#starfield-mods
1 messages · Page 43 of 1
Anyone know of the guy who made the Vtol mod is here, the mod says it's a keithvsmith
Jramosworks has some good vids on building stuff actually
Still not much info on proper lighting setup tho
i have a qustion ive been downloading mods for the game everything was workinig great but now it will crash when loading and the ship ive been working has engines but no top speed why is it doing that
How freaking cute would Cora Coe be as a lil rodian. -squeals-
You mean ewok
Ewoks are cute, but they aren’t nomadic. They prefer tribes.
I suddenly want a wookie bowcaster
Im obsessed with the starwars conversion
Are there any resources or tutorials for dialogue for Starfield yet? I've only basically familiar with it in FO4
its pretty much similar to fo4 but even better
This one works well:
https://creations.bethesda.net/en/starfield/details/8929a944-733d-4592-838f-eb862dd8607e/Better_Crowd_Citizens
I remember creating topics by clicking on phases in the scenes tab, has that been replaced somewhere?
hover over player dialogue and greetings
greetings have been moved to a simple flag with SF CK
is there somewhere to preview sound effects in the ck? Feels wrong having to go ingame to test
gotta use WWise
Right. There is a Wwise Starfield project in the Tools folder, but all the (audio) source files are missing.
your best bet is to find extract the sounds and find a .wem player
Would it be possible to make a mod that allows one incoming cargo link dock to accumulate all other outgoing outpost cargo docks? This way we won’t have to make one for every outpost, we can just have one that will act as a dock for all other outposts.
More of a qol fix for the game that Bethesda will hopefully address, but if we could have a mod in the meantime that would be outstanding.
So thanks to @round dawn and LilElsia, those of you who enjoy StarUI will find both the Shipbuilder and HUD restored to their former glory.
oh.. will you look at that.. someone dropped a bundled up patch....
I won't drop it on Nexus, as I didn't write the fixes, nor do we have any permission from m8r to do so (He's been MIA for a bit)
but if someone were to come across it, and resurrect their StarUI.. well.. that's something else entirely 🙂
just make sure you "load after" with the inevitible conflict
you are a savior for this one
not me dude.. i was all punchy when helping @round dawn figure it out, and probably not even that much help... he gets all the credit, and LilElsia had hud fixed almost two months ago
I think you need to click some roles on their core page as part of accepting their server rules
what app did you use to fix it?
You know what mod Authors don't talk about enough? The constant hand holding we're apparently supposed to do. No body is ever just happy with a mod, its always wanting something changed and having to justify our choices. why she blonde? Can you make her have brown hair? And Todd forbid you update a mod and not provide a change log. Users cant even say if a mod works properly, before jumping into the comments. I updated my NPC refreshed replacers and instead of a "wow, its fixed" i get a "New version? no change log? how do i know what you changed?" I have a full time job, and after working i have about 6hr to make mods. I'm in 5 discords and have a reddit i post updates in and somewhere in there i'm supposed to write mod guides and now receipts for every mod. they act like we cant view their download history. Change her hair? You haven't even used my mod.
Interesting discord account sign. do you have contact to star trek modding communities? (Stellaris, Bridge Commander, Sins of a Solar Empire, Stage9, Excelibur, Armada etc.) Do you or they have an interesting to adding star trek stuff, like ship exteriors, characters, quests etc.?
@round dawn was able to inject some debug using the "hard part" of JPEXs -- doing it from the P-code side.
I THINK what he'd said is that the array pointer for the variants was back in the "vanilla stuff" that m8r had patched, and as such wasn't in the compiled blob -- he was therefore able to EditActionScript and push it back out.
I believe LilElsia had said when she fixed HUD she just did it straight from p-code edits.
I am not smart enough to do these things... just barely smart enough to follow and understand WHAT they did 🙂
im about the same, trying to work out the how now, playing with JPEXS
i do, but no, not that im aware of atm
@twin atlas wouldn't matter if you did. I put a big thing in the description of my last release of AIO that config terminal doesn't work... I still get people saying "uhhh.. the config terminal doesn't work" --- you don't say!
Ok. Too bad, i love star trek. Yet I am buisy with my mod, which is a more generic quest mod. Starfield is the best moddable RPG, so new fan fiction trek story would be something i would definitly play thought.
they maybe, but i havnt talked to anyone about it
So.. I know we got a bunch of authors here, so possibly a good place to get a pulse.
This is a great example too... M8R releases a great, awesome mod, but then poofs for whatever reason (I understand he's been part of the Fallout community for a long time, and this is normal for him).
His license is "must get permission first" -- cool, I respect that, I've done one tiny original thing, and I'm a little proud of it too.. I get it.
But.. if i had long covid, decided to say "starfield can kick rocks with flipflops", whatever.. I poof.
Let's say, I don't know, Bethesda releases a patch that breaks the crap out of 5000 mods...
How would y'all feel about Nexus allowing a particular category of "Temporary BugFix" as an exception to the normal license/permissions?
I don't foresee a problem, because I release mine with almost open, but with a "share and share alike" rider -- if you use my stuff in yours, I get to use whatever you derive from mine back...
But, would it make y'all angry if someone were releasing a bugfix.. maybe there's a "points can only go to original author" rider or something
and you get to have control, because its only allowed to release with you tagged in as a controlling author
so when/if you decide to come back, you get to take it, use it, apply back to your original without any hoops
@mortal tundra was there a particular reason Bethesda did that update that broke the specific mods.
We're those Mods breaking the game prior to that update already.
Also did they warn modders prior to that. Maybe offer a way to fast track redoing those Mods.
It would seem kinda messed up to just put if the blue break so many mods then just move on as if you don't care about that work and effort people put into something
I’m trying to save my project and it keeps saying invalid directory
Now I know I’m a little rusty but anyone help or advise please 😁
I mean all that sounds good to me, but I have no idea if Nexus would go for it. We have mod authors who released a fix/change as soon as xEdit support arrived, then disappeared without a trace. If they never come back, what happens to those fixes and changes when they're set to "must get permission"? Even someone building them again from scratch without looking at the original could get accused of plagiarism/stealing.
That's partly why when I put up my scanner circle mod I included instructions for how someone could build it themselves.
My "share and share alike" definitely isn't for everyone 🙂 I get that.. but i guess my question... if you, as an author, have your mod out on nexus, how would you feel about them implementing something like that... where fixes would be a "fair use exception" ?
any kinds of guardrails they could put in to make you more comfortable?
I personally wouldn't care. A long as the fix isn't opted into donation points or whatever, that would be a little sus, but otherwise. But I know not everyone would agree. And that's the problem, because ultimately you do have to respect the original author's terms.
I think maybe Nexus themselves would have to add something that mod authors agreed to when they set their rules.
yeah.. rolling it in retroactively would be a bit cringe
maybe roll it in with a 30-day opt-out??? "We'll implement this change in 30 days, all new mods uploaded must agree to this, but anything already here will be able to opt-out of the change... " -- means that the "forgotten projects" all convert, but anyone who has a problem with it has a chance to do a "hell naw.. get out of here with that!"
let's just say as a baseline -- if you upload a patch it must:
Include the original mod as a requirement
Include the original author as an "administrator" -- can't remember the term, when I rebuilt DerreTech after the NifSkope thing, I'd reached out to get OK from him, but I was able to list them as basically other authors, so they had full control over it too...
Any donation points must go at least.. 50%, 75%, 90%??? to the original author -- let the bug fixer get something from it, but the original author gets at least some of it too)
I could be missing something else that y'all could think of, but I think that's all well within the realm of do-able with Nexus pretty much as it is today.
for anyone that my poi works for
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need to figure out how to use the LP things and layers properly
those are prefab layers...
just drag said packin and ya good
If you are talking about the fix for StarUI Ship Builder, I manhandled JPEXS to track down the issue and then fix it.
The StarUI SWF files have two basic parts - copies of a bunch of Bethesda's assets from Starfield and custom AS scripts that used Bethesda's assets to create the actual UI. When m8r created the SWF files, they somehow flagged all of the custom AS scripts as "immutable" in the SWF file, which prevents JPEXS from editing the decompiled scripts. However the copies of the Bethesda assets were not flagged and JPEXS will happily edit those scripts - which is how I copied in the newer version of the ModulePaletteVariantGroup script from the new version of Starfield. The tricky part was that while JPEXS would not allow me to edit m8r's scripts, it would allow me to directly edit the compiled p-code for those scripts. So I figured out how to write the p-code that would invoke "Debug.out.info(...)" and started sprinkling additional debug logging across m8r's compiled scripts to figure out specifically which piece of code was throwing the "Range Error". This eventually led me back into the copies of Bethesda's assets in the SWF files. Then I had an ah ha moment when I realized that (a) StarUI was blowing up on only 3 categories (Habs, Weapons, Cargo), (b) Gentrybear had suggeested that the issue might be related to variants and (c) with empty habs and DSA those were the only categories that had modules that had so many variants that the little "variant bars" under the module's name went off the right side of the display frame. When I played with the vanilla UI I noticed that as I cycled through variants, it would highlight each "variant bar" until it got to the right-most one, then it de-highlight all the variant bars, but continue to update the variant name. That made me think that the "Range Error" was something about trying to index to a variant bar that could not be displayed.
My take is that one has to look at the mod and decide which parts of the mod are the author's IP and which parts are copies of of some other IP from a publicly available source. In the case of StarUI the files consist of customized scripts created by m8r and copies of public Bethesda assets that are most certainly not m8r's IP. I think that modifying the copies of the public IP should certainly be allowed under all scenarios as Bethesda has given a public license to those Bethesda assets. mod content that is created by the mod author is theirs to control as they see fit, but copies of public Bethesda assets are not.
So.. I just found out about the "Care Taker" thing over on Nexus -- it's basically the opt-in to what we're talking about.
I just posted this to the forum over there:
Howdy all!!
I like seeing this here, and have a suggestion around perhaps enhancing this.
@m8r98a4f2's AWESOME StarUI series is my current motivation on this.
PERHAPS we could see this as a default behavior instead of an opt-in -- rather make it an opt-out mechanism.
VERY VERY VERY related to this is a possible framework for allowing "potentially abandoned" stuff to get patched:
New Mod Category "Community Driven Patch"
Required:
Original mod author is ALWAYS added with full permissions to the new mod -- that way if they decide it has to be taken down, they can do so with "zero fuss" -- they go in, set it hidden, edit it, do whatever they want to it.
Original author gets permission to incorporate anything in this patch in their own original work without asking or credit
Donation Points are permitted, but at least 75% of DP must go to original author.
The original mod MUST be a requirement for this mod.
Optional, still up in the air:
The original mod must be inactive for 7.. 10.. 30.. 90.. 365 days before community patches are allowed...
This becomes an opt-out system, where mod authors must explicitly deny permissions for "Community Patches" - and I recognize this is where it gets REALLY dicey -- applying it to all existing mods -- "this is the new change, you have 30 days to opt out, or this change will be made effective"
Thoughts?
and.... discuss!
And, please understand I'm just playing devil's advocate here... there's no way that I know of to release the "binary patch" that ONLY touches the "non m8r assets" -- in order to release the patch, even though you didn't touch them, it would have to include the m8r assets to still work... so... falls on questionable area.
Yup, but there is precedent for how to handle this in copyright practices for software. One can release a library with a license that prevents one reselling/altering the library but allows it use in creating third party products. To my mind this is exactly that case. Bethesda allows mod authors to import/use a variety of Bethesda IP to create private mods. The author of a private mod can certainly protect the parts of the mod that they authored themselves, but they cannot impose restrictions on the public Bethesda assets used to create the mod. The Bethesda assets are essentially staticly linked libraries in this case.
Yep.. not disagreeing with you at all, i just don't want to see nexus slap you/delist it 🙂
That's why I haven't put the refreshed mod up on Nexus yet. Was going to contact their support first to see which way the wind is blowing with them. Was also thinking that there is no prohibition against my posting step-by-step instructions for how one could refresh the SWF files from the mod.
🥵🪭🔥🔥 love when yall talk nerdy.
at this 10 seconds, do it like @LilElsia did with her HUD patch -- put it as a comment on the discussion page, with a link to gdrive/dropbox etc...
Good Morning everyone how are you today?
Morning Wolf
I found out that Starfield has 2 save folders for the game
Not sure if it is PC only for the save folders
gamepass player?
steam uses the one in my documents, gamepass uses some weird cloudsync folder, for which there's a tool out there to convert them to steam-importable sfs files
this is in my doc
and there IS a tool to go steam-> gamepass, BUT the last version i checked said it had a trojan in it, so i just downloaded the source, and run the python directly.
I don't THINK gamepass can "see" the mydocs saves
Mam this is a Denny's 😂
@twin atlas I really like your mannquin display cases!! I've mentioned how i do almost no cosmetics, but you're in there now 😄
I noticed it because my saves keep dissapearing
I don't use ModOrganizer, but at least tried to set it up once... that's a default folder it sets up for backups and/or profiles
From my understanding, BGS did SF different. By default, SF saves to My documents folder on pc and depending on your Install method and source you have a separate folder as well. Steam players have the program files, if they allowed them there. By chance did you do the Mod BAKA - disable my games folder?
I think ModBaka requires SFSE, so it's not a viable option for Gamepass players.
nope
Honestly @twin atlas @mental timber and Miss O, can't find her @. Are largely one of the reasons I still play this game.
Their decorative stuff has me trying to redo a few things here and there
There's a new one too, this person added a few more varieties of decor like fancy toilets and the refrigerators
So that not a seperate folder for Onedrive then?
nope
if you have onedrive redirected folders you have to make sure NOT to use vortex redirect.. but either out have Mod Organizer, or you at least tried to at some time.
Since I do not use onedrive any more I decided to uninstall it on My PC
Because I saw online that it can screw up the save files
and then there's me with 3 onedrive folders 😄
personal, work, and consulting company
yea used to have 2 also personal and work one
but no longer with that company anymore
So that folder is MO one is BAKA folder?
ohhh ok so if you use mods then the save files go there then?
nooooo
there's a mod manager called "mod organizer 2" -- if you use that to manage mods, AND you set up profiles to move saves in and out, THEN the save files will go there
hmm ok because I do not remember using one
I wonder if it is that Ship Builder Category one or there is that Ship Vendor Frame one too that is supposed to be fore ships that sell at vendor
no.. mahdude.. it's an external program that's on your computer to manage mods
ohhh you mean the one you gave me?
the two "big ones" are Mod Organizer and Vortex -- that folder was made by Mod Organizer
THAT folder is made by Mod Organizer
I have Starfield tools
I do have Vortex but I haven't used it with Starfield since it runs into a lot of Problems witth creations
should I delete that folder then
check for sfs files check the dates (it could be the source of oyur missing saves), and then check to see if oyu still have mod organizer installed
ohhh I think I know what it is now I deleted it and turned of that save mod off for the game
That makes me really happy to hear,. I got into settlement building late in FO4, so all bases were covered by the time I was building them, but there were a few YouTubers, and modders that made me feel the same way with the settlement building, and kept me playing long after I might normally have moved onto another game
I really wanted people to have some of those same resources for Starfield as a way of paying it forward in a way, so it’s nice to know the work I’ve been doing a going some way towards that goal
and vortex doesn't inherently have any problem with creations... but loading a mod from both creations and vortex will cause problems that you have to manage -- so for each mod, you do have to decide where you want to manage it -- for me it's vortex, because creations in-game keeps breaking for me... so effective management -- yes please.
I am using creations because I bought some of those mods there unfortunately
@safe sorrel while I'm not currently in a place where I use your stuff it is bookmarked for when i get a wild hair and want to do a playthrough where i do think about decorating... but I get folks "furnished xxxx" mods because i'm sooooo bad at it 🙂
you can use both side-by-side with zero issues.
but.. it looks like oyu at least at one point had Mod Organizer installed.
I’m currently working on “furnished xxxx” habs, it was the second mod I started but was having problems for a long while. Finally fixed those issues so making real progress on them at last
those of us in the "graphic and interior design impaired" group sincerely thank you 😄
gonna yolo a space station
Ha, it was one of the things I saw people asking for a lot, even before the creation kit, and I figured since folks were always saying they wish I would decorate their outpost, I figured that was one “need” I could fill
Be very interested in seeing what you come up with! 😁
also, if you need any help with habs, hmu. Gods know I've spent entirely too much time in them anyways 🤣
Plus it’s gonna take some of the pain out of jumping through Unity having some pre decorated outposts
The first set is a modular Argos Extractors outpost
like for me the empty habs was the biggest waste of energy.. "awww.. i can't use the things i'll never touch if i want to still use starui... " yeah.. buhbye!
Although @round dawn is DA MAN and fixed that.... i'll still never use em 😄
oh nice...i do LOTS of outposts... and have zero shame in them all being ugly as sin... but i generate a metric crap-ton of mats every sleep cycle 😄
maybe add some purty in 🙂
Someone made a mod that fixes the issue of the empty ship habs and star UI (but may or may not be incompatible with my interior walls)
@round dawn 's fix should not inherently have anything which can affect your walls
StarUI works by modifying the SWF (Shockwave files) that "present" the ui.. the game itself isnt even aware of them.. it's why since they were released, using them can't flag your save as modified
it has no "write-back" capability into the save
and modifies zero "game assets" -- just interface assets
I think I might know the mod you're talking about... let me go see if he changes anything other than interface assets...
im in the grid
There’s a mod that basically adds them back by cloning the habs and putting them in another section. There’s one person having issues where the walls won’t place for them in the cloned empties, not sure if it’s something weird with the cloned habs, (shouldn’t be, but as far as I can tell that’s the only thing different about this persons ship habs)
Or if it’s something else entirely
yeah. that'd definitely have potential to mess with your stuff... I did playtesting with @round dawn, and had beaten my head against the wall pretty hard trying to figure out how to edit the files at all, but he got it, and I have a high degree of confidence that StarUI+ebk patch should be fully compatible
Man I have Nostalgia right now. I'm currently sitting on the floor of my room cus I'm getting my new couch delivered today so old one went to the garage. For now. I was just going to go bring a chair over from the living room temporarily but I don't know just something about sitting on the floor with my TV in front of me brings back core memories of my youth and the small apartment with the TV wooden crate and me using a beanbag chair lol
The empty ship habs are weird though, like the lighting in them does a lot of odd stuff too even in a vanilla game
The lighting in general inside ships is so bad. And for the love of God how I hate that it goes into instant dark mode when I go into phot mode
That was introduced with the empty habs too
Oh yeah I was specifically saying the empty hab returner being the possible incompatibility, not StarUi
so hopefully @round dawn corrects me if i'm wrong, but the core issue with StarUI seems that it patched up the older version of the spaceshipeditor.swf, and that had a subsection in it which broke when adding 13 (more than 13?) variants of whatever. I think one of the Stroud habs and a bunch of the Darkstar weapons hit this limit, and it didn't.. fail gracefully is what we'll call that 😄
@round dawn did some smart cookie stuff, and found where the original stuff M8r worked from differed from the newer versions that Beth published after May, and re-inject it back because it was "original beth stuff" and not "m8r new stuff"
@safe sorrel I thought I'd also seen some stuff about wonky navmeshes in there, as well as some comments from Place Doors Yourself folks
didnt know id be using the ship builder in ck
reading you I have a migraine, I opened the mod kit but I failed my saving throw, I lost 2 intelligence points and remained confused for 3 days😹
What I eventually found with StarUI is that the SpaceShipBuilderMenu SWF files (there are 4 of them) were constructed by taking copies of a collection of Bethesda assets from Bethesda's SpaceShipEditorMenu SWF's and then adding m8r's proprietary scripting to create the UI. One of those Bethesda assets that were copied into the StarUI SWF files, ModulePaletteVariantGroup, was bugged such that it would fail if it encountered a module that had more than, I think, 14 variants. Bethesda appears to have found this bug when they did the empty hab release (as the empty habs became variants and pushed the count over the edge for the 2x1 habs) and fixed the ModulePaletteVariantGroup script in their SpaceShipEditorMenu SWF's. But since StarUI made private copies of those scripts, it does not see the fix and fails when a category has modules with high variant counts.
That too, it seems to settle down after a while, but when you first place and decorate them it gets weird for a while. There are some bits that got missed during the furniture removal process, like a little bit of pole sticking up in the empty Taiyo 2x2 cargo hold, so it’s possible there’s some missed animation markers too
Oh interesting
mmmmm my "fix" for the side by side override patch doesn't play nice with StarUI HUD -- weird
The technical failure was a "Range Error" thrown by the AS scripts - which indicates an index out-of-bounds when accessing an array. You can actually see this in the UI. Pull up the Ship Builder UI, go to the Habs category and go find one of the 2x1 habs. Notice the series of small, grey bars under the module name. As one cycles through the variants, it highlights the next bar in the sequence. For modules with lots of variants, those bars get clipped at the right side of the display panel, but if one sequences through the variants, one can see the highlight marker move off the right side of the bars and eventually come back to the left-most bar when one cycles all the way through. The Range Error seems to be related to the buggy code trying to access a bar in the variant array that does not exist because it was clipped.
pretty easy to make a starstation
I’ve been curious about building stations, this looks awesome
In this video, we are going to create a unique space station/star station (whatever you would like to call it) in SPACE!!!
Check Out the Chapters Here:
0:00 - Intro
0:42 - Data files used.
1:13 - Create a new location.
3:44 - Create a new space cell.
5:32 - Create a planetary orbital.
8:27 - Create a new form for the space/star station.
14:37 ...
it auto generates a lot of stuff too
you just place habs and it auto generates this interior that you can edit
think it does the navmesh and stuff too
Wait seriously!? I figured it would be like buildings where you had to piece it together yourself internally and externally
I would say if you follow the vid its easier than that
I saw a mod that lets you build your own station but I read in the description all these steps to do so or else it breaks an dit can also break in general so I stayed away from it lol.
But I wouldn't mind building a custom one myself.
And I'm also thinking of branching out in design and make stuff a more luxury feel but Then intend to go back to my Basic minimalistic builds lol.
I want to build a large ship but Idk it just doesn't end up the way I want it to look because I I want it to sit high but I need to have elanding gear and landing dock at the bottom which kills the whole look I'm going for
but you can also customize the walls and stuff
ok if im gonna be testing a space staion i cant have cora on the ship hollllllly
i mean you can basically build a massive ship i think
DS9 when
I wonder if we can make the space station portable.
I mean if it is a massive ship makes sense you can have it travel to your location..
Just drop a grave drive on that bad boy.
I would make mine look like the Big boy burgers guy lol.
Is there a movie making mod? camera mod? or a pose mod?
That'd be a great idea for us youtubers who make cinematic content
I mean it's a great idea as well for normal folks in case they drop a Deadpool outfit with accurate Ryan Reynolds butt cheeks in the suit mod lol. Cinematic butt shots or Ryan Reynolds
Have to go back and see if the mod actually added in. I downloaded the swimsuit mod for more apparel but I'm not seeing it. Waited two days so I'm thinking it didn't download
It's funny how the leaves on the tree move.
Wibbly!
Has anyone else downloaded the new Swimsuits variant mod.
I don't think it's working. It says load order neutral and it's pretty high on mine but no new Swimsuits variants are showing up only see the standard swimsuit and the three paradise outfits
May have to reload.
Perhaps, only thing I noticed now is that the NPC are in their underwear but not new swimsuits
I really wish more outfits body morphed characters everyone looks like flat cardboard
Yup still not working
Lol I would want to believe it but it also says new hats and shoes but I'm not seeing those as well
This is pretty much it
They are CO, they don't look to replace actors outfits only player.
I didn't even find it in the crafting table
I deleted it and redownload it so I'm hoping that fixes it
What is mod called?
It says there's pictures on Nexus page but has no link and I don't know what I'd me searching for too
Adds 13 standalone new swim suits, 6 new beach hats, and 6 new pairs of shoes. https://creations.bethesda.net/en/starfield/details/ca82312a-40c1-4788-83fb-d9c110ee8990/Outfits_Plus___Swimsuit_Variants
Adds 13 standalone new swim suits, 6 new beach hats, and 6 new pairs of shoes.
@dapper galleon Seems to be all there from a glance... not sure about that bottom one and container? I guess there's a quest?
A quest,
Not sure, this one is out of my element. I don't do quests. Maybe somebody else can chime in on why a quest would be in this ESM, along with container.
@hoary lava yup I've reloaded and stuff it's not showing up or even showing up as a craft able item like it says it does. It's still just the standard three outfits and the regular swimsuit but no additional stuff. Maybe it's broken.
Which workbench are you using?
Industrial
Nevermind, theres no keyword, no o_mod. This is probably not a working mod.
Atleast it's not structured like I am used to seeing.
So there is a possibility it was uploaded but a step was not done to make it actually function in game
I don't see how it would work at workbench without them.
Idk, it there is no option for them at the work bench, and given in seeing people in their underwear,I think something went wrong
This was produced by a verified author though, so don't take what I say as fact. It's just my very quick observations after glancing at it in Xedit. There may be more than one way to skin a cat.
Perhaps how we if there are necessary steps outside of just download they usually put it in the description, like Hey you have to compete this quest.. before it's awarded or wait x amount of time before they show... Stuff like that
I do not know a way to push to workbench without omod, co_mod, keyword.
But so far it says just a stand alone mod that inserts new objects into the game. But it didn't insert anything on my end
Have you ruled out an Load Order overwrite?
And in on Xbox so I can't really do much with console commands
What's that, also it says load order neutral. Granted I keep getting out this at the top of the load order, which at this point it feels like every mod has to be at the top of the load order now days lol
I'll just delete it, I'm not going to drive myself crazy over some new swimsuits options
I would place it at the bottom, or at least below all mods that do similar things.
Edfitz may be able to help further. Load order neutral and cosmetic items should always be at bottom.
Its at the bottom
Miiirty has had look under the hood so I expect the author has an update to do.
I am going to reiterate that there is no omod, co, or keyword. This needs to be updated more than likely, probably overlooked.
Hi All! If you like this video and are new to my channel be sure to check out my other Creation Kit tutorials as well as other random content you might enjoy or hate. Please like and subscribe. THANK YOU!
Here is the link for Joseph Russell's video providing guidance on how to get and install Wwise for converting .wav to .wem:
https://youtu.b...
this guy making some quality stuff
No Vault Dweller... 😔 LOL
What's a vault Dweller?
It's just a skin for the cutter, my most popular one so far. I was just messing with you, it seems to be wildly popular for xbox.
Idk why either, it's not my best work lmao.
i think he has a settlment that needs your help
oh no settlement was destroyed....anyway...
You are seriously missing out, go get Fallout, it's the hostess with the mostess.
its been free so many times on GoG now
It's free for xbox, or should be.
3 and new vegas atleast
throw 4 in too. (I know, I know... but I am fan.)
theyre all great
I had finally started the dlcs after the next gen patch i really need to go back to those
but then ck happened
I always crawl back, but I get distracted... I do that with a lot of things lol.
so are these LP_Light statics just to make it easier to select all the ones in a layer or something
the only thing i see on them is that theyre on the same layers as the post effect volumes
^^^ @mental timber
No shame there, I genuinely love FO4
Wait, have you not played Far Harbor yet?
ive done a fair bit of it now as of recently
@hoary lava I have to suggest that "known overrides" should probably be at the bottom, to guarantee that their effects are the "winner"
I've seen videos of it, I wasn't really sold on it. I didn't like the depressing setting.
Ok I have an pitch for you guys for a new Placable NPC,
So I was watching the first and second John wick movie today and Was thinking it would be cool to have something like the Hotel thing they use.
But more important a cool dude that walks you through your weapons purchase lol.
Someone who when you show up welcomes you with your name. And you can place in like a armory type thing.
Perfect
Far Harbor was maybe my favorite Fallout setting
would anyone know why whenever i create a new cell i only see water now?
no 😦 I get the same thing sometimes... go to the cell window, and jump to the 0,0,0 marker? i want to say somehow you're at the bottom of the cell instead of in the middle of terrain... but when i get that I just say f it and retry creating the cell
you need to put something in the cell
Point Lookout tho
yeah its acting weird before i would just make it from the block thing and boom but now i just get water no terrain
does this stay that way even after you place an object
yeah it just plops on top of the water
what kind of cell is this
Indeed
just using the landscape cutting tool to create an overlay
@dapper galleon nicee, you're gonna love the update im gonna push out soon. 13 more, upgradable + sound tweaks and more
Nice
Point lookout was also great, but the fog in fare harbor, and the rocky terrain was chefs kiss, it was so eerie and atmospheric
You got custom sounds to work? Nice
nahh just using different ingame sounds, i don't want the audio to cut out for xbox players
Bar harbor (where it takes place) near where I live can be eerie.
You should come to Maine sometime and check it out it's otherwise beautiful there
You live there? That’s awesome, it looks really cool
I’d love to. It’s funny because of my love of Moxie (before coke kinda ruined it) Reddit was convinced I was from Maine and kept showing me Maine content. Made me pretty sure that Maine is awesome, even if there are apparently a lot of ticks in the Summer
There are but as long as you are being safe like checking yourself etc after you'll be fine.
Also I can't do moxie haha.
It's like a 50 50 mix here either you love the stuff or you hate it. Maine is pretty awesome.
guess i broke my terrain somehow idk creating world cells just isnt working now
Is a world cell kind of like a chunk in minecraft?
Or is that like the whole square that's generated around where you land?
uhhh both i guess
bruh if this is the issue im annoyed
its the naming convention
those looks nice
I do not know why it posts the same post twice
copy paste is weird sometimes
or just putting images in here in general does that idk why either
ok kids fun fact when creating a world cell do not use "_" in your naming or the terrain wont spawn
also using the search feature in modding discords is too good of a resource
basically the prefab give you a default layers layout that 99% of cells bethesda uses
im not even seeing a prefab though just the individual statics
its in the packIN
Oh yeah! I saw someone talking about that a while back, and I’m a chronic “_” user so it’s one thing I remembered because it was a real pearl clutch moment for me
Dangit... I'd totally forgotten I ran into that :S
bet you dollars to donuts after I fixed it in my first pass on my POI quest mod that I WILL forget it again when i get back to it
I'm officially a modder 🎉
Congrats! What kind of mods you making?
Literally just one right now 😂 Just to dip my toes in the water.
Adjusting the UC battlemeals to include hydration
nice mine was just a box of grenades
Nice! A lot of people in here willing to help if you need. Welcome to the dumpster fire.
Oh I've got an idea for a new crew member but it's beyond my range right now
8 downloads though, I'm breaking the internet
Heck yeah!
Good for you Nick!
welcome to the club
Y’all I have a packin conundrum that I may or may not be over thinking.
whenever I use certain packins like the bulletin boards, I get an error for each item in the packin show up saying “empty reference”
It will all show up perfectly fine in the game and the kit, but it had me spooked
So I’ve been avoiding them, and building everything from scratch in the constructable habs I’m working on instead, as a result decorating is taking forever.
Are these warnings actual issues, and if so is there a fix for them?
or is it just because it’s checking my plug in for a reference that’s in the master instead or something like that and not actually a problem at all?
have you tried just duplicating the packin
anyone got a 10 second tutorial on what the "Game Options" can be used to change?
I'm ASSUMING that I could change various behaviors and then reward xp bonus/nerf using them, but I'm not clear on what exactly i can and can't change with it
I was just thinking that very same thing
Let’s see!
i just did the same thing to make an outpost landing pad packin my regular landing pad
Nice then hopefully it’ll work with these little decoration bits
Like I hate the idea of needlessly adding extra form IDs, but I hate the idea of building another cabinet full of junk from scratch even more
so im assuming some people have wiki access to make some of these videos right
cause no way they just figured some of this stuff out
Like which video?
and that does work! So now maybe I’ll have this mod finished before my 90th birthday
well that's what... 3 open and close of the CK right 🙂
Ha on my old computer yes
I could do dishes and make tea in the time it took to open up
better computer doesn't make it THAT much faster :S
I have a core i9, 128gb ram, and CK runs on a PCIe4 SSD rated around 8000 mb/sec transfer... you'd think that'd be fast enough that I could get a mod loaded.. I dunno... but feel like... yes.. instantly should be the correct term.
Hey is it possible to clip a grave drive and Reactor to be inside a Hab?
if you know how to glitchbuild i think it is, but I've only ever seen folks glitchbuild stuff into structurals... if you did it'd probably f up the navmesh and door logic
Oh I'm ok with that, I actually don't want AO to go in there
I was thinking of using the interior shop walls mod to essentially make a reactor/ grave drive room so there will be glass doors encasing them inside a Hab. And a secondary glass door in front of the doorway for them.
Derre has a couple "reactor habs"
or at least did... i don't use them any more since i only build for function these days
Yea for me it only shows like the hallway habs and the cockpits and stairs
Maybe Matilja, since it was originally based on Derre?
I'll check it out later, I think it has a room that you can place so we kind of weapon mount that exits out of it
@sly ocean can i suggest a location to add to the teleport rings?...
The Executive level of the Paradiso
Sure; I've added it to my list for next time I update the mod. It might be a bit as I'm focused on some other mods currently. I'll tag you here when I've updated it.
Add one to hyla II ;3
Joking, or serious?
serious lol
So I think this guy is actually not making mods anymore, but I was wondering if anyone else could replicate this armor for creations
that would be super usful
I don't remember much about the planet; is there a specific location I can point to?

(I assume related to your mod(s), but I'll need a good vanilla cell and general location, so I can either teleport to a COCMarkerHeading marker or add an unobtrusive XMarker somewhere)
So the local previous landing zone is perfect cause it's empty and flat
Any chance you have its info handy?
lemme give you the world tag
it is a breathable planet I had thought you were gonna link to all those too?
Oh hey TG, I just have to ask,is there any way to stop the outfit in the Hyla house mod from being invisible?
I'd never really planned to add locations beyond individual requests, plus teleporting to a planet in general might not be useful; the player would likely still need to fast travel somewhere useful if I just send them to some specific spot on a planet.
^
Teleport Rings is essentially just a MoveTo mechanism made handy for players.
Oh the armor
that wont be fixed till my next update , "Helps if I read"
archive issue
Makes sense
Oh okay sweet, will that be this month? Not trying to rush of course, just tryna work it in my head haha
But if there's a specific place that would be worth adding a teleport ring for, I can either use a vanilla marker or add one; I just need to know where on the planet, preferably what cell and if you have any in mind, some object you'd like me to place the new marker near.
what I can say is that I tested the fix on my end and it works
Use the original landing pad marker
I'm having ck issues atm XD it decided to go nuts so stand by
Sick of seeing my stuff yet? lol
Decals killing me. I'll get em there... I hope.
relatable
haha love that skull
First test went well it’s on Xbox and so far so good no conflicts still testing
Pretty proud of myself actually 😂 small thihgs and all not complete just testing bit by bit
Hmm...I'm actually not sure I'll be able to use the mechanism from Teleport Rings to teleport to a planet surface location, unless it has defined cells. Cell View doesn't show anything related to Hyla II, and Galaxy View's Hyla II data doesn't indicate anything that would help me find it in Cell View under World Spaces.
Frankly I haven't dug into how planets work in Starfield yet, so I could be missing something, but it seems like they share cells with overlays or something. Is that right @sharp lynx ?
I do have the code you'd be looking for just not accessible atm
Looking at discussions on Steam/Nexus Forums/etc, people asking for help teleporting to planets using COC or MoveTo are generally told to teleport to an interior location on the planet instead.
OK.
Looks sick!
Nice.... But... I never really did find that toaster..
@sharp lynx Haha, I do the same thing sometimes. It looks really good, can't wait to see interior.
there's the kitchen
It's all in the lighting, jeeze. I bet you spend most of the time doing that huh?
Actually the lighting is pretty easy
once you figure out the complicated lighting system
good stuff!
First prototype done
Can I get some load order help, please?
First of all, I wanna know if I can just use the load order guide for Skyrim for Starfield.
If so, then I don’t see why I would be having any issues yet I seem to be having trouble loading into Jamison.
so far, I haven’t had any issues anywhere else in the game, but it seems like it locks up whenever I try to load back into New Atlantis. whether it be the mast or the lodge or anywhere.
Jemison always has issues for me
I will ask do you have any mods that alter jemison in any way like
Light up jemison or adds new cells to jemison either the big stairs mod or the one that adds workbench’s as those were an issue for me
No, I don’t have any mods for that place
Although after just extensively, re-ordering the mods I do have the planets look weird now. Like a solid blue or solid, gray or black like where new Atlantis is it’s a solid blue ball.
Looks like a smooth, solid sphere of blue.
Well, once again, I couldn’t load in and had to start the game again. I’m going to go back into creations to get some screenshots of the mods I got and upload them someplace I can link to.
My Star Wars Preset pack is now on xbox https://creations.bethesda.net/en/starfield/details/c96242be-0b6e-41a9-a0f5-2c9a86fad1f5/Skully__39_s_Starwars_Presets
Someone wanna take a look at this for me?
I believe the pictures are saved from bottom to top. Basically you need to start with the picture on the bottom and work your way up to see the list in order from top the bottom.
Oh wow, I just noticed. Some reason the mods are all out of order from where I had them. God dang it
Great now I gotta go back through the entire list and get them ordered again and redo the screenshots.
How the heck did that happen?
Ah forget it. I don’t feel like doing it right now. I’ll get back to you guys later.
Just gonna remove the link for now until I get it sorted again.
Ah the shaman treament - gets em everytime.
BTW, is there anyway to shut off the stupid give feedback thing from popping up every time I quit a cloud game?
I know that’s not exactly a mod related question but man is irritating as hell.
Next one is skullys Ryan Reynolds preset
need danny devito
Im trying to get some options out. Now that I figured out the xbox ports. Sent an author a message to port their entire accounts presets. Has some really good ones.
I endorse this statement.
The options are not as limited as you think. I can rip the faces from npcs, save game files, chargenmenu presets or follow sliders.
Skully
Lol I saw a post where someone said they need GTA6 physics in starfeild.. so I go to YouTube to see what that's all about and dear God it's like the most of the budget for that game went to just the physics alone
Can I throw out Marty Mcfly as well?
Hi TG 👋
Only if it's paired with doc
Tell me what you think
Puffer jacket n all.
It’s beautiful
So I think I'm out of luck on this one.
The mod author doesn't have permission on their mod, and has yet to respond and is most likely no longer active .. so My only shot at getting this armor is if someone else recreates it for creations... But I don't think that's going to happen.
Like I think overall it was probably a very complicated armor to recreate as a standalone so I guess I can check this one up 😂
But on the bright side @sharp lynx is eventually bringing us her sweet armors so that's a plus
Definitely looks like it belongs on island drive in palm beach Florida. 🏖️
yea it's meant to be kinda a Miami style mansion
I must have
It looks both spacious and cozy from the outside side.
that's where I'm stuck
I don't know if I should make the inside spacious and have lots of rooms
Gathering rooms could be spacious and the bedrooms and other rooms be smaller.
Any idea how I change the colour of a weapon to white ? Can’t seem to figure it out
The garage should have light up floors for each parking spot
Just basic white texture?
that's a storage unit
Yeah can’t find where I’m ment to be looking
Paint.net/GIMP, import _color texture and change hue/contrast. That's the easiest way.
When i lived on Florida, the house i stayed in had a spacious kitchen and living room but all the bathrooms and bedrooms were smaller, a queen bed was perfect. The dining room was a bit large but a sitting room was just big enough for a couch and 2 love seats. Somehow the whole place was spacious and cozy.
Hey I have a question, would I need a whole PC set up to make a mod, or can I use a laptop?
Textures for weapons are under texturespatch.ba2 (may have butchered it) starfield directory. Use BAE to extract textures/weapons folder to /data.
Extract .dds BC7 sRGB, GIMP uses either BC1 or BC5. I recommend using paint.net.
Depends on specs, depends on what your trying to do too.
Realistically, the laptop would need to be able to run SF.
Plus some.
I may want to just crash course myself on modding to make my own version of this.
Cus I don't think the mod author is active and I don't want to trouble someone else with making it
Long road. You'll need Blender/Substance suite, nifskope, Xedit(preference, not necessary), and CK.
Blender is free, but that learning curve is steep. I use it for conversion to Substance and I can make donuts. 🍩
Nice, man maybe I can just hire someone to make it lol.
But I have heard the term blender tossed around a bit.
The armor itself already exist in another game, so I wonder if there was a way to take the 3d modeling already built for it in one game and just transfer it over to CK in some way.
Kinda like 3d printing, there's so many schematics already out there for things... Like the amount of ironman helmet schematics available is absurd 😂
It's the bees knees if you can learn it. Anyone can, for me I struggle with time management.
I'd make sure the mod author is okay with that
Oh yeah see that's where I would too, mostly because I'm a casual gamer, my time is mostly taken up by family obligations and occasional work stuff.
I don't mean pull it from his mod exactly but the armor model exist in the halo 5 game. So If there was a way to pull it from that video game into something to build it separately into a whole new mod for starfeild.
TG is right.
I think in terms of permissions that would only apply if I used his assets from his mods right? But if buot from the ground up essentially then it's a whole different thing from theirs. At least that's what it would seem like
well if its a ripped asset it doesn't matter and they dont own it
as long as you dont take the one they rigged and re-upload, but get the model from where ever they got it and rig it yourself then it's fine, however, I don't recommend porting assets from other games without reading the TOS "Terms of service" first
OK, yeah so I don’t know what the heck I’m going to do. I moved these two files from the bottom up near the top, exited, reloaded and they’re back down on the very bottom again.
Ok yes that's what I mean was essentially.
But I never did any modding and all I have is a dell Laptop my wife's friends fiance who is a Dr, gave us, so I figured it has to be a somewhat good performing laptop lol.
So what I was thinking was go find the 3d modeling file for the armor in halo 5... And I guess copy that data into some other program then I guess format it to CK and idk after that to be honest lol...
understand that ported assets are owned by a company and some companies are very exclusive with their asset usage.
Nintendo
Gary's Mod lol
Anyone know why the load order keeps switching back to where it was before I moved things around?
yeah porting assets from other games can be very risky, and even if there's no profit made from mods that do, they can be taken down any time
yep, I wont recommend it to anyone
Ah yes this would be I think 343i, and the game has been out for years at this point. And since it's not being used for profit I think it skirts a lot of legal dilemma's.. plus I have seena Ron of pepe make blender rendered videos using that armor.
My favorite is lore accurate Chief VS Spartan locke or lore accurate halo 5 intro fight lol
that's why the star wars stuff I have published for starfield are custom assets
blender rendered animations are different because technically the only one with potential access to the model itself is the one who rendered it
can't people extract data from mods?
Man I think for this one I might just have to hire someone to make it for me.
But then again thinking how much that will cost me and should I even try given this is just a filler game for me.
But it wouldn't hurt to try and learn a new skill even if it is on some downtime.. just don't really know where to start
I hear 343 is lenient, but always 100% recommend looking in to that yourself and never take someone elses word for it.
unless they're official that is.
its huuuge
I made this one
Hello? Anyone wanna tell me my why I can’t change my load order?
i saw it and was like oh hell nah im not this good
Do you have links you can DM me for downloading these, are some free and are some paid?
I only had to remake the whole thing like 4 times
I dont even know a thing a out 3D modeling so if do do this it's going to be rather interesting
it had a catwalk around the top before i realised I had to make all the walls full LOD
Blender can be found in a google search, Nifskope dev 9 can be found there as well, Xedit is available on their discord, CK is on Steam, Substance is the only paid (It can be found on Adobe's site $50 per month -- or $200 flat on steam for just Substance Painter I think.
I wish I could save blueprints of my ship builds.
It would be cool if I could share them too.
Now do I need all of those to make something like the Spartan locke armor or any armor type cosmetic, or am I able to just use a few of them
All but Sub.
I just throw that one out there because it is extremely powerful and useful.
took me to long to realize i can uninstance and ungroup a packin in render view
i was doing it in edit and then dragging it in
LOL
i will say, substance painter is overly expensive but depending on what your doing its worth it
there is a free blender addon called layer painter though
it doodoo
love when i discover i accidently duplicated a row of walls and left it
layer painter?
or worse you've deleted something you didn't notice hours ago
ill also find random things ive dragged far off
fun fact: Marker boxes / usually volume boxes, can be edited when toggling markers off
"hitting M"
so... even if you hit M, sometimes at random you may select all of your marker boxes even tho they're disabled
this is the largest pain in the ass if you've place a bunch of volume markers in very specific locations
ive had 0 fun doing volume boxes
they're a bit complicated
I just wanna drag the pretty lights in and it all works
they do not work properly when placed in a pack-in cell
they need to be used in interiors or exteriors
if you are putting them in a pack-in there can only be one "At least from my discovery. " I am pretty stupid tho
so im pretty sure i just solved lgt layers
and now im just confused about the lp_light statics like those gotta just be markers to know whats there
but i finally am able to do this
Looks like I need to Delete the Matilija ship mod. Those habs and parts seem to make my ship builder Lag a lot so I think that was causing my ship builder crash issue.
I think I might have discord what's crashing my ship, when things get sent to my cargo Hold it crashes
i know some mods were doing that i think ones that added vendors and stuff or something
Ok I don't even think that is causing it
,not what you said but the one that I was saying
I do have two mods that add vendors
There is the Ship vendor framework is that what is crashing the game and save files?
Because I am running into the same issue where my ship disappear and fall infinity through the planet
after I load a save file
That's not what's happening for me. If inedit my ship and exit it will crash
Done another still need to do stats but it’s progress
I think that might be the reason my game crashes
Too bad people are using to make ships with it, so I have less ships in the vendors now
I am sad about it even though oh well never going to use that mod it was like living through falling forever in my game
I think might have nightmares tonight now when I go to bed
Since I am manually saving now, I think I can just play the game offline right?
ohh wow there is like 16 patches for it out now I just saw in creations
I have actually narrow d it down for some reason removing parts deletes my interior decorations.
And if they get moved to the cargo Hold it will freeze up my game after exiting the Starship builder. Because I tried it on an empty ship and dit was fine. It's after I decorate my ship and any of that stuff gets moved to the Ship cargo it will freeze the game up
@dapper galleon yea that is normal why?
That's not normal, or at least I never experience that before even with mods.
I always experience that throught the entire game but never crashed for me it deletes the decorations and stores the stuff in your cargo cases and weapons case to cargo hold
It is like when you want to redesign a ship all that stuff go to cargo
through out the game I mean
Went ahead and submitted a ticket to Starfeild support. Hopefully this could be resolved
Yea that's how worked for me up u til the last few days, even. With mods I would decorate it I edited my ships habs it would delete stuff and add it to the Cargo. But now it crashes each time I edit a ship that has decorations inside
This is wh
Umm they may do nothing. You are using a MOD Terminal in the Video. That is DarkStar mod. You need to post the issue on his mod page in Nexus.
It happens at regular ship vendors too. New Atlantis and Neon crashes too.
I just read an old reddit post that says I need to remove any weapon displayed inside my ship.
I'ma see if that works but I need to go to bed too
That makes sense - actually. Something not registered as something in an inventory list it compares against could cause what you are experiencing. It could be a mod added item causing the issue too.
So anything that is a Mod and not vanilla going into cargo will crash it?
Possible
Dang it happens again.
This time it didn't send anything to cargo.
It in the process of that I just discovered the Gravity buffer which removes the need for landing gear entirely .. that's something I have wanted for a while
Do you have contraband in the cargo ?
No
I'm actually going to try one more thing. And that is to Delete the Starizon mod. The ship builder mod does says other ship builder category mods will conflict
and it can - true
I would do a save after removing the mod - before trying anything - it clears some things in the save and account.
It's the decorations in the ship, omg this sucks so much, basically I just deleted ever decorations inside my ship and then edited the ship and load and behold now it doesn't crash.
So Either once I decorate my ship that's it I can't edit it anymore or I have to delete everything I deckrated it with just to be able to add something to it
Ok wait it's not the decorations so far. I set up some and it didn't freeze but now I think I know what it could be an if it is it's going to be just as bad
Ok not a wall. Weird it's not crashing anymoe
So I may have narrow d it down to I just had to many decorations in the ship which also sucks
work in progress
Ok so basically there is a build limit of items per ship or it might be per Ship Hab, because I removed everything it didn't freeze, I added some stuff it didn't freeze I added a whole lot of stuff it didn't freeze. So There is like an invisible ship Hab build limit of items per Hab I'm assuming and going over that crashes the ship builder
Well I'm off to bed
@mental timber @twin atlas @safe sorrel so Sorry if I wake you with this, in trying to figure out why my ship builder would crash after an edit. I may have discovered that either the entire ship or just each hab has a Placable object/decor build limit. If you exceed that build limit it crashes out the ship builder
Ok now I'm off to bed for reals
At least you traced it out. Once its known - less stress. Right. Glad you determined the issue.
What creation club stuff can I use an still have achievement
The ones made by bethesda
Is it just me or is anyone else having problems with the Starfield load order randomly re-ordering your mods?
I spent like a half hour getting them all in the proper order only to go back in and find out they were all randomized.
After reading through all this I think I’ve had the same problem even with a vanilla ship
When you say after an edit do you mean one that would delete some decoration items placed specifically?
That was happening to me when I tried adding a new hab next to a heavily decorated one, like it struggled to process what I needed to account for and it would just freeze up.
Adding the hab someplace else with less to delete, it might lag, it managed to make it after a while, so I think you’re onto something here
I think it might be worse at certain ship vendors, I know I have a lot more trouble editing my ships at Neon and Hopetown
If you have a ship builder at an outpost, try editing your ship there, that’s helped me when things get weird like this. doesn’t help with vendor specific parts but might be a good place to stage things ready for big edits where you need to be at a vendor
@regal dust xbox versions of bgs games only accept plugin and/or plugin+archive format.
Hmm, you could probably make a replacer based off of it too I think.
Dirty recolouring a few texture files should not be that hard but also not something i would be willing to do due to not having a good enough system for starfield to run on.
Yeah, I understand. Alice was wondering about it, it wouldn't take much effort but I'm currently on my travel laptop and not my gaming pc
Why would you force a baby seal to play any video game? smh
It's not me, it's all Todd Howard (joke)
Basically I fully decorate the interior, then I go into ship editor. The game won't struggle to do things on that though. But once I make any alterations to the ship that is decorated on the interior. And exit the ship builder, it just freezes up and crashes to my dashboard.
I had an empty ship and it would be fine to edit and exit. The second I touched my decorated ship it caused the problem. I thought it was the specific ship mod... Deleted it, issue still occured. Then I read on reddit that it was items that get sent to cargo.. so I removed the Weapons in the armory and what not.... It still did it. That's when I decided ok let me delete every piece of decorations in my ship... And Boom that fixes the issue. So then I began to hear it decorate one Hab at. Time go back edit and exit... And it stopped crashing. So I'm assuming each hab specifically has a build limit within it.
In a way I have just been treating this whole thing as a stress test for decorative mods
Hi! Coming soon ^^, and i wanted to make the turret moving with the head, i created a nif based on the helmet and translate to the left but not working , any idea?
I can't stop watching this Vid of DerreTech Version 2.0 - anticipation: https://www.youtube.com/watch?v=Tg7sWiRaipw
Is anyone making a no build limit for outpost?
mod exist for PC not xbox
Hopefully someone ports one to Xbox soon.
@river cobalt challenge is that it relies on either a console command or a game .ini setting -- neither of which are accessible in papyrus, which means won't work on xbox.
working on it in my outpost limit to see if i have a workaround though.
@blazing oar yes, starfield is randomly redoing load orders... it's annoying as hell :S
It has to be "from bethesda"
unless you're on pc, then you can do whatever 🙂
as long as you have achievement enabler
Hopefully you manage to find a way. Just building a few things can take a lot of the limit
@river cobalt the biggest things that hit limits are Animal Husbandry facilities... it's like 6 max with vanilla settings.
without those, even within vanilla limits my easy repair button tells me as much as 4000 objects and ~15% of build limit used
I think greenhouses are around 40
harvesters and power - gas/solid/liquid are virtually unlimited
Overall I think the whole system needs to be revamped as fallout 4 system building is much more fun
can't speak to that... Starfield first Bethesda game I've played since Quake II
Well, you are doing good work. Hopefully you get it to work.
@thick plaza why is that?
Anyone know of a basic follower framework i can copy?
I will say as a fellow Xbox player, and hardcore outpost enthusiast, that building much beyond the regular build limit would likely not be a great idea, especially if you’re also running any mix of extractors, builders and cargo links
My saves where I’ve built a number of max build outposts have always gotten incredibly laggy and more and more unstable, even on the Series X.
Not saying this to be a buzzkill, just as a bit of a PSA that bigger build limits might not be as nice an idea in practice as it is on paper
I’m guessing it’s like “flamingo units” in FO76, where assets that place the greatest strain on the engine/server have a higher cost than ones that don’t. Thinks like animal husbandry would require a lot more to process than other things since you have resource production to track, the building, and the creatures they spawn as well
I am hyped
I made a zero landing gear massive ship
ok what for?
I'm hyped for the outfit that @west hollow is making it's the predator themed one
i use this mod and for me it works. has various outpost tweaks including no build limit. https://creations.bethesda.net/en/starfield/details/c926fea9-50fb-48d9-999d-5880122adc96/Outpost_Limits_Increased
I believe OLI only removes build limit from PC, as it uses an .ini file override which can not be baked in any more.
Mine on nexus still has the same, but on Beth.net it's not available to new mods using the same tech.
but my stuff just compiled, so we'll see if new outpost tweaks has a good workaround yet
adding the easy repair button, and trying to modularize some of the stuff
@dapper galleon no I was talking about having no gears for a massive ship?
basically my new one has a script to reset it every time you enter the outpost
whether that works or not remains to be seen 😄
Oh be ause I don't want to put landing gear on them anymore since I can now build without them as a requirement
I can say that mod does allow unlimited building as that would normally fill up the limit quite fast
ok so why was the question
Earlier I asked if there was an mod to allow me to build with no limit on Xbox. Someone recommended me that mod
I do not know I use a PC for my gaming
I didn't ask any questions regarding the landing gear, it was a statement
@river cobalt try placing builder...animal husbandry facilities... in my experience habs don't count for poo against the build limit
and that's XBox not PC right?
It would be cool if someone made a mod where we could build the gravity anomalies that we see everywhere
Yep. That’s on Xbox series x
meh.. who knows maybe he snuck the override in early enough.. i know you can't do ini overrides any more, and i recall hearing it was because of xbox weirdness they created
what's the creation date on your mod?... if it's prior to 7/8 that could make sense.
That mod was made on the 25th of June
I didn’t make it but definitely works well after you put levels in the planetary habitation skill
well at this 10 seconds my "fix" doesn't
so back to the drawing board 🙂
While this doesn't perfectly help everyone, I've got a template plugins.txt file that works very well for the kinds of stuff I load up
the comments and whitespace are "lega" plugins.txt content so I just leave this in my appdata\local\starfield folder as pluginsMASTER.txt, and then whenever I look at what the game did, or vortex or mo2, I can just cut and paste back to the master file, and then save the master file back over the plugins.txt file
but at least it's a good baseline to work from whether you're doing XBox or PC
there is none
is there a way, or can a mod be made, to turn on and off collision for item placement. like place anywhere for fallout 4. im on xbox and have trouble placing habs and other objects. the habs keep getting Cannot place item: Intersects with an existing object and there are no objects in the way. also the habs are high enough that they do not intersect with the ground.
Outfits Plus - Swimsuit Variants has been updated
Sweet it's mankini time
@scenic shuttle no-ish... they're game settings normally set through the core .ini file, or from the console/script command that override them.
I'm experimenting with some stuff to see if i can get some of those things overridden from the settings menu, but at this 10 seconds, especially with them removing the .ini override capability, at this moment there does not seem to be a way to do it for xbox
Does anyone know where the manufacturer logos are stored and what specs they are.
I need to create my own and wanting to make sure I get the right size
which ones @torpid badger
Hi everyone I have a custom character I wanna port to the game
Can anyone show me how to do that?
The ones for weapons like allied, arboron etc
the nif files? @torpid badger
someone please respond to me
What kind of character @eager briar
Nifs? Ok I'll try and find those thanks
a 3d character I made
@eager briar i highly suggest you watch dozens of youtube tutorials about the creation kit, theres no simple answer and that whole process will take you a few days (if you're new)
I'm ready
are those videos available here?
and I also wanna know what file extensions are compatible with the game
yea man good luck lol
yeah really helpful 🙂
@eager briar did even read my message " i highly suggest you watch dozens of youtube tutorials about the creation kit"
not gonna hold ya hand here
I understand
i totally understand
I was hoping I'll get some tips that will make it easier
You haven't said what format your character is in, or how you have constructed it.
when i open the skyrim ck
so this sinkillker guy showed my poi on his youtube video and the building is in the ground
now I have no idea what im doing BUT i didnt have my terrains extracted in my data folder
AND i also see the terrain i should be seeing now in my render view LMAO
Honestly there aren’t really any quick and easy tips, I’d start with the Skyrim tutorials on Bethesdas YouTube channel to get a quick feel for things, then start looking up videos on the things you’re specifically hoping to do with it
It looks daunting at first, but those videos will ease you into it pretty well
Biped or multi-leg? Human, robot, or alien? What skeleton will it use? Is it just a model?
You’ll need to convert the model to with 3DS max 2021. The Havok tools are included with the Bethesda exporter, but don’t support new animations. You’ll need to rig your skeleton to the model type used by the game. I haven’t yet looked into if anyone has a tutorial for such, but lovers lab usually gets a jump start on animations before the rest of modding community. Can’t link here. It’s against rules because of the types of mods there.
If new race and not human, study how each alien type is constructed in the creation kit and design your character around the in game thing that most closely resembles it. You’ll need race, footstep and unarmed weapon impact data, unarmed weapon, skin armor, a dialogue quest, a dummy actor that houses the voice files.
If you don’t know how to set up any of that, search YouTube and Nexus mods for tutorials for that. Kinggath has a Bethesda modding school that will take you through the Fallout 4 creation kit and it’s very helpful.
If human, then you’ll just need to hook everything into it but if it’s all new, you’ll probably need race.
ActorTypeCreature for creatures. (You’ll need to look at the list of keywords on the right hand side of the race window for the correct Actor Type. These tell the engine what to do regarding your thing.
For leveled actors (after you have the base stuff set up), it’s slightly different than other games but look for tutorials that show you how to add new factions. Factions determine what attacks what and is influenced by the AI data on the actor form.
OH. For new alien/crwature: You’ll also need combat type and movement type records. Starfield doesn’t have segmenting so you don’t have to create gore bits or havoked gore. Study the race data for the other stuff.
I’m not in the CK atm so that’s all I can think of. I’m sure there’s more but definitely study the CK race data and how characters are set up. The big part of modding is the learning the systems and how they all interact with each other
actually i think it was possibly another naming issue with this idk
PLANETS: <CURRENT> WRLD 'ChronePOIcell' (010000F1) Unique Overlay ChronePOIcell with Location ChronePOI_LOC doesn't resolve to planet surface hierarchy via the parent loc SNarion_PSumati_Surface
That you’re even able to do POIs makes me jealous. I keep getting damn errors. 
i think i renamed the cell in edit and it broke it
but the error is gone now so thats cool
I'm over here hoping some 3D artist remakes this mod 😂
I’d rather have new stuff than old stuff redone.
Echo of the past is broken for me delgado is suppose to be on ground level in the control room but instead he is upstairs in his office
Can anyone help me fix this or advice how to fix it
someone should do Power Ranger skins for the Starborn armor.
Starborn Venator mod adds colors to the Starborn Spacsuits. You can have a variety of colors and metallic coloring, or non metallic. Its on Nexusmods for desktops currently.
what you see on your end may be the total opposite on a xbox player end
happened to me and i had to redo my whole mod in one day 💀
Xbox has a different color set than Desktop mods. So Mods are created on Desktop. Modder's have to convert them to the Xbox color sets before uploading. Depending on how the Modder has worked the mod.
I swear i keep coming up with the most outlandish ideas for starfield. At this point i need to go to BGS and throw rocks at Todd’s window til he takes my notebook and has me committed to an asylum.
If you're unable to reach him, you could try using my Walk Through Walls mod to get there. If you need him to be in a certain place for quest progression dialogue, you could try my Spawn NPCs mod and spawn a copy of him in the right place, then talk to him. One of those may get you unstuck.
Whats my latest outlandish addition? Im so glad you didn't ask. So i'm thinking a new city that was founded by hollywood elites. Lets be serious, the hollywood rich would have had an exit strategy from certain doom. The City of Fallen Stars. Or something catchy. Anywho, it would have a 1950s vibe, and a total Tech Noir feel. All the buildings would be art deco. The inhabitants would be dressed like old hollywood stars and have tech implants, like glowing eyes and prosthetic limbs. The quests in the area would be that of a Los Angeles detective, uncovering a plot of some sort and focus heavily on clue solving and not holding players hand. if you don't pay attention to dialogue, you will have to wander around til you eventually figure it out (or go to reddit and find someone who did pay attention) So what do we think? sound interesting to anyone?
That would be insane. Thats a whole DLC right there 😂
right? like BGS let me in or ill throw rock through your window..
Pieces of strange meteorite have fallen on a planet, and now it is turning a piece of earth into cubes.
Minecraft attacks other games
oh yes!
and i reload ck and now the terrain is back to normal in render view
ck you killin me
OK.. I saw some folks ask earlier, and I had to just go through the exercise:
I posted a quick guide on how to install CK for GamePass THROUGH Vortex (so you can add/remove/update it easier, without having to buy Starfield for Steam)
Pixels movie is happening to our games 😂😂
This is huge
Now we just need multiplayer
Anddddd a update from Bethesda game studios
I'd help with this
You’d be my first choice for building designs.
I feel like starfield overlooked the human aspect of preservation, you travel all of universe and theres nothing suggesting humans advanced tech to preserve life itself.
Oh same
Thats would be a great name.
I too have some lore story ideas
there's...... entire other nations on planet earth too
Like did humans ever cure cancer in their universe? Or just develop space travel and say meh.
y'all creatives keep coming up with the good stuff, I'll try to learn enough of the plumbing to help make it work 🙂
NASA isn't the only space program
Exactly
They were all NASA punk, but wheres the luxury habs? Marble floors and glass walls.
we'll fix that
well y'all certainly have been for sure! Loving your new designs, both of you!
Just walking around, theres no class structure.
Skully out here tryin to bring back the 1%
Lol
I mean you are right
Like do you honestly think THE Walter Stroud would fly around in Nova galactic willingly?
like.... where's the massive attempts at colonization? Where's giant titan city ?
I want more Walter Lore
Walter? Yes. The ship designer for Trident star yards? no. Also Nova Galactic is defunct
My favorite interaction with walter is the elevator ride.
Bruh walter was ready to throw down
That's new Atlantis
Listen, there's a hell of a lot of closer places we current have near us lol
that in the lore are colonized
Cydonia
eh I dont wanna point fingers I just want it to happen and boy golly we'll make it happen
we can do better
Skyrim has that
I mean better than just an expanded city mod
hell, my last house mod is the size of Cydonia
💀
.....
I also had this idea of a treasure hunter quest line. Joining an excavation team to explore “the depths below”. Which just turns out to be a series of subway tunnels on Earth. Make profits off of collecting old work junk and selling to the museum you help fund. Pretty much a new LOTD in starfield. Lol
And of course the tunnels have terrormorphs.
I'm surprised there's nothing to see landing at the Grand Canyon or Great Wall... although I haven't tried looking in CK to see if anything's there....
Now to learn how to build a POI. Lol. I have 1000 ideas and no skills. Im practically Helen Keller as a lifeguard.
We need a 7 wonders mod.
Heck, Hawaii SHOULD be a GINORMOUS mountain!
and the Marianas Trench should make the Grand Canyon look like a little scrape
Seattle space needle, statue of Liberty, London Bridge, leaning tower of Pisa, Notre Dame. Golly gee willikers Batman that a lot of pit stops.
Yep
For my public speaking class I did a "computers of the ancient world"
talked about Stonehenge, Giza Pyramids and our friend there Angkor Wat
The landmark series would need to at least do one for each country.
Stonehenge is a giant celestial calendar that marks solstices and equinoxes, Giza is a star map of Orion's Belt, plus has a few solstice/equinox aligned passageways, and then Angkor is a star map of Draco.
And a random map anomaly that leads to a single blue police box partially covered with sand. 😂
Kukulcan pyramid where the Quetzlcoatl appears on the stairs at the equinoxes
Nazca lines in peru...
Angel Falls -- can't remember if that's Brazil or over the border
Mt. Fuji
Kilimanjaro/Everest
Wonder if any of the volcanoes are still active.. wouldn't think a magnetosphere strip would stop core spinning and magma flows... so I'd GUESS yes.. make that trip to Hawaii real exciting
World Heritage Sites are landmarks and areas with legal protection by an international convention administered by UNESCO for having cultural, historical, or scientific significance. The sites are judged to contain "cultural and natural heritage around the world considered to be of outstanding value to humanity".
To be selected, a World Heritage ...
I think the easiest of my ideas so far would be the “depths below”. Mostly just POI with interior cells. Some quest scripting and some dialogue. The museum would probably be the most difficult of the mod. As i wouldn’t even know where to begin with it. Would it be stationary, or moving? Location? How would the items appear gradually? Would gta6 be out by the time i figure it out? 😂
Good Evening everyone how are you?
Starstation museum!
Above earth?
GIANT space station filled with recovered treasures
@twin atlas @mortal tundra @sharp lynx I am wondering is there a tool to fix Starfield save files been having issues with lately
that sucks
Sadyr posted a guide, and I believe Wykkyd made a video on purging at least SOME mods from an existing save
been running into an issues where the ships keep disappearing after coming back from a save
So, I was working on a place I call cradle station and it's pretty much the 8th generation ISS, but obviously, it's larger and more future humanity
I am guessing it a save file corrupt
nah you just have too many mods
it sucks because keep deleting and start all over again
SO how many mods can PC have as max?
I like the star station idea. I can envision a tour guide directing the party to look out a large viewing platform to mother earth below.
Go big or go home right?!
I also had a Phobos station and research center, where they were trying to prevent phobos from eventually colliding with mars
Is there a maximum for a PC with mods installed?
That sounds awesome.
the quest I wrote for it is title "The 3 body problem"
@mortal tundra @sharp lynx @twin atlas is there a max Limit for PC with mods?
That sounds awesome!! Definitely thought Starfield could use some more noire vibes 😳 Always thought small remote movie sets POI across planets close to Jemison could be a fun thing to run into.
No clue. I think it has more to do with added IDs
Wykkyd's guide is a focus on Darkstar Astrodynamics when Bethesda "guided" him to re-combine his PC and XBox versions, BUT Sadyr's instructions are applicable on how to essentially "purge a mod" from a save
Fixing the Creations bug that forces you to re-download the DarkStar Astrodynamics mod if playing on PC.
#starfield #darkstar #modding #bethesda #creationkit
Website: www.wykkydgaming.com
Discord: discord.gg/NRDUdvftVr
Outrageous over on Darkstar managed to get operational with 163 mods loaded the other day. I broke mine hard with 76.
It's totally dependent on "what kind of mod", how many assets, whether the mods are full, medium, or small masters... there's no telling at what point the game will break right now, and it's variable on the same machine, across different saves.
@twin atlas @sharp lynx so geosync orbit will limit the view a little bit, but I don't know that a nonsync orbit is achievable with current in-game tech...
But for sure, while Leah Casler is a bit boring in her implementation, something similar for bringing Earth artifacts to the station, and then prominently displayed as Skully original pieces
TG designed quest chains well beyond "go here and pick this up"
ZO hacks of borked game mechanisms, but after seeing TG's "underwater workaround" I'm sure she doesn't need my help 🙂
hehe that water level was tricky
I loved the water exploration
community mod when
@twin atlas I really like the viewport of "what was" especially if it can be in a non-geosync orbit
basically google earth overlay through the window
if it's geosynch.. meh.. it's at least a lot easier.. one view to worry about 😄
How do community mods work exactly? Each makes a portion and merges or do we share copies of the esp?
that would kinda be how it would have to work
maybe that's the useful thing i could do 😉
Ok I am looking at that youtube and not sure if that is what I am running into because I am Only PC and Creations?
basically you have a curator that keeps the master esp, and merges the changes in.
Im thinking several copies in various stages. In case of a mistake, you roll back to the last milestone
@hollow salmon the "save purging" doesn't matter
it's the same concept... you keep rolling out all the assets of a mod 1 at a time, until you've got a save that has zero non-vanilla assets in it, and then you restart from there
@twin atlas oh definitely a github fo sho to manage it
Imagine dropping into a cave on earth for treasure and it’s just a terrabrew.
I been using the github alot
<snort>
only the curator really needs to use github 🙂
version control/rollback etc... only the psc's are well suited to "true" version control, but checkins of new versions of the esp, new merges etc.. would all be trackable
Im still learning the basics of the CK. I have SFedit and nifscope so i can start to learn those. And i have plans to start blender work tutorials. Only thing i bring to the table so far is character creation and adding game items to menus.
how would I add new models for objects?
probably best to find servers that are experts we got plenty
3ds Max/Blender + nifskope
can you guys take a look at that and tell me if there is any I should do differently on it?
also textures as well?
I would much appreciate if you guys can
maybe there is something that might colliding each other?
Gimp or Photoshop/Substance Painter
i mean just adding them to where i can use them
that is clean slate one where I starting all over again
your content catalog doesn't actually matter... your save keeps a record of every mod it's ever seen.. only the plugins.txt has an effect on "this mod will be active in this game"
i know how to make textures and models, just not how to make them usable in ck
In this video, we'll be exploring the process of assigning textures to .nif files using Nifskope. I aim to provide clear guidance on navigating this intricate program. Thanks for watching and comment below if you need any help! Basically, part 2 of the other video.
Intro - 0:00
Converting to .dds - 1:20
NifSkope - 8:25
Black Textures - 11:30
Ou...
because I have no save files I deleted all of them
well if that's what you consider "clean slate" we really need to talk about what "clean slate means" 🙂
lol ok
clean slate = no mods.. at all.. nothing.. nada... your plugins.txt (load order in-game) should not just have no check marks, but should be completely empty
there's an option on the main selection page to "delete all creations"
yes I have done that many times in the past
that's what you want your starting point to be.
Delete your ContentCatalog.txt, Delete your plugins.txt and start from there
When you load the first new game, both should stay blank/not even get created until you add some.
but if I keep running into issues becuase maybe a mod is affecting game and or colliding with another mod how am I going to get fix if I do not know where the problem lies?
we should do some brain storming tomorrow
Thats that thing we hated as kids right? The laying flat and not have back pain? Lol
tbh, I've probably slept like.... whole 16 hours this week
wait maybe 21 hours
Fulltime jobs are no fun
not enough ma'am, not enough... i had a miraculous almost 10 hours yesterday.. dogs didn't jump on my face, wife was asleep.. just amazing
I loose track of time when modding. Ill start a 6pm and boom 4am.
6am rolls around at the same time no matter how much we do though 😉
i think i'm gonna post my "how to get xEdit installed as a mod on Gamepass" and head out too 🙂
random question for my additional chunks mod, what should the first one be?
Carrot cake
ooo and i could do like a carrot in frosting on the top of it
Meatloaf topped with spanked spuds.. mashed potatoes.
Has anyone seen the movie interstellar?
I wonder if there's a way to change the standard music from the starfeild music to A Hans Zimmer score of interstellar Slowed down
Experimenting with camera shake on hit (plus a bunch of SFX/FX/UI mods and so on here)
@solid osprey hey mate, mind if I pm?
Shoot
Enjoy!
(I mostly just made this one for fun, but I may expand on its capabilities with some functional implications in the future)
Although, it is funny to chase Spacers around looking like this. And they thought the Mantis was scary 😁
Getting there not quite how o want it yet but it’s a dam good start 😁
My rhino suits prototypes (wip) - Astra the barricade , replacer for the starborn Astra - locust the commander, replacer for the locust starborn armour - hunter the infiltratator , replaces the hunter starborn suit . - - versions currently just the looks of the suits (with legendary perks still working on the trying to add starborn perks ...
Been waiting for the Lin one. She's been overdue for a shower. 😁
Anyone know of a working program to edit mesh nif files?
I downloaded NifSkope from github but get an error saying it can't be read.
Any help?
Hey all! Is there a mod that stops the crimson fleet getting mad when you kill fleet/pirates on planets after joining them? I'd like my cake and to eat it, keep the fleet venders whilst also being able to bump off the most profitable and most common targets of mission boards
@unreal nymph Hello, Would it be possible for your True Storms mod to make its way to Starfield?
Just kill all of them and you will be fine. Let any of them live and the fleet will be mad.
great suff! https://www.youtube.com/watch?v=4FbFfhDSgc0
This creation lets you fly directly to planets in Starfield FROM ANYWHERE IN THE UNIVERSE. You can manually fly across the galaxy in seconds.
0:00 what is it?
0:45 how to download
1:39 how to use
2:50 FTL gameplay
5:20 can you land?
6:40 remote takeoffs
7:50 my verdict
💦Subscribe to my Patreon! https://www.patreon.com/gamingwithgriffgriffin...
Astrogate kinda works. Still not sure how I feel about it. One issue I have with it is when you’re in a system and want to go to another planet. How do you do that if you can see the planet?
Morning All!!
@distant frigate Hey there!!! I saw on the Pawnshop terminal that you started using some of the Game Settings options.
Were you actually able to change any "Game Settings" with it or was it pretty much just adjusting your in-game globals as a result?
I'm trying to figure out ways to adjust some of the GMST on the fly.
It only supports ActorValues and GlobalVariables by default you could probably brute for in game setting using Debug.ExecuteConsole()
the PEO:SQ_PEO_QuestScript is pretty extendable
I'll go diggin!
Basically you would need to duplicate UpdateOptionsAndGetGlobals() as UpdateOptionsAndGetGameSetting() and UpdateGlobalVariables() as UpdateGameSetting()
is it "fragmentable" or do you just do those as overrides in your own script?
I just extended it and added my own functions for what I was doing then realized I didn't need to lol
LOL 😄
You will probably have to use global in the CK as we can't add a custom record for game setting and then catch the option and set the game setting instead like they do with PEO_GPO_EnvironmentalDamage
might be able to use the spell option and then a script on the spell to set the game setting with minimal changes
so I see what you mean... I can access/change (at least MOST) av's nd globals from Papyrus/Config Terminal though already... I can understand using it in certain cases for sure, like if you don't want to build another terminal...
or maybe I'm confugsed on AV's...
Ya my users kind of got mad about having 30-40 terminal cluttering their inventory across all the creations hence my universal conversion to game settings 🙂
I actually agree with them I had the same problem with all the creations I was using
Yeah, it can certainly be beneficial.. like if I want to give options on outpost build radius, be easier to put it there... I'd really like it if your "clustering" made either a separate window or a visually really separate indicator -- these are clustered settings
Ya
without GMST tweak capabilities in papyrus, terminal menu, OR this mechanism,.. well My AIO will be a lot of ALL OR NONE 🙂
I think BGS is hating ScaleForm as much as us now lol
LOL.. if they could FIND m8r they just need to hire him to help with UI BS 🙂
Looking at the schema I think they tried to do a nested submenu ran into problems then ended up just grouping :/
I want to keep everything I do accessible on XBox, so no SFSE no ASI as an option to get there 😦
Although I fully recognize, I could just be dumb and not know the right way to do it:)
Ya depending on the creation xbox is 75% to 90% of my users so pretty much everything I do now is designed for them first
Wykkyd was showing the numbers on Darkstar, I think he just hit a million plays on Astrodynamics -- his downloads all time was something like 20k on Nexus, and in the first month it was at like 150k on Creations...
so we do definitely gotta "know your audience" 🙂
Had you seen anyone else reporting weirdness in the settings menu with pawnshop? I think I had a weird bug where everything after it turned into the pawnshop menu... but as I preach on here, so much is utterly dependent on YOUR SAVE, YOUR MODS, YOUR LOAD order, that good troubleshooting is really hard to do.
you need SFSE to do that
yep... so it means no-go for me
Nope not received and reports of problems with it. Its been one of my most stable creations as its fully self contained. Only problem was when they redid the ship habs to not cell reset then I had to make my own time to reset the vendor.
Fun "bug" -- especially if you use my "Well Stocked" or some of the other richer merchants -- the terminal has ~250 million creds when it's all cranked up... if you rebuild your ship and move the hab where the terminal is, alllllllll that stuff you sold to it, AND all the creds go into your ship inventory 🙂
I didn't TRY to have 750 million creds, but here we are 😄
lol nice
i haven't experimentally checked yet, but, I still wonder, if you use the cheaty terminal, and sell it contraband in the ship, can that still pop a contraband check....
🤔 stuff to try
Reinstalled starfield after a month time to see what new mods there are
short answer is a lot
@autumn idol you know how thrilled I'd be just to have a working "include" capability ?!?! 🙂
It seems like a bit of oversight NOT to be able to change GMST from papyrus - I KINDA get it for papyrus - or at least the game settings options but the options menu forces a save/reload
load script as quest from gamefile isn't the ish 🙂
Include <script>... 
it seems to be "callable" and compile-able, but def can't use the functions like you'd expect still
You can use, even on xbox: Debug.ExecuteConsole("SetGS iLevelCalcUp=5")
ehhhh... pretty sure that's a no 🙂
I use it alot with Scale The World and it works on xbox
Hmm thinking about it that shouldn't work you can't enable ddebug mode
my Nuke it from orbit button does a "debug.executeconsole("removeworkshopitems") and MAYBE somethings aren't blocked... but for sure tht is
let me check the flags on it
wait this exists?!?!?!?
the debug section basically says "none of this works on console builds"
no need for consoleutil
oh it EXISTS, but ExecuteConsole doesn't seem to be actually working
it works great on PC, not Xbox
because the console itself doesn't exist in xbox
also anybody here know how to make a BA2 for xbox users?
Hmm the function is fine but the script is debugonly odd though BGS legit uses it a few places in SQ_ParentScript
ezpz... in ck, just drop the window down when creating the archive
collect all your external data like you do normally
doesn't it need to have different names?
nope.. it takes care of appending xbox
since i'm exporting for windows and Xbox
What function specifically?
you just build the two
oh
Debug.ExecuteConsole
That's not in SQ_ParentScript.
Ah, it's not in SQ_ParentScript, but it IS in RQ_ParentScript.
Oops
fellow Xbox users for those that want to use more than one companion here it is!
https://creations.bethesda.net/en/starfield/details/6309f522-738f-4d2f-9913-f4d28e041281/Swiftly_Order_Squad___Multiple_Followers___Group_C
created by WSkeever ported by yours truly
perms are open so I might as well port the rest of his mods
I reuploaded this and included the terrain in the archive if anyone on Xbox is willing to test it
Modding on remote desktop is illness I'll say that
Ooh
I need to buy an Xbox so bad
Also hope deleting and reuploading under the same name doesn't cause issues
I can test for you, but I have a request.
😅
I need a pc mod ported to Xbox, or made for Xbox.
If I knew how to do sounds maybe
I thought sounds didn't work on Xbox or something anyway
As much as I don't want to I'll probably upload to nexus just for comments
Atleast the poi
Id be happy if all it took was packing the terrain btd
Cause I already have another and I just want these to workkkk
I’ll still help you out if you need someone with an Xbox.
You looking for bugs and stuff?
You can get a series S for cheap when black Friday rolls around like 100-150 USD is what I paid last year
Looking for a view mod 3rd view to ships further back only not higher up and further back. Both Xbox and PC I'm curious if someone has made one
Also this works for me now. Just landed at the Poi, the facility is right in front of the landing pad area. I wasn't expecting that incident inside of the building but it's really cool 😅
Hellllll yessss
Is it like right next to the pad or a little further out
I also still need to navmesh so followers will work