#starfield-mods

1 messages ยท Page 37 of 1

tropic blade
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Astrogate does have a few issues for me

scenic shuttle
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slot machines would be awsome

mental timber
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if i cant get this script to change required currency ill just start working on a slot machine style one with credits

mortal tundra
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so yesterday or so i asked about the rotated thing in your inventory view

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you do indeed do the item iteslf, and then you have to apply a transform

strong oak
mental timber
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forgot all about that place

mortal tundra
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definitely in the seokugh hideout, sonny's place on Maheo

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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

misty geyser
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Seems pretty clear that the planet is intended to be breathable atmosphere.

mortal tundra
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the open air pool etc certainly would support that choice... not debating your choice... just saying there could be an alternate "lore supported" explanation

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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"

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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.

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Though they must be there at least in principle for Cydonia and New Homestead to operate....

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๐Ÿค”

worn basalt
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Anyone here up for some testing a Starfield mod (PC Only) that allows the player to change crew skills and appearance through dialogue?

misty geyser
mortal tundra
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For sure the interior on Sonny's place should've at least followed same logic... breathable even if planet wasn't.

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but everyone running around at indoor pool in spacesuits

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side quest to turn the oxygen generators back on ๐Ÿ˜„

sharp lynx
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boop

mortal tundra
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beep

terse coral
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I have an island outpost very near Sonny's myself.

sharp lynx
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hewo rex

terse coral
mortal tundra
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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
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working on volume II !

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I think this one is going to be better than my last one

mortal tundra
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@sharp lynx can't wait!!! first one is gorgeous as it is!

sharp lynx
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but I do have one question warm or cool?

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Here's a little theme reveal

mortal tundra
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warm

terse coral
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Warm for me

mortal tundra
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@sharp lynx I know "nifmageddon" probably left you salty on it, but are you planning to re-release Galactic?

sharp lynx
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At some point

mortal tundra
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those are spectacular

sharp lynx
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I would like to make it better

terse coral
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Love iiiiiit!!!!!!

mortal tundra
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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

sharp lynx
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blew what up?

mortal tundra
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all the nifs/meshes etc

sharp lynx
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ah, yea good thing there was a fix for that

mortal tundra
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all hail JMPZ11 ๐Ÿ˜„

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I didn't pay enough attention? did you renif and re-release it? I just threw my hands up at it ๐Ÿ˜„

sharp lynx
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I plan on turning GCE into a full military RTS

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that'll take some time

mortal tundra
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I can see how!

sharp lynx
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considering I have the full gambit I might as well

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I could make some pretty damn cool forward operating bases

terse coral
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I saw the weapons you made...and yeah!

sharp lynx
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plus I need to expand on those mechs and put the tank back

mortal tundra
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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!

sharp lynx
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not only did I get the domesticate flora working but I reworked their system

mortal tundra
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there's nothing faster than your supa-greenhouse plot and eternal harvest for power leveling botany ๐Ÿ˜„

sharp lynx
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they give their actual fruits, they come with proper names and descriptions and they help to craft

mortal tundra
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That and making Fermi 7A not have to depend on Cargo links to get memory substrate...

sharp lynx
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that was what I didnt like about the outpost system

mortal tundra
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I hate that cargo links don't run during sleep -- makes no sense lore wise :S

sharp lynx
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its a damn planet, iron copper and the other stuff are going to be found on literally every rocky planet

mortal tundra
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so f'it... SKK Universal Stash it is and zero cargo links for me

sly ocean
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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.

mortal tundra
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@sly ocean I'm chasing down resetting it when you open the build menu as a workaround

mental timber
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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

terse coral
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I'd be much happier with cargo links if my outpost didn't become LAX lol

mortal tundra
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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

sly ocean
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Not sure why they did a Get before the Set, but maybe it's required for some reason? Might be worth keeping in mind.

mortal tundra
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meh.. it's probably more console that's blocked from papyrus! but i'll sure look at it and try, thanks for finding that!

misty geyser
sly ocean
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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.

mortal tundra
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@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.

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i asked copilot to come up with something... looked good... didn't compile ๐Ÿ˜„

sly ocean
# mortal tundra <@343927025947508746> I can find the closest beacon, no problem, just a matter o...

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.

mental timber
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so with something like this in an LL i can make a pseudo random machine

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but i think im gonna have to make a lot more points for it to feel better

mortal tundra
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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

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especially if there isn't a good transition npc between follower and vendor

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orrrr.... anyone done a vendor as follower?

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no... that probably wouldn't work, vendors have hidden storage within the celll.... not portable

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y'all want to "break mechanics" in a fun way, put venpi's TA kiosk in your ship and then go re-arrange it.

mental timber
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preview window shadow from a million windows

mortal tundra
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All the stuff you ever sold it and all the credits it has are suddenly in inventory ๐Ÿ˜„

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this is how we blow up windows sir... just sayin...

mental timber
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not again....

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now to test in game how many clicks till i go broke

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AI made papyrus script for a slot machine but.....

mortal tundra
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3 fps ๐Ÿ˜„

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@sly ocean

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looks like we're on the right ppath

eternal siren
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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

sly ocean
mortal tundra
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@eternal siren I pushed one this morning and just plain forgot.. you have to manually increment it.

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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

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unofortunately on PC this is borked as hell

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"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

eternal siren
mental timber
eternal siren
mortal tundra
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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

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if you're on PC, and you've entered a game, the chances of that are somewhere between slim and none.

sly ocean
# eternal siren Seems fair . it not that big of a deal for me but for others who don't look at t...

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.

mortal tundra
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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

mortal tundra
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so you SHOULD be getting good info when you check for updated mods

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I don't have an xbox, and when you only have CK mods available, it narrows your window ๐Ÿ˜„

eternal siren
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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

mortal tundra
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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

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can you go into your load order?

eternal siren
mortal tundra
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any mod.. doesn't matter in the least.. it'd show up in load order

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looking for anything showing "version:0" or "version: undefined"

eternal siren
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I think I've seen some

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The .esm at the end is a deleted mod thats gone from the mods browser

sly ocean
# mortal tundra

That example is also showing the file name rather than the "title"...is it because the mod was removed from Bethesda.net ?

mortal tundra
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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.

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Ultimate starter kit -- that one's still out there but flagged WIP so it's invisible

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I'm just glad I had a backup on another machine

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I've been trying to reach the author through his link on Nexus but it's been silence for almost 2 weeks now.

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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

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but i'm TRYING to be good

eternal siren
mortal tundra
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it's still visible on the website, but like LUNA, anything flagged WIP is no longer accessible by the store

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I think you'll see some Version 0 vs Version Undefined

eternal siren
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only saw undefined behind file names

sly ocean
mortal tundra
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yeah, i think that's all that'd be available for XBOX

eternal siren
mortal tundra
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mmmm could see that working too

sly ocean
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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?

mortal tundra
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it sounds like just "force deleting" the one mod cleans it out

sly ocean
eternal siren
mortal tundra
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he can.. it's just on pc that it breaks the menu

eternal siren
sly ocean
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OK, we're talking about two different things, then. I though he had crashes every time he attempted to enter the Creations menu.

mortal tundra
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pc breaks if the unicode strings get written in the version - which doesn't seem to happen on xbox

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haven't heard of anyone on xbox getting that

eternal siren
mortal tundra
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fairly common occurence on pc too ๐Ÿ™‚

eternal siren
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but that only happens if i have a mod with a file name . now i have deleted those and it doesn't crash anymore

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only problem i still have is if i use the gut buster mod from gc all my audio is gone ๐Ÿ˜…๐Ÿ˜…

strong oak
versed atlas
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If I have questions about someone mod I can ask here or directly chatting w him ?

eternal siren
strong oak
eternal siren
versed atlas
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Mods from Chronopsis, I downloaded his newest mods and I canโ€™t find it in the game

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Credstick pile decoration and Currency cart decoration

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They arenโ€™t in my decoration slot

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On xbox

mental timber
eternal siren
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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

versed atlas
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Yes I have already

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Ohh so wesh have to use this to have it ?

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We*

eternal siren
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Than i don't know

mental timber
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thats the first im hearing it not working

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I have thumbs up on xbox so i imagine its working for others

versed atlas
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I'm starting the game and search for this

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I thaught it was like a tv or something else to place

mental timber
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oh no sorry i just made that

eternal siren
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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

strong oak
# mental timber

Which Creations mod is this you have like 6 or more Creditstick ones

mental timber
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im just making a goofy slot machine

strong oak
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ah

versed atlas
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I still canโ€™t find it

strong oak
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which specific MOD did you use

versed atlas
strong oak
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He has like 17 mods

versed atlas
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I've downloaded them and now i'm searching how to place

mental timber
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ok let me double check on pc but I dont have xbox

versed atlas
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OK ๐Ÿ‘Œ๐Ÿป

strong oak
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5 are okay on xbox with carts one

versed atlas
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5 what ?

mental timber
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im getting them on pc from creations download

strong oak
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Fivc it works on Creditstick pile; 3 say works on Creditstick Pile Decoration for Xbox users

versed atlas
strong oak
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I know even on Desktop. It sometimes take a while for the mod to appear in the menus.

versed atlas
scenic shuttle
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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

strong oak
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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.

versed atlas
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Theyโ€™re good version 1.00 and I still canโ€™t find them in the game

strong oak
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How many mods do you have ?

mental timber
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that cred pile might break xbox but idk...its a med master

strong oak
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but several said its ok on xbox. I guess it depends on the Xbox itself though, there are different versions..

mental timber
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i kinda dig this need to try and get lights in the glass

versed atlas
mental timber
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oh yeah bro good luck

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my cred pile alone will break im sure

versed atlas
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I have to delete some ?

strong oak
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The medium file might take a day to show up. That many.

mental timber
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the cred piles even tank my fps by 30 when i look at em

versed atlas
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And how many fps do you have normaly ?

mental timber
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on pc on high like 60ish with a 2070 and 32gigs of ram

strong oak
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I would say play the game and check on it tomorrow. tbh. That many mods on your Xbox.

versed atlas
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It just take a long time to show up ?

strong oak
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No idea - Xbox for Starfield Creations is like what 3-4 weeks old now. Its new to most of us for Starfield.

versed atlas
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Yeah I know

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I was so happy to put these in my base but I forgot for a sec thatโ€™s Bethesda

mental timber
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so with a cost of 25000 this is a 50/50 slot

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wait its missing

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stupid ai

thick plaza
strong oak
thick plaza
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close enough right

versed atlas
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@mental timber are you gonna do something w money again ?

strong oak
strong oak
mortal tundra
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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?

versed atlas
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But I want more

mental timber
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honestly I just do whatever I work 60 hours this week again though so

mortal tundra
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but it's not auto-kicking... lemme check to make sure i enabled mod :S

versed atlas
mental timber
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nah u good

strong oak
versed atlas
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And I donโ€™t want to be rude w my stupid english

mental timber
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LOL nah i just feel like i barely have time already but yeah anything money and loot related ill just be making random stuff

versed atlas
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Yh ok ๐Ÿ‘Œ๐Ÿป

strong oak
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Mods can be tested on desktop. You can not test a mod on Xbox until its published on Creations.

versed atlas
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Itโ€™s annoying it means like if your mod donโ€™t work on xbox you have to unpublished and restart to work and the mod ?

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On*

strong oak
hollow salmon
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Good evening everyone, how is everyone today?

mental timber
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my first mod ever published was 2 weeks ago for reference

hollow salmon
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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.

strong oak
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I know one of them was removed/unlisted.

hollow salmon
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ok that must be the one then Dorsai

strong oak
hollow salmon
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I just saw a mod for the M82 Barret wonder how that weapon is

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Well there is one that lets you craft it at the industrial one but it is only limited though

strong oak
hollow salmon
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Desktop only

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all though do Have Xbox Series X

strong oak
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Oh there are mods for that - I was looking in Creations

hollow salmon
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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

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was the one I wass talking about been removed from Nexus too?

strong oak
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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.

Nexus Mods :: Starfield

Added 2 new weapons. Custom model, 2 new projectiles, custom ammo, alternate grenade fire( I added an effect, every 5th shot fires a bomb so it looks like alternate fire) Weapon has a bomb below recei

naive pier
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Anybody know of any mods on Xbox that lets you have more then one companion following you at a time?

strong oak
mortal tundra
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@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 ๐Ÿ™‚

crimson aurora
mortal tundra
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@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

versed atlas
mortal tundra
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Soz on mobile

hasty anchor
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are there any plane-ship mods? Kinda like the star wars ship ones but old timey bombers and fighters?

versed atlas
mortal tundra
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@hollow salmon unfortunately not really different than hard target....felt weaker actually

crimson aurora
versed atlas
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Yep i'm on xbox

hollow salmon
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@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.

next kindle
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Reloading...

mental timber
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wow didnt know i could just slap lights onto anything thats crazy

strong oak
hollow salmon
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@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.

teal wedge
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Royal weathers lite now on Xbox ๐Ÿ˜๐Ÿ˜๐Ÿ˜๐Ÿ˜ and to top it off we have Elden Start. Holy crap.

mortal tundra
mental timber
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jeez 125 hours in ck in 2 weeks grossss

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90% waiting for loading

mortal tundra
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innnnteresting

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my autoload is autoloading, but my skill checks and stuff aren't working correctly

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baby steps i guess

terse coral
mortal tundra
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duh.. dumb dumb dumb... series of else/elseif... each condition should've been evaluated on its own

mental timber
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tabletop version waitttt

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interetesting...everything works but if i try move them after placing them i crash.

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or only sometimes....wtf

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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

mortal tundra
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ok.. that's pretty weird ๐Ÿ˜„

mental timber
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im calling activator build mode bug or something idk

mortal tundra
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you doing PH anywhere to drop those in galbank for example?

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or you just placing in-cell through ck?

mental timber
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its just a constructible object

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oh uh just placing in cell

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and im just loading into my outpost save to test stuff

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i have a 200ish hour playthrough so its kinda nice

crimson aurora
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Is there any mod that puts mission boards on Gagarin?

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Best I know is the 'put outposts anywhere' mods and setting up my own. I'm sure the locals won't mind.

hoary lava
# mental timber its just a constructible object

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.

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Or meshes.

mental timber
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just the few things i was working with

hoary lava
mortal tundra
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do a search for gagarin, there are some "extenders" for putting stuff there

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I'm searching files to find the posters for the preview model... having hell finding the nifs... anyone know offhand where they are?

safe sorrel
mortal tundra
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as long as they're added in the game with build recipes, they should be available to place

safe sorrel
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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

twin crown
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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?

tulip rapids
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odd architectural design

mortal tundra
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@twin crown Following a little bit of the drama, someone is going and basically stealing all the Starwars mods

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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)

fast owl
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Alright, let's not go into that here, it's not the place and most likely against the #rules

mortal tundra
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@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.

fast owl
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It goes into the "Trolling & Baiting" as well as "Accusations of Misconduct"Accusations of Misconduct' and "Disruptive/Abusive" just to name a few

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If you find anything against the creations rules, please report that creation and the appropriate staff will look into it.

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End of discussion.

mortal tundra
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I'll respectfully disagree... it's y'all's forum, so i'll do my best to abide by your rules though.

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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?

fast owl
mortal tundra
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leaves most people not having to listen to me nerd hard on script details ๐Ÿ™‚

tulip rapids
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"open and frank" discussions are for reddit the same rules apply to every thread under this Bethesda discord

fast owl
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However, this entire Discord, those #rules apply to

tulip rapids
mortal tundra
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while reddit isn't 4chan, it is indeed a place for flamewars ๐Ÿ˜„

twin crown
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it's worth bringing awareness that this type of harassment and false reporting is even a thing.

fast owl
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As I mentioned before, this isn't the place for it

mortal tundra
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script: PlayerRef.SetValue(OutpostMaxDeployed,16.000)

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[20:19:45] Planetary Habitation is at least Rank 1 - Max Outposts:39.000000
in-game

mental timber
tulip rapids
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ooo gambling

mental timber
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I always forget to check player home

tulip rapids
#

if every 15yo that ever DDOSed you on COD had 1 personality

mental timber
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im still waiting for a reply

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imma call todd up

mortal tundra
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@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

mental timber
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yeah lol

mortal tundra
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i'd even be happy to see some kind of reply on the bug channel about what we discovered with the contentcatalog.txt bug

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but
dis what i got....

mental timber
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guess these machines only work in the outpost oh well, havent been able to get them under other categories.

mortal tundra
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what category did you make them?

mental timber
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i can only get them under miscellaneous

mortal tundra
#

any scripts tied to them? or if i pop the esm into ck will i pretty much see everything?

mental timber
#

no scripts

#

only 1 mod i have has a script and its the transmission in a bottle one

mortal tundra
#

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....

hollow salmon
#

I was wondering will there be a mod to take over abandoned outpost for your outpost?

mortal tundra
#

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

tulip rapids
mental timber
#

yeah just copied a vending machine activator the boom pop cherry one or something

mortal tundra
#

do you have xedit?

#

if for no other reason than it's tip-top for highlighting exactly what's different between a couple things

mental timber
#

never used it

mortal tundra
#

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

mental timber
#

well that sounds incredibly helpful lol

mortal tundra
#

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 ๐Ÿ˜„

#

so for my current rev of outpost tweaks, I can look at it like this:

hollow salmon
#

@tulip rapids umm really because I have not seen it yet for PC because that is what I use

mortal tundra
#

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

hollow salmon
#

ok got to check that out then

mortal tundra
#

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!!

tulip rapids
mortal tundra
#

because as it stands today, you reeeeeeally gotta know where everything is to find those stars.

tulip rapids
#

CK isn't finished, at least. perhaps that'll improve

mental timber
#

slot machine mechanics are gonna be the death of me

mortal tundra
#

@tulip rapids so I'm hearing there's hope?

tulip rapids
#

Bethesda is always a WIP. this CK is fresh

hollow salmon
#

@tulip rapids I see you need other mods for it to work by reading it

mortal tundra
#

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

hollow salmon
#

ohhh ok

tulip rapids
#

there's a couple build anywheres on creations, but they won't function as an outpost

mortal tundra
#

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

sly ocean
tulip rapids
#

if anyone's gonna do it it's LBGSHI ๐Ÿ‘€

mortal tundra
#

on nexus... 1.2 million downloads.. ON ... NEXUS

tulip rapids
sly ocean
mortal tundra
#

don't sleep on his universal stash... it's really a game changer

tulip rapids
#

we are RELYING on you

hollow salmon
#

@sly ocean lol that is what I am waiting for too

sly ocean
safe sorrel
sly ocean
mortal tundra
#

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 ?

safe sorrel
hollow salmon
#

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?

mortal tundra
#

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

hollow salmon
#

Becuase I zoom in on the planet and make sure it is close as possible and still hase me miles away

mortal tundra
#

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.

hollow salmon
#

@safe sorrel ok I got to try that then

slim sun
# mortal tundra even if you never save anything in xEdit, i think it's a really good tool to hav...

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.

solid osprey
# slim sun People new to Bethesda modding won't be familiar with the term "dirty edits" but...

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

mortal tundra
#

@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

solid osprey
slim sun
# solid osprey Yeah was asking around about how to use xEdit as part of iterating on a mod, not...

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.

mortal tundra
#

ALL HAIL JMPZ11 -- dat dude out here keeping us all in bidness ๐Ÿ™‚

First NifSkope, Then empty hab to resurrect Starui...

sly ocean
#

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.

slim sun
# solid osprey Thank you! That's awesome.

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.

mortal tundra
#

"We won't tell you what it is... but you can roll the dice and take it away" ๐Ÿ˜„

sly ocean
#

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).

autumn idol
slim sun
#

"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.

slim sun
mortal tundra
#

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

autumn idol
#

its an old feature and have to do it manually so good for medium and small masters

slim sun
autumn idol
slim sun
#

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.

mortal tundra
#

most of us mere mortals live in small world... TG out there saying "can i make it into TWO fulls?" ๐Ÿ™‚

slim sun
#

We actively should be encouraging all mod makers to clean their mods right now. I don't care how you want to do it.

sly ocean
mortal tundra
#

I didn't even think you COULD in CK, learn something new every day ๐Ÿ™‚

#

@sly ocean there's a pretty solid contingent of mods that move back and forth on a regular basis with no ill effect.

sly ocean
#

Yes, I'm aware.

autumn idol
#

had to moderate neuxs modders uploading .espspepe_cringe

sly ocean
#

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.

slim sun
autumn idol
slim sun
white flint
#

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?

slim sun
hoary lava
mortal tundra
#

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 ๐Ÿ™‚ ... this time :D)

#

ck is closed, editors to the .src are closed...

#

ck just crashed.... <sigh>

hollow salmon
#

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

mortal tundra
#

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

hollow salmon
#

ok lol

mortal tundra
#

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

hollow salmon
#

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

mortal tundra
#

colony ship is still in-system

hollow salmon
#

So what am I supposed to do about those colonist ?

mortal tundra
#

sometimes jumping out-system and coming back makes a different set of load events than moving between POI in-system

hollow salmon
#

yea it the first time there at that planit

#

what am I supposed to destroy the ship?

mortal tundra
#

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.

hollow salmon
#

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?

mortal tundra
#

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 ๐Ÿ™‚

hollow salmon
#

has anyone use the Astrogate mod?

sly ocean
#

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...

  1. 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)
  2. Selecting that activator with console open and using command setoutpostoverlay.
  3. 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.
  4. Disabling the dummy beacon if desired, to avoid accidentally trying to use it later.
  5. 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.

mortal tundra
#

@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

sly ocean
#

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.

mortal tundra
#

true, for sure, but just using the dummy to "rewrite the zone" to make it buildable

sly ocean
mortal tundra
#

and considering somethign as straightforward as "RemoveWorkshopItems" doesn't seem to have an equivalent ... meh..

sly ocean
#

Finding what the command setoutpostoverlay does under the hood would be really helpful.

hollow salmon
#

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?

mortal tundra
#

any of y'all papyrus gurus can help me with weirdness?

hollow salmon
#

then you can just add stuff to it

mortal tundra
#

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

sly ocean
mortal tundra
#

yep... it's building a player home vs building an outpost

#

you can't place things like extractors or landing pads etc...

hollow salmon
#

isn't the crew station is for to ad crew to the outpost?

mortal tundra
#

yes it is

hollow salmon
#

to add

sly ocean
#

Each of those is 23 more than what you specified.

mortal tundra
#

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...

hollow salmon
#

can you do it at 25 so it increases by 25

#

so like 25,50,75,100

mortal tundra
#

well that does break my intent for the mod ๐Ÿ˜‰

#

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 ๐Ÿ™‚

#

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"

hollow salmon
#

sorry was just putting it out there

mortal tundra
#

no, is all good.. i just had deliberate rationale ๐Ÿ˜„

#

my challenge/problem is it SHOULD be doing 16/24/32/40... but... it ain't ๐Ÿ˜„

hollow salmon
#

@mortal tundra hey have tried that Astrogate mod out?

mortal tundra
#

I haven't.. only time i've been in game of late is to test mods

hollow salmon
#

It sounded like cool idea but wasn't sure if it was good because fly into a planet or something like that

mortal tundra
#

or chasing down the ContentCatalog bug

hollow salmon
#

Actually I haven't gotten that bug of late

mortal tundra
#

you on xbox right?

hollow salmon
#

nope

mortal tundra
#

doing all ck?

hollow salmon
#

no I mean I haven't seen it show up in my data files anywhere when I go and check things

#

on the PC

mortal tundra
#

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

hollow salmon
#

Although I do have an Xbox Series X in front of me that haven't been used but to watch Anime on ๐Ÿ™‚

mortal tundra
#

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)

hollow salmon
#

@sly ocean so what make you decide to walk through walls like rogue from xmen?

mortal tundra
#

awww... i exaggerated... it's only July 21 in 530 billion years

hollow salmon
#

talking about walk through walls mod

mortal tundra
#

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.

sly ocean
hollow salmon
#

Good night Zee

#

Well rogue stole Kitty pride abilities besides being strong

sly ocean
#

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).

hollow salmon
#

ok just curious though was looking at all the mods you made

hollow salmon
#

Also where you getting annoyed by the NPC in the game to erase them lol to make that mod

sly ocean
hollow salmon
#

that is cool understandable

#

I am guessing the next step would be to make them into one mod then

sly ocean
hollow salmon
#

ok cool well good night

#

I am using some of your mods by the way

#

good night everyone

edgy flame
#

Can anyone figure out how to modify the AF file today?

edgy flame
static sequoia
#

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..

eternal siren
thick plaza
#

invisible gun before gta 6 llets goo

solid osprey
#

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.

versed atlas
#

@mental timber your mods finally work I just had to wait

solid osprey
terse coral
# tulip rapids odd architectural design

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.

vast crystal
#

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.

thick plaza
#

Pro Tip: If you drag in a object modifier for a weapon, the Creation Kit will instantly crash!

earnest flower
#

39 moveable statics later and it finally lights up

stoic copper
modest sundial
#

Have to wipe my mods cause it broke

modest sundial
mental timber
#

Ya know I was probably supposed to make an archive for the slot machine since I edited the scripts properties...

crimson aurora
#

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.

strong oak
# crimson aurora Is it possible to mod the temples to be underground? Mostly for immersion reason...

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.

crimson aurora
#

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.

strong oak
#

Your imagination let loose.

mortal tundra
#

@mental timber yes, to distribute scripts you gotta do that ๐Ÿ™‚

#

even script fragments need one

strong oak
#

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.

mortal tundra
#

@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.

strong oak
#

So its like a hard Forceav

wraith scarab
mortal tundra
#

And then forceav did kinda bring it down... but it's acting weird still
Sorry for the hud in the background

wraith scarab
#

Save and exit? Try that

mortal tundra
#

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

mental timber
#

Just remote desktop at work to repack a mod I have problems

mortal tundra
#

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

mental timber
#

How are people gonna thumbs up something I know doesn't work

past tide
#

Does anyone else get the no audio bug when modding starfield on xbox?

mental timber
#

Wish I knew how to port the fallout 4 slot machine and use that as the model somehow

mortal tundra
#

@past tide scroll up -- long and short is disable all mods, exit, come back in, re-enable all mods, and sound should be fixed.

mortal tundra
#

I have yet to hear someone tell me it didn't work.

past tide
#

ok

#

Ngl I'd really hope either bethesda fixes it or modders do

mortal tundra
#

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 ๐Ÿ™‚

#

the damage is starting to make sense -- those are the outposts i'm "consuming"

mental timber
mortal tundra
#

she has 28 outposts, the earlier one had one... so yeah, that make sense

#

But "level-up value 91" ?? - perm modifier of 51 ... saywhatnow?

mental timber
#

This is why I want an xbox for testing...quick way to see if I forgot scripts...

mortal tundra
#

CK will drop a separate xbox .ba2 in your folder, so there's that

mental timber
#

Tru

mortal tundra
#

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?

mental timber
#

I just back all the files up by version

#

If I remember

mortal tundra
#

but do you keep them around in your game folder too? so you end up with both the esm and esp to manage?

mental timber
#

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

mortal tundra
#

LOL ok.. I'm glad I'm not the only one

mental timber
#

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

mortal tundra
#

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 ๐Ÿ˜ฆ

#

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

mental timber
#

Can't wait for tes6 to change it all again

mortal tundra
#

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 ๐Ÿ˜‰

shell pelican
#

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.

mortal tundra
#

They also drop off bosses, and can indeed be crafted

shell pelican
#

Where do I craft them?

mortal tundra
#

standard industrial workbench

#

double checking to make sure I'm not mistaken

shell pelican
#

Not seeing them there

past tide
shell pelican
#

Think the mod is messed up for me

mortal tundra
#

@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

past tide
mortal tundra
#

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

mental timber
#

You mean like verify game files on steam?

mortal tundra
#

yeah

#

i don't have xbox, so... i have no idea... just spitballin

harsh mirage
#

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?

dapper galleon
#

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.

mental timber
#

I forgot the dream home has 0 windows lmao whyyyyy

proud forum
# harsh mirage I was trying to find the Fog menu, the one that CK1 had. I cannot seem to find i...

Lights are completely different for this game. Thereโ€™s about 5 different layers on each cell with each layer having a different type of lighting.

Lighting fog volumes are in the cells themselves. Theyโ€™re teal. There are about 10 different properties for fog volumes to give lighting shape and depth but anisotropy isnโ€™t used.
ATM_ is the prefix. You can change the noise levels and falloff and completely customize how each light is reflected. Itโ€™s really neat

You can also merge them. Select them, control left click > View > Volumes > Merge Volumes.

Make sure you donโ€™t delete. If another mod touches the cell, youโ€™ll cause crashes for your players.

hasty anchor
#

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.

safe sorrel
safe sorrel
# dapper galleon Another mod idea, portable shower bathroom stalls that you can build into your s...

The Skullyโ€™s 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 ...

โ–ถ Play video
tidal basalt
# mental timber I forgot the dream home has 0 windows lmao whyyyyy

A sad side-effect of it being its own โ€œcell.โ€ I highly recommend the โ€œDream 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.

dapper galleon
#

Also does the crimson Fleet have come in empty versions or just regular ones

hollow salmon
#

Good Morning everyone how are you in the modding world?

safe sorrel
#

I think she used the Empty Hopetech habs for them

hollow salmon
#

@dapper galleon are you talking about the crimson fleet habs for ships?

hollow salmon
#

Yes there is both empty and filled habs

dapper galleon
hollow salmon
#

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

dapper galleon
#

I'm trying to go for a Predator style interior, I think I saw it has red lighting so that would work

hollow salmon
#

@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

dapper galleon
vast crystal
bronze rapids
dapper galleon
#

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

autumn idol
#

Also we do have a buried temple ingame...

sly ocean
#

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.

autumn idol
#

making persistent stuff in in instancle cell just gonna cause issues down the road

sly ocean
autumn idol
sly ocean
#

More specific than "things could go wrong", I mean.

sly ocean
autumn idol
#

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)

sly ocean
#

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.

autumn idol
#

Wiki really explains how this operatesPrayge

sly ocean
autumn idol
#

no it does

next kindle
#

Reloading...

sly ocean
hoary lava
#

@sly ocean It's not public yet, not finished.

autumn idol
thick plaza
#

honestly

#

BGS Monday-Friday 9-5

mental timber
#

I'll pay $1 for the wiki right now

mental timber
#

ok $2

mental timber
#

now that i found out how easy lighting is im gonna be wasting so much time playing with them

shell pelican
#

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?

modest sundial
#

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

mental timber
#

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

twin atlas
#

need an assist, how do i find this problematic ID?

modest sundial
#

That's a Creation bug

#

You probably have way too much, then listed

shell pelican
modest sundial
shell pelican
#

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.

modest sundial
limber current
#

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

modest sundial
#

Idk if those two conflict?

limber current
#

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

modest sundial
#

What about starfeild core?

#

With the patch mod?

#

Community patch

limber current
#

I haven't used those ones either ๐Ÿคท 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.

modest sundial
#

I did I'm gonna reload it any just read the description

limber current
#

Have you used this template? This one seems to be the best one for me

modest sundial
#

Yes I use that same exact one

limber current
#

Ah ok then yeah its more than likely a mod or something conflicting

modest sundial
#

Could be

shell pelican
#

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.

autumn idol
tulip rapids
#

@vast crystal you get help with Xbox testing? haven't been on sorry

vast crystal
tulip rapids
#

is it editing the ini files that causes the audio glitch?

vast crystal
#

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

terse coral
#

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

terse coral
#

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

tulip rapids
#

about to see if Sam coe dialogue overhaul breaks my game lol

tulip rapids
#

ugh every time I'm excited about a mod it doesn't work right

#

time to wait another 2 weeks

thick plaza
#

texture tutorial coming out tonight

terse coral
#

@twin atlas I left a note on your recent sub post for you.

hollow salmon
#

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

mental timber
#

light on co's randomly not working sometimes

#

some have broken bulbs i guess

safe sorrel
mortal tundra
twin atlas
#

It has to be a flaw in the CK

mortal tundra
#

the only thing i had for ya was that you can search by the formid in question ๐Ÿ˜„

But it's SUPER picky, and doesn't seem to do any substring/sub search.. you get the exact string or nothin

twin atlas
mortal tundra
#

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

safe sorrel
#

I think you can leave the CK running while you play test if your PC can handle it, you just canโ€™t save again while Starfield is still running

#

At least Iโ€™ve left it open while testing changes with seemingly no problem

mental timber
#

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

sly ocean
# twin atlas The ID in question doesnโ€™t seem to exist.

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?

mental timber
#

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

twin atlas
#

Not a single ID 0xfd010000

sly ocean
#

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)

twin atlas
#

Searched all CO and Forms ive made, nothing.

sly ocean
#

Hmm...actually, that logic doesn't account for modifications to existing records, which I believe still count toward that limit (or maybe not?).

twin atlas
#

Grrr. So the โ€œissueโ€ now has the ID - FD0005b2. An item i made on 6/28/24

#

At this point CK is just being petty

sly ocean
tidal basalt
sly ocean
# twin atlas Nope

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.

twin atlas
#

Compacting resets the mod within save files. Im releasing the mod as a converted full master. Itโ€™s uploading now. No clue why CK is so temperamental the large a mod gets.

sly ocean
#

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.

mental timber
#

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

twin atlas
#

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.

mental timber
#

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

mortal tundra
#

So... let's get y'all's opinion... release it or no?

#

I got my outpost easy repair button ~90% working

mental timber
#

lol what is 90%

twin atlas
#

90% means it functions, but something happens somewhere, somehow to someone.

mortal tundra
#

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

mental timber
#

I wonder if the fishbowl would work if you do it how activators are

mortal tundra
#

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

mental timber
#

workshop anything is ground and grouped workshop object

#

I havent tried on anything but vending machines tho

#

and instanced not instanced static

mortal tundra
#

compact active COULD in theory force a renumber of existing forms, causing existing items on a save to get in a bad state.

twin atlas
#

Anytime i do something other than instanced static, it CTD in build menu.

mental timber
#

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

twin atlas
#

Yup mine are interior

mental timber
twin atlas
#

In the CO - workbench keyword -miscinterior and the recipe stays as misc.

mental timber
#

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

solar basalt
#

who knows that how to change the sea level. I tried in the world space inspector but error.

strong oak
mental timber
#

i think i found the limit to LL's

#

like 200ish entries and it just erases them all

mortal tundra
#

Easy Button is active

thick plaza
#

adding melees

hollow salmon
#

@mortal tundra umm can I ask question?

mortal tundra
#

yeees ? ๐Ÿ˜„

thick plaza
#

standalone melee weapons soon

hollow salmon
#

Should I be using the core mod?

mortal tundra
#

which do you mean?

hollow salmon
#

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

mortal tundra
#

let me look

#

have to fix content catalog, or i can't go in

hollow salmon
#

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

mortal tundra
#

xbox right?

hollow salmon
#

Nope computer

mortal tundra
hollow salmon
#

I waited for hours and it wouldn't start

#

ok how do I use that tool for it

mortal tundra
#

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

mental timber
#

sooo co's really dont seem to like packins in packins with lights

mortal tundra
#

"download updates"
and then exit game, go back to tool, make backup

mental timber
#

its like cycling through the parents in the build menu or something weird

mortal tundra
#

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.

hollow salmon
#

ok

#

now where do I install it

mortal tundra
#

i'd accept the defaults

mental timber
#

im gonna have to merge these nested packins somehow ughughgu

hollow salmon
#

Do I install that in the game file some where for that tool

#

@mortal tundra ??

mortal tundra
#

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.

hollow salmon
#

well download the zip file and opened it so I do not install it anywhere?

mortal tundra
#

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

hollow salmon
#

hmmm do not see that file

mortal tundra
#

when you open the zip which do you see left or right?

thick plaza
hollow salmon
#

the left one but there is no setup.exe file in it

#

did I download the wrong thing

mortal tundra
#

possibly

hollow salmon
#

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?

mortal tundra
#

yes

#

you should be able to go into creations now

hollow salmon
#

ok

dapper galleon
#

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

hollow salmon
#

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?

twin atlas
#

Yall think we will ever get a โ€œRaceMenuโ€ for starfield? (the mod not list of species, curse Tolkien for ruining that)

fallen vector
#

or mroe likely something along the lines of Looks menu from fallout 4

twin atlas
#

I want way more options than we have. I wanna redo all companions how i see them in my head. The game limits me.

fallen vector
#

not sure if it works with the current version of the game

twin atlas
#

I use chargen, only big change is saving presets.

#

It saves as .json, so we cant use it on npcs

fallen vector
#

For now it's going to take some time

#

I'm looking forward to CBBE and bodyslide

twin atlas
#

Me too.

#

This is how i see Sarah

scenic condor
#

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

autumn idol
autumn idol
#

guy finishing up textures and adding the sliders

autumn idol
#

The Milk Drinker

twin atlas
#

Weird i was always getting mistaken for him, when walking around skyrim. Lol.

fallen vector
twin atlas
#

Omg i totally forgot about the chicken chaser. Its been ages since i played fable.

fallen vector
twin atlas
#

Everyone wants outlandish things added to starfield and im Sitting here thinking i just want the basics. Like 360 walk/run. Activation animations.

autumn idol
#

since we have them ingame...

#

360 thoughSweatPepe

fallen vector
twin atlas
#

Nail polish?

#

Lol

twin atlas
autumn idol
twin atlas
#

No. Ive spent my 246hr adding furniture. Lol. But like opening doors in 1st person?

fallen vector
#

so after a quick look i'm guessing milkdrinker figured out the NIF definitions

twin atlas
#

They have a page?

#

To follow

fallen vector
twin atlas
#

Ah. Gotcha.

fallen vector
#

but that's for CBBE

fallen vector
analog kraken
#

Hello! Anyone know how I can fix my Reference window. It cuts off at the bottom.

thick plaza
#

What do you guys think about the melee weapons

narrow isle
#

anyone getting these things when creating cuts from terrain blocks:

  1. terrains showing as 0x0 dimensions?
  2. the terrain cut looking like a wavy pattern in preview?
dapper galleon
#

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.

vast crystal
vast crystal
#

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

dapper galleon
#

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

vast crystal
dapper galleon
#

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

terse coral
#

You can easily bypass the no-audio bug but it involves extra steps to launch the game on Xbox unfortunately.

vast crystal
terse coral
#

@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.

vast crystal
terse coral
vast crystal
#

Thank you!

mortal tundra
#

@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

terse coral
#

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

obsidian vigil
#

Are there any recommended mods that handle door/ladder placement in ships?

timid temple
#

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:

scenic shuttle
#

works as advertised. i have had 0 issues using it.

obsidian vigil
#

Oh, good. I hadn't seen that when looking through

scenic shuttle
#

ladders build from the bottom up.

#

for muti stories

obsidian vigil
#

Ladders are heresy against the Unity ree

sly ocean
#

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).

hollow salmon
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Good Morning everyone how a re you?

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@sly ocean I for that too

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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

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becuase there is to many out there now and can't run my game anymore on PC

sly ocean
hollow salmon
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well that sucks

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I guess I only going to pick a couple of them then for game to start then

mortal tundra
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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

tender dirge
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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?

marble otter
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Are the starfield save crashes related to mods or just the game?

mortal tundra
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@marble otter Yes

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to both ๐Ÿ™‚

marble otter
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Ah fun lol. Became completely unplayable last night, hadn't added new mods so thought id check to be sure. Thanks for the info

hollow salmon
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I had the same thing and got frustrated last night and couldn't play the a new started at all

terse coral
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@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.

hollow salmon
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after deleting all the save game data

hollow salmon
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So I deleted all creations and now I am starting all over again

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@mortal tundra your my number one on my list to add

modest sundial
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I've done it 5 times already haven't even played it, I spent more time with creations then playing the actual game

hollow salmon
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I also run when game crashes while going through creations when adding

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or deleting

modest sundial
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This game is so unstable it's not funny I have crashed 7 times

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Already

eager pier
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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)

limber current
sly ocean
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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.

marble otter
terse coral
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@marble otter I have the same issue. I usually make a list of modules and take a ton of pictures from all angles lol.

mental timber
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still trying to figure out why an activator crashes if i try to move it before using

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I figured out the nested packin problem by just not doing nested pack ins

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atleast the lights dont break now