#starfield-mods
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i live in new mexico so i see too many stucco houses 😆
big ol chicken giraff lizars
What about white stucco on the outside, with wood paenling on the inside?
i don't think that's an option for that quest lol
I will make it one
lol
Go forth and mod 😛
TG coming in with the "you're done" option
well you see, I still need to lock every single door
lol
someone left a comment angry that I locked the office door required for the quest.....
so you know what I gotta do in the next mod
every door needs a key.
omg, imagine a door with a master lock and once u unlock it, it slides open to reveal another door that needs a key.
tbf, everyone struggled with that quest, so I wont make one that hard ever again as a primary quest, only a side quest within that isn't marked so the keen-eyed player can have something to enjoy for their Int being 10
see how many doors oyu place in one spot and they all have to be lock picked open? 
In that mod... I literally locked 1 door
two if you count the vault but I dont consider key required as locked
Oh
I mean... I was a bit vague I'll give the internet that
the mission log only specifically outlined where to look and the where to look highlighted what to look for
tbh, you could have said go to neon its in the astral lounge, and people would be like: really? and whose gas we using? why so far?
or I could've said that and people still wouldn't have read the quest log and searched the whole place for hours then get mad at me for it.
for now and the foreseeable future, it will be markers and hand holding and if I do make a puzzle mod I will put a huge warning in the description that says "please read things when asked and pay attention to logs."
or I could easily put a quit button feature in the mod
Miss O is awesome ❤️
LOL
hidden button to end quest lol
I put... the dataslate for homestead right in front of the door way so people wouldn't miss it
it was a bit hard tho I'll give it to them, I think... it isn't a comprehension issue I thinks its more or less a lack of anticipation, cause who tf is gonna go into a house mod expecting a full quest and dungeon with a few puzzles
im seeing that more than half of players skip dialogue.
Now that my next home mod has none of that people are gonna be flipping every switch looking for the secret room XD
^ I think so
ran into a bug with the latest matilija aerospace: one of the flips of the cowling structural piece is glitched, so it disappears offscreen and detaches from your ship. has anyone else run into this, or is it just me?
see vid:
I recommend commenting under his latest YouTube video or on Nexus to let him know. I also have had this issue.
He said the next update will be more focused on bug fixes and performance issues
ah ok, so it's not just me then
i posted on nexus, but he hasn't responded
Yippe food replacer
Now I can drink Kool aid pouches
Currently have 93 mods bookmarked
Do need Bethesda to fix the bookmark bug tho 😩
Ye
cool
Tho Bethesda did make a mod with a second mission for it
but the initial SBG003 is free?
What's a SBG003
Yes the main quest is free
k. my follower will be spawning inside so i was making sure everyone can use it.
Trackers Alliance: The Vulture is paid. Faction Story Expansion - Trackers Alliance is the free mod.
Is that any good?
The free add on
Anyone having issues with Legendary Perk Recycler and Darkstar Manufacturing?
I have the perk recycling box in game and can use it. But when I craft I only see DS in the perk options and cannot use the ones I'm recovering from my gear.
Reloading...
Does anyone know how I can find Adrostos for Tracker Alliance I been all over the city
Check outside the walls. He got out there somehow for me and the scanner can't see through walls.
God how I'm yearning for the Spartan locke armor to come to creations. And my luck the author for it doesn't have permissions on or is even active. Such a bummer 😞
Does anyone else have an issue in ck where there are items that will not delete?
They have a D mark on them, I save and reload the especially, but the items are still there. I can't delete them I'm xedit either and the mod has the esl flag
do any of you have in depth knowledge of pois/ the pcm and blockcreation lists?
Omg I was in the middle of a ship build and my Xbox has to update wtf
For more than a month, this mod was always crashing when I opened it inside CK, so I couldn't port it. Today I tried opening and voila! No crashes at all 😮 I wonder maybe it was on my end, because I use AMD Software and it was making a performance profile for CK... so maybe that is why :/
In any case, mod is now on Creations for both PC and XBOX users, I know @strong oak adores this one! ❤️
None in here
yea idk why i ever ask questions here
hey! i know a thing or two.
Check use info and make sure it’s not referenced elsewhere
Nope no idea 🙂 but we are already talking lol
yea lol
been through it several times, and couldnt find any reference
but i believe i sorted it out
in the details window, it may show d there, but if you ctrl del on a item, it makes it ignore status, then you can save your esp and reload and the items are gone
Can you find them in “details” and delete them from there maybe?
Ha just looked down and was you did and it worked
I found a ReShade I just Love
Good Morning everyone how are you this morning?
Hey man if Bethesda don’t release a banger update
We’ll be switching to Black ops 6
This new footage is insane
Patience. Wait two more weeks.
I heard it’s dropping next month or at the end of this month. We’ll see
Yep we'll see if odahfield is right
A very strange meteor.
Challenge to the mod ding community, can anyone make a space Dog Meat, some kind of super predator companion fitted to survive in the Starfield galaxy. recognizable as something cooked up in the genetic vats but obviously descended from canines. also some kind of cat to keep the rodents that definitely came with us as cast aways, under control, might even help cut down the Terror Morph slugs in the larval stage.
apparently they initially was working on it
whole model ready to go but its unused
couldve been your robo dog that follows you across the galaxy
I had seen that before it could be used as a starting point, but I prefer my pets/best friends to be warm blooded and have a heart beat.
steal the dog assets from FO4?
If that was within my skill set I would.
you would need to retarget and so on
along with making new animations...
which we don't have support yet
As I said not in my skill set but I take your word those things would be needed.
I suppose copy and past dog meat strait over from FO4 is not an option.
I'd bet that would get you pretty far along in the process
I am actually quite surprised that no one has tried to do something like that already, given how popular Dog meat is.
someone would have to come up with a dog spacesuit next
Well there is plenty of canine body armour in FO4 mods to use as a starting point.
terry the telepathic terrormorph >
dogmeat is a bit different than the average companion though
companion perks would be cool
non ship
Do verified creators get a different version of the CK?
Don't know.
Reloading...
Yes
A buggier version? Or polished
Im not to sure but I seen it on reddit
Not necessarily a different version but access to things not released yet
I want this...obnoxious yes...but still...
20mm Vulcan rounds 😂 for when you really really need to unalive a target
.50 or .308 for sure lol
.50 cal desert eagles in gold 👀 that’s what starfield needs
Please make a ALIEN mod and Fallout
Working on it
I have a idea
Make a derelict space station and put multiple Xenomorph enemies
Have a lore friendly story and at the end a special weapon
Make the space station dark with tons of fictional logs about face hugger and chest bursters and Xenomorphs
I hope one of you modders see this🙏
Starfield needs a Alien collaboration
That actually sounds pretty cool ^ I love exploring abandoned space stations but I feel like there’s not many in the game
Oooo 👀👀
I know modders can make derelict space ships
I'd get Into the scene but I don't have a PC or know how code works
If I knew how to make mods I’d make so many cool ones 😂 damn I’d make the titanic space ship outta doctor who just for a laugh
What is the obsession with Jango Fett? Im trying to build a Boba Fett follower and instead of assisting, its can you make a jango? Why? He’s literally nothing to the story. Jango isn’t boba with hair, he’s an entire different person. I cant even dialogue Boba without the community contradicting themselves. He’s not a talker yet should comment on everything? And the most asked is whats he wearing? IDK a thong? What is this a dating hotline?
I think you should ask advice from people who have some semblance of how to make mods
Right? Im struggling with the dialogue tree. Theres no tutorial.
it's also kinda a bit of a mess
it's done through phases now
and honestly the set up is really confusing when you first attempt it and not something you can drop and come back to months later either
literally where im at
Bro good luck
the only youtube vid i found, and the dude cant be serious for 30 sec
this is what it looks like in game, no basic dialogue
Also if you don’t set it up right, it won’t work when it’s a .esm
I swear if i figure out this [redacted] I’m going to create a template for future use lol. Im not having it. (Points at CK) you’re done!
One thing I’ve learned over the years when it comes to creative projects, whenever you do/are doing one thing people start asking for another
It’s one of the reasons I stopped asking people what they would like, there’s always a surge of people asking for things outside the scope of what you’re trying to accomplish and it can get frustrating and demoralizing after a while
Please do!
I was going to make video on it but it’s too much for me tbh
Yeah, i stopped asking people. I just wanted help doing dialogue, the process id ridiculous.
Those who did make followers wont answer messages. They leave on read. Like ok gatekeeper.
I said that weeks ago, there are gatekeepersd
Tons of em
It looks like from where you are you need to add the actors, you should be able to right click in the white are to do that. Top should be the NPC, you need them set up as a quest alias already but if the dialogue is for multiple actors based on conditions you can leave the alias empty and tick "Force Primary Actor" up top. Then add the "Player Default" actor
I saw the post, and felt secondhand frustration on your behalf
Thank you! I see that option.
Once you have the actors in, you'll need to add a second phase, that should be similar to adding the actors. The first phase is where you'll want to put in player dialogue if it starts with the player. You can do that by right-clicking in the player actor area under the first phase and adding New Action - Dialogue for a basic option. You'll do the sale to the NPC up top but under phase 2 for their response
There's more to it than I understand to be honest but hopefully I can get you in the right direction
Add help is good help tbh at this point.
Make sure you tick the "Player Dialogue" and "Top Level" up top if it's a regular option, and "Top Level Topics On End" will return you to the starting options afterward
There's ways to do more complicated branching and whatnot, I'm not there yet, I have been doing separate scenes for things. But you can call scenes easily from other dialogues
I can't wait for this. This is gonna be a good one ☝️
While I’m really happy with how my Argos Extractors mod is coming along, the things that keep causing problems are so weird, like I spent most of this afternoon trying to figure out why none of the furniture in one was accessible despite being in a wide open space. It was some track lighting that wasn’t anywhere near the blocked items
I’m starting to think the creation kit has it out for me
Random mod idea. Space trailer park.
Trying to figure out CK, 3D models, NIFs, etc. Maybe I've just become dumb, but I'm hitting a lot of walls trying to get this done.
Wanted to do what I thought would be a simple task - take the model for an existing ship weapon module and change it to make some parts glow. I can navigate down to the part in CK (found the COBJ with some guessing, to the FLST to the GBFM, to the pack-in for the "interior" and then I kinda get stuck. First problem I am having is that when I click on "Edit in Render Window" CK will sometimes just CToD. When it doesn't, there doesn't seem to be anyway in CK to inspect/edit the NIF information. I think that textures/materials etc are what are used in the NIF file to control the appearance of the part for things like glowing, but I don't see anyway of getting at that in CK. Does one have to go use NifSkope to do that? If so, doesn't that mean that I have to go unpack piles of BA files to extract all the referenced meshes, materials, etc as NifSkope doesn't see to know about BA2 files?
EDIT - when I try to go into mods like AvonTech to see how they made their glowing parts, CK seems to consistently CToD now when I go into the render window. Not sure why as I was able to get into that window earlier...
You want to make some textures glow?
I think it is textures/materials that have properties such as glowing. I think I have to change the materials referenced in the NIF to make the change, but that is all guess work on my part. Cannot seem to get into the NIF file in CK so I cannot tell what is happening in there - which is odd because when CK installs it sets itself up as the default app for NIF files...
@round dawn Extract all texture .nifs files some where
Sort through files your looking for by opening them in nifskope
Find the .mat its associated with
When you do that open material editor and you'll see all the texture files associated. you can change it around look for emissive
you can make certain things glow as well
What do I use to open the materials data? I found a BA2 file but it seems to have a CDB file and I cannot find anything that works with that
But also - I am correct in that I have to leave CK, unpack all the BA2 files and then run NifSkope to inspect the NIF files?
you could do that yes
I could do that? You mean I don't have to? How do I get into the NIF files other than NifSkpe?
@round dawn so what you could do is, extract everything to a separate folder
@round dawn this video largely helped me get started with nifskope/materials/meshes/textures: https://www.youtube.com/watch?v=jHG6JMi3qFg
In this video, we cover the use of the Material Editor in the Starfield Creation Kit, including the process of setting textures in nifskope and more. Although the video may seem a little disorganized, it should still be useful for you.
Timestamp:
Intro - 0:00
Setup- 0:45
Paint.net - 4:40
Nifskope - 10:40
Tools Needed:
an object + textures
Pain...
hahaha, lol, didn't realize that's actually you 510deshawn
your video helped me out a ton. Thank you
Can someone turn this into a mod for immersion reasons if you take your helmet off on a planet with no atmosphere?
Total Recall Cohagen Decompression
Awesome movie btw but if you are squeamish don't watch that clip lol
Some problem with nifscope and paths - it keeps telling me it cannot find mesh files that exist - but the path it is indicating makes no sense given the directory structure in the BA2 files...
white or baige?
ah - thanks - I manually set the path to the game install but that apparently was not what it was looking for.
Can someone tell me where I would place inquisitors boss mods?
You can try with B.A.E extractor
In the video is indicates to go into the 'Tools' folder and unpack a file named 'ConstantResources' - where does that file come from? - ah wait - found it
baige for a warmer feel..
thank you fren
blue, I like blue.
Why am I suddenly not able to connect to bgs servers...............
It's specifically isn't letting me restore my load order
Out of nowhere
Thanks for the info - the settings in nifscope and the existance of the ContentResources.zip file unblocked me on the issues I was hitting - thanks!
you know, your video was the first and only reference I've seen to that ContentResources file ...
Right on, glad it worked out
I would love to see a crimson fleet weapon skin mod
Are creations for starfield expected to do go on sale at some point? I remember fallout 4 had some sales on their creation club content, but I don't know if the same applies to Creation mods
Hmmm I think I ran into an issue or a bug with the lodge and using the starborn power
The base game materials are included in loose format with the Creation Kit, in Tools/ContentResources.zip. You can also extract all materials with NifSkope, using "Spells/Material/Extract All...". The latter method "flattens" the materials, it merges all objects with their parents so that nothing is inherited from external .mat files.
It should not normally be necessary to unpack the BA2 files, and in some cases it may even lead to worse performance. For opening any of the vanilla NIF files, it is easiest to use the "File/Browse Game Folder..." option in NifSkope. You can also extract the textures and materials used by the currently opened NIF with "Spells/Extract Resource Files".
Note that geometry (.mesh) files are automatically merged into the NIF by default, allowing the data to be inspected and edited, but this can be disabled in "Options/Settings.../General/NIF" if necessary. There are also spells for converting between the two types of geometry (internal and external). When using .mesh files, extracting resources also works on those.
A console with text... exactly what i will work about next. do you have an .esp file with it? would you sent it to me, if i say pleaaaaaaaase? 🙂
if you do, i can make a video for other modders.
How would one perform a clearing of the reserved space on xcloud
Couple questions
-
where do I find the skill/perk tree stuff on creation kit
-
how do I adjust spawn rates (example instead of one terrormorph spawns three in same instances )
-
camera angle adjustments
is there any mod to fix microgun to suck less
In what sense suck less ? Details
I am curious to what you mean also? I enjoy the micro gun quite a bit. I guess it could be considered a niche type weapon so prob not for everyone.
But to answer your question darkstar manufacturing seems to be one of my favorite mods so far. Can turn pretty much every weapon into a beast lol
Perks/Skills are in the character tree. Almost all spawns unless quest driven are manually placed in the cells so you would need to add more. The quest driven you probably can just increase a counter but again depends on the quest/relevant cells
Any chance that the Starqueen Mod might make it to the Xbox?
Zero, unless the author makes a SFW version. Nothing with nudity is allowed on Creations.
I tried different companion mods that change the appearance of them. They all load up bald. What mod is conflicting? Cause it happens even with different mod authors. So I think it's got to be on my end.
Didn't export facegen
If you’re on Xbox you try to exit the game after downloading the mod or if you are in game save in the area, exit the game and go back in. After that appearance replacers will work. I have several mods by several different authors that do this and every time I add a new mod or change up my load order I have to do this. Don’t know why Xbox does this but for some reason doing these series of steps as well as occasionally resetting the Xbox will make those appearance mods bake in.
question for peeps:
with energy weapons, would you prefer a energy bolt or a beam?
also, is there a DOT (damage over time) option for weapons?
Ya there are several damage types and effects that are or can be dots. Personally I’d prefer bolts vs beams.
Thanks - I did notice that nifscope can look into BA2 files to find the NIF resources. I did have to copy over the loose material files from ContentResources in order to get into the materials editor in CK
Ok it is not letting me go any further on the main quest now I went to the temple and got starborn powers and when I get to the lodge to use it. It doesn't go further they keep ask me to show the power
is this a bug?
Has anyone encountered issues with the mod big trees and big rocks ?
@rich remnant sorry do not have that mod in my game so do not know. I have PC platform the game it is different with Xbox
Hi, does anyone know of an Xbox mod to access Crew Inventory?
Anyone know if that xbox mod will ever be back on xbox? I think I've seen electionis adding them but haven't seen new ones for a while
Crashes 100% of the time when over 5gb mods
Shades immursive loot I think it’s called allows you to do so aswell it’s actual feature
I hope someone makes a mod to make lockpicking easier
Like FO4 lockpicking or skyrims lockpicking
I don’t understand the starfield lockpicking
So I probably miss a lot
https://creations.bethesda.net/en/starfield/details/e8c6191e-7fd4-4737-ae37-99d8b79e5a0b/Easy_Lockpicking__ESP_ https://creations.bethesda.net/en/starfield/details/4f90593f-2f8b-486e-9221-566ec4825cbc/Mordrid__39_s_Easy_Lockpicking
Thanks for the help
bros over here playing mincraft
I think I overdid it with my torchlight.,They are screenshots from the Creation kit for Starfield, clarified
Thanks. I’ll have a look.
Reloading...
The Notch Of Starfield 😅
Please tell me you're going to call this mod MineField
Finally, something that’s not Star Wars
what you dont want 90 variations of the same clone armor?
by 10 different mod authors
@mental timber suggested that he could have the items used as well.
thats sick
i swear items on the ck look like minecraft lol
yea I cant wait to use my hyper detailed guns against crimson clowns with a full minecraft landscape
sooo when can I build a flyable ender dragon
@sharp lynx @thick plaza @fallen vector @mental timber Is there a way to fix the Into the unknown where you got to use the Anti Gravity Field in front everybody, I used and the quest does not progress after using it?
yes I been doing it at the lodge have everyone there
why did oyu tag me? lol
Vlad keeps telling me to use it
To see if anyone knows
I looked on reddit and the internet and nothing is working
So I am guessing that is a no then that no ones knows about it
I even used the counsol command to skip and it didn't work
console I mean
I think your game is corrupted bro
when in doubt quit game go back to a pervious save
Seems like nothing but issues on your end
I did that already also
Looks like I will have to start all over again damnit
what I read it was some kind of progression bug
Dude what’s your system specs😭
I’ve been playing since launch and I’ve never had any issues on PC
Only when I had it on my series s
Let See it has AMD Ryzen 7 59003D, MSI Gaming board, 128GB DDR4 Ram, AMD Radeon XT6800X, Total of 40 TB HDD and SSD drives Liquid cool and 2 27' Monitors with 4K
Ryzen 7 58003D
https://www.nexusmods.com/skyrimspecialedition/mods/126203
whos willing to recreate this in SF
The Dismembering Framework enhances Skyrim combat with real-time dismemberment, realistic blood splatters, and adaptive sound effects based on armor and weapon types. It operates directly through the
@thick plaza is that what you mean?
Gonna take some time to perfect but so far so good
Dude those specs are unreal
I thought Skyrim and fallout 4 already had that stuff
fallout 4 yes skyrim yes but very limited
fallout 4 was a mess getting working hence why they yeeted it for SF
Fallout 4 has a better dismantling system then skyrim
dismantling?
Much better. It’s actually procedural. You can cut arms and legs of almost any length
I think they yeeted it for Starfield more so because of tone reasons
Yep go to bench push x on weapon dismantled
you ever tried creating dismemberment for fo4?
its HELL
well what can I say I go all out building my own gaming PC
Also playing Battlefield games on it is totally awesome
Starting Emporium part 2 tonight.
New video up tonight, throwing in 009 sound system in the background just to troll
Anyone else crashing in creation while looking at mods ?
Nvm it was mod that was the problem lol
Has anyone messed with terrain? I have mod plans, but trying to figure out whats possible this early in the modding community. Can we alter terrain, like build a waterfall, or stone pillars?
Darn! What kinds of mods will be able to be made with this now out?
currently making one now
encounters diffuculty will dynamically change whenever you go to a new location
so that lvl 1 spacer could be a lvl 15 spacer punk for instance
also i'm seeing if I can recreate this too
https://youtu.be/HcNfSVp5qzw
Out now on nexus! "Cinematic Reloads" by bp42s
How does the domesticate all flora work? It give full access to all stuff at the greenhouse or just that planets flora automatically?
why dont the logos stay on items? what am i missing?
Anyone else crashing when loading into creations in game? (PC obviously)
Any known causes? I run very little so this is odd.
Yeah it started happening out of nowhere for me. I pressed windows button + r and put in %appdata% , went to app data, local, Starfield and deleted ContentCatalog and that seems to work temporarily for me
But it starts happening again after a while, maybe someone here has a better solution
Weird, first time in like 400 or so hours. Thanks for the info!
yeah, no problem! Let me know if it helped
It worked, that's so weird. It's hangup with the plugin list apparently.
Have you worked in CK to create new materials? I'm trying to create some new emissive materials and I cannot get the colors to work. I start by creating a derivative of '1LayerEffectEmissive' called "QG_TieredWeapons" , and then derivatives of that materials to have specific colors. But when I modify one of the NIF files to use of the derived materials the colors just come out as yellow. I think the problem is that I cannot make heads or tails of the "Layer 1 -> Material -> Color Tint" and "LayeredEmissivityComponent -> First Layer Tint" properties.
The help pop-up for the first says "the albedo override color to use for this layer" - albedo is a measure of how much light is reflected from a surface, so I cannot figure out what an "albedo color" would be.
The second one says "tint color will be multiplied with the color map" - how does one "multiple" colors?
Have you looked at these? Any clues as to how they work?
I've tried following the example of the Bethesda "1LayerEffectEmissive -> LaserSight_Amber -> LaserSight_red" scheme works, but I don't understand why there is a color material in the middle of that derivative path. And when I try to add a LaserSight_Orange material, even thouggh the FirstLayerTint shows as orange in the material editor, it comes out yellow in the Nifskope.
You know as much as I know unfortunately. Still experimenting with it
Thanks - would be nice if Bethesda would actually produce some documentation for their tools... 😕 Oh well, back to the brail school of mod development...
it works!!!!
I think I nailed the look
If they are native or you sourced and/or made them, they look excellent!
Detail, it's the small things.
lol
I have been lurking not as active, but I am lost deep in some uncharted territory and brushing up on my Blender skills so I can produce some overall more unique content. I have something quite unique already started and planned to ship end of Sept-Oct that I think people will really enjoy... I hope.
Im sure they will
So I have been trying to play this game with mods for a while like I have before, but ever since they have added creation club to the game and I launch the game through sfse I get an endless loading screen when trying to load a save or start a new game. It has been like this the entire time since creation club and have found no fixes. while I still like the base game, I would like to play this game with mods. If anyone could help that would be great since I am all out of ideas. Thanks in advance
Is your SFSE up to date?
im like 80% positve it is but its been a while so let me check really quick
And just to be safe I would verify your games files on steam
it is up to date and i have verified my files many times through steam
Hmm alright how many mods are you using?
honestly only like 10 since I havent found any good mods at the time of the issue started
but I just tested launching sfse through the files instead of MO2 and it worked for some reason so now i gotta figure out how to get mo2 working i guess
if your talking about the version of mo2 than im on 2.5.1alpha1
idk how to update it
nvm just found out
I don't know if updating will fix it but the plugin.txt enabler mod is moot now
So i got it to work but I cant use mo2 and have to use vortex which sucks cause vortex is terrible in my opinion
Incase I start a new game for Starfield, are there any mods to rapidly gain tier skills instead of grinding for skill points?
Thank you
Good thing this is available for Xbox. Because I mainly play Starfield on Xbox rather than PC.
Are there any mods that sort quest log based on what planet they are on?
I figured out the issue with suit protection.
Any suit+helmet+pack combination creates a 100hp shield against environment damage. Yes. 100hit points. Better suits DO NOT give you a bigger shield, they reduce the damage the shield takes up to 85%. Damage from extreme weather varies from 1.1-3.3dps. With 50% resistance, that's about 90 seconds of "suit protection" in the most extreme environments.
I'm trying to use the crimson cutter from the crimson x mod but it's damage stat literally disappears when I equip it
@twin atlas may be you have to create a pack-in logo and object for each obj?
are they instanced statics? If so they should, if not that might be the answer
Sometimes I find that decals won’t load when I initially place an item, but will after I save and reload the game
There’s a lot of weird “quirkiness” with buildable objects it seems
Good morning everyone how is everyone today?
When I go to play a save it just says "all creations downloaded" immediately and downloads nothing
Are you on desktop or Xbox, etc ?
Anyone else getting overwhelmed with ideas for Starfield? I have so many notes on ideas and esps made to troubleshoot some of them and its crazy. 🤪 i dont see how some Authors are popping out mods left and right. 90% of these Authors should have bundled their mods instead of cheating the download numbers. But thats IMO. Some mods as singles make sense cause of choice but when they release 6 in a week and they’re are all the same settings, thats sus.
Decided to take the plunge and climb that learning curve in order to build out a few mods that I have been thinking about for Starfield.
The piece that I am looking at now is altering aspects of ship weapon appearance. I figure out how to pull up the NIF file into Nifskope, edit the resource strings to reference different materials, etc and all that seems to be working fine. But of course, the default weapon NIFs cannot be painted in the ship builder because they do not use the Primary/Secondary/Tertiary materials. I noticed that the Ship Colorize mod actually created brand new NIFs with different materials and then used LMSW's to replace the non-paintable materials with the Pri/Sec/Ter materials.
My question is - if one is going to create their own NIF's, why not directly use the Pri/Sec/Ter materials in the NIF? Or, use the vanilla NIF with a collection of custom LMSW forms to swap in paintable materials?
Is there some problem with putting paint-able materials directly into the NIF, or creating custom LMSW forms?
I have so much to do. Im currently working on Emporium part 2, on the asset collection side, already have 200 new items. I have my guides to update, both the building guide and the Npc replacer guide. Im thinking of handing off some ideas to have others develop guides for my new projects.
Well some were made starting back in Sept 2023. Made Mods through this day. Then Converted them when Creations came online. So it seems bigger. Yes. Many could combine into a DLC sized mod. DerreTech verison 2.0 has been worked on for many months. Its close to publishing. Some good mods take months. Its not like snap its done - well it depends of course. LOL
Trust me, i know mods take time. Im reffering to authors who are releasing say new build items, heres 20 new items and tomorrow release another separate one to add 20 more items. Imagine if i released my Emporium Aio with a separate pack, 900 items spread out. It takes up users mod slots. My mistake when starting out was no body took the time to explain i needed to start with a full master and not change it as i updated. Had a pro took time to explain, the Emporium AIO would have just been 1 mod from the start. But lesson learned, part two is a full master from the start.
Still to combine like 100 mods after the fact. That would be daunting in itself. LOL 👀
The mods, Avontech, Aerospace and DerreTech have the Full Master worked out - I like it - lots of stuff to play with in them. Separately yep it would take a lot of slots.
Will the slot limit with mods in Starfield be fixed/altered somewhere down the line?
anyone else tired of the CK being outdated?
literally every cell i want to edit is locked
lol
trackers alliance is locked.
cant alter npcs
says the version is newer than editors.
my ck is up to date
same with redmile and paradiso cells
Yeah I tried to edit Yama a while back and it didn’t work :/ is it just me or does his voice not match his face?
i havent played the TA quest line, just been modding since ck release. but im finding a lot of things in ck that says the version of esm is newer than ck and cannot be edited, yet ck was released at same time. This limits the things we can change and the assets we can use without altering the cells.
Yeah it’s strange. Hopefully an update for it is around the corner. Definitely want lip sync and all of that to work.
bruh same
Z
@twin atlas I just want the friggin wiki at this point... the bar is so low ou could trip on it
@sharp lynx @twin atlas
you reminded me I'm supposed to be helping with dialogue.
if I do that tho reddit might cry
hmmmmm so there is one 🙂
https://github.com/Nexus-Mods/vortex-api
might just inject my gitmanager straight in
@sharp lynx i was asked on reddit to add custom stairs in my emporium to use with your house pack 🙄
Yea, I have no idea what their experiencing but anything that has a "Second floor" has stairs up to it.
LOL I thought this was one of my current builds and what like ...... how did you get this screenshot
I did in fact zoom in to figure out if this was a screenshot. Lol
tunnel snakes rule
that's going to be what housing in starfield will look like once we drop both our mods 2.0
Yup
I installed your mod and now my car wont start
Lmao
"Sends owners manual" do you see a confliction anywhere in this?
The fact that this actually could happen 😂
Nice! Looking forward to their release
I want to get one more done before I get the first set out, but I’m hoping next week
Hell yeah
Got empty versions too
Looks like there's an argos theme. Do you plan on making other themed ones down the line?
I do!
Sweeet
And yeah this is an Argos theme since it fits with the resource gathering thing at outposts currently. Got some big plans for this set if I can get them all working
Looking forward to it
Me too, testing it on Xbox now and it’s looking good there too
I'm on Xbox as well so good to see 🤣
I mostly play on Xbox too, the screen shots are actually from my Xbox so it’s nice to see it looking that nice on it
Is anyone else having problems with the creations menu not loading properly? I haven't been able to download any mods in about a week
@safe sorrel
anyone know where the name of the starborn ships are actually stored? cuz i've tried changing their names in:
- the global strings file
- The EncShip_StarbornGuardian records
- The LvlStarbornShip records
and no luck
Its possible changes take affect after entering NG+
thats what i was thinkin too. ill do a fresh save and verify later. ty ty
Is there any mods where you can send companions to live in your house
@sharp lynx in your latest creation the water is toxic is that suppose to happen
Just the planet type but there's a patch by someone else I think to fix ut
i managed to make beams!
but the damage only happens on the initial hit.
need to work out if i can make it continuous damage
Beam weapons would be pretty cool! (also looks awesome!)
This looks epic!!!!
Beans
@torpid badger what if you set the item to fire full auto via script so even though you have firing in "semi-auto" the game is reading it and doing damage as though it's in full auto. Doing it that way if possible should avoid issues with excessive recoil as well. 🤔
thanks for that 🙂
will have to learn how to do that though 🙂
saying that, will need to reduce the animation time of the beam as when the weapon is reloading, the beam is still firing
What's that?
Howdy all I'm wondering for those who play on Xbox if yall encountered missing an issue where with mods you load a new save and city seems to have missing areas like example when I load a new game and make it thru Atlantis I see missing area where npc fall thru
I dont have any mods that edits cities either just npc enhance mods and armor mods with house mods and some weapons
I do have the big rocks and bigger tree mod and some density and Poi mods nothing that should edit them cities
how many mods installed?
There’s a mod that changes the water on Hyla II to be safe, and that will make it no longer toxic
Is it possible to add container functions to packins?
These are buildable, furnished habs for outposts, and the last photo is the empty version of the hab in the other photos. The mod is a modular Argos themed outpost you can build anywhere
Yes as long as they’re not static, so no cool extra colors sadly
Do we add a keyword?
I got 5gigs
xbox starts running into issues when your mod count is over 100 mods. cells wont load properly, there are build issues, ship's can disappear. hopefully Bethesda will fix these issues in a future update.
I see I definitely have at least over 100 mods how can I see the count?
Thanks 😊
Are you looking to make a custom container that looks different to the current options, or create an instanced static pack in that contains a working container?
I made lockers with opening doors and wanted to add the functionality of using it as a container.
What I would do here is basically make an invisible container, to put in the locker. To do that duplicate and rename a container that currently exists, then edit the base object as follows…
If you want the whole front of the locker to be to be the trigger, change the nif to a static flat locker door like the Akila ones, and set it from “shows on local map” to “is marker” this will make the object invisible in the game, but the container trigger will still work
Then put the working visible locker door over the top
Then in game when someone opens the locker door, the trigger will be revealed and should pull up the same as normal
New player home just got released it is NICE! https://creations.bethesda.net/en/starfield/details/953e8944-49d8-4255-a58c-9b74b8436653/The_Midas_Manor_Player_Home
Oooo looks fancy
All i gotta say is wow. This is the most decorated compact player home I've ever seen. Besides tank girls mansion. This mod is amazing.
Is all the clutter is pre-populated, and not cases you fill yourself?
"Starfield Together" coop mode would be great. The Skyrim Together people opened the source code https://www.reddit.com/r/Starfield/comments/18dkxwu/starfield_together_will_no_longer_be_developed_by/
Pre populated. But it also has a lot of unique stuff that I believe is handcrafted. It adds 200 build able decorations and objects that are unique and that you can place inside your own outpost. The left picture is from a secret locker inside the place and the second one is a few things you can build I haven't built everything but there is a lot
Id definitely say to try it out and play with it. I was expecting just a player home but I wasn't expecting 200 buildable objects that we can place inside our own outpost/ships 😅
Can someone point me in the direction of getting help installing the Starfield CK so I can try to make some mods?
Ne1 found the sledgehammer, the baseball bat, & the crowbar in the melee weapons pack reloaded???
I can't find them at all:(
They aren't in the robot vendor in the den & they aren't lying around in that 1 guys shop in akila city
Don't bother they don't give a dam about this game plus they started the backlash against modding starfield
https://creations. https://creations.bethesda.net/en/starfield/details/c6724a38-4c27-4cdd-8905-d80c267729c2/Invisible_Workbenches_and_Crew_Stations
This is just a small mod to make any piece of furniture a work bench, so people can create custom workbenches at they’re own outposts like the ones I’ve been adding to my player homes and upcoming hab mods
Also add some crew station mats so you can add crew anywhere in an outpost without having to add furniture that might not fit your decor
Functionality meets flexibility anything can be a workbench
Robots vendor in den is where it is
I found them there
sounds like you like to talk about what you don´t like "backlsah against modding"?
no just saying that they the one that started the whole movement about "Modders won't mod Starfield"
how?
ah they = not bethesda but these modders
well maybe someone else will pick their souce code up. i am a noob so i woun´t.
Did you find them
you can make a whole pack-in a container by keywords and values
Hey Tank Girl, mind helping me with something? Got a quest, working with actors. But not with activators (wall screen). What is the difference between the two to make a dialogue work? Pressing the activator and run a script works, dialogue does not apear.
I'd need to understand what you are trying to do and where you are putting the pyrus functions
off the top of my head "it's better to run scripts off set stage" then dialogue initiated.
for me it seemed spotty when compiling from the dialogue tree
got the pyrus script in the activator. pretty nooby here.
activators are usually the best way to go lol
if you do dialogue initiated I recommend having a set stage condition in the specific dialogue line and then put the script function in the set stage area
example: have the line set the quest stage to 10
then in the quest stage tab put the pyrus function there in papyrus fragment
rather than in the conversation tree
"scenes"
no papyrus in scenes. papyrus in activator, set the stage to 10. dialogue does initiatlize if i attached it to an actor and have condition actor .... = 1. but n ot with alias activator and condition activator ==1, if that makes sense? (currently watching a tutorial vidd)
adding a script to activated with a quest variable and not using the drop-down menu to choose the questname might be the problem?
myquest.setactive() instead of .start() might be another issue.
"on start game enable" should not be clicked according to vid
will go thought everything tomorrow and see if it works. https://youtu.be/HlZB8brE9oY
Setting up a message box to appear to give you choices of what to do in activating and/or stopping your mod
SCRIPTS:
zzz_Dialogue.setstage(0)
zzz_Dialogue.SetActive()
zzz_Dialogue.setstage(200)
;ACTIVATOR SCRIPT
Event OnActivate(ObjectReference akActionRef)
Menu()
zzz_Dialogue.setstage(0)
zzz_Dialogue.SetActive()
EndEvent
Function Menu()
i...
You free for a quick message?
wiat
wait are you having a problem with quests not starting
scripts not starting?
if so you'll need to pack those into a ba2
scripts and quests generate a pax/pex? "I dunno file" that needs to be archived and packed into the mods main ba2
Y’all once again I’m asking for help with another weird issue. The furniture in my current habs sometimes work fine, other times is giving me the “cannot use furniture is obstructed” error.
It’s sometimes having another hab linked to it opening a door will cause it, sometimes it’s fine then decides it’s not without anything changing.
Don’t suppose anyone has any idea what could be causing this to happen? It happens even if it it’s in a wide open space with zero obstructions.
I tried to download the above Midas home mod and Nexus died - like error paged. 😂 I think it is popular but likely too many downloads across Nexus at one time.
Not a mod maker - but players know this happens - when under the structure - the creations is applying object under your mod. Like if near ocean it decides it want s larger coral, on land boulders and trees, etc.
Wouldn’t that also affect regular habs?
Yes
Tank_Girl444 must have a solution.
I have been wondering if it was from outside, but different habs of the same shape and size don’t have the issue in the same spot
Had tried building on a barren moon and still have to issue. So it’s definitely a possibility, but also happening in situations without obstructions that could spawn
Maybe it’s something to do with the enclosed structure keyword not being applied properly somehow
So the classic example has been. Seen on Vids. You go to land someplace and your ship lands far off spot. Examining the Vids. The Creation had not created the landing pad first as you approach so it locates where you ship can land and puts you there - then the pad is generated. Its the same principle. I put a Hab down. Like a week later a tree is gowning through the floor. Same Principle of creations/Starfield engine at play.
I’ve had that happen, but even with a tree growing through the hab, furniture still works
That could very well be a part of it, but there still seems to be something unique to the custom habs that would be mKing them more sensitive somehow
I would agree to that. So Tank_Girl444 must know what is missing. Its probably a single programming line someplace. LOL If it was mod overwrite - you would not find it to place the thing/object. Too many objects and you get mesh flickering - I have seen that plenty times.
My initial thinking was too much complexity in the hab causing issues, kinda like how the blueprints in FO76 can almost never be placed because it struggles to load things in in the right order
But then it was happening with just an empty hab, which has little complexity (still not writing that theory off yet though I think it’s part of it maybe)
Ha accurate!
Oh Inquisitor tried to get his Watch of the Stars mod to convert for Creations. No idea of course how many times. But others just converted with minor changes. Then like last week, or so, it just Processed and is now on Creations. Your image is appropriate for this mod. 🤣
im trying different animation nif art files for the beam animation.
would anyone know why the beams are going everywhere? (i like the look of this one best but its behaving weird)
does it have something to do with weapon accuracy?
...probably not since the impact point seems to be dead center...
the impact points are ok, other art nifs seem to be fine, just this particular one
Can't wait to test this mod tomarrow can finally build a house near the lodge lol
Reloading...
Right? Really pretty and the buildables too 😄
Hi, new to the channel and the Creation Kit, I have for the past couple of days (unsuccessfully) been trying to create a very small modification, I want a Solid Storage Building that only holds one type of Solid (in this cast, testing with Iron). I have tried duplicating the current smallsolid storage building, and trying to duplicate all theo ther things that seem to be needed for an "object" to exist, changed the filter variables, created a new keyword (no idea what that even does since there doesnt seem to be any code behind the keywords), but when I go back into my game, no new option is available in the build menue for my outpost. Has anyone done anything like this that would be happy to share how or what steps they took. I want to try to fix one of my biggest gripes with storage (no, not to just keep making them hold more), and that is the uneven consumption and following log jam problem when linked storage gets filled with less used resources. That or how could I add a selector interface to a storage unit, like we have on the production buildings so that you could choose what the storage (gas, solid, or liquid) would hold. thanks for any help.
That Midas Manor is so detailed. I noticed it had two full sets of Workstations. Even has a Christmas tree setup in one locker. The Terminal to look up bounty tasks - had everything I needed and then some. The description matched what I experienced. So far no issues. I wonder what else the author will come up with.
I also had never ever noticed the elevators to the right before, but there they are.
Are there things you can't automate with the food and med manufacturing mods? Not seeing some of the supplies needed for some things
The supplies need to be collected. What are you mentioning this about ?
Well if i wanted to make pancea automatically with the manufacturing mod, id have to create some of the stuff. At that point, the mod becomes useless to me. Might as well just use the bench anyways
Ah - In order to use them at workbench you need to research them or they won't show in Workbench. SO yes it is work.
I see them at the bench, just not the manufacturing machine the mod puts in.
Explain
meat bag
Ok. I have a mod to create more med supplies at the bench. There's another mod though that adds machines to the outpost Manufacturing mechanics. Food and medical machines. Some things for things you want it to produce can't be produced by the machines. I can make the lesser stuff at the bench. But it makes the Manufacturing machines less useful
You are running into overlapping mods. One mod to affect the Manufacturing machine. adding more in the category can cause issues. you are describing.
So if i take off the one to make stuff at the bench, the machines will have more options?
Possibly, or change the load order, its an experimental thing.
Can this meat bag ask you a likely dumb question?
Having a problem with furniture on my custom habs becoming “obstructed” despite them being in wide open spaces, and it’s super inconsistent, one moment they work, the next they don’t
Is there something blindingly obvious I’m missing because nothing I do seems to help with them
I'll need some more details. Is this.... general furniture or furniture within a pre-generated hab? is this for outposts or ships? where did you add the furniture is it in the instance static or the CO of that static? I assume these are for outposts
Yes outposts, and its building furniture in them through the in game build menu, though items place in the CK have the same issue. Work one min not the other
And and the habs are altered versions of the vanilla ones to be different shapes etc. so primarily duplicate and edited
I’ll place say a chair, sometimes I can sit it sometimes I can’t sometimes nothing has changed apart from the obstruction
Or something likely unrelated like a snapping connection added to the hab but not near the chair (which may be coincidence)
Nope, that wasn't the problem. Looked more at the mod details. Some items just aren't on the Manufacturing panel. Bit of a bummer. Least the bench works
what is needed to add a new item to the outpost build list/menu in game?
Categorize the object as Constructible and create a Decor form
If you look at the top of the CK under gameplay you should see “recipe manager” if you take a look at some of the constructable objects in there you should see how things need to be filled out to work with the section you want to add your item to
Navmesh may not exist. This is necessary to be able to build and use the objects.
Tried adding that and still had the same issue
Ha thanks and sorry to bother you,
you never bother me
Bethesda needs to add a parameter to the Outpost Beacon. That tells the engine to not popuplate more objects in the radius of the Outpost Beacon. That would stop some of this need to shift things around or Trees growing through the Outpost habs and Ship Builders and such. Just a thought.
Reddit bothers me
is there a way to previous sounds in CK?
or do you have to extract them and listen to them?
misinform and generate negativity, but I digress LOL
so it shows up in the list for outpost storage:
Is it not showing up in the game still?
no,
Which mod is that Manufacturing machine ?
so i have been basically trying to copy everything from the regular Outpost_Storage_Solid_01 but changing the storage filter to only allow Iron, but cant get the thing to even show up in the game when i open the outpost build
ohh
You can make flat windows. Why cant flat windows be made for Spaceships ? Things I ponder. The only three I know of poke outwards.
time to raise the anti lol
you can make flat windows for spaceships you just need to make a have that fits that
considering that ships show interior and exterior its hard to juggle that. my suggestion would be to make new habs as shells large enough to fit box habs without making box ships
It would be good if you could get ahold of 0xDezzy he made a manufacturing device that imports raw material into them. Would sgtsplat be able to look inside that mod and figure out how OxDezzy handled that process ? just wondering
I am referring to: https://www.nexusmods.com/starfield/mods/6212?tab=files
i wonder if you can fuse the interior and exterior so that it just loads as one and no loading when exiting the ship? 🤔 removing the loading doors too you think itll work?
Dose anyone use the mod "Crafting Vacuum Tape to Adhesive" it says you can use "skills" to improve crafting ratio. What skills are they refering to?
that's totally doable
Im still having problems with this if anyone else has any ideas?
the impact point is correct, it is only effecting 1 nif, all others are ok - Effects\WeaponFX\ParticleFuseBeam01.nif
i had a look at the nif using nifskope, and i cant see where it cause it to go everywhere, it looks straight in the nif
Same about the elevators 😂 just walked on by em every time it's brilliant looking forward to more content from the author by far best player home
anybody know how to create custom terminals/consoles in creation kit?
Its referring to research. The higher your research level the less tape it takes to adhere the adhesive. So no research is 5 tapes to 1 adhesive. But if you are topped out - it is 2 tapes to 1 adhesive. That's it.
Basically tape is useless in the game. This gives it some functionality <shrug> but nothing to use it on still.
Oh I see! thank you.
I test it in the same directory as i create the mod, so i do not need a ba2 files until i export it to another pc, because some stuff worked even before creating ba2. i did create a ba2 file once, maybe updating it helps. another potential thing on the list of things to check/do
Looking for help, where can I find the setting that controls the number of digits for ship price? It is set to 6 digits and I want to change that to allow ship prices in the millions.
So, checking the search function real fast, it looks like the Papyrus reference for Starfield hasn't been made public yet? Or did I miss something?
The Vanguard skin also works on any UC Marine space helmet variants.
Are you talking about the wiki?
I made a spreadsheet of all of the functions from all of the available source scripts from CK
Yes, I am. I am trying to set up an injector script for ships into the leveled list and it is not quite working the way I expected.
Pretty sure I am just missing something.
I’ll try to upload my sheet today. May help though it’s not very verbose and doesn’t have examples for the functions but does have whatever code comments were available.
That would be awesome. I am looking through the source scripts as well but I still feel like I am missing something. Maybe looking at it a different way will shake something loose.
Could the issue in this video be related to the nif?
in the nif, the beam end is at 90deg different to the beam?
i had a look at other beams and they were all aligned.
to change the upright line, how do you align it with the yellow one?
https://docs.google.com/spreadsheets/d/1-sBo0WbqtlqfqgGUhNO6HSnL9Pe8_zMSPlzmcHla08Y/edit?usp=sharing
lmk if you make any progress, interested in what you are working on.
Will do. Its an update to Starfield Fleet Expansion to hopefully conflict with others a bit less. Not many are trying to add ships spawns yet but its bound to happen.
Nice, I've been trying to figure out dynamic ship spawns that relate to character lvl and inputs from quest progression.
A number of the existing ship lander spawns include conditions based on location keyword, and I know I saw quest stage as one of the condition types. So it should be doable.
I'll keep this doc updated as DLCs come out and and the source scripts become available for CK. I won't be purchasing creation content though :p
Well I'm off to bed but yea Can't play starfeild anymore
I went as far as deleting the games entire data so now I'll have to start from scratch again
If it ever gets to the start menu
I was wondering if any mod authors could create an artifact storage crate for all artifact pieces so no Starborns would track any of us down. Some reason, it could get annoying for any of us, and our ships and inventories couldn’t hold it anymore. This would become a pain.
And there has to be a way to break the transfer lock for the artifacts.
I'm sorry to hear you are still having issues getting the game going. However, you will have better luck reaching out to the community in the proper channels. If you haven't posted in #1146517559340978276 yet you may want to try there.
Has anyone had any luck with the .addForm function on a LeveledSpaceshipBase? Even dumping everything else off the target list, nothing seems to add to the list and it just defaults to base Ramblers.
I have an idea for a mod to be made. (I would try to do it myself, but my laptop is a bit obsolete.)
Basically, it's to allow the various vending machines already in the vanilla game to be built at your outposts/player homes.
Thanks!
I believe that mod already exists
Oh ok. Thanks again.
I've had this happen to me a lot the past couple days. In my case, it's the mods. Specifically, I had to delete the local reserved space and files on my xbox console for Starfield (did not have to delete the game). This allowed me to get back into the game, then I downloaded some mods back in, and it works now. I had some other issues with a questline and floors disappearing in Neon, but eventually worked that out.
That didn't stop it, it still doing it
@frosty basin a wip from earlier today but you get my meaning with what I’ll be going for in #starfield-lore
Well yes. I already said that I get it. Its just my opinion, and you did ask so ... 🙂
My bad I’m out of it
Not at all, I'm sure that plenty of folk would love it.
Magshot is just the Pipe Pistol in disguise, change my mind.
I won't change your mind because that's honestly funnier
I'm hilarious, what can I say?
I've started the plunge on creating a mod that is adding new ship parts as part of its feature set. Been banging my head, repeatedly, against various quirks in CK (emissives are just weird - they want to display as yellow unless one pushes the hue far away from yellow), but I've got the first round of changes working as far as I can tell.
The polishing touch is to get icons displayed for the modules in the ship builder and also a logo for my custom manufacturer. It looks like the vanilla Ship Builder UI associates PKIN forms to icons via files dropped into the Data\Textures\Interface\ShipBuilderIcons folder named <FormID>cl.dds (one can find them in the "Starfield - Generated Textures.ba2" file). Problem is I cannot figure out how to make that work for PKINs from a mod as the FormID changes depending on load order. Has anyone else looked into this? Any thoughts on an approach?
Also wanted to get a logo for my custom manufacturer displayed in the module info card, but it kinda looks like the mapping of manufacturer to logo is hard coded in the Logo-Manufacturer script found in the various spaceshipbuildermenu.swf files.
EDIT - finally found the manufacturer logos - and they are indeed baked into the SWF files. In the spaceshipeditormenu_assetlibrary2.swf file they are sprites 369 through 417 and the references to each logo are in fact hard coded into the Logo-Manufacturer script... Sigh... Boo, Bethesda! What a short-sited way to implement that...
Hello i want to ask here because i know nothing about modding but, its possible to get japanese dub or sub in starfield or mod like this are not possible on xbox ?
Is there a mod that is known to cause Barrett's ship not to show up
I’ve been hospitalized for over a week now. Still am. Just wanted to say thanks for all your hard work
If you're on Xbox. Did you do a hard reset after clearing the reserve space?
Dude indid all of this literally everything every step possible.
😬
Reloading...
Sorry to hear that, hope you’re doing ok, and able to leave soon
Eureka!!!! i did it, I have figured out how to make an outpost storage container resource specific. This is going to change completely how I build my base for automated manufacturing. While most of the "increase storage size" mods are not what I am looking for, I am going to mess with the transfer unit to make it's storage a little bigger. This wont fix resource unbalance for common stuff, but will be great for one stop drop and sort of the multitude of random resources you find out exploring.
what would be better, but probably much harder, would be to add the selection functionality you have with the builders to the storage buildings so you could just build one type of solid storage, then set the resource filter like you do when manufacturing
because with my brute force method, i am going to have to make a varient storage container for each resource, ugh
How do we move entire packins in CK, without individually repositioning all 54 items? I pressed W and tried the stupid click hold, yet the thing wont stand straight.
Can someone make a body sliders mod for this game, I want to find tune certain parts of my characters body
Also I got it to work I had to Reset to factory settings my Xbox and I removed the external SSD
Part I of Midas Manor Home Mod in New Atlantis.
Is that your channel?
its https://www.nexusmods.com/starfield/mods/10924 that is a youtube vid walkthrough. Its by no means everything in the vid it much much more.
For me - This Midas Manor Player Home. Had it been out early on. Would have been a boon for Starfield. If I was New and had this mod. The game would be different for sure.
There's a mod missing from creations long range dockers
would anyone know why the beams are going everywhere?
the impact points are right, the beams are going in random directions.
when using other arf files (nif) in the projectile, they work as expected, just this one particular one does not work.
any ideas?
Im the only one dont really like all the gun in starfield ?
I wish mod remake all the gun skin and feeling
No someone else's that's showing a vid of the new Midas manor player home
@twin atlas so haven't asked in a while how goes the version 2 of the AIO
Emporium 2 is going well so far, I’ve gathered about 240 new assets. Several hundred to go.
Some new ship weapons!😊🌌🚀
I have a lot of standalone weapons on my profiles, both nexus and creations 😊
I love all of you modders so much ❤️
Aaaw shucks
Anyone know where the anomaly particle thing is in creation kit
The one that allows you to pass through it to another place etc
would some one please port this mod? https://www.nexusmods.com/starfield/mods/10949
Streak free shine.™This is an update of novagalacticat's Cleaner Porthole Glass to work with 1.11.36 and 1.12.36The textures for the vanilla frame, glass floor porthole and t
open perms
Yep i already got them all ahaha
commission?
I'm still hoping someone can make this .of, since it currently can't be ported over to creations
does it have open permmision?
Unfortunately no, and I don't think the author is active anymore, hasn't responded at all.
Someone would have to build from ground up.
It's been killing me cus the Spartan Vale armor is in there and I want to match myself to a companions armor with Lockes Armor
Hello LBGSHI. Do you have a dedicated Discord channel to ask questions about your mods? Or what is the best way to post specific questions about any of your mods. Thx!
There’s few who are
Few, or a few
A few
theres 2 on bethesda.net and a couple on nexus
the ones that use affinity events are rare...
I guess I should get involved on Nexus, eh. My attention is stretched so thin 👻
I don’t go on nexus much 😂 I just know a few modders
I wish I could get, like, 30 minutes for some advice from Emil
Why not just message them and ask them
Nope; I don't have a dedicated Discord server for my mods. Feel free to message me here, or DM me.
Finally the mod with invisible bays are on Creations: https://creations.bethesda.net/en/starfield/details/2fd0acc4-7e71-4e75-a1d2-9efdefa7c91a/WT_Flexible_Dockers_and_Landing_Bays___Hope_11_Rea one for Xbox and one for PC. You can all make floating Spaceships now.
Mod Author: JMPZ11 Mod Link: https://www.nexusmods.com/starfield/mods/8805 Permission: OPEN Improved and more flexible dockers and bays, OmniDock all-orientation; Stroud Fore Docker, Stroud Stability-Pro top-loader and more! Build the ship of your dreams. Only at WorthlessTech WorthlessTech (Formerly One-of-A-Kind Ships) - Flexible Ship Docker...
Reloading...
So some reason my creation kit isn’t picking up an esp or esm files as in shows that there isn’t any ?
Any ideas or help?
If I wanted to change up my L.O would I do it before stepping into the unity or stepping out of the unity?
Not 100% certain but I want to say after stepping out of the unity. In my personal experience some of my mods worked better after I took the plunge into a new universe. It’s almost like starting a new game where you have a chance to try things anew where much of the game has been cleared and reset which should make it less problematic to change things around in your own LO. I would try to read all the mod descriptions to see if the authors put any caveats to their mods because I don’t know if it might affect perk overhauls and whatnot so it might slightly depend on what mods you have.
@glacial cloak @stray cloak I would respectfully disagree, that you'd do it the other way around.
Right before you step through make two saves -- your "dirty save" is all mods you use
your "clean save" is all mods disabled/removed
THEN step through unity
Notable exceptions would be things that have an effect -- Take Items Through Unity, Choose your Variant Universe, SKK Fast Start -- these three would only really function "as you pass through"
Then once you've established what you want for this universe, make another new, clean (ish) save, and then start adding mods back in, and tweaking load order.
Load order however is pretty darn safe to change mid-save -- it's the presence or absence of the mod that affects the save, rather than the order.
Heyo people, can someone see if it's possible to add a mandalorian Westar 34 blaster pistol as a standalone weapon via mod on Xbox? Not looking for replaces just adding it as a new weapon if possible
My load order is :
Beth/Paid Mods
Community Patch
Housing mods
Texture mods -- clothing, weapons etc
ShipMods
Then I start in on my "VIP Mods"
For me Darkstar suite goes here
Then I start on things that have known or likely overrides
Things like hide empty habs, or improved follower behavior, or changes to skills
Then finally I load things that I KNOW are overrides, and WANT them to be the "winners" of any conflict
All the ZeeOgre mods
Remember that the "last load wins" always
How do you group buildables together in the CK so you cycle through variants?
If you put the items you want to make in a list, and link the constructable object in the build menu to the list, then check the “contains variants” box next to the field where you input the list, that should do it
If that makes any sense at all
It does have the check mark in it but not working for some reason
anything else missing?
Weird, that should do it
trying it now thank you btw for helping 🙂
Does having a priority number do anything?
Maybe but I don’t normally have the mess with it
Let me boot up the CK and have a look…
Thank you
If anything has the same name, that might mess it up, I’ve done that a few times if I was duplicating and editing things
similiar same name? Or like shelf 1 and shelf 2 is fine?
That should be fine, it’s only perfectly identical ones that should be jerks
Gotcha no identical names everything is in the buildable menu list I just cant get them to work as variants
All my variants have the same resources to make, but I don’t think that should matter
be able to send me a snap of your options so I can compare?
Sure but I’ll warn you it’s probably gonna be a crappy phone photo
all good haha XD
Testing now Thank you will be back if it helps 😄
Fingers crossed!
Still not working sadly objects still appearing in the list of buildables seperately
Followed same steps as you but they still seperate I think I am cursed haha
For real I believe there is a ghost that haunts the CK because it’s weird what will and won’t work
Its working I am an idiot haha XD I accidentally made a copy of my ESP was loading up wrong mod like a numpty
You might be able to sort them in the recipe manager
Deffo a ghost in there though
Thanks for your help Miss 😄 Got it
You did!? Sweet!
So am I going crazy or are these supposed to attach. Alot of matlija stuff is showing red when connecting
They are supposed to. If I'm not mistaken he has explained how to in a video from 2 months ago https://youtube.com/@matilija?si=jcW7fnc6FXtjpzrp that's his channel if you want to check it out i dont remember when he said it but i do know he did and i believe he also mentioned a mod to download that helps with attaching stuff
That cargo lift - it opens Downward to the landing pad. It can attach on its side. or to the bottom of a hab. The red looks correct as you have it.
like drive a cart onto it and it lifts up that into the hab. upon landing it drops to the landing pad.
A good way to invite heatleeches to be honest.
Idk how to start this, so here it is plainly,
I got an idea for a mod, however I have no idea where to start.
For anyone who's played outriders, I wanted to put the auto looting machinc/function into star feild. I can't tell tou how many tomes i go back into a faciltiy or building after cleaning the place out, just to find more things right after comming back.
https://www.nexusmods.com/starfield/mods/10966/ small little tweak if anyone is interested for pc
Personal tweak of mine for the 'The Vulture' creation club quest to nerf the Arboron Novastrike weapon.
Oh snap Author made a vid for it shows the Easter egg room off 😮
https://youtu.be/QEeM6wTa0zQ?si=ucygq5Jg3DymhvjN
Midas Manor Player Home.
Available on Nexus Mods, Bethesda's Creation Club and Consoles.
I hope you enjoy the mod, this is the first mod that I've ever made... It's also my first time ever using the Creation Kit and it's my first time touching a game engine in over 15 years, so this is, at least in my mind... A rough build.
In the future due t...
@sharp lynx Infrastructure all in place on my new island outpost. Eagerly awaiting volume II.
You'll love V II
That's just one
Nice! I can't wait lol
I've been seeing your work on reddit and you have inspired me to start outpost building again. I really love how you connected the landing pad with the crate building kit. It's very unique. I hope you keep sharing your progress 🔥
Thank you! I owe it all to BetaMax76, his kit made it pretty easy.
Miss_o's internal wall kit also make building my armory and power plant security barrier unique as well
This is the flythough of my operations center
What kinda buildings would you want if you could pick any
I love ultra-modern like the dream home myself
So beautiful man and. I agree miss_o's walls are definitely such a good thing to have. I also use TG's luxury homes mod because it has a tree with a lantern and it also has a gazebo that's nice for viewing sunset's/sunrises
yeah i like the dream home / vlads pad type
as to me feels in universe
It also has the dream home and vlads villa
V II will have Wagner Farms house
I think I'll include the barn too
Very nice!
That's how I was able to take these pics. I forget what planet it is. But I used your Vlads villa and it came out so nicely
There's a few surprises in this one
I love it! Always happy to see what people do with stuff
Like the idea
I don’t know either how ever as a suggestion
Maybe look into command prompts cause you need to use a prompt to pick something up so In theory
Could apply to a wide area with bit of tweaking
I was thinking something simuler to shade imersive looting, press a separate imput that would loot the item your looking at and everything lootable in I'd say 20 or 50 meter radius indoors, and maybe something 100 or 200 outdoors. I'm not familiar with distance in starfeild as much as I should so those numbers probably sound ridicules
Woooooooooooot
I finally got the beam working 😄
I just need to fix the muzzle flash, why it is not showing in the dropdown list i dont know...
Pew pew!!
Woot woot
anyone know why one packin shows decals but the other does not?
its the same in every world too, only one of the packins will use decals, the rest wont
@surreal storm hey I bought your mod Pocket Dimension in creations. It’s really awesome. I don’t know why after I leave the pocket dimension why I still shimmer every 20 seconds…is this a bug? I tried restarting the game and everything but it always makes my character start shimmering with like that stary effect. Is there a fix for this?
Another day hospitalized. Almost at two week but I’m hanging in there
It happens if you leave the playable area inside the dimension or enter/leave too often. I have a fix ready, but it's going to be a while until Bethesda approves it. Thanks for playing and letting me know! Oh, and it stops shimmering after a while you just have to wait
@surreal storm Ok thanks so much! lol if you build more pocket dimensions I’ll def buy lol they are so cool I feel sorta like a Starborn God lol. 🙏🏾😭
I am planning to add a second one for free, but first I'll need to finish that to do list on the creation page
Just wow! 🥰😁😊😊
Maybe some Grecian style stuff or a Japanese style home
Nice!
Edo/Imperial style Japanese buildings are on my list, it just required some research first lol
I'll be making custom assets for that pack too
Mod authors please update the crosshair for your weapons before you export your mod to a .esm. I bought 3 weapon mods without a crosshair. It's a easy fix.
One of my biggest QoL improvment wishes for outpost building? More parts that snap together.
I spend a lot of (frustrating) time aligning parts with a controller 😄
Also: "your foundation is too tall" and collision boxes need a rework.
I agree. Hopefully we get a place everywhere mod just like in FO4
I think I'm going to redo that barrier. I just experimented with aligning those parts another way and they blend together nicely. Getting them straight and the proper length will be the challenge lol
I wish the beams were the same height as the walls though
But I'm mixing hab and ship parts here
So, maybe a loaded question-
Which is the preferred mod, for console, that expands on Outposts? Wanting to build a small town using Tankgirl's Luxury Homes, but finding the space to save for decorating and other various stuff is proving difficult without downsizing. Lol.
I've been using EVANSY's Outpost limits increased for quite a while now.
It's been fairly stable? It was the first one I considered, but I was reading somewhere that pushing the Outpost build radius beyond 250 was problematic. EVANSY's pushes it to 350 iirc.
I've never had any issues with it. However, I'm not cramming every square inch with structures either lol.
Hi everyone. I‘m a newbie at modding and hope you guys can help me out. I‘ve already asked elsewhere but didn’t get a solution.
I created a mod containing new ship habs, the figurehead would be a 3x3x2 swimming pool hab. While making mistakes and learning from them is a daily thing for me there‘s one thing I am still unable to fix:
The water texture bugs out when in space. It seems like it changes from „cell bound“ to „player bound“ and follows the player movement as soon as you take off instead of simply staying in place.
It‘s not related to my mod since it does the same when placing water via console in a vanilla hab.
Is there any way to change that, tie it to a marker or anything?
Anyone here with an idea or workaround would make my day
try tying it to the ShipModuleTrigger?
In Linked Ref tab, set it so that type is LinkShipModule with the reference pointer of ShipModuleTrigger
One of the first things I tried but unfortunately doesn‘t help
oof, then I'm clean out of ideas. Someone else has done a pool hab I think, you could try DMing them?
Really? Thought I was the first one. I already had it released but took it down because of problems
@subtle jungle call me biased, but ZeeOgre's sets it at the flycam limit of 250 😄
@rapid cobalt Tank Girl has done pools.
I can't seem to find the modder who made the awesome old earth weapons mod, I just had a suggestion for what they could add to it.
I was attempting the a similar thing but only with rifles. I wanna say it was bud or bub something
But not as a ship module or did I miss that?
Ah, sorry. I missed that.
No problem, but that’s the thing. It‘s perfectly fine when landed. But as soon as you take off it bugs out.
I‘ve tried all I could imagine but I‘m still hoping there‘s a little thing I missed.
I even reported it to Bethesda Support and they requested a video. But haven‘t heard anything since I sent it
A ship module wouldn't be any different
I guess you're having the water bug image space issue
@rapid cobalt
LOL. Fair. Fair. 😂 yours was the alternative, actually. I was flipping between the ZeeOgre Tweaks and EVANSY's. The Evansy's description states increased build budget, but 350 radius. Your ZeeOgre that's available has that sweet 250 Radius, but description said budget wasn't working. The budget is what I'm currently after so I can decorate my small town. 😅 (Unless I misremembered about the budget increase from your mod. I'm not at the console atm.)
Z
Ma'am. You are the root of my pains. Those sweet sweet Luxury Homes and my insatiable greed to use more than just a couple in one Outpost. 😎
Honestly. One of my favorites for Outpost population.
Why thank you ❤️
Population? Design? Whichever word works.
I call this one "The American Dream."

Woah that looks like something out of the sims 😅
Absolutely fitting name.
Dude. You're not the hero we deserve, but definitely the one we need. I'm one of the few people who actually enjoyed settlement building in FO4, so I've been hungry for Outpost development/building.
Oh 100%
Wait, that comes across like an insult after reading it back...
I love building!
Same! I'm so invested in it.
Sadly I can't with the snap system. it's way too bothersome and feel it's better to just give out whole buildings
Evansy'
s MIGHT still work, but i released mine after they stopped allowing .ini file distribution with the mods from CK
so I can't shut it off on the Creations store, and if Evansy does an update, it will PROBABLY break it.
Yeah, for "outposts" the snap system isn't too bad. If going for the science research vibe, but the whole buildings approach definitely works to satisfy settlement style Outpost builds for sure.
been experimenting to come up with a workaround
I have a pretty good set of snap/builder overrides in my ini file, that, of course, I can't distribute any more because of June 8 😄
I'm just in a hot spot where I've got this amazing settlement laid out, but I can't populate it with decor unless I sacrifice some buildings. So I've been patient in trying to figure out what the best Outpost Adjustment mod is because I have read that radius beyond 250 can make outposts janky or break them, but I'm hurting for that build budget. I may just have to downsize my town.
so you CAN go out to whatever arbitrary limit you want.
BUT, unless you run something like my "denser outposts" you gonna have a real bad time with power -- heck even mine, you really want it still.
Generators have a 300 meter "power radiation" setting by defauly
Oh yeah.. i've been trying to run it on entering the outpost -- target the beacon, setav 399 0
yea that one
but on xbox is nein goot...
i'll try it
use a quest and set the beacon as an alis
my current thing i'm trying to do is just run it every time you enter the outpost
or that
with an onlocationchange hook 😄
that's probably easier
no muss no fuss 🙂
Absolutely heroes. You guys.
listen I like me switches
and you use them well! 🙂
OK.. but back to your question @subtle jungle aside from the flycam weirdness (which means like half of your physical area has to be 1st person placement ---ewwww), then if you're using vanilla generators, let's say you only put windmills on the north side -- everything on the south side gets no power, and you're there making rageface at why in the heck not!
so i tweaked all the generators to 5x power and 500 meter radius in mine...
Thanks
Yeah. I'm thinking what I can do is grab yours. Redo my settlement layout and try to simply rest another Outpost right on the first one's line. Technically two Outpost, but so close together they blend into one settlement. 🤔
nuke it from orbit
i've been distracted by another tool i'm building to get some modicum of at least semi-automated version control in place, and as soon as i'm done with that, I'll go back and finish NIFO and EasyButton, and then back onto OutpostTweaks, with both of them added in as well.
i have a LOT of work to do to make it work on xbox tho...
you got this Z
^
NIFO is great on PC, but relies on a console command that can't run from stock papyrus
I'll get it :)... eventually :D... I got repair button after all!
I'm in no rush, my dude. Plus, when Expansions and other free updates come out I know things will change. Plus + I know making things work properly on Xbox can be wonky. I helped do Xbox testing for Skyrim and FO4 groups back in the day when I had free time. Had a whole extra Xbox One just for mod testing. 😂
niiiiice
So no stress, man. You do this stuff in your free time. You take as long as you want or need. 🤘
if i ever get into VC, maybe i'll make enough to buy a testing xbox and new copy of SF 😄
But looking at my DL counts... yeah... I might get a cup of coffee... if it's plain...
at mcdonalds...
and small...
Sorry but what is the water bug image space issue?
Hey man, tbf verified mods get pushed to the top. For example, my "Latest" tab still prioritizes even older verified creator creations first. So that could still help you out. 🤘
🙂
@mortal tundra hey what's up? want to see my new ship I build?
Always!.. but gotta go start up Dad's Taxi in a minute, so it'll be a little bit before I see it 🙂
My new ship build
Schwarz Falke
In English Black Falcon
Let me know what you think
This where the cockpit is
made an immersion fix for SF
https://www.nexusmods.com/starfield/mods/10972?tab=description
can you install Starvivle mid save? i havent left the mining area yet or met barrett so i'm curious
yeah its damn annoying having to reset that all the time
if you seen in the beam test vid its not there, id better remember before i release it though
otherwise you can get a 12 inch rubber dildo and slap me across the back of the head with it...
Speaking of Crosshairs
What are peoples fav?
- None
- Dot
- Pistol
- Shotgun
- Rifle
- Laser
- Cutter
I currently use the laser one, debating weather to change it or not?
@limber current I decided to add one last piece of infrastructure to the base, a ship's office. I was lucky enough to have it attach to the pad flush with the surface.
Woah I forgot you could even do that with outpost pieces. That's pretty sick. By the time you are done with that outpost you are probably gonna have the most unique looking outpost on Xbox. A mod I recommend using if you want more decorations is the Midas Player Home it adds 210 buildable Objects to the decorations menu and it has allt of unique pieces that you won't find anywhere else @dry coral
Nice! I was thinking of looking into that tomorrow to see what I can snag. I'm just waiting for TG's vol II to drop and then I can build my mansion on the hill as it were lol
opinions needed
🤔
I use 5 for long distance only. I use modified weapons (there are a lot) by Inquisitor for everything else.
tnx for that
My newest mod built ship
i have an idea for a starfield mod, but I dunno hot to create it.
i hate the fact that u can use powers everywhere and no one notices it. i think it would be cool if sometimes people said something about it.
Anyone else a bit let down by mods on Xbox? I did ten universes, got all the Starborn powers maxed, and said okay, I'm basically done with the base game, now I'm gonna hard save in Universe 10, download all the mods I've been bookmarking, jump to a new universe, activate said mods, and enjoy mods until Shattered Space comes out... and I get crashes, a lot of them don't work (so you gotta reload and disable, with the long load times it's kind of hard to diagnose which mods are straight up broken, which ones don't work, etc.). I think with most of the modding focus being on PC, it's always gonna be an uphill battle. I would hope that at least the verified, or at the very least the paid mods wouldn't have these issues, but I'm not confident they don't.
I will say one that I have had luck with is the Darkstar stuff. Despite what they say, it is cheaty as hell though, because at my level (180), the guns I find in the Lodge basement are Vile (or some other Darkstar rating) so they're worth like 50k each. Universe 11 gave me a Big Bang and a Pacifier, both worth 50-60k, so with those plus the UC sign-on bonus of 25k, I can pretty much get set up with some great gear before leaving New Atlantis. Not knocking the mod, it definitely seems like it will take some time to grind out all the research. Honestly wish I had this one from the start (which was a week before public launch, long before we had mods). And the ship they give you is nice looking, but doesn't include crafting tables, for as big as it seems to be.
Unfortunately Praxis UI doesn't start at all. I wondered why StarUI wasn't one of the first mods ported to Xbox when the floodgates opened, now I see why. Xbox may not allow the change to the inventory system. Or maybe it conflicts with Darkstar somehow.
Also tried the ship framework mod (the 2-3 mods that work together, plus the fleet collection) but have yet to see any new ships (checked 2 vendors so far) so, not sure about that one.
Sounds like you need to learn how to make mods
Then you could make all the mods that fit your niche
Inside of you are to animales:
One wants to make mods and the other is lazy
I make mods for two reasons. So I can have what I want
So I can see others happy with what I make
Oh wait
i know what is required to make the mod i want but i'm so lazy 😭 and my ADHD isn't wanting to focus on it
Opinion, would you want more post modern buildings or pre-war modern
there goes my herooo
if i understood what i've read, making hair mods requires nifskope
It's such a mixed bag on one hand I see people run every mod with 0 issues on the other hand I see people run any mod with every issue lol
I guess we all just draw straws
yeah
Hairskope
What would that be maybe I'll make it one day
@torpid badger You get your beam damage figured out? Thought of it after the fact but you could look at how the Cutter does it's continuous damage if you haven't yet.
there was a mod that i thought had versions of the hair styles but after i downlaoded it and looked, it didnn't have them
Strange
Zone's Starfield Hair+Beards has a version of unlady lake but it has too much air in the front if that makes any sense lol
I know there's a mod for fallout 4 which adds fuzz to the unladylike which works for me but i have no clue how i would convert it
Most yes thanks. I have 2 weapons that are fully auto like the cutter 2 that are semi, but have been animations. And a sniper rifle.
All left is to work out what sounds to have for the fully auto ones
Go the anime direction and use the Kamehameha sound.
@torpid badger I take it my earlier suggestion worked out then?
@sharp lynx Feedback: My activator didn´t activate the quest, becaue i noob did not select the questproperty in the drop down menu to fill it with the right content. now my .start() make my quest run. making the wall console talk will be my text step. thank you!💐
I'm only playing SF today because of the mods.
I had stopped playing altogether back in February.
I am playing with a few mods, and save story for later. with mods and dlc i hope to never run out of story content. what kind of mods do you like?
I wanna make more story mods tbh
Also yes talking console
I'm surprised they didn't use any talking activators at all
I'm really hoping for some small outpost habs. The vanilla ones are all too big for a landing pad workshop IMO. Love these tan 3d printed habs from the B.A.S.E mod
pre war modern
anyone think the next starfield update will drop on the 20th after gamescom?
Please remember to follow the rules, including in shared images. Thanks!
Wait which rule did I break ? 😂😭
There was some profanity bypass in it
I've played with that mod abit on my PC and it's really good. I do hope it comes to creations at some point because I like using my Xbox more
So I'm developing a new mod and already feel limited. I posted my vision for the mod in my discord, the census is people want loads of items at no cost. I feel like modding this game has become almost impossible. its either a "soft limit" on mods or a limit to new IDs. How do i possible develop a new mod that surpasses my Emporium mod, if people cant even use it without issue?
I feel ya, animations …. Quests…. Etc
I definitely share your pain on this one, so many ideas, but also so many limitations it seems
I have a list of ideas as long as my leg, lol. My new Decor mod is going to include all of the Emporium and more, with items having functions, like opening doors and such.
Nice! And I’m the same way, my “ideas” list is huge, but it’s proving a real slog to get things working well enough to start working through them
It sort of feels like Bethesda abandoned us mod Authors, the Ck is reporting that its outdated when accessing certain areas and theres been no update on patches for ID limit or mod capping.
I’m taking a break from my Argos hab frustrations to revamp my walls one, which is currently tedious, but hopefully worth it
Yeah, I’m not typically a doom and gloom person, but a little surprised it’s still are bare as it is, with no wiki and what have you
Hoping it’s just because everyone is tied up working on the DLC and buggy update
Same. This is the first game I've begun modding as an author, i had my Legion custom built to run Starfield and modding. And watched several hundred vids on youtube to learn modding in fallout and skyrim, just to find out Starfield isnt compatible with 90% of tutorials.
Ha, that does seem to be the case quite often for sure
Like on the one hand I love puzzling things out, it’s why I went so hard trying to find all the little exploits that could be used to expand vanilla building
It’s fun every once in a while, but gets trying when it’s everything
I followed a tutorial on altering NPCs and it worked in the most part, but failed when it came to releasing the mod. The BA2 needed the BGS file, 4 dds files, and 12 un-named Mesh files placed in 12 separate un-named folders in the Geomotries folder.
Yeah that stuff looked tricky, honestly buildable objects are painful enough, but my masochism levels don’t quite extend NPC edit far just yet
I've learned so much when it comes to build items, yet still have a lot to learn. Thats why I'm working on a new mod entirely, so i can use all the stuff I've learned and fix the issues as i go. The new one will have Menu icons, Prices distributed, functionality and hopefully a new menu of its own.
Are you using the super convoluted method someone came up with a while ago for icons? I was wanting to add them to the Argos habs, but thinking about going through that convoluted workflow made my head hurt just thinking about it for my walls
I found a Reddit post and was going to give it a go. If it works im going to do a simple guide and release it.
Nice
i need to update my current guides as well.
It’s amazing how much gets learned so fast. Though lately as soon as I get one thing figured out, another “quirk” pops up
Agree. I feel as though id we Authors release guides, we can help newer modders learn the most simplest of basics and in turn, keep the modding community afloat. I've sent several messages on nexus, reaching out to well known Authors just for them to Gate keep information. I was begining to think VC stood for Very Callous. lol
Ha
Then i met Tankgirl and im over it lol she da bomb
Could a mod be created to bypass ranger mission board start?
Yes! She gave me hope! And helped fix at least part of my weird ghost problem I’m having with my new habs
Ugh I just found an issue with my new wall collision, I have the fix, just have to redo a bunch because my dumbass didn’t think about snapping for things like posters
At least I thought about it after only doing two sets
If you're referring to the mission mandating you to complete a board mission, i don't see why someone cant make a mod that Auto completes that request.
That should be fine. As battling of figuring out which mod causing missions to disappear is annoying as heck. Lol
For myself, I would say post modern😁 Although pre-war art deco-ish stuff is always cool
keep forgetting we cant talk about mods in the modding forum.
Can but fun wording.
Within mods approval.
Sorry, I thought this was a different channel, my mistake. But to be safe, let's use more professional terms.
No worries Couch it's a Thursday... mentally vacation coming
exactly lol.
I'm going out of town so I'm mentally packing
it's okay we all make mistakes..some earn the disapproval of sarahh others don't
Are you leaving on a jet plane?
Nah, three hour drive. And as long as Sarah's interests align with mine and Barrett's, we good lol.
Don't know when I'll be back again...🎶
I'll stop before i start making more travel puns with song titles
Wait we can’t?
You can, they are referring to a comment I deleted by mistake.
I get those 24/7
you deserve them all 😛
Another fun term for the "E" word is actually "Manipulation".
Atleast I keep Sarah alive by electric shock. Others want her dead.
Ah, so a case of my dumbass brain taking things literally that shouldn’t be again
I would have done the same. No worries 🙂
Anyone figure out how to send crew to player owned homes yet?
Not yet
BTW Skully, your ability to make thousands of construct able packins without losing your mind never fails to impress me, I’m not even at the 100 mark for this revamp and my soul is trying to escape my body
My trick is to play music or movies while i work, it helps to have a distraction. Today i'll be marathoning the Alien franchise.
This is a good one to use. https://www.youtube.com/watch?v=xAR6N9N8e6U
This carefully curated mix of tracks is designed specifically to help you focus on programming and coding. Dark and cyber electronic music in genres like chillstep and future garage will create the perfect background for working on complex projects or completing routine tasks. Thanks to the futuristic atmosphere of this musical accompaniment, yo...
I have a friend who’s never seen any of the Alien movies, so we are gonna marathon them with here, I can’t wait
How do you make mods on Xbox? Or was that for someone else?
Would love to but I'm pretty sure the CK requires a Windows computer. Would be interesting to see exactly what it would cost me to get up and running, but I'm sure I couldn't justify the cost.
(Got two computers, but they don't run Windows, they don't have x86-64 CPUs, and games don't work well in Windows 11 for ARM anyway. So yeah, to even get started, I'd have to build a whole new rig... minus keyboard, mouse, and monitor.)
While this wasn't directed at me, Creation kit requires you to own Starfield on PC. I myself had a pc built to run Starfield and modding. I made sure to have the newest build possible. The cost of a custom build and the work ran me near 2k.
it's always directed at you
As per last response to you. If you can go I7-69xx or higher good idea, I would aim ssd disk space 2 TB or higher, If you have four slots for SSD do what you can, more SSD M2 slots seem to be on newer MB's. If you go Nvidea look at GeForce 4070 or higher. (4060 has known issues). (I have a 2 TB SSD C: and 4 TB ssd D: I had to purchase a 5 TB external SSD for my images and Saves. ).
3060Ti will work as well if you're trying to save a buck. (12gb OC)
90% are free...
Why you mad at me? Check Nexus bro.
Cool bro.
Why you bother play games?
