#starfield-mods
1 messages · Page 55 of 1
that looks cozy
cant wait to see it
My rec would be to do right click on the form in the Object Window, then Duplicate & Rename to make a copy, otherwise you'd be editing the original hab
oh! you can just right click and dupe?!
find the hab you want to edit (cap quarters, living q, armory, etc) and copy the form
give it a new name, otherwise CK appends something stupid like 001 to the end
eg, for my Ancient Mariner Extended project, any forms I made were prefixed with AnMaE_ so that I could find them all at once
yeah I have a prefix, and adding one to make a new form shouldn't cause any compatibility issues with other mods since its a "new" asset specific to my mod right?
so a hab might have been AnMaE_ShipPI_SMOD_Hab_AncientMariner_Armory_2W1L1H_Int for the inside piece
correct
great figured that was the case from my experience making the shell but wanted to be sure
Linking doors is tricky, so def feel free to DM me when you get to that point
(it's also tedious af, I hate the big habs 🤣 )
I think I linked them up right to the exterior, ive been in game and all the doors seem to work that I want working
Hello there ! I'm currently creating a mod with several custom ship habs. When I'm landed, I have no problem at all, NPCs can use chairs, doors, activities etc. but as soon as I take of and go to space, all my NPCs can't do anything... I've check navmesh in all my habs, no problem, I've check the link of all interactive items to the ship module trigger, no problem. Am I missing something else ?
looks cool 👀
I'm mostly at the "how do I find assets to fill this thing" stage because the guide Im following didn't really go into that
but I will definitely hit you up fen if I need advice, its super appreciated : )
also in the interest of show and tell, this is what I'm making, doing a whole va'ruun themed hab set with a lot of practical habs to make ships meant for long term space living.
starting out with an airlock clean room because bringing foreign microbs on a ship is why theres a whole space station in uc space dedicated to curing people.
and Va'ruun zelots aren't usually welcome in UC space.
@regal wasp highlight the part you want to work with. Hold shift+alt and use the mouse wheel to scroll through the various parts that make up the object. Stop scrolling on one of them and change to shift+ctrl and use the mouse wheel to scroll through the various textures.
so my discord account got hacked last week. Had to reinstall windows and change all my info. in the process had to reinstall Starfield on GamePass and didn't realize it deleted your entire folder. As a result I lost a mod I had completed terraforming Jupiter's moons that I was planning to submit to the VC program. Luckily my Endor mod seems safe as I had a backup although might need some tweaks.
also if you see my old account (same name) ignore it or block it if it dms you
rn currently trying to mod in music replacers for SS
I don't know if you know, but just the alt key and scroll with an object highlighted moves thru the list that it came from in alphabetical order. It's amaing when working with catwalks and the like.
yeah did learn that already, just didn't know the same principle applied to the textures
You’re supposed to realize a full game at launch and then add additional content to the game later post launch. Not add basic systems that should have been there at launch, in post launch. Now I’m not ripping into Starfield, I really love Starfield, but there are a few things that make me scratch my head and that is like the one mechanic that seems to be just outright missing in the game.
Well, i have an idea but is more about what if some earth culture survive and somehow try to preserve their identity and nationality?
I think this basic concept could improve a bit the world building and storytelling
but what about Italy, Mexico, what about Brazil, Japan, China, South Korea?
Silly
Fun fact: some of the crowd NPC speak Korean
true true but what i mean: actual cities
actual cities and cultural elements like the food, the architecture, the furnitures and the mentality
I feel like humans and futurism once you lose that geographical connection for 200 to 1000 years all of that will vanish
maybe or there is also a regression or also some culture continue to live
there probably isn't any "insert earth location" culture cause those places don't exist and haven't
if anything NA / Akila and snake people would develop new cultures
unless some are stubborn and resist
considering earth has been gone I doubt, maybe some of the first gen folks but after even 3 I doubt any of them would feel any connection to earth and consider themselves Jameson/ Chyanne born natives
bloodlines and preservation programs could
some could even try to rebuild replicas
and America has only been around for what 200 years?
any native-born European from America today with British descent would out right say they're American
this is great speculation tho
the real question is: what is the Akila / Na culture
Yup, but most of the immigration happened in the 19th century, so it’s not been long at all.
There are still distinct cultural regions, like Louisiana is very different from New York for eg, but the migration was very different, as you have the French localized in areas like Louisiana for a long time
However in Starfield we don’t even have that. There’s effortless free movement about the settled systems, and all of the earths refugees started off on the same places, so while there might have been a few pockets of certain cultural diaspora in the very beginning, it wouldn’t be anywhere close to how things were separated in the early days of colonial America, so it would be unlikely that there would be distinctive poachers like the Louisiana of today
yea that was more or less an example and not an overall point
people on Jemison spent generations getting there
or however they got there
either way after not having an Earth to perpetuate Earth culture I'm totally sure all of the cultures are left to traces if anything
all i get is space america and i'm italian 😂
I agree
Colonized America is the example because because the America of today is largely made up of relatively recent immigrants from all over the world the same as the settled systems
Most other cultures are much older so the cultural melting pots don’t follow quite the same timeline
It’s easy to recognize the effects things like French rule had on say Britain and hand wave the fact it’s no longer so pronounced to time for eg, but the US is about the same ageish as the settled systems
maybe that's something Starfield need: colonization done by other former countries that isn't just america.
Well that part is speculation
We don't know if it was "only America" that did the colonization.
true, but the major impact is: Space america
Kinda like how the majority of anyone from the snake people don't sound like your traditional American... also me just referencing that some NPCs speak Korean
we can only speculate
the story is pretty cool honestly.
true true, but as italian, i admit would be fun if we have a planet made by only italians 😂
lol
or even a Las Vegas planet
But that’s the point, the US is a global melting pot, much like the settled systems
I’m guessing the accents are as they are to try show that, but largely American because that’s where the voice actors for the English language version are likely based
I kinda see the settled systems as the UC being space UN, FC space Texas. and I haven’t played SS yet so don’t know about the varuun
i think is a missing opportunity by Bethesda since Earth is not just about America but the whole world. Hey we could have even nations r unions who choose to disagree and "mind their own business" in space.
i mean is a massive universe
I don't know both factions 100% do not feel like space america
That’s what I’m saying, it’s a melting pot like America not space America. Everyone from all countries were mixed and concentrated into small colonies, meaning there wasn’t cultural division, except for the Va’ruun
Akila actually feels like a weird cult
They remind me of the “old money” types, kinda like the British (and I assume other countries) class system
the culture of Akila is Soloman Coe and the worship of the Coe family
but maybe not everyone want to live in a melting pot planet and pretend to "mind their own business" and stay isolated or part of a different alliance
I don’t think they had a choice, they were all stuck at first on Mars, then Jemison, then the FC, but it seems the game starts after things first settled down, there hasn’t been much real expansion.
Varuun being the notable example
well there was the colony war
that kinda regressed a lot
that's exactly what Akila is tho lol.
indeed, so how about to do the same formula with other former earth nations?
as fun as it would be for everyone to have their own little culture world where their own place of origin is represented thats just too much of an unrealistic expectation
if they were to go that route who do they pick and who do they leave out
imagine: an italian planet is born because we didn't like the slop "pushed" as food 😂
how many do they do ?
does it end at major countries?
that's the problem and making everyone an ambiguous point of origin is the best and most feasible outcome
is there a place were can post mod showcase ?
well, this is just speculation, but i like the idea my fellow italians create their own planet far away from the "food" pushed by the UC and is just a litteral planet focused only on food and other industries that resemble what used to be produced and create in my country.
plus we have some locations that could be inspiring for sci fi scenarios
You see
anyone can say that about where their from and insert interesting and unqiue things about their place of origin, that's the beauty of our planet there's a lot out there to explore
something Starfield lacks a bit 😦
I suggest to you tho, what's stopping you from making that yourself
you could crack open the ck and make anything
oh i wish, but now i'm busy with Fallout set in Italy, one mod project is enough for me
If you wanted to do it for Starfield, the Terran Preservation society could provide a lore friendly way to go about it maybe
eh who knows, i'll take notes
I wonder, why no one has made an invisible space suit for the game as a mod, so it would look like we dont have one on
So just trying to get my hands dirty with creation engine for Starfield. and wanted to make a quest as start. is there any documentation out there for me to understand what each variable is and how is it used?
As I did find a video guide to create a quest but does not explain much on what does what exactly
In this Quest Making series, kinggath will teach how to create in-game quests (this will eventually include the dialogue system as well). In this introductory lesson, the focus is on explaining what a quest is referring to, and then setting up a very rudimentary quest to teach about Stages and Objectives.
You can download the companion files he...
thanks even more in depth than the other videos I found. But is there no official documentation from BGS?
thanks!
Thinking about going back in the game a year later, are there any good overhaul mods out?
So what? Doesn’t mean he was right and I was wrong and guess what, I was right x
You're late, Also, I openly stated below that original message that I was just notifying you of this and wasn't taking a side. Don't cherry pick data.
@uncut cedar Can confirm this as well.
anyone here knows what are those purple links and how to create them ? (I know they basically mink the moving textures to the moving marker, but I don't see any tab in the edit menu that refers to this kind of link 🤔 )
I don't think I've seen any comprehensive ones - you've go a handful of Star Wars themed stuff in a pile of separate mods and I think that's about it. Bear in mind we've only had the CK since June, and this is definitely the most complex CK we've yet had
Gotcha might let it cook for another year then !
should be under Linked Ref or Linked From, which might need you to hit the right arrow (end of the tabs set < > ) to see
that's usually the case, but not here
double click the object to edit left or right on the tabs. Linked from or linked ref
there is nothing in the moving marker linked ref, even if there a several items linked
looks like it's tied to some kind of door/teleport marker, have you checked for teleport data?
My response, without including the follow up. I wasn't saying you were wrong, I just wanted you to know who the fellow was that you were going back and forth with. End of conversation, have a good day.
there is no teleport data tab for this marker, and there is no script, no linked ref, one linked from (which is not a pink link), no emittance, no multibound, no keyword, no location ref type, no attached ref, basically nothing
did you check the other end?
yes
Is the roatation helper and the other marker packed together.?
and nothing for all of them
nope
I'm rather lost why the deck wasn't packed to avoid that giant mess.
I know the elevator I setup, I just used the platform from Nishia(sp?)
I don't know the setup, that's why I'm currently retro-ingeneering vanilla location ^^ I want to create a TV that deploys itself from the ceiling, so I need to learn how to move things ^^
I think its LC116 in the CK, it has an outdoor elevator... not done by someone who didn't understand the concept of work smarter not harder
Are you wanting it to drop strait down or pivot?
pivot ^^' that's why I look at the moving platform as there are interior doors that pivot before and after the move
Ok, so what I suggested won't work for you. Uhhh, maybe look at the blast deflectors on a ship landing pad... anything has to be better than that mess.
I open LC116World, there is the plateform, with the pink links, but nothing in the edit window that explain them ^^
yay, maybe 🤔
https://www.nexusmods.com/starfield/mods/10869 This will get you the movement basics, at least. I've not looked into adding a pivot, so I can't really help all that much.
No, you have a good day! 😉
thank you !
anyone know of a mod that makes random poi radiant quests happen only once? I got the exact same quest (missing pipeline worker) twice in a row
I just realized all well most of the rev 8 alternate vehicle mods have been removed from creations. Like the jeep, the warthog, etc Anyone know what's up with that?
This worked for me recently (had to put mods back on after because the leadership bug is still present it seems) but on after removing all mods and jumping through Unity all subsequent saves were normal and no longer marked as modded until I added the respec mod
Looks like all NotSiouxsie's mods have been removed: https://creations.bethesda.net/en/starfield/all?author_displayname=NotSiouxsie
Weird. Wonder if there was a problem?
At one point I had a weird graphical error but it went away and seemed to work OK otherwise
Think I should delete the mod from my list?
Probably not.
Authors delete mods for all sorts of reasons.
Got a quick question that might be irrational. If I've: Reinstalled Windows from scratch, and then installed Steam, SF, and started a completely new save with no mods at all, can I eliminate the possibility that a mod I used at some point could be the problem? (Can mods in your "library" on Creations affect the game in any way. I'm familiar with file structure and such as far as modding and my instincts tell me that I've eliminated that possibility, but just want a second opinion because I'm losing my mind. 🙂 Thanks ahead of time for input!
That seems like a rather extreme solution but it should do what you expected.
Well I’ve been dealing with a micro stutter in very specific locations. It exists no matter what but is made much worse by adding any mods at all. I just wanted peace of mind that it’s not something buried somewhere that I’m overlooking.
Thanks. I'm always happy to be wrong.
This new helmets design mod is really fantastic. Many choices!
I tried everything, I recheck everything, but I can't make it work, either in a ship or in a world 😶
Ya’ll! I think the material swap bug where constructible objects would revert back to default after reloading the game has been fixed!
I was just testing something with a few items I hadn’t put into instanced statics yet, and after a few reloads they still had their color swaps @sharp lynx @twin atlas
That would be awesome. I like the strange greenish color of madame savauges seating.
I was too, I though “no way will that work” when I first read it, then tested it and sure enough, pleasant surprise
Won’t be shocked if it’s temporary and gets “fixed” in a future update though
Well you can have it now without annoying workarounds. I’m so excited to start adding doors in colors other than white
I think the decals have stopped resizing too
But not fully tested that yet
Everyone always requested colors and i was all BGS said you can have white and like it
thats great to hear it got fixed
Ha same!
This is so annoying. Starfield Bonsai kept on showing it needs to be updated. I kept updating it, then loading the game. Whenever I come back to the game and go to creations, it still kept on wanting me to update it. I tried uninstalling it and exiting the game, then launching the game again and redownload it, then loading the game, and when I come back to the game and creations, it still keeps telling me to update Bonsai.
Did you try uninstalling it then going into the game make a save without the mod installed at all. Then redownload it? That usually works for me with most mods when it does that.
I think I did before. Maybe I'll try it again.
Had to finally do it. Had to remove Dark Universe: Crossfire. Sad times ahead
Everytime I enter a ship, still, it shows the context options of Exit, Take off, and Get up. Just on the screen
Anyone else have issues where a creation mod asks you to update a mod/creation every day even though it wasn't actually updated?
I cant wait for new Animation Mods, i want a Resident Evil inspired Walk with Gun drawn. Really add that Alert feel to exploring the abandoned locations and eerie Dark space stations.
There should be more mods that create more space POIs for random battles. It's what I liked about the Dark Universe mod. Vanilla, there's almost no ship battles unless you go to Serpentis or get a bounty for it
Does anyone know how to adjust the collision of, for example, statics in Packin?
@hazy vapor Hey! Sorry to ping you. I came across this console tonight at a deserted UC garrison POI. I'd love to see it in an update please! Cheers and thank you!
God, I want some Warhammer 40K mods for Starfield.
Some kind of story mod about Genestealer Cults, Terrormorph mod that makes them look like Tyranids, an overhaul to make the Vanguard more like the Imperial Guard, etc.
Hell, I'd settle for some super heavy power armor.
@bright onyx hey out of curiosity, do you plan on making weapon skins for the va'ruun weapons like you have been for others?
Lol literally finishing up the penumbra right now
But also I'm trying to make skins for weapons that dont have any base game ones to copy from first
off hand does anyone know how you fix the issue with outside lighting effecting the interior of your ship hab?
Do you have derretech?
no, I'm making a hab
when I go in game I notice I have they akila lighting not the stroud lighting
Oh sweet. Gonna be looking out for your va'ruun skin pack lol. Been making the inflictor since I first found it. And yeah nah that makes sense though
I figure someone here has delved more into this maybe here: I am not ready to say its a bug. Its second time it has happened. Is the top level 550 in starfield. Each time I would be leveling to 551 my level shows in thousands. This last time is it Level 2682 as you can see. It reduces my health and defenses, etc. at this level. Just curious if anyone knows about this ? I could start a new or revert back to 550. but it is interesting. You can not revert back down to anything lower than what shows. That much I know. Update: I did several tested - old save etc. I removed a few mods and added B.a.s.e mod (which I missed at some point). I am at level 551 now. So it was a Mod. Not sure which one. I added back the mods I had removed. All still normal. <shrug>
Did you checked your contentcatalog.txt file ? Look like the consequences of a corrupted catalog
Starfield tools says the catalog is ok and does not need fixing.
I would expect to hit that level in 2 years time. Not today LOL
Uh ? I was replying to Commando but he never told us that he checked his files ^ ^ anyway x)
still its something to check.
Where to find the content catalog?
You have to go to appdata/local/Starfield
I'll check in the next few days if I find it
This mod will change your watch, when using the scanner to show the Universal Time, Local Time and your Inventory Mass, plus the usual Temp, O2 and Grav https://creations.bethesda.net/en/starfield/details/e9b70243-cf1e-4d8d-8183-4e6627d71098/Scanner_Encumbrance_Display_With_Time_Vanilla_Watc
Can anyone help me contact the author of this mod ~ it doesn't support large text...?
They've only modified playerhudcomponents.gfx, not playerhudcomponents_lrg.gfx as well which is needed for higher resolutions.
Tyvm 😊
There really isn’t a level cap to Starfield but over 1k the ui liked to crash but I think Bethesda fixed that or maybe starui. What you are describing sounds like you have a creation that has messed with the xp curve game settings those need a new game or you be erratic behavior like needing billions of xp to the next level or jump hundreds of levels when you level.
Does anyone knows why the Creations menu is always empty? I notice that all mods are installed in "data" folder, not the "creations". So why do we have the creations list option in the menu? So weird...
Doesn't anyone have a solution? 😕
Your local catalog file is probably corrupt use HST Starfield Tools to reset it if on PC not sure what to do if on xbox.
Where I find this HST Starfield, please?
Many thanks! 👍💯
Question: If I am restoring an item back to Starfield.esm default, is there a way to remove the * from the mod.esp so it won't go overwriting anything?
Shy of rewriting the whole mod that is.
If your talking about removing an edit you did that don't want anymore you can remove it with xedit (needs a converison process) or spriggit (esp capable)
Sometimes you can ignore using the details button on the file open screen but its not 100% reliable
Yeah I was reading something about that. Either way I look at it it may just be simpler to retire this particular mod lol. Its a lot of work for a mod that isn't really required anymore. Thanks for the reply though. It's appreciated.
Heya! Has anyone else ran into this problem?
I'm playing on XSX, everything works as intended with the additional unwanted effect as seen in the video below.
If anyone knows how to contact the mod author it would be appreciated. I tried via the BSG site but couldn't find the option to report the mod for anything other than offences.
https://www.xbox.com/play/media/LUaMxxRhAw
@hazy vapor
You can usually ping me here or reach me on Nexus Mods. This is the first time I’ve seen the problem, and I’m not sure what’s causing it. I use the vehicle myself and haven’t had the issue so far. Does it happen all the time? Only in New Atlantis or elsewhere as well?
@hazy vapor
I've just posted over on Nexus hehe, however... this is the view from the Cydonia ship tech on Mars, before and after changing vehicle.
I would be interested to know if other Xbox users are also affected
It looks like the textures of the weapon
It certainly is a strange one, hopefully it's fixable. Either way it's a great optional Rev8 😊
@sharp lynx wasn't sure where to leave this comment. Hope this is ok. Loving the shipwyards home..but you know how it is, once you see something you can't unsee it 🙂
Where the elevator used to be the buttons remain. I'll just toss some crates around them for now.
This is happening to me but In dazra as well on my unmodded save. That giant elevator that takes you up to the main area of the city
The elevator buttons are a known issue: https://afktrack.afkmods.com/index.php?a=issues&i=34406
#34406 Elevator button not attached to panel
Slightly different problem. TG just happened to overlook these tiny little trim pieces when she removed the elevator. The issue with the elevator is Dazra is that the little panels weren't properly linked to the deck so that they moved when the deck did.
Ah gotcha that makes sense
Yeah, anything that moves on an elevator has to all be linked together. These panels are small and very easily overlooked. 9/10 times it looks like they are highlighted in the CK when you grab the buttons and the stand. I dealt with this on a POI im building. Elevators are complicated🤣
Wouldn't these work?
I know that I can add and model collision with it. However, I haven't figured out how to modify the collision of existing statics yet
I believe 3ds max is required to edit existing collision. There isn't a way to edit it within ck, blender, etc. To my knowledge.
I could be wrong, this isn't really my thing lol.
well now I know to disrupt the Load order. if this happens again. The game is running fine again. All the same mods. I am sure Creations changed the Load order and now its working again. You can over think programming issues too. Oh well - having fun.
Glad it is working again
Yeah, I would loved to edit the collision. All those shots I missed because of some invisible collision sticking out
I'm not seeing a button
Maybe someone else knows. Thanks for your help anyway
you cannot
if you make an object and instance static it will adapt all of the bounds of the objects and merge them togehter
this includes their collision bounds and bounding boxes
the only way around this would be to make a copy of the object in question and remove it's collision
however that won't be all as the object bounds also comes into effect when placing objects
Hey ^^ Is copy and remove collisions within the CK possible? I know that for statics, "bound box" or something similar is often selected (CK not open right now). Is that what I need to change? If so, to what? I could replace the boundaries with collision boxes in the pack-in after removing the collision, right?
Negative, it'll have to be done with nifskope which you can edit all 3 of those things I listed
also
if you do add collision markers, they'll take priority over your object's placement
they'll override your pivot dummy
Ok, then I'll take a closer look at NifScope. Thank you so much for your help!
We need nifscope. It does so much. LOL its an essential app.
fun fact tho: For my houses for example, the level at which they spawn in, I.E whats above the map and below the map is right where the buttom of the collision marker will be
So if you're making habs keep that in mind, you'll need to use them and that will be the level at which your house will be on the flat ground
Placing houses has always worked so far. I manually placed a foundation underneath, which was below the surface in the pack-in. But with one house, I have a problem I haven't been able to fix yet. Normally, objects bulldoze everything. But not this house. I have no idea why
The buttons are gone, the Up and Down backing plates remain, left side of the picture he posted. I missed them at first too🤣
ah I thought that was part of your UI
lol that's pretty funny I think I'll leave it XD
Assembled structures that make up a house or finished houses that I copied from the game, packed into a pack-in, and then added (or inherited) light and NavMesh afterward ^^
@hazy vapor for that and for anyone wondering, the bulldoze area effect is in a really odd place, when you open your pack-in it will be under "Footprint (Meters)
literally 0 people would've guess that's what that does
right, that is indeed how to make a house
golly my phone doesn't seem to like grammar today.
I would have never found that xD I'll take a look at it when I get a chance. Thank you! 😄
@safe sorrel
I think I might do a POI home soon
not sure.... Hyla II is doing well enough that it might convince me to make another POI Home, but with similar size and scale and I have a crazy idea for it
hmmm, maybe weapons, or armor... I dunno
I plan to create a planet with various biomes and place it somewhere. I don't know how yet, but I hope to find a solution 😄
Making new planets is a dream
Was there a hint of irony in that?^^
@hazy vapor Look at you, I found it by accident haha I'm the guy who wanted you to import another developer's mod
any way to remove c tag from save? Even saves that weren't modded now save as [C]
Don't have any mods or creations installed, and deleted console history
Can any mod creators please import a mod from another developer who gave Nexus import permission to console?
Hi! Anyone here knows where I can find a video tutorial on how to import photos from the game (Starfield) into Creations Kit? I’ve been looking for it, can’t find any instructions.
Tks!
The mod is small and less than 1 MB
On PC, yes: https://www.nexusmods.com/starfield/mods/658
Yes! I had to copy a few things that had that keyword so I could have a version without to stop it messing things up
after I uninstall that mod, any new saves show up with a C tag
even with all mods uninstalled and console history deleted
Once a save is modded, it carries the C tag even if all mods are uninstalled. You have to start a new character to get rid of the C tag
You can also currently go through Unity with no mods installed, at least on Xbox
Mod removal is still a dangerous game regardless of whether you go through the Unity or not.
For sure, but if someone wants to take the risk to continue a game and collect achievements it’s an option
And on console the only option
I can safely say I was aware is caused wackiness, but had zero clue what it was actually doing
Like as in existing static objects already in the CK?
If a save file gets marked with a C it will be unable to remove the C, the C tag stands for creations. if you want a save file that isn't tied to the C you have to load the save prior to installing any creation.
hence the point of your save file splitting when you install a mod
At least that's how I understand it
Yeah that’s what I thought too. Someone said the mod free Unity jump reset it, I was dubious so tried it, and sure enough no C
Now, I haven’t used that save to try getting achievements so don’t know if it’s still ghost flagged under the hood, but it did scrub the C and put it back in with my unmodded saves
Yeah it is
Apparently it only shows Made by Bethesda Mods in there. I only see the Trackers Alliance: The Vulture; in my Installed folder. and my catalog is tested good not needing to be fixed. All my mods are functioning correctly.
Yeah I have several Bethesda stuff and they are not shown.
I'm curious, has anyone used the Progression mod? If so what do you think of it?
Yes. But TG already told me that it doesn't work in the CK
For the past 2 days, I've been receiving the following error when updating one of my mods in creations: "not allowed - binary pending." I can update other mods. I've already discarded the changes and, for example, only changed one letter in the description, but as soon as I click publish, the same error occurs. Does anyone know about this issue? Does anyone have a solution?
Can any mod creators please help me with importing a mod from Nexus for Bethesda the mod developer gave permission to import the mod only has less than 1 MB it is a mod to give the vehicle infinite propulsion
Depending on the object and what you’re trying to do there might be a work around. You can’t change the objects collision, but you can make the game ignore it.
If you put the object in a static instanced packin, tick the box for “user defined primitives”, and then set navmesh interaction to “filter,” instead of collision, the object will be treated as if it has no collision. You can then set your own using collision planes and boxes
That sounds like exactly what I need. Will this also work if I pack the instanced static Packin with the settings you described in another Packin that isn’t instanced? I want to add activators and light markers afterward
Yup
If you’re making a buildable object You do have the make sure to have some kind collision on the base for it to be able to place
that would be the point where I could also use these collision markers, right?
does anyone know how to fix the problem I'm having here?
Should be yes
thank you! That really helps me move forward
Glad I could help! I spent ages trying to figure out how to make this possible for my better buildable walls and doors mod
lookin to partner up to create and implement certain custom weapons, armor and other possible props/vehicles. DM me if interested!
I know that all too well. Most of the time is lost restarting the game a hundred times to test the settings xD
Relatable
Is CK ok for you all? I cant open it, it won’t launch. I was working today, close for a while, can’t open anymore…
Oh I had this! Let me look up the fix I found
I hope it's okay with you if I always refer to your mod whenever someone asks for fences and walls for my mod 😄
It absolutely is!
Oh tks!!!
Delete this one in The Starfield folder: QtCreationKitSavedSettings.ini
That includes your user settings. So, you have to set everything up again in the CK. Happens to me all the time too
Yes, I was wondering that. But better to set everything up again than not open at all… Tks!
It worked! 😘
Pls check if the bug is fixed on Xbox
F. that. file. 🤣 🤣 🤣 🤣
Just checked and its working perfectly! Thankyou for taking care of it 🙏
for changing a mod from an esp to an esm, should I make it a small, medium or full master, its a ship hab and I plan to do a full set of habs
Can any mod creator help me import a Nexus mod into Bethesda. The mod developer gave permission to import the mod is less than 1 MB is a mod to give infinite propulsion to the vehicle?
@odd nexus Apply to the Verified Creator program, custom assets are really needed!
Sounds good 🙂
Make sure to go with a full master. Especially with placeables, you might encounter the issue that if it turns out not to be enough and you have to switch from small to medium or eventually to full later on, the IDs will change, causing all objects from the mod to disappear. Avoid this problem by going straight to a full master. This will save you from receiving unhappy comments from users
thanks for the advice
Just a dupe and rename of each size of empty deimos habs inside and out almost break over into a med master. Go large, no worries about down the road.
👍
Hi Guys! Do you know any tutorial video on how to import textures into Creations Kit? Tks!
Chargenmenu still not updated. Post section is hitting the grieving stage
If there is any modders on here, I’d like to see a mod that makes the decorating system work more like Fallout 4. Not big changes, like when you put down a bunch of chairs, once you place the first chair, the next chair is facing the same way. The system now resets the next chair back to where the first chair was facing. Another thing is I’d like is when you I rotate my character, the chair would turn with me. I also don’t like when I pick up an item it leaves a yellow imprint of where it was, also it moves the item far away from where it was originally placed. These features which are all available on Fallout 4 help make it an easier and great game to build settlements on and I think it would greatly improve the Outpost experience on Starfield. 😊👍
Another mod I’d love to see is one that allows the main character to speak like on fallout 4. Not much for the person playing. More for family, friends and/or spectators watching to hear my side of the conversation. It is a great feature for Fallout 4 and I think it will make Starfield an even better game, and gaming experience. 😊👍
If I have an FTP app on my xbox can I use nexus mods by force pushing them to the correct folder from my laptop? It seems I should be able to as I have with other games like Minecraft but also not sure if it would be the same either haha
Just some I see not ported and was just curious if that was an easy to get around waiting for them to get ported
Is it possible for a mod to move this post to the Verified Creators chat?
Unfortunately no, but you can edit the message, "select all", copy, and then paste it, in the #verified-creators-discussion
Ok will do. Thank you
Howdy Howdy y'all!!
I've been making something new!!
Allow me to share ZeeOgre's LoadOrderManager!!
Once I saw the plugins.txt get nuked every time I started Shattered Space, I knew there was more I had to add to this!!
It was rather odd that these variant of the street gear ain’t really found unless you unalive the guys As a cultist player myself i found that to be heresy So I added the gear ti the local beasts Which made more sense immursion wise as those buggers eat everything So just pop off few rounds in them and loot the gear May the great serp...
Mostly a patch for my mods as shattered space messed few things around , it won’t affect anyone’s game if they do or don’t have this luckily Added few extras in here aswell The zealot suit (white one ) with and without the scarf from dlc now has a % chance to spawn in any varuun human or vortex phantom etc inventory regardless if zealot or n...
hey guys ! do you know how to connect a door inside your ship to the landing bay ? 🤔
40K Mods When
The landing bay needs to be connected to a hab or cockpit in order to connect it to the rest of the spacecraft. It won’t work with other pieces like reactors or grav drives.
I know, that's not my question, my question is, from a modding pov, how to connect a door inside the ship to the landing bay
like, a door, different from the landing bay door, that teleports you to the langing bay when used
You may want to ask JMPZ11. He made the Screendoor Landing bay. Different from all other bays. Also worked/working on elevators and such not. Jmpz11 has also helped several modders over the year.
oh, might be a good idea, thank you !
Do you know any mod that extend food/drink time from 30min to more?
Have you tried this one? https://creations.bethesda.net/en/starfield/details/9ac11061-0ea6-4af5-8206-4c47ed99afb8/Better_Sustenance
Nice! Thanks I will try this one. 👍💯
Hey modders and fellow Constellationites!
I’ve been thinking about this mod idea for a while and have seen lots of armor from other franchises get modded in.
One thing I haven’t seen, outside of some character stuff (Exo character mods), is any armor from the Destiny series.
So that’s my proposal. One mod (or three separate ones, one for each class).
Destiny 1 armor, both standard and exotic, for Titans, Hunters and Warlocks including their respective class items.
The aesthetic of Destiny 1’s armor fits pretty nicely into Starfield with a combo of militaristic, sci-fi, and fantasy elements meshed together.
My hope is that someone who can do this will, and will bring it to Nexus and Creations so all can enjoy.
Been making good progress on a new mod to add buildable ship furnishings to the build menu! So far, we have beds!
Thanks! Im hoping this will be a game changer for ship decorating, its going to add a pretty wide selection of furniture items for those awkward curved walls, which is something that I know I’ve been desperately needing
same, the awkwardness of trying to fit things against the walls is why I started making my own habs in CK
so anything that makes that issue better is so awesome to see
How hard is it to learn that part? I can do my own ships easily in CK but am thinking about creating my own decorated habs to put in my prebuilt CK ship. I’m a creature of habit and basically want my ship the same every time I jump Unity.
I haven't built a whole ship yet so idk how that side functions but the habs themselves have been not to bad
though I am having the worst time figuring out how to disable doors and hatches without removing the snap point
Decorating ship habs is pretty easy. Much easier than making buildable furniture to have people construct inside them in game
As you can clip into the walls easily, it’s a lot like decorating and set dressing a player home
JRamosWorks has a pretty easy to follow video on ship habs and he has another one for building a ship in CK as well
Can you make. Duplicate of the snap behavior for those nodes, and remove all the behaviors around the plugs, so it would have the snap, but none of the other behaviors
I just figured the doors/interactions would be tough but the more I jump unity the more I think I need to learn it.
yes, but the game still views the snap as a valid path
so doesn't solve the problem for my non-pdy users
it would just not spawn a ladder/doorway and then cut off the path it set up from there
Ah right because the the behavior is still on the other pieces
yep, honestly not even sure there is a fix for it, because every other ship hab mod I've seen that has walls/roof/floor sections where doors/ladders would be blocked has the same problem and they all just say to use PDY to work around it.
tbh though I feel like there is a way to do this, because idk if you messed with the decoration panel in ships before it become official, but you could change the walls into doors and vice versa, it was very buggy, only did the one side and broke a lot but you could basically do it the same way you do with outpost hab walls.
basically worked the same way as in creationkit where you can cycle the wall assets of a hab, but was limited to the specific hab walls that belonged to the habs company
Ok imma ask someone to either find out for me or tell me how to do this cause it’s really bugging me
How to make groats and other wild life be used in the taming /animal pen at an outpost
What do I need to change or alter to do this
And how do I do same for the plants and wild Bush’s etc
why is this still doing back end maintenance?
How long has it been down ?
Last modified on feburary 7.
Oh dam
gonna take longer
ETA = unkown
I would like to figure this out too because I want to do 1x1 habs custom for the constellation team, placing them in 4 spots on the sides of a 2x1, but I don't want doors between the 1x1s obviously
well, place doors yourself is good for that
Does it require an additional patch or anything extra or does it "just work" if PDY is installed?
most habs based off vanilla habs will be out of the box compatible, I have zero mod making experience and the habs I built work with it.
there are a few mods that have a patch requirement to be compatible and do provide said patch
Good to know. Thanks )
cheers
my first attempt to add new clothes. I was going for a engineer/mechanic look for the outfit but it just reminds me of a rebel pilot uniform
no breasts ?
not my style
I like it! Kind reminds me of the BoS in space
doesn't seem to be working. Other buildings that have the value "none" there can bulldoze. The mentioned building doesn't bulldoze with any of the values. Do you have another idea?
It is the fully furnished Paradiso hab, as it stands in Paradiso, except that I have a base package where all the statics, including Nav Mesh, are included, and a final package where all activators + light markers and the base package are included. In the Paradiso hab, there is something everywhere
Yes
Furniture and other items have their own bulldoze values around them so if it's not doing anything that's a problem
Did you apply snap behavior
Yes
I have the same packin settings for all buildings like keywords, AVs, etc. - this is the only packin that is not bulldozed
Thanks!
Yea sometimes it be that way
I wouldn't put it past it working if you took that entire CO pack in and pasted it over to a working one and that fixing your problem
I just tested the base pack-in. Everything seems to be working here. Strange
Howdy howdy all!
Getting ready to work on a quest mod.
Can someone tell me for sure if i can set a quest marker in a world cell? or if it's only within my "this is my cutout" zone?
I found the trigger after noticing that the final packin had no errors only with the base packin. I systematically removed the different object types one by one and was able to narrow it down to furniture with markers. I removed them gradually and identified a chair as the trigger. You don't want to know how many times I had to restart the game in the last hour to figure this out
Makes sense considering I've always made empty houses for peeps to decorate Id never see that
Glad you found the issue!!!
Thank you for your help anyway. I checked how many references this AV has. It's manageable and only affects furniture including markers and the outpost turrets
I’ve run into so many weird things like this working on buildable furnished habs. It’s seems to always happen with the most innocuous seeming pieces of furniture/decor too
the story, along with that almost completely blacked out image of a chair is wild "I've lost hours of my life to this picture of a seat" is something hauntingly familiar to me given i had my own gremlins to hunt down earlier.
I still can't quite believe that it was because of this one chair. I also don't understand why certain pieces of furniture even have this AV. I can build a toaster that can bulldoze things, but not a chair
btw the chair isn't actually black. It just looks that way because the light is activated in the preview. I have no idea why that happens^^
I would assume its the surfaces. Lots of small close angle surfaces. One thing not right and it goes bananas. LOL
Im on Xbox Series X and dk if this is caused by a mod or what but whenever I get to close to a weapon my game always crashes. Its only with weapons, things like food, misc, and other props are fine and cause no issues. Could this be a mod?
The question in return is do you have weapon mods? - The other possibility - Starfield has a corrupted file. If you can do a file repair on Xbox Series X try that, if not you would uninstall Starfield and Reinstall it to repair. If you have mods - you can change the load order. To start with uncheck ALL the mods, exit Starfield. Log back in to start Starfield. See if the weapons cooperate. If they work it is a mod.
check their keywords
Anyone make an Elberscrolls world / fallout world yet?
somebody is doing StarBlivion
Looking great so far!
contratz! this look great
Half a day over this stupid piece right here... It creates an invisible wall about 3 ft back form the opening. Tall enought to hang up the player, doesn't go to the ceiling... and isn't the full width... I could have pulled my hair out...
The scientific method saved me🤣
has the same energy as ripping up the floor boards to find your keys
@frosty rover is it a known thing or an issue on my end that your mods cause random pieces of NPCs to not spawn
Is there a quick and easy way to make placeable objects that are “lootable” static in CK? They won’t show up in my habs in game but show in CK render.
Never mind, I figured it out. I just placed them all and then created a pack in that static and instanced and it works.
They have a Doom mod coming from Kinggath. Its assumed they are just waiting for Bethesda to say release it. It seems appropriate for Halloween theme.
Cousin would you like to go bowling? https://creations.bethesda.net/en/starfield/details/05f0953f-d596-41b2-bd71-0d9d7d1ebd00/Romans_Taxi
❤️🔥❤️🔥❤️🔥
Everything is fine, everything works. It was just a question of why the developers assigned this AV to a chair and not to a toaster, as a comparison^^
Anyone know of or could make a mod that adds one of each of the new Va’ruun outfits from Dazra to a chest or something? Make it easy to get a particular outfit without having to take it by force
I'm kinda new to modding and I'm trying to import a custom hat. The world model looks fine but when I equip it to my character it turns invisible.
I can see it in CK and even equip it to npcs, but ingame it's still invisible (both for npcs and the player)
As far as I know I have the latest version of the tools and I started doing this after shattered space was released.
Anyone knows what could be wrong and how to fix it?
Have you applied the morph .dat via a MORPH form reference? (Also needs to be included in the archive)
Double check other apparel head items in the CK form list and see what their dependencies are in the Armor_Addon/Armor 🙏
I'll take a look. Thanks for the advice! 🙂
good luck! let me know how you get on!
Bought the Elitek Aerospace - Crimson Fleet Ship Habs last night. It’s amazing!
Two suggestions: please consider adding a larger cockpit for 5 crew, and consider adding a note in the description telling players that many of the pieces are accessed by scrolling through the variations using the arrow keys. Until last night I didn’t know that feature existed. I’m sure others might also get confused.
Thank you for sharing this work. It was my first creations purchase and I look forward to your future projects!
@sharp lynx hi. One more quirk I noticed ih the Shipyard home. Maybe it's on my end (a bad texture or something) butvthe exterior plate for the top/side of the red building seems to be missing. The interior is there (and solid, can't boost up & thru).
Yea I'm not sure what you're showing me here
Check if you have a texture mod installed and disable it for testing
@sharp lynx the back of the reddish building has no roof if you are at the back looking towards the other side of the landing padd (so if you walk there. You fall into the inside of ghe building) . But I'll check like DtackGX mentioned above, it may be my load.
Yea it's probably that if not then well .. don't walk over that spot lol
@sharp lynx yep. I'll toss down a rug. I loaded a new game, just luxury homes 2 and skk fast start. That section is missing still.
Thanks for the suggestion. Turns out a mod I had downlaoded had screwed up the physics for all weapons. Couldn't tell you why but I didn't even know I had it downloaded.
I figured it out!! Thanks so much for the help :))
Amazing! Not a thing!
Any idea why this happens (ONLY with HopeTech 1x1). The port and starboard pieces will not behave. LinkedRef is done in the same manner as all other habs, but it's not working. :/
I had this happen with one of my habs, everything looked fine, all the refs were right. In the end I just created another packin, moved my stuff into and that worked
Might have to try that. It's infuriating because it's doing it on both sides, but everything else works lol...and I'm making these specifically to connect port/stbd 🙂
make sure you have them connected tot he right side, I had an issue where I had the port interior wall connected to the stbd plug on the exterior and vice versa once
got the exact same effect in game when I went to test it
Yeah, they're linked correctly. I based it off the companionway....may try with the storage one and see if that helps.
Any small bunkers/underground lairs in the works? Three or four rooms max?
Is there anyone here that could do me a favor? I already created 3 mods now, but I am having a problem converting them to a .esm file. In CK, when I try to create the esm, both the esp and the newly created esm end up 0kb in size. Also, in xedit, my files seem to have issues. I really don't know what's wrong. Could anyone try to convert my esp to esm? You can find my latest one here: https://www.nexusmods.com/starfield/mods/12107
I've got a weird bug in my game. For some reason Vasco keeps showing up like this? I have no mods that affect him installed either.
@foggy glacier I had this. I uninstalled the gravis suit and he reappeared
Millsbuilds released an underground one i believe.
anyone know what ticket routing to take, if your creation is stuck on validating and you can't update it because of that?
[edit] it's been at least 12 hours
Thank you! I'll take a look for it.
Thanks!
I have a question that I hope is not too naive if anyone can answer. I know if I want to add completely new habs I need to go through and duplicate, rename, etc. If I want to just make minor adjustments or fixes to habs, is it okay to just create a plugin, make the changes, and then convert and load that?
For example, the Empty HopeTech 2x2 has a poster that didn't get cleared out if you put a door where the lavatory is on that hab.
that should be fine if its the only mod that effects that specific hab, but I've not really tried messing with vanilla habs myself
I figure I'll just keep good notes of the fixes I make, then if they're eventually fixed officially, I can cross em off the list 🙂
has anyone worked with custom backpacks ?
You could also make new habs with the fixes you’re making, that way people running the mod will be less likely to run potential conflicts down the line
That's what I'll do long term if I decide to do mods to publish. For now, I'm amateur enough that I'm just learning by working on fixing things as I see them. 🙂 If I ever decide to publish something, I'll want it to be as clean as possible.
Slowly learning by doing right now. Fixed stuff first, now altering some to get a feel for how things work and learning tools.
There’s so many left over bits in the empty habs, as well as missing bits that should still be there, like the consoles on the hopetech and Stroud brigs, and a number of doors missing from bathrooms, it would probably be a pretty popular mod if you made one that offered fixed up version s
Right lol
Random doors floating, etc. and no lavatory in the nova capt q. I’m fixing that now.
Nice! I was looking at an empty Deimos hab the other day and saw there was still a bunch of animation markers there for the furniture that got removed
Yup. Crew leaning against invisible stuff a lot in the demos ones
I get how easy it was for that to happen though, I was making empty versions of some furnished habs I’d created, and there’s always some little left over pieces that got missed after the first few passes at clearing them out
if their in house CK works anything like our version missing the animations is not a surprise, if you're tired you might not think to switch on the markers and see whats left
Yup that’s how I missed a few at first, now I do a sweep specifically for those markers
There’s some decals too. Like in a couple of empty Hopetech habs there are some floating coffee rings that must have been on tables originally and didn’t show up in the CK when the table was removed, but do in game
argh, the coffee rings!
yeah those little details are so annoying, there's also a wall decal in the empty stroud births thats so far out of the inside of the hab it appears in the hab next to it
you know how I know? it appeared inside my hab and I spent half an hour trying to figure out why I had a random decal in my hab floating in the air
Ha oh damn! Chasing a literal ghost, that had to suck
Yup. I removed those coffee rings too lol
honestly it was annoying but not the worst gremlin I've had to deal with
ive learned more about the CK trying to fix problems than I have actually making things
tbh you're right, an "empty habs fixed" mod would be very popular
Hard same. It’s like one day creating, one week exorcising demons, and the causes of said demons are so random sometimes, it’s wild
Honestly I have to give kudos to the devs for getting the game out as demon free as they have
also man, speak of popular have you guys seen Hjalmere's hab mod yet? the work in progress pictures have been jaw dropping
Their work on those habs is beyond gorgeous
cant even imagine the work that went into it
I'm excited to download it and take a peak under the hood
just to marvel at the wizardry
I will say though I could do without the 50 monkey's deciding what to name things, why is it they cant group things properly, like the shpgenint parts, half of those wall bits for the inside of habs are just all over the place in the filters
lol, the bot did not take kindly to that I see.
I don’t think I even cussed?
I just said that my mods end up the same way. The naming starts off sane, but I’m sure looks like chaos to anyone not me
fair, I've tried to shape my documentation logically, ReconTech as the over all naming to find all my stuff, then separated into Recontech_Decorations for anything used for interior decorating I have a tag for the walls I use as well
I want to future proof things so I can hunt down anything I need in the future that would otherwise be annoying to find from memory
and also helps others poke around in my mod later
I do my best, but the big mod I’m working on has a looooooot of stuff in it. It’s easy for me to find, and there’s logic, but it got messy in some parts, I have my initials so I can filter for just my stuff, but the logic of what packins are connected to what gets convoluted for real
ah the packin chains, yeah I've managed not to mess with that more than needed
I imagine though sooner or later I'll make a bit of a web if I want to get anything done quickly
Do you mean the "not allowed - binary pending" bug? If yes: I've had this bug for a week with a mod that I can't update because of it. Since there's no category for Mod Upload in support, I chose some other unrelated one and added a note explaining the issue, asking them to route it to the correct support team internally. I then received a response saying that it would be routed to the right staff member. I've been waiting for a reply from support for 3 days now. The problem still persists
that sounds similar to the problem i'm having Q_Q
i did something similar to ask for help with it as well, in the helpdesk because of there not being proper support set up for it
I am always getting thr following message on xbox " lacking permission to write to folder of download operation cancelled "this happens on Luxury Ship Habs and Escape mods
DownfallNemesis is the developer
@neat crow The walls on the Luxury Habs are invisible
Oke I have the reason, mod conflicts with some Texture mods from Morp maybe the Surfaces or the Architecture one
Hey, if anyone has downloaded my ship Creations (Destiny's Bounty, The Shrike, or La Sirena) please report any issues to me in my DM's I'm still working on a better solution for me to receive bug reports
For "xbox series x starfield", Can someone please make a mod that adds "craftable hand to hand/unarmed/fist/etc weapons"?
Hey there! Could you link me to that mod? I'd like to take a look at that.
Is this creator https://creations.bethesda.net/en/starfield/all?author_displayname=XilaMonstrr
Has a lot of high Res Texture mods
I think the problem are with the High Res Architecture Surfaces Part 1 and Part 2
Thanks to those who followed along with the dev updates, the Dredgeborn Spacesuit is now available on Creations! https://creations.bethesda.net/en/starfield/details/a8d50809-c4f3-45bc-add4-c84e11a6b4c0/Dredgeborn_Spacesuit
is there a keyword I need to add to ship habs for them to connect to landing bays?
Folks, I'm looking for a good mod that allow us to craft clothes effects (like the 5% of Intimidation and others) to other clothes. I've tried one non-Creations Nexus mod but it's not working. The clothes' changed effect not works and the situation become very buggy. Could you point me a good mod for it in Creations?
Darkstar Manufacturing
Thanks, I'll check that. 👍
Oh boy, Darkstar Manufacturing is grindy as hell, but it is very nice. 😁
Boop
Yeah, there's a ton of grinding involved, but IIRC you can do the clothes effects modifications that Claudius is asking about with minimal grinding. Going full bore is a slog for sure, but worth it IMO
It do be hard to gauge what's an appropriate cost or not / near impossible cause there's 3 types of players. The ones who don't / the ones who want to spend months grinding and anywhere in-between / or the ones who want everything now
I was curious about the latest patch mod usp-blueprint edits what exactly is that meant to fix? Does it fix ship path finding for companions and npcs? Or does it do something else I'm not understanding?
The mod seems very good, and the grinding suits very well in the game. It's not that difficult just a little farming.
From what I understand, the update makes the blueprint esm load last, which has some issues with mods that use that esm as a dependancy. The patch mod suposedly fixes this?
If you like shipbuilding, Wykkyd's Darkstar Astrodynamics rules too.
I only have one mod that has this esm and it wasn't put there intentionally, nor is it required, so I'm just re-writing it out of the mod just for good measure.
Looking for an EditorID that uses the meshes path Weapons\PumpShotgun\12g_Shell_Casing.nif.
Question for all you scholarly gentlemen out there.
How far away are we from a curvaceous women in Starfield mod?
I’m talkin’ Eve from Stellar Blade.
It feels like they “everything now” crowd is either the largest or at least the most vocal
@safe sorrel Have you seen this? https://creations.bethesda.net/en/starfield/details/31dbb8f4-63f0-44aa-beb1-306a100b55a3/Starizon___Ships_Walls__amp__Doors
Hopefully they took the time to adjust collisions as you did
I just do the everything now path since my projects are geared for total builds
I give them the opportunity to make a two why would I limit that
I dunno I kinda hope they didn’t 😛
lol
I built a new ship a few days ago. It literally took me 20 minutes to install the walls 😄
Thanks to you
Idk, i find copping hard working Modders to very rude.
Like come up with an original idea
Literal reason i quit with the decor mods
I don’t disagree
Hey, Tank Lady, are you ever going to release the Starborn Gunslinger armor as a standalone? After getting in the Hyla Mansion, it’s invisible, Xbox by the way.
It is not
@sleek cliff It worked for me
the update fixed that
this is exactly why I go out of my way to make wacky themes tbh
Really? Damn, I’ll go try it out now, thank you.
Np ❤️
yea it was updated months ago, about as soon as I could get it fixed
and I confirmed with more than 6 xbox folks that it indeed worked
the bright side is that version of the gunslinger is more crisp and new than my older model ❤️
I mean yall were in my discord and saw that Emporium AIO part 2 was in the works and was being planned as modular and broken into named packs and boom, those WIP packs are released?
Thats why my current plans are not public.
Yea that was like me hand making a starwars weapon pack and poof / EA ports flood nexus
Yeah I saw that, and this is why I don’t share much about the things I’m working on publicly too
it's okay Skully you are the OG in our hearts
I just deleted and reinstalled it, hopefully it works now.
it should, there's also some quality updates too, so enjoy
Yup and I’ll still turn to Skully mods for that kind of thing over others
Although, it still says version 1.00
I didn't change the version number
Oh! Okay then, thank you.
Wonder if any overhauls to the 2nd player home in shattered space are in the works.
I like Nizons work.
OH while you both are here @twin atlas @safe sorrel Should I do another huge POI home? I have an idea for one
Of course.
Yes!
I feel like Hyla is doing well enough that I may give it a 3rd attempt
I made something crazy last night tho XD
Add a data slate tiltled: if you impatient AF heres the solution lol
Nah I'll lock every singular door in the entire mod just for that one guy
hey really hoping someone currently here has the answer for this, I want these objects to only appear after this wall has changed to a door way in my hab, is that possible to do?
there is an Initally disabled option but not sure how to make them reappear
is it running off a quest
I believe they need connection to a node.
if so do the enable/disable at the end of the setstage that changes the doorway
not part of a quest no
is it switched actiavted
In this video, we're going to explore and identify the forms/objects that are used to create a single hab, how to customize and execute a fully functional hab, and methods of how to organize them in the ship builder tool in the game.
Check Out the Chapters Here:
0:00 - Intro
0:56 - Data files and cells used and quick window tip and trick
1:43 -...
I believe thats what I'm trying to do, the wall needs to be a shelf initially, so they have to disappear to not be clipping into it, but when it connects to a hab door I want them to be in the hallway thats made there
Okay
if you are making it switch activated do this
Drop an xmarker down
link every object you want enabled/disable to that xmarker by double clicking them and finding the "enable parent tab" using that click on the xmarker to link
once all the lines are connected to that xmarker use any switch activator and connect that switch to the xmarker by "Linked reference."
once the switch is connected to the x-marker make sure in the scripts for that switch it's using "enable/disable on activate
I know we’re ages from this, but what are the chances we get a Super Starborn mod someday? And I’m not talking being extremely OP, I mean a genuine form, with an aura similar to Dragon Aspect.
that's exactly how I made light switches
oh, okay no sorry I dont want to manually switch them on and off, I want to do the reverse of the usual mechanic habs do where stuff on the wall/in the way of a door opening in a hab disappears.
Is it theoretically (or realistically perhaps) possible to put light switches in habs to control lighting? Would love crew berths that could do that.
The reason I'm asking is because I'm making a standalone Halo Shotgun mod and I tested both the vanilla Pump Shotgun(Old Earth Shotgun) and the M90 Shotgun using the Old Earth Shotgun animations. Sorry for bad quality video, here's the comparison. If you can tell the difference, my reloading of the M90 Shotgun doesn't show the 12g shells while the old earth shotgun does.
By the way, what does that Redacted artifact even do?
you'll find out one day
I just explained how one would do that
Damn, that’s what my grandma said after I asked her why she left me at a gas station when I was 8.
All half jokes aside, okay, NEAT.
Okay, just didn't know if ship habs had special rules. 🙂
nope just use that and you should be golden
so visual example, the left is what I want it to look when a door is attaching two habs I want the two stands and the red box to be visible, but when it reverts to a hab wall like on the right I want those three items to disappear
And man am I being an Annoying Arnulfo today, will there ever be a fully furnished version of the Mansion Someday?
If you can't tell the difference, here are the comparison photos of the way I reload.
nope
I don't do those, I don't wanna hear endlessly nit-picks about my design choices.
and having them toggle on and off causes a lot of file bloat
Understandable, just wanted to ask, thank you, TG.
it looks like you accidentally deleted the shell
the weapon nif contains the bullet that's meant to be loaded into the weapon
you might of yeeted that by accident
you could probably fix that by getting the bullet model and pasting it over the shell node in nifskope
Np, you ask I answer 😄
Which weapon nif, specifically the pump shotgun would have the bullet model?
yes
and it would be the nif that has a bullet model XD that's the one you'd want to fix
You mean the 12_shell_casing.nif or the 12_shell_casing_spent.nif?
Hey, I'm able to have the spent.nif work for my M90 Shotgun somehow. The normal one somehow couldn't for reload animation. 🤣
Been having that problem, even before I tried to make the shotgun shell standalone for only the M90 Shotgun.
make it huge and see if it's just off screen
Could it be because of the mesh path turning into internal geometry?
Only one way to find out.
I think I might have discovered what's going on. The old pumpshotgun_receiver.nif, now named as m90shotgun_receiver.nif has an expired mesh path in the Cartridge_new:0 and Cartridge_Spent:0 geometry in the ninodes Trigger01 and Trigger02.
Now I'm gonna test it.
Problem solved!!
np np
now starfield's esp upper limit is higher than skyrim?
Anyone have any insight for working with this new sound format? I'm going to need to add a few for a WIP.
Anyone know a mod for stopping your crew from calling out the ship combat updates (shields down, grav drive out, etc.)?
One solution is :
- place a marker in your hab and link it to the wall, with the keyword SnapBehaviorDisableLinkAft/Fore (depending on the orientation)
- place your stands where you want, and for each one, go to the "enabler parent" tab in edit menu
- "select reference in render window" and double click on your xMarker
- check the "invert from the parent" (I don't remember the exact text ^^)
That's it x) now, when a door will be place, the xMarker will be remove from the hab, so the two stands will be enabled as their parents is disabled
is there a way to enable a mod without going through the creations its very buggy for me
Your plugins.txt is in C:\Users\YourWindowsUserName\AppData\Local\Starfield
(replace YourWindowsUserName with your actual profile name)
Open that in notepad, plugins that are active should have a * before them.
i.e. ```# This file is used by Starfield to keep track of your downloaded content.
Please do not modify this file.
*sfta01.esm```
Great thank you
Anyone else still having issues with mods not updating properly? I've tried updating each manually and via the menu and it still prompts me to update them when I open the Creations menu
wait, since when are there discounts on the creation store?
I think they've just started. Fallout and Skyrim used to get them regularly.
oh okay
One thing I don’t like is you can only have 3 companions at each outpost. I’d love to see a mod that made the outposts more like settlements. Players can build spaceports for people to come and go. Add building and more beds and jobs for the people of that port. Maybe even have missions to save and/or protect them.
To the modder who made the Godly suit, can you make a godly shield for spacecrafts. My wife has hard time flying and fighting but loves the rest and there has to be others who are the same way. Can you or anyone else help with this?
Hello, does anyone know how to contact TIATHEITALIANACE, for the Nidaba creation?
the creation works badly, the animation is broken at the level of the right hind leg, and the companion appears with it without going through a quest
Has anyone been able to make this work on xbox ~ I'm constantly getting the "module below landing nay" error...?
Last time that happened to me wts landing bays were removed from b net for a short bit it had broken my entire ship and completely boned a playthrough I had almost finished. Had to go through unity and rebuild my ship. If you had an update for that or any other ship Habs it could have also done it
Thanks I'll try. Darkstar seems extremely professional mod. I'm surprised with the level of details/organization.
You can have more companions if you level up the relevant skill (I can’t remember which one it is) but I’ve had significantly more than 3 playing a completely vanilla game
oh I'll have to try that! you might be a life saver for the design of my hab :D
Surprised Bethesda hasn't taken down the nuka cola mod yet
that hab must be placed on the second level of you ship.
also you can not have anything below it.
What does "Plays" mean for a mod on creations.bethesda.net?
How many times the game has been booted up with the mod active I believe
There was a "times downloaded" count before, why is it omitted after the Creations overhaul?
Oh it's only available if you're logged in as the author
There's that answered, thanks
So I haven't looked into many Starfield mods yet, but my keyword searches don't seem to bring anything up. Does anyone know of any "junker" style ship parts/hab mods that have been made? Say you wanted to RP a space hobo and you've just hobbled together rusty/patchwork looking parts.
I'm not aware of any, at least in Creations, but that's kinda what HopeTech does?
I was thinking more grungy looking but ty!
I think its everytime a save is loaded with the mod installed
Subscribes is a better indicator of how many unique users
You're welcome ! That's was really usefull for my own hab mod x)
I have. Dumb question, but how can I get the preview to show for snap templates. I swear I could see them a second ago but now I’m getting nothing
yep, it worked! exactly what I wanted thank you so much!
probably a dumb question to ask but going to ask it anyhow, how do I update my mods on creation?
same method as uploading them, just agree to the overwrite
This was not something that i knew i needed until today, now i can command my own fleet it's only 1 ship atm but this is like getting banana bread at work https://creations.bethesda.net/en/starfield/details/20eec3f8-3420-4105-a042-1443b797122b/Starfield_Spaceship_Followers
oh, neat
Has there been any news about a lip sync tool for the CK?
none sadly
Damn. It's a no brainer that it would be something important and I'm surprised they haven't done something about it before release.
Does anyone have a good new POI tutorial?
do you know if the guy from Spacesuit Transmogrification (Transmog) is on this server ?
@frosty rover Hello, could you update the bethesda.net version please? for Starfield Hair and Beards - RTFP
for new hairstyles available on nexus
Wonder what tools are still needed
I know for mouth animations you guys still need something
lip sync tools yes
Lip synch is the big one, there are probably more but it’s hard to know what’s missing if you’ve never seen everything that was there for the main game
The Veil mod shows how it isn't great without the lip sync stuff?
I've seen some impressive projects I think another issue is when doing (contextual menus??) you can only have a few options so it's harder to make the pop up have plenty of options
I'm assuming just lip sync tools. I asked about the CK in the comments of one of his streams. One of the questions I asked was if he thought anything was missing/problematic and he only mentioned the lack of lip sync tools.
Yea I hope they add lip syncing stuff to the CK in an update
It feels very weird to not have it
I honestly don't know if they will at this point. You'd think it would be a major element? They waited almost a year to release the CK. And it's been near 5 months since release and still nothing.
They used a 3rd party tool for it. So wouldn't that mean they'd have to develop a custom new tool since they can't just give out the tool they used?
I have this issue - hoping someone here has a suggestion/answer. for 2 days the spaceship is all fine. Then last night its shifted on any landing pad. In space and combat all is aligned and fine for FOV (even inside shipbuilder for modify). So I tried shifting the landing bay to far left or right - no change from picture. I tried changing cockpits. No change. Repair on Starfield - nothing wrong. I have not changed or add any mod. I verified Load order is same as last week (I check it once a week). Any ideas or do I have to live with it ?
I'm tempted to get the chunks mod, it sounds fun
Update how? Youre saying the one on Creations dosnt have the new hairstyles?
Can someone please export this mod from Nexus to console if the developer gave permission?
no, not the ones on pages 4 and 5 of the nexus page
hey y'all!!
I got sucked so hard into DevModManager and LoadOrderManager, that i've forgotten things 🙂
I can generate the preview on the planet where i placed this, but i can't see this on the preview, when i double click on my location, i get this void... anyone got a suggestion on what i need to do to see terrain etc?
i can even load it up in game, go to the location, and my npc is there, marker is there ... but i can't see the same in the render window
I just checked, and I see them there for both male and female. Number 52, and 54 on the hair slider.
I also saw them on a stream last night from an xbox user. So I know they are there for xbox also. https://youtu.be/kOsMw8Oot2U?t=3502
Curious if meeting Andreja as promised will make a difference? Let's find out. New Unity, and as requested, an evil playthrough.😈😈😈 Sanctum Universum - All Must Serve. 🐍
..............................................................................................................................................
Shattered Space is the first majo...
not these ones
https://creations.bethesda.net/en/starfield/details/84981815-7935-49d1-a9a7-9ed57f491105/Starfield_Hair_Beards
on this version, they are not there
for PC, xbox, male or female?
female and pc
Downloading off creations now, and checking for myself. One moment.
thanks
I just installed and checked, all is there, and working fine. Did you update to the new version from an older version? If so, the older one might not have been removed. I would suggest deleting the mod, exiting the game, and then reinstall after re-entering the game.
strangely I have the old version, the 400mb one, not the 600mb one
Not even a breeder to help with this? I've asked others but they don't accept and I don't know why, can anyone tell me?
it seems to work now, very strange
thanks for the help, bethesda.net seems to be working out of sync with the information displayed, which is confusing, and doesn't seem to be updating properly
Glad you got it working. 👍
btw any ETA on updating the Headparts for CK Export?
Nobody pays attention 😮💨
lol, im getting sooo over loaded with stuff I want to do. I guess ill focus on that next, and put the other stuff on hold.. It takes a bit of time when it comes to exporting hair from blender so maybe in a week or so from now.
so, hoping someone might know this. i'm trying to tinker with the rev8, i managed to get the turret feeling a lot better, but i can't figure out how to modify the booster system on it. any ideas?
ah just making sure you haven't forgotten
Have you tried asking the creator?
No I havent 😉, I have to update all of my Nif files. Not just for hair, but for clothing too, and thats 100s of nifs.
Oof
Yes
Give me mod name and I can port it for em
yeah.. but the ned product will be nice. The clothing will morph with body dynamically when using the sliders to change your body shape in Enhance.
It seems to be a simple and small mod.
Tell him to dm me his source file it's a light master
Can't port it correctly
Will that do? I didn't want to talk to him again, he seems really annoying.
probably
When are you going to put it on console? Haha I just want to know so I don't get anxious
@autumn idol Heya!! have you done much custom poi?
Need to see if I can. Get it working
Yes but there are those better than me with it
Hey hey folks!
Anyone who happens to have my Vol I the new update is live!
https://creations.bethesda.net/en/starfield/details/3232667a-c443-48a1-8719-1d3978bc4cd9/TGs_Luxury_Homes_Volume_I
Ever wanted to build the lovely Dream Home or Vlad's Villa on any planet? Well, now you can!
This mod includes about 30 or so Luxury Player Homes!
You can also build a castle! Complete with walls, gates, and towers. Alongside these, many themed buildings that are visually stunning, so you can build your own kingdom and transport y...
Features working windmills that power your outpost, new crafting benches and a few new "more skyrim like." buildings with a working clock tower.
Something nice for those who got it already ❤️ and something new for those who might wanna get it ❤️
I added a whole furniture set but it had to get cut until I can work out some kinks
so, there might be a whole furniture pack added to this too XD
TG bringing the value
I do my best lol
I get couple new mansion designs I'm working on for Vol II
but that wont be for hot min since my next mod is gonna be huge!
Has anyone tried to see what happens or if it is possible to bring an active npc ship as seen in space sections onto the planetside area
toss em out the airlock they'll find their way planetside
@frosty rover Hello, again, this time if for this mods from bethesda.net, it seems that the texture does not work as it should, I uninstalled all my mods and put them back, this did not correct the problem, it is the only body mod that I have
https://creations.bethesda.net/en/starfield/details/1cb88478-cfa4-450e-8ce9-3314f67ef172/ZBB___ZoNEs_Beautiful_Body
For some reason youre missing morphs.
this is a new upload, so ill have a look.
Yeah the mod is working fine. Its hard to tell in that image if its my body mesh, but what I can see is that the body mesh is using the wrong morphs. You might have 2 body mods conflicting.
I reset the character's shape, then it seemed almost good, no more texture shine, but there are still cutouts all over the body
the shards seem to form if I make a shape other than neutral
Thats not my body mesh
The chest in my shape dosnt get that large, and mine has more added to the rear end.
It should look more like this image. This is as large as it gets.
I had a chest mod, I deleted it by deleting the geometry file, but it seems to remain in the game, which doesn't make sense
Why did you just delete the geometry, and not the full mod? You might have lingering morph files that went to that mod thats being used for mine, and causing issues.
it's good, it seems that there was a second file with the copy of the mods in my game=>date, I probably put it there at the beginning and then forgot
There you go. Looking much better imo. Feel free to DM me next time if you run into anymore issues.
I had checked the game caches after deleting the geometry file, I simply deleted it because of the mass of files that the mods modify, faster, less headache
thanks 
I'm so happy I'm making a lot of progress on my Halo Shotgun mod. Including the shotgun shells.
Is there a good alternative to Nexus?
Not really
Props mods are THE BEST! 😆
I can't seem to get the new magnetic holsters mod to show a pistol
No matter what pistol I equip it won't show on the holster
have a link to the mod?
It's the new verified creation by Firew4ll I think
are you running it along side zones mods?
there might be compatability issues regarding the slot they use
Nice, didnt know that released yet. Did they end up doing it for only xbox?
I think so yeah
Could be a slot issue, but the way he explained it is that it used keywords. So as long as you have the holder on it should work. I have not looked at the mod so im not 100% on that.
holster*
have you tried running it on its own lord cube?
I just checked and it is only for xbox. Bummer..
yeah kinda sad about that actually as well
really miss having a weapon visible on your back or hip
It was something I was doing on the side, that I had put on hold. Them having this mod out I wouldnt want to release something that would take away from what they have going on. I hope they release for PC at some point.
Same, and having visible melee weapons is missing.
I have not, I have tried moving it all over yhe load order though and nada
try running it on a fresh save with no other mods, if it still doesn't work you'll want to get in contact with Firew4ll
Got it to work
Powerr cycled and moved it looow
awesome!
To celebrate my acceptance to VC, I'm dropping a very silly free mod! Welcome to the new collectible craze, via a little Duck Hunt: https://creations.bethesda.net/en/starfield/details/cee76c92-4764-471e-959e-f0c83d9140b5/Duck_Hunt
someone might know here, i'm working on a mod but when i place flora in a exterior cell some of them get the error:
reference attached to the wrong cell
Is it solveable or it is something i can just ignore?
Not really sure why it happens
Can someone let the creator 0xDezzy or OxDezzy know that their StarFinance mod is cause a no sound bug on console? Would love for it to be updated so I can run my debt into the ground.
Man, I need a female business suit in starfield, like the one V wears when she’s impersonating Aguilar in Phantom Liberty or President Myers suit, something that’s actually form fitting
I’m using it with their EIT clothes mod and it’s working fine.
congrats, also that is a very cute mod thank you for all the ducks :D
Got the new ship furniture mod up and running!
awesome!
Currently on Creations for PC and Xbox, but I’ll be putting it up on nexus tomorrow as well
I almost read that as furnish your feet
Quentin Tarantino would not approve
Will you showcase this on YT?
Yes! I’m going to be putting together a video on it tomorrow
Love it.
I’m hoping it’ll help some ship decorators
Because those curved walls are really hard to fill
I just saw all these wonderful mods showing up and the varuun habs. Maybe I'll have a new captains quarters for my ship and it won't be pure matillija
Has personal problems. Not sure can do it
The MK14 EBR mod for xbox, at least for me, is busted and doesn't load half of the weapon model regardless of mod order
Will we ever get a mod that turns a Temple into a Starborn Player home?
do you know how to force all your crew to go somewhere by using an activator ? 🤔 (like in functional mess ^^)
sgtowl might know hes been messing with controlling where npc's move
do you know how to contact him ? ^^
you can find him on nexus under the same name
or over in the starfield modding discord
Who made the Mark 14 weapon mod? Anyone know?
Hello! I am a 3d artist / modder and I just dropped a lil skins showcase of a mod that I worked on with @normal steeple https://www.youtube.com/watch?v=uCLP64HPcys

Hello there! I am Namori, 3D artist and verified creator for Bethesda! In this video I showcase the skins for the Dredgeborn spacesuit, available now in the starfield creations. This spacesuit was made by @AhoiMalloy , also verified creator for Bethesda. I have worked on the skins variations (texture painting)!
Description by FeekaMalloy @...
Hi everyone. For xbox series x starfield, when using the mod "Va'ruUnity": 1. do you keep all of your inventory(including items added by mods) or do you lose your inventory(including items added by mods)? And 2. What happens to my ship?
https://creations.bethesda.net/en/starfield/details/51d93bc6-966d-4ee6-8d93-3ebd37f00d5e/Va__39_ruUnity
i would assume everything resets as you are still entering into a new universe just like new game plus in the vanilla game
Shoot. That stinks. It kinda makes going through unity pointless.
@fleet cradle For xbox series x starfield, does vanilla items gotten through mods like "cheat room"/"cheat terminal"/other similar mods, still count as vanilla items?
Those would be mod parts. Vanilla are like the Stroud-Eklund, Nova, etc. They are the bland ones, if those Vanilla. Most mod parts are creative and fun.
I would point out that Mod ship parts take a while to engineer. Lots of little things have to be done in a variety of different programs/apps, whatever. Even if its a re-do on existing Vanilla ship parts.
So I send a thanks to all the Modder's making ship mod's for us all. It is work.
Hi everyone. The WFFC mods are not working together, "WFFC - Vanilla Recipes Patch" and "Workbench Filter Framework - Creation (WFFC)".
https://creations.bethesda.net/en/starfield/details/1d386fcf-a0b8-4fba-91fe-bd46ff65eb7f/Workbench_Filter_Framework___Creation__WFFC_
https://creations.bethesda.net/en/starfield/details/6e453ee7-647c-4b7f-bda0-a464358646c3/WFFC___Vanilla_Recipes_Patch
oi @frosty rover I made a mod that make your music mods Standalone finally
I wanna make a mod that ads GTA V like heists to the game but I have no clue where to start or how to do it
Also, there would be so much work to do on it. I might need a team.
Hello everyone!
I am looking to get my feet wet with modding Bethesda games, Starfield in particular. I have a space multiverse-themed project (ambitious might take a year or two to complete) that I want to do. It will mean building a lot of subsystems that interact with gameplay mechanics
I have general game dev. and technical art knowledge, and some Bethesda modding experience as a mod user (Skyrim and Fallout4), but little particular knowledge related to Bethesda tools and concepts as a mod dev.
Hoping to get some answers here if possible, and also help relay what little I have learned if the opportunity presents itself.
I got Starfield CK installed, and working (I do have the needed 32 Gigs of RAM) , I got the sound tool( wwise) installed and working, I created my first plugin and placed my first NPC somewhere, The second plugin, created my first landing spot on a Planet.
Next, I probably will learn how to create a custom interior cell, then dialogues, quests, then the equipment, and then the more complex interactions.
Hoping to get a bit of help from more experienced modders as answers to a few questions.
As I lay it all out, want to make sure I am not stepping on an architectural land mine that might lead to painful rebuilds later on, and also build these systems in more of a "platform" way so that they can also be re-used by other mods if they want to.
So before building more, I am planning for some robust infrastructure work, like init/self-update/sanity check/and uninstall scripts.
I realized that there is no MCM for Starfield, and read that most modders currently use the Gameplay menu options itself to allow players to configure mod variables, and check their status.
Since the action of initialization, sanity checks, and uninstall are also about surfacing variables and statuses to the user, can anyone point me in the right direction with a few examples on
a. how that ( using the gameplay menu to surface mod variables/settings/statues) is used/achieved
b. are there best practices for more extensive mod initialization (is it best to have settings as global variables, or is best to nest them all in a more hidden property/class ). Is it best to handle initialization or de-initialization using a manager quest as a proxy, or simply running a sequence papyrus scripts on game load events, if the "use this mod" variable on/True ?
c. what are the best ways to present a popup window ( that requires a button press to progress) and more unintrusive log/ status update text messages to the player?
@narrow sparrow Bethesda games do not support mod removal, so I wouldn't bother designing uninstall scripts.
Not all elements that are added by a mod can be removed again through scripting - the necessary script functions don't exist because it would break the game anyway.
To answer your question (c), displaying quest objectives is unobtrusive, in the sense that they don't need to be acknowledged, whereas MessageBoxes are used for popups that require interaction.
For (b), learn how the StoryManager works before anything else. And Events. The game is largely driven by Events.
Thank you!
Will look into Story Manager.
Sorry for the delayed reaction, I was just now deep into learning that there is a script decompiler and a recompiler, just decompiled my first script :).
Though I am assuming that while the decompiler probably still has plenty of learning-related uses, the recompiler has been largely supplanted by the official compiler in the CK.
And largely the same about SF1Edit, it was necessary before the CK was launched, by maybe less so now ( or not at all). Am I perceiving this correctly? Are those topics taboo ?
SF1Edit is very useful for some things but it's still under active development for Starfield so it has to be used with caution. The source code for all the scripts in the game comes with the CK so you don't need to decompile them.
I am also looking at this https://ck.uesp.net/wiki/Category:Tutorials and hoping that learning those Skyrim CK concepts will allow me to easier understand /figure out the Starfield equivalent
I could not find the Starfield equivalent wiki.
Yes, although there are differences in how the games are built. The corresponding tutorials for Fallout4 are closer to Starfield so look at those too.
Will do.
Thank you again :).
Don't try to learn everything at once. Learn enough to make a small mod, then learn enough more to make a slightly different kind of mod. It will keep you occupied for years ...
Is using the script extender a foregone conclusion, or should that be "cross that bridge when you come to it" type of thing?
My instinct tells me to stick with the official toolset/function landscape first.
But maybe I'll end up taking long detours with roundabout ways of doing things instead of directly using a function in the script extender.
Learn how the game works first before you worry about the script extender. Also, if you plan to publish mods and make them available for XBox, you can't use scripts that rely on the script extender anyway because it can't be installed on XBox. The script extender is a lot less important for Starfield than it was for Skyrim, for example, because the basic game includes more scripting functionality already.
Personally, I use the Skyrim script extender every day but I've never needed to use the Starfield one at all.
Although creating and placing the objects in the game (planets, ships, people, buildings, guns, and so on) is part of making mods, much of the complexity is not that. To be interesting, the game is designed to react in complex ways to what the player does. All that is less visible when you open up the game in the CK because the functionality is distributed through event-driven scripts attached to the quests and visible objects.
Anyone know if there is a mod to put the fuel mechanic they had contemplated in development back in? Make Helium Cost Credits and so on again? Maybe get stranded if you don't have any . . . have a burning need to create outposts so you can gas-up on your own dime, etc.?
Boop
bonk
Does the items added by the mod "WFFC - Vanilla Recipes Patch" count as vanilla items?
https://creations.bethesda.net/en/starfield/details/6e453ee7-647c-4b7f-bda0-a464358646c3/WFFC___Vanilla_Recipes_Patch
Man I don't trust script extenders period for this
Nothing screams unstable like a totally added user based script that wasn't there originally
Hi
Please, is there a specific mod that give us decoration objects (like cups, syringes, spoons, etc) in the menu's outpost editor? I found several mods that give "glued" objects on tables, but I'd like to have separate objects in order to decorate myself. Thanks any help.
I don’t think so, but they are easy to loot and place without. If you take over a ship and either decorate or sell it, that usually fills your cargo hold with a lot of these items whenever you want to do a lot of decorating
Thanks I'll do that. 👍🙂
but I crave context now!
One of the things I love doing in the game when not questing is going round looking for locations and ships to loot for junk objects to decorate with. There’s some really cool stuff that’s not nailed down when you go looking, and some fun “rare” items like a tiny galacticat. Finding those things is like its own gameplay loop
I look like a racoon running around looking for trash to collect a lot of the time when i decorate my ship
The context for that picture is so much wilder then you think 🤣
Yea my fav part of bgs games is collecting useless junk
Just like fallout, yes, I do indeed need every fork, spoon, cup, plate and tin can, this is none negotiable
Same! The Slocum’s Jo coffee tins with the face on them, every single one straight in my pockets
I steal every geode I find
Secret entrance behind the waterfall...
Nah it's actually really wild what I'm working on
Probably some of the craziest designs I've to date
No context continued
Hi everyone. Does the items added by the mod "WFFC - Vanilla Recipes Patch" count as vanilla items?
https://creations.bethesda.net/en/starfield/details/6e453ee7-647c-4b7f-bda0-a464358646c3/WFFC___Vanilla_Recipes_Patch
The author has mods on Nexus ask the author: here is a link to get to the author: https://next.nexusmods.com/profile/ExoWarlock313?gameId=4187
https://media.discordapp.net/attachments/1220745600623185962/1280296407999451227/Photo_2024-08-23-214152.png?ex=671b75b2&is=671a2432&hm=53932587171d341c798997020386500d0ff04f539edc43ef13b945d9a1c0d1e5&=&format=webp&quality=lossless&width=1191&height=669 you're all trying to make atmospheric flight, but what about a boat
That is a snack for most of the water fauna. LOL
I messaged the author around three hours ago and they still have not even read the message it seems. Do you think that it could be another mod that also effects workbenches that is the issue? Where should I put the wffc mods- Top Or Bottom If Load Order Or It Does Not Matter?
absolutely that can be the case. You can't have two or more mods calling the same id. But The mod you are sighting - requires two mods to function per that Description. You installed both WFFC mods per the description ? If you on Xbox it might not be working on Xbox. But again Mods can call to the same item ID. If you suspect a mod - you can disable it -and see if wffc is working. Its the only troubleshooting you can do as a user. as to load order - it is controlled by Creations Load order.
😱😱😱 seriously can't wait.....got my credits already waiting for the word TG anything TG and imma having it haha.....seriously though do we have an eta 🫣 on any of your awesome mods.....still holding on for the Galactic colonies to be Xbox ready 😁😁
GCE will come to Xbox
As for this I usually don't set dates, I don't like to time crunch or give the impression / expectations of a timeframe when I could break my leg tomorrow and all my progress stops 🤣
All I can say is this next mod might just be close to GCE levels
Absolutely 💯 get it.....sorry if it sounded like i was pushing.....your mods literally brought me back to the game without them not sure if I'd have come back to it.......Absolutely love your work and will patiently (kinda) hang around to see more of it.......appreciate you 💯
❤️ thank you! I mod for this reason ❤️ honestly I'm pretty excited about this upcoming mod it features some of the wildest designs I've made to date
I know I said that but I just cannot wait 🤣
💜
hard agree on the setting expectations thing with dates, i'm trying to get an update/new hab out every few days but I'm never going to say that on my mod page, because god forbid something take longer than I expected lol
Yea, I generally aim for a mod a month. Which, if you see my mods you know they're absolutely packed and the only way I can make it possible is by strict development time on my end, which is a dynamic that only works when I don't feel pressured
Honestly I’m amazed at how much you can get done in the time you to do it
@frosty rover no idea if someone's mentioned it but I've just found that the magnetic holster mod doesn't play nice with your Ecliptic space suits. Makes the legs invisible
Close to GCE levels? Taky my creations 👍
You should talk to firew4ll. Since Its an xbox only mod I cant see what they did in order to try and fix it. 🤷♂️
@strong oak For xbox series x starfield, are weapons, armor, and clothing crafted using "Starfield Extended - Weapon Crafting" and "Starfield Extended - Armor and Clothing Crafting" considered vanilla items?
https://creations.bethesda.net/en/starfield/details/41fbc999-518d-4fc1-a640-a95654c87744/Starfield_Extended___Weapon_Crafting
https://creations.bethesda.net/en/starfield/details/af72d9fe-9700-4b60-b39b-a4d11276acbb/Starfield_Extended___Armor_and_Clothing_Crafting
If you remove the mods and make only what is there that is Vanilla. All mod enabled Crafting is mod. Usually they have some extra add perk, depends on the mod.
Outside of crafting most of the Chest caches mods have Vanilla clothing but might be Legendary.
https://tenor.com/view/mhw-hasfly-monster-hunter-world-deviljho-counter-gif-18612652 this cucumber comes out of the woods. 😅
lol
in order to acquire the land you have to kill the Cucumber beast... 😅
For xbox series x starfield, can someone please make a mod that adds craftable "hand to hand/unarmed/fist weapons"?
There are a lot of melee weapons and some are straight craftable, already good marks from Xbox users. I will list a few here: https://creations.bethesda.net/en/starfield/details/cf5934f8-bb81-4cb6-a596-a6d31c2373da/Carpathian_Elm_Wakizashi__XBOX_and_PC and https://creations.bethesda.net/en/starfield/details/887d9235-b666-421c-83fd-e5e2b60c9b99/Darksaber and https://creations.bethesda.net/en/starfield/details/086eb1b2-c5f7-4a30-aa40-7b1920aac3bd/TN__39_s_Melee_Weapon_Modifications__Enhanced_ and https://creations.bethesda.net/en/starfield/details/99298140-5bcb-4091-8f32-2d7e2a3422da/All_Trilogy_Lightsabers and https://creations.bethesda.net/en/starfield/details/97f00a78-7abd-4665-b0f0-a00ee29dac2e/High_Frequency_Murasama_Blade and https://creations.bethesda.net/en/starfield/details/7b040df2-d9d1-4257-8a79-fd56f3ad74af/Metal_Gear_Rising_HF_Blade There are more. If you want something more than these. Describe a bit more of what you have in mind.
FOR BOTH XBOX AND PC!!! One of 3 NEW SKINS for the deadly WAKIZASHI. CARPATHIAN ELM WOOD handle, polished blade. EACH SKIN IS STAND ALONE. SO COLLECT ALL 3 OR USE ONLY ONE!
So, Bethesda pretty much took my idea verbatim for their melee weapon modifications! Great, but that doesn't mean I am bowing out. The mod is now updated, using their system...
For console, can someone please make a mod that removes the spinup delay on the starstorm?
A little self promotion: https://www.reddit.com/r/starfieldmods/comments/1gbrzd7/forgotten_frontiers_poi_expansion_coming_soon/
None of those are what I am looking for. I am looking for "hand to hand/unarmed/fist weapons" like for example- claw weapons, brass knuckles and other similar weapons not bladed weapons/blunt weapons. Although these are from a different game, here are the type of weapons that I am looking for my unarmed/hand to hand character-
https://deadisland.fandom.com/wiki/Brass_Knuckles
https://deadisland.fandom.com/wiki/Claws
For the weapon of the same name in Dead Island 2, see Brass Knuckles (Dead Island 2). The Brass Knuckles are a blunt melee weapon featured in Dead Island. Brass Knuckles are worn on the fists, and...
@bright onyx Apologies for the ping. I was searching for an outpost hab mod and came across your retexture mod. Any plans to port that to Creations? Cheers and thank you! https://www.nexusmods.com/starfield/mods/5148
Maybe, I haven't touched that mod in awhile and would probably want to rework it before I do. But I'll take a look
Does anyone have series Xs?
Do you know if this happens on series X
I'm on the s and Crozzbow Greedo and Rebel Leaders mods do this skin clipping I'm not sure if this a series s issue or Xbox issue
modding issue probably how many mods do you have installed on the xboxs
It does that on my PC too sometimes
Uninstall one of them and see if it does the same thing those probably interfering with each other
Its made with the same assets though
I am guessing the Constelation one
The no name NPCs don't have this issue
That is why stated the overhaul one
try removing that one
also make sure every mod is updated too
since with the new patches and all
Everything is updated I cleared the cache and deleted reserved space
I'm just gonna install the costantlation overhaul and fast start only those 2
Was it doing that on PC?
What about the Greedo and Rebel Leaders
It was making all the leaders bald the overhaul
I hate the intro though
not all modders have updated thier mods yet to the newest patch
The Star wars costantlation overhaul was just released on Xbox
yea so they have been out for almost 8 months though
I texted Crozzbow a 3 months ago and he doesn't even know why it happens because on PC on His end it doesn't happen
ok that is the issue there he probably didn't develope it for the Xbox then only the PC
if he doesn't have an Xbox to make sure it works
lot of modders only have PC
Hey ya'll, I have a favor to ask. I recently released a mod for the Xbox but I can't test it, so I was wondering if I could find an Xbox player who could test if for me.
Got you. https://creations.bethesda.net/en/starfield/details/bd7bdf37-945b-40dd-adde-c0e0a1e827cf/CombaTech_Security_Armor_and_Spacesuit right?
That's the one
I just want to make sure the armor is visible on the Xbox. I'm not 100% sure I saved the textures the correct way
Thank you so much.
It's showing at the Industrial Workbench. Gotta grab some mats and then I'll take some screenshots
So far so good.
This looks so good. Here are some screens. Clips are uploading
So it does work, hooray! Thanks again for checking for me. I've been worrying about it in the back of my mind since I posted it yesterday.
Seems fine so far!
This has made my day. I know this is like at least the third time I've said it but thank you again.
Awesome! Thank you!
You're so welcome! Great work! This is staying in the list. I'll most likely be showcasing it in a video at some point.
Well, thank you, I'm glad you like it.
I made a weapon skin for the Equinox that goes with it if you're a fan of lasers.
Oh yea. Bookmarked
New pool is in!
New outpost on Schrodinger VIII-a with an awesome view of the local gas giant. I'll be swapping these habs out for a more exotic layout soon.
Finally finished my one hab that I've been working on to learn CK. Everything works and functions properly and I'm finally ready to start my playthrough with a single hab modded Frontier! #1146507835090419862 message
Does anyone else have the Enforcer Mod? I'm completely locked out of Ammunition 2/3. I think the mod is the issue because the 1.3 version adds more ammo types that require 2/3 but the research terminal doesn't have either listed, even though it shows one research available.
Hi everyone. For xbox series x starfield, can someone please make a mod that allows you to do "stealth kills with bladed melee weapons(mainly slitting someone's throat)"?
One moment I think i have the perfect mod for you or something similar.
Edit: well unfortunately the mods i thought did that do not i can not find anything that adds or changes that animation. Though someone may be able to simply port that over from skyrims animations since it is the same game engine i believe. If you'd like takedowns that 1 shot all "human" targets, then shades stealth ttakedowns will do that
