#starfield-mods
1 messages Β· Page 39 of 1
I can relate π
With some of the mods I have and the quests and side stuff it just- gets so time consuming lol
I feel ya on that. Any time a new mod comes out that I like I spend hours with them.
Nice.
I can cross one more item off my To Do list (I was planning to eventually replicate my Shrink & Enlarge NPCs mod from Skyrim, but now there's no need).
I got denied within 3 minutes
Bethesda did so much with this game. Itβs pretty good
Yes it has a few issues but itβs good
NIIICE they waited a week to tell me "nah son" π
I just want a wiki sneak peek thats all π
Yes yes and yes π
And uh made the biggest mistake BY HAVING THE ANNOYING FAN ON MY SHIP. Iβm just gonna leave him on an abandoned planet or something
βLike oh my god, another perfect landing.β Bro shut up I will shoot your head off
sounds like you need this π
I love that mod it helps me in so many situations with Sarah complaining and the annoying fan π
Annoying fan. Prepare to be executed loads shotgun
Actually. Can he die if I bring him on a mission with me? π
i believe he's essential, so he can go bleedout, but not be killed without headshot or oldbard's https://creations.bethesda.net/en/starfield/details/d9bf7fc1-9096-4bb8-80fc-642f26e590e0/Bard__39_s_Characters_Essential_Changer
is there a way to use keywords in the filter? Like this: find "int" and "sci"
@mortal tundra whaaats uuuppp
oh by the way I tried that thing about putting down outpost beacon on the edge of restricted and it was between and tried to put another in the restricked yea that didn't work
So be waiting for mod where you can actually take over an abandon outpost or if beth decides to impliment it in their new DLC
Playerhome anywhere will let you "own it" and decorate it, but you can't put up outpost items
like harvesters/turrets etc
yea I know that is what I am looking for though
to build it up into an bigger outpost
So I can put my outpost crew there
I like how there is placable lights but we need Different color versions of them, preferably blue, red and Green
I've watched a couple vids on pois I definitely wanna start making one
@mortal tundra using LBGSHIs "build anywhere" mod, I was able to add turrets, habs, power etc. but I couldn't get crew to work properly. I had one settler finally show up and he was promptly killed by one of my turrets lol.
That might be a vanilla bug, turrets do occasionally target your outpost staff.
yes, I found out later that Mk II turrets were the culprit. I replaced them all with Mk III
IIRC the ballistic turrets are fine.
They also killed my robodoggo
I usually never use Mk II but I was lacking mats when I built them lol
@terse coral I build the turret fix into both outpost tweaks and standalone on mine, it's also available as a standalone fix
Nice!
err AIO π and https://creations.bethesda.net/en/starfield/details/0a3aa69b-a612-40a8-8a72-aea61dafb11f/Fix_For_Mark_2_Laser_Attacking_Crew has it standalone
Awesome! Thank you!
Inquisitor's starborn protectors and starborn supervisor have the same problem.. I've done a test version with the same fix applied, and they seem to work fine.
is that SKK stalkers? There were buildable guardians that were changed a few months ago that would attack my crew (even the light version) so I'd assume they were all based on Mark II turrets π
Anyone figure out the vault key yet π
yep.. i'm all unlocked, love it!
So I'm also experiencing a weird Camo glitch, the whole staying invisible thing is back for me
Question for anyone using starvival. Have any of you encountered a bug where your XP earned goes into the negative ? I'm aware of the mechanic where jail time can do this....however I used a cheat mod to give myself XP to test why I wasn't leveling up. It gave me negativ XP. Anytime I earned XP in game it took that XP away from me
Same I found it, but I have to figure out why my dude is invisible cus the armor doesn't even show up
Unfortunately it ruined a whole playthrough for me. Was only 22 when it happened but nothing I tried fixed it
So. It sure if it's because I have ea mod that lets me make Starborn armor in separate peices but the Starborn gunslinged armor isn't appearing it's just helmet and Gloves
Did you try temporarily disabling all mods and seeing if you still got negative XP when you should gain XP?
If you still had that problem, my first guess would be some mod (or even more than one) is affecting Game Settings related to XPMult, and you're ending up with overflow into negative.
I disabled a few such as starvival. Even removed it and didn't fix it unfortunately. I'm on Xbox btw.
Ultimately it doesn't matter cuz I deleted that save file, I just want to see if anyone had a similar experience because I want to avoid it happening again
Actually, I suppose some XP mult functions might allow negative numbers, in which case a mod could potentially try to decrement an XP mult and end up dropping below zero (by itself if done poorly, or in conjunction with other mods if not well thought-out) and yielding negative XP gains. So, it might not even be an overflow.
Over time we'll start to see handy debug tool mods for XBox that will let us display current values for certain key globals, game settings, actor values, etc, that would help in cases like this to narrow down the culprit (and, like you said, prevent it from happening again even if we can't help the current victim).
I guess I can make something if no one else does, but I think someone like SKK could do it more elegantly than I could (and he's released mods along this line in the past for FO4, etc).
Is some features of the cheat terminal mod not working anymore. The pass all scans 100% isn't working for me
Ooooh is there in game files for a terrormorph skull or mounted head or placable head
So restore earth mod... anyone find the 5 flora that seem to elude me with 3 different characters????
I appreciate your reply but yes, a tool that could narrow down the culprit would be awesome
hewo all
Hello, I found the vault key, but I didn't find the Toaster. I shot someone who interrupted my search of the toaster while inside the vault.
LOL
I'm blown away by how difficult it was for everyone to find that
I didn't expect that XD
the quest log tells people to read the note on the front door for clues.... So I had 0 expectation people would spend hours searching the house XD
regardless I worded that note a little better and will be posting that as an update here soon
https://creations.bethesda.net/en/starfield/details/b16e167d-e958-4810-9fbb-d8656691ecc6/Batten__39_s_Shipwrecks__ALPHA_
https://www.nexusmods.com/starfield/mods/10577
VERSION 0.3 is uploaded!
Now up to 20 new ship-related POIs
Fixed Spawn Rate
Fixed more floating stuff
Multiple new POIs
NPC Patrols around some locations
Boss chests and better loot at some locations
oh thats cool
So i started a new discord for all modding. I made invites and invited entire reddits and made channels for their communities. Starwars has started to join and there are lounges for Mod Authors only to hangout. I included meme channels, mod help channels and load order channels. Ship building was included and i invited the reddit to have more users communicate. Their reddit deleted my only post there. Donβt believe Iβm allowed to post the link but itβs in my profile. The whole point is communicating with each other without censorship and i included a creations review and mod review channel, to discuss how you enjoyed the mods. Will this cause arguments? Probably. But theres a channel for that as well. Lol. Anyone who wants to join is welcome and if a channel doesnβt exist let me know and it will be added.
I'm seeing an Internal walls mod WIP, kinda has me a bit excited, one thing I don't like about the ships interiors is how we can't fully utilize the walls because they are not flat
Joined... thanks for taking the time!!
Yup. Hopefully theres a category for everyone to enjoy.
good stuff
@sharp lynx do you mind if i use your Hyla II house mod to showcase my emporium mod? Since it huge? It will fit all 760 items unlike my Dream home.
I want you to know, I literally didn't decorate it because of mods like yours lol
100% go ahead π
btw
Put a outpost beacon on the ocean floor XD so.... there's a bit of fun screenshot ideas for ya
Sinkiller did a walkthrough of your mod
Best Starfield Mods for Xbox/PC π | TGs Hyla II Mansion Retreat Player Home - Part 1
00:00 β Intro
01:00 - Find Location
01:30 - Its Pretty
05:03 - Start Quest
05:45 - Find A Power Source
06:15 - Investigate The Area PT1 (Tv)
07:18 - Find The TV Switch
07:36 - Find Hidden Switch
07:50 - Trigger Vault Mission
08:00 - Investigate New Area
10:40-...
I'm so glad he did. people be really confused LOL
Tank girl do you mind if I ask a question?
the good thing is, despite people finding the riddle frustrating they tell me that the sidebar quests and story-building is exactly what they enjoy so.... that's perfect cause I was totally going to start cutting that.
sure ask away
But overall, the hunt for the Toaster still continues lol
it's going to be there
if its about invisible armor that's a too many mods issue
or an installation issue
Alright so I'm sorry if it's been asked before. But are you ever considering porting this mod over to CC? Or if you don't mind giving permissions for it to be ported over?
it's been asked... a lot lol I will be porting it.
Ok thank you π
not enough of @sharp lynx to go around lol TG is a busy bee
really tho... I haven't ported anything cause I've been working on the two chunkers of mods coming soon and then back to GCE for it's official adaptation
they need to invent a pill that sleeps for me
I understand that completely you have been on fire with your mods so far π
Anicent Mariner Armory hab is looking fiiiiine. Just gotta figure out why I can't get MiscItem and food/drink clutter to show up in the habs and I'll really be rocking through the hab list I've made.
ive had weird stuff not show up in outpost it will say nothing to place...only certain statics and if i combine them in a packin they show up
the galbank blue neon sign is 1 example
I mean, in this case it's stuff that is definitely otherwise clutterable - pots and pans, bar glassware, drinkable drinks, etc
interesting
so, you might get away with fixing it by deleting it and repasting it
the clutter you mean?\
yes
yeaahh probably
sometimes they will stamp themselves to a spot
tomorrow's project though, it's after midnight for me
when you do that hit "recalc bounds"
that'll reset everything
it's looking great btw
thanks!
figuring out the material swaps really opened it up for me, makes it really nice for maintaining the general aesthetic
I haven't fully figured those out just yet. I know how to do them I just dont know how to make custom swaps
I'm just finding mat files that already exists to swap for - not all of the ones in the content zip are swappable to everything, but the mannequin displays were just me telling it to override the metal with one of the wood materials I could find on the ancient mariner walls/furniture/etc
lot of trial and error, and I make note of the materials that I want to keep using for this project
Ah, so we have the same understanding then LOL
when I cant get the right swap for a model I just manually apply it as a new model
yall mean the preset materials on stuff? when I saw I could swap vending machine colors and stuff however i wanted that was pretty dope.
yeah exactly
like Ancient Mariner really reminds me of steampunk, so I spent all yesterday swapping the engineering materials from dark grey and steel metals to bronze, copper, and wood
i think you can scroll wheel through them too its pretty easy
yea but not all of the swaps on a static listed actually work for that static LOL
true, can lead to some interesting patterns though
it's so annoying I've made a word document tracking what works for what
yeah i had some super weird stuff
example
RedMile_Modern_Commercial01_Collection_Black01 <---- this works for only some of the commercial kit walls
the double wall uses a different one for whatever reason
ohhh the presets? I'm using the override section
so unless you write down what goes with what you may spend a lot of time digging through the list... but then again... sometimes digging leads to better discoveries.
hmmmmmmmmmm
interesting
the "wall":
I peeked at the material swap for the Ancient Mariner hab walls, and then tried to see if that .mat could be applied elsewhere
it can be applied to everything
some of the mat files in the contents zip can't be, the override thing turns red if I grab a "wrong" one
Omg how I want Flat Walls iny hand for my ships
Is there any way to add material swaps to constructible objects on a way that makes them stick?
My interior walls testing was going great, but after reloading the game all the color swaps reverted back to their OG state, so colony walls went from wood back to their default dotted canvas texture. Lasted a few reloads before reverting this time what was especially weird
These are items Iβm adding to the outpost build menu
I can't wait till someone makes a mueseum outpost/player home
I saw your WIP with the internal mods, it got me pretty excited for new Ways to build
Itβs pretty rough at the moment, but mostly works, the last issue I need to iron out it seems for 1.0 is making the walls keep their color
But even without collision fudging Iβd hoped to add to them, they still fit fairly nicely in the habs, so not perfect but not too bad
I have been noticing a lot of Skins lose their color after reloads
For example my skins for the AK the Futuristic one and The call of duty online one revert back to the normal one after I reload the game. On Xbox
And the Dark Interior for all ships mods does the the same.
Interesting, I thought it was just getting me. It seemed to work fine on PC too so maybe itβs an Xbox thing?
ayo ck chill
Has anyone had any trouble putting armour on the mannequins in the Hyla 2 mansion? Idk if I have it in the wrong place in my Load order or if it is just a me problem
That...was not easy using no external assets in case we ever get Starfield on PS5 π
The crew system is about 10 times as complex as any follower or companion system in previous BGS titles.
This is super helpful and useful especially for characters that you only see a few times during the game. Absolutely amazing π
Thanks; I've been wanting it for a while, but a working solution eluded me until now. Let me know how it works out for you, and if you come across any NPCs you can't recruit, etc.
who's gonna give me a proper hint to the vault key in TGs resort
my game won't even launch love that
I'm also quite happy that this seems to make those NPCs that stand still when spawned using my Spawn NPCs mod actually move around and make themselves at home.
will recruiting them mess up any quests they're involved in?
Quite possibly. That's mentioned in the description.
If anyone wants to make more anime styles hairstyles that would be nice
It shouldn't be a problem for spawned copies of NPCs.
So you could have a Vlad that stays at the Eye, and a Vlad that lives on your ship, and I don't see any reason that would cause a problem.
That's really nice. Im definitely going to check this out later/tomorrow. That means I can have all the historic people / figures from the crucible which is amazing π―
it depends
if they copy the npc that has a unique reference, that reference will stick with the copy too
which means whatever state or condition or package that npc is evaluation that will probably be connected to the copy
unless they've found some way to circumvent that.
at least that's what I saw when I was cloning npcs
@sharp lynx dm
@sharp lynx you mind if I send you a DM? I have a few questions about your mansion mod
they wanna get into your dms π
Attention Span extender Skill Tree π
yes
I need more than 10 points I need a whole perk tree
mind you I am also actively developing a mod as we speak XD
sorry to start a trend lol
lol
btw
Volume II is gonna be lit
That's going to look nice with my Darkstar landing pad and those golden statues
That garage is gonna be sooo perfect for land vehicles as well π₯
Someone's is going to mod it into a Honda Odyssey Mini Van, an dI shall get it
π
My spawns are duplicates of the base actor. The original NPC hasn't been affected by crew AI packages in any of my testing.
(and the AI package doesn't apply to an NPC, but an NPC reference)
Solid
good to hear I'll parrot that if I see this brought up π
I know when I cloned Sarah and Sam and all them they came with whatever quest state they were in.
π Feel free to point questions my way. I'm interested to see what people discover with the crowdsourced testing mods tend to get over time.
but then again this was back in the XEdit days
even better β€οΈ
good stuff btw
Thanks.
Some NPCs have dialogue and such conditioned by current global values or quest stages, so their spawned copies could act differently depending on your quest stages, and you can even use them in some cases to get dialogue to trigger to progress a quest if the original is missing. However, assigning AI packages via alias on a specific reference doesn't seem to affect the original at all, the way I did it (though I can't speak on other implementations authors may come up with).
That's fantastic to hear actually
been losing my mind placing a landing marker till i realized it wont drag near an edge
Something I miss from Skyrim is the concept of "relationships" between NPCs. When I used my Adopt Almost Any Child mod to adopt a child that already had a parent, their parent(s) would show up at my house all the time to visit them, lol. Or even better, when I used my Marry Almost Anyone mod to marry Olfina Gray-Mane, Jon Battleborm would angrily show up at the wedding π
But if I recruit someone's kid for my ship in Starfield, it seems like they just get on with their lives. I guess it would be kind of difficult for them to visit on my spaceship, but I do wish there was something more to NPC relationships in general. Maybe someone will make some modded functionality, or some DLCs will introduce the concept more fully in Starfield.
I do, however, find it funny when I walk past a kid I've recruited and he says "I wish - I - could live on a space ship!" or "I'd go with you on your ship, but I'm not old enough", heh.
winkwink
I'm like, "Yes you are, don't you remember you joined my crew? Now write your mother a letter."
cant go breaking child labor laws theyre just lookin out
Heh, yeah, could be π
oh god landing pad with projected decals
its an ice rink
man custom poi....so much room for activities
kinda cool that if the block has water on this terrain it becomes ice
That IS pretty cool.
or that might actually just be the lake bed and I have no idea what im talking about
Well off to bed, I am looking forward to more mods, it's really helping me get into this game..
does anybody here know how to add sound effects in the creation kit?, not just dialog sound, I already have the .wem file but i dont know how to add it in, in skyrim se theres sound descriptors but theres non of it in starfield creation kit
I wanna know too
didnt think we could even do sound rn
I'm trying to figure out how to apply paint to NPC ships in game, like the special paintjobs that spacers/Ecliptic/the CF get. The ship editor in the CK has an option that's just called "$Template_Color_Mode" that sounds like it should have something to do with painting, but it doesn't seem to actually do anything. Has anyone figured out what that's for and how to make it work?
You can do sounds but its a little complicated
You need an indie wwise licence which is free
I wouldn't have gotten as far if i couldn't do sounds.
Hey I'm having trouble with the cedar crest house and the hyla 2 island showing also I've disabled the 2 mods to get a new save and quite the game a restarted my xbox a re-enable the mods but the same thing still happens
Top is hyla 2 the bottom is cedar crest
all these peices to makes int and ext walls omg
@sharp lynx your Hyla II house has now become a staple in my load order, All of the Emporium fit in the cell where the Library is. 760 items and still more space to go, i feel like 90% fit in just the lower hallway.
glad you love it! π
just a few shots lol
@sharp lynx I'm sending you a DM of a screen shot about the Mansion mod. Not sure if this is just my game or what
bruh that looks dope! XD
if anything is invisible its you
If its something else then by all means π
Haha OK
I don't think I'm going to add anything custom in my next mod because of this XD
even if 1/10 people on xbox experience it's a pain.
Glad to hear that! I would like everything to work perfect for everyone all of the time tho
can't have the 2% faulty load when I dont add anything to cause that LOL
where is the mod placed in your load order
Second to the bottom
try putting at the bottom or raising it a bit higher "if possible"
Only thing below it is a resource weightless mod
I'll try moving it up the list I guess.
the only issue im having is trying to connect my .wem file to the creation kit
we'll try that π
okay
I double checked and all of the assets are in the compressed file.
so that's good. it is there
the next recommendation would be to turn it off then turn it back on again
I heard some folks had the same issues with the gravis suit
69: Thanks to comments we figured it out. We don't know why it works but it works. The Mystery Gravis suit has stealth and 365 armor. Now we know why the Starborn are so hard to kill.
@twin atlas I got a question how it keeps want to upload my mods all the time now?
no clue. i have a couple mods that say newer version available, but the MO is wrong. it may read the mod as not up to date. The update isn't ready yet.
hmm ok been wondering about
Hi! I have a question, i have this little part of my custom helmet visible in cockpit view, i have to modify the mesh or it s a trick to hide the helmet in this case?
When making your soundbank in wwise it needs to be the same name as your esp in the creation kit, also you need to link your sound to an event in wwise so you can call it in ck. Ive also found to get sound to play in game it has to be archived
@west hollow can't you use backface culling on this surface? May be it's visible cause have normal/texture on visible direction?
Yes but it makes this part invisible, so it works , but in 3rd person you can see a hole in the helmet
@west hollow from this POV? cut just the backface (this area) and drowns the side in the head(with an elegant solution)
it s ok i ve modified the mesh , i was just lazy to do it :D, thanks for your answer!
Thatβd lowkey be cool for immersion
preference question for y'all: seems SF doesn't spawn in ship clutter at all anymore (not since at least March update) in new habs. Would people prefer to place un-cluttered habs, or for there to be un-interactable clutter?
@west hollow sometimes all it takes is a little brainstorming to get unstuck, whenever you want
i just wanted to avoid this, modify the mesh, modify the helmet textures, normal, etc... but i think there was no other way. the cockpit view is not a 1st person, it s the third with the camera inside the head, it s a bit lazy from bethesda π .
@west hollow no other way
Is there a "create NIF from collection in the Starfield creation kit?
I followed the kinggath Kitbash tutorial, but it doesn't translate 1:1. I'm trying make a "kitbashed" model for my custom activator form. Trying to see if there is a way to do this before adding tools.
Iβm having an issue where anytime I land on a planet and try to re enter my ship my game crashes. Happens on any planet I land on. If I dock with a station I can renter my ship without a crash. Any idea what could be causing this?
where to find the log files for starfield?
you mean like a static collection? packins do a similar thing
I have created a location however I can not warp to it because the console shows a lot of variable about conditions for the planet. I think it has something to do with the system that filters what locations go to which planet.
Where to find the log file for it?
The planet content manager ?
I can make a kit-bashed model with a packin, but what I'm trying to figure out is how to re-use that kitbashed model on other objects. With Static Collections, you just pushed a button and got a new nif file you could use.
AddWorldSpaceToPlanetBiome YourWorldspaceName PlanetName 3 biomeIndex
the number determines the biome spawn
I feel like they might have got rid of that in favour of packins, because I've thrown together objects, grouped them and made it a packin and it works pretty much the same way - just no nif file. If you open the packin up you can have it grouped as one object. thats what i did for these for example
Is there a better place to discuss trouble shooting with mods?
You could try #modding-general
Ok - let me ask differently. I'm trying to bash together a model l the player can interact with and trigger a script. If I do this with a packin, I can only interact with parts that are made with "activators", and not the whole model. The rest of the model is static. Like, In fallout you pressed the TV to turn it on and off, but when I recreate a TV in Starfield as a PackIn, I have to interact with the power button on the TV, not just the TV.
what does that do?
allows you to warp to a planet with your location spawned on it
does it override the restrictions?
it should do, it forces your location to spawn
if it doesnt work, its because the planet doesnt have that biome, so just replace the number 3 with anything from 1 to 9 or 0
Here is what I do not understand, I created the location first on vega2e, and it worked, then I switched it over to gagarin and other planets and it would not work, then Iswitched it back to vega2e (different coordinates) and it would not work. The location has no specific keywords that would restrict it for the planet content manager, so why would it behave differently on vega2e on different coordinates 8 in the same biome type)?
have you set it to specifically only spawn on vega
via keywords or the galaxy thing
I have created it as a unique location on vega2e by checking it to be unique
I added a new overlay in the galaxy view, then set it to unique and used existing worldspace
then it wont spawn on gagarin and other planets
or other locations on vega
its unique, it only spawns once and in one place
yes I accomodated for that, before switching the location I deleted the overlay on that location. that is why I dont see why it does not work
I made it so the overlay only ever exists once in the entire game.
yeah, so when you go to different coords on the same planet it wont spawn
it will only spawn with the original coords in that one place, because its unique
however if I removed the overlay then made a new overlay that should not cause it?
if you just uncheck the unique stuff it should be fine, you shouldnt need to make a new one?
if you want a unique and a non unique variant then yeah make a copy and set one to be and the other not
Where can I find the log files?
Because the console says to check log when attempting to coc (after it shows many variables related to planet content manager tree)
I would want to figure out why it won't work on specific planets (because I set up no restrictions for the worldspace
i couldnt tell you where to find the log unfortunately
it might not spawn if you are trying to spawn it on a world that doesnt have the biome you selected
or, again, you set it to unique so it wont work
@twin atlas sorry to disturb ink ow your busy bringing us greatness in decor.
But could you or anyone you know make this i to a way to mount a helmet, and mount the whole thing both along a wall or as a stand?
Where is that
I been searching for all the skulls
I added all the ones that were named skulls but I'll have to search around more I just ran out of time
This is just a picture from the predator movie, but Skully New AIO emporium has a full Skeleton model, if there is a way to remove all by the skull and spine portion and make.it able to mount a helmet then mount the whole thing on a wall and on as a stand that could be a way to do it
Ohhhh ok
I kinda wanted to just add the movable static ones as they are cause I dumped a bunch of skulls on the ground and its kinda funny how they fly around when you run into em
And they're low res so no real lag
I want to make random skulls piles too probably
What I'm going for is I want to essentially mount the skull and spine on the wall mainly, and have a helmet on it for the Bounty targets eventually I'll have every helmet of enemies. Even a row of Starborn ones.
But I want to give it that feel of a helmet with a spin coming out of it attached to the wall feel. Like a true trophy room. I'm also doing The dummies with a skull next to them for the ones with special clothes instead of suits
I'll try and see if I can snap helmets to walls
I'm interested to see how it would mesh if at all with the skulls
That would be nice, I have been trying it with the backpack stand I do helmets from inventory and try to see if I can clip it into it but I'm on Xbox so it's a bit wonky and haven't had much success
Not sure how I can get a packin to wall snap yet if I can though
Right like especially for the helmets with clear visors. It would be mounted you would see the skull inside and the spine coming out
thanks for the advice for the console command I will try that to see if it can force the location coc
the command will teleport you to a worldspace, then you can go find it. but if you have renamed a cell, once u teleport there u can do coc to that cell
AddWorldSpaceToPlanetBiome YourWorldspaceName PlanetName 3 biomeIndex
the planetname I can find in the galaxy view? And what is 3 biomeindex?
I want the command to teleport me to the exact world cell :d
@mental timber it would look like this but with the ability to mount helmets to it
so if I have a cell inside the worldspace I can teleport to it directly?
I was able to place a POI in a particular world cell, and can go exactly there, but I want to just "coc worldcell...."
you need to be in the world to coc to it
true
I made a poi, and it shows up on planetary map
and whn i built it i was "I want it right, exactly here" and it worked
Yeah I see what you're saying, I'll experiment when I'm off today.
So I can hit my exact split biome every time now π
Thank you, I'll be trying some creative ways to do the ones you already put in as well
I did with this though, claimed my first Trophy
Haha nice
That's cool it snaps there
Dang now I wanna see if they snap on my safes I'd cover it
I started work on a poi, was putting together a building and I'm already frustrated with all the pieces I think I need.
All the trim and stuff
I'm basically just figuring it out by checking use info on the peices I want and seeing how they did it
Incan already see how stressful that would be, maybe ask @sharp lynx if she has any tips on that. She recently made that epic large POI quest DLC
@mental timber that's why my first one has like 1 npc, and maybe 1 chest... I don't do "stuff" π
I've messed something up and need a protip. Getting a BSFBX error in asset watcher, failing to create .nif
@sharp lynx for me the suit is invisible besides the lower arm and head . have tried it on top of load order and at the bottom but some moda always go under it because they are set to be loaded last what ever mod is below those they will go last no matter what
For future reference, make sure your FBX version is compatible when exporting.
Also, be careful when you scroll that you don't accidentally change the FBX version π©
see.. I don't know what FBX is, nor BSFBX, nor asset watcher :S
am CK noob
You could make a kick the skulls game. LOL
https://www.nexusmods.com/starfield/mods/7740?tab=posts
Listed as open source if someone would be so kind as to port.
I'm removing the suit
awwww... it's a good lookin suit :S
'Ight
I need someone to put female mandalorian armour into the xbox version as a mod please
~ a very appreciative Snake follower
Is anyone working on body mods for males? Like six pack bodyβs?
Yea it's my first design I made so I really love it but I just can't have all these DMs about it randomly not showing up for some and being perfectly fine for everyone else
i get that π¦
X-wing mod on xbox get removed?
I thought I saw that almost all the starwars stuff got removed from xbox
well. clearly that was wrong, as I see one in "recently added"
I think as long as stuff was downloaded it doesn't get lost right? I got a bunch, don't see any missing
Yes and for reasons I can't talk about because it will get deleted if I do. Just know that the "Original Maker ElectionIs007" of the mods is bringing them back to Xbox and stuff once he gets them updated and improves upon them.
So, there's some bugs on the in-game store, that can leave mods in limbo for sure
like i have a wip mod installed from a week after CK released
then around July 8 they made a change so WIP mods are no longer visible in game -- so no way, no how can i re-download it.
lucky for me i had a copy on another machine
if you purge the data folder (not sure exactly how to do that on xbox, but I know it's a thing) - or in-game do delete all creations, then it's going to be gone until it gets reposted.
π© six habs of a planned 21, completed.
question is, do I release what I have as an update to my existing Ancient Mariner Extended mod? Or wait until all the new habs are done?
I need an xbox player
@sharp lynx I'll be glad to test for you once I get home on Monday. I know that doesn't help now but for your future endeavors.
the one in the cove?
Hey everyone! I am a Verified Creator and the creator of the mod "Quantum Stealth Operations (QSO) Safehouse". I just wanted to share some pictures with you guys to show you that I am indeed working hard on update 1.1. Won't be long now!
no the damn one that shows up to the house lol
oh, i never found one in the house.
you always do great stuff β€οΈ
Some people do
the only slight bug with fish i had was the stairs leading into the house, to the right, heading to the garage were 2 fish on rocks.
I'm doing updates so if you found anything weird or actually want something added let me know β€οΈ
in the terminal in the crews quarters, there is letters to Ma, is there suppossed to be 4 or 3, cause they read 1,2,4
fixed
Heheh won't be long now!!! That reminds me, I have an Xbox now too nd I haven't tried SF on it yet. Been too busy! π«
If it's a quick test you need, I have a Series S with Starfield all loaded up.
also in the infirmary, on the terminal, the entry before brendas, i belive has a patient missing its last t.
fixed
i found the entire mod to be Amazing
I fixed all the terminals, I didn't notice it but the 3rd and 6th or so entry was locked by a condition
i honestly cant wait to do another playthrough lol
β€οΈ good
i expected a jump scare the entire time.
Nah, I don't cheap horror but when I do... it's gonna be worse than that.
the cove got me though lol i was "under the sea" and met Momma :0
thats on me though, door obviously said not an exit
on a positive note, i did find some dinglehoppers down there
perfect!
has anyone reported the Stones bugging?
like the landing pad problem
yep
fixed that
@mental timber found a new way to mount it
Also God I wish I could have more flat walls like this, why are ship Hab walls so Awkwardly built that you can't place things directly against them
If anyone is interested in Joining my Starfield modders anonymous, link is in my bio. We have 70 members so far and channels for all sorts of things most servers failed to add, like a mod review section, a Mod Authors only louge, a WIP channel, Mod help, load orders, character/ship/outpost builds, Starwars has a dedicated category just for those who wish. Also by request, nsfw mod channels to discuss that "other nexus". All are welcome.
@twin atlas hey I was wondering I know @mental timber said he would try it out, but given your mod has the full Skeleton in it, would it be possible to use that to make something like this were you could mount helmets on it then mount it to a wall or on a stand
i can look into this as well, ive gotten a few of these request for the same thing. In theory, one could take a spine, create a pack-in and place a helmet hook over top, then scale the hook, possibly. unsure if the helmet would scale as well after placing but worth a shot.
it wont
just take the skull scale that inside of the helmet display rack
then delete the rack
Could the spin still be added? It adds extra flair
just add the spin to the model
This is such a cool idea some psychopath idea but it's really cool π
I would also prefer both wall mountable and on a stand
I mean my character is wearing a Predator helmet so Being a Trophy hunter is kinda on brand lol
next they will be asking me to add skulls and candle to the podium, Skully's Haninibal lectern coming soon lol.
I think the skulls attach to the podium
I'm waiting on the walls for the ship interiors to be in.
For now I wouldn't mind just being able to add these walls already in the ship to the ship interiors. Like the empty Control rooms or empty engineering rooms would be perfect for Flat wall placement.
the skill stash?
Is it a good mod? And is it on Xbox or no?
lol i mean it just adds all the skill magazines to a chest in akila city
Iβm starting a new play through so π€·ββοΈ
finally got a couple days off to cook up some stuff
I still havent even gone through the unity on my main save
you could make some gnarly altars with this
all the skeletons are so low res though compared to stuff like astra or credsticks at this scale
imma keep it a buck though i dont think just a spine exists
but one with ribs does
You have some amazing decoration mods so I'm sure whatever you cook up will be amazing π€
Wait.. do I have to read all of the magazines?
i wanna say you just have to grab it from the box
Okay
not quite
Update one of three, adding furnished + usable habs in the Ancient Mariner style: https://creations.bethesda.net/en/starfield/details/f12d2d5c-14a6-481d-8d07-8717af173dfd/Ancient_Mariner_Extended
okokokokok
Reloading...
As a tease, the All-In-One kitchen area:
@timid temple is there a way you can some that are already furnish to, because trying to furnish the empty ones is not working out especially trying to add walls to it?
that's exactly what the update is!
can you add some I mean
I've got 21 habs planned, this first update is the first 7 of them π
Because tried to make a captains quarter with a bigger bed and so on with shower and bath
ahh yeah, the walls are tricky, I did the same. It's actually what drove the spark for this set of habs
Captains Quarters will be in the next update
ok just asking
Today's update has the two 1x1 variants, and then the Armory, All-In-One, Brig, Computer Core, and Control habs.
I been patiently waiting for someone to make all those Abandoned Outpost become your personal outpost sop you can assign crew and so on
so I can patiently wait with no problems
It would be nice if they can use the same script as the taking over the ship with a yes or no reply to it
Does anyone know about a mod conflict that stops you from placing anything on mannequins?
@glacial cloak are you using a mod for the Mannequins?
@dapper galleon
Negative
figure out the build your own door issue?
Noice that looks epic
That's going to look sick in my trophy room
Can it be mounted to the wall as Well,
ill just add it to the same creation after a bit
Either way great job, I honestly wish I cpukd make mods but all I have is a 10 year old laptop that has screen issues lol
tg was right though it was pretty simple
cool that the stands still display it at normal size so i just shrunk and posistioned it
Been driving me crazy for 3 days π
helmet moves with it too
Absolutely epic.
@mental timber I showed my wife the mod and how its perfect for my Predator Trophy Hunter player and she called me a nerd. π
Can i make a lil suggestion?
yeah for sure
When i was in the lodge i found a mercury camera on a stand. If scaled, the stand could be placed on the bottom of the pelvis to add support.
genius
Yup, thats the one.
Sweet
Amazeballs
Honestly surprised no body has done standalone starborn helmets to wear with other suits.
My collection awaits this new addition
There is a mod that lets you make standalone ones
Cool
i crashed when i touched 2 together but now its not doing that so oh well
Ur pc couldnβt handle double the awesome. It needed a minute to adjust. Lol
That looks so dang good. You and skully are really goats of the decorations genre
It's one of the mains reasons I'm still playing the game, I got really into the decor stuff
Same here I love decorating it adds hours of playtime for me
This is my ships credit and stock and office room plus living room
This was before mods even came out i know it's a bit basic but my skills have improved since then
Outpost decorating has been my jam since the game launched, even before mods its was incredibly fun and versatile
transfering packins and cos across my mods is sketch but i think i got it
it made me make a new dummy or else I couldnt move it in game
wish there was a hot fix for this
I agree with that. But you are definitely the best vanilla outpost maker/decorator I've seen. I've used so many of your building tips to make amazing outpost π
@mental timber off to watch Deadpool 3, just keep me in the loop when you ad in that epic skull mount
cant wait to release this
haha sick
my last roomate had one of those big toy replicas it was pretty siiiick
I want to see the golden gun added and paintball mode...I need those in my life
some classic goldeneye guns and cheats
big head mode
Dude, I forgot about most of that until this comment. Ty
oddjob only
Omg I hated that thing, it was crazy how I had figured out the speed of the reload and used that tike to take shots. My brother was so mad when I killing him and his Oddball
Hey is there a mod that lets me shoot spears or something like that, i want a Combo stick mod for my Predator guy
hmmm how does creations handle changing title I changed it in manage but its still displaying the old
@dapper galleon
I saw the updated version.. I'ma go and download once I'm home... Oh man it's going to get crazy
Still epic man, great job π
glad i kept this helmet
Lol I mean It says don't use, lore behind it is Someone used it and now well .. we see how that went
So glad to hear theyβve been useful!
Got the first batch of walls and doors up and running! Not got the material swapped ones in there yet, but still got 6 sets for people to build and play with
gotta reupload the mod cause im a dumb... I changed something but forgot to make the helmet stand instanced again.
sweeeeeeeeeeeeeeeeeeeet!
just subbed it, will have a look tonight after work π
Let me know if you have any issues if you give it a go
for sure π
just perfect and coming to Bethesda.net as well
noice!
i might need to adjust my companion mod then, i shuffled some skills on the adoring fan, trying to make him more of a support character
updated skull mod again fixing helmet sometimes spawning when placed...didnt realize it came with an LL
hmmm maybe i could even add the jetpack display
might be bit too boney for both
Maybe but I love the concept tho it's nice looking
I donβt know, it looks kinda cute
im opening and closing the game non stop making small adjustment xD
i think im ok with this
I'm home now Deadpool three. Was amazing, but in still bummed only one person's gets to have his controller for Xbox.
But now to check out the new mods... I saw the internal walls mod is up now as well
has anyone successfully turned a .JSON file into a .NPC file yet?
Bethesda really screwed us with the Character creation differences
They don't match
yall...
@mental timber I couldn't figure out how to mount the helmet onto the skull just yet π
anyone planning to make their own unique worldspace/story mod? I'm writing one now about a new system entirely with its' own planet and moons
I am
oh no way? do tell more!
It's secret ATM hehe
Oh fair enough
you should export as .npc
I found it the spot. Nice I'ma play around with it tommarow after work I need to at least try to get 4 hours of sleep
Don't listen to DJ
im confused lol
same
So now I'm conflicted,
Not Ina bad way more of Like Do I prefer helmet floating above the skull mount or On it
They both look nice and the way the helmet sits right against the wall perfectly it looks like it's also Mounted to the wall.
@mental timber thoughts?
oh yea I was trying to say it should work but the command itself looks broken
probably didn't work since skyrim
Bethesda said ALL npcs were going to be made with the same CC we would use, this is false.
you can just have to do it by hand
https://www.nexusmods.com/fallout4/mods/3878
tbh this needs porting for SF
since it does what you want to achieve
it converts Chargen .json to an esp
but only made for fo4
since SFP command is the official way to do this but its broked
really annoying that we mod authors have to do the same thing for every game. you'd think it would be a tool now.
the Ck has names for things that the CC doesnt. theres 40 presets but only 39 in the Ck
none of the sliders are labeled in the CC
the tool exist ingame/CK its just broken
wait can you give e some of those examples?
gotta look close enough to find em
oh I was able to find most of emπ€£
stands for african _old_1_nose but they are out of order in the CC
yea well Chargen didn't had access to CK at time of release
@sharp lynx works been busy so only just had a chance to try your hyla mansion mod earlier. I knew it was gonna be big by what you had shown but not THAT big. Honestly kinda wild the scope and features of it. Already multiple videos of it too
I freaking got lost in there π. But overall I found it more interesting then the actual story, like it's a story within a story that so fascinating
Yeah for sure
Uhh @mental timber whatβs the point of the books-
no, unfortunately. This is just furnished/decorated habs. Not sure I can fix the door thing without scripting, because they need to have a linkref to the ShipModuleTrigger object in order to open/shut, I think.
sadly once you use the door mod you can't turn it off and on for different ships or the other ships will have no doors
I probably won't play until DLC anyway
Oh, did you mean the Place Doors Yourself mod? I don't have that mod, and I'm not sure how the guy did what that mod does π
could be something he has to make compatible
Hi peeps, the only way to test a mod for xbox is to upload it to creations?
Knowledge is power.
If your talking about the library mod idk just something I was playing with
Good morning everyone how are you this morning?
I got an issue on my game where it is not letting me back on my ship after i board a ship when docked
is there a way to get it unstuck or something
or is it a mod that is preventing me to enter it?
Cycling grenades on hotkey + cycling to next grenade when currently-equipped grenade is used up
So im curious about the current batch of space station outpost mods, does anyone have recommendations for me?
That one is nice also this one but it is very wonky Build your very own remarkably functional Starstations at outposts!
(Preview functionality - only for the MOST intrepid explorers) https://creations.bethesda.net/en/starfield/details/6a4ea9ab-5276-49e0-a8fa-dd1a2801f59c/1_of_a_Kind_Outpost_Starstations
This is the one that is closest to the functionality I want. Ill hold off until it gets more completed.
(Im not looking for a player home, im looking for a Space Base HQ)
That one hasn't been updated in weeks so i don't know if the person is still working on it. Hopefully tho π€
TBH, I would hope for long times between major updates to be sure its working right with all the complex parts involved
I specifically said I Was looking for Starstation outpost mods.
Plus, I do want to actually build my own station, where I choose. Tau Ceti is in the wrong direction lol
Hello everyone! Just curious, does theese mods work togather "Enhanced Milky Way" and "Royal Weathers Lite" ??
It needs to be uploaded before it can be downloaded to XBox but it doesn't need to be published if you only want to test it yourself.
Hey, now with the upcoming of vehicles, wouldn't it be nice to have a mod that generates POIs in the proximity as you explore?
This is how I believed the game was gonna work before launch honestly
that and the "no boundaries" mod would make the experience like, 20x more immersive
pretty sure the game's engine does not work that way. I dont think Ive seen a Bethesda Creation Engine game dynamically create locations on the fly.
Iβm curious on this one, but what would be the difference to you between a base and a home?
Unfortunately so. Itβs a pain, but Iβve found if I put my WIP mods up as βWIP Xbox testing donβt downloadβ people who arenβt testing them will leave them alone till theyβre ready
Best way would be to look at historical precedent and look at the difference between Fallout 4's Settlements vs Player Homes.
In the case of Starfield, I would argue it would be more of a place your hired crew works and lives (and in the case of ground-based outposts, generate resources) while your player home are exclusively for you and you alone.
they talked about how their generation tech has improved. Can't it follow the same logic of how entities are spawned? but also looking at the current terrain conditions
The crew part makes sense, I had forgotten that it wasnβt possible to add crew stations to houses
Now Iβm wondering what it would take to add builders to βhomesβ
Can't it follow the same logic of how entities are spawned?
Probably not, because NPCs and various other entities are designed to dynamically move about and be recorded. With regards to terrain and POI, that's much harder for the engine because it tends to be more rigid. I know it can get finnicky with changing up terrain and building assets on the fly. Its why Scrap Anything has bugs associated with it.
I imagine that if it could be done it would be a loading screen at the edge of the map to generate the next part. Also data bloat is an issue, since this is a single player game and not on a server like many of the exploration-based flight sims out there like No Man's Sky or Elite Dangerous.
Theoretically, it could be done, but I would imagine there's a number of large hurdles to get through plus practical issues and even then you may still end up with a case of repeating POIs as you keep going which could make the question of is it worth it even more worth asking.
Has anyone made a working radio system like the one in Fallout 4? Not script injected like the Starfield Galactic Radio mod. I mean using the same game structure/tech as in Fallout 4. Quest->Transmitter->Receiver. The SSNN radio tech omits the transmitter and can only play on one speaker at a time, so I'm trying to convert it.
of course you are gonna have repeating pois, but finding them by just exploring instead of loading a new area from a map it's more immersive. Another solution would be to expand a lot the poi generation zone from your landing area, like 10x times. So you will get bored exploring with your buggy that zone before you reach a boundary
Starfield could also use a mod that alters enemies and object distribution inside each poi to make them a somewhat different experience
Focus less on the immersion and more on the practical issues there, dude.
Do you want your save file to increase in size 10x for each map zone that's expanded? Do you want to have less persistent landing zones so you can have a bigger map? You have to have a tradeoff for practical purposes to do this. Just making it bigger is not going to solve it.
In addition, part of why they're making the buggy is that people are complaining they're NOT exploring the zones fully to the edge because it takes too long to get to the edge (Which is fair, each landing zone is roughly the size of Skyrim each) and wanting to get to POIs faster than walking.
Im just saying this because you should temper your expectations. If you want to make an effort at this, go for it. Hell, I'd be curious to see how it pans out, but be prepared that this could be a very difficult and complicated journey.
How big even is the standard save file?
I don't get your point about having less persistent landing zones. You can spawn wherever you have a base inside a landing zone if you are interested in that point, and also what's the difference of having 2 adjacent landing zones with pois instead of just one big with their pois combined and better distributed? Less times you have to go to into a menu to spawn in another place. The problem here is that I don't know if cell combination with their inner objects is possible on the engine, that's why I asked about POI generation like entities in 2 connected cells.
Also about size of the save file, I don't think it will go beyond 100-150mb, which is nothing in these days.
They don't have a choice π
XBox players can't see them at all, and you can't download anything on PC any more that's tagged WIP (with the possible exception of "your creations") -- no way to see it in-game store.
better off putting (WIP) in the title
my goal today is to enclose a building so the light doesnt get through π
Good to know, people can see them because I had a few people message me saying they saw the test mods up there and were excited for them to actually launch for real, but not sad folks other than the author canβt download them
Oooof good luck!
what is the name of the vectera mining base from the game start? I can not find it in the creation kit
You can upload the mod but not publish it, then go into Creations on XBox and see it under My Creations, if you just want to test it yourself without sharing it with the world.
If you hit Publish, everyone sees it and can add it to their library (on the website) and download it on XBox.
I see people are building ships as mods now. I may venture into attempting that myself. But it may be a gray area if I'm using other creators mod parts/modules in constructing my ships to share.
@sly ocean unless it has the wip tag.. then you can see it on website, but nobody can see in-game or download.
Really? Even if they add it to their library on the website?
@sly ocean yep... i have one that was WIP and added before 7/8 -- it's in my library on website -- can't re-download in game. Did testing wiht another author -- as soon as wip tag is added is completely invisible and "unreachable"
bookmark, library, whatever.. don't care.. wip = invisible π
Huh. That's something they changed semi-recently? I'm pretty sure when I was still publishing as WIP during testing (before I realized I could just upload without publishing and still test) that I saw the Downloads stat tick up faster than I was downloading, indicating other people were downloading.
7/8 or so is when that all changed, before that only xbox couldn't see.. but when xbox gaming disconnected that day, we have weirdness that means pc users dan't donwload wip anymore either, and library is desynced from websit
Ah, gotcha.
I have 23 mods in my library, but in-game i have 42
is VERY annoying :S
there's one called "ultimate starter kit" that I thought was really well done
UPDATES + Check Data Slate for Patch Notes A Starter Kit that includes a wide variety of items and gear! Located at Game Start + Vectera - Argos Extractors Mining Outpost After you create a character, head down the hall into the locker room shown in the screenshots Outlined in Red. The Starter Kit is inside the Glowing Red Locker. STARTER KIT...
but since it's tagged with WIP, unless you downloaded it before 7/8 you're SOL.
If you "delete all creations" without having the esm backed up.. you're SOL (fortunately for me I did)
There's another Robodog LUNA which you can't get for the same reason -- has WIP tag
I've had a ticket open since 7/10
Really? Iβll give that a go, I thought it wasnβt visible on Xbox unless it was published, even if it was your own mod
Yep; I've just been uploading without publishing when I test on XBox.
Thank you, this is going to relieve so much anxiety going forward
I'ma going to be messing around with the walls mod of yours this weekend a bit.
I tried them inside the ship but I think they were too tall unless there were some shorter ones I didn't see
I just saw that mod as well @safe sorrel, nice work. Fixes one rather glaring omission!
@mortal tundra @sly ocean @safe sorrel ok I am running into something new on my PC playing Starfield. I get a server load error as the message. Have you guys see this before?
I didn't think the game would connected to a server
would be connected I mean
There's a cloudsave feature, probably the issue.
I have that turned off
It is not letting me play the game anymore
Nope, but I only play on XBox with the game installed (no cloud play).
I have it installed on my hard drive and do not have the cloud turned on
So it is something new to bring up with the Devs then
That sword is sick π₯π₯
@thick plaza that first pic is a pretty awesome action shot!
Ne1 know why the inside of the lodge isn't spawning in???
you just go and buy it then?
Your mods are conflicting with each other
buy the frontier.
Or not in a proper load order
or you have too many mods installed
So if I have too many mods installed that add things to the lodge, it won't spawn in right???
@thick plaza do u know what time you'll be dropping that mod???
The more stuff you squeeze in, the longer it takes to load it all...to the point it may not load at all.
Ok, ty good to know
I had the same issue until I tweaked my load order and deleted some mods.
I wish I had known that b4 I deleted my millennium falcon mod:(
The mod is no longer on xbox:(
sadly nno
It's coming back soon the original guy is in the process of bringing them back but more improved
I bless our lord & savior Todd Howard, Envoy Of The Great God Of Pissing The Player Base Off & SOMEHOW Keeping The Damned Player Base, HOORAH!!!!!!
I keep coming back for more, I can't help but take the punishmentXD
But is it really worth it in the end:*(
1 day our faith will be validated
yep! I am supporting the author
Hima Hima Hey Hey Hima Hima Hey Hey
100%
hopefully in a few hours
@thick plaza thx for letting me know
Btw I pray I don't annoy ne1 with my overexuberant jokes:p
Awesome thank you. Shame I don't have a console to test.
I did see the convo afterwards. Might ask for some testers soon
I am making a basic ui mod I hope will work on xbox too
But may all of ur all of ur days be blessed by whatever divines exist, I'll tty all later
It's risky uploading mods for XBox if don't have one to test them on. I did it for a while in Skyrim and relied on friends to give me feedback but it's not ideal. Then my son gave me an XBox for Xmas and it's so much more productive. If you are making UI mods, there a lot can go wrong between platforms.
Thanks for the reply, yes am aware. It's not ideal, it will hope for the best
So... It should be simple right?? I want to create the most basic and simple of QOL fixes -- I want the Name to be prepopulated when you go through NG+ with what your name already is... but i'm having hell trying to locate a couple pieces necessary -- 1) anyone got advice how I read the player (or any actor's for that matter) name??
second.. i don't see it as an interaciton point in the MQ.. but I am suuuuper noob at quest tweaks
Hold on, it does preserve your name and fills it in if you cancel the renaming box.
mmmmmmm well that's good... i'd love to prefill it to make that more clear π
and for my particular renames now, i name it with a suffix for what ng i'm on
You can still do that. After it populates the field, you can still edit it.
right now, mine always shows blank
I want to make it so it fills and you don't have to retype, but can edit
Okay, but I think you are using a sledgehammer to crack a nut.
Does anyone want to take a swing at making a Predator themed Space suit and Backpack
Yeah these are sized to the outpost habs so too tall for ships, I am gonna put one out for ships though too
Sweet I'm excited for that one. I had downloaded another walls mod for outpost. Ut it didn't mesh well, I tried yours on my outpost an dit was smooth with the terrain
Yeah I was surprised they werenβt added, those hab spaces really need them
any tips on where to look on keeping lighting in and out
what are you trying to do
lights inside bleeding out and the skylight coming in
if you dont want the lighting to bleed through the walls you need to make sure
A you're not using omni lights
and b use Occluder markers
those block light from getting through
unless you use omni light they will not block omni lighting
is this a galbank outpost mod? as in buildable.
I think I have a problem when I open Creations in the Main Menu my game crash instantly
It happend everytime same when I restart my xbox
on pc, it's usually a corrupt contentcatalog.txt... I hadn't heard that the same could happen on xbox, but it would make sense that it could.
Probably have to clear the game cache, do repair, then go back in to loadorder and get from bethnet server -- should pull your mods from load order and load them.
@languid fable made an awesome tool for fixing on PC, but there's nothing similar for xbox
OK I tested right now and I think a mod broke the game bc I can't continue my game
It crashed too
if you can't load creations menu, you've got bigger problems
either too many mods, too many big mods, or just corrupted cache area
I don't know if the problem came form there but Xbox have problems
ambitions.... adding new functions into my AIO MOD, as well as trying to learn how to menu to enable/disable portions:
Set Crew/Companions immune to Particle Beam Annihilator Effect
Set Crew/Companions immune to Sense Star Stuff
*Aurelianis
https://www.nexusmods.com/starfield/mods/8393
https://www.nexusmods.com/starfield/mods/8388
Set Water on Hyla II Safe (to get full use out of TG's latest dream home)
*Props to JaeDL for thinking of it first!
https://creations.bethesda.net/en/starfield/details/03b218f4-2b8d-4947-8c61-df531410be71
Mrs. Whitmore has found more a more competent crew, repairs will only cost 2 ship parts instead of 10.
*KaeArby
https://www.nexusmods.com/starfield/mods/10037
Astrophysics now has 25/50/75/100% chance to reveal trait.
*LiquidPlazmid77
https://www.nexusmods.com/starfield/mods/10052
Dream Home unlocked for all.
*DownfallNemesis
https://www.nexusmods.com/starfield/mods/10294?tab=posts
Groundpounder NPC Outfit Fix
*TheWulfy
https://www.nexusmods.com/starfield/mods/9667
Eli's Renamed Survey Data
Eli's Renamed Snowglobes
*Elianora
https://www.nexusmods.com/starfield/mods/6802
https://www.nexusmods.com/starfield/mods/9884
Gives companions and crew immunity to the Annihilator disease effect from particle beam weapons.
Adds conditions to the Star Stuff magic effect so companions and crew are immune.
Changed how many ship parts Mrs. Whitmore needs to repair her ship and get her kids safely back home.
@mortal tundra all that is you AIO now?
it's the AIO WIP
got them all added, now I have to work out how to enable/disable on demand in-game
is that already uploaded?
nope... still learning how to menu and add items to actors (adding nuke it from orbit and repair all to the beacon)
repair all is in, but NIFO is still PC only until i work out why it won't actually do the same thing as the console command
so I won't put NIFO in yet
but I'm "plumbing it in" to work once I have it figured out.
I wished I learned modding so I can put all the ones I like and put them into one big mod so it won't have issues
Grab some youtube videos mahdude -- Darkfox127 has a great intro to show you how to set it up, he, JRamos, and @thick plaza do great videos to show you how to do the basics
I built bats and ini file tweaks, but hadn't touched a mod until CK dropped
How are mods for pc made into Xbox mods? Thereβs a mod to make a landing pad at dream home but itβs pc only still even tho console finally got mod access
and my mods barely rise to the merit of being called mods.. they're all gameplay tweaks to either fix what I consider bugs (i.e. the outpost stuff not carrying through NG+) and can figure out how to fix, or changing the game to play the way I like it
@atomic quiver depending on how much scripting's involved it can be a quick process... but that list of mods I just posted, every single one of them posted them with "open permissions" -- so I'll be crediting them, but they gave full permission to use them how we want.
Your mod in question may not have open permissions, which means, while you could probably take it, redo it in CK and load it for your personal collection, if you want to share it you'd need permission from the original author. Generally, reaching out to them and at least politely "hey are you planning on doing a CK release on this" would be a good first step, and if you wanted to take the opportunity to learn, "Hey, I'm working on learning more about CK, and I see that you haven't converted it, Can I give it a try??"
Cool thanks for the quick reply, I havenβt really tried learning about modding yet since I only played starfield on Xbox and had no mods until now but getting in touch with the creator of that mod would be easy enough to try!
Creations store won't generally have a way to reach authors, but the "original" mod source was pretty much www.nexusmods.com -- most unpaid mods, you'll find over there to, along with forums and links to reach a lot of the authors.
I believe the mod is Dream home integrated, I already downloaded the one that unlocked it without trait but sadly thatβs just not enough lol why would Bethesda give us a dream home with no build options outside sooo cruel
Senterpat did Dream Home Integrated and then DownfallNemesis did Dream Home Overhaul - I don't see senterpat's stuff on creations right now.
rather.. i don't see THAT on creations.. he has some other stuff out there.
Ok so yea Iβd have to get ahold of that author on nexus and ask if they will someday make it for console or at least let me try if I can figure out how to mod. I imagine any modder that plays on pc would have no interest in making Xbox mods would need a console in order to make it work so yea prob on my own π.
A lot of us do have love for our Xbox homies even though we can't test for them π
Right on, well it a big help to try to make em for us and we can definitely give the feed back to help make it work. The time modders put in to make this game great is definitely appreciated
that mod in question from senterpat is "closed permission" -- so for sure reach out to him first!
Iβll give it a try thank again!
@mortal tundra hey buddy got a question The Mod SKK Restart have anyone run into issues with it?
I'm sure some have.. I prefer to uese Aurelanis' Choose your variant universe, but if you WANT to do a "constellation skip, jump straight to CF" or Akila or what have you o a playthrough, SKK is the right tool for the job
I have it parked as a disabled mod, and keep it up to date, but so far it's not something i really benefit from trying to use
Yeah Xbox has same issue and programmers have informed Bethesda what the issue is and Bethesda needs to fix its Xbox version of contentcatalog.txt corruption.
I was using it to like start from beginning without doing the main quest as like a nobody and just go questing and join certian factions
But I think it might caused problems for the game now
Is the bfg coming to xbox???
I've got a shotgun & spacesuit from doom I'm just wondering if the bfg is coming to console too
@thick plaza ne status update on that mod/what it's gonna be called???
Also does ne1 know who was making the barbed baseball bat mod???
The same guy who was making the sword I believe?
@languid fable did an amazing job with his tool to fix it for PC, but with what we sent to Beth I'd REALLY hope to see it patched sooner rather than later.
It might be why its taking a bit for an update ? maybe. This is kinda important.
Can anyone recommend a good LO for Xbox? Tried a couple found on reddit and one off YouTube and can't get a new game to start, it stays on the main menu with the loading icon infinitely π
Which mod may we ask
You try this one?
All Bethesda/Paid Mods
Community Patch
Stuff that changes textures (Clothes, houses, Matilja)
Stuff that changes gameplay or adds features (Darkstar)
Stuff that changes things and you want it to
Stuff you want to change things to an EXACY way you want it, and don't let anything else jack with
There is a plugin limit concerning Xbox. Which may be the biggest issue then.
Hmm
Yeah how cloase are you to 100 mods
YMMV, but what i've heard is that there's a "hard limit" of 115 mods on xbox
so my work was plagiarized, and im irate
Got 89 mods, 2.31 gb
and i have 100% proof
that sucks @twin atlas sorry to hear that.
Only 89? Damn you are doing good
shut em down! report it!
The size is fine. But you are below the 100 mods for Xbox so it is eithere that mod or the LO
Yep... or the combination of mods you're running.. if you have lots of huge mods, and have lots of textures, you'll generally have a worse time
it's why i'm tweaking my aio tweaks.. when I'm done, I'll be removing 13 more mods from my lods.
they cant fake the serial numbers
So have you reported the author.
Damn
doing so now
Is the author known? And how many mods do they have out?
Pasted my LO on a text site if links work https://pastetext.org/gybsxayogg
If they did it to yours I'm sure they probably did it to others
Which one is the mod you last loaded and it started spinning ?
Several of them including the latest one by TG
i'm not patting my own back or anything, but I know mine are gameplay overrides, they should always be dead last on your load order.
My AIO and "WellStockedMerchants" are also out there that have even more than overstocked... mark 2 laser is already in my outpost tweaks...
Name of Mods then please we cant guess
TG's stuff should be near the top of your LO
all that clothing stuff and vasco etc.. should be up higher -- they're adding textures and remapping
TG had one to be at bottom
dang.. tg's like 5th on my load order and worked beautifully... where are people having problems where tg needs to be low?
I never have issues with TG
Color filter removal, coretech space suit, crimson x vbb 50%, bd1 Vasco Sarah Morgan New custom appearance, matilija aerospace ancient Mariner module, tgs hyla II mansion
Hyla mansion I need ot look at his notes
Her notes π
The LOs I've seen say texture stuff lower, but will try higher
i like seeing most of your stuff clustered for the furnished apartments -- I do that too. And there's probably 14 mods around shipbuilding you could replace wholesale with Darkstar Astrodynamics, and then I think I saw 8 you could replace with my AIO
Originally I just left stuff where it showed up when downloaded and it worked mostly, with some minor issues, but since trying to organize the LO it's been bigger issues π
I think Tank_Girl444 said on Hyla that if there are issue if its on the bottom should resolve any conflict on channel. I wonder if its the unpacking . Hmmm
The observatory's cool... for like the 23 seconds after I built it.... and then deleted it... and wished i could remove it from library
Yeah maybe a future update they know we want to remove the icons we deleted.
Only DL'd it to check it out personally
Facts and you have to place it in certain spots that bugs me fr
Uncheck Hyla and see if it resolves the spinning. I should suggest after unchecking - exit completly and log back in.
same.. built it.. looked around... realized it didn't DO anything and was like meh....
Disabled hyla, no change
After unchecking - due to the spinning - exit Starfield and go back in
If still spinning. Uncheck another on your recent list until it stops spinning. to narrow which is the issue
Yup, only way to get out of the menu when it's stuck is manually close the game
Here's mine at the moment
What is the sfta01.esm ? I can't figure it out
vulture
OOHhhh
@languid fable tool really helps:
I rember now. That popped in when I installed Vulture. I need to make a note
Sadly its no good for Zbox
Sadly its no good for Xbox. its saved me on Desktop.
aw... yeah.. if you run both, you could optimize, save order to bethesda and then load on xbox?
Tricky bloke LOL
Disabled Hyla II Mansion, Ancient Mariner Module, Ancient Mariner Extended and Old Earth Weapons Shop: New Atlantis now the game loads, but with no sound π
for sound, the fix seems to be disable all mods
exit sf,
restart
reenable all
exit
restart
From in game or the main menu?
you have to restart the game twice in that process
NVM, can't disable from the in-game menu lol
The sound issue seems to be related to a stuck cache. That procedure flushes the cache. Allowing reinstall/enabling. sound should return.
When you say restart is that the game or the console?
should only need to restart game
K
Thechosenone0987 is the one who has claimed my work. They have a total of two mods published.
Ah gotcha yeah I don't know them but I hope their account gets perma banned and ip as well even tho that doesn't really stop someone from doing that. Real scummy thing to do
There is no police - you have to be the watch dog.
all the progress of making the preset is public on reddit. i asked Ne_woke_ram for permission to use the slider, made a rough draft and sent the pics, and they finished the sculpting (base game sliders dont translate to ChargenMenu) and sent the final draft for Ne's approval before publishing.
our whole converastion is public
Oh yeah I do remember seeing that a while ago when you first started doing the presets
his looks way better imo
You need to add the hat of lawyer accounting to modding - its ashame.
Deleted the two tg mods, did the restart trick, game loads up, but still no sound....
Another possible fix is by setting all volume sliders to zero, saving and restarting the game. Loading back up and increasing the volume fixed the issue! (provided by AinsyMods) (if this works its not a cache issue. The sound controller got stuck).
In the main menu or in game?
I do not have an Xbox - Somoene else chime in
Tried in the main menu, no change π will have to play through the intro to be able to save in game.
Okay - I would refer you to this link. Read through it and see if something you haven't done is here. https://win.gg/news/starfield-no-audio-on-xbox-solutions-and-fixes/
The silence of space is deafening. - June 14, 2024 - WIN.gg
So that page didn't help π
If I shut off the mods I have no sound issue, so it's obviously one of them, but I can't figure out which
Finally figured it out and not shocking it was a similar issue I had with fallout 4 before, had to disable all mods, start a new, get past the tutorial section/character creation, save game and re-enable mods, so far it's working fine
But boy was it annoying to figure out π€¦ββοΈ
about one hour
Melee Weapons Pack
Can chargenMenu be ported to creations for PC (not xbox) or no?
Figures.
its a SFSE plugin so ofc
Man I need to start making essential mods
-_- mine always seem to be the first to get chopped
Your mods are so awesome xbox consoles just cant even.
at least people are loading yours π
All the reddits and discords all like "maaaaan I would LOVE to have a one button repair my outpost".... lies... lies i tell you..my paltry 355 downloads begs to differ!
you got that in 34 seconds π
I cant make small mods its just not in me
you'll do better in the long run
I added hyla fix into my AIO btw
maybe I should just make a million micropacks of singular houses
GOOD
how's your numbers on the first one?
50k I think
some ppl were complaining that AIO was "too cheaty" well.. then it's not for you... i make stuff for how I want the game to play
dayum π nice
right... if you dont like it... dont use it
that's good!
BUT I'm not going to be able to toggle quite as much as I'd hoped -- game settings don't appear to be toggleable from papyrus
that's kinda why I dont decorate my buildings.... like I could... it would bloat my file by 3-5x and not just that but people are gonna be like wahhhhhh I don't like the way its decorated.
and i can't make them conditional/variable
Hi everyone. For xbox series x starfield, Can someone please make a mod that adds "craftable blunt melee weapons"?
@true valley watch the page for some new stuff later today... don't know how much blunt will be there, but there's a new melee mod coming very soon... i will drop no other spolers
Does robovoice work for exporting
If I could get my vendor taking with the voice files and lower the prices of the items, my mod would be up by tonight
@true valley
Cool. Cannot wait.
Quick question, I installed some mods that add clothing and stuff, after trying them for a while I figured I won't really use them and would like to delete them.
But if I try to remove them I get an error indicating that my save relies con content not available, is there a correct way to uninstall mods?
Does anyone know of any mod conflicts that stop you from putting armor etc on mannequins?
Reloading...
@glacial cloak starborn armors that have integrated boostpacks can be put on the mannequin with a helmet and boostpack, but they wont display correctly... might be what you're running in to?
Remove all the clothing you have bought from your inventory and storages. Or go back to a save from before where you bought these mod clothes.
When you go for the remove all the clothing you have bought the game wil likely stil trow up that warning but as you then made sure there isnt 1 piece of that mod clothing in your inventory and storages you should be fine to then select the button that stops the redownload of missing content and then to pass on the warning where you game tells you the save relies on stuff that is no longer pressent
Nope I can't can't put any vanilla armor on a mannequin at all
should I just drop the items in the floor?
No, sell them at a vendor and wait 48 hours for its inventory to reset
ah
then save game, remove mod. Verify game files and try to load game. Select the load options that allows you to load the game anyways and it should be fine.
Key is there is no mod content related into your save, like stuff that came from the mod in your inventory and storages.
Messing around with an idea.
That looks sick it reminds me of the riddler
im still trying to figure out lighting π₯²
Haha.
Oh my goodness that is crazy looking. just be careful tho and don't name it the riddler π because WB took down that batman suit
Yeah, I probably won't publish this. Lol my creative process is just weird and I end up with things like this sometimes.
You have a great creative mind that's for sure π―
Thanks, I appreciate that.
Reminds me of a mid 90s skating rink. I like it. π
Make it in a skin version without notice about that. Like a hidden feature. People see and download one and once they get to the workbench get a suprise skinpack to make it that joker theme?
I approve
I need to be working on learning how to make quests, but meh, I'll get around to it.
I wanted to do an office spaced one. You know "Case of the Monday's" a red Swingline Auto-Rivet, maybe a "Flair" bombed gun. Something stupid like that lol.
Haha, right. I just haven't really parted it out in my head.
I couldn't do it without a baseball bat replacer though... as much as it bugs me lol.
You gotta have the bat.
PC Load Letter, TP Cover sheet. Yes lol.
Has anyone actually played the London drop?
Isn't it out?
With the office, canβt forget the : tgif
I have so many ideas for starfield but not the time.
Me too. π
I have menu ideas too
Weapon names are fun, Vlad the impaler. Kindness.
Put a censor bar over a bat and call it the unspeakable.
What kind of menus
This vendor quest stuff never works. Literally copied my working vendor mod and it's not working
I am absolutely astonished nobody has added Rocky to the game. "Fist my bump" "Excite"
We need Rocky!
I'm gonna keep working on it, I like it. Very rough right now.
yooo who could test a mod for me real quick on PC
3am east coast USA right now. I doubt your getting "real quick".
lol
Anyone know how community projects work? Does everyone use same ESP or merge their work?
Right? cause 1 user in the ESP is tedious but say 25 users? I have 2 community projects id like to develop but the startup is the big issue. Need a plan for development first. Before a team. Maybe a shared google drive of assets?
^^^ bingo, everybody has to have 500gb of meshes lol on their pc
Is one of them that alt universe idea you had? π
Hope to see it one day
Look into how developers worked on these games, e.g. stuff like https://ck.uesp.net/wiki/Version_control
You want exclusive checkout on anything that's not text-mergable
I had this idea that my overhaul could work with the choose your variant mod, that way if the overhaul is updated, and people want to replay, just go through unity and choose to do it again.
Interesting