#starfield-mods
1 messages · Page 56 of 1
That is awesome to know. When I'm no longer running games on a potato I was going to look into using the power armor animation for space marine power armor to add in. Since mech are outlawed nothing was ever said about power armor
I sure wish these beacons would sit flush on structures, or at least spawn the base instead of floating.
It would be nice if we could "hide the body", much like in Sniper Elite...
Technically. LOL. If you have to two mods 1 for Brigs and 2. for the handcuffs. You have a Brig on the ship you can place the dead one in your Brig. 😂
But from what I can tell you have to modify the ship for the bodies to disappear. < shrug >
Wanted to inquire since i've only used Landing Animation Reloaded, does Vanilla Landing Animations work with outpost landing pads? I thought at one point I had seen(possibly prior to the mod moving to creations only) that it didn't work at outposts which was part of why I've kept LAR installed.
I only ask because while wrapping up my new load order for a fresh start, I'm semi frequently getting a ctd when trying to land at New Atlantis
.. ok scratch that, I just tried disabling LAR and from orbit attempting a landing at New Atlantis' Space port and still crashing. now i'm at a loss for the cause
In Vanilla you have a take off (and flying) animation and a landing animation (of which I have seen two version) - so yes.
I see you are on Xbox with the issue? or you got that new laptop now - is it also having the issue ?
On pc(desktop) and just for the sake of trying, I also tried sapping to vanilla landing animations and entered into NG+ and when I went to New atlantis to land for the first time, landing animation triggers. i took off and when attempting to land/load into New Atlantis the 2nd time, ctd
and sadly I can't decipher anything in the logs generated by Trainwreck which seems to be all we have for crash logs so far. so i'm at a loss (I should add that if i load a save while in new atlantis somewhere,exterior or interior that I can move around, zone into other parts of the city just find)
Can you DM the trainwreck text to me
either that or attach to a reply here. Either works.
Luckily you and I have the same setups. Trainwreck indicates you have a Graphics Crash. This can happen for several reasons. I will DM you
do you know how to unable merging in CK ship builder ? 🤔
I still don't understand why im the Trackers Alliance mission of "take alive" we can't stun the NPC, bring it to our ship and deliver it in Trackers HQ.
Stun the pirate and simply leave it there is bonkers. I hope a mod came to change those kind of missions someday.
@sharp lynx Sorry for the ping. Do you know a solution for placing actors, such as human NPCs, along with a linked animation marker in a pack-in? So far, I haven’t found a way to place them properly. Either I use the instanced or grouped solution, but then they fall from the sky and end up dead (or incapacitated if immortal), or I don't group and instantiate them, which leads to sporadic placement bugs. Either they can be placed randomly, rotate around the central placement point by f.e. 10m, or just aren’t visible at all
Sadly there's no way around that atm
My work around would be to have them set as intually disabled then activate them but pack ins do not like to load if anything is marked as disabled
You also can't hold them to a marker either they fall from the sky anyway.
I even tried a restraining package and a forced marker spawn and still they fell from the sky
Ok, then you're stuck at the same point as me. I can place them without them falling from the sky, but the placement is very buggy. It's a shame there's no real solution for this. Thanks anyway
@hazy vapor
Looks very nice 😄
https://www.nexusmods.com/starfield/mods/12241 By Talos, this is amazing!!
Thanks! I may have to swap habs as the reactor makes that hab appear translucent at night. Too much radiation I guess lol. A greenhouse would be a great hab for a reactor but it would have to be empty and snapable (for proper positioning).
Be careful with Varuun technology!
John Skyrim would be proud
any chance someone makes a mulitplayer mod for starfield?
Unlikely
To the starfinance mid author i was wondering when will you update your mod as I am looking forward to the rent system please let me know when you can
John Skyrim, John Halo. Why is everyone obsessed with "John" Game thing? Sounds so stupid.
Installed going to test it.
anyone got a tutorial i can follow to get into starfield modding
I wonder if it's worth the effort to turn the greenhouse into a hab. The center would have to be removed and the base tweaked so it could align with other habs. I sure wish the "your foundation is too tall" issue would go away too someday.
There is no one single tutorial and the process is for Starfield not unsimilar to Fallout 4, however several things are different like points of interest and the art workflow.
There's a mod for that
I installed your last mod and now my coffee machine makes only matcha
Well that's confusing. My last mod was for Space Mayonaise.
A much needed addition honestly
I'm testing a method to get NPCs to spawn correctly in a packin we'll see how that goes
Can you include x markers in packins?
If so a formlist, holding cell (with a floor) for npc's and a script to throw them from one spot to the other would do.
It doesn't
Did that, they either fall from the sky anyway or spawn in very inconsistent spots
Does the player have to be the one to trigger them arriving?
I imagine it's due to the same reason lights and effects sometimes hang out outside their spots they're meant to be in
Well if it's an outpost packin yes the player has to build it
...
So what to do instead is give something in your packin a unique ID you can move an X marker to instead and then spawn the npcs at the marker(s). Doesn't necessarily have to be anything fancy ( a playing card which you disable after the spawn is triggered)
This problem applies to outpost buildings
I did that
My method I'm trying next is close to that
Moveto is completely unreliable
Well...
Then the only thing left to do is enable ragdoll temporaily so when they to spawn in from any height they shall tumble in and bounce with some humor.
PlaceAt is the command you want.
MoveTo is best for moving to player only.
LOL
Placeatme too
I do have an idea I haven't tried I'm going to test when I get home
Basically about 2 out of 10 placements the NPC will snap to where they need to be. Which makes it highly unreliable. What I said here is referring to placeatme moveto methods
Maybe add a delay to spawning so they're not all called at the same time..
1 to 2 second delay maybe
Im not 100% but I think the problem is, you know when you put down a hab and the lights sometimes spawn randomly outside of the hab
I feel like that's causing it's point of placement to get messed up and the game just shoots them into the air instead of at the marker
Haven't ever had that issue. On Ship lights I've had them do funky things but never with Habs at outposts.
That's a frame update issue though.. things not origin snapping on load.
Yea correct
That's probably the issue
It would be so nice if the game just put them where you placed them lol
Pretty annoying to have to write a whole script just to get them in place correctly
A second update should be happening (in the next frame update) to at least move them where they're supposed to be without reloading the game from a save.
<.< The fact there is not a frame update means the dev's decided it wasn't important enough.
May you finally crack that deeply annoying code
I’ve tried this too, they might go hang out under the spot, but won’t typically actually go inside to the designated spot
Pretty strong radiation out of my Va'ruun reactor...
My fortune to someone who can turn a greenhouse into a hab 😄
You mean a ship hab?
No, I'm seeking a small outpost hab to put my reactor in. The one I have above is good but the reactor glitches out the walls, making them glow. The greenhouse would be ideal because the glass dome would show off the reactor animation nicely. I'm role-playing somewhat so I build my outposts with security from attacks in mind. The robust door on the greenhouse suits that well.
Unfortunately, the base on the greenhouse doesn't work well when attempting to align it with other outpost structures. The inside would have to be empty too so the reactor equipment could go in. I'll probably just keep everything in the small habs I have now to keep it easy.
Is there any way in the package to disable physics for multiple objects at once? I’d like to avoid using instanced static, since I have 50+ objects that emit light but are also movable. Static is the goal, but they should continue to emit light
Just put what you want as a static into an instance static packin
And so it begins
Is it just me or does Bethesda not use snap points? Like what gives?
Yeah, I’m a complete newbie when it comes to modding, but I haven’t been able to figure out anything about that. I would love to be able to make modular habs where the snap behavior reference for her was linked to an empty slot which could be filled with hab fit-ins that snapped into those slots around the hab.
And there would be a set of habs that would be empty and ready for you to fill in the pieces that you need. of course, in an ideal world, the stats such as passenger slot, crew, slots, etc. would be linked to the modules that you use in the habs.
Im currently working on a huge project and wanted to build a simple catwalk. I remembered that the Vigilance had catwalks in the crew quarters so i went to see how they built it, my stairs snap to the floor but the floor above is off by like 8 in. So i copied the vigilance to pull parts and they’re not snapped. They were free placed. Its stupid.
Attribute system has made it to SF!
https://www.nexusmods.com/starfield/mods/12236
Happy Halloween
I’ve only done a few things with snap points, but if the things you’re trying to get to snap aren’t lining up right, you might need to change the position of the snap nodes in the snap template. The best in that case might be to make a.copy the snap template on the items your currently using, and then adjust the xyz axis accordingly and apply that template to your item
Anyone have some insight into how rate of fire receiver omods adjust damage?
In FO4, and on the Tier omods, it's pretty straightforward, just an attackdamage property modifier, but there isn't one on these rof receiver omods, or the template omods they reference.
its handle via Actor Values
Christmas preparations
anyone know what these keywords do?
I beleive they are references to ini settings. I'd have to look at them again but they look familiar.
As to what they do specifically, I haven't played with them enough to figure that out. So maybe I should just shut up lol.
I see they're assosiated with habs, could this be what decides door preferences?
I would speculate they are the requirements set to allow habs to snap to their mounting points.
specifically in the ship builder.
could be yeah, that tracks
does bethesda have any update on lip sync for creation kit?
any mod recommdentions for base weapons???
Found a better location for my reactor. Thanks to Miss O Plays, StackGX and BetaMax76!
Looks good 👍🏻
Thanks! Attaching a few hallways to a hab was a pretty easy solution. I wish I thought of it a long time ago lol.
I wish there were more animated screens in the game. I've seen a few (StackGX Better Living) from Neon but they are way too big to hang on a wall inside a hab like a TV.
If I accidentally moved something in a cell (e.g., in a city), I can see it by the asterisk next to the cell name and next to the object name in the cell. If I know exactly which object it is, how can I undo it? Ctrl+Z doesn’t work. How can I remove the cell change without doing a rollback?
Save it anyway, then bring up the Data menu and click on the Details button. Highlight the bad record and hit the DEL key. It will be gone from the file next time you load it.
@hazy vapor Hey! Forgot to mention, if I equip the "female security guard" NPC, she appears in doctor's garb.
have we gotten any news or comment from bethesda on lip sync in creation kit?
Thank you. It worked. For some reason, three of my pack-ins had random objects afterward, which I had to remove, but the cell is clean now
Thank you for the hint. The description is incorrect. It's actually supposed to be a doctor ^^ there is no female security guard
Does anyone know how to edit the TORQUE or SOLAR weapons on the starborn guardian with console?
I have clicked on my ship name and I got the right id. Then I have done forceav and setav with it, but I just cant seem to find the id for the torque and the solar. Does nayone happen to know which it is? ^^
Unfortunately, it seems that the packing I accidentally moved in the cell is now missing from the cell (both in the CK and in-game). The asterisk is gone, but the object is too. I checked the details of the ESP again, and the cell is no longer visible in the list. How can that be, if all changes to the cell are ignored?
I also replicated it again. I intentionally moved an object in the cell, saved the ESP, then removed the cell under the ESP details so that it should be ignored as described, and reloaded the ESP. In this case as well, the modified object simply disappeared completely
That's what hitting DEL in the details does - it deletes the form from the esp. It's not an undo button.
A strange solution and answer to my question about how to undo changes in a cell...
dumb question, how do you delete a packin?
first make sure it's one of yours and not basegame. but then in the object window, select it and hit the Delete key. It stays in the list until you reload CK.
okay so I have to delete them from within the render window
that.. okay xD fair enough bethesda
No, from the Object window - where the list of packins/objects etc lives
oh, okay so thats the issue Im having, the delete option is greyed out for me
...that doesn't sound like you're in the right place
are you sure ? 🤔
Is it the STBH window you have open behind it?
yep
you gotta close that first
The option is always greyed for me ^^ the only solution I have is to rename the packin 'DELETE" and to reuse it when I need to create a pack-in ^^
Option is greyed out for me in the right-click menu too, but I've literally never used it. Try hitting the del key itself - the one that's physically on your keyboard.
If it works, the "count" column in the object window will display a *D next to the count
According to my knowledge, you can delete it with the "Del" key even if it's greyed out in the context menu. You will see that it has been deleted when you hover your mouse over it; a small mouse-over menu will indicate that it has been deleted. Upon restart, it will be gone. To avoid confusion, you can rename it and prefix it with "delete."
ah, i'll do it that way, thanks guys
Boop
@west flare is the shotgun mod still being worked on or is it done??? Also, is it coming to xbox???
Xbox or PC? On PC you could just use setscale and resize them. I've been doing that since before we had the CK.
I thought that would be the case but unfortunately I'm on Xbox 🙂
Funny you mention scale too...I have a model Starborn ship on display in my gallery and when you go into map view, the full sized ship is sticking out of the top of the hab.
That's a known LOD problem, people making POIs using scaled objects noticed that too.
I think it happned in the last update.
Hey I got a challenge for some mod makers out there can someone make a regular and a laser L85A2
It’s a British assault rifle and I have seen them on any of Bethesdas games yet 🙏
@slim sun I was able to find a mod that can shrink certain items. Worked on the TV. Now I just need to shut off the annoying music loop lol.
Just ported to PC and Xbox Creations with mod exclusive content, check it out! https://www.nexusmods.com/starfield/mods/12228
@dry coral
Edit: I checked it. I can't find a loop sound. I hear it, but it's missing in the dataset. The datasets, for example, between the large neon display and the large neon fisheries display, are identical except for the screen material. However, one plays a sound, and the other does not. Curious.
I never noticed that the ship is displayed like that on the map xD but it makes sense since it’s a scaled-down real ship. Interesting ^^
@hazy vapor Thanks! I'm using the third large screen now as it has a little more content in rotation. It's playing the same sound loop as the large Neon sign, though not quite as loud.
I had this same problem when I tried using one of the animated Neon signs as a TV, in my Sleep Crate mod, couldn’t find a way to turn off the looped munching sound and eventually gave up on the idea
I think the clip would have to be redone to remove the embedded audio. Too bad we couldn't add our own clips to the panels. Funny too, such an old game like GTAV has a number of channels to watch on their in-game TVs and they all play loops that last for hours.
Small request again: A bounty clearance panel that can be wall mounted please. I use them in my ships and in my outpost and the full-sized stand design takes up floor space.
There’s one out there that does desktop monitors and keyboards for those kiosks.
I thought that one was only mission boards?
The keyboard is a bounty clearance
Really, alright. I'll check it out today, thank you!
Ah, I don't think it had the clearance keyboard when I first looked at it lol.
@dry coral @safe sorrel
I looked into that a while back, the sound is part of the effect sequence, you can delete it there if you wanted to. I was looking into making a new screen with a higher framerate, and while it's absolutely doable it would be rather a pain. You'd need to add a new node to this sequence for every frame, with the three animate properties, and each would require its own material.
Yeah that’s the point I reached too, I found that place to edit it, but didn’t want it bad enough to start trying to duplicate the animation sequence and edit out the sound
A reason that I don't like the in-game radios...some of the music just blasts throughout the whole outpost (like the club stuff).
@safe sorrel I started fleshing out my new gallery yesterday and found that the suit display cases were too dark. Your floor lighting sources were the perfect solution. I'm using them all over my new outpost for ambient lighting effects. Love them!
I started a new mod, started as an idea for myself and figured other people may have thought the same;
Whenever I play Starfield I was always taunted by how 'usable' the Staple Guns were. So I thought heck it, time to make every single stapler a useable weapon class... but we can't just leave it at 'usable stapler', gotta add some attachments:
Presenting early reveal of "A Staple Addition" mod
Omg yes! I’ve often seen them and thought “weapon” this is delightful
I had to remake the stapler to fit the pre-existing anim conventions and for magazine loading, but now I can make a whole bunch of attachments 🙏
Some early test clips uploading
(designs subject to change, will be doing a lot of iteration)
kek
Could someone get one of those doctors lab coats and retexture it to be black? Possibly a Va’ruun Sigil on thr armband?
Crew are Va’ruun themed but Rosie needs a lab coat
White sticks out a bit
Orlase's Lab Coat maybe, if you've done that mission in your current universe.
https://starfieldwiki.net/wiki/Starfield:Orlase's_Lab_Coat
Doesn't really fit the Va’ruun aesthetic much 🤔
Thank you. I copied the sequence and removed the sound line from the copy. I then linked the copy as a new sequence with the object, and the looping sound is gone
@dry coral
With the next update, the sounds are gone
Question: How do I make a quest alias for a spell? Or is that even possible? Been wrapping my head around this one for a week now.
...Or has it been two weeks... Its all starting to blur together.
That's awesome, thank you very much!
nice to see a Kinggath creation
I haven't bought a single mod yet, but that one might be my first. I've been looking everywhere for a cool space suit mod on Xbox and they just.. don't exist.
Well besides the few the zone guy has.
It's unfortunate that all the suits that look impressive always have closed helmets. I prefer it when you can see the face
Tryna figure out how to start the quest for that mod
Huh well I guess the mods not working for me then, apparently you're meant to talk to the droid to start any quests but it started nothing
Lemme know if anyone gets this mod to work on Xbox. I give up
I find it interesting that these shelving units have glass on both sides...how are you supposed to load them lol?
Ask the molecules nicely to phase for a moment
Regardless of what I do i cannot get this damned kinggath mod to work. What a waste of money
Please, dear modders
Give us one of THIS. Totally functional, badass armor, extreme weapons please. I give you credits! CREDITS! 🫰 💸 💹 😆
Did you talk to the robot named Jason? Not the cube one, Buster. It started dialog as I walked up to it. Triggered first try for me.
Soon
https://cdn.discordapp.com/attachments/1220745600623185962/1292950334272176212/Screenshot_2024-10-07_214202.png?ex=6721f195&is=6720a015&hm=d6ea70574c20836de4ac7ee6ed2ff8f3188207bc0506086f2eb40d0cbb1099e7&
https://cdn.discordapp.com/attachments/1220745600623185962/1292950334683086910/Screenshot_2024-10-07_214213.png?ex=6721f195&is=6720a015&hm=0f6eac87d654d2b38d0c473a82b64cc2be56aa5023d9a3601397b834d4546f31&
I'm waiting for what comes of this still
Lol they be trying my mod
Where this froms? 
Dang that's sick
"big robot" Soldier tf2
neato
you need something like this?
Does anyone know which mod gives me the Starborn cockpit as a buildable cockpit? I saw it somewhere once
Yep. Several times and I've also deleted, saved and reloaded the mod and it still won't start
aye yo!
That's pretty sweet! Yes sir!
Matilija Aerospace and Tiger shipyard both have Starborn cockpits.
But Mech's are banned in the Settled system - so you would have FC, UC and Va'ruun after you for violating the Armistice of 2311. I would assume they would make the bounty extremely high on you.
I'll take that chance lol
Of coures, now you need to design drop ship modules for your ship to house your illicit death machine! Or machines!
Tigers version has a Stroud cockpit crammed inside, Matilijas is stripped down.
One of each here
Tiger's version is the second one.
Try disabling all mods, closing the game, reopen the game, then enable your mods. This has fixed a few issues I've had for things, like sounds, lights, clothing glitching, etc.
?
Hmm force a mod reload and refresh? Maybe
I think I will test both^^
Well I tried that and still Nada
Mod won't start the quest so I wasted 300 credits
Does anyone else have this issue
New outpost is coming along quite nicely...thanks to all you creators out there.
Predator mod needed on par with predators updated mod from Skyrim
Seen one person on reddit with it other than that? No idea
Anyone by chance still using Slightly Better Map Icons?
Also curious if anyone's running anything from Rabbit's Real Lights series
Amazing weapon design
Some one should make a kill zone tribute mod with the helghast
Can you not use the code from the rev-8?
Im using rabbits along with darker nights, on series S
I didn't now Rabbit's stuff was on the xbox side as well, that's cool!
how are you liking the look it gives off in game? I was going to ask about performance or if anything could cause a crash, but I'm guessing if you're running it on a Series S, it's doing pretty good and you're not noticing anything performance wise?
I havent had any issues performance wise with any mods, except adding a new one turns my sounds off, which requires me to disable all mods, reboot the game, then re-enable all mods. Seems to be the fix all for issues. As far as the look, it looks gorgeous, I do recommend darker nights, it makes it all pop more. I also combine it with a planetary overhaul mod, everything looks so pretty.
Ah, i know pc side they included some recommended ini changes, but i generally try to limit how often I miss with my ini files in bethesda games(call me paranoid of messing somethign up lol)
which planetary overhaul are you using?
Idk any of that ini file stuff, its why I stick to console mods, lol Using P.B.O. (Planets Biomes Overhaul) and its shattered space patch mod by GJ19964, its changed the appearances off and on planets/moons, made small dwarfmoons and gas giant cores landable, etc
Ah that one. Had a feeling that was the one you might've been talking about. One of these days I may check it out
Anyone here using Bard's Outpost Recruitment Beacon? I'd like to try it out again. I didn't have much success with it in the past.
The issues weren't related to the mod itself.
I have it planed to be used, but I haven't quite readied my modlist yet, still working on revision, wish I could help 😦
Forever hoping Rabbit compiles all their real lights mods into one file
Are n't they all light masters anyway?
AIO's are convenient for users that wan't everything but they're a real burden on authors and patch authors for minimal gain now that plugin limits aren't such a thing like they were pre skyrim AE.
Hey it would be nice if there was an AIO but if its not feasible then ah well
Love the mods anyway
Oh look. A scammer has entered the chat
@warm rover 
This is disgusting 10 mins long and it still isn't removed
Thanks for the heads up
I love it I literally thought of this as my new home with a few furries in mind )yes im a furry) im still waiting for a furry mod to be added
Whelp, looks like I'll be pulling every SF mod I made from nexus lol get em while they exist
Why?
The why might open a can of worms I don't exactly want to get into, but for now all of my mods will be pulled from their site once I back everything up.
Hey, if they don't want to share don't make them
You can't permanently delete mods from the Nexus. They "archive" them and serve them up if you have the URL.
I'll find a way.
Good news is all of it will be redirected to BGS. So there's that. I just need to get things ready for console ❤️
Well, best of luck to you
In the meantime here's a no context pic of what I'm working on
Some positivity for the day ❤️
@hazy vapor You went above and beyond with your latest update. Love the new screens. Thank you!
Thanks!
I kinda want to look into learning to mod solely to make shielded furniture for ships to act as secret smuggling compartments
Sounds like a good reason to give it go!
It's just wild that it's something crimson fleet generic npcs say that's how they smuggle but there's nothing for the player
The absolute bane of every outpost builder: "your foundation is too tall". I loathe it so much.
Even if you scale the height to 1000 it's limit isn't 1000 lol
Can someone help me here rq
The base game sets the height to 20 usually I always set mine to 500
The CK is broken completely for me when I open it, it closes instantly tried reinstalling CK but still doesn’t open
@sharp lynx Hopefully someone will mod that in for us Xbox plebs lol
Delete this one in The Starfield folder: QtCreationKitSavedSettings.ini
What’s up with the WH Salamander mod? It won’t let me enable it😢
Hey I know its been a million years since this message, but how would I get into contact with firew4ll?
Type their name in the discord search, and message them.
Creations is buggy today? This is the 3th time my PC crashed after trying to access my mods list there...
I think I can update Builder with that setting. I'll check after work.
I have accessed the mod list in creations several times today and haven't had any issues
Thanks. I guess its a problem in my PC and my mod list... I'll try to uninstall some mods and see if the situation improve.
Fixed! Thanks ❤️
Tell me, how far away are we from getting a certain woman into Starfield.
Her to be exact.
(Highway Robbery by TV Sunset playing in the background)
In your dreams 😏
Is there already a mod that allows you to save your own ship? Either as a blueprint or so that it is retained in NG+?
save ship: no. Save gear: yes.
Seems like NPC nav meshing still needs some work lol
That would be greatly appreciated! Thank you very much!
I know lip sync animations tools are missing, but what about other animation tools? Is it possible to add other custom animations? Such as for weapons?
not yet
Really serious question. Is it possible for a modder to designate a captain’s quarters just for the player character only and then allow that character to invite their lover to their quarters similar to what Mass Effect 2 did 14 years ago?
There is a mod that blocks NPCs from going into certain habs through the ship builder but don’t think anything for the second part of the request yet.
@rapid cliff Thanks for that!!
You could always give the NPC a mask to avoid the lip syncing issue or always be wearing a helmet (like the Homestead ship tech)
Thanks! So the CK just has zero animation capabilities is what I'm understanding?
yes
Guess I'm playing the hurry up and wait game lol. I have a lot of ideas but can't really complete any of them XD
Do lots of mods affect RAM performance? I have 10Gb of GPU and still got stuttering if I install too many mods...
We can't really do full custom animations yet, but animation annotations are a lot easier to edit in SF, so there are some things you can play with, for example... https://youtu.be/ZW8W4FvjAd0?si=AzgMu5thsml6ApCV
Testing a method to give the illusion of an underbarrel grenade launcher for my pulse rifle project. Mostly working, need to figure out sounds.
If i could just figure out how to add new weapon sounds instead of replacing...
Nice, I also made the M41A
Just want to confirm something. Setting up a new Star and system to work in game can't happen right now, correct?
Does anyone know how to fix ship parts being whacky and sticking out in different directions? Seems to be the parts that are manipulated via the flipping and merging glitches. Xbox btw
Oh yeah, I've definitely seen and used it.
Never tried it, but I'll look into it. Not really sure if recycling animations would work out on so many different custom weapons XD I'm creating custom animations and sounds for them. Just need a way to implement them.
Hello everyone. I’m trying to enable ship part merging in CK. I’ve tried loading with merge mods and flip merging, but nothing seems to stick. Any advice? Thank you in advance.
I think there’s a mod called Sit Here which lets you’d assign seats. Not certain though
New garage is complete!
It was suggested often to bethesda and liked: Minigames. I guess it´s a more a job for Bethesda then modders? Or is someone working on something?
a race with landvehicle would also be nice.
Will need npc vehicle AI first. Might be possible with mods, but I can't image it will be soon.
oh that looks amazing
Thank you!
Casino for Red Mile, could be a good creation with all the screen placeholders we can see
Is Radiclown, the one who does the star wars mods on this server?
does anyone know how to mount a non-static packin to the wall? (for example, if it's built in an outpost)
It’s possible and already done
Its just difficult as of now
Did they not update the Creation Kit after Shattered Space released?
they did
needs another update for Shattered Space content
It fails to launch through Steam, and trying to launch directly from the executable results in an error message about a missing libxess DLL. 😔
verify off steam
Did matilija get an update? I know it was supposed to but I haven't seen a prompt on Xbox yet
Already did. Creation Kit found no missing files.
I haven't been able to get the Starfield CK to launch either on my Linux machine (unsurprising) or my Windows machine (surprising) ever since the Shattered Space update came out, for what it is worth.
I think you have to validate the CK first, then the game.
That looks like a splendid interior!
The weather mod? Was how do you like it? Was debating using this in my new system, thought about royal weathers but I was gravitating towards Climate Change (sorry to bump off an older message, was doing some searchs to see if people mention a few mods I was considering using)
saving a ship blueprint for when transitioning NG+'s is definitely on my wishlist!
On console? I’m on console.
Is it on Xbox?
Can there be a mod that allows us to assign crew members to certain jobs, like cook, engineer, weapons, pilot
at some point
Many thanks
👀🙏
And also, for the love of god, can I get a mod that allows the player character to eat like NPCs. I know the animations exist, because they are in the game!!!!
Which of your creations is that one from?
I guess hold a moment
AH the newer one! gotcha. I still gotta pick up one of the more recent single player homes you did, the interior shots looked stunning
Many thanks! I've been sitting on an idea for my next one for a bit XD can't wait to get that out soon
from Fallout 4 to Skyrim, I'm a sucker for player homes lol, granted it's not as easy to add some extra bodies to them for company as it as in those games (at least yet) I'm still on my way to hording more than I need in Starfield LOL, I've gotten at least one of yours already, think it was the Hyla one, the single one you released after that is next on my list (Andromeda's Palace) that was the name
@quaint mesa is that because Houdini data lacks any file which can be edited, or is it something else? I've gotten as far as having the syste show up in Starmap, but I can't get the Star working in editor.
I find it a bit ironic given the houdini data and everything else should be baked in, so all you should really need to do is copy and rename some files and use those. The Stars all use the same models and mats already, but getting one to work is basically impossible in CK as far as I can tell
I don’t really know about making planets yet, if you like i can dm you the mod creators discord server its a project they are working on
Anyone using LBGSHI's erase NPC? I still can't get the box to appear at the Lodge. It worked fine for me when it was first released.
@quaint mesa Appreciate it, buy I'm going to keep working on what I've got so far. Found some files last night that I think might help. Just have to figure out how to make use of them. Project for the weekend 🙂
One of the reasons we can't edit houdini seems to be that you need a houdini engine extension for the CK, which would be internal. Doesn't explain why it doesn't show up on "new" Stars in editor, but I suspect that might be tied into something else
Alright i wish you the best let me know if you get something working ive been stuck on the same problem haha
What is the extent that houdini was used? I know they had a custom version that they used to make planets. I'm just wondering how much of the game did they use it for.
Difficult to say, but I don't see any indication it was used for anything else. It looks like they built the planets and stars with it, and allowed data to be manipulated in editor for those, but that's it.
@boreal osprey so that covers all the surface cells for each planet that would be called up, distribution of surface objects, biome data, and a bunch of other stuff, providing a procedural base for any future workflow
Anyone else not had the Matilija V5 update?
5.02 now. I’m on Xbox but it didn’t pop up as an update, had to delete and reinstall the mod for the updated version.
Wonder why it's not popping as an update then
Honestly feels like Xbox creation menu isn't working properly for some reason
Anyone here knows what's the difference between the yellow and the blue edges in navmesh ? By my testing playthrough, I suppose that blue means "wall/can't pass through", and yellow means "can pass through"
I said that because my NPCs keep wanting to walk through the table but are blocked (of course), so I want to know if blue really means Wall and if yes, how to convert yellow edge to blue edge 🤔
@median drift As far as I know, the table should act as a cutout for the Navmesh and an obstruction for NPC pathing purposes. So you might need to check the furniture and see if it's set up to obstruct NPC pathing
I don't think you need to do anything special with the names, but I suspect it's edges around the table are generated for traversal when they should be set up for obstruction
*navmesh autocorrect
@open quest I don’t know if it’s ok to ask here, but I had some questions about a VC application I had sent and wondered if I could talk to someone about it?
Sure, shoot me a DM.
I'm about to head to a meeting, but I can review your question in ~90 minutes.
Awesome thanks
Thanks for the info. I imagine it would be quite difficult to implement a new tool for stuff like that in the CK.
You can place an anti nav mesh seed marker to prevent NPCs from entering specific areas
They shouldn't be passing the cut areas tho, if there's no navmesh they shouldn't walk over the line
oh, good to know, thank you 
You can also manually move those lines back a bit further, NPCs can sometimes snap to a marker even when it's past the navmeshed area or make sure the markers are well within the nav
@boreal osprey new, yes, probably. Houdini has plug-ins for 3DSMax though, and Maya I think, so technically we could create our own. Just not sure about the biom files. I'm not sure about exports, but I think those are Berhesda's files
Cool. Hopefully someone can figure it out XD bit too advance for me.
Is anyone by chance using either TN's M class & Starborn guardian crafting or L-K Ships (or at least the inidividual Ghost ship by the same author?( Mainly curious if anyone's had issues with them at all on the current game version, starfield version) The Ghost at least has something missing on the back/engine portion that is present on the other ship variations
Newbie/learning question here: Is it something I'm doing wrong that CK has exactly 1514 errors every time I start it. Not a single entry is anything I've changed or done. O.o
@rapid cliff Starfields CK seems to generate a lot of errors without touching much of anything. Just have it open and work on a few fors and you get 77 warnings for files and references. I did anyway
It's not like Skyrim or FO4, where it happened if you clicked on files. It just happens it seems. I've sort of accepted mods will need to be cleaned at some point
Yeah, that's what is odd. I noticed it in a file I've been working on, so I restarted CK, created a new active file, loaded data...and had warnings everywhere. Had some random navmesh warnings for NA and Red Mile listed when I checked "active plugin" on warnings, but I literally haven't even done anything to generate warnings
Someone should make the British empire but starfield 👀
Well someone is starting on Elder Scrolls. Making a new Star System to do it too.
🍵 Sips Va’ruun tea
Hi i was wondering if someone could make a mod that adds geth armor / anything from mass effect i play and xbox and i think this is the right channel, thanks for your time
I would prefer a lot more Mass Effect mods, myself. At the very least, female Shepard’s dance from ME1.
An Elder Scrolls themed planet or a complete ES overhaul? Either would be amazing 🤙🏻
@safe sorrel sorry to ping you, is it normal that your esm file has been replaced by an esp in the last update ? ^^
Would folks be interested in having unique storage containers ( only hold one type of resource)? I did that and now can use my Transfer Terminal to auto-sort resources https://youtube.com/shorts/sQSmmfCrHXo?si=bq94QyyF6rKSOB26
Figuring out how to make unique resource storage containers in Starfield to help save time sorting resources for the busy space explorer.
#starfield #starfieldgame #starfieldmods
of course it doesn't, the esm file has been deleted and replace by an esp (which can not be loaded in game) but once you convert it to esm, the mod works perfectly
then you're cooked ^^
No! Thanks for the heads up, I’m at an appointment right now, but will have the ESM uploaded when I get back
There are a bunch of warnings from the base game, if you click the box to see only warnings specifically related to just your plug in, then you should see a lot less, and only the ones generated by your actual file
Thanks for the reply. I learned more last night by doing that and the good news is that my active files were all clean of warnings and errors so yay
Im not sure if im in the correct chat but regarding Starfield, are there any tutorials on adding workshop menu categories/tabs? I have been trying to modify the builders but have two issues:
- adding a new category in the build menu
- Changing the sub-name of a builder. for example if you go in the build menu, you will see the frabricator main name as "Fabricator" and the subname below it as "Adaptive Frame" for example. How do I change the name of the subname from "Adaptive Frame" to something else? I cannot for the life of me find the field.
The first time I saw those warnings I was so freaked out and like “but I barely did anything!?” Actually restarted that mod twice over it, then I found that box and felt such a wave of relief
@safe sorrel can you shout out once the ESM is on creations please. I loaded into my outpost not knowing that the update file was missing. Thanks!
Yup! I’ve been out of the house all day and just got back, so about to boot up the pc and get the file fixed
Updated and tested, it’s good to go on PC and Xbox, still got to figure out why the icons aren’t showing up for this one, but should load fine now, and all the new stuff is in there
Sorry, still not working for me on Xbox. All of my walls etc. are missing. I'm reinstalled a number of times, including after a restart.
That’s odd, it updated and was working fine for me
Have you tried closing out Starfield and reloading the game to see if maybe the cache needed clearing
Yes. I'm going to remove power to the box and let it sit next.
Yeah if it’s still not working let me know because it just downloaded the ESM for me
Hi, is anyone else having trouble with the new galactic pawn shop mod on xbox?
The texture is flickering and I can't access it.
I've tried to reinstall and did a hard reboot.. didn't help
Anyone else know the stars showing in the background in game are actually mapped and based on real stars?
Just went to Earrh in game to confirm it and found recognizable constellations on the South pole, North pole, and equator
I think so
You can actually navigate by them in game. There's a file with 120K stars, with positions, proper motion, distance and coordinates relative to Earth using data from HYG. All the systems in game are pulled from it
Near 120K anyway. 119.8K or something
@safe sorrel All is well. Once I restarted the box, I had to download the new file again and once I went to my load order, I was surprised to see both files appear (the .esp never showed before). I deleted the .esp, loaded an unaffected save and we're back in business. I'm looking forward to seeing the new goodies. Thanks for resolving this so fast!
I'm in Mexico right now looking at the Scorpio constellation in game. It's crazy lol just have to look at the sky, open camera and adjust contrast to 100% and lower brightness
Phew, I was really confused as to what could be happening, good to know it’s working on your end now, I hope you enjoy the new bits, there’s quite a few new things to play with
Figured this out while figuring out how stars are put in game and how systems work...still working on that, but wanted to confirm that data was actually used
As an added plus, I was able to save my modded outpost beacon lol
Shout-out @south tulip for the Trident Luxury Habitats mod 👌 ✨️ love it
Need a PDY patch and I'll be in heaven 😅
That Mod does look interesting. Saw the new random start mod today too. Looks like a pretty clean solution
Let's not forget DownfallNemesis mods too, the luxury habs are stunning
It is pretty cool to know you can visit Earth in game, look at the sky, and identify stars you can visit in game if you know where they are
Scorpions tail for instance
does someone knows how to make an invisible wall ? 🤔
Bought it to and I love the cleanness and the light 👌👌👌 and PDY ofc 😅
They pair so well with thr Va'ruun habs as well
Aesthetic wise
@median drift for NPCs, or something else?
I just downloaded them and the owl tech to, gona try them tonight
NPCs and players x) I don't you to jump outside of our ship by clibing on the table and jumping 😂
My behemoth project 😅
Can she orbital bombard New Atlantis?
Not sure. Other than having a model with no texture or something similar. Collision mesh or something
She turnes New Atlantis into a parking spot just by landing there 🤣
Any idea why some planets and moons have Houdini data and others don't?
Because they escaped 🤷
Until I saw that, I assumed it was needed for a planet to work correctly. Apparently nor, or maybe it just doesn't always show up in CK
okay 🤔 thank you x)
Seems like it's more common on barren planets and moons than those with life, and possibly all gas giants
Maybe with a collision box. you can find it in the toolbar
thank you !!! ❤️ it worked
I'm working on some updates right now will look into that.
Hey! Don't know if you saw my outpost tour but your mods feature prominently. Love the static NPCs!
The glass roofs are amazing btw 👌👌👌
Yes! She's supposed to stay in the pool, but she's just gotta dance!
Too much aurora maybe 🤣
@safe sorrel @neat crow @hazy vapor @signal coral @twin atlas @sly ocean Apologies for the ping but I thought you may like to see your handiwork in action.
looks dope!
Anyone using Radiclown droids mod?
Hey all, quick question. Does anyone recall which mod adds the "Extract Genetic Material" option on bodies?
Yes
Sound, so when you kill the droids do they still contort weirdly?
Yes, with the protocol droids. Their walk animation also looks weird. But otherwise, it's a great mod. I've used it along with many other Star Wars mods for my new NG+
Used to run it but I couldn't get away with some of the droids sort of exploding but not if you know what I mean
Not really. I haven't been using the mod for long, so maybe I haven't seen what you mean yet
It's umm droid parts sort of scatter and mangle into a ball sort of thing
The droid models didn't stay intact when they died
Thank you. I've built many outposts all over and I keep coming back to this spot lol.
Has anyone used SKK's Trigger NG+ Restart and Variant universes mod on creations? Since I've already got Unity From the Lodge and Choose Your Variant Universe off the nexus, would there even be a reason to try out this other option?
@molten vector hey boss, was wondering the possibility of you porting your daft punk mod for console?
@lofty crest yes. It's a variation of the one for Skyrim, but not the best implementation as the random start drops you pretty much anywhere I guess.
I had it working until it went to spawn me att a random loc. then I heard sizzling, the hazardous environment beep, and my game crashed lol
It probably works fine for the other starts
Otherwise, I expect Cteations is the same as Nexus
Sort of figured, I'd mainly use for the same reason as the combinations of the 2 from nexus, to quick hit Unity for a "fresh universe start for mod removal/adding wheenver I wanted and in case I wanted to make sure I didn't trigger a variant.
Also wondering, if anyone has been CaCao, or PsiSoldier's physical rebirth mod. I briefly tested out CaCao earlier in the year, but ended up having to run Improved Follower Behavior to cover the former mod not seemingly triggering companion sandboxing/sitting when the player would sit.
With Physical Rebirth, I've just been looking for some improvement to unarmed related combat(I've already got Player Scaling which will help with the damage and without directly touching my perks/skills.
I was debating just going with that and possibly using Deadly Effective (if I can bring myself to not get ocd over not seeing "Boxing" in my perk tree )
So just a warning, do not get RNGenesis right now, it is broken at least for me, on XBOX, I’ve seen someone play it and run into the same difficulty.
Once you make your new game you’ll create your new character and it spawns you in a stone box with wood floor and metal ceiling. No way to get out, fast travel, or wait. I hope it gets fixed soon cause I love the idea for a random start for Starfield
Is anyone using the owl tech habs on xbox? I'm curious if i found a legit issue/bug and if i just need to remove the specific habs that could be causing it
I just used them, what bug did you get?
The vegetation on the floor of the hydroponic or the botany that doesn't connect to other habs?
I had a graphical and creature. So I'm sure the mini acelees and terrormorphs are supposed to stay in their hab. They did not I have like 30 in my ship making it unusable and now have to revert a save back to its original state. But I believe I also got the botany visual bug. Word of warning do not touch too many red buttons
Or blue ones
@nocturne ibex they didn't disappear when you removed the hab?
It's 5.35 here so ima hit the bed, I hope that they won't multiply while I sleep 🤣
Well bad news they number in the 60s now, and no they did not dissappear sadly
Mod says you need to press the button to despawn the fluffy/aceles before modifying the ship
That didn't work 😅 still have a terrormorph wondering around 😅
All I know is what the mod description says, I like the idea of the habs but I haven't tried em cause I knew the add spawns would be an issue
I like the consept, I have enough space in Big Bertha luckily,l so I might keep it as a pet 😅 as long as I don't have any acelees 🤣
It's starting to look like an Alien movie in my ship 😅 i have to reload a older save 🙈
yeah, got to be careful atm, turning the aliens off before editting the ship is a current work around he found to make the habs useable without that bug ruining things
@lofty crest The Ring on that particular ship is supposed to be missing ~ it's his personal ship, but he uploaded it by request
Has anyone else had issues with their room at the Lodge ~ a few items are out of place for me, and I'm not able to work out why?
I tried but they keep spawning in other habs 😅
I'll use those nice habs when it gets patched I think
It's haunted by the spirits of previous starborns.
Pay close attention, they are trying to communicate.
Hey, perhaps one day but no promises yet. If I upload it to Creations I want to remake it bit - or atleast make it fully standalone
C&C vehicles would be cool https://static.wikia.nocookie.net/cnc_gamepedia_en/images/1/17/TDR_Buggy_Cameo.png/revision/latest?cb=20200609001443 Maybe give House Vaarun a Stealth Tank? UC Humvees Sim Mechanic???
Not the main ring. There's a small spot on the bag near docker area. I'll grab a screenshot in a few when I'm at my pc
I'm trying to source a small vault door. I haven't seen any in the numerous decoration mods I have.
Something like this one from DownfallNemesis' dream home
what mods do you recommend that improve the game? no spoiler pls
Depends on what you like to do 🤷
anything you liked
Paid mod idea...M1 Abrams as rev8. Might as well, GO BIG OR GO HOME!
Really make Sarah really upset cruising through Jemison.
Personally Iove building ships for long voyage and explore.
Grind lv and cash mods: expended outpost, galactic pawn shop( not working properly atm), legendary vendors, digipick skip, default carry weight 940, naturally good loot, shades immersive looting.
Extra story mod: tracker alliance, the veil,
Game play mod: starfield community patch, increase ship encounter, enhance blood texture, improve followers behavior, no angry companions.
I use all the extra crew mods that I found.
Misc mod: mc Clarence outfitters, sub orbital shuttle.
Ship mods: usefull mess halls-brigs-infermaries, non lethal framework, place doors yourself, darkstar astrodynamics, ship pieces unlocked, modular cheats engines, improved gravdrives, more power capacity of reactors.
I use almost all ship habs mods to.
If you find a good mod that gives more ship crew then let me know.. the 200 mod this bugs my stuff
i need the mod that removes poi near temples
ill look for them. thx so much
it doesn't make sense for the lore ahah
Mine, of course 😄
describe
On XBox, one of mine is in the featured mods, and you can click on "more by this author"
mhhh i dont like them, sorry
That's okay, I'm not offended.
it is found on the Deimos Armored Transport encounter.
i belive it can be found in the Alpha Centauri system
Thanks, I'm seeking one that is buildable at my own outpost though
Oh damn I forgot to add that to the last update!
I had meant to add it to the last BBWaD update, I’ll have to get on that
I know most "replacer" texture type mods are generally safe to pop in/out of a load order mid save.
What if it's something like the files for The Mantis Vigilante 2 mod which is mostly just the replacer to the Mantis Suit plus some added items which I'm guessing at least is why it has an esm. My new load order is pretty much ready to go for a proper test drive/start up and deciding on whether or not to add that Mantis replacer or another one is the only thing left.
I suppose tho worse case scenario I can just add it during my save and adjust it back up so I keep Rabbit's lighting stuff directly at the bottom as they were wanting to be.
Wish we officially learn how to make standalone custom weapon sounds separate and non-replacers.
If in doubt, it's best to test and decide if you really want the mod, then if you do, keep it enabled until you start a completely new playthrough sometime in the future.
Makes sense. Appreciate the reply
I didn't see that at first wish that could fit in the description, but I made myself a clean save before I made my ship for this very reason so it's all good.
any papyrus gurus on?
I'm trying to make an override by extending SQ_ParentScript
I rewrote a function to behave the way I want it to, but I'm getting compilation errors:
Scriptname ZeeOgre:zo_SQ_ParentScript_Override extends sq_parentscript
zo_SQ_ParentScript_Override.psc(19,12): Cannot access Private function DiscoverPlanetTrait declared in sq_parentscript
zo_SQ_ParentScript_Override.psc(19,12): function DiscoverPlanetTrait cannot be called because it requires guards on script sq_parentscript which are private and self-only
No output generated for ZeeOgre:zo_SQ_ParentScript_Override, compilation failed.
I've tried it with my own lockguard, the parent lockguard, tried overriding the function by copy/pasting the old function...
I know we're always preferred to override rather than overwrite scripts, but I'm at a bit of a loss here...
Any suggestions?
@mortal tundra Have you tried giving your copy of the copy/pasted function a different name and calling that?
Getting really frustrated with CK mesh and materials right now. Just tried to convert a nif to obj with 3 different tools and none of them worked.
That after spending 6 hours trying to edit materials and do material swaps in CK with no success. Literally nothing sticks.
Finally get one thing working and it breaks, then it works, then breaks. Then things can't be applied... nifs can't be converted materials save but don't work when reloaded. About ready to take an axe to the CK, if it was solid enough to split.
If it's a weapon, I pull it into Nifskope, export out as gITF, import to blender, export as whatever (obj, fbx, etc). Make my changes, export out with SGB back to nif.
If it's a suit, I do everything the same minus the nifskope, I use SGB to import nif directly to blender and export out (obj,fbx, etc) to transfer to any program I am currently using.
Make sure you are packing your files within ck.
Nifskope won't even open the nifs. Can't read them. I use bethesda's archive tool to unpack the files.
Been trying to get a houdini_star.nif to take a texture/material swap
You have an outdated Nifskope then. You need to make sure you are on current build. Also, need to make sure nifskope is referencing the proper locations within Settings/Resources.
Nothing seems to work inCK so I decided to make my own in substance, but now it looks like I'll need to make the mesh too.
If you can't export, seems likely you can't import either though
Most recent build off github.
Use BAE to unpack.
It doesn't recognize the ba2 either
Nice render
Nifskope.
Yeah, for whatever reason, mine refuses to work, along with everything else apparently lol
You should use BAE to extract the meshes, once extracted, you should be able to pull them. If you haven't extracted then that's your issue.
Well, that might explain it. Package downloaded as 2.0 something is version 1.3
Unbelievable...
It's always the small things lol.
If you mean the one in tools, yes. I used that. I downloaded a different one 3 days ago and had to reinstall my OS 2 days ago
Hacked in 24 hours
To pack your changes and custom files correct? Yes, the archive tool.
But to unpack ba2 files, you need BAE.
Archive tool unpacks them quite well honestly. And you can select and extract just what you want with the folder structure intact
CK recognizes and uses them too, so I'm relatively sure there's no file corruption
Gotcha, different ways to skin a cat. Just making sure we were on the same page.
Maybe I'm looking at this the wrong way. Might be the solution is just to fix the mats the game puts in as default textures
I don't need a nif for that
Still not sure it will work, but it's worth a shot I guess
Are you creating new materials from material editor?
Problem is the mats are all set up in the cdb, so a new mat might accomplish exactly nothing
Tried that. Stars aren't able to be viewed in cell view so material swap doesn't work
Also had the editor flatten the mats I did make so they just ended up being flat color textures after I saved them
If I do make new mats, at this point I'll just build them in Substance Painter or designer, or b2m
Depending on which works better/faster. B2m seems like a safe bet for basic stuff
I use a few different ones, but substance has been my goto. Yeah, I haven't dealt much with the stars/planets. But, you can always just change the textures within the source mat, save and pack files. Replacer.
Yeah, that's what I was thinking; just not sure if that cdb was going to get in the way
Make sure your materials folder is there, and your files exist locally within the materials folder and nothing should get in the way once packed. It's pulling from there, so if you have rerouted correctly it should work because it currently just works.
😆 also worth noting, all the base meshes for planets use the same mats. Rings, planets, stats, etc..
Yeah, in a lettered fashion IIRC.
It's like they designed them all to be materials swapped, then didn't put in the ability to swap the materials
Looking at em now, pretty cool how they did em. 4 layers, if it were me, I would edit the base and pack, once you get it working you can fiddle with the details. But, I would assume you wouldn't want a star or planet to be dependent material wise, so why not just replace?
that's really funny I just so happen to be messing with these
@frigid nebula Desolation is the one you're looking for I think ~ if so, it's by agd25 ~ and you also need to run another of his mods to have it work as you want (Revelation)...
Sorry, no idea what that might be...
TN's Ship Modification All in One might be useful, if you're not already using it.
Have Painblade ~ will happily communicate 😅
@hoary lava you're not wrong. The first thing I did was copy the base mats and models and rename them before doing anything with either. The ones that exist anyway; except the flare and strip; those actually work fine.
I've got the correct version of nifskope now anyway; just have to get it set up and try again with the models
@sharp lynx They are a royal pain for me so far. Last thing I wanted to be messing with, and the biggest roadblock I've found so far
Figuring out the planets and stars data and how to correctly build a system was easy by comparison. Been switching back and forth with it for a week, and the system is pretty much all worked out as far as data goes
Still have to create the forms and such in CK, but I've set up most of the required entries already. Not sure if starfield can handle it; I'm about 20 over the average for celestial objects, but it can be trimmed if necessary
Was already moving on to creating a new faction and working out uniforms and new skins for them lol. And still with this...😆
Any new old world weapons mods yet?
@cold jasper new ones? I don't think so no. Creations has one for sure, but its been up for awhile I think
I’m still waiting on a L85 / laser L85 mod to appear 🇬🇧😭
Apparently that model for the Star doesn't even have any real geometry. It's just some lines crossing each other and a node with materials assigned to it. Not even sure what I'm looking at, or if the model broke 😆
Assuming it's supposed to look like that and the game just adds stuff and scales it. Bizarre
yea the crossing lines are the star's solar ejections/corona.
it's textures with a mat that uses an animated texture
that's why it looks like a total mess
It should not be necessary to unpack any files to be able to open vanilla models. Extracting all the .mesh files even makes performance worse. If none of the NIFs load, that is usually for one of these reasons:
- The resource settings of NifSkope are not configured correctly. Make sure that the game is enabled, and that data paths are set up.
- You are using an old version of NifSkope that does not support Starfield with the updates, or at all. I recommend using NifSkope-2.0.dev9-20241028 from my GitHub.
- Rendering the model fails because of GPU/driver compatibility issues. This may be fixed by reinstalling the driver, or using a different version.
@neat crow sorry for the ping but I gotta ask, you planning a space station home/base mod at some point?
I do indeed! Still figuring out how exactly I want to do that. I think a ready-to-go space station is a little boring, so it'll likely has a quest or some way to expand/upgrade it :)
I'm seeking a ship technician light stand. I saw a large fan-shaped light on a Nexus mod that would work too. Something for the tech to stand/sit under to keep out of the rain lol.
I'm already interested. Could use The Eye as a base and could have a quest to restore different wings or have decor installed
Will there be lip-snych in Creation Kit 2? Are there alternatives to the no longer availalbe feature?
yes but ETA is unkown
bethesda do know that we are impatiently waiting on it
@lyric star Thanks, yes, I managed to get it worked out. My version wasn't the same as what I downloaded. Using 2.0 Dev9 now. The other one didn't even recognize starfield. The model I'm working with is more of a programmable scene apparently, so it doesn't actually show textures because there's no real model. Just some splines. Fortunately, that actually gives me something to work with, because I can now access the strings and that should let me do what I need to do
@sharp lynx yep. 😄
@autumn idol I thought that was already in; saw the morphs for it in the files, but obviously it would take a trick to make it all work
its not
I never understood why we can't attach defensive turrets to ceilings.
So badass...
I have it in my que. Currently working on weapons and waiting for BGS to add animation tools to the CK 😁
Did someone at BGS say anything? Because I've been looking around for info on animation tools and can't find anything.
yes but privately
Good to hear. I can continue working on my stuff knowing it's not in vain lol.
How difficult would it be to make a mod that makes showers useful? Like water coming out of the shower head, the camera zooms in to where there is zero nudity (or have the undergarments on), and my character actually showering with animations? Is that a possibility? Asking for my own immersion purposes.
Need help. I disabled and deleted my mod list. I then went to reinstall my load order and all I got in the ‘Cannot connect to Beth.net at this time ‘
I’ve been trying to add that to my showers not managed yet, but only dabbled a little so far
If I figure something out I’ll let you know though
@thorny rain restart your PC and reboot your router
I forgot to mention I’m on XBoxX. Thanks for the reply my friend.
@safe sorrel Rebuilt my main hab to include a vault 😄
Thank you! Thank you a ton!! 🙏 🙏
Also, and I hate to keep posting and bothering the masses, but I could really do with a mod that makes my game more “Space Military” style. I first need to rename ALL recruitable crew members with a military rank based on their military branch. If anyone can edit NPC names, please let me know and I’ll DM them the list.
That jail looks especially awesome!
Thank you! ...and thanks to your new walls that made it possible! It'll all be sealed off by the new vault door too. I was able to squeeze in a tiny hab behind the two round mains so it didn't change the overall layout of the outpost.
@jolly torrent This house features a bathtub and hottub that fills and empties. The steam shower works as well: https://creations.bethesda.net/en/starfield/details/75dbc6ed-a0c4-4a9d-acd4-e582e205fbc9/Dream_Home_Overhaul_by_MadRoX
Thank you. Is this available for Xbox? I’m a console pleb.
You didn't notice my icon? 😆
(and yes, it's on creations for us console plebs)
I’m a bit tipsy, so I didn’t notice. Lol. My bad.
Guess I'm running my reactor too hot...
Reactors always radiate. Most people place the reactors away from living habs so that radiation wouldn't be an issue.
Does the walls have snap points because I’m struggling to use that mod
Today we are checking out a paid mod that lets you have your own fleet of up to 4 vessels to assist and protect you
Link below to the mod
has there been any update from bethesda on releasing support for lip sync and implementing custom animations? i seem to remember a while ago they said they would release animation tools eventually, but have they ever confirmed they would implement support for lip sync like in prior games?
They have confirmed that they are working on it.
Has anyone experienced getting stuck at the Vectara mining facility door when trying to start the main quest line on the RYOS mod?
Why, oh why, can we not mount defensive laser turrets upside down on ceilings???????
Hey Nahruuk, Been meaning to thank you for the mods you've made for SF. Keep up the great work. Oh and if you have the time might you be able to post your settings for the Sarah pic you have on your Sarah overhaul mod page on Creations? You nailed it! Thx.
Worth it? YES! My only gripe is the name. I want to call it.......Wing Commander! I can just see Angel leading Chris and Maniac into battle with all sorts of space bad guys!! This is just an incredible concept. Looking forward to using it when I get to the big battle at the Key!!! Thx to all the great modders and their works that just keep making SF better!
where would i request a port of a mod from nexus? it does have open permission.
i dont find them. can u send me links plsss
That is problematic because they are actors, meaning they are treated the same as humans, robots, or animals. As you know from my mod, even positioning them on the floor is very buggy. As far as I know, it won’t work on the ceiling
Damn, that's too bad then. I guess I'll stick to putting them on the floor. It's confusing though because I see ceiling mounted turrets everywhere lol. Thanks for letting me know!
The problem here is building it yourself. Inserting them into a cell somewhere so that they are part of the cell is no problem. However, making them placeable upside down in the building menu is a problem
Alright, that's good to know. One more thing off my list lol. Cheers and thanks!
BTW, I'm having good success with your NPC. I've placed three and they are all staying put. Exactly what I was hoping for.
The placement is often very buggy and sometimes works correctly and sometimes not. Once they’re placed, they stay put as long as no enemy shows up. Then they run away. The dancer, the DJ, and the bartender return to their positions, but the doctor and guard end up standing somewhere else ^^
@dry coral
A question: I was notified on Nexus that with the small dumbbell bench (bench with two small dumbbells, a towel, and a water bottle), the dumbbells and the bottle aren’t static objects (you can pick them up/interact, and they move). I just tested it on my end, and for me, they are static. Are they static for you?
I'm not online (Xbox) atm, give me a minute to fire up the box and test for you.
Thanks!
Thanks for taking an interest. The Sarah picture is not an in-game picture. Its an AI generated image from XXXDIPLOPIAXXX I clipped from the internet. Its just my wierd sense of humor using art like this for NPC "overhauls". All my attempts at 'updating' NPC faces with creation kit don't work out well for me. I'm still learning.
thats what i mean
In the CK, they're set up exactly the same way (non-interactive and without physics simulation). Very confusing where such bugs sometimes come from
I've found during outpost building with mods that item behaviour changes quite dramatically sometimes just based on where you want to place that item with no context as to why lol
@dry coral I need to correct myself. The turrets can indeed be placed upside down without any issues. This will be included in the next update ^^
That's great news! Thank you very much!
Glad you got it. I see turrets like that in Mantis Lair. Just a different use for them. yay.
"Sarah disliked that" every once in a while ill bring yall a joke and a small mod to go with it. Hope you guys like this one as it's just another addition https://creations.bethesda.net/en/starfield/details/a529a571-0f88-4aea-89ad-1f593f513227/Sarah_Morgan_Dialogue_Enhanced
Is this a decent load order guide?
Patches have to go below the mods they patch.
putting patches at #1 is actually hilarious
also textures should be lower, definitely lower than character models
just use this I guess
https://github.com/loot/starfield/blob/v0.21/masterlist.yaml
even though theres not many plugins there its proven and tested
https://github.com/ZeeOgre/LoadOrderManager
It's still very much a work in progress, but it's got the skeleton template I use with quite good success, and a sample plugins.txt
I built it to make a custom plugins.txt for sharing and using as a template, which could still be used in-game (even though the game "eats it" when loading)
With all the game randomness (particularly around orphaned versions of mods which were later replaced) on how it treats some mods, I have been using it to make sure what goes in is what i expect.
would welcome feedback on it too
i don't have MO2, so haven't tested with it, but works well in conjunction with Vortex to scan mods you may have in your library but not presently loaded, as well as filling in descriptions from ContentCatalog and Nexus export
I have my recommended load order broken down by category, and would welcome feedback on that too 🙂
i have it set to monitor plugins.txt and show you when it changes, and what changed (as long as you keep it running)
Made my first Starfield Creation Kit Tutorial on Packins! Check it out
https://youtu.be/beH5e0DNHos
Hello everyone, in this video I will show you my process for creating Outpost Habs using the Creation Kit Packin Tool. We will go over the important aspects of the packin and pivots; also how to add the objects in your game without altering the vanilla category lists! Check it out!
Contact
SomethingWicked3 (Discord)
Be sure to hit like and ...
and to give you loadouts, do stuff like enable/disable whole categories....
Anyone know of any conflicting mods that impact the vehicles catagory? I’m seeing ship parts instead of the many vehicles I’ve purchased
Probably because people forgot that formlists can add it contents to other formlist besides hard edits
But can I see the mods you have to test this?
Pretty sure the rev-8 is SFBGS004.esm, could maybe see if any other mods have that as a master also.
So for example:
-non lethal framework mod
-ship hab mods
-useful brigs mod
-Non-Lethal Framework - Useful Brigs - Patch
Is that a correct load order?
It's more correct than what you had before. If you put a patch first, the game will stop and load whatever mods it references before it loads the patch, so the load order you actually get isn't the one you think you are getting.
Thank you, I think I'm starting to get this load order thing 😅
I think I'm having som issues with script residues from previous mods on my save but it's getting better the more I play.
I deleted everything, re-installed and did a hardboot om my xbox.
Will it help if I start a ng+?
My golden rule is: if you disable/delete a mod, also delete all saves that you have made since installing it. It's the saves that are the problem. NG+ fixes some things but not all. It's best not to rely on it.
Thank you 👌👌
My biggest issues now are with the new galactic pawnshop mod, I can't access it and the texture is buggy and with something that affects the crew number in the ship, if I add habbs it doesn't add crew and if I remove older habs then it goes down
Sounds like you have incompatible mods. It happens. It's best to test your load order for incompatibilities before starting a serious play-though, then freeze your LO and ignore new mods that come along until you are ready to start a completely new playthrough.
How do I test on xbox?
Just disabled everything and add one at the time on a clean save until I find the one that buggs?
Are the saves gone to?
I still have those.
Ok, login onto https://creations.bethesda.net/en/starfield/library and se if your mods are in your library
I had a similar problem, I did a hardreboot and it came back.. not in the order I saved but not far from it
But 18gb of mods might be too much from what I heard, I try to keep it under 3gb
Your load out must be longer then my wife's shopping list 🤣
It is showing 9 mods. I was so hoping it would be there. This is going to be tedious. Everything was running great. Only one little stutter in about 40 hours of gameplay. I guess I’ll have to do this the hard way. Load my save file and dl the 4 or 5 it shows are missing around 100 times.
😆Yeah it was over 300 I’m sure
Good luck 😅 I'm on my way home now to look at my load order and go back to a clean save hundreds og playing hours ago 🤣
If you load your last save then it will say that it's missing mods and you can download them all at once but you'll have to redo your load order.
My advice is to reduce severely on the gb tho and do a hard reboot if you know how..😅
@dusky escarp you can avoid issues with that, but it really depends what you're installing and whether/how much you've interacted with it
I usually do a mod test, where I spend a day figuring out what works and what doesn't, and working out any issues.
After that I am pretty confident in what will and won't damage a save or cause issues with my game
NG+ resolves anything on the world end, as all the world spaces are refreshed, so you can safely manage that if you disable all creations prior to jumping to the unity.
The only exception might be any creations which have an active effect on your character, but I think those are pretty limited.
Even stuff like mods that inject new backgrounds, from vanilla, are pretty safe as the edits are done, and they use vanilla backgrounds and traits/perks
Anything which adds new backgrounds, traits, modifies and adds perks, affects starboard powers, etc... will very likely break your game if you uninstall/disable it before jumping
It's more a case of: it will already have broken your game before you jumped, and jumping won't change that. But yes.
@dusky escarp yes, but assuming you have other mods that don't affect anything in your characters base records, you can safely jump to the unity and do an NG+ restart after disabling them, and all the worldspace data in your save file will be cleared, which effectively removes any conflicts or issues going forward.
All it keeps is unlocked Starborn conversation options, connected to references from cleared missions/interactions I would guess, and your base character data.
It let's you completely change your modlist once you start over in NG+, which is kind of nice.
Any other issues could potentially be resolved by going to an unedited interior cell somewhere and waiting a couple days after uninstalling any mods, and before jumping to the unity, provided you don't reload any affected spaces before jumping
@drifting maple I understand that you believe that, and so do many other players that I have encountered. It is undoubtedly a comfortable and convenient belief. But tell me, have you decoded a save file made while jumping through unity, to see precisely what data it stores?
Don't need to. I've tested it and it works fine. Zero corruption, conflicts, or issues; and there is information out there on what it does when you start an NG+ play through with Unity.
I went from a clean game with achievements enabled, to NG+ modded, disabled before Unity, and changed my mods for another playthrough with no issues for 200+ hours of gameplay
Obviously it will depend on your modlist, but you can predict where issues will show up.
NG+ also seems to reset any changes made to the worldspace with command line. I had to plug in my timescale on restart
I'm still not convinced that many successive NG+ playthroughs doesn't sometimes mess things up. I have a save that has never had a single mod on it, that in my current universe has so many little issues I haven't seen or experienced in almost 2k hours lol
@rapid cliff yes, eventually it will do it all by itself if your save gets corrupted by bugs
I never had any real issues with that, but I always create a new save point and delete the rest when I stop playing
For example, two things I noticed almost immediately when starting this one...Bobby was nowhere to be found and the conversation at the spaceport went on without him, and Rep. Chisolm, a bit later, had no lip synch and then was completely uninteractable.
hey guys ! do you know what to do to ensure that the contents of a container deleted by the placement of a door are transferred to the ship's cargo hold?
The only thing I can think of would be to try and find a vanilla container to reference, but I'm struggling to think of one in any hab. Every container I can think of to try persists regardless of hab connections. Wonder if they did that on purpose.
@rapid cliff The only mod I use consistently when modding is the Unnoficial patch at the top of my load order.
That should resolve a lot of the mi or issues and bugs, and save corruption that could occur in the base game
I tried with vanilla and custom storage crate, the contents is always deleted, except for ammo case. For ammo case, the content is somehow saved and is back after removing the door...
The Habs are set up to delete anything in front of doors if a doors is put in, but they dump items to cargo when in the shipbuilder
I think that is a separate action which occurs only in shipbuilder, and likely runs off a script
🤔
I'd check the keywords on the ammobox to see if anything is different. Otherwise not sure
I did, they were one keyword "ischestforstat" or somthing, I copy paste it in my own crates and... no change
IsChestForStatTraking exactly
Can't think of anything beyond that. I've lost a few things using shipbuilder, but usually no issues because I tend to dump anything I care about to cargo before making changes
that's the best way to proceed yes, but I don't want players to loose items by using my armory ^^
@median drift yeah, I get that lol. I'll have a look later and see if I can spot anything you might have missed
Kind of curious myself
well, the current version of my armory is completely bugged ^^ I'm redesigning it completely
@rapid cliff you might be able to resolve some of those issues by verifying your game files. Most of them sound like game data corruption rather than save corruption
I'll give that a try. Thanks!
I managed to get rid of almost every bugs today on the current save I had, I've redone my load order, updated everything and did a hard reboot.
My crew issue is still there and now my game freezes when I go out of the ship building 🤦😅
Couple of weapons I'd love to see
Spas 12 and L115A3
Not going to believe this... I just found the mats they use for the stars.
1.5 weeks messing around, searching files, forms, messing around with the editor, trying to swap mats unsuccessfully for a star, and finally building all my own textures, and while I'm trying to figure out the best way to set up a material for a star, 4 hours into brain fog of searching files, I find the stars mat...
😄
Thats usually how it works lol
I mean, I'm not even surprised at this point. Where you least expect it, sitting in plainsight with a name that isn't even close to what you would expect to be looking for given model references
At least now I know exactly how the mats are made in the editor
No idea how they get it to stick to every other star though
lol That is also how it usually works lol.
😆 seems that way
Is the creator of Starvival active around this discord?
There is a negative XP glitch that happens with Starvival when your character gets tired, you drink an energy drink, and then rest while the effects of any energy drink are active. It is unfixable. You have to go back to before the energy drinks effects are active in a previous save. It is a pretty rare glitch but it is significantly impactful when triggered.
I got the test star working. It renders omg 12 days in and it turns out it's incredibly easy to do
You just have to know how 😆
I'm literally ecstatic lol
So much work getting there, and it just works, and I can do whatever I want with it.
Anyone want a Black Hole system?
I have no idea what that emote is by the way😆
I second the SPAS12!!!!
A system with a black hole would be very immersive. Does it spread over time? Does it kill when you ride into it?
More old Earth Weapons WWI and WWII
@jolly torrent doesn't spread no. I'm not sure what I could do to make it hazardous, in and of itself.
I could add the effects from the buried temple space battle that damage your systems in system.
It would be a relatively dark system, but I would add radiation from the event horizon and use that to explain some illumination
The planets, asteroids, etc... would be well out from the Stblack Hole, and there would be no effective habitable zone around it.
I could make it a binary system with a Star orbiting the Black hole at a good distance...possibly, not sure
Would have to spend some time figuring it out. But for sure, some of it could be done
That would be so dope. Those are the kinda mods I like to see. Creative, dark, sinister.
Very immersive.
Also, are red/brown dwarfs possible in this game? Not to land on, but just to liven the Starfield up a bit?
this is what merging volume boxes does to the ck
@jolly torrent yes, they can be made with a tweak gas giant using and emissive and flow component
Good idea
Me personally need the L85A2 space edition 😆
Why are all the mods I need only available if I pay for them 😭
Is anyone willing and able to makeca mod that auto completes the three main faction quest for me
Hi 👋
There is a mod available to choose when you are on ships, where you want stair ?
It's something I have planned. But I'll probably release arsenal expansions for the Crimson Fleet and Var'uun first.
"Place doors yourslf" Will allow you to choose where to place ladders as well as doors, "Ship Extensions" have actual stair habs if thats more your thing. There are other mods that have elevators and stair habs as well.
Ok I go search for it thank you 🤗
At this pace soon we will have "Starfield WWII". Weapons, tanks, cannons, uniforms. Basically COD WWII 🤣
Well, I am dedicating my time to making weapons and vehicles so you're not wrong lol.
Anyone has problems to login bethesda.net? I had to change the password 2 times and nothing.
There seems to be a hiccup at the moment. It's being looked into.
I love marauders aesthetic
Basically ww1 in space
Watch for those wrist rockets????
This should be fixed now!
you know what? I was literally thinking of wrist gadgets yesterday. So maybe there will be wrist rockets to dodge XD
Buildable vault door anyone? Bueller?
So it’s not just me!
I’m working on it, it’ll be in the next BBWaD update
Thank you!
Ya know I've never said anything about the paid creations cuz yall usually knock it out the park but there are a few in which I heavily question them. Suit reskins were my main complaint like why charge for that, the vault vasco was another. And now the buggy mod, in a sea of vehicles that are free due to the ease switching out the body, why would one release a not so unique paid one? I'm referring to the sand cat buggy here zones looks very much in lore and cool
Of the two I'd choose Zones every time. Feels like it fits properly and functions both as a ground based and aerial seamlessly
Id also have to say zones seems to use more custom assets like it's a fair trade off for the amount of work done. I'm not sure how much work goes into swapping the body and realignment of the gun and seating but I'd say it's less then making custom assets
I do have a question about arthmoors blueprint patch. Does anyone know what that does?
It covers bug fixes with some of the ship blueprints. Needs to be a separate module because of how the engine handles blueprint master files.
Could I ask you explain that a bit in detail like what are the ship blueprints to start? Is that say when we load our edited ships and such through the ship tech?
Blueprints lay out what ship modules will start off with when you first add them to a ship.
Like it's stats? or the little stuff inside them like food bits? Or is this something to do with the modules nav mesh? I'm honestly expecting it's none of this but some fourth thing I'm not aware of
It's the actual modules, and all of the stuff in them by default. Including navmeshing and everything.
Don't suppose anyone knows what Bethesda is using to calculate gravity wells for planets and moons?
It doesn't seem to be a real value, or related to anything that I can see
Like, for the moon, we have a mean orbit of 385K km and a gravity well of 61.6 million something. The moons actual gravity well is 288 km, so it obviously isn't a real value
I thought it might be for the Starmap, but if that's in km, it's way out of scale from what we see in game
For reference and comparison, Earth has a mean orbit of around 149 million km, or 1AU
So that would represent almost half the distance between the Earth and the Sun
Seems like it might be the Hill Sphere, which is the outer limit at which an object will orbit a planet or moon, but it would be in meters, rather than km
The Moons Hill Sphere is 61500 km
Possibly it determines the arrival point around a planet or moon, which would explain why it uses meters instead of km
Yep, pretty sure that's it
Hello,
There is a mod that make an upgrade to pirates (crimson, spacers, others) AI behavior in battle?
It's hard to see NPCs running direct to me like chickens while I'm shooting all of them with all I got. Don't try to cover, no basic strategy, not a single "intelligent" behavior. Kind of boring. A mod like this would be very nice.
Hey all, I have a simple script that just sends someone flying when they are hit. The issue is, I have no idea how to apply it to all NPCs and the player. I am extremely new to this and have been stuck in tutorial hell trying to figure it out. Don't know if someone knows how to do that. Hopefully this is the right place. Thanks in advance! ```Scriptname KnockbackAll extends Actor
Event OnInit()
RegisterForHitEvent(akTarget = Self)
EndEvent
Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack,
bool abBashAttack, bool abHitBlocked, string asMaterialName)
If akTarget as Actor ; checks if the target is an actor and if it is then it sends it flying
(akAggressor as Actor).PushActorAway((akTarget as Actor), 10000.0)
EndIf
RegisterForHitEvent(akTarget = Self)
EndEvent```
You will want to use the RefCollectionAlias of a Quest to attach this script to all loaded NPCs in the player's current loaded area. I believe there are settings on the RefCollectionAlias to have it auto populate itself with all Actor's in the current loaded area. Once you have a quest set up with an alias you would basically change extends Actor to extends RefCollectionAlias, then attach KnockbackAll to the collection alias you created.
Now your KnockbackAll will be dynamically attached to every reference you add to the alias collection, and unattached when removed.
Im leaving out a lot, but thats the broad strokes.
I'll look into it, thanks!
Oh, that changes things a bit. Maybe that'll help with everyone running into walls and eachother in places they shouldn't be ill have to find where that should 100% go in my load order
@brazen socket There are mods that change NPC AI behavior, but honestly, the only ones I can think of just do that more, with more enemies.
I don't generally have this problem in my games. Most of the NPCs like to take cover unless they are melee focused.
All the AI have combat behaviors and these can be adjusted by assigning different behaviors, or it can be scripted to make them more or less agressive, or spawn more of them.
As gar as I know, mods like that almost always focus on overwhelming the player with large numbers of aggressive NPCs.
Don't have much use for them myself. Tried it in FO4 and didn't much like facing every potential hostile in a km all at once.
Anyone having trouble with their audio? I just spent hours redoing my load order after it was deleted over the weekend and now I have no audio except in the Creations menu? Is this a modding issue or is this the same bug from like a year ago?
Thanks for the tip. My point is how NPCs usually act as a strategic group, not just hiding but behaving more like experienced element during an attack.
For instance, I shot one specific NPC and take almost 80% of its health. This element should RETREAT and try to heal itself. Only after this go back.
Sometimes a NPC could do fire cover for other NPC change position.
I think with better AI NPC strategy any battle should be WAY more engaging and interesting.
Thanks anyway. 👍🏼
To be honest, I’d kill for a mod that allows me, as the player character, to take cover and lay down suppressive fire, aim from cover, etc. again, the animations are in the game because I see the NPCs do it. Instead, my PC just stands out in the open shooting. Everyone praises the combat in this game, but the combat seemed a little half baked. Even a combat roll to avoid incoming fire would be nice.
I really play another game. NPCs are always easy targets in my game. They never health up, are dumb to find cover and never act in group.
Not to mention some missions when the NPCs attack and kill their own leader (my target btw).
I don't see much improvement in NPCs pirates strategy at all. Only basic AI behavior. I really play another game.
Oh, I agree. The NPCs are extremely easy to kill, I was just pointing out that combat is just so basic in this game with zero spice to it. I agree, it would be nice to see the NPC AI/strategy get beefed up, as well as the companion AI to be a bit more aggressive, too.
It seems like all of the enemy factions play the exact same way. Nobody uses any different tactics to overwhelm you, they don’t flank you, they don’t heal. It’s like self-preservation is not part of their mindset. It comes down to a war of attrition. Just like the space battles in a way.
That’s why I stated that the combat seems extremely half-baked and unfinished. I am confused on how and why everyone praises it.
Not to mention space dogfight.
It is SO BAD I refuse to do most of the recurrent "destroy X fleet" missions. It takes less that 5 seconds to kill the target, and less that 15-20 seconds to destroy the rest fleet.
I waste more time doing maneuvers to clock the targets than shooting anyway.
Arcade ship figths are funnier.
The space fights are a joke. I also try to liven them up by doing maneuvers as well. The only real ones that give you any sort of challenge or have any sort of fun are the fights against the Starborn ships, and that’s only because I just made it to the point in the MQ that introduces them and they are quite infrequent.
I just wish Beth put way more effort and emphasis on the combat to make it diverse, dynamic, and challenging. Also, they could have added more large, slimy, disgusting alien boss fights. Nightmare fuel creations that we would have to contend with on strange new worlds.
sighs. Goddess, I wish I had the patience, temperament, and knowledge to be a modder.
This game has some seriously untapped potential. I will say that.
We should see some great stuff around the holidays whether it's patches or Creations. Maybe Sim Colony????? https://tenor.com/view/gundam-colony-drop-colony-drop-gif-20384308 The Doom mod is being worked on if you like horror. Maybe we will see villages around the cities??? Or minor powers with just 1 City???
does anyone knows how to give an item to the player when launching the game (such as Shade Immersive Looting does)?
Lol. I’m not very familiar with the Doom mod. What’s that?
Also, can any modder let me know how difficult it is to attach certain NPC animations to the player character (like eating animations, push ups, etc.). I remember this was done for Fallout 4 with the smoking.
Also, I really wish the modder who made the “Realistic Food” mod would come back and finish adding real life food brands to the game.
Can somepne please port these mods to xbox please
Lazy Scav - An AutoLoot Mod for Starfield - https://www.nexusmods.com/starfield/mods/8291
Auto Loot Asteroids - https://www.nexusmods.com/starfield/mods/8670
Auto Transfer Mined and Harvested Resources to Your Ship - https://www.nexusmods.com/starfield/mods/8606
im disabled and these mods would help alot
For other ships, do I need JUST the bare minimum? Like 1 crew hab, and other parts for a 10 or less crew for each ship?
Does anyone know how to have the player start a quest on game startup? I know there is a setting for Start Game Enabled, but I am not sure if that is the same thing.
@naive sand you should be able to set the ships up however you like, as long as the game considers them ships in your hangar, it shouldn't matter. I expect any limitations will be based on the ship itself
@mild marsh Not exactly, but I have looked at it briefly, and what I did see seems to suggest that is possible
The CK has some functions which can be called at game start, which I think would allow you to do that
I'm just not sure what that function is called
I can't recall specifically, but if you look in Source, scripts, there are some script reference files which basically give snippets of code and describe what they do, so there might be something in those. The other function that exist, I can't recall where I found, but they seem tied to triggering various thing, and some are on game start. The ones I did look at seemed to be for audio triggers, but there must be something else in there, or maybe the ability to add something
As far as I recall, the main quest seemed to be triggered by a script though
Not into scripting myself, but they do have it well laid out
Thanks! I think I might have found a yt video that has it
Has anyone figured out custom weapon sounds SFX yet on Xbox
Like , as long as it passes the ship menu thing right?
wait theres no friendly fire in SF for enemies
@brazen socket I tend to lean on lightmaneuverable ships with minimal upgrades. Most of the time I have my ship set to Grav jump in under a second if I don't like what I see when I jump in
In my game there is a bug that makes NPCs kill their own leader.
yea thats weird
are they different factions
@brazen socket I'm guessing you have mods installed with edits that affect NPCs. Mod author might not even realize they are there.
I've installed at least two mods that changed NPC behavior and even strength, that hadn't hinges todo with that.
Had nothing to do with*
did here they tuned down difficulty for "fun"
Mine amped it up to ridiculous levels. Made them bullet sponges that crit all the time
No, its the recurrent missons of "kill X leader" you got in the Terminals. I arrive, enter the mine, lab or other and see the NPCs shooting their leader ( my target)
yea thats dealing with Human hostiles....
ever decided to make a bug report?
since it is reproducible...
They see the NPC leader as if it were my character: "the enemy".
FINALLY! I'm not alone in my suffering!
Several times, nothing so far.
keep spaming it
A mod probably set the NPCs to frenzied/very aggressive they will attack anything in that mode
This can also happen when a mod modifies the random hostile humans leveled lists removing BGS's LocType locks.
In my game this bug happen way before I used any mod. In fact it started Dec 2023 weeks after the release in November.
Hi just a quick question, anyone know if a modder is capable/looking into making a sim settlements/conqueror mod (from fallout) for starfield? Thank you everyone take care
There are some quest cases where BGS uses frenzied but that sould exceed that quest.
Kinggath is
But only when they have the proper tools from CK
Thanks bro for telling me I appreciate that’s and wish him good luck 🤞exciting
If they are gonna do a sim settlements
They are gonna do a sim settlements 2 type thing
My gut in that case is the spacer fall though/default case on random hostile humans. That is why I've moved away from those leveled list for my creations and MCS.
Yeh that’ll be cool 👍🏽👍🏽
anyone had stuttering on their game recently? Just started randomly can’t seem to figure out what the problem is
So far the bug happens with all factions. Sometimes I load back the save and all faction changes to another! This is crazy...
Ya its the way that leveled NPC list works
spacers are the fall back but been having issues in which its house varuun leader with some pirates
Once I get ADV Inc Lite and the new MCS (Modular NPC creation system) out I might make a vanilla patch that replaces all those leveled lists with the MCS spawner system. That would solve the mixed factions in the ruins. Probably will be a month on that though this week didn't go as well as I had open for progress.
@brazen socket Get to the point where you can do a unity jump, disable all mods except those which directly impact character powers and stats, and the unofficial patches, do a clean save in an untouched interior cell, maybe Mantis lair if you haven't touched that with mods, then verify your game files and reload and double up on the clean save, (wait 2 days or more in the interior cell and save), reboot and do your Unity jump
After that you should be able to re-mod your game following a save in space and have a number of issues cleared, if not all of them.
Keep a save file from before the first clean save, just in case
Also a good idea to dump any folders with loose files in your data folder that have been added by mods, and remove any custom ini before the jump
By dump, I mean move to a backup folder
Thanks for the tip, honestly it seems a lot of re-work just because a "kill NPC leader" bug. In fact right now this is the only serious bug I have. I did the Unity Jump 7-8 months ago, I hated the so called "NG" idea and loaded back a "normal" save. Anyway, I'll see if I try your tip asap and see what is what. Thanks again. 👍
No problem. The unity jump has a small chance of tossing you in an alternate reality, which can actually be quite unwelcome at first, but if you land in a normal universe, just skip telling Constellation you're Starborn.
It's a terrible idea because they all start acting dumb, and you lose 90% of the story and interaction
If you don't land in a normal universe, just go back to the save before the jump unless you find it interesting and jump again
I wet with telling them the first time, and got an alternate uni else with Constellation the second
Honestly the no Constellarion Universe was weird, and I just ended up doing Ryujin and some other somewhat shady stuff. Got bored after awhile and deleted the game save so I could start over
Is there also any way to add casino games (Blackjack, Keno, Roulette, slots) to the Red Mile?
What does the * symbol in the count column mean?
edited
Did I not save something correctly? I've hit save and apply already unless that's just permanently there
its there to show you edited that file
Ok thanks
Anyone know if there’s a mod on Xbox for a 2x1 / 3x1 brig hab I really need one to finish my ship
Not a mod, but both the Taiyo and Hopetech Armory have a brig cell in them.
Shoot, even a poker table would be decent at the Red Mile. And also some tacky “all you can eat” buffet routine. It just seems so….so dead at the Red Mile, which is supposed to be the galaxy’s version of Vegas.
Could someone make one please 🙏😅
Im legit awaiting more Military-esque mods. Rank insignia you can add to clothing (from all branches), Red berets (82nd Airborne!!), shore leave, deployable teams to take care of bug hunts (for instance, you can send Sarah, Andreja, and Otero to a planet to deal with a pack of Spacers at a POI, and depending on your chance of that team’s success (0-100%), you can actually intervene and go there yourself to actually get the job done with your crew), a hab for gym equipment to not get a Dunlap while cruising space. The ability to actually do pushups would be nice since that animation is already in the game.
Not in that order and not even all of it, but it would be nice!!
@jolly torrent More like the Galaxies version of The Running Man, where a bunch of Elitesand shady types hag out and wager on the survival of contestants.
All thumbs, all day it seems
Yes!!!!! I need that in my game. If someone can mod this game into a grittier, a bit more darker version of itself, that’ll be a start. Somewhat like Mass Effect 2, where you saw the seedy underbelly of the galaxy, but it wasn’t completely overwhelming. It was dark, but there was still some hope left.
just letting people know if you upload to creations and make available for Xbox but you have set it as work in progress Xbox don't see it in the mod downloader
so idk which mod is causing this but when i load into any save including a new one all the vanilla habs are invisible and i can't find them in the ship builder
Anyone know is the creator of the owl tech mod is here?
Can I sitt down and wait for the maximum time or do I have to just wait around?
No, you just have to do the wait in a chair somewhere in a safe cell.
It's just a period of time where the game clocks things ahead and clears various things based on time passed. It's an old trick for resolving conflicts and issues with uninstalling mods
In Fallout4, I used to use the bunker under the house, down the street from the Playerhome; Skyrim, I think I used the keep in Whiterun, or just any cleared dungeon. Starfield, I haven't need to do it much, but I usually either land on a planet in an unexplored area and bunk in the ship, but, like I said, haven't had much issue after the initial passes with getting mods setup, which I wasn't rolling through saves for, but recycling a premod save while I tested them
Load order issue perhaps; possibly a mod conflict.
Hey all!!! I’m so sorry for being so needy this past week, but is there anyone out there who can create a mod that allows “live events” on ships? For instance, a text box modal will appear on the screen explaining what the “live event” is. For this example, we’ll use a failing life support system. The player will be given a choice on which action will be taken in order to solve this crisis. The player character can either fix it themselves with a skill check, get a crew member with a strong enough engineering background to do it (and if they cannot, you’re SOL), fly to the nearest ship technician (which can also fail if you are too far away), or add a randomized resource (such as coolant) to temporarily patch it until it can be repaired. Each of the solutions are randomized to work or fail except the player character passing the skill check to repair system.
All of these “live events” on the ship could have potentially deadly consequences to add some liveliness to space exploration versus just using the ship to get from point A to point B. Making the right call, as the Captain of the ship, could save the lives of your crew.
A few ideas of “live events” in addition to the one I listed above:
- Derelict ship raiding.
- Locked in a decaying orbit around a planet due to a glitch in the gravity drive.
- Ship power outage
- Slave traders attempting to hijack your ship and sell your crew.
- A stowed away Heatleech causes a fire aboard your ship (a lá the opening credits of Alien 3)
- A solar flare.
Pirates boarding our ship will be nice...
I do wonder how often is it to have your engines damaged enough that makes your ship stop, allowing the pirate to dock and board
I think is feasible...
There's a whole bunch of unused Constellation dialogue for this, it was a cut feature.
I'm not sure if anyone's looked into how much of it remains, other than those dialogue lines.
What? I can't believe it was cut! 🫤
I've found stuff for NPCs boarding your ship in the files myself. Not voice dialogue. I immediately thought, "Wait, this doesn't happen in my games; is that supposed to happen?"
another one 🥲
Kind of like how there's a loadscreen that tells you you can surrender to angry security, in ships by hailing them, and on foot by holstering your gun, and they will just arrest you, and what really happens is they shout more and try harder to kill you. I've had to wait out angry factions and every random Faction NPC trying to kill me everywhere for days, just because a Freestar ship flew in front of my guns while I was killing a Pirate.
It's like, I hit you with one stray shot dude, and you're following me over 3 jumps, and the entire Fresstar Collective is trying to murder me, along with every Galbank Hauler I see, (for some reason)
What's worse, is I had just finished the whole Freestar Ranger storyline and got my gold badge duds
It's definitely voiced, with quite a lot of different lines for the Constellation companions.
(there are about 10 different lines for each NPC)
iirc, the references I found were actually in the scripts in the source folder. I read anything that had to do with ships, and might point to where the ship landing sequence that pops you out of your ship was done. Not a thing on that, but I did find a bunch of other stuff, including placing landing areas on unexplored planets and iirc references to playership boarded.
So, it seems the scripts may support it, but there wasn't anything I saw that would actually trigger it; I assumed it probably was specific to some quest I had never done.
Hi everyone. For xbox series x starfield, For anyone and everyone who has used these mods- "Va'ruUnity" and "Choose Your Universe", how, if at all, does "Choose Your Universe" effect "Va'ruUnity"?
https://creations.bethesda.net/en/starfield/details/8f1454ef-c2dd-4486-bfeb-e4b68f1d9f5b/Choose_Your_Universe
https://creations.bethesda.net/en/starfield/details/51d93bc6-966d-4ee6-8d93-3ebd37f00d5e/Va__39_ruUnity
I don't know anything about Va'ruUnity, other than having read the mod description, but I can tell you that the Choose your universe mod is very heavy, and as far as I know, mostly scripted. I'm not even sure it works on xbox. Honestly, I expect Varu'Unity would be the same, because anything that has to do with modding the game start pretty much has to be. It's essentially hijacking the game and redirecting it, spawning you here and there, and moving you around while opening the character generator and adding and removing stuff in your inventory.
As far as I understood, scripted mods do not work on Xbox
Hello excellent modders, by any chance do exist a mod that give us a ship's DORMITORY? I mean, all living modules have one bunker for a crew of 8! No one sleep in the ship? 😆
Check out JRamosTech.
Not 100% sure what he has in there, but I've watched his preliminary work on that mod
It wouldn't surprise me if he had added passenger space to some of his habs
Though, technically, you can just get an empty Hab for crew quarters with no beds and do whatever you want with it
*RamTech
Thanks for the tip. My experience with empty Habs is that no crew use it. If it is the Matilija habs (great mod, btw) the crew really don't want to use it...
I'll see JRamos stuff
Crew won't use a hab if there's nothing in it. You have to decorate the space with interactable objects like chairs and such or they will just ignore it
What they actually do on a ship is also largely random. You can find the pretty much anywhere there are interactions, but technically, more is better. Galley, chairs, workbenches, crew stations, etc...
The Mod is actually called RamTech I think; it's up on creations. I just used his name subconciously
Oh, I use the decoration but somehow the NPCs stay like statues, no sitting, no slepping...
I'll check it thanks
I'm not convinced it works on Xbox either, I ran it for a while and regardless of choice it was still pot luck on what uni it gave me (may have been load order issue but didn't work for me on Xbox)
There was a ton of things cut. In an interview Todd said they had a hard time figuring out what direction to take the game in. And only figured it out during the last couple of years of development. But they had to release the game eventually so they cut a lot and polished what was there. Hence why there seems to be a lot of half baked mechanics and why some quests seem to abruptly end.
What does “scripting” do and why does it not work on Xbox?
Could there possibly be a mod to assign crew members to specific duties and only staying in one hab of the ship like Mass Effect 1 and 2? For instance, I need Mickey to stay in the mess hall for kitchen duty, Barrett in the combat control room, Sam as the pilot, etc.?
They always have some great cut content in their games
Now I understand how that half-cooked "unity jump parallel realities" idea came from. Wth...🤬
Pretty much. A lot of the game feels completely unfinished. The potential is limitless, but IMHO, the variety of the mods coming out are just…..
On one hand, I do appreciate the hell out of modders. I really do. That’s something I can’t do. At all. But when I see 800 Star Wars mods, but like 3 mods that actually represent fresh, diverse, unique, and interesting ideas that ADD new features to the game itself, it gets completely demoralizing.
keep in mind that the CK for Starfield is still pretty damn new, and poorly documented. A lot of times modders that are doing the same things are having to figure it all out on their own. The Starfield CK only barely has similarity to the Skyrim one, too, so there's a lot of re-learning happening in regards to the interface.
From what I’m understanding from you, there’s very little resemblance between the CK we saw in Skyrim/Fallout 4 and the Starfield one? What exactly did they release? Again, I’m not a modder, so I’m trying to understand all of the jargon between “leveled lists” and “scripting” and all of that. I find my situation a bit of an oxymoron because I work in financial technology and very close to my engineering team, so I can read JavaScript, C++, and some of Python.
Not trying to flex, but I’m legitimately curious on what CAN be done currently, and what CAN’T be done at this current moment. I’m not believing this whole song and dance that all the good modders left, as I do have some very good mods in my load order that I wanted (shoutout to the person who created and ported the UC military spacesuit/apparel change to make it look more Space Military and also the guy who created the change of music in the game).
Sorry if I come off as ungrateful and ignorant, it’s just I would like to see this game reach a decent state via mods and the mods evolving from simple cheat mods, to mods that add immersive actions that the player character can partake in.
gods, I mean, I don't even know 🤣 That's the trouble really. I got really into hab modules, so that's where most of my knowledge is. As far as I know, there was nothing like the habs in Skyrim, so anything to do with them is a totally new frontier in terms of modding - we're all flailing around figuring it out as we go.
I have some knowledge for adding custom assets and materials in, but afaik the material editor and swap mechanisms are new to the Starfield CK also. And they don't always work how you might think.
Some things that BGS does - like the lipsync for NPCs - use a tool that's not even available to modders (yet?)
The Starfield CK is a development of the FO4 one, which was itself a development of the Skyrim one, so there are similarities, but the game systems are different and means there are different tools and the ones that are equivalent work a little differently.
Same goes for the planets/solar systems - modders just plain don't have access to the thing used to make those, so you get replacements instead of new stuff
The resemblance between this CK and the Skyrim CK are: it looks the same on the surface, and if you dig you can find artifacts from FO/TES floating around, and some of the core conceits are the same
He'll I'm currently trying to figure out elevators from the few resources on nexus, starfirld will get a lot better as ck gets updated tools and people start building docs on how things were accomplished
The game has a lot of cool features that honestly just need to be fleshed out more. Like bounty hunting. They added brigs to certain habs. It's just asking to be used.
They used FaceFX I think. Which is a $900 3rd party tool. But some modders here have said BGS is currently working on tools for the CK. But there's no ETA.
So access to planet generation/planet modification just plain out doesn’t exist at this point?
Interesting. I figured they would have released decent documentation, but from what you all are telling me, it’s a lot of experimenting to see what works and what doesn’t.
Not at the moment. They used a custom version of Houdini to make a lot of the terrain
Ok
I'm not a modder I just love the great ppl making the incredible Star wars mods and finally getting the kind of Star wars game most fans have been waiting for since the technology has been available to make one. Besides giving THANKS and offering my help in any way to help create, ( I'm willing to write dialogue for mods that need it) plus donate of course. I really wish someone could make a ((Star wars background music Xbox mod)). Also if possible a mod allowing use of screen pics for loading screen.
Anyone who does this can hit me up for compensation/help with writing dialogue PLEASE 🙂
Does anyone know what the Matilija’s Aerospace SSTC360 Stealth Spherical does? Is it ballistic, energy or what?
I'm not a modder I just love the great ppl making the incredible Star wars mods and finally getting the kind of Star wars game most fans have been waiting for since the technology has been available to make one. Besides giving THANKS and offering my help in any way to help create, ( I'm willing to write dialogue for mods that need it) plus donate of course. I really wish someone could make a ((Star wars background music Xbox mod)). Also if possible a mod allowing use of screen pics for loading screen.
Anyone who does this can hit me up for compensation/help with writing dialogue PLEASE 🙂
Oh wow. Interesting.
I agree with you. This game has a lot of neat features. I just hoping that these are explored more. That’s all.
Sorry. I had to block a weirdo. The rest of you are pretty chill
What about changing NPC names? Is that a tall order with what we have in the CK today?
We had em in fo4
The biggest change was from skyrim to Fo4
Most modders when Fo4 released never bother trying out Fo4 CK and are now being overwhelmed
Meanwhile Fo4 users aren't since there's wasn't that many changes from Fo4 to SF CK
Also skyrim had their "prototype" of Habs with hearthfire and it was terrible modding wise
It's clicking on an actor and renaming....
Hell you can do this under a minute with xedit
You can but the houdini part is not available
Really??? I don’t know the first thing about it. Lol.
Look at the official CK repots
The problem is, in part, that CK lacks any documentation, or even descriptions in the CK. It's pretty much a process of hunting through, literally, 100s of thousands to millions of files and entries and figuring out what is what, what is needed for this or that, and how everything ties together and is used by the game engine, so it involves a lot of guess work and potential for trial and error. Scripts are pretty much what the name suggests; they are accessible scripts which can be edited, replaced, or added to, to cause things to happen in the game. There are probably more than 1600 existing scripts already used by the game in the file base.
Things like planets, stars, biomes, and terrain generation are largely obfuscated, which makes working with them even worse than some other things. Not only are many aspects of them either incapable of being edited in CK, but the complete lack of information on them, or any indication of how they are used together by the game engine to generate the resources, terrain, and make planets landable, etc... I think creates a great deal of confusion around them.
There are tools which exist, which essentially hack them, and make it possible to duplicate them, but they are largely experimental, and do not provide much documentation themselves. Most people who have made use of them have been largely unsuccessful in creating anything remotely like a usable system in game, and based on what I have read, there are a number of issues with systems that have been created, from game crashes to the absolute destruction of game saves, making them completely unusable, after just visiting a planet in the system.
Which is one reason why they are considered "Experimental" From what I have seen, they also do a lot of things incorrectly and fail to generate all the correct references.
which might be part of the problem, but I think, not all of it
honestly the situation is very complicated atm, with this being CK2 theres just to much difference between the new updated system and the games own new systems to reliable back track to existing docs
I do wish the modders who worked directly on the game, or bethesda themselves would put a team together to handle creation of new docs for basic systems
wait so wtf is this?
https://ck.uesp.net/wiki/Landing_page
I would assume, the wiki that modders are working on, inputting what they have worked out
Largely unfinished as far as I know, but something of a work in progress
I was referring to Documentation from Bethesda, not the community
What the community has put together is still fairly incomplete
this been up for over 10 years....
It's not for Starfield then
was literally a backup of the old Wiki that went into Maintnence mode
😆
its still revlanet for SF
Darfox and some others are building a wiki for the Starfield CK
since not much has changed from SF to CK
- darkfox
Source?
Only barely
last i've heard he's taking a break with SF CK
Description
In this video, I'll be showing how to make use of the Starfield Papyrus plugin to edit and compile scripts using Visual Basic Cod...
^^^
this was in his server after making these videos
I can't forward here since ill be timed out
That might be, but a work in progress doesn't mean someone is always working on it. I don't know when they expect to publish anything significant on it. I just know there are people that are trying to put one together
there was one till the leak happened...
guy got permission from bethesda themselves to make his own wiki

