#starfield-mods

1 messages · Page 56 of 1

strong oak
#

Some mods have ported over from FO76. So Fallout animations could port too.

nocturne ibex
dry coral
#

I sure wish these beacons would sit flush on structures, or at least spawn the base instead of floating.

brazen socket
#

It would be nice if we could "hide the body", much like in Sniper Elite...

strong oak
#

But from what I can tell you have to modify the ship for the bodies to disappear. < shrug >

lofty crest
#

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

strong oak
strong oak
lofty crest
# strong oak I see you are on Xbox with the issue? or you got that new laptop now - is it als...

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)

strong oak
#

Can you DM the trainwreck text to me

#

either that or attach to a reply here. Either works.

strong oak
median drift
#

do you know how to unable merging in CK ship builder ? 🤔

brazen socket
hazy vapor
#

@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

sharp lynx
#

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

hazy vapor
#

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

dry coral
hazy vapor
west flare
dry coral
# hazy vapor Looks very nice 😄

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).

hazy vapor
sharp lotus
peak cloak
#

any chance someone makes a mulitplayer mod for starfield?

dusky escarp
#

Unlikely

naive maple
#

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

west flare
#

John Skyrim, John Halo. Why is everyone obsessed with "John" Game thing? Sounds so stupid.

strong oak
peak cloak
#

anyone got a tutorial i can follow to get into starfield modding

dry coral
#

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.

misty abyss
sharp lynx
#

Lol it's similar but also different

#

Yes but no

misty abyss
#

Yes.

#

But also not exactly.

I haven't had enough coffee today.

sharp lynx
#

There's a mod for that

sharp lynx
#

I installed your last mod and now my coffee machine makes only matcha

misty abyss
sharp lynx
#

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

misty abyss
sharp lynx
#

It doesn't

#

Did that, they either fall from the sky anyway or spawn in very inconsistent spots

misty abyss
#

Does the player have to be the one to trigger them arriving?

sharp lynx
#

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

misty abyss
#

...

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)

sharp lynx
#

This problem applies to outpost buildings

#

I did that

#

My method I'm trying next is close to that

#

Moveto is completely unreliable

misty abyss
# sharp lynx I did that

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.

sharp lynx
#

LOL

#

Placeatme too

#

I do have an idea I haven't tried I'm going to test when I get home

sharp lynx
misty abyss
#

1 to 2 second delay maybe

sharp lynx
#

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

misty abyss
#

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.

sharp lynx
#

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

misty abyss
sharp lynx
#

LOL

#

I'm just gonna wait it out

safe sorrel
safe sorrel
dry coral
#

Pretty strong radiation out of my Va'ruun reactor...

#

My fortune to someone who can turn a greenhouse into a hab 😄

misty abyss
#

You mean a ship hab?

dry coral
# misty abyss 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.

hazy vapor
#

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

sharp lynx
#

Just put what you want as a static into an instance static packin

quaint mesa
#

And so it begins

twin atlas
#

Is it just me or does Bethesda not use snap points? Like what gives?

rapid cliff
#

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.

twin atlas
#

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.

autumn idol
harsh wind
#

Happy Halloween

safe sorrel
young laurel
#

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.

hazy vapor
#

Christmas preparations

hazy vapor
regal wasp
#

anyone know what these keywords do?

signal coral
#

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.

regal wasp
#

I see they're assosiated with habs, could this be what decides door preferences?

signal coral
#

I would speculate they are the requirements set to allow habs to snap to their mounting points.

#

specifically in the ship builder.

regal wasp
#

could be yeah, that tracks

warped sorrel
#

does bethesda have any update on lip sync for creation kit?

lucid cargo
#

any mod recommdentions for base weapons???

dry coral
#

Found a better location for my reactor. Thanks to Miss O Plays, StackGX and BetaMax76!

safe sorrel
#

Yay!

#

That looks cool. And it seems to fit perfectly

dry coral
#

Thanks! Attaching a few hallways to a hab was a pretty easy solution. I wish I thought of it a long time ago lol.

dry coral
#

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.

hazy vapor
#

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?

dusky escarp
dry coral
#

@hazy vapor Hey! Forgot to mention, if I equip the "female security guard" NPC, she appears in doctor's garb.

warped sorrel
#

have we gotten any news or comment from bethesda on lip sync in creation kit?

hazy vapor
hazy vapor
vague mesa
#

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? ^^

hazy vapor
hazy vapor
#

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

dusky escarp
#

That's what hitting DEL in the details does - it deletes the form from the esp. It's not an undo button.

hazy vapor
regal wasp
#

dumb question, how do you delete a packin?

timid temple
regal wasp
#

okay so I have to delete them from within the render window

#

that.. okay xD fair enough bethesda

timid temple
#

No, from the Object window - where the list of packins/objects etc lives

regal wasp
#

oh, okay so thats the issue Im having, the delete option is greyed out for me

timid temple
#

...that doesn't sound like you're in the right place

regal wasp
timid temple
regal wasp
#

yep

timid temple
#

you gotta close that first

median drift
#

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 ^^

timid temple
#

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

hazy vapor
# regal wasp

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."

regal wasp
#

ah, i'll do it that way, thanks guys

sharp lynx
#

Boop

white holly
#

@west flare is the shotgun mod still being worked on or is it done??? Also, is it coming to xbox???

slim sun
dry coral
#

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.

slim sun
# dry coral

That's a known LOD problem, people making POIs using scaled objects noticed that too.

#

I think it happned in the last update.

cold jasper
#

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 🙏

dry coral
dry coral
devout flame
#

Just ported to PC and Xbox Creations with mod exclusive content, check it out! https://www.nexusmods.com/starfield/mods/12228

Nexus Mods :: Starfield

This mod adds different sizes and types of Outpost Habs (Currently only Science and Hydroponics). Additional types and varieties included: Medium (Long) Habs, Double Habs, Double Medium Habs, Combinat

hazy vapor
#

@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.

hazy vapor
# dry coral

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 ^^

dry coral
#

@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.

safe sorrel
dry coral
#

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.

rapid cliff
dry coral
rapid cliff
#

The keyboard is a bounty clearance

dry coral
#

Really, alright. I'll check it out today, thank you!

rapid cliff
dry coral
#

Ah, I don't think it had the clearance keyboard when I first looked at it lol.

slim sun
#

@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.

safe sorrel
#

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

dry coral
#

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!

normal steeple
#

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

safe sorrel
#

Omg yes! I’ve often seen them and thought “weapon” this is delightful

normal steeple
#

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

lyric finch
#

Could someone get one of those doctors lab coats and retexture it to be black? Possibly a Va’ruun Sigil on thr armband?

regal wasp
#

actually wouldn't be to hard I think

#

a quick mat swap and a new decal

lyric finch
#

Crew are Va’ruun themed but Rosie needs a lab coat
White sticks out a bit

lyric finch
#

Doesn't really fit the Va’ruun aesthetic much 🤔

hazy vapor
signal coral
#

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.

dry coral
sharp lotus
#

nice to see a Kinggath creation

formal cloak
#

Well besides the few the zone guy has.

hazy vapor
lyric finch
#

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

lyric finch
#

Lemme know if anyone gets this mod to work on Xbox. I give up

dry coral
#

I find it interesting that these shelving units have glass on both sides...how are you supposed to load them lol?

lyric finch
#

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

brazen socket
#

Please, dear modders
Give us one of THIS. Totally functional, badass armor, extreme weapons please. I give you credits! CREDITS! 🫰 💸 💹 😆

iron lantern
sharp lynx
#

Lol they be trying my mod

normal steeple
sharp lynx
sharp lotus
#

"big robot" Soldier tf2

sharp lynx
#

My siege titan

#

I made a whole bunch of varients, now they just need to be pilotable.

sharp lotus
#

neato

hazy vapor
#

Does anyone know which mod gives me the Starborn cockpit as a buildable cockpit? I saw it somewhere once

lyric finch
dry coral
#

Matilija Aerospace and Tiger shipyard both have Starborn cockpits.

strong oak
# sharp lynx Soon

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.

signal coral
#

I'll take that chance lol

sharp lynx
#

Yep they think

#

good thing I'd have a mech and they wouldn't Heh

signal coral
#

Of coures, now you need to design drop ship modules for your ship to house your illicit death machine! Or machines!

dry coral
#

Tigers version has a Stroud cockpit crammed inside, Matilijas is stripped down.

#

One of each here

#

Tiger's version is the second one.

iron lantern
sharp lynx
#

?

lyric finch
hazy vapor
lyric finch
sharp lynx
#

Does anyone else have this issue

dry coral
#

New outpost is coming along quite nicely...thanks to all you creators out there.

prisma gazelle
#

Predator mod needed on par with predators updated mod from Skyrim

lyric finch
lofty crest
#

Anyone by chance still using Slightly Better Map Icons?
Also curious if anyone's running anything from Rabbit's Real Lights series

brazen socket
#

Amazing weapon design

astral urchin
#

Some one should make a kill zone tribute mod with the helghast

cold jasper
iron lantern
lofty crest
# iron lantern 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?

iron lantern
lofty crest
#

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?

iron lantern
lofty crest
#

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

dry coral
#

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.

lofty crest
#

I have it planed to be used, but I haven't quite readied my modlist yet, still working on revision, wish I could help 😦

lyric finch
#

Forever hoping Rabbit compiles all their real lights mods into one file

restive yoke
#

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.

lyric finch
#

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 House_Maleen

polar sandal
#

This is disgusting 10 mins long and it still isn't removed

stoic sand
#

Thanks for the heads up

robust stag
sharp lynx
#

Whelp, looks like I'll be pulling every SF mod I made from nexus lol get em while they exist

sharp lynx
#

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.

storm notch
little shoal
sharp lynx
#

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 ❤️

storm notch
sharp lynx
#

In the meantime here's a no context pic of what I'm working on

#

Some positivity for the day ❤️

dry coral
#

@hazy vapor You went above and beyond with your latest update. Love the new screens. Thank you!

amber sparrow
#

I kinda want to look into learning to mod solely to make shielded furniture for ships to act as secret smuggling compartments

safe sorrel
#

Sounds like a good reason to give it go!

amber sparrow
#

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

dry coral
#

The absolute bane of every outpost builder: "your foundation is too tall". I loathe it so much.

sharp lynx
#

Even if you scale the height to 1000 it's limit isn't 1000 lol

quaint mesa
#

Can someone help me here rq

sharp lynx
#

The base game sets the height to 20 usually I always set mine to 500

quaint mesa
#

The CK is broken completely for me when I open it, it closes instantly tried reinstalling CK but still doesn’t open

dry coral
#

@sharp lynx Hopefully someone will mod that in for us Xbox plebs lol

hazy vapor
sharp lynx
#

I might have that code cracked

#

It just so happens that's what I was working on

modern flare
#

What’s up with the WH Salamander mod? It won’t let me enable it😢

zinc olive
#

Hey I know its been a million years since this message, but how would I get into contact with firew4ll?

frosty rover
brazen socket
#

Creations is buggy today? This is the 3th time my PC crashed after trying to access my mods list there...

signal coral
hazy vapor
brazen socket
sleek cliff
#

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)

hazy vapor
#

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+?

urban parcel
#

save ship: no. Save gear: yes.

dry coral
#

Seems like NPC nav meshing still needs some work lol

dry coral
boreal osprey
#

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?

jolly torrent
#

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?

rapid cliff
jolly torrent
#

@rapid cliff Thanks for that!!

urban parcel
#

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)

boreal osprey
boreal osprey
# autumn idol 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

brazen socket
#

Do lots of mods affect RAM performance? I have 10Gb of GPU and still got stuttering if I install too many mods...

young laurel
# boreal osprey Guess I'm playing the hurry up and wait game lol. I have a lot of ideas but can'...

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.

▶ Play video
#

If i could just figure out how to add new weapon sounds instead of replacing...

sharp lynx
#

Nice, I also made the M41A

drifting maple
#

Just want to confirm something. Setting up a new Star and system to work in game can't happen right now, correct?

formal cloak
#

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

young laurel
boreal osprey
velvet dragon
#

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.

heady lily
dry coral
random hound
#

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.

young laurel
#

Will need npc vehicle AI first. Might be possible with mods, but I can't image it will be soon.

sharp lynx
#

I have some ideas

#

Haven't attempted them yet

regal wasp
dry coral
oblique mantle
lyric finch
#

Is Radiclown, the one who does the star wars mods on this server?

hazy vapor
#

does anyone know how to mount a non-static packin to the wall? (for example, if it's built in an outpost)

quaint mesa
#

Its just difficult as of now

errant totem
#

Did they not update the Creation Kit after Shattered Space released?

autumn idol
#

needs another update for Shattered Space content

errant totem
#

It fails to launch through Steam, and trying to launch directly from the executable results in an error message about a missing libxess DLL. 😔

lyric finch
#

Did matilija get an update? I know it was supposed to but I haven't seen a prompt on Xbox yet

errant totem
#

Already did. Creation Kit found no missing files.

quaint tartan
#

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.

misty geyser
#

I think you have to validate the CK first, then the game.

red chasm
#

What happened to the spacesuit auto hider?

#

Nvm found it Bethesda just being dumb

lofty crest
#

That looks like a splendid interior!

lofty crest
#

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)

lofty crest
cold jasper
jolly torrent
#

Can there be a mod that allows us to assign crew members to certain jobs, like cook, engineer, weapons, pilot

sharp lynx
sharp lynx
cold jasper
jolly torrent
#

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!!!!

lofty crest
sharp lynx
#

I guess hold a moment

lofty crest
#

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

sharp lynx
#

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

lofty crest
#

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

drifting maple
#

@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.

drifting maple
#

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

quaint mesa
dry coral
#

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.

drifting maple
#

@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

quaint mesa
boreal osprey
drifting maple
#

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

lyric finch
#

Anyone else not had the Matilija V5 update?

untold copper
lyric finch
#

Wonder why it's not popping as an update then

#

Honestly feels like Xbox creation menu isn't working properly for some reason

median drift
#

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 🤔

drifting maple
#

@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

safe sorrel
#

@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?

open quest
safe sorrel
#

Awesome thanks

boreal osprey
sharp lynx
#

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

sharp lynx
#

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

drifting maple
#

@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

boreal osprey
lofty crest
#

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

wary arch
#

Here's a work around for Crozzbow Xbox mods that have Star Wars alien heads

rapid cliff
#

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

drifting maple
#

@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

rapid cliff
#

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

cold jasper
#

Someone should make the British empire but starfield 👀

strong oak
#

Well someone is starting on Elder Scrolls. Making a new Star System to do it too.

lyric finch
vast rover
#

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

jolly torrent
thorny rain
median drift
#

@safe sorrel sorry to ping you, is it normal that your esm file has been replaced by an esp in the last update ? ^^

jovial nymph
#

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

▶ Play video
median drift
#

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 ^^

safe sorrel
safe sorrel
rapid cliff
autumn cliff
#

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:

  1. adding a new category in the build menu
  2. 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.
safe sorrel
dry coral
#

@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!

safe sorrel
#

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

safe sorrel
#

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

dry coral
safe sorrel
#

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

dry coral
#

Yes. I'm going to remove power to the box and let it sit next.

safe sorrel
#

Yeah if it’s still not working let me know because it just downloaded the ESM for me

raw viper
#

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

drifting maple
#

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

drifting maple
#

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

dry coral
#

@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!

drifting maple
#

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

safe sorrel
drifting maple
#

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

dry coral
#

As an added plus, I was able to save my modded outpost beacon lol

raw viper
#

Shout-out @south tulip for the Trident Luxury Habitats mod 👌 ✨️ love it
Need a PDY patch and I'll be in heaven 😅

drifting maple
#

That Mod does look interesting. Saw the new random start mod today too. Looks like a pretty clean solution

lyric finch
#

Let's not forget DownfallNemesis mods too, the luxury habs are stunning

drifting maple
#

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

median drift
#

does someone knows how to make an invisible wall ? 🤔

raw viper
lyric finch
#

Aesthetic wise

drifting maple
#

@median drift for NPCs, or something else?

raw viper
#

I just downloaded them and the owl tech to, gona try them tonight

median drift
raw viper
lyric finch
#

Can she orbital bombard New Atlantis?

drifting maple
#

Not sure. Other than having a model with no texture or something similar. Collision mesh or something

raw viper
drifting maple
#

Any idea why some planets and moons have Houdini data and others don't?

raw viper
#

Because they escaped 🤷

drifting maple
#

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

drifting maple
#

Seems like it's more common on barren planets and moons than those with life, and possibly all gas giants

hazy vapor
median drift
south tulip
dry coral
raw viper
raw viper
dry coral
#

Yes! She's supposed to stay in the pool, but she's just gotta dance!

raw viper
#

Too much aurora maybe 🤣

dry coral
#

@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.

neat crow
#

looks dope!

dry coral
lyric finch
#

Anyone using Radiclown droids mod?

nocturne river
#

Hey all, quick question. Does anyone recall which mod adds the "Extract Genetic Material" option on bodies?

lofty crest
# dry coral

Nice shot! and nice idea for a landing pad setup,

hazy vapor
lyric finch
hazy vapor
lyric finch
#

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

hazy vapor
lyric finch
#

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

dry coral
lofty crest
#

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?

lavish flax
#

@molten vector hey boss, was wondering the possibility of you porting your daft punk mod for console?

drifting maple
#

@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

lofty crest
#

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 )

wooden gull
#

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

nocturne ibex
#

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

raw viper
raw viper
nocturne ibex
#

Or blue ones

raw viper
nocturne ibex
lyric finch
#

Mod says you need to press the button to despawn the fluffy/aceles before modifying the ship

raw viper
lyric finch
#

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

raw viper
#

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 🤣

raw viper
regal wasp
#

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

dusty kindle
#

@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?

raw viper
dusky escarp
#

Pay close attention, they are trying to communicate.

molten vector
full hemlock
lofty crest
dry coral
#

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

frigid nebula
#

what mods do you recommend that improve the game? no spoiler pls

raw viper
frigid nebula
wicked lotus
#

Paid mod idea...M1 Abrams as rev8. Might as well, GO BIG OR GO HOME!

#

Really make Sarah really upset cruising through Jemison.

raw viper
# frigid nebula anything you liked

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

frigid nebula
#

i need the mod that removes poi near temples

frigid nebula
frigid nebula
dusky escarp
frigid nebula
dusky escarp
#

On XBox, one of mine is in the featured mods, and you can click on "more by this author"

frigid nebula
#

mhhh i dont like them, sorry

dusky escarp
#

That's okay, I'm not offended.

scenic shuttle
#

i belive it can be found in the Alpha Centauri system

dry coral
safe sorrel
safe sorrel
lofty crest
#

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.

west flare
#

Wish we officially learn how to make standalone custom weapon sounds separate and non-replacers.

dusky escarp
lavish flax
nocturne ibex
mortal tundra
#

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?

dusky escarp
#

@mortal tundra Have you tried giving your copy of the copy/pasted function a different name and calling that?

drifting maple
#

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.

hoary lava
# drifting maple Finally get one thing working and it breaks, then it works, then breaks. Then th...

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.

drifting maple
#

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

hoary lava
#

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.

drifting maple
#

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.

hoary lava
#

Use BAE to unpack.

drifting maple
#

It doesn't recognize the ba2 either

hoary lava
drifting maple
#

Nice render

hoary lava
#

Nifskope.

drifting maple
#

Yeah, for whatever reason, mine refuses to work, along with everything else apparently lol

hoary lava
#

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.

drifting maple
#

Well, that might explain it. Package downloaded as 2.0 something is version 1.3

#

Unbelievable...

hoary lava
drifting maple
#

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

hoary lava
#

To pack your changes and custom files correct? Yes, the archive tool.

But to unpack ba2 files, you need BAE.

drifting maple
#

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

hoary lava
drifting maple
#

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

hoary lava
#

Are you creating new materials from material editor?

drifting maple
#

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

hoary lava
#

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.

drifting maple
#

Yeah, that's what I was thinking; just not sure if that cdb was going to get in the way

hoary lava
#

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.

drifting maple
#

😆 also worth noting, all the base meshes for planets use the same mats. Rings, planets, stats, etc..

hoary lava
#

Yeah, in a lettered fashion IIRC.

drifting maple
#

It's like they designed them all to be materials swapped, then didn't put in the ability to swap the materials

hoary lava
#

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?

sharp lynx
dusty kindle
#

@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)...

dusty kindle
# lofty crest

Sorry, no idea what that might be...

TN's Ship Modification All in One might be useful, if you're not already using it.

dusty kindle
drifting maple
#

@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...😆

cold jasper
#

Any new old world weapons mods yet?

drifting maple
#

@cold jasper new ones? I don't think so no. Creations has one for sure, but its been up for awhile I think

cold jasper
#

I’m still waiting on a L85 / laser L85 mod to appear 🇬🇧😭

drifting maple
#

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

sharp lynx
#

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

lyric star
# drifting maple Nifskope won't even open the nifs. Can't read them. I use bethesda's archive too...

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.
lyric finch
#

@neat crow sorry for the ping but I gotta ask, you planning a space station home/base mod at some point?

neat crow
dry coral
#

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.

lyric finch
dry coral
#

They both could be resized to 50-75% as they are pretty big.

random hound
#

Will there be lip-snych in Creation Kit 2? Are there alternatives to the no longer availalbe feature?

autumn idol
#

bethesda do know that we are impatiently waiting on it

drifting maple
#

@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. 😄

drifting maple
#

@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

dry coral
#

I never understood why we can't attach defensive turrets to ceilings.

brazen socket
#

So badass...

boreal osprey
boreal osprey
boreal osprey
jolly torrent
#

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.

thorny rain
#

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 ‘

safe sorrel
#

If I figure something out I’ll let you know though

drifting maple
#

@thorny rain restart your PC and reboot your router

thorny rain
dry coral
#

@safe sorrel Rebuilt my main hab to include a vault 😄

jolly torrent
#

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.

safe sorrel
dry coral
# safe sorrel 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
dry coral
#

(and yes, it's on creations for us console plebs)

jolly torrent
dry coral
strong oak
cold jasper
oblique mantle
digital umbra
#

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?

dusky escarp
#

They have confirmed that they are working on it.

naive rapids
#

Has anyone experienced getting stuck at the Vectara mining facility door when trying to start the main quest line on the RYOS mod?

dry coral
#

Why, oh why, can we not mount defensive laser turrets upside down on ceilings???????

brave zodiac
#

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.

brave zodiac
# oblique mantle https://youtu.be/QCoYaGAiHyg?si=gu6vVT6deJo7k_U2

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!

scenic shuttle
#

where would i request a port of a mod from nexus? it does have open permission.

frigid nebula
hazy vapor
dry coral
hazy vapor
dry coral
#

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.

hazy vapor
#

@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?

dry coral
#

I'm not online (Xbox) atm, give me a minute to fire up the box and test for you.

signal coral
dry coral
hazy vapor
#

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

dry coral
#

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

hazy vapor
#

@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 ^^

dry coral
strong oak
nocturne ibex
dusky escarp
#

Patches have to go below the mods they patch.

bright onyx
#

putting patches at #1 is actually hilarious

#

also textures should be lower, definitely lower than character models

autumn idol
#

even though theres not many plugins there its proven and tested

mortal tundra
#

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

GitHub

ZeeOgre's Load Order Manager. Contribute to ZeeOgre/LoadOrderManager development by creating an account on GitHub.

#

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)

devout flame
#

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 ...

▶ Play video
mortal tundra
#

and to give you loadouts, do stuff like enable/disable whole categories....

undone grove
#

Anyone know of any conflicting mods that impact the vehicles catagory? I’m seeing ship parts instead of the many vehicles I’ve purchased

autumn idol
#

But can I see the mods you have to test this?

bright onyx
raw viper
dusky escarp
raw viper
dusky escarp
#

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.

raw viper
#

Thank you 👌👌

raw viper
dusky escarp
#

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.

raw viper
#

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?

thorny rain
#

I am now unable to retrieve my load order from Beth.net. I get a prompt saying it was unable to communicate with Beth.net 18gb and hours of gameplay gone.🤷🏻‍♂️🤦🏻 on series x by the way.

thorny rain
#

I still have those.

raw viper
#

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 🤣

thorny rain
#

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

raw viper
#

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 🤣

raw viper
drifting maple
#

@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

dusky escarp
drifting maple
#

@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

dusky escarp
#

@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?

drifting maple
#

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

rapid cliff
#

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

drifting maple
#

@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

rapid cliff
#

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.

median drift
#

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?

rapid cliff
drifting maple
#

@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

median drift
drifting maple
#

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

median drift
#

🤔

drifting maple
#

I'd check the keywords on the ammobox to see if anything is different. Otherwise not sure

median drift
#

I did, they were one keyword "ischestforstat" or somthing, I copy paste it in my own crates and... no change

#

IsChestForStatTraking exactly

drifting maple
#

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

median drift
#

that's the best way to proceed yes, but I don't want players to loose items by using my armory ^^

drifting maple
#

@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

median drift
#

well, the current version of my armory is completely bugged ^^ I'm redesigning it completely

drifting maple
#

@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

rapid cliff
#

I'll give that a try. Thanks!

raw viper
lyric finch
#

Couple of weapons I'd love to see
Spas 12 and L115A3

drifting maple
#

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...

#

😄

signal coral
#

Thats usually how it works lol

drifting maple
#

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

signal coral
#

lol That is also how it usually works lol.

drifting maple
#

😆 seems that way

quick lily
#

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.

drifting maple
#

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😆

jolly torrent
jolly torrent
full hemlock
#

More old Earth Weapons WWI and WWII

drifting maple
#

@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

jolly torrent
#

Very immersive.

#

Also, are red/brown dwarfs possible in this game? Not to land on, but just to liven the Starfield up a bit?

sharp lynx
drifting maple
#

@jolly torrent yes, they can be made with a tweak gas giant using and emissive and flow component

#

Good idea

cold jasper
#

Why are all the mods I need only available if I pay for them 😭

dapper galleon
#

Is anyone willing and able to makeca mod that auto completes the three main faction quest for me

ripe sparrow
#

Hi 👋
There is a mod available to choose when you are on ships, where you want stair ?

boreal osprey
signal coral
ripe sparrow
#

Ok I go search for it thank you 🤗

brazen socket
#

At this pace soon we will have "Starfield WWII". Weapons, tanks, cannons, uniforms. Basically COD WWII 🤣

boreal osprey
oblique mantle
#

Anyone has problems to login bethesda.net? I had to change the password 2 times and nothing.

cold vault
sharp lotus
lyric finch
boreal osprey
dry coral
#

Buildable vault door anyone? Bueller?

safe sorrel
safe sorrel
nocturne ibex
#

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

lyric finch
#

Of the two I'd choose Zones every time. Feels like it fits properly and functions both as a ground based and aerial seamlessly

nocturne ibex
#

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?

misty geyser
#

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.

nocturne ibex
misty geyser
#

Blueprints lay out what ship modules will start off with when you first add them to a ship.

nocturne ibex
misty geyser
#

It's the actual modules, and all of the stuff in them by default. Including navmeshing and everything.

drifting maple
#

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

drifting maple
#

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

brazen socket
#

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.

mild marsh
#

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```

upbeat furnace
# mild marsh Hey all, I have a simple script that just sends someone flying when they are hit...

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.

mild marsh
#

I'll look into it, thanks!

nocturne ibex
drifting maple
#

@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.

thorny rain
#

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?

brazen socket
# drifting maple <@611318206556012576> There are mods that change NPC AI behavior, but honestly, ...

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. 👍🏼

jolly torrent
# brazen socket Hello, There is a mod that make an upgrade to pirates (crimson, spacers, others)...

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.

brazen socket
jolly torrent
# brazen socket I really play another game. NPCs are always easy targets in my game. They never ...

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.

brazen socket
jolly torrent
# brazen socket Not to mention space dogfight. It is SO BAD I refuse to do most of the recurre...

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.

jolly torrent
#

This game has some seriously untapped potential. I will say that.

full hemlock
median drift
#

does anyone knows how to give an item to the player when launching the game (such as Shade Immersive Looting does)?

jolly torrent
# full hemlock We should see some great stuff around the holidays whether it's patches or Creat...

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.

raw glen
#

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

Nexus Mods :: Starfield

An AutoLoot Mod for Starfield

Nexus Mods :: Starfield

Auto Loots Asteroids you destroyed. Now with configurable Xp Reward.

Nexus Mods :: Starfield

SFSE plugin that automatically transfers mined mineral deposits and harvested resources to your Homeship instead of your inventory.

#

im disabled and these mods would help alot

naive sand
#

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?

mild marsh
#

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.

drifting maple
#

@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

mild marsh
#

I'm just not sure what that function is called

drifting maple
#

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

mild marsh
#

Thanks! I think I might have found a yt video that has it

wary arch
#

Has anyone figured out custom weapon sounds SFX yet on Xbox

naive sand
autumn idol
drifting maple
#

@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

brazen socket
autumn idol
#

yea thats weird

autumn idol
drifting maple
#

@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*

autumn idol
drifting maple
#

Mine amped it up to ridiculous levels. Made them bullet sponges that crit all the time

brazen socket
autumn idol
#

ever decided to make a bug report?

#

since it is reproducible...

brazen socket
autumn idol
#

been having that issue since day 1

#

yea ik

brazen socket
brazen socket
autumn idol
#

keep spaming itkekw

distant frigate
#

This can also happen when a mod modifies the random hostile humans leveled lists removing BGS's LocType locks.

brazen socket
brisk trail
#

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

distant frigate
#

There are some quest cases where BGS uses frenzied but that sould exceed that quest.

sharp lotus
#

But only when they have the proper tools from CK

brisk trail
#

Thanks bro for telling me I appreciate that’s and wish him good luck 🤞exciting

sharp lotus
#

If they are gonna do a sim settlements
They are gonna do a sim settlements 2 type thing

distant frigate
brisk trail
#

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

brazen socket
distant frigate
#

Ya its the way that leveled NPC list works

autumn idol
#

spacers are the fall back but been having issues in which its house varuun leader with some pirates

distant frigate
#

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.

drifting maple
#

@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

brazen socket
drifting maple
#

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

jolly torrent
#

Is there also any way to add casino games (Blackjack, Keno, Roulette, slots) to the Red Mile?

mild marsh
#

What does the * symbol in the count column mean?

autumn idol
mild marsh
#

Did I not save something correctly? I've hit save and apply already unless that's just permanently there

autumn idol
#

its there to show you edited that file

mild marsh
#

Ok thanks

cold jasper
#

Anyone know if there’s a mod on Xbox for a 2x1 / 3x1 brig hab I really need one to finish my ship

rapid cliff
jolly torrent
#

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.

cold jasper
jolly torrent
# cold jasper 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!!

drifting maple
#

@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

jolly torrent
raw glen
#

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

viral shadow
#

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

drifting maple
#

I think I might have figured out how the biom files are made

#

from an image

cold jasper
#

Anyone know is the creator of the owl tech mod is here?

raw viper
drifting maple
#

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

drifting maple
#

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

drifting maple
jolly torrent
#

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:

  1. Derelict ship raiding.
  2. Locked in a decaying orbit around a planet due to a glitch in the gravity drive.
  3. Ship power outage
  4. Slave traders attempting to hijack your ship and sell your crew.
  5. A stowed away Heatleech causes a fire aboard your ship (a lá the opening credits of Alien 3)
  6. A solar flare.
brazen socket
#

Pirates boarding our ship will be nice...

sharp lotus
#

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

brazen socket
#

I think is feasible...

slim sun
#

I'm not sure if anyone's looked into how much of it remains, other than those dialogue lines.

brazen socket
drifting maple
drifting maple
#

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

slim sun
#

(there are about 10 different lines for each NPC)

drifting maple
#

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.

true valley
#

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

drifting maple
# true valley Hi everyone. For xbox series x starfield, For anyone and everyone who has used t...

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

brazen socket
#

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? 😆

drifting maple
#

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

brazen socket
#

I'll see JRamos stuff

drifting maple
#

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

brazen socket
lyric finch
boreal osprey
# brazen socket What? I can't believe it was cut! 🫤

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.

jolly torrent
jolly torrent
sharp lotus
brazen socket
jolly torrent
# brazen socket Now I understand how that half-cooked "unity jump parallel realities" idea came...

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.

timid temple
jolly torrent
# timid temple keep in mind that the CK for Starfield is still pretty damn new, and poorly docu...

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.

timid temple
#

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?)

dusky escarp
#

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.

timid temple
#

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

regal wasp
#

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

boreal osprey
boreal osprey
warm forum
#

What are the best creations that don't affect achievements?

#

Is Sam Coe gay?

jolly torrent
#

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.

boreal osprey
naive sand
#

Ok

solar cairn
#

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 🙂

naive sand
#

Does anyone know what the Matilija’s Aerospace SSTC360 Stealth Spherical does? Is it ballistic, energy or what?

solar cairn
#

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 🙂

jolly torrent
jolly torrent
#

Sorry. I had to block a weirdo. The rest of you are pretty chill

jolly torrent
#

What about changing NPC names? Is that a tall order with what we have in the CK today?

autumn idol
#

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

autumn idol
#

Hell you can do this under a minute with xeditkekw

autumn idol
jolly torrent
autumn idol
#

Look at the official CK repotsPrayge

drifting maple
# jolly torrent What about changing NPC names? Is that a tall order with what we have in the CK ...

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

regal wasp
#

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

drifting maple
#

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

autumn idol
drifting maple
#

It's not for Starfield then

autumn idol
drifting maple
#

😆

autumn idol
#

its still revlanet for SF

drifting maple
#

Darfox and some others are building a wiki for the Starfield CK

autumn idol
drifting maple
#
  • darkfox
drifting maple
#

Only barely

autumn idol
drifting maple
autumn idol
#

this was in his server after making these videos

#

I can't forward here since ill be timed outdeadge

drifting maple
#

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

autumn idol
#

guy got permission from bethesda themselves to make his own wiki

jolly torrent
#

Woah. So now I actually know what people mean when they say spaghetti code for the CK.

#

I thought they were exaggerating.