficial patch decided to tweak the planet, but ehhh... editorial choice
Seems pretty clear that the planet is intended to be breathable atmosphere.
the open air pool etc certainly would support that choice... not debating your choice... just saying there could be an alternate "lore supported" explanation
But I don't recall seeing another "Oxygen Generator" reference, besides Lin in the opening quest "don't take off that helmet, oxygen generators don't reach this far down"
B.A.S.E added oxygenated domes, TG had the bio-dome... but dont' recall seeing oxygen generators in the CK anywhere for it to even be a real cut-option.
Though they must be there at least in principle for Cydonia and New Homestead to operate....
๐ค
Anyone here up for some testing a Starfield mod (PC Only) that allows the player to change crew skills and appearance through dialogue?
I guess they're implied? But that's also only relevant for the Cydonia interior.
For sure the interior on Sonny's place should've at least followed same logic... breathable even if planet wasn't.
but everyone running around at indoor pool in spacesuits
side quest to turn the oxygen generators back on ๐
boop
beep
I have an island outpost very near Sonny's myself.
hewo rex
Hey there!
so @misty geyser I did have a question.... and it's be prickly, but understand I'm not asking it to cause drama, just a legit question. I said you'd made an editorial choice... I stand by that verbiage.. because as I just described, there could be a legit reason Beth decided to have the planet unbreathable... to some extent, your choice forecloses someone building a mod to do a quest chain like i described.
Stuff y'all have posted say "we're not gonna change what we put, tough noogies, you work around us" -- in a nutshell.
What do you say in this situation, where a mod author approaches you, for what is arguably a "choice matter" rather than a black and white "yeah, that was a bug"
Do y'all stick to "we ain't changing nothin" or do you take a "yeah, we can see that" and maybe roll that change back out?
@sharp lynx can't wait!!! first one is gorgeous as it is!
warm
Warm for me
@sharp lynx I know "nifmageddon" probably left you salty on it, but are you planning to re-release Galactic?
At some point
those are spectacular
I would like to make it better
Love iiiiiit!!!!!!
it was out for such a short time before beth blew it up, and that's a shame, i was really liking playing around with it
blew what up?
all the nifs/meshes etc
ah, yea good thing there was a fix for that
all hail JMPZ11 ๐
I didn't pay enough attention? did you renif and re-release it? I just threw my hands up at it ๐
I can see how!
considering I have the full gambit I might as well
I could make some pretty damn cool forward operating bases
I saw the weapons you made...and yeah!
plus I need to expand on those mechs and put the tank back
Until I decided f'it and re-created domesticate all flora, I was playing around getting your farming stuff working right -- don't discount the joy of even something that small!
not only did I get the domesticate flora working but I reworked their system
there's nothing faster than your supa-greenhouse plot and eternal harvest for power leveling botany ๐
they give their actual fruits, they come with proper names and descriptions and they help to craft
bruh XD
That and making Fermi 7A not have to depend on Cargo links to get memory substrate...
that was what I didnt like about the outpost system
I hate that cargo links don't run during sleep -- makes no sense lore wise :S
its a damn planet, iron copper and the other stuff are going to be found on literally every rocky planet
so f'it... SKK Universal Stash it is and zero cargo links for me
Interesting...I would have expected it to be on the Player actor, and have it change when interacting with different "workshops", but maybe you could override it persistently.
@sly ocean I'm chasing down resetting it when you open the build menu as a workaround
i have a bunch of cargo links from a year ago that are working and i couldnt even tell you how to set those up now
I'd be much happier with cargo links if my outpost didn't become LAX lol
oh they "work" but only when you're "live" in the game... if you're sleeping or otherwise passing time, they don't run, and there's no local<->ut correction for their flow
Hmm, looks like there's an old .bat-based mod that did a Get then a Set of that AV on the current outpost beacon (the player had to select the beacon, then run the .bat to run those two commands, or could just type them into the console instead):
https://www.nexusmods.com/starfield/mods/1624?tab=description
Not sure why they did a Get before the Set, but maybe it's required for some reason? Might be worth keeping in mind.
meh.. it's probably more console that's blocked from papyrus! but i'll sure look at it and try, thanks for finding that!
I mean, if the devs come along and tell us it was intentional we'd obviously back that out. If someone wants to do a mod that for whatever reason requires the planet to be inhospitable, they can simply roll that back themselves since USFP is meant to be loaded first.
You could probably create a dummy quest, add an alias that dynamically references the closest outpost beacon, and give that alias the actor value with desired value.
@sly ocean I can find the closest beacon, no problem, just a matter of deciding when to trigger it.... maybe a location change into outpost.... i think i've seen something trigger off that.
i asked copilot to come up with something... looked good... didn't compile ๐
I'm not sure if you can apply an ability on an object. I think I recall you being able to cast spells on doors again in Starfield (like we could in Oblivion), but I could be remembering incorrectly. If that's the case and it also applies to other objects, you may be able to add an ability to the alias and its magic effect could use a script to SetAV, and that would presumably work. If you can't apply spells/abilities to objects, then you may instead be able to use something similar to the included DefaultSetAVTrigScript.psc, attaching the script directly to the alias rather than via an ability > magic effect.
so with something like this in an LL i can make a pseudo random machine
but i think im gonna have to make a lot more points for it to feel better
Ok.. I see that... you're just setting a % chance for one of the choices to hit...
My particular is i want to swap the LL based on location.. but I'm thinking swapping the npc may be more practical
especially if there isn't a good transition npc between follower and vendor
orrrr.... anyone done a vendor as follower?
no... that probably wouldn't work, vendors have hidden storage within the celll.... not portable
y'all want to "break mechanics" in a fun way, put venpi's TA kiosk in your ship and then go re-arrange it.
preview window shadow from a million windows
All the stuff you ever sold it and all the credits it has are suddenly in inventory ๐
this is how we blow up windows sir... just sayin...
not again....
now to test in game how many clicks till i go broke
AI made papyrus script for a slot machine but.....
Why does no one update their mod versions like 1.1.0.0 to 1.1.1.0 or what ever , due to people not doing that it does not push a update for consoles and you just have to guess whats updated and what not . its very annoying imo
One reason might be that mod authors maintain their own versioning that would conflict with the one on Bethesda.net and get confusing.
@eternal siren I pushed one this morning and just plain forgot.. you have to manually increment it.
the "workaround" that beth did is that the version number recorded in the system is actually the timestamp of the upload plus whatever the author put as version
unofortunately on PC this is borked as hell
"Version" : "1717757696.2.1.3"
for example is "Friday, June 7, 2024 10:54:56 AM" with mod author version number of 2.1.3
Seems fair . it not that big of a deal for me but for others who don't look at the website on whats new and updated its a big guessing game . only thing thats bothering me i have to reorder my load order at least 2 to 3 times a day because mods get uldated and have to delete and redownload them
Wow that sounds awfully complicated ๐๐
in-game, as long as your content catalog isn't borked -- which should be the case for xbox -- then when you "get updated mods" it should automatically pull the new versions, and only those that have changes
if you're on PC, and you've entered a game, the chances of that are somewhere between slim and none.
Yeah, it's not ideal. This wasn't the case with previous titles (Skyrim, FO4), which would always show an update even without modifying the version number. And, it seems to be inconsistent even with Starfield, as I've updated mods without touching the website version number and they showed up in-game on XBox as Updateable. I'm not entirely clear what the criteria are, but I'm pretty sure what we have currently isn't intended behavior.
so I have a BUNCH of posts over in #1249472017816879286 detailing all the nerd
I can tell you when, where, and even part of the why the file breaks, but it's going to take a patch from bethesda to fix it permanently
Yeah im on xbox ๐
so you SHOULD be getting good info when you check for updated mods
I don't have an xbox, and when you only have CK mods available, it narrows your window ๐
Some times it says an update but mostly it doesn't and juat to be up to date i delete and redownload mods that have been updated
ooh... if you're game... and able to gather more info, i need helps trying to figure out if one kind of corruption is still hitting y'all
can you go into your load order?
What mod and what problem . i can take a look tomorrow
any mod.. doesn't matter in the least.. it'd show up in load order
looking for anything showing "version:0" or "version: undefined"
I think I've seen some
The .esm at the end is a deleted mod thats gone from the mods browser
That example is also showing the file name rather than the "title"...is it because the mod was removed from Bethesda.net ?
there are 3 ways the version number can get jacked -- on PC one of them REALLY breaks it so you can't get into creations menu.
Ultimate starter kit -- that one's still out there but flagged WIP so it's invisible
I'm just glad I had a backup on another machine
I've been trying to reach the author through his link on Nexus but it's been silence for almost 2 weeks now.
part of me reeeeeally just wants to release it on Nexus with big glowing text THIS IS NOT MINE IF YOU KNOW THIS DUDE LET HIM KNOW, and beg forgiveness and take it back down the moment he shows back up
but i'm TRYING to be good
Yes the ones showing file names got removed . i had a few of em and everytime i reloaded the game with 1 active it kept crashing
it's still visible on the website, but like LUNA, anything flagged WIP is no longer accessible by the store
I think you'll see some Version 0 vs Version Undefined
only saw undefined behind file names
What was the fix? Delete reserved space and download all mods again?
yeah, i think that's all that'd be available for XBOX
Delete the file names mods and it was all good again for me tho
mmmm could see that working too
So if anyone deletes a mod from Bethesda.net that players are still using, they're likely to cause all users of the mod on XBox to have to delete and redownload all their mods if they ever want to get back into Creations again?
it sounds like just "force deleting" the one mod cleans it out
How did you do that on XBox if you couldn't get back into the Creations menu?
Only delete the mods that show the file names and wait for them to come back up and than redownload
he can.. it's just on pc that it breaks the menu
I never got blocked out of the creations menu
OK, we're talking about two different things, then. I though he had crashes every time he attempted to enter the Creations menu.
pc breaks if the unicode strings get written in the version - which doesn't seem to happen on xbox
haven't heard of anyone on xbox getting that
No i had crashes after reloading my load order with a file name mod active after changing load order and backing out the creation menu you have to reload it prompts and then i get booted back to my xbox home acreen and have to start the game again
fairly common occurence on pc too ๐
but that only happens if i have a mod with a file name . now i have deleted those and it doesn't crash anymore
only problem i still have is if i use the gut buster mod from gc all my audio is gone ๐ ๐
Make note Gut Buster can mess up sound. Done
If I have questions about someone mod I can ask here or directly chatting w him ?
I now use 100% legandary effects instead for the explosive perk to work the same as in fo76 so its not random but constantly
Which mod no guarantee Author monitors here
I guess if he/she is in here you could directly message them . not guaranteed an answer tho but never taken the shot is always miss
Mods from Chronopsis, I downloaded his newest mods and I canโt find it in the game
Credstick pile decoration and Currency cart decoration
They arenโt in my decoration slot
On xbox
Have ypu already restarted the game sometimes the game needs a full restart for some mods to tale effect . for me on xbox at least
Than i don't know
thats the first im hearing it not working
I have thumbs up on xbox so i imagine its working for others
I'm starting the game and search for this
I thaught it was like a tv or something else to place
oh no sorry i just made that
Is there any one in here that could do a small mod on xbox for me ? Its a skill i wish to change. If so please dm me
Which Creations mod is this you have like 6 or more Creditstick ones
im just making a goofy slot machine
ah
I still canโt find it
which specific MOD did you use
Me too as you can see with my pseudonyme
He has like 17 mods
I'm searching for the creditstick pile and the currency cart decoration
I've downloaded them and now i'm searching how to place
ok let me double check on pc but I dont have xbox
OK ๐๐ป
5 are okay on xbox with carts one
5 what ?
im getting them on pc from creations download
Fivc it works on Creditstick pile; 3 say works on Creditstick Pile Decoration for Xbox users
I will search again but I didnโt saw that in my dรฉcorations slot
I know even on Desktop. It sometimes take a while for the mod to appear in the menus.
How long ? Because I downloaded these this morning
check your load order to make sure the mod is still active. there are issues currently in which mods are deleting or disabling themselfs. its a bethesda bug
I assume you did this. Look in your Load Order. Make sure its checked. If it says 0 instead of 1.0 or something. You need to try and uninstall and reinstall.
Theyโre good version 1.00 and I still canโt find them in the game
How many mods do you have ?
that cred pile might break xbox but idk...its a med master
but several said its ok on xbox. I guess it depends on the Xbox itself though, there are different versions..
i kinda dig this need to try and get lights in the glass
Itโs hard to count I have to many but I think I have more than 100
I have to delete some ?
The medium file might take a day to show up. That many.
the cred piles even tank my fps by 30 when i look at em
And how many fps do you have normaly ?
on pc on high like 60ish with a 2070 and 32gigs of ram
I would say play the game and check on it tomorrow. tbh. That many mods on your Xbox.
It just take a long time to show up ?
No idea - Xbox for Starfield Creations is like what 3-4 weeks old now. Its new to most of us for Starfield.
Yeah I know
I was so happy to put these in my base but I forgot for a sec thatโs Bethesda
That is nice - but real machines are less. and like a big one much longer.
close enough right
@mental timber are you gonna do something w money again ?
Be nice to the young Ai. LOL
He has 6 money ones and is working on a gambling machine now
sooo... i copied my script that distributes items on start up... and instead have it firing off my "check for conditions with the skills" -- but it doesn't seem to be firing off at all... i have it trying to write logs, but there are no logs... anyone seen this where their auto-run quests aren't?
Yh and I have all of his mods
But I want more
honestly I just do whatever I work 60 hours this week again though so
I said something I shouldnโt ?
nah u good
He just commented on his life. LOL
Yh but it was like donโt order me anything you're annoying me
And I donโt want to be rude w my stupid english
LOL nah i just feel like i barely have time already but yeah anything money and loot related ill just be making random stuff
Yh ok ๐๐ป
I takes time to make a mod. LOL
Mods can be tested on desktop. You can not test a mod on Xbox until its published on Creations.
Itโs annoying it means like if your mod donโt work on xbox you have to unpublished and restart to work and the mod ?
On*
Several authors have had to do that. Bethesda has had Authors re do their mods to combine them too.
Good evening everyone, how is everyone today?
Is there a mod that changes the legendary on weapons and suits at their crafting tables? I thought I saw one but can't find it anymore in creations.
I know one of them was removed/unlisted.
ok that must be the one then Dorsai
Yeha it was removed. I do not see anything like that now.
I just saw a mod for the M82 Barret wonder how that weapon is
Well there is one that lets you craft it at the industrial one but it is only limited though
are you Xbox or Desktop
Oh there are mods for that - I was looking in Creations
hmm I wish they could add to creations on like mod counter to tell how many mods you got installed instead to manually count them
was the one I wass talking about been removed from Nexus too?
https://www.nexusmods.com/starfield/mods/1394 no complaints on this one
Look up anything from Inquisitor. Go to his mods list. Almost all his Weapons come legendary. With items inside the workbenches. That work on different models. https://www.nexusmods.com/starfield/mods/8053 example and inquisitor has most of his mods working in Creations seems to be working.
Anybody know of any mods on Xbox that lets you have more then one companion following you at a time?
Not really. The most close is this: https://creations.bethesda.net/en/starfield/details/b5f65265-e7fe-4f63-a8c9-f3169d7192e3/Npc_Spawner_Dangerzone this other one is spawning a single NPC anywhere.
@hollow salmon darkstar Manufacturing for all the legendary plus some really sick OP ones, or the legendary recycled are both still available- but not really compatible, pick one ๐
I must say, the Paradiso Cabin is my favorite Outpost mod right now.
https://www.nexusmods.com/starfield/mods/10631?tab=posts
@naive pier I belive that is still pending, but there are a fre pet followr things that let you have a problem or a robot follower in addition to your person
Darkstar emissaries let's you turn companions into starborn
About this mod I have downloaded it this morning too and donโt work either
Soz on mobile
On Vortex?
are there any plane-ship mods? Kinda like the star wars ship ones but old timey bombers and fighters?
Whatโs Vortex ?
@hollow salmon unfortunately not really different than hard target....felt weaker actually
Nexus' native mod manager. It's what I'm using. If you're not using it, I'm afraid I can't help.
On PC
Yep i'm on xbox
@crimson aurora wow finally an actual outpost HAB, I wish there was more of those. I am glad someone brought walls for outpost and ships too.
Reloading...
wow didnt know i could just slap lights onto anything thats crazy
355 Xbox people say it works for them. Combined with the other one not working for you. Something might be locked up. Or your 100 mods on Xbox could be an issue. You should try this. its for XBox app but its the same for Xbox and x/s series per Microsoft help and Xbox Support. https://help.bethesda.net/#en/answer/59736
@mortal tundra hey Zee I am using you all in one mod thanks it helps alot and give stuff I been looking for not just outpost but also other areas.
Royal weathers lite now on Xbox ๐๐๐๐ and to top it off we have Elden Start. Holy crap.
Glad to hear it!! I'm working on a couple tweaks to the outpost portion, and then i've got two new ones in the works, before i loop back around to learning how to make a control terminal to turn aspects on and off
innnnteresting
my autoload is autoloading, but my skill checks and stuff aren't working correctly
baby steps i guess
I agree. I'm eagerly awaiting these tan, civilian outpost habs I keep coming across to use as my landing pad offices.
duh.. dumb dumb dumb... series of else/elseif... each condition should've been evaluated on its own
tabletop version waitttt
interetesting...everything works but if i try move them after placing them i crash.
or only sometimes....wtf
OHHH ok wtf so if you try to move the vending machine before using it you will crash but if you use it atleast once it will let you move it
ok.. that's pretty weird ๐
im calling activator build mode bug or something idk
you doing PH anywhere to drop those in galbank for example?
or you just placing in-cell through ck?
its just a constructible object
oh uh just placing in cell
and im just loading into my outpost save to test stuff
i have a 200ish hour playthrough so its kinda nice
Is there any mod that puts mission boards on Gagarin?
Best I know is the 'put outposts anywhere' mods and setting up my own. I'm sure the locals won't mind.
Did you by chance just extract a bunch of material/ texture files into local? There's a weird bug if you transfer over all that causes crashing in some instances. I only transfer specific files I am working on. If you didn't, disregard.
Or meshes.
just the few things i was working with
If it was just a few that's not it. It happens when you extract everything. It usually crashes almost immediately after runtime.
do a search for gagarin, there are some "extenders" for putting stuff there
I'm searching files to find the posters for the preview model... having hell finding the nifs... anyone know offhand where they are?
Iโm in the middle of a mod that will hopefully add these to the outpost build menu
as long as they're added in the game with build recipes, they should be available to place
Yeah I have stand alone structures with them ready to go, currently trying to get the snap behaviors to work with them so they can be connected together like the vanilla habs
question any mod authors getting death threats? alot of the folks making star wars mods have been getting some very bad harassment.
wondering how common or uncommon this is?
odd architectural design
@twin crown Following a little bit of the drama, someone is going and basically stealing all the Starwars mods
i didn't read all the details, and my mods are 99% game tweaks, you're welcome all day and twice on Sunday to make your own, because there's no "secret sauce" in mine (yet.. i'm working on one that it'd hurt my feelings to have stolen)
Alright, let's not go into that here, it's not the place and most likely against the #rules
@fast owl respectfully, an at least cursory discussion around accusations of stealing mods, without naming any names, or even pointing to the forums in question... i would suggest that, this, in a place that a LOT of your creators frequent, would be EXACTLY the place to at least raise awareness of such a thing.
It goes into the "Trolling & Baiting" as well as "Accusations of Misconduct"Accusations of Misconduct' and "Disruptive/Abusive" just to name a few
If you find anything against the creations rules, please report that creation and the appropriate staff will look into it.
End of discussion.
I'll respectfully disagree... it's y'all's forum, so i'll do my best to abide by your rules though.
I see y'all have a "verified creators" discussion forum, any chance on giving us creators another "Starfield-Mods-Creators" forum where we could have more open and frank discussions, that generally would tend to more technical discussions, leaving this in place as a more generally moderated forum for discussing mods in general?
I would recommend putting that suggestion, in the #discord-suggestions , since it's a suggestion for discord.
leaves most people not having to listen to me nerd hard on script details ๐
"open and frank" discussions are for reddit the same rules apply to every thread under this Bethesda discord
while reddit isn't 4chan, it is indeed a place for flamewars ๐
it's worth bringing awareness that this type of harassment and false reporting is even a thing.
script: PlayerRef.SetValue(OutpostMaxDeployed,16.000)
[20:19:45] Planetary Habitation is at least Rank 1 - Max Outposts:39.000000
in-game
will be tinkering around with these a lot this week but ill be at work most the time
ooo gambling
I always forget to check player home
if every 15yo that ever DDOSed you on COD had 1 personality
@mental timber from our stuff from this morning? I'm sure I'm annoying on my in-game library mismatch... but i do reply every day to keep it open :S
yeah lol
i'd even be happy to see some kind of reply on the bug channel about what we discovered with the contentcatalog.txt bug
but
dis what i got....
guess these machines only work in the outpost oh well, havent been able to get them under other categories.
what category did you make them?
i can only get them under miscellaneous
any scripts tied to them? or if i pop the esm into ck will i pretty much see everything?
no scripts
only 1 mod i have has a script and its the transmission in a bottle one
did you start off by cloning an existing in-game asset? Like for a lot of new armors, I see the Mark I set get used a lot, and then morphed into the new hotness
But I don't know of non-mod-added vending machine....
I was wondering will there be a mod to take over abandoned outpost for your outpost?
I think PH anywhere is the closest we have right now... there's a console hacky way to do it, but i don't believe it's "CK'able" yet
I think I've seen them PC only so far
yeah just copied a vending machine activator the boom pop cherry one or something
do you have xedit?
if for no other reason than it's tip-top for highlighting exactly what's different between a couple things
never used it
there's definitely flaws in it, and it can't open ALL current esms, but for most of them, you open up two esms, and you can see a side-by-side comparison of what's different between them and base game
here... i show you ss in a sec
well that sounds incredibly helpful lol
well crap.. i picked two things that don't really overlap... but they do have some real useful things
The folks who created it, had thought BlueprintShips-Starfield.esm was super necessary (no documentation to tell em otherwise) so all xEdit have that as a dependency in addition to the core starfield.esm -- quick down and dirty way to see who's still working in xedit ๐
so for my current rev of outpost tweaks, I can look at it like this:
@tulip rapids umm really because I have not seen it yet for PC because that is what I use
I get to see every setting I'm making all at once, and green is an override to a default setting, black is new setting
and then the main window shows what the original was, and then the new:
as some examples
I think they were Nexus links
ok got to check that out then
even if you never save anything in xEdit, i think it's a really good tool to have to do quick sanity checks
because CK can be a little wonky to find stuff -- no it's not in object, it's a game setting.. oh wait.. noooo.. that's only in a subwindow through the script button over heeeere....
dear bethesda friends in this channel... if you want to take one set of feedback to the CK team -- JUST this capability -- to list an esm like this, and maybe just to open the objects... I feel confident that every single creator here would be 100% behind it!!
because as it stands today, you reeeeeeally gotta know where everything is to find those stars.
CK isn't finished, at least. perhaps that'll improve
slot machine mechanics are gonna be the death of me
@tulip rapids so I'm hearing there's hope?
Bethesda is always a WIP. this CK is fresh
@tulip rapids I see you need other mods for it to work by reading it
That outpost mod still relies on issuing console commands to do the outpost placement...the buildbits thing he built is an actual external application that does an overlay
so neither would be xbox compatible for sure
ohhh ok
there's a couple build anywheres on creations, but they won't function as an outpost
yeah..skk released a player home anywhere... and I've gone back and looked at his other stuff... if THAT dude hasn't figured it out, i'd go dollars to donuts it can't be done
SKK's amazing, but no one can think of everything. And he might release something tomorrow that does it for all we know ๐
if anyone's gonna do it it's LBGSHI ๐
their build anywhere is good too
Thanks, but I haven't even looked at this functionality (mostly because I don't do outpost stuff in game). I'd rather wait until someone else does it, heh.
don't sleep on his universal stash... it's really a game changer
we are RELYING on you
@sly ocean lol that is what I am waiting for too
Yep; his Universal Stash is why I didn't make a Cloud Storage mod for Starfield like I did for FO4. No need now ๐
You can do that now without mods, you basically have to get the beacon lined up as close as possible the edge of the restricted area, then flick the beacon up into the restricted area the second you release the place button so once the sound has finished the beacon is placed inside the restricted zone. You can then build on that abandoned outpost freely just as you would any other outpost
sounds like some PC magic
Aren't there areas where you can't build for a thousand miles, and people might want to build there?
I want to say 500 meters is the biggest i've seen... maybe it's 600 which is the same as the largest landscape snip we can do right ?
Once the beacon is in the restricted zone, it removes the restriction completely, so you can delete that beacon, walk as far as you need, and place it again without anymore special steps
I got question about landing also, I have notice when I want to land on shore of an ocean site it take me like 1000 miles away from it?
generally you're always going to land pretty close to the center of any given cell, "shore cells" are always going to still be mostly land
Becuase I zoom in on the planet and make sure it is close as possible and still hase me miles away
as long as you're on "coast" your technically on a split biome of "base type" and "ocean"
so when you go to the water you're just finding the biome split
you get similar if oyu land in the "magic spot" on Bessel III-b, but at least the split there is real close to the center of the cell.
@safe sorrel ok I got to try that then
People new to Bethesda modding won't be familiar with the term "dirty edits" but I'm already seeing popular mods with them, sometimes a lot of them. It's unavoidable really especially for people new to the CK, there's nothing telling you that clicking on something and hitting "OK" instead of "Cancel" to back out can introduce an "identical to master" record. That's one really important reason to use xEdit, it can do automatic cleaning and remove them.
My concern with Starfield is that with so many people publishing small masters, where the final esm isn't compatible with xEdit, end users won't be able to clean their own mods any more. They'll be reliant on mod authors to do it... and most won't. So this has the potential to be a far bigger problem in Starfield than it ever was in Skyrim.
Yeah was asking around about how to use xEdit as part of iterating on a mod, not just publishing, and it turns out it's not a real workflow. How do I make my ESP into an ESM, clean it in xEdit, and make it an ESP again for editing? It's very hard (some bit fiddling maybe?) if not impossible. I don't understand the intended workflow wrt dirty edits. I guess just ignorance of them -> never clean them up? Fun times ahead
@slim sun you're totally not wrong... I have a few "ghost edits" in a few of my early iterations, and you even see one (that I left in on purpose) in the screenshot. There's hope that now that CK is out, there may be some update to xedit to make them more compatible.
and if they were to bring that side-by-side comparison view, we'd be much more aware of them I'd hope.
it's not super hard to move between them most of the time, but it's just needing to have those 2-3 more tools in your toolbox
I gotta give mad props to the xedit team for getting as much right as they did (yeah, I know the engine has a long history) but I'm seriously surprised it wasn't brought "up to par" already
Gotcha. How do you suggest doing it then? If you mean moving between esp and esm and iterating with CK + xEdit as part of workflow
It's just a hex edit that's needed really, but there's also a tool to do it for you now: https://www.nexusmods.com/starfield/mods/10189
The workflow is make your mod in the CK, and convert to FULL master (has to be full). Open that in xEdit and do any tweaks/cleaning. Use the above tool (or a hex editor) and convert the full master esm you edited back into an esp. Now load that again into the CK, and continue working/publish/etc. You can go back and forth between the CK and xEdit as many times as needed, as long as you always convert to a full master. Only do your small/medium master conversion right at the end as you publish, and save your esp somewhere before you do that, so you can return to it for future updates.
Thank you! That's awesome.
ALL HAIL JMPZ11 -- dat dude out here keeping us all in bidness ๐
First NifSkope, Then empty hab to resurrect Starui...
If you just want to see all the forms you edited in the CK, you can do that under Data. Just select your ESP and click Details. However, admittedly, it's a bit short on...details, lol.
But, you can remove any edits you've made right there. You just have to highlight the edits you want to remove, hit the Delete key, accept the message popup, click close, and click OK, and the CK will then reload the ESP and its masters. Then, save the mod again, and check under Data > Details again. Those edits will now be removed.
Also, for anyone new to xEdit, a quirk it has is you need to rename the executable to do certain things. So for normal Starfield use you'd rename xEdit64.exe to SF1Edit.exe, and for cleaning you'd rename it to SF1EditQuickAutoClean.exe.
"We won't tell you what it is... but you can roll the dice and take it away" ๐
It's much more time-consuming that xEdit, but I'm not interested in doing unsupported things to my mod files
I used xEdit quite a bit for Skyrim and FO4, but I'm holding off until the file structure thing is worked out (one way or another).
only works for full masters....
"Unsupported" makes it sound more onerous than it is really. Cleaning is just removing those identical to master records. Having so many mods with dirty edits is going to cause all kinds of issues in the future, that's the larger concern I think.
Yep, I said as much. #starfield-mods message
and too if you have a quick edit to make, it's a LOT easier to see in the "super filtered" tree view where you're only looking at what's in the mod, rather than the full set of the whole CK space
btw you can do this in CK
its an old feature and have to do it manually so good for medium and small masters
Cool, tell all the people publishing mods with dirty edits then ๐คท
The point is it's an automated feature of xEdit. You run it and exit. Easy to suggest, easy to recommend.
but ya can't with medium/small
thats why I said this๐คฃ
If you work on a full and convert to medium/small at the end you can. Hence my earlier comment.
You also can't load an esm into the CK in the first place, so using the CK for this isn't useful for end users either.
most of us mere mortals live in small world... TG out there saying "can i make it into TWO fulls?" ๐
We actively should be encouraging all mod makers to clean their mods right now. I don't care how you want to do it.
No, I wasn't referring to the action of cleaning a mod as "unsupported". I was referring to the use of xEdit at all currently for Starfield. Unless I'm mistaken, the modifications required to make your mod usable in xEdit aren't reversible. Those modifications aren't supported by BGS, and the CK may or may not do weird things "under the hood" after those modifications.
I didn't even think you COULD in CK, learn something new every day ๐
@sly ocean there's a pretty solid contingent of mods that move back and forth on a regular basis with no ill effect.
Yes, I'm aware.
we need pins in here...
had to moderate neuxs modders uploading .esps
Well, no ill effect that we're aware of currently. We don't know if the changes made in swapping back and forth between xEdit and the CK are causing issues beneath the surface. For all we know they could be causing some of the major issues we haven't figured out yet.
The CK did that to me the other day. It didn't bother converting and published the esp directly (either that or it was on Bethesda's end). Luckily I caught it quickly.
wait wtf
there shouldn't but there is a bug in which your plugin can have 2+ masters on them
(e.g .esm with medium and light flags)
Apparently it's happened to others as well. Make sure to download your mods in-game and check after you publish.
Does anyone know when Bill-Jones is going to update his Star wars A complete StarField overhaul Mod?
And does anyone have the latest updated StarField Star wars load order for Console I can copy?
I see @hoary lava was asking this in the xEdit discord, this might be what you wanted? -> #starfield-mods message
I have been silently screenshotting your explanation and directions. You are awesome.
so i have three mods that I built "starter quests for"
Mod 1 and 2 give the player an item into their inventory, and pretty much work fine
I used the quest from mod 1 as a template, and i've been getting real hit or miss results on the third mod... could i need to go compile the scripts again? Remove the compiled scripts completely and redo them...
don't see the call out on script 1/2 from the papyrus logs, but i do get activity (the item placed in inventory) and their dedicated player logs...
Just the third hasn't run in the last 3-4 test runs (and yes, the esp is in plugins ๐ ... this time :D)
ck is closed, editors to the .src are closed...
ck just crashed.... <sigh>
dang it
ok I am frustrated
is there something wrong landing on Paradiso city?
My game keeps crashing after landing and when I get out of my ship
I got to get to my wedding for my future wife
Think through the mods you may have loaded which are touching assets there:
Paradiso Player Home
Alternate Eat The Rich questline
maybe some more I'm not thinking of right away....
Before totally giving up on it, try unloading some of your "most likely offenders" and see if you can get it to let you in
ok lol
sometimes too, flying away, going to a new poi on a new planet, making a FULL SAVE, and then coming back can do the trick too.
"uh game crashed when i got out of the ship... yes, it's thursday, F you, that's why" sometimes
lol
ok will try again though I thought it might work because I docked on that big colonyship and when I land wait a few then get off ship that didn't work
colony ship is still in-system
So what am I supposed to do about those colonist ?
sometimes jumping out-system and coming back makes a different set of load events than moving between POI in-system
yea it the first time there at that planit
what am I supposed to destroy the ship?
Nosir.. no spoilers for me... all I'll say is you'll have a moral quandary, and even though it's just digital, your choices will tell you about yourelf.
ok take your word for it
i better do it after my marriage then
I will let my hot wife take care of me after it has been done
too bad you can't put a grav drive and give them a better planet
because I found some good ones for them
I been wondering will they introduce terraforming into the game where you can use genesis from star trek?
if oyu have starship engineering you'll have an option to have a discussion on the ECS Constant which will address that very question.... i think that's "not spoilery" enough ๐
has anyone use the Astrogate mod?
Hmm, so looking into the obstacles to an Outpost Anywhere mod for XBox, it seems people have been doing this on PC (and there are a few different "mods" that are just .bat files with instructions that match these steps) by...
- Placing a dummy outpost beacon activator (for some reason they all seem to use FC07OutpostActivator, form ID 00260ED4, but I think others could be substituted)
- Selecting that activator with console open and using command setoutpostoverlay.
- Leaving the build zone and starting normal beacon placement, but then returning to the build zone and dropping the real beacon next to the dummy one.
- Disabling the dummy beacon if desired, to avoid accidentally trying to use it later.
- Optionally, setting fClosestPointToleranceLargeItems and fClosestPointTolerance to negative numbers in StarfieldCustomIni to allow you to place objects more easily without worrying about collision with existing objects.
I don't see the equivalent of setoutpostoverlay anywhere in the CK, but there could be an obscurely named Actor Value or keyword.
I also don't see a way (including Game Settings) to enforce fClosestPointToleranceLargeItems or fClosestPointTolerance, but worst case we could skip that part and people would just have to deal with the fickle nature of terrain and building like they do with my Build Anywhere mod. Not ideal, but OK.
I don't quite understand overlays in this context. They're referenced in a number of places, for things like visuals and encounters...but I'm not clear on functionality.
@sly ocean just thinking out loud with you, maybe do a clone of the outpostactivator with a real small build radius so you just have to step a few steps away??
I do the fclosest in my .ini file still... haven't gone to see if it's available inside game.. i'm thinking it may not be
Also, a number of features in the game check for the closest or currently active reference for OutpostBeaconActivator, explicitly. This means even if we could skip the step of using a dummy activator, we'd need to spawn or allow to be spawned a real copy of the original OutpostBeaconActivator, not a duplicate with a different ID.
true, for sure, but just using the dummy to "rewrite the zone" to make it buildable
Yeah, that's not a bad slight improvement for QoL, but first I'd have to solve the much bigger problem of allowing construction of the real beacon, or spawning one in that functions like a real one. Something interesting must happen when you walk the game through creating one the "right" way, or people would have just spawned an OutpostBeaconActivator in instead.
and considering somethign as straightforward as "RemoveWorkshopItems" doesn't seem to have an equivalent ... meh..
Finding what the command setoutpostoverlay does under the hood would be really helpful.
what about writing a script after beat all the spacers or eclipse or space pirates it let you take over the abandoned outpost without the beacon?
any of y'all papyrus gurus can help me with weirdness?
then you can just add stuff to it
If Perk_CND_PlanetaryHabitationRank1Check.IsTrue(PlayerRef)
PlayerRef.SetValue(OutpostMaxDeployed,16)
Log ("Planetary Habitation is at least Rank 1 - Max Outposts:" + PlayerRef.GetValue(OutpostMaxDeployed))
EndIf
If Perk_CND_PlanetaryHabitationRank2Check.IsTrue(PlayerRef)
PlayerRef.SetValue(OutpostMaxDeployed,24)
Log ("Planetary Habitation is at least Rank 2 - Max Outposts:" + PlayerRef.GetValue(OutpostMaxDeployed))
EndIf
If Perk_CND_PlanetaryHabitationRank3Check.IsTrue(PlayerRef)
PlayerRef.SetValue(OutpostMaxDeployed,32)
Log ("Planetary Habitation is at least Rank 3 - Max Outposts:" + PlayerRef.GetValue(OutpostMaxDeployed))
EndIf
If Perk_CND_PlanetaryHabitationRank4Check.IsTrue(PlayerRef)
PlayerRef.SetValue(OutpostMaxDeployed,40)
Log ("Planetary Habitation is at least Rank 4 - Max Outposts:" + PlayerRef.GetValue(OutpostMaxDeployed))
EndIf
produces this
[01:04:47] Planetary Habitation is at least Rank 1 - Max Outposts:39.000000
[01:04:47] Planetary Habitation is at least Rank 2 - Max Outposts:47.000000
[01:04:47] Planetary Habitation is at least Rank 3 - Max Outposts:55.000000
[01:04:47] Planetary Habitation is at least Rank 4 - Max Outposts:63.000000
The problem isn't the ability to build stuff, as I understand it.
You can already do that with my Build Anywhere mod.
The problem is allowing you to tie it in with crew, outpost links, fast travel, etc.
Building somewhere is fine for some people, but I think others want it to act like a "real" outpost.
yep... it's building a player home vs building an outpost
you can't place things like extractors or landing pads etc...
isn't the crew station is for to ad crew to the outpost?
yes it is
Base is 23, then?
to add
Each of those is 23 more than what you specified.
base was 8 IIRC
[01:04:47] Max Outposts is starting with value:63.000000
tried passing it in as a "real float" too - 16.0000 etc...
well that does break my intent for the mod ๐
I want it to peak at 40, since you can achieve every single harvestable resource with 27... leaving you some room for pure decoration outposts too ๐
but without going so far as to a point where you're gonna be breaking your save
mine's the "lite" version of @wraith scarab, meant to be a little less "cheaty"
sorry was just putting it out there
no, is all good.. i just had deliberate rationale ๐
my challenge/problem is it SHOULD be doing 16/24/32/40... but... it ain't ๐
@mortal tundra hey have tried that Astrogate mod out?
I haven't.. only time i've been in game of late is to test mods
It sounded like cool idea but wasn't sure if it was good because fly into a planet or something like that
or chasing down the ContentCatalog bug
Actually I haven't gotten that bug of late
you on xbox right?
nope
doing all ck?
no I mean I haven't seen it show up in my data files anywhere when I go and check things
on the PC
so no bogus versions?
i do have two saves that so far don't corrupt the file... but i have about 40 that will every time
Although I do have an Xbox Series X in front of me that haven't been used but to watch Anime on ๐
and there's 3 different "corruptions"
only one will make "creations" not load
but the other two will make it so your mods will never correctly identify they need an update on CK
for the quick "down and dirty" check -- make sure the "time part" of the version is less than the "timestamp" value --- if that's the case, it'll work... but case 2 and 3 put values which are impractical (the first is a date in 2038, the second is slightly after the expected heat death of the universe)
@sly ocean so what make you decide to walk through walls like rogue from xmen?
awww... i exaggerated... it's only July 21 in 530 billion years
talking about walk through walls mod
For your entertainment and wiki-hole of the day:
While the future cannot be predicted with certainty, present understanding in various scientific fields allows for the prediction of some far-future events, if only in the broadest outline. These fields include astrophysics, which studies how planets and stars form, interact, and die; particle physics, which has revealed how matter behaves at th...
and with that I bid y'all a good night... i'll bang my head against why this value is setting this way tomorrow.
Didn't Rogue just smash through walls while flying? ๐
Did you mean Kitty Pryde?
I've always made a Walk Through Walls mod for every BGS game I play. For console users that don't have TCL, there has to be something to get us out of those jams (or into places we're not supposed to go).
ok just curious though was looking at all the mods you made
Also where you getting annoyed by the NPC in the game to erase them lol to make that mod
I wanted to make Spawn NPCs, and I knew how, but I needed an Erase NPCs capability before I felt like it was worth making Spawn NPCs, in case players wanted to get rid of NPCs they spawned later.
Otherwise if you spawn an NPC on your ship, then want them to go away, you have to kill them, which usually angers your crew, and might be impossible if they're Essential.
that is cool understandable
I am guessing the next step would be to make them into one mod then
I could, or I could at least include the Erase NPCs functionality with the Spawn NPCs mod to allow people to reduce their mod count by 1. Maybe I'll do that in the future, but I'm working on other things currently.
ok cool well good night
I am using some of your mods by the way
good night everyone
Can anyone figure out how to modify the AF file today?
you can't
sad. I hope BGS will add this kind of tool in the next Creation Kit update.
sooon
if I open a container inventory menu (ship, companion, chest etc). After that if I use the inventory, power or ship menu hotkey, all I get is the blue transition screen with a mouse cursor. Disabled all mods affecting ui but it's still happening, i wondering if this is some common problem could not find anything related to this. I wos using starui mods and it wos fine before, this just started happening recently for some reason presing tab still works just not the quick keys..
To come back at this again have checked my load order . literally all mods show version 0 except for 3 out of 50+
First pass on grenade cooking by holding G key. Unfortunately, if you keep the 'G' key held after the explosion, no matter what I do, I can't stop you from releasing the key and throwing a grenade without having to worry about cooking time. I can block inputs, I can unequip the grenades temporarily, etc, but if you keep G held, no matter what, when I restore them and you release, you throw again. Annoying.
Also the fuse time is hard-coded, can't get it from the grenade weapon/projectile.
@mental timber your mods finally work I just had to wait
Editing the charge settings?
For which part, sorry?
What have I missed?
That's great to hear! Thank you!
I'm seeing them more and more during my travels. I don't know if they are new or that I just missed them before. I like them a lot better than the inflatable igloos however. The outside surface makes them look 3d printed to me.
Mine always happens when I get the current destruction stage. But I've been so busy that I could no test run it again ever since I posted the message here.
Pro Tip: If you drag in a object modifier for a weapon, the Creation Kit will instantly crash!
39 moveable statics later and it finally lights up
Outstanding
Have to wipe my mods cause it broke
Doom gate?
Ya know I was probably supposed to make an archive for the slot machine since I edited the scripts properties...
Is it possible to mod the temples to be underground? Mostly for immersion reasons, since these temples are supposed to be undiscovered, but sometimes we can find them right next to a random POI.
The game is weird like that for sure. Why does Constellation act like they never knew about the temples when vast complexes are in sight of them? Humans are curious by nature. Surely someone would document them. That is Constellations job too. Obviously noticed during the wars. But how would you fit one in a cave. Hmm. Oh there is one The Buried temple. but that may be hard coded and not generated.
Maybe we can remove the temple entirely and only leave the entrance floating in midair with some rocks? That's still noticeable but not as much as an huge ash temple. It's space magic anyway.
Your imagination let loose.
@mental timber yes, to distribute scripts you gotta do that ๐
even script fragments need one
Just a thought, maybe DLC Shattered space, the Va'ruun may have a Temple or more and that would be interesting. But that is in the future - not avail yet to examine.
@wraith scarab INNTERESTING side effect -- I'd used your outpost mod at first, and it sets MaxOutposts to 90,000,000 -- that change persists even after removing the mod.
went in, and my script wouldn't change it back down.
So its like a hard Forceav
it does mod the actor value instead of setting it. To remove it then it could use a mod like respect and go into Planet habilitation as that sets the value and would override it
And then forceav did kinda bring it down... but it's acting weird still
Sorry for the hud in the background
Save and exit? Try that
do you know if it's possible to do "forceav" equivalent from papyrus?
i know I can mod a value,
and i'd THOUGHT that SetValue would you know... SET THE VALUE :S
Just remote desktop at work to repack a mod I have problems
mmm.. forgot about our friend getavinfo...
sir, until you have a dedicated virtual machine running CK for testing....just sayin...
ok...all making sense there with EV4NSY's modav
How are people gonna thumbs up something I know doesn't work
Does anyone else get the no audio bug when modding starfield on xbox?
Wish I knew how to port the fallout 4 slot machine and use that as the model somehow
@past tide scroll up -- long and short is disable all mods, exit, come back in, re-enable all mods, and sound should be fixed.
Will that fix it always or nah?
I have yet to hear someone tell me it didn't work.
for my chica with 63 instead of 40 --
at that point its's a Beth/microsoft thing
pretty sure making a mod to unload mods wouldn't work ๐
the damage is starting to make sense -- those are the outposts i'm "consuming"
That's how war starts
she has 28 outposts, the earlier one had one... so yeah, that make sense
But "level-up value 91" ?? - perm modifier of 51 ... saywhatnow?
This is why I want an xbox for testing...quick way to see if I forgot scripts...
CK will drop a separate xbox .ba2 in your folder, so there's that
Tru
what do y'all do after you publish... do you keep the psc's, esp and ba2's along with the esm in your folder? or do you clean em out and back them up?
but do you keep them around in your game folder too? so you end up with both the esm and esp to manage?
I'm glad it's able to auto generate the edited scripts in the archiver thing
Yeah I just keep the esp and esms in its a mess tbh
I'd probably clean it all out once I'm 100% done working on whichever files
My load menu is becoming chaotic even with just mine
LOL ok.. I'm glad I'm not the only one
So if I upload a creation without the archive and then download my own creation would it still work since I already have the edited script file on my pc
It'd be really nice to be able to isolate a creation into a folder with all its stuff, promote to in-game test, and then "suck back down" when done
-- basically same way vortex manages mods with the hardlink
I've tried doing WIP mods that way.. but so far it always corrupts it ๐ฆ
I think it has a lot of potential though, if the CK basically implemented that same tech
you'd pick a mod as a project, or do a new one, its sets up a folder under "creations" (because why else would that empty folder be just hanging there)
replicates the structure under data
Can't wait for tes6 to change it all again
so base folder is data equivalent
Then Scripts
Script Namespace if desired
Script Source...
and you'd "promote to playtest - esp" or "promote to playest - final esm" and all the stuff goes out to the right place, and cleans back out
then you publish to BethNet, and "consume it"
and of course textures etc....
Couple this with the requested "side by side" display of what changes you've made, and my word... you're getting to an efficient system to build and test mods ๐
Anyone familiar with were I get the Darkstar quantum harness? Was told its craft able but I don't see where I've done most of the research other than those requiring the harnesses.
If you build the Terminus there should be a few for sale.
They also drop off bosses, and can indeed be crafted
Where do I craft them?
Not seeing them there
Every time I do this I try to start a new game and it crashes me
Think the mod is messed up for me
Take a look at that video, I don't have xbox, so I may have missed a step
@shell pelican head over here
darkstar harness been moved onto the darkstar weapon bench
there's one in the lodge basement
or 125 credits to build in outpost/home
I did exactly as it said on the video and it still crashed me
OK... is there a "repair installation" ? thinking your starfield may be wonky, and you need to clear the cache, and if there's a "repair installation" option, to run that
You mean like verify game files on steam?
I was trying to find the Fog menu, the one that CK1 had. I cannot seem to find it in Starfield CK. Any ideas of what to do to add exponential fog to a level?
this
Another mod idea, portable shower bathroom stalls that you can build into your ship, so don't have to use an all In one, Living Quarters or Captains quarters to make a room with a shower and bathroom.
I forgot the dream home has 0 windows lmao whyyyyy
Lights are completely different for this game. Thereโs about 5 different layers on each cell with each layer having a different type of lighting.
Lighting fog volumes are in the cells themselves. Theyโre teal. There are about 10 different properties for fog volumes to give lighting shape and depth but anisotropy isnโt used.
ATM_ is the prefix. You can change the noise levels and falloff and completely customize how each light is reflected. Itโs really neat
You can also merge them. Select them, control left click > View > Volumes > Merge Volumes.
Make sure you donโt delete. If another mod touches the cell, youโll cause crashes for your players.
can someone make a mod to just increase the duration of well rested/emotional security. All the currents ones I see increase duration and effect.
There are some really nice civilian outpost buildings, it seems the ones with the tent type habs are the most common.
I had one on Alpha Ternion III that had a great custom round hab with a staircase that was one of the coolest civilian outposts Iโve seen
The Skullyโs Emporium mod ads something like this, though the outpost ones might be too tall for ships.
https://m.youtube.com/watch?v=wQnUo0oyhPs this was pre-mods, but I built a shower hab into this ship using the vanilla build, you could do something similar with just the shower head units from the Skully mod
Finished up a new Starfield ship with a fully decorated grungy pirate interior. I love the layouts of the large empty Hopetech habs and had a lot of fun working with them to create this build
00:00 Intro
01:02 Cockpit and Captains Quarters
04:02 Mess hall bar
06:09 Crew Quarters
07:50 Gym and shower stalls
09:04 Star lounge
09:32 Computer core ...
A sad side-effect of it being its own โcell.โ I highly recommend the โDream Home Overhaulโ mod for this exact reason. It places the home in the same cell as the planet, which allows you to open the shutters to allow natural light into the home, and see outside.
Really wish it had its own landing pad, I get there's the build anywhere mod but I'm rather skeptical of using it since I don't want to maybe break something
Also does the crimson Fleet have come in empty versions or just regular ones
Good Morning everyone how are you in the modding world?
I think she used the Empty Hopetech habs for them
@dapper galleon are you talking about the crimson fleet habs for ships?
Habs.
Yes there is both empty and filled habs
Ok I have to see if that one was a paid mod though
There is also a mod to clean it up too
yes it was a paid mod
I think for 400
clean up one is free though
Whaaaats uuuuppppp Zee
I'm trying to go for a Predator style interior, I think I saw it has red lighting so that would work
@dapper galleon also iterate what Red John said about the overhaul Dream Home it comes with landing pad that you can land after you discover the home
But I did run into where there something done by would generation where inside it became a landslide inside of it then went away after I went into space and came back down again not sure if was a glitch or what
It's good though I use the low profile Darkstar landing pad, and the unfurnished paradiso house combined with a tent. To make my Home base
@mortal tundra my CTD seems to be related to calling GetCurrentDestructionStage on static objects flagged with Is Marker. The 3 objects that I have it happening have that. Sadly I could not find a way to determining if said static has it or not. Either through methods or conditions.
Does anyone know of a way of doing it?
The issue is placing persistent objects like outposts in non persistent cells like POIs will eventually crash the game and probably corrupt saves. I am sure someone will be along to publish something which does exactly that.
So I have an Idea for a Mod but I need to know if anyone could make it.
A helmet display that's essentially a skull with the spinal column , it would work like the mannequins so when you have a helmet with a Clear visor you can see the skull inside. Also human skull decor would be nice since they have it in the trackers place
It would add to my trophy hunter vibe
That's gonna take 200+ hours
Also we do have a buried temple ingame...
Interesting. Why does it do that...and why eventually instead of right away?
(I mean, if you have any idea; I know this kind of thing is often opaque to us)
I'm aware of Starfield using cells in weird ways, and many cells being basically ephemeral. But I don't know how it handles adding persistent objects to those cells.
Makes me want to do some testing where I see how far I can push that until major issues occur.
you got instacble interiors which is ment for TEMPORARY content
making persistent stuff in in instancle cell just gonna cause issues down the road
Yep, I get that. Just wondering what exactly is going on under the hood when a persistent object gets added there.
same with how Overlays work generally
More specific than "things could go wrong", I mean.
How do they work? I'm curious now that I came across that setoutpostoverlay stuff.
overlays are used by planet data
if you want a unique spot you need to add your overlay to a specific planet for instance
other than that OE are used by Planete Content Manager (PCM)
Thanks; yeah, I've come across that stuff and had the basic idea. Interesting stuff under OE and RE as well. I'll have to tinker sometime to get a feel for the details.
Wiki really explains how this operates
You mean, you hope it will when it's released? Or there's an unofficial one somewhere?
no it does
Reloading...
Where is this wiki?
@sly ocean It's not public yet, not finished.
development hell
I'll pay $1 for the wiki right now
ok $2
now that i found out how easy lighting is im gonna be wasting so much time playing with them
Anyone know if Darkstar manufacturing ballistic weapons with the amplified particle core still count as ballistic weapons? or are they now counted as particle beam weapons so Andreja's particle beam perc benefits?
It's so hard to play with mods on console because it doesn't start a new game
You can't have more than 20 mods or it get taxing for the console or the game to process it and all it will do is be in a loading state
yeah you got people with 100 mods on xbox waiting a day for a mod to show up
that doesnt even make sense to me
need an assist, how do i find this problematic ID?
I'm playing on series S and I'm consistently running 30 mods no problem.
I have like 50 idk ๐คทโโ๏ธ I have the series S but I constantly have problems
If I download a mod and then start up the game I do get problems. I will download a mod then back out to main menu, then to xbox dashboard, close down starfield, then I do a console restart which deletes my cache. Then when everything's all done I start up starfield and everything works great.
Its probably your load order mate
Followed a specific template
Thats weird but your gonna have issues regardless because the Xbox series S is not as powerful as the X or a PC. The only issues I run into is. Crashing once in a while and textures not loading so I just disable all my creations close the game. enable them and then it's good again
It might be starfinance and survival economy
Idk if those two conflict?
More than likely im not too positive but yes a lot of mods do conflict. I haven't used those mods and I know Star finance hasn't been updated for a while
I haven't used those ones either ๐คท the only patch I use is the community. If I was you just uninstall the mods you think are causing issues and then add them back one by one untill you determine which one is causing issues. It may take a while but it's worth it.
I did I'm gonna reload it any just read the description
Have you used this template? This one seems to be the best one for me
Yes I use that same exact one
Ah ok then yeah its more than likely a mod or something conflicting
Could be
I have starfield community patch as #1 and then unofficial starfield patch as #2 in my load order. Haven't really had any problems at all. Don't know if that helps at all.
we do have this
https://github.com/loot/starfield/blob/v0.21/masterlist.yaml
@vast crystal you get help with Xbox testing? haven't been on sorry
No worries. I had one player testing the Command Crew. Nothing else
is it editing the ini files that causes the audio glitch?
That's the 100% guaranteed way if breaking it
But other mods seem to randomly cause it, no matter what
My mods do not touch the ini
Hey CC and OB! I'm away for another week but once I get home, I'll be back to testing whatever you need.
@tulip rapids @vast crystal
Thank you
I'll be building the Paradiso house at my main island outpost and eager to fire up the crew mods there.
Since it will be an unrestricted site
about to see if Sam coe dialogue overhaul breaks my game lol
ugh every time I'm excited about a mod it doesn't work right
time to wait another 2 weeks
texture tutorial coming out tonight
@twin atlas I left a note on your recent sub post for you.
Hello everybody how are you today?
I think I might need some help again with mods for some reason it keeps deleting all the mods downloaded and I have to restore it again everytime I load Starfield
I am not sure if creations is having issues or what
Iโve seen a few people complaining about this, so it might be a problem with Creations
Did you figure this out? I'm sooo close to figuring out some REALLY annoying scripting that I've been chasing for days, and just saw this
Everyones saying convert to full master, but no way i exceeded 60k ID already.
It has to be a flaw in the CK
the only thing i had for ya was that you can search by the formid in question ๐
But it's SUPER picky, and doesn't seem to do any substring/sub search.. you get the exact string or nothin
The ID in question doesnโt seem to exist.
make a good copy of it and compact? then rename the copy and run them both in xedit for a minute to see if it really redid all the formids?
just making sure i'm not just wasting tons of time... if i want to test a mod, gotta shut down ck, fire up game with esp loaded, and then exit game/launch ck for new edits right?
can't just leave ck with active file while i playtest?
right now i'm just testing script changes, so it's annoying to do the full game/ck cycle
I think you can leave the CK running while you play test if your PC can handle it, you just canโt save again while Starfield is still running
At least Iโve left it open while testing changes with seemingly no problem
I leave ck running
It's not like the game accesses ck
Definitely nice when making small tweaks that are hard to see well in render like these lights
Can get in and out in seconds
I also made base game saves in all the areas I need to access
So I just load save for outpost,house and a couple other cells
If it's something in the Object Window, you could just scroll down on the left side, click All, wait a while for it to load and display all forms in the Object Window, then sort by Form ID and scroll down until you find the offender(s), right?
One thing cool that redkit has is it can load a cell like youre in game in a seperate window
So you can test in the kit
Iโve searched all search filters, even inside xedit, nothing.
Not a single ID 0xfd010000
Are there any 0xfd form IDs? I can't recall the details, but I think those first two digits aren't what you'll see in the editor. If you have a naming scheme for the items you create (like AASkullyModxxxxxxxxx), then sort by name and go through those and look at their form IDs, and see if the last five digits hit 10000.
(you can also filter by name in that case, to make it easier for the CK to load and handle the items displayed faster)
Searched all CO and Forms ive made, nothing.
Hmm...actually, that logic doesn't account for modifications to existing records, which I believe still count toward that limit (or maybe not?).
Grrr. So the โissueโ now has the ID - FD0005b2. An item i made on 6/28/24
At this point CK is just being petty
Hmm, interesting. Is your total number of edits over the limit as far as you can tell?
Nope
This mod includes a large landing pad (where you can edit ships) built right in, right outside the Dream Home.
Weird. Maybe just a CK bug, then. You could try the Compact Active File Form IDs feature, but I have no idea how that works or what repercussions there might be. I would assume anyone that updated to the new version would lose all instances of the forms that had their IDs changed, at the very least.
Compacting resets the mod within save files. Im releasing the mod as a converted full master. Itโs uploading now. No clue why CK is so temperamental the large a mod gets.
Does anyone know how ammo boxes "in the world" work in terms of quantity? Is that just hardcoded in the game somewhere? From all appearances you should always just get quantity 1 when you pick them up, but that isn't the behavior in game.
your esm is gonna be the size of starfield.esm
anyone else have buggy lights in a CO packin
sometimes they just arnt on and i close the build menu and reopen and its fine
Anything that moves in packins no longer work.
Like the jellyfish bowl. As a packin, the jelly fish stop moving.
Same with lights. Some are on some are off.
wut idk I got custom lights and a working vending machine in a packin
just sometimes when i open to build it they just arnt on
So... let's get y'all's opinion... release it or no?
I got my outpost easy repair button ~90% working
lol what is 90%
90% means it functions, but something happens somewhere, somehow to someone.
you get an item in inventory, you click it, and it repairs everything
BUT it doesn't turn on Builders (animal husbandry, greenhouse, build complex items) OR the reactor
I wonder if the fishbowl would work if you do it how activators are
so all the harvesters, all the windmills/solar panels etc... they all repair
release it with the caveat that you still have to go hit "c" on all of them, or wait
workshop anything is ground and grouped workshop object
I havent tried on anything but vending machines tho
and instanced not instanced static
compact active COULD in theory force a renumber of existing forms, causing existing items on a save to get in a bad state.
Anytime i do something other than instanced static, it CTD in build menu.
well its not the only way to get stuff in so ive learned
this allows vending machines in the outpost
I want to see if chaning to miscint will allow it to be built in home
im doing data entry on this slot machine rn tho
Yup mine are interior
In the CO - workbench keyword -miscinterior and the recipe stays as misc.
yeah ill have to check it out once im done here
but these also CTD if i put them in decorations
im stopping this array at 200 i cant be asked
the max i can vend is 65535 credits like it is everywhere else so thats kinda lame
who knows that how to change the sea level. I tried in the world space inspector but error.
That ID 0xfd010000 is an error associated with Primary Windows function - that usually means - it addressed a corrupted windows file. Usually addressed to Ntdsapi.dll - Numerous fixes in www search.
@mortal tundra umm can I ask question?
yeees ? ๐
standalone melee weapons soon
Should I be using the core mod?
which do you mean?
the mod in creations that stated it is the core
it states it supposed to stabilize things but I can't start a game now
I am sad now do to that
remember last night was having issues with a save files
so I deleted the save files and started over and today I was looking at the mods
I saw that and added but then now I can't start a new one
xbox right?
Nope computer
shutdown starfield
download the tool and install it, run the desktop shortcut
you'll have something like this
click check
if everything's clean it will tell you name/date of mod
if it's not showing that hit "clean"
then you should be able to go back into creation kit on your game
sooo co's really dont seem to like packins in packins with lights
"download updates"
and then exit game, go back to tool, make backup
its like cycling through the parents in the build menu or something weird
you should then be able to go in and out if in-game creations until you enter a save game.
when you're done touching what you want to in creations, exit game, hit backup again.. and then restart
you can use the tool to tweak your load order too, or just open it to edit manually.
and the starfield core doesn't seem like something you should need unless you're a mod author.
i'd accept the defaults
im gonna have to merge these nested packins somehow ughughgu
no.. you don't do anything to the game files
it works on plugins.txt and contentcatalog.txt -- it already knows how to find them.
well download the zip file and opened it so I do not install it anywhere?
ahh.. there's an MSI file inside the zip.
Double click to run the installer
the starfield tools setup.msi
or the setup.exe IIRC on the other installer
hmmm do not see that file
when you open the zip which do you see left or right?
possibly
https://github.com/hst12/Starfield-Tools---ContentCatalog.txt-fixer/releases
grab the second one -- Starfield.Tools.Zip
ok yea download the wrong thing
I hoping I am using it right
ok it says the catalog is ok then start up Starfield again after?
ok
Star finance isn't ready for me.
Have my portable Investment room built into my ship.
We really do need more screens that have Galbank or Credits stuff like The crimson fleet hacker guy has
Also wish we had more Gamer chairs, the one here is the closest I found to one
not sure what is going on with my game now I did everything and when I start a new game it goes threw normal set up but I am waiting for ever to start
maybe I have to many mods for this computer?
Yall think we will ever get a โRaceMenuโ for starfield? (the mod not list of species, curse Tolkien for ruining that)
or Enhanced Character edit
or mroe likely something along the lines of Looks menu from fallout 4
I want way more options than we have. I wanna redo all companions how i see them in my head. The game limits me.
not sure if it works with the current version of the game
I use chargen, only big change is saving presets.
It saves as .json, so we cant use it on npcs
Anyone able to help out with 3ds max? I go to export the model through the bethesda FBX export tool and it gives me the error "Node has no children. Possibly an empty export?"
New to modding, imagine I'm missing something obvious
it does
there is a body mod that on par/better than CBBE coming soon
guy finishing up textures and adding the sliders
oh?
who is the author?
The Milk Drinker
Weird i was always getting mistaken for him, when walking around skyrim. Lol.
i'm not sure which nickname is better "milk drinker" or chicken chaser" from fable lol
Omg i totally forgot about the chicken chaser. Its been ages since i played fable.
cool, i'll hold my judgement on better or not till i see how it works etc.
Everyone wants outlandish things added to starfield and im Sitting here thinking i just want the basics. Like 360 walk/run. Activation animations.
activate animations are easy
since we have them ingame...
360 though
I added/repalced a lipstick color lol go me!
What activation animation are in game?
have you check the animation list yet?
No. Ive spent my 246hr adding furniture. Lol. But like opening doors in 1st person?
lol no, I wanted cherry red lipstick and so i learned how to change the colors in the CK lol
so after a quick look i'm guessing milkdrinker figured out the NIF definitions
i googled cbbe and starfield and the change to NIF was one of the issues brought up and this screenshot was before the CK so i don't know where things stand now https://i.imgur.com/RVFq472.png
Ah. Gotcha.
but that's for CBBE
There's a discord..or atleast he's active on one and it looks like Caliente' has no interest in starfield
Hello! Anyone know how I can fix my Reference window. It cuts off at the bottom.
What do you guys think about the melee weapons
anyone getting these things when creating cuts from terrain blocks:
- terrains showing as 0x0 dimensions?
- the terrain cut looking like a wavy pattern in preview?
So I think I narrowed it down to Star Finance being the mod that's mostly to cause for the audio Issue upon crash.
Once I download it and if I have a crash or resety game at any point it loses audio.
The good thing is I have emt.load order saved without it so Now it's quicker to reload all my mods.
Sadly the no audio issue, unless the mod makes changes to the INI, is a game bug. Not a mod issue. Plenty of mods are getting pointed out as causing the issue while not doing anything audio related. One of my mods included. It is a game bug that only triggers on Xbox and sadly there's nothing we can do about it other than stop releasing the game for that platform to avoid this.
Which mod is yours?
The zero cost is the only one no one said anything about no audio
And the one that changes the essential state has and does nothing audio related
Ok I don't have any of those but it would be nice if Bethesda found a way to label these INI ones for Xbox users is we are just playing minefeild with it
Bethesda no longer allows the modders to upload mods with INI changes. But I don't know what happens with previous mods which are already installed and have it. I have no Xbox to test it.
I wonder if they removed them, or of they are still on the creations page, of ap, Bethesda should put an indicator that those specific ones are still there but maybe prevent downloads of them
You can easily bypass the no-audio bug but it involves extra steps to launch the game on Xbox unfortunately.
No idea about that.
I wish it was a bug that I could go there and fix on my mods and stop causing the bad experience to the players, or seeing posts here and on Reddit saying "Bard's mods are bugging the audio, do not install them", but I can't. I hope that Bethesda does indeed fix it or one of the great modders we have figure out what's going on and what we can do about it.
@vast crystal Unfortunately, people are lazy and it's so easy just to attribute the bug to a modder. I was able to find my workaround pretty quick. While a little inconvenient to do, it still allows me to enjoy the game without having to deal with no audio...until BGS gets around to fixing it.
That's true Rex. I hope they do. Either fix it or show me how badly I am doing my mods, so that there is a solution one way or another.
About the workaround, could you please post it here as I am currently having a similar discussion on Reddit?
From memory since I'm away:
launch game, no audio.
Go into creations and disable the mod
Exit game without launching again.
Restart game, audio should be working
Go into creations and re-enable mod
Exit creations and launch game, enjoy.
Thank you!
@terse coral the video i've seen says "disable ALL mods" exit, restart, re-enable all
he's saying any mod any time can break audio
The method I posted above works for me on my Xbox. Your mileage may vary.
There is only one mod I've used so far that stops my audio so that is the only one I've ever had to disable.
Of course, if you don't know what mod is triggering it, then disabling all of them would be appropriate.
@mortal tundra
Are there any recommended mods that handle door/ladder placement in ships?
It's going to be a while, becase this is only the first of many, many habs I have to make, but here's a sneak peak of the Armory for the Ancient Mariner extension I've been working on:
works as advertised. i have had 0 issues using it.
Oh, good. I hadn't seen that when looking through
Ladders are heresy against the Unity 
I would love a two-story stackable hab that just has a rectangular staircase (think four walls, stairs go up one wall, then turn left and go up the next, etc).
Good Morning everyone how a re you?
@sly ocean I for that too
But I want is every skin mod for weapons and suits in one mod not sure if all you modders could collaborate on that or not
becuase there is to many out there now and can't run my game anymore on PC
That probably won't happen.
We may see a handful get put together into a single mod, but it's not likely we'll see all of them like that.
well that sucks
I guess I only going to pick a couple of them then for game to start then
so going round and round and round... think i gotta put it down to a bug.... my easy repair button really SHOULD be repairing these items, and it doesn't make sense that even after you repair, they stay offline.... there's something missing here
Not sure if this is the right thread. Very new to trying to do anything in creation kit. Anyone have the patience to pm me and help out with blender and other programs when it comes to editing character face/head, even making custom hair styles?
Are the starfield save crashes related to mods or just the game?
Ah fun lol. Became completely unplayable last night, hadn't added new mods so thought id check to be sure. Thanks for the info
I had the same thing and got frustrated last night and couldn't play the a new started at all
@marble otter My own game crashed a lot. Mainly during transitions or when loading a previous save. Tweaking my load order fixed it. Going through the unity again helped a lot too.
after deleting all the save game data
My same problem
So I deleted all creations and now I am starting all over again
@mortal tundra your my number one on my list to add
I've done it 5 times already haven't even played it, I spent more time with creations then playing the actual game
I also run when game crashes while going through creations when adding
or deleting
is it possible to run Xbox GamePass Starfield version with MO2?
SFSE won't work with it but neither will the game's exe (says I need admin perms)
Yeah well that's Bethesda for ya. An issue that probably won't be resolved or fixed until early next year. Even when I'm scrolling through creations I crash???? Like it does not make any sense at all.
Is there a way to disable docking in the CK entirely? I periodically move windows around and accidentally release my mouse button in the "wrong" place and dock when I didn't want to. I never use docking anyway.
I did mess around on the load order for several hours without success. Ill have to consider trying the unity. Hesitant to because ill never remember some of these ship designs. Really disappointing you can't save designs in game. I might try leaving the particular area ive been in in-game. Sometimes that fixes things for strange reasons
@marble otter I have the same issue. I usually make a list of modules and take a ton of pictures from all angles lol.