#starfield-mods
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just simple teleport to unity and wave that universe goodbye, but until then, ill keep rolling with this i think.
Also idk if mod related but i had an issue with legacy's end, || SysDef side, I docked with key and nothing happend from then, no marker for ops centre, crimson fleet npcs were friendly, station was unlocked, didn't need to unlock doors etc. So I just ended up completing it with console commands, is that a known bug or an issue on my end? (the issue with teh quest that is) ||
are you the modder of "Trident Luxury Workshop and REV-8 Hanger" ?
if yes, I found a bug, NPCs can spawn behind the wall (see screenshot attached)
Hey guys, is it possible to create mod change only the subtitles ?
In the cell LC116Nishina02, there are several walls SciIntSegSmWallMidBot01 that are half colored green. I'm trying to replicate that look for my own cell - I cannot reproduce the look at all though. The walls in the Nishina cell have no override materials assigned, neither do there seem to be any decals. Clearing the material swaps does nothing.
Left is the look I want to reproduce, right is the base object. Anyone got an idea about how I could do this?
Is there a quest where a player gets paid credits up front? I am trying to find an example in a quest where credits are added to the player. Most quests do that at the completion.
Boop
I was creating this building for a mod, but I don't really know how to decorate the exterior any further. It's supposed to be the barracks of an UC military outpost. Is there any way I could improve the exterior decor?
add crates tents machinery and so on
Oh hey
hello
Add a Sarah poster
Adding one right now, extra large, will cover the whole thing. Don't know how I didn't think of this earlier xd
in all seriousness, if it's a barracks you should get fun and creative with the bunks and give them personal flair to those who might own them. I also usually put a little weapon loadout and med station in them.
don't have a decent pic rn but i use those crates a lot
Goodbye Sarah
Bad news guys, I can't make it any bigger 😦
XD
Thanks! I did think of doing a lot more work in the interior, after all, I think that's what gives the base game's barracks their personality and charm
@limber current yoooo wanna seak peak at my cover photo
exactly, you can tell little stories.
In my last mod I even put a terminal in a few of them and allowed the player to read their letters.
don't forget to use decals 🙂
Yes please 🙏
I can't find many that could fit saddly, the only decals that could apply are vents, unless I'm skipping over any.
there's a bunch of graffiti blood dirt metal dents and so on
Didn't think about the metal dents, definitely will add those, thanks!
That's because Fallout is one of the themes lol
Ah gotcha 😅 makes sense now
you could also use this crimson fleet flag and replace the texture
hmmm, do you nowif we can edit ba2 files in CK ?
Do I need to use the material editor for that? Or is it just placing a decal over it?
@sharp lynx that pic you just showed is crazy the same exact interior 🤯
oh sh.... that's incredible !
Negative, you either have to pack a new one or extract the file
look for material swap editor in one of the tabs don't remember which one
although i think you need to extract the textures first from the content resources zip file
sad 🥲 I was looking for the subtitles, thank you
if you get the archive extractor you can extract everything in a BA2
I think I don't have it ^^ I only have CK 😅
Found it, had to right-click the banner. I will play around with this later. Thanks for the tip
Now make us both a bunk for helping lol
@outer trout just a heads-up that QSO's mk36 capture grenades are given as a reward from Stache when cashing in 3 Astras sometimes. 🥲
I am trying to create a 2 story hab, and have edited the mesh and created a nif. I have it showing up in the ship builder but I can't place it, and the snap points aren't showing. I used another hab's plugs so they all still have their appropriate keywords, but I must be missing something. Any ideas?
I know Death is just a permadeath add on mod. So if your character dies it blocks you from any previous save file so that's it start over. Economy from what I read sounds like it just makes the crap sale price you get from selling stuff even worse. Ruin on the other hand have not seen that one yet. I hope they aren't your mods cause 3 bucks to make your game less fun is ridiculous.
first quest of security guy in NA, he sends you to Aegis and gives 200 or 250 credits upfront
What are Astras? Haven't had much time to play SF lately as I've been working on modding and some other stuff. Also, BIG UPDATE COMING SOON! 😁
It's new currency added with the Trackers Alliance creation. You cash em in to that guy for loot.
And that's where you get the 2 not so great flashy secret armor sets.
Very interesting 🤔 are regular grenades ever rewards as well?
Here's the new model coming in the next update btw!
Plus new guns and melee weapons, and a voice acted quest. Can't wait for you guys to try it out.
I think the old lady in Jemison who wants you to deliver a note to her pen pal on Mars gives you credits at the start
On the gangs is all here mod seems to only let me have one followed at a time
Is that a bug?
No not generally that I'm aware of. Should only give legendary guns, armor, and certain unique items. Waiting anxiously for the update; still waiting on approval?
Oooh gotcha, yeah that should probably be fixed with latest update then. If not then I'll be sure to make that a really quick bugfix after it comes out.
Also yes just waiting for the proper quality assurance protocols currently. I am very eager for the update myself 😄
I have spent too much time on this, but I am almost home.
Caught this nice sunset on Tau Ceti VIII-b
The sunset matches the trees 🍊
Yes! and the water turns emerald green at night. I'm building a house there soon. There's a big blue gas giant overhead too.
Tau Ceti VIII-b is a very nice planet
currently my first choice to build a base, has favourable atmosphere, is a moon and a low level planet
That moon is so freaking gorgeous, especially during planetset/rise
in other news, is there anyone else here that knows Wicked? I'm having trouble figuring out where someone might think to find Elphie and Galinda in-game
Yes! It's pretty awesome there. I just spent a good hour searching for a new outpost location. Here it is:
The moon & system has good resources too
Is creations down? I can't connect to the Bethesda net on xbox
Ok restarted the the game now I'm in, that was weird though
Has anyone used the mod "CharGen Menu Any Time"? I've used it in the past and recently deleted it and reinstalled due to the lodge going crazy, anyways, the box is in the room but the ring is not. I do believe before I uninstalled it before I may have sold the ring to a trade kiosk. Anyone know how to recover the ring?
add item in console
I play on Xbox sorry I should've specified
I would use that, it looks cool!
Boop
Has anyone run into modded Starfield working fine, until you load a save, any save, and all you get is sound. You can see the pause menu if hitting escape, but other than that no picture. A first for me lol
Yes, that is mine. thanks for spotting that, unfortunately, you can't control where they spawn. You can put down markers but they spawn in the area and not on the marker. If you leave the ship and come back, that should fix it or if you stay on the ship they may jump through wall.
Would the creation kit make it possible to create a "grenade" item that would attach to enemy ships (on the ground) and make it such that the ship could not liftoff?
Yay, that's what happend x) Barrett jumped through the wall
I thought there were a fix ^^ anyway, thank you for the mod 🔥🔥
Might be projected decals
@shell pelican just use this instead
https://creations.bethesda.net/en/starfield/details/6309f522-738f-4d2f-9913-f4d28e041281/Swiftly_Order_Squad___Multiple_Followers___Group_C
haven't got any issues since it Just Works™️
In my quest stage 30 is missing something. Is it safe to press delete frag? will that only delete the fragment for stage 30 or the entire script for the quest?
thanks!
thanks!
How can I see those?
press M to make markers visible. Then check in your marker filter if they are set to visible
I keep checking Nexus mods message even though it says no notifications, hoping the person who made the Spartan Locke armor would message me back about porting it over or at least make it open for someone else to port
@calm galleon hello, your the person who ported over the halo armor right,
I was wondering if you would be able to use this mod to create a separate workbench for all the halo armors https://creations.bethesda.net/en/starfield/details/4118e015-020f-4f8b-b588-27f1fdfc4ed8/NWEF___New_Workbench_Essential_Framework
I know I have asked this before but just in case things have changed here goes again .
Does anyone know this mod author.
Just want to see if someone who does could ask them to port this over or open permissions to others
So, quick question, just the what the hell is wrong with the Gunslinger Starborn armor on Xbox?
Is it invisible ?
Yep.
I already checked that, there's no decal markers there. What are projected decals though?
$3 for a tweak is crazy keep coping though
Projected decals are various graphics that can be "projected" onto a surface or material
I'm not coping? I didn't purchase them. I just remember reading the descriptions. Was trying to be respectful of whoever made the mod... but since you went there hell no 3 bucks ain't worth a negative game option.
That's insane!
There is that better?
I don't think it's a decal then.. I'm so confused. Not a material swap, not a decal. I wonder if it's some kind of unreleased CK feature lol.
Does anyone know how to edit the UC logo decal so that it isn't inverted? I'm trying to use material swaps for the first time and I can't get it to work properly.
What you are looking for is a projected decal. In the projected decal category, proj_Decal_SciWallStripesPainted_Green01
omg I love you. I don't know why this did not show up for me then..
You can see from the screen shot that the placement boxes can be rather large. Makes it a little difficult sometimes and getting the correct placement
So it doesn't show up as a marker decal? I had markers disabled before and it was still there. If the boxes are big then it makes sense that I couldn't see it though, there's a lot of stuff overlapping in that cell
Also, if you double click on the decal and open the reference, go to the "Projected Decal" tab, check the box "Affect these REFS only" and then select anything in the render window that you only want the decal to display on. Then click on "Sync to Selection" and the decal will only project onto what you want it too
thank you!!! gonna give it a shot in a few
https://www.nexusmods.com/starfield/mods/7236
So I guess the mass affect armor has permissions to upload to other sites open just have to credit the OG author.
I'm surprised no one has done it already
There is two other armors, I found on Nexus by a guy named Hollig4n3 or something of that sorts, I'm hoping he can port them over
You're continuous with these type of comments, it's like your calling card. You put yourself out there like you want to help people, although I just see you giving people flack like you walk on water or something. Wild. Good luck with that.
ok
https://www.nexusmods.com/starfield/mods/7677
Anyone know this mod author?
I'm working on a custom Starborn armor atm, will be paid, looking for a consensus on acceptable pricing 👍
I'm a huge fan of the H.R Giger art adopted by the Alien movie world and wanted to bring something recognizable but IP infringement safe to Starfield...
Hence the backhugger 
I also wanted it to be immediately recognizable as Starborn armor, maybe there are other dark forces out there beyond the Starborn realm.
Thank you in advance y'all
P.S Obviously a work in progress, will be finessed 🫡
Hmm will be passing on that one at the moment. But if you make something like these... I'm thinking a solid 500 Bethesda credits
Actually a solid 700 would be fair if you made some armors like the pictures I showed
Ahh some hardsurface designs, very cool! I'll keep it in mind 🙂
It would be much appreciated. Think Iron man Nano tech is the category I can think to describe them
AI generated 🙈
Pricing is kinda difficult as everyone has their own opinions. But I recently bought a $3 skin pack and it had 4 different color variants. And 2 weapon skins. And I mainly bought it because of the one color and I like the author of it and wanted to support him.
Id say 300-500 maybe 600 depending on how much you add to it
I mean I don't have any other reference pictures of what I'm looking for, but for an AI generated image they are fire
Thank you, that's very helpful! I'll definitely provide variations that hopefully strike a chord with all who enjoy the theme 🍻
And if you were to make the armors like the images I showed... I will be adding 700-800 credits to my account and picking that up with a quickness 😂... So fast that Sarah might dislike how fast it was
I just built a new outpost on a planet with a ton of life on the surface. I notice that they always disappear from the radius of the outpost after you start placing habs and such. I wish that didn't happen. I like seeing the creatures roming around outside.
I've mentioned that someone should do this!!
I love this! Price from stuff I've purchased and seen, like weapons and suits, have usually been around the 5 dollar mark
Worked perfectly, thank you <3
Got another question, is it possible to scale on one axis only?
Would the creation kit make it possible to create a "grenade" item that would attach to enemy ships (on the ground) and make it such that the ship could not liftoff?
I don't think so, I've tried blowing up enemy ships when I see them land and nothing happens
I don't want to destroy it. Just disable the engines
Nah, it still wouldn't work
You have to disable it via ship to ship combat, and then board that ship and take out the enemies and then claim the ship if that's what you're after
And by that you mean the creation kit gives no way to stop a ship from launching, right?
Thanks a lot!
If there is, I haven't come across it. I've only been messing around with the creation kit for a month and a half so I'm still learning as I go, lol
My guess to stop a ship from launching would be to disable the AI using Actor.EnableAI(false)
Correct
Oh interesting. I wonder if the ship is an actor 🤔
From looking at the Starfield CK it appears ships are actors, yes.
What program do you use to build armor?
This one is in Zbrush!
once I've finished the high poly reference sculpting though I'll have to retopologize to game ready and I'll use Blender for that
I was fortunate to have Zbrush perpetual license pre-Maxon buy out, because after the aquisition they turned it into a subscription format
however I can no longer get updates, it might be affordable on the subscription plan at a monthly basis though
Thanks!
Ok so I have noticed a lot of ships being placed into the mod creations. How are people doing that, because it looks like a good way to Essentially blueprint your ship through the unity of you have a particular ship you don't want to have to rebuild over and over
@surreal storm I noticed a weird issue with your Akila concept art mod where a weird half lake spawns in the forest outside the city itself.
oh yeah i did fix that months ago but forgot to reupload it. thanks for reminding me
Thanks for creating such a great set of mods btw!
In CK, there is an integrated ship builder that you can use to create custom ships (or to modify existing one)
There are some videos on YouTube showing the steps to create the new ship, build it, and add it to a ship vendor
Ok I'm on x ox so I don't think I'm able to
I don't know, I'm only on PC
I dont know if it is technically possible, but I've been thinking about exporting a players ship ID as a code that other players can input to auto build ships. Say for example, I make a ship named The Cheese and it has ID: v4j9dje, some other player can input that ID and it auto builds the ship 1:1 (assuming no additional mods) and then they can purchase it.
Shipbuilding is a such a huge feature I'm surprised there isnt an official way to share ships beyond recreation in CK
Cheese
please don't say cheese i'm hungry but am too lazy to eat
anyone else slightly worried Bethesda will treat Starfield like the other IPs and not answer mysteries they have laid out in the game?
I don’t want every mystery to have a full answer
i do, i'm not getting any younger, at this point i will likely be dead by the time Bethesda gives a legit answer to their plot holes. What happened to the Dwemer? Instead of moving forward show us the Events that led to the present.
Stafield already has several plot holes.
With their previous track record id say yes. Leaving it up to us (fans) to come up with our own theories/conspiracies as we have done before. They did they would support this game for years so hopefully we get a lot of answers before we get a second game
I hope the DLC doesn't end like the dunwich quarry, bunch of shock and awe, yet no actual answers. Too many games these days leave players to speculate. like answer and move on, you know? My biggest question is: What was the Nexus Event?
Oooh lay em out 
What is your obsession with cheese 😅 do you have like 30 types of cheese in your fridge or something 😆
I like cheesecake
Without spoilers, you learn that a certain individual started the Sanctum Universum. But the Sanctum universum exsist in ALL universes. Plot hole, because that individual was at the END of their journey. The hunter also says your the first you to complete your journey, Plot hole because a certain Vendor knows another you. New game plus repeatedly adds onto the list of Plot holes with each trip. Only a select few are different, which makes no sense, being as each choice made would make an alternate universe, NOT the exact same Universal state. Which begs the question, What was the Nexus event that caused the Altered Universes? So far the only Nexus Event seems to be directly related within the formation of Constellation itself.
explanation, you're the first "you" that hunter has witness complete your journey
each hunter is their own individual
I bet some universe lack a hunter completely as he may have died or not even became a starborn
That should be a New game plus in itself. EVERY universe visited has 2 of the hunter, yet they don't know a single you as starborn.
Could be super open ended! Always adding another layer, what about the reverse concept of the Unity and Starborn folk 
I like to think there is more than the rule that the Unity event is the be all and end all of things yknow?
Good points though
Maybe altered is part of that
Although, if the hunter is so prominent in every universe, one would assume hes a nexus being?
Nah he's just a thing, I mean it's similar to everyone else
everyone else is there too, we probably run into the same hunter
who has the same experience with never seeing a you make it.
we know alt universes are rare.
Bring on cosmic horror theory
that's kinda what I'm thinking
there's a cosmic wall that we hit and they hit and we dont know about
||I mean... one universe has Cora show up trying to kill us cause "We" killed everyone else||
I think it could be that when passing through the unity it kinda just creates copies of you. Like one stays behind and however many just get randomly pushed though maybe?
i thought the hunter was like everyone else too, but then realized, there are two Starborn Hunters in every universe, not just one.
the simple answer is they both have the same problem
I’m sure that shattered space will shed more light on this matter
tbh I don't think it's possible to have a multi-verse without a shoot load of paradoxes and impossible shapes lol
Yeah because realistically there would be an infinite number of possibilities (which makes the idea of “you”redundant)
The only thing that makes sense to me would be that the varuunn great serpant is actually real, created the universes, and then decided that the basis for all universes should be based on the first to form a house var’unn, which just so happened to mirror what we play thru in base game. (With the hunter and sanctum, constellation ect.)
And like it already had the star born in it so the hunter kinda just became a part of the basis of the universe
It would also describe why the artifacts exist entirely because the serpant could’ve just been like “why not”
I do have a theory, its pretty far out there, So hear me out. When you visit the hunter, his ship is called the Scorpius, which is a constellation. Oddly enough, in mythos, Gaia sent Scorpius (scorpion) to HUNT and kill Orion, the hunter. The other name for the hunter, ||Aquilus||, means Dark colored or blackish. Also ||Aquila|| means Eagle, a symbol of being free. All these constellation nods leads me to believe that niether are his real name. Kind of thinking its ||Malcolm Livingstone||.
Took a nap on Venus and now "The Art of Merging" mod doesn't work. Spiffy.
hey sorry for the late replay, life kinda kicked me, then sat a brick on me while I was down haha so sadly I haven't been able to work on anything but I should be good to get back into it soon and I'll def give this a look. Ima have to split the armors up anyways dues to the limit on mods and I was working on that so I'll look at how easy it'll be to incorporate this. I don't wanna change too much or take away from the OG mod creator has done.
Like how do we a whole new ship and outfit, that we magically know how to fly and never bring up how we got those new pants
Oh no rush for sure, it was mostly a suggestion. The mod author says to point other mod authors to it as a way to help clean up the workshop tables.
I'm enjoyed the halo mods. It they did take up every workbench.
I'm hoping the Spartan Locke mod author finally responds lol.
But yea I hope life doesn't try to Throw more bricks at you. Maybe some pillows but never bricks
Again relating back to what I said about the serpent kinda just saying “well why not”
I didn't see that conversation so I'm a bit lost, just sort of peaked my head back in just now
This is something else that I can see to be likely
yeah sadly it happens but thanks mate and yeah I'm hoping to actually work on it next week so I'll look into that mod for sure.
i assumed it was re-constitution. what you were wearing was re-constituted for new materials. Not only were the materials reformed, so were you. you now give off reading like of a star. no weapons because, you are the weapon. this would explain why starborns are dematerialized upon death.
I suggest we move any further discussion to starfield lore if any of us wants to talk about this further
I'd like to be wrong, but I have gut feeling BGS didn't take too much care in building the lore/story of this universe as they have done with TES/Fallout. At least not in substantial ways that really matter. Do hope I'm wrong and there is satisfying conclusions, but Starfield to me feels more like a playground with stuff that happens in the background than there being an actual story progressing in the universe.
I like this theory it's a good one. And honestly we will never truly know until dlcs come out 😅
Fisrt time I ever saw these servers (the ones with the colored lights).
It’s like riding a bike
Ow about the suit, honestly I can only imagine it's like the Deadpool scene with the Taylor smacking and grabbing my butt.
the WIP so far on my Starborn Armor Giger-like, brain is fried, will attack problem areas tomorrow 😵
It’s really coming together, the shaping on the helmet looks nice!
Hoping to get it in for Halloween
will crunch it tomorrow, thank you kindly!
Y’all I got that immersive Minimal hud mod, and I can’t hail ships.
How do I hail ships with the mod? The button doesn’t snow up anymore.
Alright uh….anyone think about Warhammer mods-?
Midas manor lets you get alt universe you during a new game, only one I know of tho
Question on mods in general: if I load a mod with an existing character, does it mark the entire character as MODDED or just any further saves with that character? (IE, can I test a mod I'm making without getting my character permanent marked?) Asking because I still want to keep the character vanilla for the moment
Should I get ELFX if I have a low-powered laptop?
can you run Vanilla SF run?
Hi, you can try things out and then re-load your original Vanilla save, it won’t be permanently marked. When you hit the button for ‘select character’ after you select ‘load’ you will see you have 2 characters there where you once had 1 if you download mods, one of them will say creations next to it and that will be your modded saves. As long as you don’t delete your vanilla saves yourself you can always go back to them.
I am trying to prevent any enemy spawns in a custom space cell, however the game keeps putting combat encounters in there.
these work for planets/systems
I can on all low settings.
you should be fine...
Thanks
Hi all
Since i fail to find it, maybe i am not searching the correct name
Is there a nexus mod or creation mod to remove costs of weapon attachments?
The only one I know of was removed from public view.
Is there a mod in creations that can help with mission progression?
That looks amazing 🙏
Thank you! Will post more soon 🙂
anyone here knows a software to read pex files ?
Pumpkin helm looks badass, fits the pirate aesthetic very well! 
Looking really good I love the pumpkin 💯
Here @twilit sandal
aight
plausibly dumb mod question. thought I had all gambit's mods, I can change quality level and special stats on suits and weapons but I can't change quality on clothes?
I wasn't aware that clothes had quality, I could be wrong.
at one point I had that function but I had to do a re-install due to a crashed m.2
Yeah, you'll have to reach out to mod author on that one. Unless someone else in here has the same setup.
oooh, I think it was Frog's CCE
yeah, I remember the config page
now I'm waiting on an 11mm lever action
ah, frog's CCE doesn't work with the SFE from gambit. hmm
I'm trying to add a new part for the Equinox rifle, but when I go into the game the part is invisible, does anybody know how to archive the NIF files of the weapon part into the game? I've tried the conventional way through the CK but it displays an error and just partially archives the files of my mod (basically everything but the NIF and the materials get archived)
This is the error
Reminds me of a Xenomorph Starborn
what's the most up-to-date mods/info on reworking POI randomization? (if possible) just an inquiring mind
@sleek cliff that's what I was aiming for! I'll post some updates as I go but I'm glad it's influence is recognised 😁
Nevermind, somehow choosing "Collect External Data" instead of choosing each file individually made it work. Computer black magic one must never question
Given than the Multiverse is a thing, it could be a safe bet that there’s a Starfield Equivalent of a facehugger that latched onto a Starborn and what burst out became something of a hybrid with higher brain functions and became starborn
Haha love that! Would be very cool to expand that direction
How to change the "sandbox" package of an npc to tell it what to do when it is not in a scene?
I directed an npc to move to my ship and now I want it to just remain in the ship doing sandbox stuff until I call it for another scene.
Is there some type of "change package" command?
Or do I have to set up a set of packages in the actor for idle behaviours and then use conditions on when they are supposed to be active?
Is there a quick way to copy the lighting from a cell to another or do I gotta figure out all the various posteffectvolumes?
anyone here know of a mod on xbox that can rotate ship habs?
While i am not a Star Wars mod, i respect the amound of work put into it. Are star wars spaceships planed?
Could I get some feedback on the color scheme and the stats for this unique equinox I made for a mod?
I like the color, if it's unique I'd say maybe give it a pattern of some kind.. maybe a little orange digital cammo or something? Flat mat looks fine enough tho.. Could possibly change the wire's color maybe. I dunno it looks fine.
Thanks! I did think of giving it a camo of some kind, but I'm fairly new to adding textures to anything in the CK so I wasn't too sure it would end up well. So I settled on the orange because, well, the gun is called Sunset and sunsets are orange (mostly).
If it's called Sunset then I suggest this, and while it might be a bit extra work, it'll look distinguished and give you a bit more xp. Make those wires glow the same orange as the stock there and give the stock a decal with a sunset and put a the title under that horison. that would give it a pseudo-retro nova blaster look
I will write that one down, appreciate it!
Np ❤️
I've been watching this lol. My opinion, I love that orange. I would capitalize on that little gold under trigger guard, I would continue the gold on guard all the way to end of lower end of receiver. Keep orange on upper part of receiver and two tone with the gold. I agree with @sharp lynx with changing wire color as well, my advice, sky blue.
The gold will also break up the solid color continuity, allowing it to really shine and truly be unique.
Yea exactly
that's why when coloring objects you have primary and secondary shadings/colorings
those are good suggestions
tho...... the mags being a different color might be a bit odd XD
HL orange is killer though.
Ohh, I see where you're going. I think I'll keep the Mag as is (because it's weird to think your character is carrying golden mags around for the unique weapon only xd), I will capitalize a lot more on the luminescence part of the materials and mix it up with some dark gold tones.
I do see the half-life tint now xD
I didn't realize I was talking about the magazine. 
I had one weapon mod that has a little smiley face sticker on the mag
you see... when they do an emergany reload that means they can tell which mag is theirs
You could still trim out in gold though, it would keep the Sunset vibe.
Can I texture from Nifskope directly or do I need to open other program (Photoshop, Gimp...)? To do the trimming
Photoshop, paint.net, or substance painter.
I'll give it a go then. I'm already learning CK, learning some texturing while I'm at it can't hurt.
I'll defo go with Paint.Net, can't be worse than Gimp, I'm sorry but that UI is the stuff of nightmares I tell ya xDDD
Haha, yeah I've used all of them in the past, but all a bit different. If you're serious check out Substance when you can swing it, it's worth it.
I use gimp
Really?!
yep lol
And no .dds issues? Hmm, I may be special.
I envy your resolve then XD I can see the benefits, honestly if it weren't for the UI I would use it
Got it.
but I use gimp cause I already have all the hot keys mapped out in my head.... so switching would be a nightmare
GIMP was originally the Linux answer.
It was designed for it, because photoshop didn't work.
Linux eh, then the UI thing checks out (sarcasm, lol)
Very true.
I have respect for people who work seamlessly in gimp. Lol
A dang good one too. I've been doing that with blender lol.
Is it just me or is crew pathfinder garbage with custom Habs?
I'm starving for more Halo mods.
https://www.nexusmods.com/starfield/mods/10721?tab=description Also, I just noticed there's an energy sword in this mod. Had to download immediately.
But I'm sad there's no Energy Sword sfx in the mod.
The AR-121 is good, I hope the person behind it keeps updating it
I just want more Halo mods. Specifically Halo weapons.
Damn! There are too many nice views in this game. I can't have outposts everywhere dammit. Lol.
Nice!
Yes, a vanilla Andredja
I'm currently torn between Tau Ceti and Archimedes.
I have two outposts in both systems currently
BTW, is it just me or do gas giants seem closer to the moon on PC than on Xbox?
It certainly looks that way in some pictures I've seen recently. Unless camera tweaks are employed for the shot?
How do I escape the second room in escape dlc without following mammon instructions?
that's funny cause that's my other location
It’s such a good moon!
If you have any outposts left to place I’d like to suggest Khayyam II it’s got a bunch of gorgeous biomes
Khayyam ll was one of my favorite places when i started playing the game
Yep...
Are there reasonable alternatives? I'm just getting into modding and don't know much
There's the backup of wiki
It might be my favorite planet. It got to the point where I had to force myself to stop putting more outposts there
I don't even remember that system. I guess I'm heading there tomorrow.
The forests are really lovely, and the volcanic biome is kinda cool too
I headed to the next system over too and found this:
This will become my second main outpost. Strictly for the view...and the seclusion.
Got a link?
Is it possible to port a tactical movement and firearms mod to starfield?
Hey everyone! 👋
Just wanted to let you guys know that the newest update for my verified creation, 'Quantum Stealth Operations (QSO) Safehouse' is out as of today. 
After 3 months of hard work by myself and 6 talented individuals, Update 2.0 is ready to go! Here's some screenshots of some of what you can expect from this latest update. Plus a voice acted quest with some of these items as rewards!
❤️
always great to see your work
Bit confused about the scripts in the ContentResources.zip file. I have the contents of that zip extracted into the Starfield/Data/Scripts/Source directory, with the internal folder structure intact... do I actually have to copy ALL the .psc in the ALL the subdirectories into the Source/ directory by hand?
IE what I have now is, for example,
Starfield/Data/Scripts/Source/Scripts/Action.psc
Starfield/Data/Scripts/Source/Scripts/Activator.psc
Starfield/Data/Scripts/Source/Scripts/ActiveMagicEffect.psc
Starfield/Data/Scripts/Source/Scripts/...
...etc etc
Is that OKAY or do I need to move all those .psc into the Starfield/Data/Scripts/Source folder?
@outer trout Yeah so I think you pushed the wrong file. It still an hour and a half later shows only the v1.0. Even the Starfield creations site shows it.
The mod history shows it as 1.0 currently but I believe the mod itself is updated with the latest update. Last update I pushed was on September 10th and the mod file size is now 222mb for PC and Xbox, whereas it was about 9mb beforehand.
Hmm interesting
I wonder what's going on. I'll do some investigating. My apologies for that annoyance I'll try and figure it out.
Yeah already checked the site.
It's cool just wanted to make you aware since The title says it's out and the site says it was updated a few days ago too.
That's when I pushed the update to QA but I believe it was only published today.
I'll get digging now though 👀 I'll tag you ASAP if I figure it out.
When is the Starfield creations gonna update? I’m waiting for the next Blackout skin
@outer trout While I have you I was wondering about assassin's rifles such as custom snipers?
Here is something I do not understand about packages:
- I order an noc to use a travel package to move to a location, that works.
- Then I want it to fall back to a sandbox package already placed in his character packages list. That does not work.
- However if I add another phase to the scene where the travel packace was used, then the character will perform that sandbox package indefinetly.
I looked at the main game and I dont see what is different. NPC have several packages on their character that fire when certain quest stages are met. Why does my npc not do any of his packages? I also tried evaluatepackge
Basically if the character has no scene to play, he will not perform any packages outside of scens.
I've begun investigating the issue and it indeed still shows that for PC as well from my perspective. I'm getting this fixed ASAP so that everryone can truly enjoy the update. I'll be sure to tag you once I get the correct update out there. (It may simply be a technical issue right now).
Also, thank you for the suggestion 😄 that is certainly a good idea for the future. I've got some more stuff in the works but I cannot speak on it just yet. However, right now my main focus is getting this update out to the people above all else. Thank you for bringing that to my attention!
@outer trout No problem
Hey just downloaded the mod and the narrator in the new quest briefing doesn’t actually make any sound for me (I’m on Xbox and have heard this is a problem based off console)
Thank you! Looking into things now to fix all of these issues. My apologies for the inconvenience for the moment!
Do the custom pistol sounds work for you by chance? For the silver or gold PPK?
Would you mind testing the mod to see if the new content appears? the "7.75mb" might actually be an illusion. After I downloaded the mod from the in-game menu, and then looked at the mod file from the Creations menu load order the mod now shoes the 222mbs. It looks like the in-game menu is simply slow to catch up with the correct file size.
Haven’t found them yet, if they are in the respawning stuff I just need to wait for them to actually respawn.
I had it downloaded and the only weapons were the originals with still no contracts or key.
Speaking of, what would cause them to respawn if they are in the weapon crate?
@random geode so we're working to see if those are the correct files updated or what's going on. Both PC and Xbox are still showing the original files and even take up the same space. As for your question it's a standard container respawn timer.
check the display case in bedroom
for the new one
@outer trout there isn't one in there with the current file. 😅
Only the opening chest on the desk and the helmet display.
sometimes you need to leave the neon area and come back to neon
for the new quest to trigger.
sometimes i would have to turn my game off and turn it on again for it to show.
@outer trout this is on a NG+ first time getting there. Though even after having left and returned still nothing for me.
did the briefcase explode when u got near it
and did the prompt appear for the new quest when u got close to it?
I'm not entirely sure, but a new save could allow it to work. I'll be looking into these problems for the foreseeable future to get everything how it's supposed to be. I made quite a bit of changes to the mod since the initial release 3 months ago, so I'm commited to getting it working great.
No. Literally the same mod for me even after Uninstaller and doing a fresh mod install.
*uninstalling
Stupid auto-correct
Ah gotcha! Well good news is I'm on the case. I'll be communicating with the QA team to getting it back in working order. TY for all of the info, really appreciate it.
Yeah I had stuff in the suitcase on the coffee table, so i don’t think it got added in there
true
Yeah unfortunately I'm having an issue with all the new StarSim stuff too. Creations has been having issues for a few weeks now. 😂
@random geode new gun and ammo should be here. But I have a feeling it's probably just something ez to fix in the back end. I have faith!
It's an Xbox problem
I just know I keep being told there's an update for mods I just updated everytime I have to close my game a reopen it. 🙄
Another case of me having interacted with item, I had the case open which could’ve screwed something up maybe, and had placed items in it before, tho nothing was in it at the time
I’ll just sleep for like a week in space and see if it fixes anything
this is why i am glad i own an xbox and can test my own stuff there
I think if anything it would just add it to the inventory of the display if you have something else in there because I didn't remove anything from it or replace it with a new container >_> and I haven't touched the suitcase on the coffee table.
I got an Xbox for that very purpose but unfortunately I'm away from my home right now 😅
Yeah, might get a quick start mod and check it out in a fresh save
Oh btw would there be any incompatibility if I have both your starshards mod and your small reasons to explore mod
Well don't worry if it doesn't work. There's clearly some issues rn but we'll iron them out. The mod update was pushed live on Friday the 13th soo... let's blame it on that! But yeah, I am fully commited to getting this fixed for you, the people!
Arthmoor's NG+ terminal works just as well Had3z.
Fair, fair, I’m just dreading the idea of grinding to get some stuff I have again lol
no not really the starshards in both mods are different so you'd be ok
Gotta get some sleep now, and it's now the weekend so some fixes may have to wait until Monday to be fixed. Until then, I appreciate the support and feedback you all have given. Night everyone, and hope this hasn't been too much of an inconvenience for you. I understand fully.
Gn mystic!
Has anyone made a mod that can make Starborn Cora a recruitable companion by chance?
or is that not possible?
(Just putting this because I will forget otherwise) found silver version of new gun, made no sound when firing. On top of this, only the silver version was in the display, so the problem could be that it only spawns in what is shown, and if it’s left with its lid open it just won’t spawn in anything (possibly)
To sum it up: no sound, only silver spawned in on new save
Can a script just randomly call a function from a papyrus script that is attached to another quest?
Asking because I'm looking a a quest stage fragment that's calling a function of the quest SQ_Parent, specifically: SQ_Parent.SetupDamagedShip(...), but this is being called in a completely different quest that doesn't share a quest script? So is that just... allowed? or am I missing some alias or reference that was setup?
to be explicit, this is called in stage 5 of SE_DerelictShip_Generic quest
check out how scripts that do call it
I'm looking at one right now: SE_DerelictShip_Generic
What I don't see is any sort of... I dunno... link or reference or commonality between the quest SE_DerelictShip_Generic and the quest SQ_Parent
So really it's a question of whether calling a random function from a different quest is allowed or if I'm just missing that link/reference/commonality
probaly uses aliases
It's not in the aliases of SE_DerelictShip_Generic at least, would it / could it be elsewhere?
oh I see it's a property of the stage fragment itself
So, is anyone working on the open cities mod? Open up Neon Core and Cydonia
@winter hornet I have your mod downloaded by itself and was wondering how do I trigger the ships to show up..the description mentions a making the right connections but nothing more?
If this is the Shark Hunter you need to make sure you have the BadTech Engineering mod which puts a poi on Mars. I created this mod before I understood limitations on custom points of interest and ship vendors. My future mods will have another location near Cydonia and will only require a single file to download on creations. If you read in the disclaimer section it should tell you what to do and there should be a link to the BadTech Engineering mod on the creation page as well.
I have both enable. I got to the poi and went thru the terminal but it shows no ships I was wondering if I needed to trigger something
Any ideas on how to get a reference to the locked door I am standing in front of? If I activate it, the OnActivate() event never fires because the digipick mini-game pre-empts it. I caught the OnMenuOpenClose event from the mini-game, then tried the Game.findClosestReference.. method with the correct form for the door, but it does not find it. I was wondering if I could do a spell and catch the OnEffectStart() event. Anyone with advice or experience in this area? Thanks
Make sure the Shark hunter design is below the BadTech Engineering in the load order. If it's not showing then you must have something wrong with loading mods. I just tested it on my pc with no mods other than this one and it is working. I know there are limitations on how many mods you can load. I don't know what your load order looks like. Of course you will most likely want to put both mods near or at the bottom of your load order in case something is conflicting. I use my own naming convention in the creation kit so it would be very unlikely another mod is overwriting anything. I would also suggest leaving the sol system and saving your game on another planet before activating the mod so that everything loads correctly when you arrive at the planet.
I’m using a papyrus script to make a giant creature in game but the hitbox isn’t adjusted because it’s using the SetScale command. Does anyone know if there’s a more elegant solution to increasing actor size that will also scale the hitbox relative to the size of the actor?
I’ve tried increasing scale in nifskope but its very troublesome doing this specifically with actor meshes
You have to use disable -> enable in the console after using setscale to get the proper hitbox, you could try that in your script.
You might have to experiment with a short wait() between commands.
Does anyone know if there is a way in which one can publish a Creations mod that has 2 ESM files?
The reason I am looking at that is that I have a mod that has an XBox form and a PC form. The two forms are almost identical. I would like to put all the common logic in an ESM that is part of both mods and then put the platform-dependent logic into a pair of platform-dependent ESMs. So the XBox form of the mod would have Common.ESM and XBox.ESM while the PC form of the mod would have Common.ESM and PC.esm.
Otherwise I am stuck trying to maintain two separate ESM files and trying to keep the common parts of both in-sync, which is an error-prone process.
when the star wars convercean mod comes to x box ?
There may be a solution. What kind of differences do you have between the two versions?
Any mod index limit fix related news
Nothing yet
Ok. The wait continues. Thank you.
Its just a different set of GamePlayOption records
So, the what are chances one of you folks will bring in David Martinez’s jacket to Starfield?
@outer trout So wierd thing. Reinstalled all my creations mods for a third or fourth time for QSO and now it seems to be working. Early estimates at least. Only found the QSO7 CCB7(Silver) so far though. Nice Austin Powers reference in the first mission though. 😂
The audio works as well? 👀
Yes but the ammo vendor is missing and it reset my Ammunition perks and won't progress while using the resources.
Wonder if it's conflicting with Modular Ammo. Did before for a bit.
Interesting... Do you mean the vending machine doesn't show up?
The Quartermaster is there but still has the same stuff next to the research and that's it. Btw that needs serious fixing. Prices for a single bullet are ridiculously expensive and it hangs up making you back out each time you need to buy multiple.
Ah yeah, there's no new ammunition from the Quartermaster Kiosk. Haven't changed that yet. That's why I made the ammunition vending machine originally though for the new guns because the Quartermaster Kiosk was bugging out when I tried to sell more than 1 item at a time. The vending machine sells 50x shots for 2000 credits I believe. Good feedback though! Could certainly adjust the Quartermaster Kiosk soon!!!
I am STOKED that the audio is working for you now though! Phew! So you can hear the mission briefing, and the custom sounds for silver PPK works?
One of the rewards for finishing the quest also includes this which has custom sounds as well. 👀
I'd say 500 for 75 is a good balance and if you ask me. New ammo for the new guns till I can try them I'll hold judgement on but still sounds overpriced for someone wanting to RP as an assassin. Makes it impossible till much later on in the game.
If anything I'll increase the amount you get at once if the price is steep. Because the graphic already has 2000 credits on it. 😄 and looks pretty cool.
Had the audio big and no ammo showed up in the chest to know about the gun sounds. Starting a full new game though so I'll get back to you.
So the audio worked for the briefing though?
Yes
Hence I noticed the Mini Me and Dr. Evil reference. 😂

A bit off if you were going for a 007 type feeling but not bad. Not sure how you could fit it in perfectly with the mod. To me it's the Roger Moore of James Bond. Not great but could be worse. At least it's not the Daniel Craig of 007. 😂
Shame you couldn't get the real Penny from those movies. 🤣🤣🤣
But seriously the voice is fine.
Technically she's also a reference to Diana Burnwood from the Hitman games as well 😉 but good takes! I was actually hoping to somehow recruit Mike Meyers for some VA work some day... Perhaps for a second QSO mod down the line 👀 could you imagine???
I mean he should have made more Austin Powers movies while he could Like Paul Hogan missed out on for Crocodile Dundee but that'd certainly be interesting. Also not a fan of Hitman myself. Played it but never cared for it. To restricting and doesn't quite fit my stealth playstyle. Snipe Elite has a better fit for that. More of a ranged sniper type myself.

Stealth Sniper you say... That is a good idea, and I would love to play with the mechanics of headshots for future quests and such. Like a bit of a time attack mode or something. We'll see. 😄
Anyhow, I'm essentially going to be unreachable for a whole week so I hope the mod treats you well in the meantime! I appreciate the feedback, truly. And you can look forward to some more bugfixes and QOL updates like for the Quartermaster Kiosk and such!
That's why I suggested a sniper yesterday. 😂
QOL for the QSO lol. Tty soon Setsuna22 and thanks again!!!
@nimble sable so turns out it's working now after a full reinstall of all creations again. However like someone else reported the missions board I still can’t look at to take missions.
@outer trout bad news. The audio didn't work on a fresh new character though the vending machine did appear.
Hmm perhaps another mod you're using is causing a conflict with it, although it would be hard to tell which without trial and error. Good luck figuring it out - I'll be back in 1 week approximately and can help out a lot more then, and will search for potential conflicting mods.
I'd just like to make myself available to any mod author looking for some voice acting. Here is a test sample...https://www.youtube.com/watch?v=ZiWT6O-16Zc
Just a test sample utilizing one of many possible Female voices for voice acting.
Is anyone planning on doing a mod for Buff male characters?
as in?
oi @raw scaffold is this your mod?
https://creations.bethesda.net/en/starfield/details/4f349bdf-46c2-4e4e-ab68-ce246ac59de3/Lower_your_weapon
if so you forgot to publish for PC users...
I used split at phase then this happened to a quest after restarting the creation kit. Can this be fixed?
oh I just had to add back the actor
Is there any new vehicle to explore the planets or do wr still need to run around like in stone age?
Did you not see the announcement
No, please tell me about it
Starfield’s latest free update is here and is bringing a highly-requested feature: the REV-8 land vehicle! Now is your chance to explore new frontiers (and reach new heights) in your very own land cruiser.
Visit http://starfieldgame.com/ and follow Starfield on social media:
Discord – http://discord.gg/bethesdastudios
Facebook – https:/...
Nice it's about time. When do we get update?
About three weeks ago?
man been living under a rock🤣
SpaceCellMarker.GetRef().Enable()
I am trying to keep a location hidden from the player until a quest stage is set. I disabled the marker, however reenabling wont work
Is there an example in the game of a location being invisible until a specific quest?
for some reason I cant get markers placed in a space cell to appear as objectives.
Does it happen when Mining Conglomerate is the only installed Creation? We have QA tested it against Starfield.esm only and it has worked fine. We have to at least start there to pinpoint if its something in our files first. Otherwise we have no way to really identify where the issue is as we can't replicate it on our end. There's no way for us to determine if it conflicts with any other Creation until the conflicts are brought to our attention.
Sorry can't say. I don't play pure vanilla like that anymore. I have only one or two non-paid creations though. Also not on Starfield right now to see anyway.
@sharp lynx good morning how are you?
Hewo fren
What's the best place to report bugs with Papyrus? I have encountered two since yesterday. FYI, Bug 1: when you activate a locked door, the "OnActivate" event never fires. You are dumped directly into the Digipick mini game. Bug 2. The function Game.FindClosestReferenceOfType() returns none when looking for doors. These issue make nearly impossible to mod the Security Mini-Game.
what quest gives you that? Just curious.
@sharp lynx I have an idea for a house build you may be interested in.
A sort of Sci Fi Futuristic take on luxury homes
Thats what I want to see. Thats actually jacques station from Elite: dangerous, but its that orbis style station would be cool to see in starfield
I've been there 😄
Has anyone created a custom collision in NifSkope? I know the trick to copy data from an object that is similar. Also, NifSkope seems to have disabled the ability to import/export obj files when working with a starfield nif, so that method doesn't work either. I really want to make some custom ship parts, but can't figure out the collision part of it.
I'd be really interested in this information too, if possible please? I have a couple projects in mind where this would be useful
I also use the collision trick, and it works very well for many things.
Can I play starfield in starfield
Whats a good outfit mod?
What is this mod anyway? "Do not use at the moment"
Wish they could've add the Halo copy disc game case as well.
Because Halo did came out way back along with the first Xbox generation.
Suggestions and requests are welcome.
Only work for skyrim
Did the M41A (pulse rifle from aliens) ever get updated? Recall someone working on it
That's my mod and I will eventually
I need to do more stuff with it too, like integrate it into the lvld lists so it can show up organically
Great to know. And thank you for the update!
Do what you’re passionate about. 🫡. Though I do want to hunt terrormorphs with that rifle someday. 😁
tho technically you're still actually running around, they just made it look like a vehicle but it can climb steep things and fly
@sharp lynx sorry for the ping but I'm having an issue with your luxury homes mod if you have the time
If anything is invisible:
Move it higher up on your load order
You may have too many mods
You may have a mod installed that changes your root mod folder location and it needs to be moved.
If you are using a mod manager it might not be enabled.
Are you on xbox
Nothing is invisible. Its just my crew doesn't seem want to go into the prefab dream home. I want to pile them into it using Betamax's Functional Decor crew chairs instead of having desks everywhere. They see and utilize the chairs when they are out in the open, but when I place them into the home they don't move at all.
And yes I'm a xbox peon
which one
I've tried both versions of the dream home. They will follow me into it but won't sandbox at all
Yeah I really want to use the one with the cherry blossoms in the front. I have updated.
You'd be the first to have this problem, I'll go look, but I'm pretty sure that building has been nav-meshed
I might have missed it I'll check
I just moved it back to the top of my load order. I'm hopping in to see if they budge
They'll follow me around when they are following me but won't sandbox to the chairs
Or anything else in the building for that matter
I'll have to test that later
if it's nav-meshed they should sandbox there
there shouldn't be anything preventing that as the sandbox is literally religated to just the area they are in
do they sandbox anywhere else
I tested by putting a base game hab down and put a chair in there. They ran right to it
sounds like an AI problem
I'll look into it
this might be a situation where there's nothing I can do about it as all my habs are pretty much copies of the vanilla habs just using clearly a different building
Well after moving it to the top of my load order, I managed to get one to go in and sandbox
I think my crew are just stupid.
Yea the AI is a bit spotty
I haven't heard of this problem usually when there's a consistent issue I 100% get notified probably 1000 times over. and no ones reported this and I've seen people use them as crew housing
Nice. Can I pile crew into the Hyla mansion or is it just a player home?
I think I've added the dynamicnavmesh key word to all the new buildings so that might help the AI
if you use the build anywhere mod you could probably drop an outpost beacon there to fudge it as a listed outpost
Your luxury home pack was my first purchase. I can't subject my crew to live in boxes lol
I haven't decorated yet but betamaxs crew chairs are so nice to utilize
Chew chairs 🙂
That does look nice!
Xenomorph mod yet?
How we get a sexy lingerie mod but not the galaxies greatest threat?
Modders please add Kimonos!
if I add a keyword 'FOO' to an item and another mod adds a keyword 'BAR' to an item, will they both work or will this cause a conflict and the last mod in the load order 'wins' ?
why do i see some people featuring mods on yt but when i look for them on xbox i cant find them?
Some are pc only.
@timid temple hey! I use your ancient Mariner habitat module mod on Xbox and I’m having trouble getting the “ancient Mariner extended” mod to function. Ancient Mariner has always worked but the expansion mod doesn’t seem to be turning on at all when I enable it.
Unfortunately I haven't got Xbox so I can't check/troubleshoot this directly, but. 1) Have you checked with customer support? 2) Try disabling and completely deleting the mod (if possible?), and then re-downloading it.
Oh I didn’t know there was customer support for mods. I just looked in your mod and saw that you said to contact you here. I’ll try disabling and redownloading. I know some mods require the player to go ng+ before enabling. If disable/re-enable doesn’t work I might try it again after an NG
Well, the customer support would be to rule out that it's a Xbox itself kind of issue, or a Bethesda issue.
Oooh I gotcha. Xbox customer support. Maybe. I think it’s a mod thing because all my other mods work including the original ancient Mariner mod. I just want that cockpit so bad lol
yeah sounds like deleting/redownloading might be the bet here.
Word. I’ll try that out next time I get a chance. Thanks!!
This is crazy, so In Nexus mods there seems to be two Mod Authors whom made armors I truly want in the game for creations... And one seems to have fallen of the DM face of the earth meanwhile the other one has me in limbo as their last active day was September 9th.
And neither of their mods have permissions on for their mods.
So these cool armors are basically out of my reach lol
The agony 😂
Is the M41A mod on xbox?
Also if I may make a request, if you do get around to making guns again, may I request you add the M56 smart gun to your M41a gun. That would be awesome! Maybe make a second military faction the Colonial Marines stationed out in the high level areas somewhere where you can obtain said guns from the "Armat Battlefield Systems" manufacturers. Just an idea.
Can anyone recommend me a laptop for modding something that's solid.
If I get one I may take a shot at making an armor for the game
Feel free to DM pictures of them
[carCrater87 (0107646D)].Fragments:Quests:QF_carCrater87_0107646D_5.Fragment_Stage_0105_Item_00() - "QF_carCrater87_0107646D_5.psc" Line 269
[15:05:16] error: Cannot call HasKeyword() on a None object, aborting function call```
what could cause this?
I have a suspicion that it may be caused by an object not being fully present in the game when the quest is started.
Because the alias points to a ship that is in the game when I go to a specific space cell
and the ship works as intended, however any scripting I am trying to do on it fails without compiler errors
and the error above is from a log for papyrus
I have tried to set the alias to unique reference and specific reference.
@blazing sparrow , excuse me for the ping, are you the modder of "Aarvark Shipyards - Sales Lot" ?
I would personally recommend building a tower, it's gonna be more cost effective and it'll also not be integrated.
Also, you could build something that's within budget and build on to it at a later date or when necessary.
I was kinda thinking that too.
It's coming down to time though, full time career and a kid in high school playing sports has me so busy,.
But I'm yearning for a specific type of armor in starfeild, and the two mod authors that have them, are either Dropped off the face of the planet or not currently responding. So I'm like F it maybe I should do it myself 😂.
So, will we ever get a radio in Starfield?
I think a music player really only works best
Unless you want the radio to not work most of the time when you’re out the settled systems
Not a laptop, but a tower. Got this, works very well https://www.newegg.com/abs-ca13400f4060-cyclone-aqua/p/N82E16883360500?Item=N82E16883360500
There are probably cheaper alternatives, esp if you build your own
@open quest Any hints on when the CK documentation for Starfield will be published?
yessir. What can I do for you?
Thank you for your mod ! The POI is incredible !
I have a question for you, do you think it's possible to use your POI as a ship show case area in New Atlantis ? I mean, it has the same style as the city, and having such a "show room" area behind the NA Space port would be super cool, and also legit in term of Starfield lore x) do you think it possible ? And also to display the ship that the NA ship vendor sells ? 🤔
Thanks! The trouble with adding anything to NA, especially something large enough to have room for multiple ships, is that you run the risk of future game updates conflicting with the mod. Shattered Space may overwrite that whole part of the Spaceport with some other ship landing links. And there's also quests/storylines that redo whole areas (ala the terrormorph invasion questline). That's why I made it a separate POI. It looks like NA because I used all NA railings, pathways, awnings, etc. I wanted it to feel like NA.
Yeah, I could work with a music player, alternatively, your ship could have music databank
Oh, yes you're right ^^
I hope Bethesda will make NA bigger in the future x) with area like yours
Radios and radio stations are certainly possible (there are basic radio setups in Starfield CK such as the RadioBroadcast_SSNN_Jemison and the DialgoueSSNNScenes quest.) For a verified creation the issue is likely music licensing and copyright, unless someone wants to go out and make a radio show / spacecast from scratch.
You know if a verified creator were to make armors based off these designs .. I would openly offer to pay 800 Bethesda credits for such work... I'm sure others would too
😉
I'm new to MODDING, want to try some stuff out but want to try to get the lay of the land. Don't know papyrus at all but was looking at the scripts to try to understand the logic (so difficult!), and I came across a script called "gunrangecounter" which mentions the function "GunRangeCompetition" within it that keeps a score counter. Is that something that's in vanilla Starfield because I don't recall coming across anything like that? Maybe an abandoned mini-game?
Please let me know if this is the wrong place for this. I have been using the Creation Kit for a couple of weeks and I've published one very simple mod. Now I'm trying to create a new, unique, worldspace and neither of the methods I've seen work. If I try to select a spot on a planet, then trying to generate the location causes the CK to crash to desktop. When I go through World Data>Block and select a block that I want to use, when I give it a name and select, "Create Overlay", the CK does NOT crash (at least), but the cell showing the terrain simply goes black and nothing is created. Does anyone know how to get around this or have a recommendation for a better place to ask?
WIP of a contraband mod I've been toying with: https://www.youtube.com/watch?v=hJvKr22aVbg
Let's lawful characters do something lawful (and profitable) with contraband.
You've made this suggestion before 
But this time I come with the offer of promised riches 😂
vanted: enhanced mining tool to replace cutter. stand-alone is fine. Gas collection, automatic cut-off on breaking, much longer range, bonuses to mining/collecting capacity but NO DAMAGE, ie not a weapon
Does it temporarily remove the contraband status?
@urban parcel do you know if the change visor color mod works for the Umbral armor
LOL
One of my mods broke the freestar mission board and I have no way to do the deputized quest now, can anyone help?
Is Miss O in here?
@safe sorrel do you know if there is an item in your Better doors/walls mod that allow users to place the armillary within a hab? I know in a yt vid you showed how to glitch it in
I haven't had much luck in doing it myself or if there's another outpost mod that can
No. You'd have to make a mod for it to work
Oh no it's doing the mods need updates then crashes again
For the right mod im willing to drop a couple $100 in Bethesda credits. I already have so far but not a lot of high quality ones to buy right now, @sharp lynx's mods excluded because those are all high quality.
Couple 100 for skins ... 
i hate how unreliable the updating is. i keep getting dms quite often about this issue
Yea it's pretty much the same thing each time, I update the mods, exit creations. Then it hard crashes the game.
At times what I have to end up doing is saving my load order.
Clear the saved data then reload the mods and hope in that process is updated them then load my saved file
it’s a shame hopefully they’re fixing this
does anyone know of a tutorial for a real basic quest?
all the ones ive seen have actors etc in them, and i just want one where there are dataslates and quest rewards. tnx 🙂
Technically speaking it replaces the contraband with "tagged contraband" which has no contraband status and is worth 0. But it's still wip and subject to change. Feedback welcome
Can't wait for Wolf to become the battlezone in the va'dumb attacks.
Hi
Question about re enable the achievement on Xbox
I did the Unity trick, disabled ( not deleting them ) all my mods then entered the unity but still if i saved a new file is still showing [ C ] any help?
Starfield btw
its just the achievement popper
imagine if you could still be counted as finishing the boston marathon without having to worry about things like the route and cookware...
it will have zero zero effect on your gameplay.
So this is unmodded save ?
I’m preparing for shattered space to hunt for the new achievements
I deleted all my mods
once flaged always flagged
listen(read), this is a Bethesda game, you were permanently screwed in some form or another the moment you bought it/subscribed it. Not meaning to be brutal but that's the truth.
It is never going to work right.
It could wipe everything you have tomorrow.
It could even stop working at all on Xbox and there'd be nothing you can do about it.
more than a thousand people have tried to make Fallout 4 "work right" and when they "did" they made a huge expansion for it... and then Buttheadsduh shoved an update out that you MUST install that screwed it hard... for no reason other than developmental planning incompetence and coders that huff rotted squirrel poop for fun.
now with microsoft involved, mandating a lower maximum product quality, its only worse
they haven't even fixed basic mineral node occlusion and hitbox idiocy from pre-release
and now corpses full of loot disappearing the moment you don't look directly at them is "a feature"
There is no "enable achievements" mods on consoles? I guess those needs the script extender to work so its only on pc
actually they'd work if there was some way to "pre-load' the mod prior to the executable
baka actually generally requires you load and refuse to [C] your save then restart the program to work
which, tbh, indicates that somehow the program woodpecker hasn't visited bethesduh studios
it would be lucky not to be crushed into a feature on the first tap
I just reinstalled and deleted all the Starfield folders to make fully clean install, since my install was from.. launch so it had some manually installed stuff too, in preparation for the dlc
Thanks, I hope so, too. Not being able to explore the ships before spending a ton of creds on them has always bothered me. Glad you like it!
Took some new screenshots today of a POI I've been working on for my upcoming POI pack mod.
Hey who is the modder who made the Call of duty and swords mod?
@510deshawn
but he has left this server and the nexus one too?
Oh dang for real
yeah i just tried to tag him here, and there
That's crazy, I wonder why.
I was about to suggest to him that he should put Elden ring swords into the game.
probably got a lot of mean comments
like the dude above in this chat ranting about buying a bethesda game "someone similar" probably sent him a 3 page essay why his weapon mods broke his whole system and knocked out the power to his house
tho can't assume, whatever the case I hope they find peace ❤️
Knocked out the power to his house.
Dear God .....sounds more like a skill issue
that's the joke lol
I installed your mod and now the main water pipe to my house busted and my basement is flooded
Sounds like the perfect Ron Hope opportunity to sell them a Anti flood mod 😂
and killed his pet ferret?
There has seemed to be a vocal contingent that seem to be weirdly hostile towards some of the mod makers for this game, and I don’t get it
Far too many people online expect and feel entitled to get what they want for free.
And merely suggesting that those who work to make these mods exist might possibly be deserving of something more than an occasional, "Cool Mod, Bro." sets them off into an incoherent rage.
Coupled with the trend to hate on anything new, and for other even less productive reasons.
I'm honestly shocked anyone even bothers to make anything.
So thanks you all!
It is weird, like I ask and throw out suggestions from time to time. But I don't understand how one could be demanding of something.
And seriously you and the other modders here are directly the reason I still play this game
we do our best
my current update
just gotta finish fine tuning the weapons and making a little mini quest about them
Looking great!
ty 😄
just trying to work out this quest thing
ive got the data slate in the lodge
just need to now let it trigger the quest to tell the player to find the mantis, to the lair, and inside will be the weapons.
and end quest
something simple
Kind of late but would it work to have a secondary interaction instead of using the primary activation? (R-key on PC, like eating food) That might work better?
DerelictShip.GetShipRef().SetValue(DockingPermission, 4)```
[15:04:23] error: Cannot call HasKeyword() on a None object, aborting function call```
I am not sure what is causing this, does someone have advice on this? I think it has something to do with the alias or property being set up wrong.
it's a "specific" reference in the alias list and it is a reference alias in the script. There are no compiler errors.
The ship exists in the game and functions as normal, however any script I try to run on it fails to work
I think there is perhaps some type of script that could trigger a stage when you pick up the item
I have not done a pick up quest yet so my advice is check a quest in the base game where a picked up slate triggers something
mm when the total convercion star wars mod comes to x box ?
thank you,
ive been looking for one as a reference, i cant remember the name of one atm
what are peoples thoughts on levelled items per player level instead of every 20 levels or so?
like this mod for eg?
https://www.nexusmods.com/starfield/mods/7144?tab=description
the payed scall mod is not bad the person who made it have 2 free versions too
Do you like it over vanilla levelling?
i am in the moment in new game plus so its cool to have even in the low level planets now enemies thats my level so its a challange and its works realy well
and i woud say even as a new game it woud be much nicer to have all time enemies around your level so you not need to spend your time in the low level planets at the start
Is there way to make scripted npc hostile to all factions without setting all factions to enemy? Like keyword or something. Trying to have choise in my mod to make npc hostile to only playerfaction or all factions edit. Assuming agression cant be changed after spawning
that mod is to level weapons to your level, does not effect enemies or npc's
Just di a script that adds a custom faction with those settings
I assume this is added on a trigger/ quest?
I mean are you making those?
Its npc spawner and i want choice to make enemy for player or all. Guess i just have to make new faction and add all factions there 1 by 1
Npc spawner dangerzone in nexus if u want to try
Oh no way is it like fallout 4’s dangerzone npc spawner?
Yes ;)
I quite liked that mod because of what it did
Was fun setting up my own scenarios and stories
It has almost all same features. I just kept hitting so many walls that i hadto take brake ^^
Fair, gotta work with a bit of a base system to build off I guess
it give a lot of scall mods i like the npc scall mod because it even means weapons scall to my level they droping
ah does them too?
i was just looking at the weapon part, debating weather to make mine scale or keep the current vanilla levelling
the mod i mean is dynamic universe its a payed mod but the creator have still 2 free mods @torpid badger
@frosty rover hello friend I was wondering if your DMs are open for questions?
I have been using the Creation Kit for a couple of weeks and I've published one very simple mod. Now I'm trying to create a new, unique, worldspace and neither of the methods I've seen work. If I try to select a spot on a planet, then trying to generate the location causes the CK to crash to desktop. When I go through World Data>Block and select a block that I want to use, when I give it a name and select, "Create Overlay", the CK does NOT crash (at least), but the cell showing the terrain simply goes black and nothing is created. Does anyone know how to get around this or have a recommendation for a better place to ask?
have you checked Nexus for tutorials? I think there's also a Nexus-run discord for Starfield modding that can be helpful, if you aren't already there
Did you see this video?
Man I'm looking on Nexus mods and seeing so many armors I want, and just has me thinking is Creations just that bad to work with that none of those creators are porting those things over
either A) MIA or B) they don't know how to
I know for sure one of the. Is MIA, the other one was active like the first or second week of this month on Nexus, of they don't know how to do it though I bet there is a creator who could help them or just port it for them.
Because their armors looks so damn cool
I can easily help I just need their perms
https://www.nexusmods.com/starfield/mods/7399
https://www.nexusmods.com/starfield/mods/7677
Yup these two armors,unfortunately it looks like they don't have permissions open for these two, and again haven't gotten a reply back from them yet.
The other one is but I think they fall under the MIA category also doesn't have permissions on
I didn't even know about the Spartan Locke armor until I saw someone post about it can't remember if it was here or another discord. But I was so bummed when I saw it wasn't on creations
I quickly made a Nexus account and searched, found the creator and basically been in limbo waiting for them to respond 😂
It's great to see mods of different sorts be made, but I feel like the potential hasn't been achieved just yet, while there's so much to still see and only not even year 1 of mod making, next year or the year after will hopefully showcase some insane things.
Yeah
Awesome sent you the dm
@hoary sleet
Love your take on the UC armor sets. Curious if possible to have them load as mod skins that we can install at the suit workbench rather than the game default?
Hi everyone. Does anyone know when vehicle mods are going to be fixed?
You mean standalone vehicles not being selected with a controller? The patch notes mention that is being fixed in the steam beta
I mean the mods that "adds extra/new/separate land vehicles(not the rev-8 vanilla land vehicle)".
Yes, they're mostly called (standalone) vehicle mods. The problem that i know they have is some not being selectable with a controller, that UI issue is listed in the steam beta patch notes
I heard about one extra vehicle but i didn't see much about it, just mention in one of the alleged posts we had before the update. According to it the 2nd vehicle would be a part of the update but that didn't happen so i question the legitimacy of it
No talk of datamined content, please
Do you have any idea on when the update might become available for "xbox series x"?
my apolacheese
Beta updates generally stay for 2 weeks, that would land it alongside Shattered Space release on the 30th
I'm hoping there is another update during the dlc release to give a bit more you know
Along with it you mean? Tim Lamb seemed to hint that
New "exploration tools" that aren't exactly tied to the DLC, so everyone would get it as a free update along with it
right I think that was specifically mentioned separately from the dlc
and I am curious on that since it;s meant to add immersion
Wish there’s more apparel mods added
oh man a kinggath sim settelment 3 mod for starfield woud be a dream 👀👀
have you seen the range of zone79's stuff?
obviously the name would have to be different
Idk maybe just L.I.S.T and it's an official update with bethesda and Kinggath working on it
though in my eyes the sim settlement aspect should be like a fully separate thing that fits into what List does
you can have your outposts but with updates improve them, they are meant for you and your crew to either produce stuff or idk contracts
while List settlement planning would be Phill Hill telling you about it and you I guess basically take a request and find a suitable planet to start building a settlement
guy has a custom name for it
So I made some improvements to the color scheme of a unique Equinox variant for a mod I'm making, the first one is the old version and the second is the newer one. Should I keep it like this?
Nice job, looks good!
Thanks! I'm glad you gave it some feedback :>
I gotta say, Paint.Net's "recolor" tool was a godsend for this one
Yeah, a solid skin is more work than you'll ever get credit for too lol.
XD Yeah, it's not even a skin really. Unfortunately I couldn't get the AVM system to work, so I made dupes of the OG Equinox's parts and gave them a unique model and some effects to compensate for the lack of customization options.
@timid temple has a great tutorial on this, I don't have link atm though.
Hers is suits but the process is same.
I'll take a look at it then, appreciate it :>
mostly the same. there's stuff that AVMS doesn't add for weapons that need to be added manually, iirc
Yeah, I've seen a reddit post saying that the process was the same but that weapons had to be edited in SF1edit (Xedit)
my tutorial: https://www.reddit.com/r/starfieldmods/comments/1dudgrl/mod_tutorial_making_craftable_skins_in_ck_using/
yes totaly
there's good info in the comments too
but again, the tutorial is only going to truly work for armors, weapons require extra effort
Oh so it was the one I saw :0
Is there still no tutorial on weapon avms?
you blind?
we got some reddit posts and probably some obscure youtube vid
other than that thats it
I think 510DeShawn has some youtube vids under the same username that cover weapons process, but I dunno how useful they'll be
With this new update, does that mean there's no soft mod limit anymore and that assets won't start disappearing anymore?
only limit is the same limit as prior titles
Which is the limit out of curiosity?
253 for full esm
4096 for light esm
and 256 for meddium esm
Oh damn. Great to see
Can anyone recommend great tutorials/videos to understand scipting in CK?
In this first scripting lesson, kinggath begins to teach Papyrus scripting in the context of starting on a new long-term mod project: Deployable Turrets.
(This mod will require a ton of different aspects of modding, not just scripting. To learn to make this mod, keep an eye on the Mod School videos for Deployable Turrets in the video title!)
...
wait so... was that a yes or no? the mod index issue is in fact gone with 1.14.68? does any one yet have a sense of how many core mods are currently broken in the beta (like community patch, SVF, etc...)?
hey guys im trying to open a mod 'esm) i created a year ago with xEdit. and the creator kit crashes on me..... do i really need 48GB RAM?
i was planning to do a few tweaks but im not sure what the issue is. it would be bad news if i have to buy more RAM and finding out it has nothing todo with it
Hey I found out why the lodge has trouble loading in sometimes, u have to have ne mods that alter the lodge as close to the top as possible
Btw has bethesda announced when they're fixing vehicle mods
You mean when swapping vehicles?
@sharp lotus yes
I think that was mentioned in this beta update
@sharp lotus idk what a beta update is
We had an update today but it’s in beta atm so only steam users can access it
@sharp lotus ok, so what's the average time that an update goes from beta to maingame
Usually in a week or two
@sharp lotus also I heard about a doom based creation that's coming out for the game, is that true??? From what I understand it's made by bethesda, is that in the same update as the vehicle fix, or is it separate???
@sharp lotus I apologize for all the questions
The doom based creation at hells gate
Is worked on by Kinggath a popular modding group
Idk when the doom mod is coming
anyone using CK? im trying to open it but it crashes down if i select my esm, trying to understand if its memory shortage or just a bad esm file?
@sharp lotus ok tysm, my friend said it was being worked on by bethesda, guess not, I hope it comes to xboxXD
@sharp lotus that's all my questions, tysm for taking the time to answer them, I love starfield & a lot of other bethesda games so if u guys keep making them, I'll keep buying them, I literally bought a series x to play a greater variety of modsXD
@sharp lotus & to play starfieldXD

Small update on the Giger-esque custom Starborn Armor; Exploring bone, muscle and sinew; https://cdn.discordapp.com/attachments/1283214100922499096/1285763921927602216/Adobe_Substance_3D_Painter_Dg9vj6uPKg.mp4?ex=66eb7477&is=66ea22f7&hm=ead47d695ad4e59d48d5bf979f1201c9d5422f6d5b1ad2169ad430b3ba23f627&
🙏
From the Beta notes (today) looks like they did something to allow more than 255 mods in Starfield. It does not talk about the hooks. So I hope someone who diagnosed this issue. Can tell us if its really fixed in the Beta.
Looks awesome!
I'm glad they patched the issue with modifying a ship with a live mime inside. It was tough to see them waving their arms wildly around as you deleted the hab they were in.
Looks great. Will this be on creations as well?
You know modders if you added Persona 3 Makoto or Aigis, I'd love you for life, just saying
I've seen Honkai star rail characters so Makoto shouldn't be too difficult and Aigis
@sharp lynx Hello there, requesting permission to PM to pick your brain on a couple of things?
does anyone know how to generate lod?
Anyone know what all folders i should delete for clear install? My installation is from launch times and I recall adding some mods manually back then in the Main folders and in the documents folders back then but I have no real idea which folders might contain the manual mods xd
Mods are in data folder, so
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data
Ecxept if you are using an external disk, in this case, look for the Steam folder, the path in this folder remains the same
Early release some mods went into documents for some reason, so i had stuff there too
Ah yes, SFSE mods, right ?
I would say, the easiest way is to look on their nexus page and check the files structure for each mod ^^
Will do
Just getting ready for the DLC + I thought it would be good time to do some cleaning xD although going to miss StarUI, if thats even.. up to date anymore
This mod was so good 😢 I'll keep it as long as possible x)
Yeah love the mod
Thank you! Let's go!
I am hoping so, gotta crunch to see if I can get it in for Halloween 
Sweet
Go ahead
Whats the go to mod manager these days, Steam version of the game, I keep like jumping between Vortex and MO2
I've tried both, they are great in their own way but I'm sticking to vortex only coz I use it more
anyone experianced in MO2 and wold be willing to call me and help me get some mods set up? feel free to dm me thanks
Hey guys. can we get David Martinez’s jacket in Starfield?
Finishing touches, super excited for this one. A lot went into the details.
amazing
That looks so good The colors are amazing 🔥🔥
Not really my style but definitely can appreciate the effort put into that so nice work!
if you know the back story behind it, you will appreciate it more 🙂
I'm intrigued you gotta tell me now lol
Any mods for creations kit that increases the outpost build limit?
I've got a unicorn obsessed 5yr old daughter that was my basis and inspiration for this.
I also wanted to offer female players and modders options as well. There's a lot of them and sometimes the mod menu becomes... male centered.
or kids in general to get into it with thier parents 🙂
In building my AA-99 I found the explosive ammo does less dmg than regular ammo. Is that by design or is that maybe a glitch? It's not by much.
You can adjust dmg in CK. I'm not 100% on how because that's not my forte, but can be done.
Anyone out there using perforce with Starfield CK? All the information I can find looks very out of date but some of the error messages the CK has thrown my way seem to indicate the support is still there in the product, somewhere.
For pc yes console no...
So since the DLC is taking us to Varuun I guess I won't need this guy around anymore
Damn
@hoary lava honestly reminds me more of some of the Gundams from Mobile Suit Gundam Unicorn.
I don't know if this is the right place to ask, but can anyone help with weapon skin mods (star wars ones mostly) stopping working?
They work fine for ages but sometimes when I add a new mod, even one that has nothing to do with weapons or skins they stop and I'm having issues getting them to load again
I'm on Xbox series X. I've put them low down in the load order. Changing their place in the load order doesn't help
Badass!
I've updated to the Steam Beta, but it's only available for the game, there's no update for the CK yet?
Oh ok, thanks
Trying to figure out if I should start playing now with new char or wait for the dlc/update first, Last time I played was before they even added the better maps etc
I'm surprised no one has made hang-on-the-wall mission boards/bounty clearance screens for ship interiors yet.
This DLC and update has me both excited and nervous . I'm just worried about which one of my mods will be broken
I could probably do that
I wonder if the DLC accompanies with bigger update for "Base game" or is the one in beta now "all" we get
What do you mean? DLC is a big update for base game, and the update in beta rn is pretty sizeable as well.
DLC isnt' really "Update" to base game since you know you need the dlc to gain the "update" probably explaining it wrong but yet xD
So has anyone made helmet wall mounts yet?
Hmm not sure
Is beta closed or early access?
Beta is available on steam atm
So In a way it’s like early access for steam users
So, not worth looking for xbox lol
No, they usually go public a week or two after
Thanks 🙂
Thank you! That would be much appreciated. I'm currently building tiny ships and I don't have much space inside for full sized mission boards etc. 😄
Great rule of thumb for general players, don't ever touch betas lol
for anything
just in general for any game XD
Hey Explorer's I need a little help, I want to use the dark universe: takeover mod & battens ship (pois) mod where is best on xbox to place POI mods lower or higher in load order ?
Would POI's classify as #5 ?
I think your fine anywhere in the middle.
Thank you ✊🏼
"legendary drip" works alongside gambits' crafting mods and allows masks/namps to have slots too
it also pumps up the ratio of bonus "legendary" equipped loot
@surreal storm hey there, can you PM me about your pocket demention mod? I have already purchased it but have some questions about the mod itself. I'm looking to make my own personal version based off of your mod.
Would love to see this ported over to CK: https://www.nexusmods.com/starfield/mods/7532
I'd really like to see a Ronin cockpit crammed into the salvaged Starborn cockpit Matilija has. Tigers' Odin cockpit is awesome but I find it's too big at the back.
Is there still a hard limit as to how many mods you can have for Starfield? I saw that the 255 mod index limit was removed, but I might be jumping the gun in thinking that it means the mod limit is completely gone.
yes there is
until the next patch comes out, 30th sep
Does that mean after that, we'll be able to put in as many mods as we want?
This is in the beta notes
what happens in beta and what will come live as of sep 30th, remains to be seen
but my understanding is that yes, you will be able to put in a lot more mods.
i think there will be a 4000 limit i read somewhere else?
The 4000 limit, if I remember right, was for ESLs, though I wouldn't be surprised if that was the new official limit.
yeah dunno, not sure off the top
either way, more mods soon 🙂
Here it is
ty
Ahh, so it's just esm that are limited now, not esp?
.esp shouldn't be used as a final. They should all be .esm upon release.
Ahh
I am looking for information or guides on how to make a teleporter. I want a to and from with a craftable button you can put in your ship or house.
There aren't any guides buddy, it's no mans land. I know a teleporter of sorts has been made, idk what went into that.
I have the pocket dimension mod and kinda looked at it on the creation kit. It's been almost a decade since I did many of my own mods and I am just trying to figure it all out again.
Yeah, there's a lot there to unpack. It's a lot of trial and error.
I may just make my little outpost town and use the current teleport mods to make a teleporter to it until one of those creators can help me integrate it into my own creation.
Just start with what I can do and go from there.
ive seen a skyrim teleporter video on my journies, maybe look for that and get some tips?
Is there a way to open your outposts you created in-game in on the creation kit?
not as far as i know, as i dont believe the ck can access saved game data?
but i need confirming on that
Ive seen ship files but I don't know if these are created in the CK
yes they are created in the CK
same with the outposts mods, i believe they are created in CK
I guess I will just have to duplicate a cell and edit it to my liking.
Anyone know why I wouldn't be able to create a new worldspace on a planet? The option is greyed out. I can use an existing space though. Do I just need to make the space first and then use that as the worldspace?
I figured it out. I am not able to add a POI to the planet I chose
Hello besties,
Why no cannibalism yet?
check out the rest of his mods their good
Are their any mods for Ridley Scotts Aliens themed. I feel like that would make a perfect mod for Starfield. Colonial Marines get a destress signal from the Sulaco and play an isolation type story between the ship and lv 426 at Hadleys Hope.
It's too early for big quest mods unfortunately, I don't think the kit can even do lip sync. Plenty of people starting to toy with Aliens vibes though.
we cant do lip sync atm
I'm working on a custom Starborn armor, built from the ground up based on the Giger/Alien cinema world art style (have to avoid copyright obviously but will post a teaser later)
Very prometheus inspired 
Hi guys, why IS there no weapons mods with custom anims yet ? IS that something to see with the tools?
prob takes a while to do
new animations arent easy
Is the kit not as good as the Fallout one
i dont think the kit does animating (dunno if thats true, havent tried the SF kit yet)
but id assume new animations needs to be done on a separate software then ported over to the kit in order to make it happen, not to mention also designing the weapons to fit the animation as well
so yeah, prob gonna take a while still before we see custom animations for anything
animations use a new proprietary file format that we currently don't have the ability to export. Any animation mods from what I've seen reuse animations at most. Unless someone decoded the afx/af files to be able to export from maya/3dsmax/blender/etc there won't be any new animations until the CK Tools include an export plugin like it does for 3ds max and dds/Nif exporting
or that is my understanding. I'm sure someone else can explain better
yep
id say give it a couple more years and im sure someone will figure it out
til then, we are stuck with what we got for now
honestly with how much the VC program is being supported, I wouldn't be surprised if some sort of converter is added via asset watcher or a plugin for Maya/3DS Max but I wouldn't count on it being ported for blender until someone figures it out for sure
Okay, I've been beating my head against the wall for weeks trying to get this conditional experience reward to trigger... Is there a way to award exp through papyrus? That would make my life so much easier.
Oh ok so the Fallout kit allows exporting but not starfield
I d love a mod or a pack making the game as realistic as possible, no hud, real damages, do u guys know one?
Fallout CK never gave us animation tools
Don't why why people keep thinking of that
Fallout and prior titles had havok content tools but havok is not used via animations but instead custom made tools
People often misremember details
Devs will gladly provide us the tools but they are focusing on shattered space being release
Hi guys. I'm learning how the Creation Kit works. I created a simple quest where the player picks up an item, but until I set ownership, it is marked as stolen. Do I need to set ownership for each item I add, or is there another way? In my view, they should not be marked as stolen by default.
Is there any mod of the starborn concept art?
I haven't seen any. But it is possible that someone could do it at some point
Is there something going on with creations? I keep on having to update everything everytime start up Starfield?
Playing via cloud services?
nope
I looked it up on Reddit via Google and it seems to happen to some and others not.
it is strange it is the same one every time even though I already update those ones before
Seems the fix is to delete reserved space, this removes all mods though. (I assume you're xbox because this seems to be where it's happening.)
Nope PC
%appdata%
There's another one in that folder too under local/starfield that controls mods... I'm not at pc and can't remember the name.
Contentcatalogue.txt
Delete it and restart, this might be your fix.
Super happy I managed to get it integrated and the boosterpack FX line up :B
Now to cook up some nice skins
looks good and glitch free
Thanks, was banging my head against the wall earlier 😅
That is a pretty solid view lol.
Thanks! It's got that "Grand Canyon" vibe lol
Does the Creation Kit not like accented characters?
Anybody know a mod that increases the max number of ships you can own?
@surreal storm so I just installed the Pocket Dimension creation and I’m unable to craft the “dimension controller” I have all materials and my skills are over rank 2
Thank you kindly. You are my hero!
The CK is UTF-8 only, but the game will actually display the garbled characters properly. In scripts you're editing externally you can just use accented characters as normal, you'll see weird replacements in the CK UI ("é" becomes "ã©" for example) but in-game you'll see the correct letter.
For text you enter in the CK itself you have to kind of reverse this. So you enter ã© for é, ü for ü, ä for ä, ê for ê, ã for ã, etc.
I'm sure there's a UTF-8 converter online to find these out somewhere, but if you just put the one you're looking for in a script fragment that you've edited in Notepad or whatever and try to load it in the CK, you'll see what the "code" is for the accented letter.
I was doing a Book, or at least that's how notes seem to be called internally.
é showed up properly in the Creation Kit, but when loading the file, it threw an error complaining about an invalid character.
Use ã© instead of é and see what happens.
I wound up replacing the word with a synonym that lacked accents. 😅
The new mods are great! Thank you creators!
The correct way to do this is probably with external strings. But I didn't want to learn that for a few lines, and this works 😅
This converter works by the way, for anyone else who happens to come across this. Pick "Latin ISO-8859-1 to UTF-8" for the conversion, enter your accented character and it will give you the UTF-8 encoded text. https://www.charset.org/utf8-to-latin-converter
Alright, who made Hatsune Miku
CKPE exists for this....
are you sure you’ve got all the requirements because multiple people said the same thing and they were missing ingredients
Soon 🎃
Last night I dreamt about navmeshing my habs, it might be time to take a break
I just see a repeating anim of the mouse hovering over File -> Create Archive
Yeah, for the 700th time...
I knew it was a dream because everything worked first time
This moon is so nice, I'm getting rid of all of my other outposts to make this my home location.
what mod do you use for the gateways? (and what moon is it?)
It's Nemeria IV-a. Gateways? The catwalks or the brown habs? BetaMax76 "Better outpost habs with doors" has catwalks included and he also has parts that can be used as catwalks in his "Sleep crate building kit". The brown habs are part of DownfallNemesis' "Outpost habs expanded" mod.
Was on a hunting trip until just now 🙂 it's the quest included in Update 2.0 of my Starfield verified creation. Quantum Stealth Operations (QSO) Safehouse!
alr. ty
So I downloaded Ship Technician's House Mod. Kinda Ironic taking on the Millenium Falcon, Arwing and Pelicans from Halo in a Starcraft Battlecruiser. lol
Yay sorry, catwalks ^^' english isn't my mother language 😅 anyway, thank you
Guess I'll post this here too:
Not sure if anyone can help me figure this out, but I'm on PC playing a modded playthrough. I have a collection off Nexus downloaded, and perhaps that is why- but whenever I load into Starfield whether it be through Steam or Vortex, I cannot access the creations tab. It simply is unhighlighted and innaccesible. Anyone have a work around or know what may be causing this?
You may have a mod that disabled the menu for some reason. No idea why, but sometimes people think this is desireable in a UI mod.

