#starfield-mods
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But I think I'll need a cape .of for it. And I'll bring my OP Darkstar weapon obviously
Is there still a need to deal with moving the textures folders to main game data folder, or does MO2 handle that on its own?
Hi everyone. For xbox series x, are there any mods that when I become starborn allows me to keep my- "gear(spacesuits, helmets, boastpack, clothing, etc)", "ships" and "everything else that is in my inventory(either at the lodge, on my ship/ships, in my personal inventory, and mods inventory)"?
https://www.nexusmods.com/starfield/mods/7309
this is the only one i know of, but ive no idea if its on console.
Thanks for answering my question. It is on console but it would not work for me because I have modded items(weapons, spacesuit, helmets, boastpacks, clothing, weapon skins, and other stuff).
ah. i think we meant to make a patch template for people and then just...never did....
I started a new outpost on my fav island today after going through the unity yet again. I was very careful how to place my habs this time around to preserve the local fauna's little forest. I had four majestic beasts roming around in there until I left the surface and now they're gone. Booooooo BGS.
As a nice side bar, the decorated habs I built have lost their custom colors too.
Anyone know why starfield compendium isnโt working along with astrolab?
Whats up people
hewo
Ok guys hear me out... A deathstroke theme armored Spacesuit
You know what would be fun? If we added a quest series based in Cthulhu lore. like a fully fleshed out story that took several volumes/episodes to complete. I once wrote a story line for some TTRPGs back in high school lol. ๐
I want to do that so bad, just don't know how to implement.
In HP fashion, we would just thrust players straight in. The story/campaign i wrote was set in 1940 and called The last voyage of the Carol Anne, but for Starfield it would be tweaked to be a luxury cruise vessel that gets pulled into the horror genre.
Wings?
Yep! For something I have coming up, if I can ever make it all work lol.
Sweet
@safe sorrel games working again and I'm cooking
@twin atlas I had to re build my trophy room but it is now ready to add those helmets again
I am going to try and build a "Habitat" style of outpost but I don't know if I'll be able to blend all of the habs close enough together. We need snappable interconnecting stairs too ๐
Hi All! Is there a place where I can make a mod request? Tks
This is the place to ask
after people thoughts thanks
I'm thinking about how to allow players to obtain my standalone items.
Currently you craft them.
now they spawn as usual behaviour, with random qualities
It seems crafting is completely random generated?
But now I've made them more specialised with set stat's and perks at each tier.
So i would need to look at another way?
The other way would be in a crate, but I would need work out how to have available to the player to have access to all 4 tiers of the items at the appropriate level.
saying that, do people like to craft, have an item at a location awaiting them, in a container, or maybe a mini quest?
I feel like having it at a location awaiting is probably the best choice as people like to pick up and go. But on the other hand people like the "" immersion aspect of it "" and the crafting/mini quest thing
ive always been a fan of unique items on unique enemies, or placed in unique locations. i never cared for small quests for weapons. but thats entirely my personal preference.
Does starfield have elevators that have multiple stops?
yes
Is there an example in the game somewhere?
neon tower has like 7 or 8 stops
oh I think these are with loading screens, is there an open elevator that has multiple floors?
nothing comes to mind.
thanks guys for the feedback
just need to work out how to spawn the weapons for the right character level
mini quest i was thinking was just a notification to say hey, your levels weapon is here, go get it
again, personal preference, but i genuinely hate that. one of my favorite things about starfield, though, is that leveled lists can have attached conditions now. so you could add them to vendors or boss chests while checking the player level, skill levels, quest completion statuses, or whatever else you can think of.
so, lets say for example you made a cryo weapon, and want it to be found in boss chests in an abandoned cryo facility after the player is level 20 and has...i dont know, wellness rank 3. you could check against getisinlocation, getplayerlevel, getperkrank, etc. its all quite lovely.
ATTENTION TO ALL MODDERS
I just placed a splineendpointmarker, and then a second one. And I noticed the move gizmo would not move the marker. Then I pressed p to connect the cables, and then the editor froze, so I closed it via windows.
Then I loaded creation kit and noticed the ESP was missing from the list. Then I opened explored and noticed the esp file was 0 kb file size.
Then I copied the last autosave and used that from 20 minutes earlier. (I also had a backup from one day before)
Not sure what caused it to to do this.
I was able to recover using the autosave. However I wonder what would cause the esp file to end up zero filesize
Also splineendpointmarkers appear to be bugged. I drag one into the scene it wont move and it cant be deleted
ok sweet, that sounds good.
is there the option though to allow the player to go back there at a higher level and re get the gun at a higher tier?
Dude that looks wonky in the best way possible ๐คฃ you should keep going to see how big and cubeish you can make it ๐
well theres an "infinite" number of cryo facilities, and i imagine, like most dungeons in bgs games, they'd reset 30 days after clearing so long as you dont set foot in that location during those 30 days.
but you could do the same with vendors and their leveled lists
quick example that i happen to have handy at the moment is this ll to increase credits at the trade authority based on your rank in the commerce skill
ok good ideas there thanks.
i was thinking of a box in your room at constellation, im guessing that wont work?
would need a script since thats a no respawn.
could probably get away with defaultadditemonload, havent looked at that in a bit though so unsure whats changed for it in starfield. or...if it exists in starfield.
...but i also hate that because i dont like weapons magically appearing in my room. again, just me. could set it to be given to you as an affinity reward instead or something maybe.
i feel the same, and thats not a bad idea
im not really a weapon mod creator, so maybe my opinions dont mean much here. but i use a lot of weapon mods. and one thing that really bothers me is that 90% of new weapon mods just give you freebies at the start of the game and scream "plz use my cool gun, its the best." and you know what, maybe it is, but giving me a powerful gun at game start is unbalanced, its not fun, and frankly, i get bored of that weapon quickly. its a much more exciting feeling to find it later on, in a natural way, and get to use this sweet new toy at my own pace. i hate when things are essentially forced on me.
i get that unbalanced and overpowered feel, ive been trying to avoid that
like in fallout 4, i feel like half the new gun mods just pop one into sanctuary or concord. and i despise that.
get creative with where you place it. so it makes sense, in whatever way you like. make it interesting. dont just place it on a table where anyone will find it five minutes after pressing new game, thats such a boring way to do it. my two cents.
noted, and valid points thank you ๐
always happy to opine at length.
New Paradiso Cabin update is live:
@limber current I did a few other tests and I could build up to the sky if I wanted to. Too bad we don't have elevators yet ๐
I know John of matilijas mod just made and released a elevator hab that is 5-6 story's and it's an actual elevator no loading screens no pressing a button and you get Teleported to the top. You actually can ride in it and see the shadows as you are going up and down
If it can be done with a ship hab I'm confident it can be done with a outpost hab eventually
I saw that on YouTube yesterday, he does great work!
Indeed he does ๐ฏ๐ฏ๐ฏ
The watchtower would be a good start but nothing can be attached at the top as yet. BetaMax76 also has a tower hab too, maybe that could be viable. https://creations.bethesda.net/en/starfield/details/c7aeccd6-80c3-46bc-87c6-204a34cbb8c3/Tower_Hab
? Is it different than base game?
Can you increase font size in the base game?
omg thank you yes I found it!!!!!!
I feel that, I've taken to using manikins for mine, I have a hall of honor for my fallen companions
I enjoy statues as well for trophy hunts when I gather with my clan
Oh. Ice are those statues on Xbox, I have the action figure ones but they are smaller then those
Yea I'm on xbox
What mod is that in?
I think its called Midias ship hab or something like that
I ignore the ship and player home aspect of it but its adds a TON for building
Nice I might take a look at it later. I have to re count my mods installed to make sure I'm not getting to over done
Thats my worry, I've found that weapon mods that mess with audio, break Starfield.
Like the starwars blaster overhauls
Somebody should make a mod that adds some tracks to the game
I stay away from weapons mods outside of the Darkstar ones.
I only have one camo mod for them too.
@frosty rover Iv been busy with some hunting ๐
Only mods I've used are the Old World Weapons which I paid for with the CC
I couldnt resist the urge to go "ooga booga" and kill high tech mercs with a pipe rifle, I'm sorry
LOL, so you have! Man, I have to get that display mod. It looks amazing.
It really adds flavor to my bounty hunter Vibe.
When people ask oh so you have a brigg... I'm like no I have a trophy room.
Any ideas as to why the CK might suddenly decide not to launch anymore from Steam?
Wish i could help. I launch my through MO2. I have not tried from steam directly, and have never had a problem with it not launching. It just randomly stopped working?
so kind of a silly question, whats the general consensus on place doors yourself? is it worth while, do people like it or does it still need work?
Yeah, itโs been launching fine this whole time, then today it was just like โnopeโ
I remember this being a thing when Starfield 1st launched. Was mostly reports of it being on Andreja though.
Why are you naked though? lol
i think there was a way to fix it. I dont remember what. Im sure there is plenty of info out there on it.
right, ill look into it latr
https://www.reddit.com/r/Starfield/s/K0wYozK41P
Exiting and reload should fix, if it doesn't, going through enhance does.
Can someone make a mod that gets rid of these annoying labels
Aren't there settings to turn off?
I don't know if there is.
Ayyy fixed it!
I just had to turn off the hud
How did you fix it?
Looks like the .ini for saved settings got corrupted, deleted that and things worked fine after
https://forums.nexusmods.com/topic/13494407-starfield-creation-kit-not-launching-solution/
Iโm guessing when I quit with two render windows open, and it complained about it later was maybe what did it
Had to set up my dock again, but that was it
If you've successfully launched the Creation Kit once and are unable to launch it again, try the following: 1. Open your Starfield Directory where the CreationKit should be installed. 2. Locate the ini file "QtCreationKitSavedSettings.ini" and delete it. 3. Launch the CreationKit. That's it. I al...
This happened to me after update and I didn't know what exactly did it, but I did remove INI lol.
So weird!
I agree, It was one of my last resorts.
Explain to me like I'm 5 what is INI?
wait this the same as the VC?
Looks like
The paid one though looks slightly different. Seemed a bit downgrade by appearance IMO.
VC modders making the program into a joke
https://www.nexusmods.com/starfield/mods/8861 Then there's this, another free vault tec vasco mod.
ah, good to know if I run into someone with the same issue. ๐
I think people like TankGirl and other VC modders who make good quality paid mods deserve to make it paid if they put in much work and effort into making it good quality. I would not support VC modders that do little effort in making low quality mods. And I bought TankGirl's mods on Creations Menu because they look promising and with good quality like other VC modders with their good quality mods.
Outpost is coming along.
Anyone used the Five dot Seven pistol mod off of Bethnet?
Hi everyone. For xbox series x starfield, what happens to mod added weapons when you go through unity(ie- do they respawn back at their original location)?
It is a configuration file that tells the program what the settings are essentially. (INI stands for INIitialization file).
Awesome thank you
Many thank โค๏ธ . I do indeed work hard and my motto is to give people the absolute as much I can stuff into a project. (General PSA) Ignoring my own work I think generalizing us all based on individual work are things people should stop doing. This is a market and when you go buy products anywhere else on this planet, you'll find that not every chair is built with the same materials tools and soundness, does that make it bad... That's not for me to say, some folks buy plywood stools others buy a bean bag chair and some sit on milk crates. At the end of the day use your own judgment. Which I think you for doing <3.
It's like comparing apples to oranges
Well for some people, the apple doesn't fall quite far from the tree and apparently doesn't get run over by a friggin lawnmower. ๐คฃ jk.
that's reddit
Should do, unity hop forces a full reload of the game resetting everything
their apple tree didn't even bloom
Speaking of that, imagine if Starfield on planets for some reason has apple trees. And to interact with a tree, we get apples. I bet either Bethesda's gonna implement that, or modders naturally gonna beat them to it. But I digress.
Good thing I already made that lol
Oh, where? What mod is that?
It's just a matter of time until I get the free time to port that over
Another reason why you deserve compensation for making quality mods. And when you get exhausted, you deserve some rest.
https://www.nexusmods.com/starfield/mods/8973 here's that mod lol
It's not just about how many hours you work on it, it's about how much talent and work you put in it.
well, sure... but time matters lol If I have more time I can do more things
I said not "just". It's not really the sole reason why. It's part of it, but not the sole reason why.
eh, my point is that I'd have the ability to do all the things I'd like
And that is something I respect.
like port that mod there
Speaking of which, for that Colony mod, is it on Creations menu?
nope
Oh, gotcha. Because I think IMO the assets might need to be archived into a BSA in case the outfits I see currently on my game are either invisible or parts are missing. But you do you. As you said, you can do whatever you want. UPDATE: Wait, I just checked your bugs section of your mod page. Yeah, I know you're already aware of this and have already show solutions. Gonna look at them right now. Keep up the good work.
If I wanted to report a bug with a Creation on Xbox, should I just post here or on Nexus?
what kinda bug we talking? Bettles? ants? the flying ones?
Millipedes. And SFE v1.1 causing frame drops
Butterflies?
Happens with new games, and the only mods active are SVF and SFE.
Love that mod. I mean you have mechs with frikin laser beams attached to their heads. Whats not to like?
100% but that's not all I painfully spent hours giving every fruit a lore description
and you get hotdog hamburgers and milkshakes
there was nothing more hilarious then.... making a super projectile and a mech with big swords then doubling back the next hour to spend forever making a hamburger.
lol
btw, nice to see that we both featured in JuiceHeads vid XD
great work โค๏ธ
love the mod
Lol, yes!
you could eat a lotta salad with those
I used to mod somewhat back in the day too ๐
Ah yes I saw. You did great work on yours too.๐
whats that from?
No Man's Sky
nice
100% glitch-built base. Last one I did before Starfield dropped.
Looks pretty dope
Thank you!
Thats how you got the structures to extend out on the water?
Speaking of outposts, wanna sneak peak of my recent crazy things
They are mounted on walls that have been rotated, probably about 30 in each
I would like to see.
Argh I stepped away from my modding project for a few days and then went back in to CK without marking the file as 'active'. Two hours of work later, the only way I could save it was as a new esp... anyone know how I can merge those changes back into my main file?
I need to get those fences all lined up better
Love the wear on the fence wood. Makes it look very authentic
ouch, yeah its not to hard
seriously annoyed at myself
you can open a second esp and just duplicate everything, that's one method
they don't snap cause I absolutely hate the snap feature
Niiiiiice!
but they're easy to set up I built that in like 3 mins
I think fudging things always end up looking better than lego brick limited snaps
what do yall think tho?
Love them. Very curious about the middle building at the wingtip
Nice!
I was messing about with a bunch of fine tuning. Oh well. I guess I'll just redo.
Are there any mods or will there be any mods outside of Beth official ones that are achievement friendly?
In time, I am sure they will have this issue resolved.
I sent you a DM with info on how to do it.
Hoping so. Iโm starting my playthrough for SS and want to keep so many of my mods. You guys are amazing.
way to be a real one
I wish Bethesda would someday have a Galactic War story DLC that would have us the SpaceFarer to participate in that galactic war, so that I would have Tank_Girl's Colony mod to prepare for potential planet invasions for my outposts to defend against.
If they don't I'll make it myself
Damn right you will. If Bethesda won't do it, modders will. A galactic war that would have to force the UC, the FC, and House Varuun to form a coalition against a common enemy that might threaten their factions and all the Settled Systems. Just like the Human-Covenant War with UNSC and Insurrectionists and eventually the Sangheili having to form an alliance against the Covenant and the Flood, or when in Naruto Shippuden when Five Shinobi nations ally against the Akatsuki. Star Wars obviously is no stranger to galactic wars, because it's called Star Wars for a reason.
Trying to avoid an obvious grid layout. Getting good results from working in packins which I place off-angle into a cell, but interested in any tips on how to get that organic feel.
Doesn't have to be planetary invasion by sentient aliens. What if planets being invaded by alien robots?
Damn, Tank Girl. I gotta say, you do know how to make badass armor to make those guys look incredibly badass.
As a Halo fan, I am totally loving these guys. It's obviously giving me not only Halo vibes, but also Aliens vibes like the Colonial Marines. You mix up UNSC Marines and Colonial Marines, and they end up like that.
So todays learning task
-
learn how to create a datapad and place in the world
-
learn how to place weapons in the world
-
learn how to trigger an event to direct a player to a leveled item ๐
Nah, there's more good than bad.
@sly ocean I have a question about a mod you made
Old chat. But I like doing that with more organic types of architecture. Stuff like industrial and commercial buildings I tend to try and make very ergonomic and โsquareโ (like aligned, snapped, and really well oriented) since they tend to reflect that in real life.
Oh, also how did your new Vegas TC go? Still working on it?
Is there ever an instance where a unity trip isn't enough and we need to start a new game?
mods that affects perks
since those are persistent
Could that lead to instability with saving?
I just keep trying to fix my eventual crashes. I can unity trip then play for an hour but always my saves eventually ctd when
yes if you switched a mod that affected perks
Yea I've definitely done that lol
we need this for Starfield
https://www.nexusmods.com/skyrimspecialedition/mods/5031
FallrimTools includes ReSaver, which is a powerful savegame editor/cleaner for Skyrim Legendary Edition, Skyrim Special Edition, and Fallout 4.
I've had the same character since pre-order early release
the aout of hanging scripts people have n their saves are crazy
Thanks, I wasn't sure if a unity trip carried anything over but the perks make sense
I had that starborn armaments mod
What perk do people like on clothing (not armour)?
The biggest thing for me is that the female versions are as practical looking as the male ones. I donโt like it when the clothes for female characters are all โsexyโ versions
I am for fairness and equality, men also have the right to sexy clothes with ornaments the size of a postage stamp ๐น
I agree ๐
What I meant was +5 02 or reload, persuasion etc
sexy get persuasion
If it goes both ways the author gets a virtual first bump from me
Carry capacity! Thatโs the thing I find myself needing pretty often
Reload speed is another, never hurts to be faster in combat
My Creation Kit crashes when I try loading the Starfield.esm :/
I'm using the GamePass version of Starfield, but I've done the workaround for getting the CK to work by dropping all of the CK files into the Starfield content folder, so it's not clear to me what's causing this. I've been able to load it before.
Incidentally, would anyone be able to direct me to which esm I should load up if I wanted to make changes to the start of the Trackers Alliance mission chain? I want Inevitable to show up later than she usually does.
Do you have a custom INI file?
Oh, odd, I thought I did -- I've definitely edited it before, but now I can't find it.
I've got a StarfieldCustom in Documents>My Games>Starfield, but no "Custom" INI... I wonder where it went.
Removed on rover update maybe?
I bet that's it, the timing makes sense
Also, I would ensure your CK is up to date as well.
Miraculous, thank you
I bought the old mariner mod, but when I make the walls to decorate my ship, they are smaller than the cabin. Is there a way to enlarge it ?
Work for you?
Go easy on me! I'm a total newb to modding. I broke down and bought a PC so I could get into modding. I have been playing around with ship habs and wanted to create a 3x3x2 and since there aren't any in the game, I am going to need to create one. I have figured out I need to do that in blender, and downloaded the NIF Migration tool, but I can't for the life of me find the nif files. I have watched a few videos, and read the little bit of documentation I could fine, but they all start off just a step or two past where I am. I'm not asking anyone to teach me that here, but is there a solid, tutorial somewhere that goes through every step? Also, I am using Gamepass is that makes a difference.
use archive2 or bethesda archive extractor to extract these, most of them are in there.
Sure did, sanity restored. For now.
I use BAE, what are you looking to do? Usually the meshespatch.ba2 is what you need.
You can also quickly extract Mat, Particles, and scripts in tools/content resources. Be aware that extracting all materials into local will cause an issue with Starfield launching, you will need to rename that folder to play and revert to edit.
I am not looking to do anything, I was answering a question..
Thanks, will give that a shot
I am trying to take the 3x3x1 hab and make it a 3x3x2. I have edited the interior but since the exterior is one mesh, I will need to edit it. Thanks for the tips, I will look into all of that.
Updated my mod list and now I can load into the game
I got the BAE and found some ba2 files but when I drag them in they are all empty. Also, I don't see any starfield BA2 files, but I do see SFBGS003 - Main.ba2 which I belive is the same. I think one of the issues is everyone is using steam, but I am using the GamePass files and for whatever reason, they are a bit different, so it's challenging when my files/folders don't look the same.
Sorry, didn't realize as you weren't replying to anyone...
I misread your comment.
just answering the comment directly before mine. i tend to avoid replying because people can be oddly childish about pings on discord.
You don't say, weird.
It must have been deleted
Got the BAE working finally, all the links I found were to old files but a few pages into my google results, I found the updated one. Now off to learn blender.
nifskope might be a little easier and can probably do what you want as well
@true igloo are you the one that made the additional weapon icon mod?
yes he is
Had an issue with my console so I did a factory reset. Now I can't connect to Bethesda.net. Aslo, "keeping game settings and data" doesn't keep the reserve file intact so you'll have to download all mods again.
Man, I'm so glad I don't play on Xbox
No worries and it's all fixed. Most of my mods are outpost related so it only took a few minutes anyway.
Love how the glass and doors are so functional. Safety first!
Just wanna throw appreciation out there for all you modders. 10 hours into a vanilla save I went to customize the Star Eagle a bit and remembered why I have only played with mods so far...19 stops later, I finally have sort of what I was wanting. Modders rock!
Anyone know why b isn't working to exit menus on xbox
You can just ask the question, or DM me - no need to notify me that you have a question ๐
It's not to bad if you play other games, but yea starfeild just seems to be rather Unpredictable. Like it's unstable
Is it possible for someone here to make a ship part like this drones hover wings. I want to build a zero landing gear ship and want to have this on it
Anyone know where the essential crew mod went by chance?
I need to uninstall it or a update it currently I can't play my whole starfeild game because of it I believe cuase the other mod am having trouble woth I see but not essential crew mod
quick question, is there a pokeball mod?
nope
QSO has something coming up that looks pokeball-like, not sure what it does though.
@sly ocean Can I add the ultimate stealth ring with a console command?
Can I add it?
Does SF have xedit ?
The walls are unfortunately a bit smaller than anyone would like, because otherwise they collide with the hab floor/ceiling and won't place at all
The regular Xedit works? I know the documentation doesn't list SF in it at all so I guess the "support" is not "official" atm
ok ! so it's better that I go through the CK to add the walls? By the way, did you receive my private message?
yes to both! I've just woken up lawl, still catching up on my entire internet
I wonder, is the DLC release going to accompany with decently sized update for the base game?
I'll have to learn how to use the CK... It's going to be funny I feel it ๐น
Any chance someone can make a skin for the Venator suit that keeps it its normal black but puts Va'ruun sigils on thr shoulders and maybe gets rid of the cloak on bethnet? 
Akila filter removal mod for xbox/pc request ๐
Can someone please make this i know there's already a mod that removes all filters from the game, but I noticed during my heavily modded playthrough that Akila is the only location where the filter isn't needed. Without the ugly brown filter, the city's and planet's colors really stand out more, in my opinion. The grass, trees, and sky look much better without it. Therefore, a mod that removes the filter specifically from Akila would be nice for Pc and Xbox, as I enjoy having the filter on planets like Mars or Titan, for example.
Link to the old request on Reddit
it is wtf...
Then the info is out of date in git since i dont see SF there at all listed in the documentation, also the SF1Edit seems to be hidden in nexus
Sf1edit to my understanding was included in an early ish version of xedit and then removed because there's stability issues, i think. It's a bit of a pain to find it now
Oh might be why its still hidden
@surreal storm pls check dms
Bloop
I have a solution for that and can DM you if youโd like
Lol
Hopefully they will fix issue between mod and buggy
Post-patch ships aren't as nice ๐
It's not to bad ๐ you haven't used the mod that lets you merge stuff?
Thanks! Not yet, I was going to wait until SS drops to see if BGS is going to introduce any new shipbuilding stuff.
Also dealing with an odd quirk. I reset my Xbox last night and suddenly couldn't connect to Creations anymore...until I hardwired my box. If I switch back to wireless, I lose the connection again. So now I have CAT 6 lying on the floor in my living room lol.
Ah gotcha 23 more days!!!!!
That's weird Xbox be like that sometimes ๐
I'm going to look at moving my router inside but I'll need some optical cable to extend the drop in my garage.
I have accidently changed one of the core habs when creating a new one and now that change is baked into my mod. How can I undo that change? I assume that mods just save any 'new' edits and overrides the core object, so surely there is a way to remove those overrides?
Easiest way is to find the alteration in Xedit and just delete the form from the plugin. Others may have a better way to clean up, but this is how I would go about it.
I will check that out. I have been looking for ways to clean up my mod.
Great thing about Xedit, is it only shows what has been altered, only shows what is actually in esp/esm. If you need help finding Xedit, just scroll up a bit. I just posted the link for someone else.
Is Xedit only for Steam? I am using filed from xbox gamepass.
No. You can use it on any gamefolder.
I downloaded it, and am running the xSFEdit file, but get an error it couldn't open the registry key for Fallout4. I downloaded the latest from GitHub, and made sure to execute the SF version.
You need to rename xSFEdit to SF1Edit and drop in main game folder, it will then run.
I like it
I built this a couple of days ago. Its really nice and cool, and fast
Vanilla built, no mods needed
Very nice indeed!
Very similar to this ship as well, I love the sideways mounted reactor from Matilija.
That ship has morphed into this one now (since I ended up going through the unity once again lol):
@sand bloom Thank you!
@limber current So after living in my current place for the past four years, I finally got around to hardwiring all of my living room equipment. Good thing I had a spare switch and 100' of CAT 6 laying around lol.
That was an ecliptic falcata I'm going to guess?
Mine is based on the same design, but I scratch built it myself then made some minor adaptions to add the bigger fuel tank and increase to 4 habs
Maybe, I bought it through the DarkStar vendor terminal and then customized it.
I usually scatch-build all of my ships too but this one had the base look I was going for already ๐
I'm building small ships these days so no more than two empty habs allowed. I had a pretty sweet one-hab build but it was lost to the unity.
That's good to hear ๐ฏ๐ฏ
This one here.
I don't have any of the extra parts mods installed as I am determined to build using just the game provided parts
I like the "NASA-Punk" aesthetic
Nice! Hopefully when SS drops we'll get some new stuff
Is the author is the "No Spinup Microgun" mod on here?
That mod is not functioning after the recent update.
Please do ๐
Messaged!
It took me a while to figure it out, but it was a game changer once I had
This has to be a game bug, how the hell does the enemy teleport itself to an area I can't get to, essentially blocking progress
I would love to know that too, pretty please ๐ฅน
is anyone else having an issue with cities disappearing when they download to many mods?
Jk bro, magic ain't real. We use CK, Xedit, and many other tools depending on what you are trying to accomplish.
Alright.
And all content policies are to followed, right? If thereโs any copyright, would that result in a DMCA strike?
It's not removed its literally on their github wtf @honest wedge 
Ya either A compiled from guthub or B grab it from their discord
This has already been answered lol.
you can find over on nexus mods the Micro Modules mod which has the grav spike Equipment to help make a zero landing gear ship as for the drone i have no idea
This ship was a particular challenge to build...especially after enjoying a few adult beverages tonight...
Not exactly sure what you mean by this, but no stolen assets or breaking copyright laws isn't something encouraged.
Then what could DMCA laws only be for?
Once again I'm not sure what you mean by this, but stealing others work is extremely frowned upon.
I'm not a lawyer.
Ah
Just saying... lol. No need to poke at good modders because they were wrong about one thing.
Really kills the vibe. Brah.
This is like the 3rd time Today I updated the Atom-74.
That has to be a bug
So what Star Wars Droid would fit the Derek mod I have Star wars droids mod and wanna change his skin
Working on a new mod since I got the CK working with Gamepass. This one is Star Wars themed.
Noice
just needs custom Ewok enemies
How easy is that
not sure but seeing as there's Star Wars droids and SW aliens mods probably not too hard
still learning the CK
I have a question is it possible to change the menu music
I would love it if the menu music can be changed to this
Star Wars Episode III: Revenge of the Sith Game Menu Music
Star Wars Episode II: Attack of the Clones Official Soundtrack Track 13 - Return to Tatooine
I freaking give up on this mod
It's low on the load order in a good spot the original head is trying to take priority
Most triggers are at the end of the questline. They populate to your inventory. If you end the questline and did not get the Quest Reward. A trigger got missed. So you do a save before starting the quest and a few times in it. Then you can jump back and try again. The quests do sometimes complete and you miss the quest reward. If you are supposed to grab it from a box - it will not stay there very long. The location will reset after a time. For the Ramses II mod - Sometimes Ramses is away from his spawning location. You can return to finish him anytime and then get his reward weapon. It depends on the mod Quest in this case.
Thanks for that, im looking at making my own and trying to work out the reward part
Cool
I have 2 questions:
-
Can someone tell me without spoiling much where I would have to go to initiate quest that leads to buying or getting a homelocation? I just want a hint to where approximately it is.
-
Is there a location in the game where you get a quest to transport an npc to a location? I had a quest where I had to transport miners away from a place. However I can not find that quest in the game files because it is probably a complex dynamic quest
No tattoo mods on Xbox? That's a surprise
How to correctly debug a quest?
I am currently trying to get an npc to be a passenger on my ship. I looked at the existing transport quests and learned to use the script used for it. However ingame the npc won't get on the ship.
Is there a debug command that can be used to show errors in a specific quest so I can track down what the issue is?
I am currently bruteforce debugging my quest by changing things around to find out why something does not work however that takes a lot of time. It would be helpful to have some ingame console or printed log that shows why something does not work
Hopefully someone can help me out, i am trying to put music (an external wav file) in one of my cells i created. I canยดt find any documentation on the subject. i am able to make NPCยดs talk etc . i already installed wwise. Can someone please put me in the right direction ? Thanks ๐
https://www.reddit.com/r/Starfield/comments/1fbn8yp/interior_tour_of_the_falkland_swift_part_of_the/
it's so beautiful, I can't wait for it to come out, i can't even put a damn plant, well done Hjalmere, i'm in love, perfect for the dlc ๐ฅฐ
Does anybody know how to unlock and open a door from a terminal? I've tried creating a property for a terminal entry but the CK won't let me. I've gone through some of the game's locations with terminal-locked doors and their native terminals have no script in their entries, which is very confusing.
Try looking at linked refs, perhaps a door is linked to another object
I did notice that the doors were connected to the terminal, but the terminal itself had no script or entry that indicated that it could unlock or open any linked doors.
Like the terminal that opens a door in the abandoned research outpost
Okay I just found out what happened. You were right, there was something going on with how the door was linked to the terminal. I had to set up a link from the terminal to the door and then modify the linked ref Keyword to LinkTerminalDoor, at which point once you open the terminal in-game an option to "control doors" will appear.
I also have a question, can I make mods with just a laptop.
Not trying to run the game just make armor mods. Like I might follow through with maybe crash course teaching myself to make mods.
But like with a Laptop. Any recommendations.
Also won't be any time soon. But eventually because I may just go ahead and try to make the Spartan lock armor for this game since it doesn't seem like anyone else will. Kinda want something like that in game
This leads me to my next question, if lets say that army exist in another game like it has its own 3d model render from that game could I essentially copy that and just bring it to Starfeild
I'm both playing and making mods with a laptop right now, I haven't experienced any issues asside from very populated cells running slower on the CK (but I think that's normal).
Nice, yea For me it's going to be crazy because I have zero experience in any of this.
But I almost got to the point where I was going. To try and hire someone to make the mods then figures ok I may not play this game long term but Maybe I can try to learn to make mods anyway and just do it myself
It really stems from the fact that the one armor I want in mods was made by a mod author who is no longer active.
And he they didn't leave permissions open.
So I basically have to try and remake it myself but the armor itself exist in another game so Kinda wondering if there's a copy paste method to modding it into this game
Hear John Carmack on this "You can't learn everything, you just have to convince yourself that you can learn anything". In other words, if you really want it to happen, give it some time and you'll get the hang of it. I didn't imagine myself making mods, but after a few attempts at trying to understand the tools I got the hang of it (a little bit at least).
Hope it helps (had to edit the message because I got the quote wrong XD)
Who knows though maybe by the time I do learn this stuff someone would have added in like a Iron man armor.
There is halo armors but I deleted them because the UI problem it gave me. There is like 100 parts and they populated every type of workbench so to just get to my volatile rounds in my Darkstar workbenches I have to cycle through a 100 halo armor parts
I'm extremely surprised someone has t made a futuristic armor or like an iron man style suit in this game already
My idea would be a two part armor and Wrist Apparel to match it
So the armor would be a nano tech iron man style suit helmet and suit...
And a wrist brace like @frosty rover bounty hunter one, that houses the actual suit.
So when your not wearing it it's not like you remove it and hang it it's houses in that watch.
Now to learn to do this, and firstly buy the right laptop to do this on that's the first hurdle lol
My guess is; any laptop with 16GB of RAM, Intel Core i7 and an Nvidia 30 series (or similar) card should do it (at least to run the CK and test the mod on pc at a decent framerate).
Also about the two part suit, I cannot speak too much on this as I've yet to mod any new suits in the game, but all armor except the starborn suits is three piece. There's clothes too, so I guess if you want to go the easy route you can just make a body part and head part and call it a day. Basically, it's probably trickier to do a two part suit than it is following through the standard of the game (which is: spacesuit, helmet, backpack).
Well the backpack could be made too, it would just have to essentially be invisible sort of or blend into the armor itself so it doesn't look goofy.
Anyone know if it would be possible to mod a gun to have an optional under mounted grenade launcher? Like say attach a Negotiator to the bottom of an AA-99 and make it one gun with in the field selectable firing mods.
From what I could see on the inspector for the Beowulf (as an example), there's a tab called embedded with an option to add an embedded mod. Checking the box does nothing, so I guess under mounted weapons might've been possible at one point or maybe they could be brought back with scripting. It might just be something else completely, idk that's all I could find.
How does the game "take npcs out of the game"? Like for example if I want to interact with an npc, then that npc should leave (and visually disappear) until I make him reappear in another location.
Can I use enable/disable for that? Or do I have to use "holding cells"? These appear to be "parking locations" for npcs.
Interesting. I know SS is going to add more guns so maybe they will add something to that effect. I'm going to look more into it. I'm thinking the major issue would be figuring out how to add in the actual "in the field selectable firing mode" I feel once that was a thing, that would open up so many new options.
either is fine. depends on your use case. honestly if youre making them appear in different locations for different reasons, or having different appearances, its often easier to disable the first one, clone him, and have that clone be in the second location. then you can just rely on disable/enable based on quest stages or whatever instead of worrying about moving them around or changing their outfit and whatnot.
good example of that is deacon in fallout 4. i think theres 7 or 8 deacons in the game.
The Laser Cutter already has a "secondary fire" option, it really is just a charge mode, but it does something apart from aiming, that could be a start? Also, I guess adding under barrel weapons might make other explosive weapons obsolete? Like, why would someone want to use the Bridger if their fully upgraded Beowulf can also throw grenades.
I actually forgot about the lazer cutter haha good point. As for the obsolete thing, technically one could make that argument for many mods for example the instant unlock mod for lockpicking makes the digipicks obsolete but yeah I do see your point tho.
This so what I'm looking to see in creations
Hi, I'm trying to find a load order guide for Xbox but the more I research the more I get confused ๐
Does anyone have som tips?
That's the best I found yet
One tip I have is that the feeling of being overwhelmed is normal. So hang in there!
Essentially, it comes down to keeping mods grouped together from their respective categories, and trying to put the categories in the order that the game would load stuff
so it loads the world first and the environment, then buildings, then NPC's, and stuff like clothing mods can go at the bottom as they arent directly loaded each time
I'm trying to find how the game load ๐
But the unofficla patch OR community patch go at the top
as they change fundamentals of the game. Quest alterations and cheats that alter your env go immediately below
I have the cheat terminal immediately below the unofficial patch
So the list I found isn't far off
If a mod is tagged "load order neutral" then it technically doesn't matter where it goes, but i'd put that at the bottom to be safe
Also try to practice "min modding"
the game has a horrendous bug where it turns out it cannot load more than a set number of plugins
And one mod can have multiple plugins
How many?
255 Plugins/handles. But the way the game uses them is very very unusual. A plugin is generated if a mod removes an item or adds an item. A mod that does multiple of both can have 10 or 20 plugins easily
I used a whole day building a ship and the game froze when I exited the building mode ๐
Can someone please help me
The original head is trying to be a priority
whats the problem?
But the thing is the mod is low in the load order
That means if you've uninstalled the mod, then the mod still has files somewhere
Mod overwrites can break very easily
how many mods do you have just out of curiosity?
It might be that a mod is failing to load altogether
because you have more than the game can load
we are seeing more and more cases of this
7 GB of mods
Star wars mods insert So many plugins and handles its not even funny
Thats a modder explaining the bug in succinct but technical detail
I'm too non technical to understand
Basically anything over 100 mods will stop working
I shaved a bit off, does the load order look good?
In some cases, you can hit that limit in 50 odd mods
observatory is an outpost insertion so adds stuff only on request, not onload. It should be near the bottom. 200 ship crew slots just breaks the game.
I don't think I'll need 1222 crew members ๐
I put the observatory last.
REMEMBER you MUST reset your xbox every time you change the laod order in any given way. Thats a cold hard boot from unplugged to make sure it clears the cache.
That's what I'm working on, or trying to a least ๐
I don't see the obesssion with massive war barges myself
I like to fly small and light
also, I only ever build vanilla as I like the NASA-Punk aesthtic
I needed to try one ๐
Sleek and smooth ๐๐๐
I use my version of the flathead normally, ima do a reboot now.. you say it's best to unplug the Xbox as well?
yeah, that clears the cache. Its a must with any bethesda game when modding
Good to know ๐๐๐
The RAM cache stays alive as long as it has even residual power
and stuff can get stuck in it
Built this last night.
Somehow, after the update and my struggles.. I've got 5.5m back in the game ๐คฃ must be the residual cash that bugged, positively for once ๐คฃ
Also please note that the xbox does not update mods itself, and cannot see when mods have had an update. you actually need to update by uninstalling/reinstalling each mod then manually moving back into place in the load order
So when I update in the creation menu it doesn't do it properly?
I've had a few newer mods appear in a new "updated" category in Xbox Creations. Those ones didn't have to be deleted before updating.
I've had three appear there recently.
I wish they all were like that ๐
Each time I start the game, I need to update a bunch of them, I should delete them and reinstall them?
I would. Keep in mind however that some mods require deletion of anything you built with them prior to updating unfortunately. I lost an outpost recently because I updated without removing a hab I had built with the old version and the outpost builder started crashing the game afterwards
The mod creator will hopefully specify if this is the case (to delete items prior).
What a hassle ๐
Yep...as an added bonus, I put in a ticket to BGS asking if they could fix that requirement and their response was that mods weren't supported.
There is a clause that says mods are provided at your own risk and BGS cannot support them
Butt making money on them is ok I suppose ๐คฃ
You shouldnโt have to delete items built by a mod when a mod updates
But werenโt they new stand alone versions?
I've built three outposts in the same spot for the past month lol
Like the expanded habs and my walls and doors mod?
It was an update to an existing mod.
That's my little toad, need som love but does the jobb
Huh, interesting, which mod was it? Iโm wondering why that might happen.
I DMed you the link. The mod description has the warning that was included later after release.
This is pretty impressive. I can't wait for the release: https://www.reddit.com/r/Starfield/comments/1fbn8yp/interior_tour_of_the_falkland_swift_part_of_the/
Hopefully this drops before SS. Most likely not but it would awesome if he did
it's insane, I don't even dare to imagine the number of days spent on it
Does anyone know how to tell if a mod uses multiple plugins?
I get that with Cheat terminal multiple times and useful brigs
I do that every time with 3 mods.
I'm organizing my library now so that I can delete everything, reinstall and put my loade order fast.
I'm still struggling with my game freezing when I leave shipbuilding, even if I don't change anything om a ship.
If reinstalling mods doesn't work then ima try to load a hard save I have before I started with mods ๐คท
Fun thing is with my library doesn't have all mods I have in it as I go into bookmarks for as issues came up which even a broken mod I can't remove from either bookmark or library.
Can it lift stars?
I'm starting to think that starting with mods was a bad idea ๐
I've been stuk for a week now ๐คฃ
I been fine for most part on xbox wise lol only game crash everytime reinstall the 3 mods.
Which mods?
Cheat terminal, useful brig and patch for useful brig
What is the best mods to build big ships?
Less buggy ones ๐คฃ
Users have completely burned me out on starfield modding. The hundreds of hours sunk into it, working every single day since the Ck launched. They want a timeframe, Changes and Requests. "Take breaks" they say, then in the same breath send requests. I work a full time job and have 4-6 hours of free time a day. Let alone, the time it takes learning the Ck and other tools to bring a mod users cant even agree on to the game. I tried to take a break and discord pings constantly.
Go silent, stay quite. That's what I do lol.
If your talking about that discord then yeah I understand that. The constant request is crazy. No hate towards anyone but jeez bruh you can't be requesting stuff 24/7
I associate with my small group (as you know), and I chat on here occasionally... but as far as requests go, nah bro. You either like my style or not.
Even though I haven't used your mods. Still take a breather.
That's one of the reasons I stopped pushing to Reddit. I was getting flooded with others ideas.
and hate.
I was open to requests for themes, like what type of items, now its "add random item 3456". What use is a cable on the floor, for 13000 users?
Yeah for sure, what you do is very niche and people want more. I can see this being an issue.
I see your name all over reddit haha... even in loadout pics!
As those people need to breath and take a chill pill.
Ive restarted the same mod like 5 times now, trying to put items everyone would want.
For sure, but people sometimes forget the human behind the machine. You know?
Yea and that is what is disappointing in behavior of entitlements.
I work on no schedule other than my own, and it does kinda get to me at times because I feel like I might fall out of relevancy. That thinking simply is false though. Work when you can, the longer they wait the more people will love it if it is worth the wait. Don't rush, you'll burn out or the quality will start to degrade or both.
One question for you creators.. why don't you charge for your mods?
But also in mix of things is games get hot fixes or updates
Because some of them aren't verified.
I wouldn't mind supporting your work ๐
Is it hard to get verified?
Tankgirl has some amazing mods that I would recommend to try they usually cost like 500-700 credits not bad for the amount of care put into it
Those whom are charging on mods also get more unpleasant people who don't like that
Some modders prefer to keep modding as a hobby.
I'm not to sure but I know one creator quit making mods because they didn't get verified even after having a lot of downloads
Can't find this creator
Search up luxury homes in creations I can't link her page rn my phone is acting wonky
Also she has a second version of that mod coming out soon with so much more content then the first
I don't really know what Bethesda looks for in its VC creators, I fully support SOME paid mods. I believe, the Quality and Quantity should be worth the price. As one Author once said, the amount you get in the mod should be 3x that of the price you get.
Exactly this. Some paid mods are kinda Eh
Maybe you guys can help me out, does my load order look OK now?
As one Author once said, the amount you get in the mod should be 3x that of the price you get.
So how does one quantify that you're getting 3x the content for the price?
@twin atlas Coming from a fan, Iโm playing a no mod playthrough right now and I miss your stuff so much. No way Iโm anything other than appreciative of the work you and all modders do. And remember for every one person complaining or constantly requesting, there are many loving what youโve done and enjoying it.
I removed the 200 crew thing ..
Im hoping that Bethesda implements the Achievement friendly option to VC Authors so we can bring Fun mods to the base game.
Fun part the cheat terminal cuts down number mods I can have lol one being crew 200.
Some kind of verification program
I think they should have a minimum requirement of idk something before the creator can set a price
I mean the solution to most paid mods is just don't buy them if you aren't interested? Most are cheap. No one is forcing you to buy them.
"Everyone findin' debts funny until I roll up with 2 Commando Droids expecting them to cash up"
Like how do you value something? How is a gun skin pack being sold for 3 whole smackers affecting your life? How do you say they should be 3x what they're worth?
If a mod author puts a price on their mod then they put a price on their mod
You can argue with them they should remove the paywall but itโs up to the mod author and you if you want to pay
I think the program is fine because most mods are reasonably priced
One thing I miss is a load order app or mod or something ๐คฃ
The only thing I would say isn't is the Mariner hab
True, even the free extender mod is better ๐
Have you tried this? Idk if I sent it to you be4
A single gun reskin shouldn't cost the same as a pack of 36 Houses. There should be a precedence.
Thx, Ima save it, copy it, put a third copy in a safe ๐๐๐๐
Not the safe ๐ ๐คฃ
Blessed be the free blackout skins
Also waiting on that Hells Gate mod from Kinggath
I have enough digipicks ๐คฃ
fav price free.99
Matilija's aerospace should definitely be paid, that mod is huge and personally I love it
Especially how much download it is geez
It takes more time to download then all the rest of my mods together ๐
Go bathroom, eat a meal, watch a sitcom
I once heard George RR Martin finished writing a series in the time it took to download it.
Might be the reason of my glitching or my 194m behemoth made from it ๐คฃ
2 weeks later and 70% completed lol
I agree with this. But I believe he said that he made this mod for himself and wanted to share with other people ๐ค definitely a great modder and he deserves the break he is currently taking
@limber current taking a break? He's dropping another update tonight lol.
Most definitely, I follow him on YouTube and he's been working on it a lot lately, many creators have bc of the update I've understood
I know but he said after this one he isn't updating for a few weeks and will be doing let's plays
Anybody know why there isn't an option for the ap_avm_armor_skin?
Ah, I didn't know that part lol.
You got them old man ears ๐ jk ๐
too small to see. What are you trying to do?
Yo, is that Fen's tutorial?
ah sorry. I'm trying to add a skin to my standalone version of the Mark1. According to one guide I should add the ap_avm_armor_skin in the object window, but I don't have the option
yeah ๐
Sorry, I had a bunch open. lol
no thats alright ๐ i appreciate you helping me!!
It should be there, under attach point.
okay that's so weird. Is there an option in CK I should have turned on?
Because it's not there for me
What suit?
my standalone version of the mark1
sorry to be so unclear... i'm new at this and just following different tutorials and trying things out. I was already very happy to see that my standalone was working (its the mark1 with the uc marine shoulder pallets)
I've created a texture for those pallets which I want to use. But I don't want them to affect the uc marine spacesuit.
I really don't want the standalone to be affected by any retexture for the mark1 or uc marine, but my knowledge is limited. So I thought if I add a skin for my standalone, I would be solving this problem
I have the option on mark1.
You want to be able to craft from workbench and not affect vanilla suit correct?
I got the crafting from workbench working!
I wish to make a radio mod!
I know how I want it to come together, I have the music, and I have the voice for it.
I just don't have the technical knowledge to make it.
Is anyone interested in helping me make this?
You are looking to create a true skin, not a replacer.
yeah!
Then following Fen's tutorial is what you are looking for.
There is no option to turn on ap_avm_weapon_skin to my knowledge. It should be there. Have you created AVMS lists?
I did, but I'll guess I try again from the beginning to see if I went wrong somewhere
I created the standalone in Xedit, that shouldn't be a problem right?
Not if you have the plugin bridge to convert esm to esp and so forth.
Am, fm or dab?
Like Fallout 3, 4, or NV
Alright, well thanks Miiirty :)) I appreciate it alot! I'm gonna take another look at what went wrong
Hopefully soon I'll get it right haha
Check your dm, I sent you some info.
Anyway, radio mod.
If anyone's interested go ahead and send me a DM and we'll talk details
the only way to create collisions is with 3ds max ?
Creating as of now requires 3ds max, SGB working on it. Now, collisions can technically be borrowed though via copying block node in Nifskope and pasting into custom asset. Although, assets need to be relative for this to work properly.
yeah I know that I can use vanilla collisions but of course that's not the case for a completely custom asset, its sad because not everyone can have access to that software since its not really free, my licence expired a year ago lol, and blender is for sure more mod friendly and you can get some really cool addons , SGB is the goat for weapons and outfits tho
Can't find any object with one similar? Yeah, I dealt with this for a few days.
Yeah, and I've seen some people trying to get new stuff even using 3ds max without success since there isn't an exporter either
to nif
Yeah, well there's the asset watcher that idk what the heck is wrong with it.
Holy crap I have a theory as to why NPC's are turning invisible or clothes are being impacted
So in the Rev-8 update on ioisly Bethesda has to go in and change / add NPC character models to make the animations for getting in and out of the Rev-8.
Which I think is the root cause, but not a Bug in of itself, of why NPC will be missing body parts .
So if you have any mod that impacts the body, I think this Could potentially cause a conflict with the new body coding of the NPC. The more body mods/clothing mods you have the higher the chance. And since I have seen unmodded games also having this issue occasionally. It's probably just a conflict issue that could impact the game at random
I think somebody actually has that out lol.
I am probably 2 weeks out, sucks, but I took off 5 days.
I would have liked some bioluminescent plants in pots perhaps with the dlc ๐ค
Sounds reasonable. and Joy What will happen on 30 SEP with the new DLC. hmm
Oh yea, I'm definitely unit getting attached to this current universe, going to see how things go after DLC cus I'm sure that will break some stuff.
At this point I just use NG+ to fix the game.
I know that was a thing even before mods. I wonder if Bethesda new the game was going to have issues that would require essentially a clean slate method to clear out the issues and that's what the NG+ was made for. They just created a convenient in story method to clear the cache of the game lol.
Hello, me being the author who gave that quote. You don't, you need to use your own critical thinking and basis to quantify what you think is 3x the value of what you're making and if you cant do that then that sucks lol.
The example I usually give is, I feel one of my homes in terms of usually scale, detail, artistic view and time spent should be "theoretically" worth at least 1 standard USD, so I make 3 houses to 1 to = what I think is 3x the value
And from what I see in most reviews is a consensus that my mods are worth the money they pay even those who are hard-stanced against paid mods. "Even tho I don't support paid mods, this does seem to be worth the price" Is their usual quote.
But this is only my own way of doing things, no one else has to follow this.
I just want to make stuff people love โค๏ธ
@limber current @hoary lava Speaking of I need opinions
Ooh the legend has spoken ๐
I like it. It matches the front gates/fences also that's a really good looking house
Ooh I didn't notice the large variant that one is huge ๐
I'm doing Ultra detailing to make sure all the models are of the highest detail and everything is connected properly
which is the last stage in my dev process! So wooo!
And that's why your mods are the best. So much detail and time spent perfecting them. Oooo ๐ can't wait hope it goes smoothly ๐๐
The good thing is I'm finding a lot off goofy little things
I don't know If I should make a larger variant
Looks great!
I'm torn here
How so?
Should I make a 3rd floor ?
Nah, I'd keep it two unless you're lacking in room.
If anything add a basement that can be used as like a operations center.
Like there's the house then there is my Bat cave below the house style concrete tech features cave
I agree with this
Oooh I like basements even tho mine in irl looks creepy ๐
I like the unfinished wall it adds detail to it
I live in Texas, no basements. ๐
๐ at least y'all can own tanks and fighter jets out there ๐
ya there called bunkers........๐
Something like that.
Sorry, I feel like it's a requirement. Lol
That's a true statement tho. If y'all were your own country you could easily take on half of the US alone ๐๐
Working towards it... lol.
It's a WIP.
this is making me hungry.... ๐ฉ
This latest cheat terminal update I love to death where I no longer need to attempt for any red mile records lol.
LOL
I'm working on other projects right now, but if you care to look I have my Fallout 4 Radio Mod source code available here: https://www.psychfox.com/public_mods/source/ and you would want to start with https://www.psychfox.com/public_mods/source/RenRadioTestScriptVTwoRefCol.psc. Quick barebones setup is to put your radio forms inside a Reference Collection, attach the above script, make the appropriate messagebox forms, and then finally figure out which steps in the process I'm forgetting about. You will need to poke at the script to make sure all the properties are being filled in properly. I am planning on releasing a version for Starfield, but it's a back burner project right now.
I also live in Texas and miss having basements
Hello fellow Texan!
Whataburger isn't all that.
I like the packaging design, but the one by me always has cold fries, and thatโs a crime against a that is good in the world
They didn't have a Braum's gif...
Culvers is better
This is the kind of garbage that they play on television here in Central TX. Super Texas-centric for no reason at all. The song at the end of the commercial makes my heart FROWN.
You're really pinpointing your location lol.
I am also NTX
Just not that northeast. Lol
Eh, maybe ATX.
๐
atx does have culvers
I'm making friends. 
North texas sucks
lol
75 sucks, the traffic sucks, no one can drive, everything is expensive
Just throw the original grav drive here and let the atmosphere leak out only for this area
67 in my backyard, which turns into 75.
And itโs currently experiencing biblical plague level crickets
I know the feeling, I'm up there often for work. Lose my mind in the traffic. I have a deep seated hate for Denton though.
Too many people.
I pray each day to not be Spring Creek'd.
I swear it always something with the amount of idiots on the road at that spot
I have a weird almost grudge against Dallas, I canโt tell you why, but I bet Dallas knows what it did
I love it here, but you gotta get away from the high density.
Wouldn't trade TX for anywhere... maybe Colorado, but it'd have to be in the mountains and rural.
I give up
It's on the freaking bottom and it's still doing it this
I'm about to throw my series s out the GD Window
Why not just buy the new SW game? I'm jk don't throw the series S at me!
Because Ubisoft sucks that's why
Meh, they made wildlands lol.
The only Ubisoft game I thought was decent was Watch Dogs 2 because of interaction with NPCs and the NPCs themselves
And, the most toxic pvp fps ever.
And all the AC's, forgot about those... you gotta give em that.
Ubisoft could bring back Splinter Cell/Ghost Recon the Rainbow six vegas series and make millions
I love it!
Needs hair added with physics. Make it fluffy
I got something like that already coming up.
Just gotta figure out which way I want to make it happen.
I think Wulfy has made some of those.
I think Jvogy has too.
Not a lot of us surprisingly.
hi peeps, question:
quest reward items
are they persistent in the world until you collect them, or do they spawn after a certain trigger in the quest?
or, is there a way for a item/leveled item to appear when the player reaches a certain level?
That was possibly one of the last best fans they made.
I liked breakpoint for some stuff but overall Wild lands was like their peak then they just started to do things none of their playerbase wanted.
I'm still waiting on the Spartan Locke armor and maybe some nano tech iron man stuff
Like I'm genuinely surprised no one has Taken a swing at that by now. Space game Space Nano tech exo armor... Instead we get Suits with zippers and tubes everywhere ๐
Give it time, someone will/or in process of this exact thing custom. Just takes a good 3d artist to come along.
I managed to rig a four-armed character
Hell yeah! I made some wings for my People Eater lol!
LOL
What is your plan with it?
Well... so far the extra arms def don't wanna hold weapons correctly but when you use a melee weapon holly molly
Stuff like this would go hard in starfeild
there's the four-arms
I know someone who would be especially interested it talking to you about this.
No tubes, no cloth, no zippers just sweet exosuits
.... Wait Ranni Starborn could be a thing
Oh sweet Ranni. Would have been cool to have her on my back while I fought radahn and His Miqualester
LOL
Haha I have done that same exact thing. Is that the model glitching? Skeletal issue?
Yep. I haven't dealt with it yet... I have read on it though.
It's just emo Vasco lol
My helmet freaked out with the horn, due to me not assigning armament.
Man I really need to get back into armor craft
May I offer some inspiration. Lol
https://www.nexusmods.com/starfield/mods/11313
New update:
Levellist integration and more
Hi, tomorrow i release version 1.2 of my Mod, a preview is here https://youtu.be/Un5OT76cWRQ
Version 1.1 internal, now about to release version 1.2, a complete remake.
in upcomming versions i will include The Dome in a seperate building, as a ship hab and with new selectable music.
Anyone know how to alleviate the mod limit issues other than uninstalling mods? Iโm seeming to hit a cap at around 105ish esmโs, primarily being I canโt land at major outposts like akila without the game freezing. Is my only way forward uninstalling mods?
I need help with a problem I've been having with scripting. I'm doing a mod where you can go to a Military Outpost in Jemison to drop off contraband in a legal way, to give it a use outside piracy and smuggling. However, I need to get past the issue of the scanning of your ship when entering Jemison's orbit.
I've tried to modify the quest related to the dialogue you have once contraband has been detected form orbit, but the quest stages don't include the option of removing your bounty and not confiscating your items, at most I can only let the player pay the fine but keep their items.
So to work around this, I tried to open up the script from the CK but it says that the fragment can't be loaded and the option to "edit" is grayed out. I could locate the fragment in the Scripts folder (once I had extracted it and added it to my Data folder), but the issue here is that I don't understand much of what is happening here, so any clarification of what's going on there would be really appreciated.
So my question is: Should I edit the script to add another fragment that adds the effect I want or is that not possible? Also, is there a way to make scripts visible from the CK? I know you can edit them from VS but I'd find it more convenient to just be able to edit and compile from the CK directly.
remove it ya don't need it
I prefer something like the lodge. Basement concrete because it looks sturdy and a good base of operations
In the CK, look under Gameplay > Papyrus Script Manager. However, it's not a good idea to edit the base game scripts because your mod will be incompatible with every other mod.
Will try, thanks :D! I was thinking the same about editing base game scripts, is it also a problem if I add a new one and then archive it with the rest of the mod files? I mean, would that cause incompatibility issues as well?
That would be better. Then there's less chance of incompatibility with other mods that rely on the base script being unchanged
So can I copy what's inside the quest fragment script, paste it to a new one and then add it to the quest stage that I want?
Er, not quite. The fragments for all stages of a quest are in the same script. What you can do is to add a new script to the quest and inside that put OnStageSet() events.
That last statement might be confusing if you've only been working with fragments. If you look on the very last tab of the quest record window, you will see a scripts tab. This is where you can attach full scripts rather than fragment scripts.
The creations mod section is so buggy, none of the sorting options work. The โLatestโ section shows verified creator items from June
โMost popularโ is some random mod uploaded in June
I use the one on bethesda's website and add mods to my library from there, it might not be the best solution but I works better ๐คท
Latest is buggy, BGS is aware I believe.
Lol sorry bit late to this convo but wanted to say us here in Maine would be right there beside Texas. Florida and Alaska wouldn't hesitate to jump in too. But anyways yeah mods lol
I wouldn't doubt it as a Florida man my self ๐
Got it, thanks for the help :>
I was wondering what the script tab did, this clarifies it, thanks!
I am new to papyrus scripting, is there any good source of documentation?
Not really and the best we have is for FO4. https://falloutck.uesp.net/wiki/Category:Papyrus
Oh well, trial and error it is then. I'll take a look through it, thank you
Ask questions often, it may spare you some pain.
Well then maybe it'd be best if I describe what I want to do before spending hours on it only to realize it can't be done. I basically just want to add a new dialogue option for the sequence when you get caught with contraband in Jemison's orbit. I managed to add the dialogue option that skips getting sent to prison and getting your stuff confiscated, but I need to add a new script that does those things plus erasing your bounty (so that you don't have to pay each time you want to drop off contraband).
All of this is for a mod I'm making that adds a new military settlement to drop off contraband, so that "good guys" have something to do with contraband other than throwing it away.
Had a random problem with 2 mods, found the legendary mod recycler interferes with darkstar manufacturing when it is before DS.
Everything works like it should but if you manufacture the "antixeno X" labled armor (it's the version that already has legendary stats on it that you get in game from the quest), for whatever reason the legendary recycler mod stops the DS mod from allowing you to put legendary stats on armor pieces and the recycler takes over so you have to have the recyclers stat mods in your inventory to place them on the armors otherwise they are grayed out.
Disabling the recycler fixed the issue.
Figured I'd share if anyone ever runs into this issue.
It was suggested earlier to avoid editing the vanilla scripts, but its unavoidable in this case and also justifiable since you want to edit that system. In general you want to keep the footprint of vanilla edits as small as possible. Its really the Native flagged and Default scripts that you want to avoid editing. Scripts that are used in many places where a change would have wide sweeping and unintended changes. The more specific scripts that are used in one place are generally okay to edit.
I havent looked at the quests and scripts for that myself but it sounds like you want to edit the Scene tab of the quest to modify the dialogue that happens.
Yea. What your attempting is possible and reasonable.
Yeah, so basically what I was doing at this point is using the fragment for stage 400 of the quest, this is the fragment in question.
Nice ๐
The thing is that fragment 400 makes you pay whatever bounty you had, so it seems I'll have to add a new fragment (maybe call it 500 so it doesn't interfere with the rest?) and say that it only gives you clearance for landing, I think I've seen a function that does that called AllowLanding()
Oh, y'all are crazier than us, cut from the same cloth nonetheless.
Is it a bug to have Noel follow you around the lodge and never be quiet? Lol
Avoid editing the source of a script fragment directly. You should use the designer on the Quest record window under the Stages tab. If you have ever used Windows Forms its like the backing designer code. You should be able to insert new quest stages but avoid deleting existing ones. It might be the case that other quests/code could be expecting a stage to exist, but maybe not. It something to watch out for. You should also be able to modify existing stage code without trouble.
Ok the only theory I have is Star Wars Aliens was updated and these are using outdated files
I've created a new stage (500), and about modifying existing stages, the CK doesn't seem to be able to load the fragments nor it lets me create new scripts, is that something to do with the ini file?
I just get this when trying to create a new script (btw, I was creating a new script to add it to that "kmyQuest" part to see of it let me do anything)
Have you extracted the Tools\ContentResources.zip which contains all the script source code for the base game?
Extract to Starfield\Data\Scripts\Source\*.psc
The pre-compiled script PEX are distributed in the BA2 archives.
The retail game is not distributed with PSC source at all.
- PSC: Papyrus Source Code
- PAS: Papyrus Assembly
- PEX: Papyrus Executable
You need an INI setting to load loose files which include your newly compiled PEX which are read from Starfield\Data\Scripts\
CreationKitCustom.ini AND StarfieldCustom.ini
[Archive]
bInvalidateOlderFiles=1
Basically there is a Quest.psc and the CK doesnt know where it is.
It needs to know the definition of Quest because your sub-typing it.
:0 I forgot about that! I did extract the Content Resources but I did to my data folder, I didn't put the scripts inside Source. I didn't add that line to the custom ini for the CK either. And just to be sure, do I need to only place the .psc files inside the Source folder or can I place the Script folder directly?
You want the PSC source to reside in Starfield\Data\Scripts\Source\. There are further source sub directories that represent "namespaces" in source. Leave that directory structure intact, but move the whole thing some that Action.psc ends up at Starfield\Data\Scripts\Source\Action.psc.
Following that example, the PEX output for Action.psc would end up at Starfield\Data\Scripts\Action.pex. See how the source directory is nested inside the output directory? Its annoying but is what it is.
So, like this you say? Also yeah I see how that can get confusing xd
Almost. The Starfield\Data\Source\TGATextures folder should NOT be inside the scripts folder. Yea! Its confusing too that there is a Data\Source folder but that has nothing to do with Papyrus scripts. Put the TGATextures folder back.
It should be like this. Ignore my non-standard setup and pretend its \Starfield\Data\Scripts\Source\
Okay, so now the TGATextures folder is at Starfield\Data, that correct? or do I need another Source folder to put the TGATextures in? (sorry if this sounds dumb but I've been like 5 hours modding and my brain is like mush now Xdddd)
Its here all by it's lonesome.
By the way, I was able to make a new script :D, thanks a million for all the help really.
Got it, thanks again
This wont work if used in a fragment in a phase, however it works in the stage fragment, why?
I would like to run these commands in specific phases of a scene, not just in specific stages.
A Quest and a Scene are distinct objects even though the Quest UI makes it appears as a single object, though there is a parent/child relationship between them. Look at the Scene.psc source and find the member called GetOwningQuest().
From your fragment panel use this code.
Quest owner = GetOwningQuest()
owner.SetObjectiveDisplayed(5)
This could be simplified to a single line.
GetOwningQuest().SetObjectiveDisplayed(5)
The kmyQuest variable would work too.
Thanks that is very helpful. I wonder why i did not find a single example like this in the game. For example I was looking for quests that control stage setting from within phases, and it appears bethesda does not do that.
Anyone know if Enai is working on a Starfield perk overhaul?
he is just that issues of Life have come plus he have an Indie job
Sweet! Didnโt know if he was gonna do it at all. Great to hear, Iโm sure itโll be the goat
how does the game create these loops back onto the same topic?
oh its in the topic info
I dont see what causes the loopback
oh I found it
its in the topic info start scene
Is it possible to just make a mod for Xbox that fixes the problem with vehicle selection???
Cause from what I saw on reddit it's some type of mesh code that u can delete on pc but not xbox
So couldn't u just make a mod that bypasses that 1 line of code???
Built one last small ship before SS drops (and hopefully brings new modules).
I'm struggling to see what I did wrong with this script. What it is supposed to do is erase the player's bounty with a certain crime faction when chosing a certain dialogue option. It is basically just the bounty removal part from the script of the Bounty Clearance Terminal, but it keeps displaying this error in the console.
Okay, I had to redo the script from the beggining and now it compiles. The problem is that now, the script does nothing, the bounty isn't cleared, is there any function I'm missing?
My guess would be that you don't have crimeFaction Property set up correctly. Your Papyrus log will likely indicate that it can't call SetCrimeGold on a None variable.
If this is a script for Skyrim, take the "Const" part out. That keyword doesn't exist in Skyrim.
You could remove the need for the property entirely by doing something like this:
Event OnInit()
Faction playercrimefaction = Game.GetPlayer().GetCrimeFaction()
if (playercrimefaction != none)
playercrimefaction.SetCrimeGold(0)
playercrimefaction.SetCrimeGoldViolent(0)
playercrimefaction.SetPlayerEnemy(false)
endif
endEvent
Okay I figured it out, I just had to compile the script and then archive it ๐ (I totally didn't spend 45 minutes entering and exiting Starfield trying to debug this little script)
It's for Starfield, but it's good to know that, if I ever do any Skyrim mods
So, whatโs going on with the Starborn Gunslinger armor? I paid for the island mod but only the head and arms are visible and the body is invisible?
I officially recommend Climate Change!
Tropical island with a view? Yes, please! Schrodinger VIII-a
A perfect location for one of TG's awesome new digs!
Yes please!
This is amazing tho honestly holy cow
Gorgeous ๐ฏ
Those shelves by the fireplace are gonna be cool to display epic items
Oh I have to find something like this, and with the mod to remove terrain stuff I can make a nice island villa once @sharp lynx releases those new homes
I made pumpkins. ๐
I need help with my mod load order on Xbox, I really donโt understand how to classify mods so I donโt know what order to put them in, can someone help?
howdy all!
back up for air after learning too many ways NOT to make an msi installer
dev tool to help facilitate version contol, backups etc.. for creating ods
This is a scene where the player meets barrett the first time. Are these lines played in sequence or are they randomly picked?
Because I want to know if each new line has to be a new phase or if multiple lines can be put into the same phase?
I played this scene recently and by memory I'd say they're played in sequence
I just checked a youtube video and it does play in sequence. I was worried I would have to create a phase ofr every line
Itโs sad that Jurassic park is cannon and nobody has made any lore friendly mods involving Jurassic park merch.
ummm what, how is it canon?
Yes I did bite despite your username
Somewhere out in the world is apparently a Jurassic park VHS tape.
OK so if you are right, the existence of Jurassic Park as a fiction is canon in Starfield. It doesn't make the existence of a Jurassic Park, the actual park itself, canon.
Yeah, Iโm saying the movie is apparently cannon
I'm not confident that when people left Earth, they took Universal Pictures with them
Who knows
So I don't see much lore-friendly reason to have JP merch in Starfield unless some crazy dude find a way to create a VHS tape player and decided to actually create the park. If people don't know what JP is, why would they even buy JP hats?
It wouldnโt be out of the realm of possibility? We find all kinds of old earth junk laying around in certain towns, Iโm sure somebody out there has seen it, I mean, even the woman whoโs obsessed with old earth books says that thereโs still films, maybe somebody remastered the film or something? Who knows honestly
If nothing else, itโll make a fun mod for someone to try and make.
Definitely. You should go for it and make a Jurassic World. I know I'd download it.
Oh Iโd love to, sadly I am on console.
Otherwise every other mod Iโd make would have some sort of Jurassic park/world reference.
"The Empire doesn't deserve all this money, Long live The Collective"
Is that a droid bomber?
Built a few glass habs last night and see that they still suffer from foggy, overly bright lights in the interior.
This. I always have this issue and it's frustrating because I want to actually be able to see the outside of the habs at night and I can't unless I'm super close to the windows
I see that there is a recent mod out for exterior lighting but I can't find anything for inside.
Too bad we couldn't just omit or turn off the overhead lights. I build glass habs solely to be able to see the scenery outside.
https://psychfox.com/LightsModVideo3.mp4 - Did someone say interior lighting mod? ๐
whats the best way to check if an NPC has arrived at a specific marker? I want a stage be set only when an npc has arrived there (he uses a packge to move there)
@quaint tartan That's pretty sweet, is it available on Creations?
Not quite yet, I'm still working on speeding up performance.
Ah, alright. I look forward to seeing when it's ready ๐
It would also make for pretty awesome clubroom lighting at an outoutpost
Wow ๐คฉ so beautiful
In the video the colors are pretty random, upon release I'll have setup allowing the player to change light colors
Is there a console command I can use to ADD a bounty to a faction in order to make them hostile?
Maybe a trigger volume that has and on trigger enter event that checks if the entering NPC is the one you care about, then set the stage.
Skip the 0x notation. You can also use the FIND command to takes an editor ID and gives you the form ID to use
HELP and FIND are different commands. In papyrus you would use a Property
Does anyone have any idea why these Blender cubes aren't exporting / importing correctly? It works fine with the objects I import from Starfield, and even other shapes are okay, but the cube shape only shows up as actual cubes, not the right size when importing into NifSkope.
look at what you're doing in blender
Isn't that what most people are using for 3d Modeling? This is just a simple shape, to test the waters, but I plan to get more complex models.
Oops, I read your response wrong.
I'm just using the cube mesh, then resizing it. I tried a torus, and it exported fine.
I've also been having the issue where Creation Kit will just stop working. Won't launch. The only way I could fix it the other day was to uninstall, then re-install everything. I really want to get into moding, but I have had one challenge after another, and I have forgotten all things PC since switching over to a mac 20+ years ago.
What are you trying to do? What are the export settings? Are you exporting scene, or just object? What blender version?
Just exporting an object. Latest Blender (just installed a couple days ago). I am making a double high hab, and left a little space between the top/bottom, and wanted to fill it in with that box. The habs exported fine, but that box was super tall. So I just did a simple file, created a box, and tried to export (using NifSkope plugin) then when I imported the filed, that's what I got.
Download a version below 4.0. 4.0 and above doesn't work well with SGB. @oak plinth
Little glitches, little issues.
I think it would be great to see a mod where players could take out an enemy ship, then salvage ship modules that were not destroyed. Those modules could be sold or used in ShipBuilder (without cost because you already have it). Perhaps a new skill for ship salvage based on the ship class/difficulty of various modules.
I use 3.5 or 3.6
I will give that a shot. Thanks. Downloading 3.6 now
Theoretically, if I am working on a mod, can I just copy the file somewhere as a backup. I did that the other day to try before uninstalling the game & creation kit, but when I copied the files back, they were unreadable. My creation kit has yet again stopped working, and I have tried all the fixes I could find, and it still won't, so I was going to just uninstall / reinstall again, but didn't want to lose my mod again.
If it's saved as an esp/esm just move the esp/esm and .ba2 out of /data and back in.
I don't have a .ba2 file, just the esp file
Before you uninstall make sure your creationkitcustom.ini looks good and is present in starfield main.
I don't have a creationkitcustom.ini file either. I have copied everything from Steam over to my Xbox/Starfield folder.
Creationkitcustom.ini is something you make when installing ck. If you didn't, Google it, might fix your issue.
Okay, will do
You are in fact the man! That worked. The CreationKitCustom.ini fixed the issue.
What is the recommended way to deal with mod conflicts? I have several dozen mods installed and wanted to create a patch which will resolve conflicts in them. Unfortunately, xEdit refuses to save a file if any of its master-files are not full-masters themselves. And obviously a lot of mods are light-weighted. From my understanding, CK doesn't show any conflicts, it just applies the value from the lowest mod in load order, just as the game does. So what do I do?
Hey, still looking for someone to help me put together a radio mod.
DM me and we can discuss details
I really suggest you read this -- It will open your eyes as to why your mods are playing up once you get above a certain amount -- #1275560245510275093 message
TL;DR this game for the time being needs to be "min-modded" because mods are using the available plugin limit very very quickly.
yes, I am aware of it since June. It doesn't answer my question regarding mod conflicts in the slightest though.
If you resized the cubes by changing the scale, note that separate X, Y, Z scale is not exported in NIF format (that is why the shapes remain cubes), and the last time I checked, the geometry bridge plugin had bugs related to scaling (it incorrectly also applied the scale to the rotation matrix, effectively squaring the scale factor). You could also try exporting in glTF format instead of using the plugin, although the NIF limitation of no separate scale factors per axis still remains.
Ah, thatโs good to know. I was looking for a way to โexplodeโ the items so they had no association with the original meshes. I canโt get the bridge plugin to work, and have been exporting as glTFs. Thanks for the info, it gives me some to direction to find a fix.
anyone knows how to create custom collisions with 3ds max ?
Is this load order good? (Xbox)
Also, could someone recommend some graphical improvement mods?
somebody in Starfield Geometry Bridge server can help ya
Read this guide to add primitive collisions to a static mesh and export to the CreationKit
I'm not sure if someone's done a tutorial on setting up Asset Watcher, which is the tool that actually converts the mesh to nif.
You'll need to have it open and your settings configured to watch the folder you're exporting to.
ohh thank you
Idk where else to ask this, seems like an appropriate place, if not, I apologise and I can resend/delete.
No matter, what I do, I can't get ship vendor framework to work, does it conflict with any of the other ship building mods, matilija's, derretech legacy and derretech, avontech etc?
those shouldn't
Hm..
Ok thanks. Like if I have ship vendor framework installed, and go and say talk to the NA ship tech, and ask about ships for sale, he says his usual line, something like "take a look at what i got" or whatever it is, y'know the line. But then the ship menu doesn't open.
should I just skip to the unity and jump through?
And then perhaps in NG+ it'll all work right?
I copied a trigger form another location that I placed and this one would work, and I am not sure why, the aliases all appear to be set correctly
I learned that if you scroll to the right on the object list it shows the form id. Thanks for the advice on skipping the 0x
well fixed it somehow, removed a bunch of mods lowering my total to 100 and suddenly works

whether it was counts or conflicts idk.
thats the modindex isseue
its not cause of your mods its due to a engine bug on bethesda end
guessing no way round it? just gotta disable if i want to add others?
as in disable other mods
yes
alr, and i'm assuming no way to like merge mods to combat that issue? like combining two mods into one to lower the count?
And will the engine bug ever be fixed/planned to be fixed? (just curious)
it will ETA = unkown
hopefully around shattered space...
and assuming combining mods is out of the question? No merge like you could do with fallout or skyrim? (if that was ever even a thing)
you can merge
just pray to todd that it reduces the count
Also I'm assuming that the green here, can be whatever right, but the red has to stay at 100?
as long as the total plugins stays below 100, then it doesn't matter what the value of the greens are?
Perhaps just better waiting until shattered space then doing it again with updated mods and a hopefully fixed limit?
How would I go about doing that?
with xedit
oh ok
assuming very complicated?/easier ot just wait for bethesda to hopefully fix it?
you can find a guide for skyrim very simple
alright, and as per my image above, would i be right in that? (as long as total is 100/less the others can be any value?) like how fallout has light plugins which don't contribute? or doesn't work like that with starfield?
its the same but SF doeesn't support merging light/medium plugins
what do you mean by merging light/medium?
i'm not going to merge through xedit or whatever, (if that's what you are referring to) but like as long as total plugins stays at 100 it won't matter?
Like fallout 4's 254 or whatever?
I wonder since it's a bug, if they will be fixing that anytime soon
the head mod manager here announched it
So someone from Bethesda, I assume?
Woops lol
I duplicated the 04 script to recreate the 24 hour timer. However my new script does not show up in t he add menu for the scripts tab. it is a PSC file in the same folder as the original script and I restarted the creation kit
oh I have to create a new script in this menu so it appears
I'm having an issue creating two separate planet overhauls. One modifies Jupiter's moons and the other changes biomes on a moon of Bardeen. They both seem to cancel each other out if one is loaded after the other despite being in separate parts of the galaxy and neither use the same biomes (i'm mainly using custom biomes.)
I'm using other planet overhauls with no issue
tried different master types, cleaning in xEdit, copying records into new ESM and no luck
Preview of my current project, which is also the first time I've done 3D modeling that isn't TinkerCad:
anyone know why this would randomly be happening? just out of the blue
Do you mean the helmet or?
I don't see what the problem is besides the helmet but I also know that's a mod that you probably forgot you installed
the fact that they're randomly wearing spacesuits in settlements, this is in the middle of MAST in NA.
i worked around it by opening their inventory and giving them the appropriate clothing items, but it did it randomly for some reason. I installed a mod that changed their clothes but that shouldn't have given them space suits. 
anyways, I worked around it. So, should be fine. I hope
It's most likely the mod that changed their clothes messed it up, mods can easily break stuff because of incorrect coding or just incompatibilities
So it's you could have two mods that aren't interacting well with each other or something just broke
Especially if it's a mod you installed mid-playthrough, though that one is a rarity. What I'd do is test mods by enabling and disabling one by one or letting the mod author know with your load order attached.
Hm. It was fine before.
anyways, I'll leave it for now as it seems to be ok now, but if it does it again, in the next playthrough, I'll troubleshoot, cus i think if i was to start a NG+ that is effectively like fresh (in regards to the mods loading right)
cus i've done a lot of switcheroo during this playthrough so who knows what else is glitched
Yea a NG+ as far as I understand it is essentially akin to starting a new game
So often just going straight for it will fix issues, I know it has for me
eh, i'll do that, if anything breaks the main story lol