#starfield-mods
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Starfields CK actually runs exceptionally well, provided you aren't trying to load half the game assets with it 😄
Funny thing is, even then it runs pretty well, once it gets past loading everything
I had issues when I first installed it, but, at this point, I am relatively certain that had to do with an external program I downloaded to work with the files, which ended up resulting in my having to reinstall my OS, and not the CK itself
Very interesting.
@drifting maple so how difficult would it be to assign crew members a job on a specific hab and they stay in that one spot or do duties in that spot until you approach them and speak to them? Mickey Garcia is hired to be the mess sergeant, he has no business in the command center. That’s not his MOS. As you can tell, I’m big on immersion. Lol
I also don’t plan on ever taking him off ship, either, so he can stay on the ship really. He would do me no good in combat.
He’s not combat arms trained, he’s a Quartermaster.
And no, I’m not needy, I’m just bubbly.
Something better answered by someone else honestly. I'm not even sure you can direct NPCs to behave in a specific manner and restrict their seating or interactions to specific interactions. I suppose it might be possible, but I have not even begun to consider delving into that subject lol
Lol. Gotcha. Thank you for being honest. I appreciate that. That’s not a trait found a lot in the world a lot nowadays
I mean, that was a pipe dream anyway, but I can dream, right? Especially when the ins and outs of the CK aren’t even clearly defined.
You can via keywords...
Yes and Barrett too but not if you play as a female tho 😅
BAL, iirc
@brazen socket awesome, I’m using that fleet mod and was curious about it before I put it on some ships
Thanks!
Nice! Be advised, some Matilija weapons ( and reactor/driver) cause horrible flickering in the game. Even after last update the problem persist, I'm afraid.
It's a shame, the mod is one of the best ship editors.
Some things just can’t be fixed I guess, it’s also a Bethesda game and from what I hear, they don’t exactly do well lol
Totally agree. 😆
Funny enough, this is my first Bethesda game 😅
Howdy gang, does anyone know how to prevent the progen environemt from spawning in certain locations in a worldspace? I am trying to add to an area but in game it keeps getting filled with trees and rocks that aren't there in the CK and so are not able to be deleted
You need to create a surface mask from what I've looked at. The game has surface masks for locations in the files, though at the moment I'm not sure how they are applied by the game. It's basically a texture with the footprint of the area blacked out on a white background. You'll find them in Data/Source/TGAtextures/Terrain/OverlayMasks. At the moment, I haven't bothered to look into them, but they're definitely there.
Pretty much a texture that would overlay the cell area, and tell the Procgen to ignore the space covered by the mask when depositing assets.
you can add bulldozing to the things you've placed, I think you can find the keywords for it on outpost objects
Good afternoon, everybody!!!
Thank you so much for the suggestion
Thank you for the help, ill give this a try
Question for someone who has had a peek under the hood of Starfield’s combat system. Does anyone remember in Fallout 4’s combat where if the player character would be in close quarters combat with a human enemy and the player character could initiate a pistol whip, or a martial arts takedown, or a shove on the enemy? Is that still in the game’s code? I’m not sure why it wasn’t implemented in this game. It was an excellent feature.
Mod request: Skooma.
That is all
It's still in game. The pistol or bash has always been available. I use gamepad, and I think it's on one of the shoulder buttons or something, but I use it unconsciously, so I can't be sure. I think the martial arts takedown was probably added by a mod
It looks like the information for that might be stored in bethesdaterraindata files, so it's not accessible within the CK. I've checked all the Cell references for Cydonia, Akila City, etc... and there's nothing in there on that specifically. There is an Overlay for the Cells, but it references the btd files. I don't know what happens when you create a new location on a planet, as I haven't done that yet. Too busy with working out the planets themselves
For all I know, it's built using a tool in the terrain editor for the cell, or something similar
Wow, thank you for such an indepth look into this. I will try using the suggestion from @regal wasp first as this seems more straight forward
Thanks.
every game usually runs on the same game engine just updated
So I tried to use the keyword outpostbulldozier and it didnt work. It also turns out that the snow chunks have that keyword by default which I didn't know. So now I will have to look into the other method, which seems like it might be a bit more long winded.
Hi everyone. For xbox series x starfield, is the in-game creations menu down for anyone else? I am asking because when I try to access the in-game creations menu it says "couldn't connect to the bethesda.net servers". The same is true for "xbox one skyrim special edition".
It’s down for me
Yup. The system is down.
You could try again. I had to click on it again after a failed connect. Had to test and see if I could travel to a system I created, and what would happen, so I needed to get on their to enable the test. Thankfully, I was able to do that
Enlightening I suppose. I can travel to it, the planet shows up, I can click on and select the surface, it shows the random data properly for the planet and system, (I just slapped numbers in within the realm of roughly something like), but the star doesn't show up on the star map, and there's no orbit or scan lines on it. Jump in, jump out, no issues otherwise.
Force quit and re-launched and now it's working. 🤷🏻♂️
I guess the Cheat is not grounded.
I take it back. It tried to load and then failed.
The Cheat is definitely grounded.
I do find it interesting that you can just slap a few things into the editor to create a system in 20 minutes and travel to it in game, and it works as much as it did. That's all of 3 file edits
Sort of suggests the CK and game engine tie things together, even when you don't see the means to do that in the editor...for some things anyway
Wait….you created a whole solar system?!? Please, please DM me some photos of that system. I’m curious!!!
So force quitting is what solved it? No need to clear the cache by unplugging and all that jazz?
I thought it did because it started to load the menu, but it still failed.
Server issue and one of the Mods already let BGS know to check into it.
Thanks for the update, homie!
@autumn idol
They have this posted in their server too, but I'm not sure it applies to me anyway as I never had the old version and I'm a fresh unity trip as well.
Have you reported it again
Yea my friend said he let them know.
What’s MC?
Creations off? 🤔
Information is being gathered and looked into about creation connectivity. No updates at this time.
If you wanted to add info, please place a ticket in through https://help.bethesda.net
I gave my papyrus logs to the mod author
Just a test
At least all of my mods still work as of now. Thank the Goddess!!!
Please, please continue making it. I would love to see what planets you have in store. I would KILL for a planet that rains diamonds.
Do we even have diamonds in game? 😄 Seriously though; I'm just running a few tests with this one and it's being deleted. The star data and such is mostly random, and the planets data is only vaguely accurate. I'm kind of also testing how sloppy you can be without breaking it. So far, pretty sloppy, but it doesn't have much run time either.
That it even works at all, given how little effort I put into the actual setup, is almost surprising. Missed a whole file, and I was still able to travel to it.
It seems like you’re killing it. Please continue with your work. I’m loving the whole idea.
Sort of gives me an idea of what part of the setup does what though
I need more mods like that in my life
#modding-general
This is my first mod, it took me a lot of work to understand and apply the things in the Creation Kit, but finally I'm proud to say that I've finished this mod for now. More updates will come in the future, I hope you enjoy it 🙂
Very, very nice. Congrats!!!
Hey, I'm new here. Trying to make a quest and just getting tones of bugs.
I'm trying to start a quest by initiating it with dialogue here, setting it to stage 20
It skips the greeting (not sure why it shows as phase 1 instead of greeting)
It only shows one of the dialogue options.
I haven't seen any tutorials that dive into dialogue, and only a bit in quests. If there's anything like that for starfield that'd be great. Also, if anyone would like to hop on a video call or know someone that would some time, that would be great.
@woeful dagger ooohhh….whats the quest? DM me for any spoiler content. I’m just someone who wants to heavily mod this game and I like to hear ideas.
oh sure!
Check out JRamos Works youtube; he has some good tutorials that he has been making as he learns. Dialogue is one of the things he covers
Yeah, I've had some trouble trying to initiate quests from his videos. Must be something I'm missing. But looks like his followers videos have dialogue in them.
Well, let me rephrase that. I don’t have the patience nor the knowledge to mod. I would really love to learn, but I love to hear other people’s ideas on what this game could be. For one, I want to run this game as a dark, gritty, heavy futuristic space military sim.
Can i run the Unofficial Starfield Patch and the Unofficial Starfield Patch - Blueprint Edits with the Starfield community patch or should I just stick to the community patch?
On Xbox..
no wtf choose one or other
Hello all, I wish to suggest a "day & night" mod that simply change organically crown numbers considering usual movements in a city: in the morning people go to work, so high crown numbers in street; afternoon medium numbers (rush hours the flux increase) and night low numbers. This could give a natural rhythm to the cities.
Right now the same number of people no matter the time is weird and immersion-killer imho.
I've just released a new update for my first mod I've made. A revamp of Londinion with new areas and new quests. Would love to get some feedback for it.https://www.nexusmods.com/starfield/mods/12223?tab=description
That exists in game...
Example is at Neon and New Atlantis
I sometimes notice that
I didn't see that level of sophisticated crown movements in any vanilla city but ok.
you have mods like this that utilize Neo for instance
https://www.nexusmods.com/starfield/mods/11736
I do think Ebbside should have random events or gang members threatening or looting civilians
The Core is the safest area with all the people and security office
I like this very much!!! Could it be possibly ported to the consoles?
Agreed. I wish there were more crime in this game.
I'd have to have someone show me how to do that I'm afraid
Darn it
Does anyone know how to add a skybox to an interior cell?
You mean, for displaying the exterior through windows? I don't think that's possible. Mods which adjust lighting and such in Interior Cells use lighting tricks and textures to fake it, and the game does too. You can see this at the Lodge. The starscape on the ceiling and the sun deck both do that, rather than display the exterior. You can potentially build an image space using the exterior space, and have that rendered from the interior, but that's a trick I think you need an external 3D program and render environment with the exterior modeled in to do. It would be pretty complicated. Easier to just build the interior in the worldspace and not as an interior cell.
I was hoping to build a sky bridge for the player to walk through between two buildings but I guess i will have to put load doors in instead
Of course, you could also use photomode immediately outside the structure where you want to see, and then turn the image into a usable direct draw surface, and split it up so you can render it on the windows. It wouldn't be perfect, but it's one way of doing it
Yeah, that's kind of the Way Bethesda does it.
So load zones it is then
You know, what's interesting is the space stations have the corridors between modules set up like that. I don't even mind the loading screens, just for the view
Also helps they don't take forever, like they used to lol 15 seconds or so isn't really that bad
Yeah, i was planning on having some enemies in there as well so i guess it will distract from the loads if there is combat inbetween them
Though, it does make me wonder how ships work. I guess that might be just a load into the interior, with the interior still being an exterior, so all the ship related stuff can be plugged in
I think the ship interiors are built in the space type of cell
instead of an interior
That might be. It's an interesting idea, if you could do the same for a ground based interior.
It would be great if some Bethesda devs could do a QA every now and then for the modding community to ask these types of questions
At the moment, I'm a little tired of trying to beat Bethesda's CK game, but I do find things like that interesting. Spent 16 hours yesterday working on getting Star Systems to work, only to jump in and find out that, if a planet model is using a new model file, it doesn't render at all
That was pretty much the icing on the cake, after getting it all set up in the editor, and seeing it working there
Now I'm like, "Do we really need the starmap and planets anyway?
I know this is a mod talk but is anyone having trouble landing on new atlantis cause when i land its stuck on the loading screen and just crashes im on cloud gaming on xbox playing it
😄
Do you have mods?
A few but not ones that just suddenly crashes i only got essential mods
It could be scripting issues. AI can be ridiculously cumbersome too. Try reducing NPCs in Cities
How
There's a setting for that on PC; should be on XBox too I would think
AI in the base game can go absolutely berserk if something happens, like a crime, or like that crazy Starborn chasing you through New Atlantis. I never found it there, because the game controls it with some environment changes, but Neon Ebbside, can get insane if you run the Strikers Questline
Should be somewhere under graphics or performance I think
Crowd control
It determines how populated cities are.
Probably not; I haven't seen anything like that, and PC doesn't need it.
Might be missing on XBox because the Specs are pretty standardized, and performance would be tailored to the platform
You could try leaving the area, going and working on an Outpost somewhere remote for a bit, then going back later
What if a mission says go to the lodge
Usually takes around 36 hours UT in game for any weird stuff to resolve
What mission? Which part of the storyline?
Constellation mission after getting barret back and heading back to the lodge
Looks good now I've placed it in the world space itself
Yeah, that shouldn't cause any major issues. It just hijack's Barret for a bit, but he's not really part of your team at that point anyway. But yeah, probably set up some crew stations on an outpost if you haven't already, grab Lyn from Vectera and do some outpost work for a bit. See if it clears up. The Constellation Missions can be stalled repeatedly
Sarah might nag you a bit, but honestly it's pretty mild
Plus. I'd still spend some time on something else for a bit, and install that, before returning.
Ok
Storyline triggers some events and such, and you might just be at a point where quests are running scripts or something, making changes. Early in the game that actually happens somewhat frequently.
Either that, or you picked up Barret late, and there are 2+ things happening at once. I suppose that's possible.
I've actually been using that mod since it dropped. I needed a bit more performance for my giant ships to work
Keeping very few saves, and not hoarding stuff can help too, if you have a lot of stuff in storage, especially gear, getting rid of some can help, as can paring down things like cargo links and outpost where possible
I still mostly play on Xbox and have to keep things pretty lean if I want it to run well, and with the higher setting
In addition to what the above members said - valid - Make sure in the settings you have the Crowd setting set to Low. That alone helped me in NA areas.
If they give you lemons, make lemonade I guess
Not impossible perhaps, not hard coded exactly, but the complete lack of implementation in the CK and the way the game engine does things has more or less made it seem that way
I could try a few other things to make planets and the star map work, but at this point I'm about done trying to overcome that particular hurdle. Rather just move on to something else, like making lemonade
Just a few notes:
- Material swaps do not work on objects which cannot be viewed in cell view: Returns "No reference"
- Planet models which have been edited to swap materials do not render in game. This may be an issue with a lack of meshes being linked to them, but those meshes are referenced in the model, so the game is ignoring them, and possibly the model itself.
- You cannot build meshes for a spline, and the Planetmodels are scalable splines
- The CK lacks any functionality to assign bioms, custom or otherwise, to planets. There is simply no hook-up for the bioms present in CK, to assign them to planet surfaces at all, and it doesn't auto-assign or recognize them from the folder structure.
- The Starmap, of course, needs all this to function properly, except for the bioms. Any new planet is more or less ignored, and after the second reload of the game, having visited the system, it just drops down random orbit rings that have nothing to do with the planet
That being said, you can still navigate and visit the locations, and even select the surfaces, so it does know they exist, and that they are supposed to be planets
Even the scale is correct, and it spawns orbital events around them anyway
- It is possible to create a functional star system in game, with the absence of the ability to land on planets or have them textured with anything other than the default "somehing went wrong" texture
short of hacking it in anyway. The CK just doesn't have the functionality to make it possible because it wasn't added to it
- The Major Orbital Axis is the longest axis of an orbit, not the radius. It's the distance of the Aphelion + the Perihelion, added together. The game uses the radius of the mean orbit +/-
Not a big deal, just a bit inaccurate
- The CK has a tendency to reassign IDs for system, and this breaks the hierarchy for planets within the system, but it is fixable.
- When using galaxy view to make a Orbital from a star, to create a new planet, (req.), the new orbital has a locked, uneditable value for part of the orbit. This value is so small it pretty much means the planet would be sailing through the Corona. iirc it was the minor orbital axis, so that means, twice a year, for 3 months, give or take, you'd be passing through the corona of the star.
There's a workaround for that, but it requires not creating child bodies off the star or planets
Which is a pain anyway; honestly, the amount of files you have to construct for a single planet and star, to create a proper system is a lot, and the lack of any realistically designed tools to create a system with orbits and bodies in the editor, is a bit inconvenient. It means a lot of editing is required, and workarounds, just to get somewhere near the proper data entered, and have everything work within the hierarchy. The Galaxy view method, as with some other things, just dumps a, more or less, empty file on you with some values already assigned that you can't edit. It also prevents you from editing the base file referenced by the Galaxy until you are more or less done. I think this is probably true for Bethesda Devs too, given what I've seen in their planet files.
Something else that would be nice, is if you could pull up a window with a hierarchy of dependencies and associated files displayed in their own tree, with connections. Some sort of hierarchal tree graph; not a flow graph necessarily
The CK doesn't actually show any visible connections between associated files; it just gives you categories, and kind of assumes you know how they all tie together and what the dependencies are. This means you have to check "Use Info" on different files, and actually, quite a lot of them have none
Random laughs for y'all
Oh wow
I hijacked a star system, then a planet, and put the two together to see what would happen. Had me lmao for a good 10 minutes.
Ended up with a duplicate system on the starmap, where you could travel to both, an unlandable planet, and the stars original planetary system still present but not present at the same time.
The other system disappeared from the map of course, because it's hierarchy is under a star that is no longer present.
I didn't check, but it broke the planets system too.
So the animation part of the CK hasn’t been released yet?
Can hear that 😂
Same 🤣
https://creations.bethesda.net/en/starfield/details/8a089297-b0ee-466a-b254-86cc70bae40c/Realistic_Ragdoll_and_Force
just recreated Realistic Ragdoll and force for Starfield
Ragdolls now reflect real life physics instead of cartoonish.
npcs should not have those glicthy ragdolls
Ah, so that's what you do
Question for anyone if you use a mod to trigger ng+ early does anything wrong actually happen? I'm just curious.
Haven't used one, but technically it should just put you in a new universe. There may be some issues with your save file, because of the way it is done, as I'm guessing it doesn't properly clean the data from the old universe in your save file, but that should have minimal impact as long as your game is still stable with a relatively healthy save
I do find it interesting that the game still builds a system hierarchy even though the planets are no longer assigned to the System ID, and sets up the system map accordingly. There seems to be a lot of stuff hidden in the Starfield esm that the CK doesn't have the ability to see or edit. I know it's not hardcoded, because that would mean it was in the exe for the game, and any external tools which rip references and create systems by packing them into a new esm would be impossible if it was, because they can't modify the exe on any system but the one it was done on.
The fact that they can make an esm with a new system and planets at all, indicates they only force the references into the new esm to overwrite starfield esm, while CK lacks the functionality to make it possible to do it within the CK itself.
I also find it interesting that the rocks and giants all have surface data, but no biom data, and yet, unlike existing configured planets, have an editable biom field, if you just turn off the disable landing and add a biom in terraforming. It adds one directly to the biom fields, though, while you can then add resources, they don't simply spawn.
And yet, when you rip a planet from it's parent system and attach it to another parent system in the CK, you can no longer land on it, despite it rendering correctly, retaining an orbit, and having the resources listed for it.
Sort of a puzzle that
One for another day I guess. But it suggests that the ability to land on the surface of a planet has nothing at all to do with either houdini data or biom data.
Which means it's likely somehow tied to the inordinately long list of over 1.5 million meshes with alphanumeric sequences for names
The default for which, is apparently some kind of barren, volcanic looking surface
There a way to add lighting inside a ship?
In editor, or in game?
In editor yes
In game, habs are dim so wondering there's a mod to add lights
Pretty sure that's a yes. You can mod in decals; figured that out awhile back.
I don't know if anyone has made a mod which adds placeable lights for the interior, but there is one for the exterior
So, functionally, I think we can establish that biom just creates something of a mask or overlay for the existing terrain, which explains why it lacks any terrain height adjustment data, though I guess you could add it in, and that functions as a base terrain texture overlay paired with surface tree, which allows the distribution of non-resource fauna, as well as the generation of the surface water area which you can't land on
And Houdini data itself...that's an interesting one. It seems like the Devs might have left the references in for most barren moons, which the game likely uses in some fashion, as well as stars, but not necessarily for surface generation data. Obviously you don't need that for stars as you can't travel to them or land on them, and they have no actual body in the system anyway.
But houdini was very likely used to generate the original surface meshes on the planet, given it is quite literally intended for that purpose, and those meshes are somehow hooked up through system hierarchy and planet within the starfield esm, and don't functionally have anything to do with the model itself, which is actually just a static.
The statics for which are present in CK, but are built with splines, and are functionally only of any real use on the starmap. The game doesn't include statics for the various dwarf asteroids, as they are not rendered in the starmap. However, there does seem to be a problem with building the starmaps with these statics unless they use the correct naming conventions, so you can't just add new ones
Or, not in the way I've attempted it anyway
And this also suggests there is a mesh for the scanlines and orbits on the starmap for each system, which is present in the base game, that allows the starmap to render those correctly for each system, as opposed to generating it in engine. Though I'm not absolutely certain about that, it does seem to be the case.
So yeah, there's that
It pretty much means that generating a completely new planet would require building the entire thing in houdini, generating the meshes for every block on the planet, and importing the entire thing into the game, generating a biom mask for the surface, and building the correct references in an esm so the game can recognize and use it
And then you'd have to generate a mesh for the system itself, to have things show up correctly in the starmap, and assign the materials to that, build the materials for the planets in the editor, and then swap them in for each planet.
So, no biggy
You'd think, well, procedural generation for planets tends to just use a height map right? It does, but that map isn't capable of of generating data on a scale less than one pixel, and it's a 2048x4096 image for the entire planet
Anything below that has to be generated on the pixel level, which would be where your blocks come in, and how the biom mask determines what texture to swap in at runtime. so the game has to assign mesh blocks to every pixel on a 2048x4096 height map, (mask), overlay the biom mask to determine what type of terrain to paint, and then randomly distribute trees, rocks, and resources for that block
That's where your seeds come in
Of course, assigning the mesh for the blocks actually isn't a big deal at run time, because it only needs to know what pixel you clicked on, so it's pretty optimized as it doesn't require loading every block on the planet into memory.
This actually ties in with creating surface cells, as the location for said cell is a block with a mesh pulled from the game files, which is why you can't land at a surface location on a planet which has a Loc Reference and terrain modifications. It's still using the original mesh for the block under the terrain height adjustments, and that has been unhooked
How, I'm not exactly sure.
Bit of speculation there, but I think that's the majority of it
Kind of cheeky that the Devs created a default mesh which is hooked up to all the Gas and Ice giants and asteroid moons too
Here's an interesting one for you: Test 35 or something...probably well above that by now
gravity well indentation and orbit line is done at runtime, or somehow placed to deform the solar system mesh I guess, as it obviously did that for Sol system.
All I did here was bump Arcturus to Sol without changing anything else
Guess we got that 12th planet afterall lol
It might depend on how the mod accomplishes it. My own character boost mod has an option to step through the quest that puts you through Unity. You get all the graphics and end up in the new ship while the game correctly retains a memory of certain factors that are supposed to carry over. A mod that short-circuits part of the process might not do that.
I didn't hijack that one by the way. Gamma Vulpes III should still be out there. Not sure how it hijacked the moon though
At the very least, I did figure out how the game hooks everything in, and finally got it to stick. Apparently that includes moons 😆
Im having massive issues with Navmeshing at the minute. Im making changes to Londinion and it adds areas in to the UC08 mission that takes place there. Hadrian keeps not going to her marker near the airlock door to enter Londinion proper and for some reason her and Kaiser are not entering the new cells that are fully navmeshed and i have no idea why
Are there any mods that would make warframe habs available in game?
Would love the dojo where you could invite players
And some of the other habs
@everyone
@all
@boreal summit There's a tool in CK that let's you check to see if NPCs are able to path correctly
Check youtube navmeshing tutorial. I forgot who posted it, but they did a pretty good job covering it
It lets you select where you want to have the NPC path from and to, and it will run a check to validate it. Gives you a green line if it passes
If MonkeyChief1170 is on here, I just want to give him/her a big THANK YOU for all the military gear mods you have supplied!!! Thank you!!!!
https://www.youtube.com/watch?v=5JGpfOLiLic this was very helpful
Welcome to another tutorial video. In this video, I'll be covering navmesh in as much detail as I can and going over the various issues you can run into when placing your navmesh down. I cover interior and exterior navmeshing as each tends to have a few differences between them and there are some things to watch out for when navmeshing worldspac...
You too!? Yes, this mod just disappeared one NG+ and hasn't come back. The box I mean. I also use a few other LBGSHI mods with boxes placed in your Lodge room, but only this one doesn't want to show up.
I haven't specifically needed it for a while but if I have a mod installed I like it to work 🙂
So now its just a matter of trying to find ways to make it work. 2 NG+'s later and its still missing.
@boreal summit That's the one
To the god among men that created that synth music mod to replace the boring soundtrack of the game, will you update it with more music? I love the vibe that the music gives the game. It livens it up.
Well, I checked, and it apparently did rip Gamma Vulpes III out of its original system despite it being a new form. Last I checked the entry was still in the CK for it, but apparently it's not there...
I'll just be disappointed then...
Anyone else get the new EULA? I actually read it because it was unexpected. Zenimax does know they released a modding toolkit for the game, have a creations club, verified modders program, and designed the game to be modded right? 😆
Also, not an online game
Wait….what did they say in the new EULA?
That you can't mod the game, install cheats, reverse engineer by any means, etc... and that you can't use mods, etc... also, that they will be installing software to scan your PC for any of those things. Pretty generic for an online game, except the modding part
What?!?!! Didn’t they themselves release modding tools?!? Lol
The hell?!! I hope that was released in error.
Bethesda seems to use a pretty standard EULA for most of their games. Pretty sure they know most of their games don't have multiplayer. 😜
I hope that’s the case because it seems pretty silly to release a game with modding capabilities, but then point the finger and wag their finger at you to not “reverse engineer” or “cheat”.
It's different EULAs for the games (Skyrim, Starfield, Fallout) versus the Creation Kit, which has its own 'Editor' EULA. The reason for this, as far as I understand it, is so that you gain different 'permissions' (essentially) when you agree to the CK EULA that don't apply to the game itself.
The EULA is a legal team thing. There were new laws put out by EU. a few other entities. So the lawyers put this out. Depending on various laws they will put out the EULA. We must live with it.
You're talking about the one for the game, which has been that restrictive the whole time. You just haven't noticed it before.
The one for the CK is what governs mods, and it's always been the case that they (legally) don't want you making mods outside of the CK. Any such mod made in that manner would fall directly under the game EULA.
I kind of figured that was the case; it's just kind of ironic under the circumstances.
Yes, I got it today when registering on Creation web site ^^
Also worth pointing out, Beta Testing itself is a form of RE games, as the testers pretty much have to do that to be useful at all, so, I mean... 99% of feedback on bugs for any game Beta Testing includes the request that you provide information which you can only provide if you do that. Typically why game devs have set up groups of pre-beta testers, consisting of players who are good at it.
Sort of a requirement for regression testing and reproducing bugs
Probably just a coincidence those two occurred together. I think it must just be that they pushed out another one ahead of the Beta to release
Even fixing a lawnmower requires RE; you have to figure out what is wrong with it, and how to fix it. Work backwards; then forwards.
Legal language is always a bit of a slippery slope when it comes to protecting IP I guess
I have a question about Darkstar Astrodynamics mod. The books about Raven, do they have any function or is it just lore?
Books are typically just lore additions, but, if a mod introduces them, there is always the potential the lore contains something to solve or point you to some secret. Generally in game they get marked as quest items if they are required for a quest, as I'm sure you know, but modders may or may not hook that up, so it's really dependent on whether you want to go on a treasure hunt if it seems like the book is guiding you on one. Even if it's nothing, it might be an interesting diversion
Thanks, I was looking for a more yes or no answer about if the books are part of a quest, but this answer is good and I'll just collect them all and see what comes of it. 👍
There a way to completely change a background on Xbox?
What do you mean by background?
Like bounty hunter/ronin/file not found etc...
After a couple dozen NG+ it'd be nice to completely change background and subsequent dialogue choices
The PC mod that does this just adds a background; it doesn't remove the old one. It's also done with scripts, which I think is an issue for XBox, but as far as I know, that's the only way to add it.
I guess you could technically wipe an entry with a different kind of mod, then add something else, without using scripts, but it would be a situation where you had to install the mod, load the game up, let it do its thing, then save and exit, and remove the mod. Not sure about that though.
It would be something of a variable adjustment, and adding the string and reference to the new background, if its possible at all.
Actually, yes, I think it could be possible, but another way, using the same sort of basic function. Using an object based interaction to remove and add variables
Testing the Intrinity Aeroworks on xbox if the creator (dl33t3d) is here
Might actually be an interesting mod idea. Wear a Sam Coe hat, and everyone thinks you're from Akila or something
That's quite an issue. Not even sure how that happens
Clint Eastwood style 😁
That's on the cleanness save I made yesterday without any bugs fresh in ng+
I've experienced a lot of buggs but that's a first
Did you install the Useful Brigs and Place doors yourself mods to go with it? It list those as requirements
Yes, the load order I use is PDY, this mod and ub at last
Move PDY below this mod
Might resolve it
But that's definitely PDY doing that; explains all the weird door stuff going on
The hab looked odd in the ship building to
There might be a conflict somewhere else to, depending on other mods and what they are doing
I'm gona reinstall all and see, I might test it all by itself to see to
It crashed my sound to but that's not the first time it happens
Not a bad idea. I keep one save before mod setup and bounce back to it if I find conflicts and change the load order or make changes
I kept 2 clean ones after i entered ng+ like you said 😉
Now I always go and wait 2 days in an untouched cell after I install a mod to
So to preface I am not a modder and am only trying to use the CK to make a SCOL but it comes up with this yet i cant find the referenced setting in any of the INIs, any tips?
also if this is the wrong place to ask ill repost wherever is recommended
And we've got a swimming pool now 🤣
I've given everyone swimsuits now to be sure
Just add the reference setting in the CreationKit ini and SaveAs CreationKitCustom ini I actually don't play with ini settings much, but I would guess you can find out which [Header] to put that under somewhere. It will also need "=1" at the end of it. Run a search Creation Kit Custom ini setting + name of setting on google. Probably find what you're looking for
sadly i spent like, 4 hours last night searching for it on google so i dont think its a previously occuring issue. I'll try what you suggested thank you.
First time I see someone use that one tho 😅
It probably goes under General
Side note: I think Starfield uses Pack-ins to do that. Static Collection in Fallout 4 is, as far as I know, replaced with Pack-in in Starfield
Not something I have played with, but I will get to it eventually
Yeah, it's more or less the same thing, but new to Starfield CK
ah, i only know of SCOLs because i used that when trying to import cells to blender for renders. know of anything that starfield uses that can export a whole cell to be openable by nifskope?
Well...hmmm...no, not personally
it is a weirdly specific problem lol
I know Starfield CK has changed the meshes and nifs, but the changes are such that a nif contains data to combine meshes for an object from a collection of meshes. This resulted in some required changes to nifskope to make it possible to convert the nif to GLTF, rather than obj, so it could be imported to Blender. I am relatively sure that you can't export an entire cell from CK, but I could be wrong.
It's more like you would have to export the nifs, and rebuild the cell in Blender
I was worried that was gonna be the case, alright thank you.
Check back and see if anyone has a better answer than I do.
will do, thanks again
Soooo I tried everything.. doesn't work properly on xbox.
The hab isn't showing from outside the ship 🤷
I've never had to engage in reverse engineering to participate in any game betas before. Not even for Bethesda stuff.
Reverse engineering is the process by which you work through the files and folders to figure out how it works. That's what you're doing when you learn the CK and how to mod any of the titles. If you already knew it all before you went in, you wouldn't be.
That's what reverse engineering is. Figuring out how something works.
You're starting with a finished product you know nothing about, have no knowledge of how it is built, or how to make changes to it, or how anything works. If you don't figure that out, you aren't going to accomplish anything.
In game Betas. the reverse engineering comes in figuring out how to reproduce bugs. If you just report them, the Devs consider that more or less just a confirmation that it exists, but your input is mostly irrelevant because you don't know how or why, haven't provided information on reproduction steps, etc... so the Devs consider it to be worthless productivity wise, even if they assume you actually described it properly.
Devs prefer, and value Beta Testers who engage in actively breaking the game, working on being able to repeat that process, and those testers are doing that by figuring out how the game works. The more they learn, the better they get at it.
That's why most QA Testers learn how to script, program, and do various other things while engaging in the QA process. It helps them get better at reproducing steps and diagnosing issues
Any of those steps are some form of reverse engineering
People may just not think of it that way or realize it.
You either end up with a bug unexpectedly and don't know why, or you deliberately create the conditions you think will cause a bug, and record the results, knowing exactly how to reproduce it.
It's not the full process; just the first stage of it.
Imagine explaining bug testing to Arthmoor. 🤔
Considering Arthmoor has led the Unofficial Patch teams for multiple games for like 20? years now? I think he's pretty well familiar with bug testing and resolving.
Anyone with the McClarence Outfitters mod, have you tried taking the Swashbuckler modification from Elegance and applying it to something else?
yes
@magic patio who explained bug testing. I was relating the definition of reverse engineering. The first part of which, is literally analysis and investigation.
The EULA is language is vague on that.
OK we are gonna stop now
Speaking of bugs, are people using a specific mod to get around the issue where weapon workbenches will sink into the floor when placed on a ship? If not I can partially address it by adding a snap template, but it's far from ideal so I just wanted to check if someone had already fixed it another way.
I'm not, not even sure there is one, but I have worked around it.
You pretty much have to line up the bottom of the build window with a line on the floor with the orientation you want, then scroll to the bench and float it, turn and move it to a spot about 35 ft from your position, where you want it
Pretty much requires standing in another hab module unless you're using the empty mess hall or cargo hall
Not sure why itdoes that, other than it being the only one that has a foundation under it
It will snap to surface if you're far enough away
Maybe a camera change in ship interiors?
Guessing the game does adjust player cam in the ships because the ceilings are lower
You might be able to resolve that by adjusting the placement of the workbench interaction volume
I can manually adjust the z height offset of the snap, that mostly works. I think anything more would probably involve editing the model itself. If you look at it in NifSkope and compare to the other workbenches it's clearly different in quite a few ways to the rest of them, which is why it's also off-centre.
I'm not sure if the in game pivot is set at the same height or relies on the volume height. The bench itself moves with all objects in editor, but you can move them independently
But whatever that point is, I think it would have to be lifted to give it more elevation while placing it
Hey is that halo shotgun mod almost ready???
Pretty sure you can adjust that in CK; from what I recall it was possible in FO4
Also is the doom mod gonna be paid or free???
so i did a bit of prodding around and apparently you can export entire cells through the CK's FBX exporter, problem is it doesnt export any of the materials. Do you know if theres a way to get the materials out with the exported FBX?
I havent decompiled any of the archives so idk if thats all that would need to be done to get it to do that or if its just straight up not a feature with the FBX exporter
Has anyone that's used the kid's stuff trait had an issue where the notes from your parents have a weird blue like color on them? like somethings off with the texture or something ?
You can just export the materials using the Archive2 exe in Tools. You will need to grab the Textures, and pull them to. It could be a bit of work sorting that out as I'm relatively sure you will have to do some work rebuilding them.
So, you can just edit the variance in Inspector and make it placeable, even almost sunk all the way into the floor in this test, and step back a bit and move it, which should cause it to pop out of the floor. I set scale variance to 0.01, xy variance to 0.01 iirc, and height or something to -0.01, with height variance set to 0.03. A bit overkill, but I was just guessing at what the values corresponded to. Either way, it's popping out of the floor and placeable at about 10 feet, as opposed to something over 35. I was missing some resources to place it, but it's showing placeable.
Yep, had to run around to find adhesive, but it's much easier to place now, even having to step back to move it and pop it up out of the floor. Guessing some tweaking of those settings would make it more functional, and maybe even just make it automatically placeable.
I had to do that from outside the door, halfway into the next room and putting it all the way at the end of a 2x1 empty hab before, so that's still an improvement.
Honestly didn't feel like loading up the editor just to make adjustments and see if it improves it lol Takes too long, and I have other stuff that's a priority, but I wanted to check it anyway.
It's better... but honestly that would still be a huge pain. My ship for one is pretty cramped, and that's still a long distance.
I've managed to get it down to almost normal with a snap template. It needs a model fix or Bethesda to revert whatever they did in August to fix it properly though.
https://www.youtube.com/watch?v=NHgBgEmVVP4&t=65s
It's actually closer than what I showed; it just sinks it all the way to its belly with the settings I had.
Didn't realize you'd left, where you been?
Saw you were still uploading videos on YT
Tell me if it works 👌
Took a little break from discord tis all lol
Late late to the party but SCOLs are replaced by Packins. Specifically the flag in the Packin form that says “Instanced Static”. You don’t need an ini edit. (Apologies if someone has already assisted.)
Build your object like you would a SCOL and add a prefab pivot dummy to the middle. Select all objects, then deselect the prefab dummy, then select it again. (The last thing selected becomes the pivot point of rotation.)
Right click and select create packin. Give it a unique name (do not start with a numeral, search also looks for numerical form IDs and it will bog down if you accidentally type in just the number).
Check the box for instanced static and save it.
Open your new form and edit it in the render window to inspect it and make sure it looks right.
If it doesn’t, you can either return to your test cell and break apart the packin and try again or edit directly in the packin cell. Up to you.
Alt + U is keyboard command to break up in the test cell or use the pop out menu by right clicking the packin
I appreciate the response, sadly the reason I need the SCOL is to make it eventually importable into blender, SCOLs I can open in NIFSkope bc they well, are NIFs, are packins openable in NIFSkope?
or is there someway to make a whole cell openable in either nifskope or blender? I rarely touch stuff from bethesda games so i am not at all knowledgeable in this
Shout-out to @south tulip , cptmurphy21, @verbal barn , @round dawn , @neat crow , @vast crystal , @hasty brook , Owl, and all the others 👏
Special thanks to @drifting maple for teaching me debugging, troubleshooting and that kind of stuff 😁
Thank you to all creators, you are making this game way more fun ❤️
If someone need help testing mods on xbox, I'll gladly help out 😊
I think you love matilija 😂
Not far from it 🤣 when it comes to scaffolding, he has made so much nice stuff that it opened up for new ideas for me and I've been playing chaos warhammer 40k since 1992 so yeah 🤣
His habs could be better tho, I've only used the aft bar, landing bay and cockpit 😅
😂
This is so real tho. Imagine everyone else in space suits and you just rock up In power armor lol
Imagine rocking up in this tho to fight the starborn. Would go hard
If someone makes this kind of mod, pls release for free and release for xbox
In general I think there aren’t enough fallout mods for starfield. There’s a lot of potential there. There’s tons of fallout content that would perfectly fit in with starfield, like the more advanced weaponry and armor, not to mention all the outpost / settlement stuff. I wonder if Bethesda are gonna add more stuff.
I also have to admit a laser Gatling gun wouldn’t be out of place, and neither would some kind of fatman type gun
Bethesda still has a few more years to add in more content, give or take 3-4 more years or so
and with enough time, im sure fallout and elder scrolls mods will eventually make their way to SF later on
@surreal storm The new mod looks really cool and is a great idea. BGS should have done something like that in the base game. But please, the strastations should not spawn in front of each planet. Or let us adjust the spawn rate. And please continue adding more stuff and variety to this mod. That's what makes space exploration worthwile.
I will be adding more starstations and as for spawning I'll look into if I can add gameplay options to adjust this
Ne1 know how much the halo shotgun mod that's been featured on here & the doom mod are coming out, & how much they'll cost
Also @mental frigate how far off are we from that mech mod being on Xbox, & how much is it gonna cost me
Spas 12 and L115a3 weapon mods
That is all
Is this a good place to ask for modding help?
@hasty brook Ask away; won't know until you ask 😀
I have a question about ship Hab lighting. I replaced the standard lights in a hab and they work as long as the ship is landed but in space they are shutting off.
See below
Possibly something to do with the type of lights used. The ship is dynamic, so it changes the interior cell depending on what you're doing with it. Landed, flying, docked, etc...
That might be messing with it
Possibly a script
Only thing I can think of, is to check to see if other ship lights have layers, or scripts or keywords associated with them
Yes, I tried to match up keywords and whatnot but no luck yet. I even thought I would just copy and place some standard ship lights back in until I can get it figured it out and now they are going off, too. I'll look into the layers more. Thanks!
https://www.nexusmods.com/starfield/mods/12494/ Just released a very simple weapon mod, would love feedback on the idea
Adds a new laser-powered Microgun to the game. The Beamstorm
I'm intrigued 😁 what are you making there ?
looking cool at least, very atmospheric
@raw viper @boreal summit thank you. It's the Va'ruun science hab I made for Halloween.
Looks great! when are you releasing it?
https://creations.bethesda.net/en/starfield/details/ea1b4b75-30c9-456a-8abf-c9feebc882cf/Va__39_ruun_Ship_Habs
It's available in this set. But soon I will be adding a new mod that will have these original Habs along with some new ones that can't be accommodated in the original small master.
You can try this. In the light settings look down at the bottom center for adaptive lighting and enable it. Set adaptive light ev 100 min to 2.5000 and set adaptive light ev 100 max to 2.5000 or higher. I would just do the same number for both since it's on a ship and daytime nighttime lighting shouldn't effect a ship habs that is sealed from outside light source.
Hope this helps
I started to use the faster walk and slower running mod, for a good bit it seemed to work when i enter the "jog" animation now it doesn't show that same jog animation anymore
They’ve done away with that function (or at least I’ve not gotten it to work).
You can export individual nifs from CK with F2 but be advised that the UVs do not export as expected and smoothing groups are a jumbled mess.
Use the feedback form on the Bethesda help site and put in requests for additional functionality. They’re actively updating the game. Todd Howard made the announcement a while back that they plan to support the game for at least 5 years. We still don’t have lip movement with a button click so I’m holding out hope we get it.
ill make sure i do, thank you guys for the help. Its infuriating because its so hard to find good space interiors for free (since i just do renders for myself exclusively) and the only other game that was viewable was cod ghosts and that game is not even comparable graphically lmao
Does anyone have a tutorial or video i can watch to learn how to place ships in specific space locations for testing purposes?
So, minor question that has me a bit perplexed with the CK - M class ships are also built with habs or would I have to do bespoke interiors if I wanted to use one in the way the Vigilance is in the CF questlines
I too would be very interested in knowing this
Having a look i think it uses a custom interior keyword
So i think they make a cell and then give that cell a reference keyword that the ship then uses to direct the player to the cell when they player enters the ship
Oh well, either my project ends up having me do the biggest interior cell I put in a beth game mod or I pare down my drafts - I might as well give it a try
go big or go home right?
If you do do that, keep in mind you will have to separate the cockpit and have a load door between the linked interior and it, or you won't be able to fly the ship
Great idea though. I actually wouldn't mind taking a crack at that at some point myself. Custom ship interior...yes please
This is some great info! Thank you very much!
Oh the intent was not for it to be flyable, but to be a mobile base (not sure if I will place it in different systems through the mission chain or just keep it in one spot), although still thanks for the tip
Set it up like a starstation then. They're similar but starstations aren't buildable nor do they have the same keywords. Still actors with ship part armor though.
They could be buildable. Deployment method.
I was thinking more along the lines of what keywords needing to be added and if there's a quest chain, that would move them where they need to go.
You'd need to build an attachment that goes on a ship as a Docker of sorts, without disabling the main docker, and give it a snap to attach the base station module.
It's be a trick, but you would then fly to a location and deploy that module by means of a script most likely, and it would provide the base interior cell to build from
Sounds like a lot of work for very little outcome.
No atmo, just a workshop like interface that you can use to build from, and when you're done, you add the power and life support systems by the same means, after it's deployed you could undock your ship, effectively destroying the module it connected to or rendering it static at least, and you can dock up with your ships main docking interface
I don't know, I can of like the idea of buildign a space station wherever I want lol
Not sure the game is designed for large structures to move in space that's why the keyword is in place to keep them immobile. You might have to add additional code to the binary via SFSE and I'm not sure that's doable yet.
not exactly at will but the Vigilance does get moved in the CF questline
I'm just looking at the cell screenshot above and wondering if that's what the convo is about. That size probably wouldn't work. lol
and I do not think it has different cells between Deimos and wherever it goes during the quest chain
You can just change where the load door exits you.
Still, no that was not what I had in mind (something far closer to how the Vigilance is used in CF quests, not an actual player toy)
Oh. Then just build an interior and call it a ship. There are several 'ship' interiors in the game that aren't linked to anything. It just looks that way to the player.
As long as the player can maintain their disbelief, then anything goes really.
Very true
Like, literally anything goes. If you get bogged down in technical stuff while looking for 'realism' then creativity has a tendency to go right out the window.
The Vigilance is moved by a script. It's pretty much just grabbing the ship, removing it from one location, and adding it to another. There's really not much more to it than that
It does have the cells; they're set up in the planets hierarchy. You'd have to do the same for your ship, if you wanted to do it that way.
Pretty much have to if you want to use it as a base, because it has to be able to persist in a given location, and that requires a space cell
Either that, or you script the heck out of it, and have it spawn where you are
I am really looking forward to trying that Vigilance updated look mod.
I also wish this game had more cosmic/space horror mods. I have the Heatleech infestation mod and saw one on my ship and freaked out. Lol
Spawns do have the ability to persist for a period of time from what I have seen; all the random encounters hang around for awhile, like the List settler ships looking for iron ore. They will wait in space at a location for quite awhile
If the cell is cleared, the game will reset the cell in 480 game hours. If the cell is not cleared it will reset in 168 hours. All aliases and all persistent objects load when the player boots up the game. If an alias is in a quest it will not clear until the quest is complete but if another quest references the object in the alias it may never de-persist.
Mods you're working or have installed? Either way, looks nice.
Question, in regards to the SW ships from Electionis, I've always been hesitant to use them simply because of the warning in the description. Is it the whole mod or just if you use the ship?
I'd love to use the micro parts and what not, but that warning gets me everytime.
Still working on the Staple Gun weapon mod, taking me a little longer because I thought a 'Clear Craze' cosmetic skin was a must have so I had to come up with a design for how a futuristic staple gun would operate; https://cdn.discordapp.com/attachments/1300181982109765712/1306955216989720587/Plasticity_txIP76cPin.mp4?ex=67388c65&is=67373ae5&hm=587367ce4744ff95790559f10adde25f8b36a0b4bd858e151771ff02043bc7f9&
Will definitely add attachments for ammo counter on the back etc, want to make a Staple Gun a worthy find lmao
already put more thought into how the inside works than most of the base game guns
Will keep cookin!
actually occurs to me, the Vigilance may not actually be directly moved by a script, but rather the locations are activated and/or deactivated, making the Vigilance either present or not present in them.
I would think that the game still has to store some sort of reference to where you boarded something like that from, so it knows where the exterior cell is in relation to the interior, though I'm not sure how it would do that exactly. Might be it's your docked ship, because that would be on the exterior, and you are loading into it, rather than a worldspace.
i.e. The game knows where the ship location is, so it doesn't need to store some variable for the exterior.
Retrospect: after looking at both the Vigilance and the constant, I'm just going to assume there's more than one way to do it
Seems to me you could probably attack that problem any number of ways, but there are probably relatively easy ways to do it that will serve the purpose without being overly cumbersome.
Is there a mod to have ship services on board the ship?
What Starfield needs
https://youtu.be/O36HeRPJwK4?si=dkjUzlz2Co2iJOKM
Watch the latest Farming Simulator 25 trailer which showcases some of the agricultural machinery available in the upcoming farming simulation game. Farming Simulator 25 features more than 400 authentic vehicles and tools from over 150 top international brands. Farming Simulator 25 will be available on PC, Mac, PS5 (PlayStation 5), and Xbox Serie...
Early WIP for a Verified Creation
the local starborn when he sees the true power of a god
wheres the ammo drops?
Im not good with making mod and never will be but if someone made a mod where we can take over the ship or just even more of the inside of the UC when you get called in for the secret misson when getting caught doing something illegal. I got a fair amount of mods installed and decided to rebel back and took out all the enemies that are able to be killed. I notice theres 2 storys of cells in a room and if someone modded in crimson fleet members in those cells and a way to open them and have them and you storm more of the inside of the UC ship that would be epic
The outpost system almost unironically needs it, but hydroponics and ranch facilities need a way to produce stuff that is not just the generic resources to really complete that
while not quite horror i have been working on making Londinion feel more ravaged and owned by the terrormorphs. Trying to go for a Metro type vibe
I kind of thought that option was available within the questline if you side with the fleet. Never tried it, so I don't know, but I had the impression that was an option, short of actually taking the Vigilance, which is not really flyable.
At least, I don't think it is.
I think you can shoot your way off the ship for sure
But the cells are not populated unless you do the side quest for the UC to gather evidence against the fleet. Then it gets filled with named CF captains
If you side with the pirates without giving evidence then when you storm the ship in the last mission the cells will be filled with nameless pirates that you can release to help you take the ship
Nice im going to do that, i shot my way off the ship and left
Casings? Just haven't done them yet since I wanted to get the belt working first
Will the belt run out when ammo runs out? Or rather when you need to reload?
Yep, that's pretty easy to do.
The way it's going to work is by having a 'magazine capacity' of 10 million so that all your ammo is fed into the belt and in the rare event that a reload is needed (like picking up ammo with the weapon equipped) it will be instant. Has to be this way because animation tools aren't available.
Oh so this is gonna be Dakka
Ultimate suppressive fire
Ooooo
Does anyone know if any mods using the "slower walking" mods that pretty much make you jog when running. I swear i had this one to work and now out of no where it seems it doesn't work. For a split second the character looks like it wants to enter the jog animation then cancels it and goes into the default
These look amazing. Currently using the Project Warfare mods to add more guns in the world, love it
Ok neverminded one of the mods to seem to work. When i press the TAB key it'll enter the jog animation. I just wanted a mod where it automatically has the default speed at jogging
Can someone with a bit more experiance in the CK help me with this error message
SHIP_BUILDER: Recipe Mismatch in Ship Module BERS_SMS_Hab_HopeTech_Vaultl_3L2W1H_A (0100348D) while loading Spaceship BERS_GALBANK_Cargo_B_Generic_AsphaltCB01_Template (010034BC). Module has recipe nullptr (0x000000) but palette has recipe co_SMS_Hab_HopeTech_Default_3L2W1H_A_Set (00227DCE)!
Hey so In need of help, I have decorations in my ships and was wondering if there's any way to sell off the ships without he gane crashing. It only happens with shipsnthat have decorations in them
I've never sold a ship that I have decorated, but I did notice the Habs with decorations are locked in ship builder, or were when I attempted to change one at some point. What you have to do is go into the Hab and remove all the decorations I would guess. That's what I had to do to swap the one I had in there with another one.
@limpid seal is there a specific place I should be putting McClarence outfitters the mannequin in the store is glitched out it says it has 2/1 mass & I can't put anything new on it, I'm trying to mod a mass effect Andromeda suit
Seems like maybe Shipbuilder is generating warnings for various things. I got a pile of them, and a lot of ships don't have the option to open in Editor, while many have no texture in preview. I'm wondering if maybe these ships or references require updates from another ESM
Try validating your files. I ran validation on the game and editor, and downloaded 2 for the game and 1 for the editor
Not sure if that fixed anything
there are two minor things that have me a little bit stumped with ship vendor scripting
can you script a ship to be added to a vendor inventory as part of a quest script
wait no that was only one the other question on my mind is a thing I already resolved in my head (can I script add a ship to a faction list as part of a quest, which I know I can do slightly inelegantly by adding a random event with it even if it would not spawn in the wild that way)
like for example: Overdesigned does the latter and solves the former by just having you take possession of Kepler #1 which I guess avoids the first question
Usually clearing out the decorations first helps
The ships are really cranky when it comes to having to delete a lot at once and it tends to cause the game to crash hard
Clean up a bit first and it should be fine though
Anyone use the horizon star station mod?
I’m wondering if I can assign crew to the station
Something I've been thinking a lot about since before SF released. Think I'm gonna sit back for now and watch what other modders do like Kinggath once the CK has more tools. But I am working on an auto shop mod that adds plentiful vehicles and resource gathering will be the theme for a couple of them.
Whats with like all modded weapons use vanilla animations still :F
Because the CK is missing animation tools so you can't bring in your own custom stuff. So people recycle pre-existing animations.
Oh, I know the new CK has new animation systems compared to like Fallout 4 one, is there going to be animation tools or is that something community has to figure out ? D:
BGS is currently working on it. But no ETA.
No worries
I tried it, it was best station except none of the benches are linked to the storage box so it was basically useless. Sad. I had higher expectations but alas maybe they’ll fix it
By chance does anyone know how to link a mission to a mission board? I duplicated a mission baord mission and just changed some text to get play around and I can link it for the life of me
Anyone know the creator of the Lazarus awakened mod, i would like to report a bug, but their link is either expired or invalid
@thick plaza Freestar needs you
Very nice
What did you have in mind for Freestar?
What is it lol
Duels! Bank robberies!
Oh no, I'm not a creator but a compulsive buyer that develops APIs Rest
GalBank Frontend to some services, it's a must for the good people of Freestar
I was talking about vehicles but I like where your head is at lol
Every kind of vehicle (Trucks, trucks, and more trucks) is a Must
I have 2 concept I'm drafting up. One operates as a small mobile home base. And the other is for resource extracting and cargo carrying. I have a lot to learn with the CK but I'm hoping to make vehicles customizable like weapons. Hence the auto shop mod.
Does anyone know how to make custome ship modules not show up in the ship vender lists?
Sooo i did that and my ships still crash the gane when I exit ship builder
So finally unlocked the ability to swap weapon mods. Yes, you can take Swashbuckler from Averince and put it on other weapons. I would recommend duplicating the mod though for one Astra and leave Averince in tact. Its not a legendary effect that drops randomly so having a source for it might be handy.
I just want to assign crew to it like an outpost
Are folks using anything they'd recommend for enhancing crew/companions or stuff for POI's ? for POI's I have Building Rarity but that's about it
One of the vehicles I'd like to see is a cargo truck. Still with room for Vasco, but having a cargo storage box and a terminal to access it. I was thinking about doing this myself, but I'm not sure of the limitations of the CK with hooking that up, given you'd probably want to extend the wheelbase. I'd also like to see it slowed down on the torque end, because the base vehicle is kind of ridiculous and twitchy. Probably wouldn't be so bad if it wasn't for the steering and camera. I tried different settings and it's still incredibly awkward and counter intuitive for me. Probably because I'm a first person player, and never got used to 3rd person gameplay, and don't particularly want to, and I think maybe the way they hooked it up was probably intended for the latter. In first person it's pretty awful, imo
I was just going to elongate the chassis, add something that resembles internal cargo behind the drivers compartment, maybe add a set of wheels at the back to give it a tandem axle, throw a bush bar on the front, and put a small terminal switch on the box rail. Figured that would be pretty decent, with some tweaks to make it feel more like a heavy, off-road cargo vehicle
I think it would need to have a keyword added, and be assigned as an additional Outpost loc to your list of Outposts through some interaction when you take it over. After that, it should be possible to build crew stations and assign them in theory
What I'd like to figure out, is how to make a giant ship both a station and a ship. I built a Class C off the Nova Large ship modules for a bit of experimentation yesterday, and while it was incredibly awkward to do some of that with the snaps it has, it is technically possible, but the ship is actually still massive, even with only 3 hull sections. Too big to land.
Probably going to rebuild the 3D meshes for it; they're kind of broken anyway, so I can resize them and add snap points, or make changes to make it work better, but I haven't 3D modeled in years, so it will require brushing up a little. Mostly on getting everything positioned and sized correctly. I think I'll tackle something a little easier than that the first time back in lol
Still more manageable than either the Hopetech or Deimos, or Taiyo Large modules. Those things are great for building massive Capital ships, if you don't mind a lot of internal deck planning and design, but there's no way they're ever going to be small enough for something you can land.
They fit together differently too, being more or less designed specifically for the ships they were used for, so I'm not sure exactly how flexible they are, but you could technically build internal cells to fit the externals, and snap them together in builder mode, provided you set them up the same way as the base modules. Be a ton of work though
Even then yeah the nova big habs feel like something meant for a M Class, even if it sort of works
like the 3x2/2x3 messes are just way out of proportion unless you are trying to build Vlad's Inn ship
Yeah, I have a lot I want to try but I'm worried about the technical side lol. Seems it's going to be finicky playing with all the values and trying to get a certain "feel" for the handling. Because I would like to add other vehicle types like motorcycles as well. What I was thinking is having a 6 wheeler. Semi truck size cockpit with a truck bed that holds whatever container you want (storage or resource type), and a hydraulic arm that you can put tools on (drill, pump for gas, etc) And somewhere have a cut out Vasco can hang off of. I'm just concentrated on learning the basics and asset creation while I wait for BGS to add animation tools. Trying not to stress about it too much lol
They do fit well with the M-Class parts. The one the connects to the cockpit is unfortunately gimped; you can see the mesh clipping and distorting on the surface. I figure I'd have to rebuild the entire mesh on that one anyway, but the section that connects to the booster just needs some adjustments. The main issues are size, and the lack of attach points and snaps not being set up for doors. One of the cockpits does have it, but nothing else does. Obviously, they are designed for custom interiors, so that kind of fits.
You can make a pretty cool M-Class with the big ring fuel tank, round reactor, and Grav unit, and the primary engines, but it's mostly for show. I was a little disappointed you can't connect Station components to it without modifying the snaps on them. Could be interesting to build it out with pipes and solar panels.
is it possible that anyone could look into adding the Dragon Sword of Fire from Ninjago? (i'm serious. I really like the design)
here's a better picture of it
So question - I saw some indication that leveled list injection scripts were buggier than ever in SF, am I being fudded or is it true?
Don't know much about it, but it's possible. Leveled lists have changed I think, so anyone trying to do it the way it was done in FO4 might find there are issues. Might even be more than that. Though, having looked at how leveled lists are done in Starfield, it's questionable as to whether you really need a script to do that, aside from pushing your items into vendor lists.
basically what I was seeing is the implication that it is not quite as much of an elegant solution as it used to be
and can lead to bizarre conflicts too
I was reading some posts on Reddit the other day, about 4 months old, that indicated Bethesda had determined to make some changes which would affect various mods that use ini edits and other stuff, and I expect this is where the various changes to models, materials, etc... came from, but the implication was that several different mods would be affected and possibly no longer usable. In particular, some of these were framework mods, and mods associated with script injections.
blah
I think the reasoning behind this, was something to do with eliminating modding practices which could potentially cause serious issues if people accidently included unintentional files, or made changes which could cause serious conflicts or issues in the game, without necessarily intending to. Not really sure. Some people thought it was a good idea; others not so much, so it was a bit of a mixed reaction.
I was tempted to do a thing that requires leveled list injection to work nicely (I suspect), I guess I could just do a dirty edit since I doubt any mod touches that list anyway
wait nvm I need the injection because I was trying to introduce the change midgame which is probably hopeless v.v
No need to do a dirty edit I think
Based on what I've seen, you can add stuff with keywords and conditions
A lot of the ship modules, weapons, etc... only show up in vendor lists once a specific condition is met.
And you can create keywords which can be added to vendors, and those will add leveled lists to the vendor to use
I know how to handle it for vendors, my big worry is making it work to spawn in the wild
without breaking things
That would be the conditions I think. Once the condition is met, it will add the item to leveled list drops in the world. The only downside here is that anyone else editing those lists will overwrite or be over written
You can also create your own Leveled List, and place any conditions required, then add it to various things
So you don't specifically need to change an existing LL.
(pretty much everything I do that messes with leveled lists just has like a dozen custom ones because I dread overwriting any of those)
(but yeah that is fair)
lol yep.
like for the mod that is my Va'ruun merchants proposal - one of the things I suggested is like 5 nested leveled lists for how I actually implemented it in the mod version
I'm creating my own leveled lists, for things that I am adding, and adding other stuff to the game which will make use of them.
and none of them touch anything resembling the original lists
New factions, new vendors, new random spawns, etc...
It's not really difficult, but it does involve an awful lot of pieces
Is that helmet in COD? Where is that from?
That's UC Sysdef and Marines. Specifically Marines; the red neck cover and green base gives it away
Crazyyyy
I'm on my 3rd new playthrough and haven't seen that helm (or I've just not noticed it)
Some interesting doohickeys
If you've done Groundpounder, you've seen it. Maybe even picked it up. Otherwise, there are a few random POIs with Marines, and some Ship spawns with them, but I haven't seen it often. It's also available in New Atlantis from the UC Surplus in the Well, and the UC in the Commercial District
also I really want to do something with post-SS Oracle and at this point I dread the realization that it will not be scripting but building the restored interior that will drive me insane
Honestly not very good though. Usually well behind whatever loot you grab from Spacers
ngl, I ignored all the military like missions for the longest time, snorefest
First playthrough I did the corporate playthrough, tried to roleplay it as much as possible. Ignored the UC questline, ignored the FC quest line in Akila... Not a fan of any of that lol
but I did end up doing the Crimson Fleet double agent quest
I get that. I played with the interior cell stuff in the ship habs and had enough after 5 minutes of scrolling through the swaps.
I'll get back to it, but I think I'll try and see if there's a different approach first
LIST quest was too short n sweet imo, JUNO was banging... Looking forward to the more out there questlines modders will drop in due time
Haven't done LIST quest. Picked it up on a playthrough, but never got around to it. I did enjoy the JUNO quest; that was kind of interesting
oh the other list quest
I was about to say all it really does is unlock a survey merchant when it comes down to it but I forgot there is another list quest
LIST Spacers or LIST Cydonia; I suppose I should ask. I've done the Spacer one a few times
I was thinking of the Survey and recruit quest, which I think is new, because I never saw that when I started playing Starfield the first time.
UC Vanguard is worthwhile. It may surprise you. I played some of it when I first started but did a restart
Groundpounder is actually good too; especially for loot, but it gets dropped on you very early game. Too early really, like the other one with the Spacer. You're typically going to be ill propared for either, and it is a bit of a chore shooting your way through.
the embassy quest is interesting to me because it has some pretty good reactivity for both ambassadors to a point that makes me wish the whole faction line was more of a main quest without being specifically UC faction stuff
Is that the one where you have to talk to the Freestar, and then go into the Var'uun Embassy and find the Ambassador? I can't recall if that was part of UC Vanguard or something else. Also an early playthrough thing for me
Yeah, I think it was. To get into the archive if I recall
( the ||Va'ruun embassy serpent dialogue is also the main reason I do not buy that they wrote serpent's embrace dialogue with a specific backstory in mind rather than a bunch of bizarrely disjointed dialogues that almost cause whiplash, because it has one of 3 dialogues that functionally treat it as a Va'ruun origin|| )
yeah With Friends like these is part of Vanguard
like the Freestar embassy has I think some of the better done reactivity to the freestar origin
I think I'll probably do UC Vanguard again on my next playthrough, and maybe finish it this time lol. I've done Ryujin twice now, Freestar Rangers once, and Crimson Fleet once. That's actually what paused my Vanguard storyline iirc
but I include the mini activity at the very beginning that is really really easy to miss because it disappears from the log if you leave Jemison
it's a pity too that interiors are my bugbear because I would love to do darkmode nova habs and cockpits
goth nova, as it were (Nova is the only hab set without a darkmode parallel but also I feel like it would have been perfect for Va'ruun, even if they gave the excuse that it is only older ships and relics from the crusade that are still built like that or something)
Very nice! Is that a custom model or does it come from somewhere else?
Vanguard is probably one of the better quest lines of the game. Many people think it should have been the main questline for SF
So with Pocket Dimension, when does the horrible sparkling that occurs around your character every few seconds, finally go away? I removed the mod and the annoying shimmer is still occurring.
Just released another mod if you lot are interested. Richer Galbank ships with interactive looting. Feel more like an actual pirate looting chests full of cash! https://www.nexusmods.com/starfield/mods/12512
Uc sysdef I think
Yup new guns
Are the guns ripped from CoD though?
Yes
Nice, are you exclusively sticking to CoD assets or branching out to combo with other IPs?
Titanfall might work as a mashup
I rather stick to cod since I’m more familiar with all the games, plus these games have hidden gems
Someone said snowrunner?
It’s not really that easy to run in snow
Hey, any other way to edit NPC actor appearance in the creation kit, other than the face morphs page? Wish it was as easy as editing them in game 😅
Face ripper is the tool you want, https://www.nexusmods.com/fallout4/mods/3878
ah perfect, thank you!
I think it could only work as the MQ if it had branching paths for other factions but yeah I could see it (I would hate the idea of making the game even more UC centric) - the embassies quest gives a fairly good setup to do it too
Vanguard Simulator as framework to make Wing Commaner training missions is a must
someone a suggestion for economy mod(s). because looting people and ships gives a ton of money and spending only makes sense if i like to power up my ship. I bought "economy"-mod. any additional mods/combinations you can recommend?
Can anyone recommend a mod/creation for Xbox that gives the player wearable glasses? Just normal ones like we’d have in this day and age, I want the for a professor character I’m wanting to make
But does it track fuel besides the cost of it (he-3 stations would have been a neat justification to populate more starbases as small villages)
imagine a chain of small starstations that is just the truck stop from Spaceballs
thx, will combine it with Settled Systems Economy Overhaul (SSEO).
Paid Crearions Economy is which I use. Perfect for that.
Is there anyone in here who could possibly make the Halo Armor mod capable of having it's own workbench and not be in every other workbench, I had used it and notice it's takes up spots in every workbench so I have to scroll through so many pieces of Halo and vanilla items
It would actually help if the workbench had a search field in each workbench. I type in 50mm and it displays, etc. that would help tremendously.
Search Zone79 and Dl EIT clothier they have glassss. Tinted and clear
I’ll take a look, thank you.
Trying to decide which makes more sense as a prereq for Shattered Space because I dislike how early it spawns: after Divided Loyalties, or after Starborn
Starborn is convenient in that it is literally the end of Act I, Divided Loyalties locks out the post Dazra content they added to it but given how badly they did it (the lines added are just weirdly contradictory with some of the untouched dialogue) it makes some sense
Is there any images with these glasses in them by chance? I’ve tried looking at them and they all seem very cyberpunk style, and not like the kind I’m hoping for
Is there a mod on Xbox that replaces the awful pistol sprint animations? Also an fov mod so guns aren’t so close to the camera?
Like command your fov on console where you can adjust world fov and arms separately
The modding tools for animations are not out which means anything related to them has to be sort of hackishily reverse engineered so I doubt it
Ah dang what about the fov? I typed fov into the search bar but only a ship came up
I'm not familiar with how water works in the CK. But do you guys think under water structures and vehicles would be possible?
Looking to overhaul graphics as well. Any recommendations that are as close to the equivalent of these Skyrim mods?
Skyland aio
Nature of the wildlands
Lighting and atmosphere like dawn
Sun glare
Water
Lux
Vehicles I’m not sure would be possible but underwater structures should be possible for interior cells, not sure about exterior
Several mods have had issues getting the sun effects right. Just heads up on that Sun Glare.
Damn. Seriously?!? Even animations that are even in game???
No, that you can, but the inability to get custom lipsync has been a pretty huge issue for any big story/companion mod
weapon mods basically all reuse animations for stuff already in the game for example
although at least there are options which helps makes it a bit less jarring than some F4 mods that tried their best to hide it but usually could not do much about reloading animations (I am thinking of an early mod for the regulator/223 pistol in 4)
I just wish someone would mod in pushups and eating animations and cover mechanics that the NPCs do that can be available to the player character.
Have my doubts honestly. I mean, you could definitely fake it with an image space and some environmental effects, but you can't even dive below the surface in game.
in theory you can but you have to enable it in the ini
and since virtually no one does it might as well not be an option
Are there any mods that make the game feel less empty? Just feels like there’s hardly any side quests and exploring on most planets feels pointless because there’s no npcs. It’s nice in something like Skyrim to wander into a tomb and find an npc either a quest
Yep, it's still there from Fallout, they just disabled it. You can even still drown IIRC 😆
this doesn't work for SF @west geode 
just use Chargen to export your preset to .npc
then usse CK to import said .npc to CK
hello there,
in the past i sold some parts in my inventory, that i didnt want to sell (Fingers to fast, eyes to slow).
I leaved the shop before i saw what i did, so buying back was not possible.
question:
does a mod exitst, which i can use to lock (save) items in inventory or ship storage, so its not possible to sell them or put them out of inventory?
i didnt found one yet.
thanks and 🫡
I’m using all Rabbits lighting, MonstrrMagic textures, color filter remover and darker space with amazing results on my series X console
I need more swf archives in Starfield to play 80s rpgs
I wish SWF games were supported as standalone inventory items. They were in FO4 but not in SF. Not without some hacking at least 🤓
You can make a folder and drop swf's in it that will be untouched by updates. Several mods add their own folders.
Any known documentation on adding custom swf’s? Quest icons, map markers, etc.
lmao I was just playing this in Fallout 3 yesterday and thinking it should added to SF XD
Ah okay. Because I was thinking poi's/facilities under water would complement Neon. But I wasn't even sure if it would be possible.
Interiors should work okay, as long as you can can make it look right outside the windows. There might be a way to hook into the safe environment code that controls space suits, but it would get complex and messy most likely.
The Galactic pawn shop mod keeps items until you delete the terminal 👌 and has 900k when built in your ship
POIs underwater?? That sounds dope!!!
Not concerned about game updates or anything like that. In FO4, you can assign a SWF to a Holotape; this in turn allows the player to playback the custom SWF from an inventory item. This entire mechanic is MIA in Starfield.
what if you made the vehicle used to access it the entrance thus cheating a bit with it
like there is a boat moored beneath the slums
Drivable boats should be mostly possible, if a bit awkward. But yeah, surface structure would be pretty much necessary right now, like a small rig, or a sub dock, that has an interior load.
tbh I meant a static boat coded as a door
so you can put the structure in the water for visuals but do not have to figure out how the interior connects
because you take a boat on the shore
Would that be something like Halo? Where you enter a room, door closes, and it has a scripted path to follow under water? Or just teleport?
teleport
like mods in Fallout 4 that add a ferry to spectacle island or taking the boat between Salem and Fah Hahbah after the first time
It is dope. But I don't know the technical stuff on how water functions in game hence why I'm asking here lol. Having a small submarine would be pretty fun though.
Would be so nice a "surveillance drone" mod that allow us to see pirates movements and outpost situation on top...
Technically, underwater is just an image space in most games; it's the transition from surface to subsurface that would be problematic here. I think partly because the height maps for terrain are generated from only slightly below the surface up. Height maps have a limit of 256 increments typically, which limits how high terrain can be generated, and that is further limited by adding below sea level terrain. You can work around the limitations, somewhat, by using things like run time terrain mesh generation to allow you to scale up the pixels, which would otherwise result in very blocky terrain, but that only gets you so far.
That being said, even if the game is done like that, you do have another option: surface travel on the water, and using a UI action to move you to another cell below the surface, with loadscreen, which allows you to travel "under water"
You would be limited on how you could do that, but it is theoretically possible. Probably, you would need to have a marker zone where it would be possible to submerge, because you would need to somehow associate the surface and subsurface environments in order to do it at all, or you're just always descending into the same subsurface cell.
Something like how FO76 did it with the mining machines allowing you to traverse underground
im 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
Makes sense. Thanks for the explanation.
Oh, how I wish we had working showers on ships. When is Beth planning on releasing the animation tools?
To go with the CK?
your guess is as good as ours
im gonna guess that... like Starfield, they plan to add to the CK overtime
releasing it part by part, making sure it works properly before releasing it
All I ask for is evasive maneuvers during combat for the player character (combat roll, the ability to take cover), decontamination procedures when entering the ship from the landing bay (a mist or even a scanner like in the original Mass Effect), and the ability to take damn shower on my ship and at outposts. At least for now. 😂
I'd rather someone say 4 years then the '' Soon™ ". Drives me nuts at this point lol
it got rushed sadly
had to do it for PR...
im not surprised
gotta keep folks' interest somehow while they continue to develope both Sf and the CK
fwiw technically boost and thrusters are your evasive manoeuvers, especially if you level Engine Systems (the actual skill equivalent of crews having pilot)
oh dammit
I was so happy, I thought the script was working only I messed up to a point where literally no companion is reacting to opening fire on sysdef and I have no idea why
hm, nvm it still angers them and I have no idea what, exactly, caused the issue
Yeah it feels that way. SF has as many quests as vanilla Skyrim/Fallout (except those have more DLC/Mods) but the Quests in Starfield are spread over so many planets. Guess making handcrafted story content either by Bethesda or Modders takes a lot of effort and is much to ask by me. I would be happy with at least some more activities. Like finding an NPC on a planet telling me: Hey my familys buisness needs ressource XYZ otherwise they go bankrupts, can you get them for me? or: Hey we need animal meat xyz to cook something, or can you scan specific stuff for us botanists? More / different with some personal attachment to an NPC would be something. A reputation system for the different factions being effected by it would be cool too.
Someone else might have more insight, but for previous games animations just had to be figured out by the community. For FO4 they required a specific, old, unlisted version of 3D Studio Max until we finally got some talented people who sorted it out for Blender in just the past year or so.
Has there been a change for verified creative to allow their mods to be achievement friendly?
The only one I'm aware of is this one:
https://creations.bethesda.net/en/starfield/details/d4f5c6a2-ea4f-4f74-b338-6403c5717ec0/McClarence_Outfitters__Legendary_Customization
Almost ready to get this implemented. Bit more work on circuit/internals. Add LCD screen for Ammo Counter on the back
Good to see another plasticity enthusiast. Looking forward to the release
I'm working on a battle rifle myself
Beautiful!
I floopin love Plasticity
sped up my workflow by like what feels 300%
How are you going full pipeline to game-ready? Marmoset Bevel or ZenBBQ Addon?
Or are you doing weighted normals + decals? 
I'm still learning. But I'm going to use BBQ for a lot of the bevels and substance painter for the materials and details. I definitely need to refamiliarize myself with decals so I don't model every little detail lol.
Amazing, I'm a bit of a process nerd, love to see how folks make things. Can't wait to see how it comes out 🍻
This BR is going to be apart of my Crimson Fleet Arsenal Expansion. Once the assets are done I'm going to try my hand at Cascadeur to make animations. Other than that I've just been hammering away at modeling XD Also made some weapons for the Va'ruun.
I bring A Gift from today's update
Awesome!!!
Does that mean the muted audio replacers are fixed with this too?
Gave me some serotonin with this one, thanks 🙏
Now this is awesome lmk if you need help
okay brute forcing my script works, the script itself works, now to fret that the quest that is supposed to fire it fails to work properly
In what ways were you thinking in terms of help?
anyone have the ck patch notes?
Hello! I am working to port a nexus mod to creations for Xbox use. If anyone is open to assisting I need help getting a small patch for some armor textures.
@raw viper thank, i will check this. 🖖
I posted this WIP update on nexus, but I guess I should share the love here too.
Can u dm me the link
Just a progress update. Won't release for a while yet. Still have a bunch of work to do. And Fallout stuff to finish.
This is going to be wild to prepare for in-game use lmao
damn you didn't have to go that hard 😄
clean work
what is this software?
Plasticity my man, it's a bit fiddly to get used to but otherwise it's the fastest CAD software I've ever used.
Hold up, it get's absurd
Ah okay I've heard good things of it. Should give it a shot sometime
solid modeling is satisfying
1000%, it's got one of the best geometry bridges to Blender I've ever seen and then it's just on you how you go about retopo, unwrapping and baking etc
all the fun stuff
Ah cool, I’ll give it a try when I get home. Thanks!
now that bethesda now lets modders add the “achievements friendly” tag to mods, it it possible that someone will add that tag to the mod that lets us place doors and ladders wherever on our ships?
If it costs something i guess, if it's free apparently not.
The way the press release reads, only paid VC will be Achievement Friendly. Free Creations - and it doesn’t matter who the author is - will not be Achievement Friendly.
damn it. i really want the ability to place down doors and ladder manually without the help of mods
Anyone used that Neo8 speeder?
I didn’t say no one would develop a mod you’re looking to add to your LO. It just can’t or won’t be free if you require said mod to be Achievement Friendly.
monkey paw
people did say if you're making a paid mod it shouldn't disable achievements
i guess i’m alright with that
Funnily enough, that’s what I renamed Sarah. 😂
I think they should if they amount to a cheat, but otherwise not. It's the cheats that make it a problem, but then, achievements aren't exactly a competition either.
**Is the author of the "Enforcer - Tactical Pistol" here? **I have a question about one of the weapon's quality upgrades that ask for "Thread-Logic Circuits" material. I've been trying to find out how to get this and it seems this mat doesn't exist or was removed from the game... I need some help, please.
Has anyone else had problems with actors legs being invisible like on guards and gun sounds not working?
yea, just restart the game
Huh... Part of the update is lipsync animation data generation is now available in the CK.
Yeah I was just curious as to why there was a update and looked for notes.
🫢
Does this also mean custom animations are coming soon?
serpent be praised, finally
huh?
We need this as a Land vehicle, fully able to walk inside it. Aka TV research mobile vehicle
Today is the day
The update just broke the animations on most of my guns
Great job Bethesda
lol
well hey, now you know to expect this from them
third party mods will break your game until those mods get updated
perfect
get to work then lol 
makes me wonder
i havent touched the skyrim's CK for years now
are third party mods built with what already exists ingame and then its a matter of updating them?
or are mods built on the CK as separate assets and are attached to the game's version number, meaning like this is now version so and so and the third party mod is of a prev version...is that how it goes or does that all depend on the mod?
Depends on the mod but mostly sfse mods is where the version matters the most. There have been instances where the mesh geometries were changed so most every mod needed an update then, but it's been rare.
Most mods just keep working regardless of version
aah gotcha
totally forgot about SFSE too
good point
yea something with the gun animations was changed up, i just made this gun yesterday and the player is holding it wrong now
this is going to be the Hope Rover (I have no idea if they will do rovers for all 5 main manufacturers but hey, Stroud, Hope and Taiyo are still without one)
Captain Sarah Morgan. 😂
oh lol
a must need
minor question: can you spawn a worldspace on a planet via script
This has been one of my concerns with designing quest objectives and I have not looked super deeply into whether it would work but for example, say I want a quest that sends you to go to a ruined settlement somewhere, can I force spawn the area via quest or am I sol if it is not preset the first time you visit the orbit
you can indeed
we have existing quests that does this
I was actually not sure if they did - I suspected Sahar's Farm was but I had a moment of doubt when I saw it seems to be on the world map of Akila before you get coordinates from the mayor
maybe they update animations?
huh thats somewhat annoying, hopefully the original animation still exists in CK and can be put back in place.
Complete broke immersion for me, there’s no fix, vanilla anim keywords. Maybe it’s a setup for some tools soon idk I’m done doing weapons for now
downgrade your game and use the older animations...
Shouldn’t have to do that
you part of the VC community right?
No
Hello, is there an alternative to Color Filter Removal or a mod that makes the colors warmer (lux, elfx etc) on Xbox or not yet?
I was hoping for more in the kit update: Features
Creation Kit: Lipsync animation data generation is now available. But at least it is a start.
thats literlly the sole reason why we don't have quests or followers from that likes of Fallou4/Skyrim
Goddamn
and its funny that the AA99 animations are still wrong
In first person port cover opens automatically
in 3rd person character pulls the charging handle
Any mod to improve this disgraceful vanilla zoom? Really, this is ridiculous...
Just found this mod, only a few days old and it looks so cool. Just about every hab built in Nova Galactic 1x1 habs. The mod is both on Creations and Nexus. I haven't tried it yet but I will as I plan to build a small bounty hunter ship. https://creations.bethesda.net/en/starfield/details/b1e2a67e-ece3-4420-9144-73055f5503e4/Graf__39_s_Habs___Nova_1x1s
Could someone help me (total noob) which texture file(s) is/are the new atlantis security office banners and doors? (The "officers needed" ones. ). Looks like maybe the middle banner is different from the doors and other banners. But ican't find the right path within data/textures for either.
I don't suppose anyone would be willing to maybe make a mod that adds the laser Gatling gun from fallout 4? Or maybe a laser rifle from the fallout games?
Or maybe some kind of new Vegas/ fallout 3 style T-45 power armour? (not the fallout 4 vehicle kind of power armour)
Xbox btw
Speaking of lasers, are there any ways to turn enemies getting shot by laser weapons into straight up ash?
The devs played to it too safe with this game
I always noticed that aha
lol
That's why I don't update Starfield until mods are updated.
That’s my mod tho
I'm talking about me. lol
Has anyone else had Grooves_Games Trident Habs Mod bug their lodge bedroom?
But I digress. I still wish to know how to make standalone weapon sounds and weapon animations.
Don't the aa-99 and drum beat have very similar anims? If they aren't both broken you might be able to swap.
Actually, never mind, the first person wouldn't match. You'd likely need to set up a new subgraph that combines the aa-99 first and drum beat third.
A few items are being moved around ~ the towels beside the bed clip into the vertical posts, the tissues, constellation watch case and something else all sit halfway off the cabinet, and the drinks cabinet has the same issue except it moves forwards or the items backwards, and don't actually sit properly anymore...
I am fairly sure this might just be a vanilla bug especially if you tried to do any amount of decorating, sometimes the physics engine just does something silly
oi @frosty rover there was a way to make your hair mod compatible with other standalone hairs
formlists have a way to inject into other formlists
so no need for conflicts🤣
this is how you do it to avoid conflicts
I started a new game with only that mod installed...
He might have made some dirty edits, moved things to grab them for his hab and didn't revert them back to their default position
You can check for that by opening his mod in ck and seeing if the mentioned items are out of place
So it looks like only paid mods can be Achievement Friendly, at least so far? I suppose it makes sense in terms of resources and manual review.
Yeah, return on investment in terms of employee time
guide here for those wanting to know how to make lipsync
https://modding.wiki/en/starfield/developers/tutorials/Creating-Lipsync-in-CreationKit
Is wiki that best learning resource? I've been slowly learning things here and there but others have been too, so there isn't many tutorials out yet
ya got many places to find wikis
Wikis and YouTube for learning the CK. For Papyrus, I would recommend reading the source PSC files. They usually include comments that explain the individual functions.
does anyone know why the Creation Kit is not available on steam in germany ?
What does the message in the pic translate to?
This Product is not available in your country.
Hello! Please submit a technical support ticket about this: https://beth.games/3CzSTdN
Ive heard that the German government demands steam to implement age verification system through id. And while they are developing it steam decided to hide all unrated and 18+ rated games
Yo, I knew I recognized the blade concept before...(Selective photographic memory 😅 ) You grab it from? https://www.artstation.com/artwork/PeYx2L
You should definitely let the designer know it's gonna be a mod for Starfield (unless you've reached out already or are in fact Shu Stella
) I'd be stoked to see my designs used in a game for sure!
Definitely apply for VC if you haven't yet @boreal osprey, great rendition of that blade
Yes! This is how I’ve been doing my workshop item categories, as well as adding new items to item display lists
So what else was added to the CK?
Creation Kit is back online, it could be that someone from the team read this and took care of it
Yeah based off that with some changes here and there. I have a massive artstation collection for reference material lol.
I don't know if I wat to make my future mods paid or not. I definitely want to make the faction based weapons free. Especially if they're not all solely my designs.
Also, i believe one of the paid weapon mods broke after the update, i just deleted all the paid weapon mods i had installed and my weapon animation issue fixed it self
Enforcer - Tactical Pistol
ATOM74 - Assault Rifle
Old US Army Pistol - B320 Family
Apollo-9 - 9mm Pistol
G-17X Sidearm
one of those broke my save
wasted 8 hours of my life on that save
this is why I make backups
always
while working around with notes to minimize how much I had to deal with the lack of lipsync, it occured to me one thing I wish the game had that TOW did: a working communications terminal as part of every cockpit
anyone know of a good mod that adds passenger habs?
like imagine how a coach car looks on a train, im looking for something like that for my transit ship
pls ping in reply
DownfallNemesis has a luxury hab mod that's probably as close as you're going to find ~ big lounge / bar, indoor pool etc etc
guess ill mod one then 
Stroud Premium Edition adds several new stroud habs, like new mess halls, crew dedicated habs etc, if that's what you are looking for ^^ (sorry for the self-promotion ^^')
again, should look like the coach class on a train, or a transit bus
Well, SPE is definitelly not what you're looking for, sorry I can't help you more
Well it's long hard work to make assets from 0 to 100. If you start making custom stuff, definitely think about it!
Is it for Xbox or just exclusively for PC?
SPE is on every platforms x)
Yeah, I have a few mod plans in mind
Thank you!! Much appreciated!
I can’t wait, tbh
For some reason, I love mods that add real world items to the game. For instance, replacing the in game whiskey label with that of the label of Jameson or something similar.
I love to spend half an hour trying to figure out what I did to cause a bug only to realize it is a pretty well documented series of bugs in the Shattered Space intro and not anything I did to Va'ruun'kai on the mod drafts I am testing piece by piece
Was the intro really buggy? I’ve heard a LOT about how it wouldn’t start for certain people. Mine started immediately, but that doesn’t mean that it wasn’t jacked up for others. I’m just wondering what caused it to be so buggy.
Hi, does anyone know how long it takes to get verified to put your mods in the store?
sometimes would fail to start, not getting artificial gravity working on oracle is a release bug that had a lot of complaints and the other one I had issues with was a vanilla issue that it turns out fixed itself by using an older save
it just happened to be bugs that I had never experienced until this testing run
Make me a wish: Galbank Creation to save money and ask for loans. Take my 1000 creations
Why no mass effect mods at all on x box? Star wars is pretty much all I see 😦
I think I saw some Mass Effect armor, but I could be mistaken
I think it was the armor for Andromeda, though. Yuck. 🤮. I was hoping for more ME1/ME2 armors.
That would be dope if we could ask for loans/ checking/ savings accts. Having too much money on your person increases your risk of getting mugged, especially in Neon.
I'm a Daggerfall player, so bank is a must
I was too young to enjoy Daggerfall. Lol
Is there a way to forcibly reset a ship vendor's inventory? I am trying to test whether the script for it has the list I wanted but I either have a save 2 hours before or 2 hours after I got in that cell
Been modding beth games for decades but first time for starfield.
Was wondering if theres anything to keep in mind other than obvious stuff like load order/conflicts/etc.
like should i be doing a bashed patch kind of thing lol
The creator had to stop the project due to personal problems
Hi everyone. For xbox series x starfield, can someone please make a mod that allows you to craft the "shattered space dlc weapons"?
Darkstar Manufacturing and the Shattered Space patch allow for doing just that.
Is the whole “Dangerous Neon” mod worth it? I would like to add a bit more grittiness to the game, but I don’t want to have too many mods, as I fear my save will be corrupted and I have to start the game all over again for the 4th time.
Can't speak from experience, but from what I read of the mod, it sounds a bit like it's trying to add content like you'd find wandering the streets in Cyberpunk 2077.
Murder scenes and stuff like that. I thought it looked interesting personally, but I haven't tried it yet
That’s exactly what I’m looking for. Not saying I LIKE murder or violence, but the game is way too “Disney”/ Saturday Morning Cartoon for my taste, and I would like it if Neon would had a bit more of a darker edge to it.
I already have these mods- "Starfield Extended - Armor and Clothing Crafting", "Starfield Extended - Weapon Crafting", "Starfield Extended - Craftable Quality", "Starfield Extended - Craftable Quality - Legendary Clothing Enabled Patch", "Starfield Extended - Craftable Quality Extended - LMR", "Starfield Extended - Craftable Quality Extended - LMR legendary qualities": 1. would it infere with the mods I have and 2. Do you know of mods that allows you to craft shattered space weapons(i would rather just be able to craft just the shattered space weapons and not all the weapons/stuff the Darkstar mod you mentioned comes with)?
I assume that Darkstar will interfere with the SF Extended mods.
I am not aware of any mods that allow for only crafting specifically just the Shattered Space weapons.
You might have better luck reaching out to the SF Extended mods author about patching just those items into their system. 🤷🏻♂️
What are the SF Extended mods exactly? Just enabling crafting?
I don't know why I haven't that about this before. But Scale... How do you guys handle the scale/size of custom made objects before hand? Can you scale things in the CK? Or do you need to measure things out while you design it?
@thick plaza For xbox series x starfield: 1. why does your mod "Personal Vendor Tweaks" require shattered space? And 2. Does your mod "Personal Vendor Tweaks" allow people to buy "shattered space weapons" before starting shattered space(if you have shattered space installed)"?
Hi everyone. For xbox series x starfield, is "outpost mission boards enhanced" compatible with "more buildable mission boards"?
It adds SS guns to vendors inventory
And armor
Scale in nifskope
If you're making weapons that need to have attachments etc, it's better to get some of the original weapons in your 3D application of choice viewport for reference. Scaling can be done in Nifskope but everytime you re-export whilst making a custom mesh you'll have to fart around in Nifskope whereas it's a lot faster to iterate if you can export to .nif with your transforms intact
Nifskope does have a .gltf exporter, I often use that if working with Blender pipeline
Only tricky thing I think is that .esp are for ck editing only now, and .esm now have light, medium, and full plugin options
- Are the shattered space weapons available for purchase in New Atlantis on Jamison? And 2. Does shattered space add new armor?
There are some new weapons and armour and they can only be found on Va’ruunkai I think
Idk if it’s rng or at a certain point but I did get vendors in Dazra to sell Va’ruun weapons and armour
I’m wondering if that “Dangerous Neon” mod conflict with the “Neon Vertigo” mod, since it changes the Neon cell.
What vendors, if any, in new jemson new atlantis, sells the shattered space heavy weapons with the mod "Personal Vendor Tweaks"?
@true valley
Thanks. So, just to confirm, i should be able to get the "Va'ruun Starstorm" and "Va'ruun Penumbra" from the trade authority in new atlantis on jemson right?
May someone add drunk effects to the game, please? 🙏. Then when animations come out, update it to where it is possible to be staggering and if you get way too drunk, you pass out. I can’t be the only one playing whose Captain is a raging alcoholic.
The big issue is that only Marlana stocks some of it and the way her leveled lists are written it gets crowded out 99% of the time by other stuff including, for some reason, high tier faction armors for the fleet and ecliptic (what the)
I have a mod for Dazra merchants that I will put on the nexus soon that significantly redoes their lists (it also affects minor settlement merchants in Va'ruun'kai too I think)
really the only issue is that I keep redoing Dumar's ship and parts list because I am unhappy with it >.<
@thick plaza can you please update your mod "Personal Vendor Tweaks", too allow people to buy the "Va'ruun Starstorm" and "Va'ruun Penumbra" from the trade authority on new atlantis(on Jameson)?
great stuff lately 
I will gladly take a look at it in a few days
Thanks you
I made los angeles
Reminds me of diamond city love it
Can't wait for this one to be done
it's a chonker
the visuals tho
I think this is Arizona?

wait is it bad form to publish esps now?
Grab CKPE to edit .ESMs btw
Yes
dammit
Has anyone purchased the Random Access Memories creation? I’m curious how it is as an alternate start.
Thank you.
also @frosty rover i've gotten your eye mod to work via CK as well
ESPS?
.esp format
Throwing this out there, replacing Sarah Morgan with Bayonetta
Taxes, where the fun is 👍
Yay!!!
Is Zone79 in here? I have some questions for you about the clothing pack and the outfits that come with it. My captain needs some shore leave and wants to dress to impress while dancing the night away in Neon.
Great. Another rabbit hole of learning a tool to dive into XD So if I'm getting this right, it would probably be easier to import vanilla weapons into blender and use its size as reference?
Boop
If anyone happens to have my vol II for luxury homes the update is live ❤️ sadly due to the massive scale of my current project no new houses, however there will be more added in the future
Would outpost operating costs be more like salaries considering only like a dozen systems have that kind of jurisdiction
Yeah, 100%
For some of the weapons you might be referencing/adopting some of their component structures or anims. It's best to export all of the different .nifs of the attachments and then import them into a single .blend scene file so you don't have to keep going through all the nifs down the line, you can just export with the same node structure from Blender to .nif using the Starfield Geometry Bridge addon by SesamePaste 🫡
Gotcha. So I'm assuming .nifs are the file format for models?
.Nifs are the native 'tag' file of Gamebryo engine, they reference other things like parameters, mesh file locations, material locations etc.. like meta data.
The model file is a .mesh file that you can export from Blender, this is then referenced in the .nif that you use in CK forms. (Weapon - Art - .Nif), that .Nif then references .mesh / material / collision etc
Much appreciated 👍
Hi everyone. For xbox series x starfield, how exactly do I get "va'ruun ship habs" on "dazra va'ruun'kai"? What ship do I need to buy?
Free
Hey I got a dumb question, I'm pretty new to the server, just joined because I was looking at a creation I had and it said to get ahold of the author here or on nexus for feedback / suggestions, and I don't use nexus. What's the appropriate method, dropping a ping? Some servers are finicky about pinging randomly so I didn't wanna step on toes.
Is it basically similar to a 3ds scene file? Or do you need to find the meshes, export them to work on, then set them up with nifskope to work in game?
Never really played to much with nifs other than viewing them in nifskope and making minor adjustments.
I know what I have imported into blender using nifskope was unworkable, but I figured that had to do with the specific models
Yeah basically that, import from nifskope as a reference, assemble your custom asset accordingly and then export from Blender to .nif. Either you can assign materials in Nifskope or you can use a short data/materials/... file directory address as your material name and when you export the .nif it should have the material assigned in nifskope/CK
Then you just have to reverse engineer how the weapon attachments go together like everyone else has xD
Let's see, So far Lyra - A Starfield Companion, Robin Locke - UC fly girl, Doomship and TGs Luxury Homea Volume II are all no longer achievement friendly.
And to be clear, tutorials for the attachments from FO4 still mostly apply. I don't know how much is out there for SF right now.
Once you guys figure it out, its literally like putting legos together
Adjust connect points as well
If you know the mod - you should look it up on Nexus - They have a specific tab to ask that Author of the mod a question. If it is on Creations - you may need to hunt a bit to locate the mod and its author.
Sometimes - they have a link in the Creations mod to go to them
I already found the mod on creations, that's what brought me here. I was just wondering if it's better to ping in the official server or send a dm. I have the user name and everything, just wasn't sure what proper etiquette is.
If the Author will accept a DM - you can do that. Many have it turned off. But I always go to the Nexus page version and ask there.
I don't have a nexus account and thought it was silly to make one just to message the guy. Hence coming here. I tried to find them on reddit cause they also have that listed, but I'm unfamiliar with using reddit messages.
You need to make account there too Reddit
I have an account but couldn't find the user lol only one I found similar was flagged as a NSFW account and I'm pretty sure that's not right 🤣
So I would link the MOD in Creations here. Ask your question. Never know the Author or someone else may know the answer.
Not sure if you are using this - find the mod in here for the link: https://creations.bethesda.net/en/starfield/all
I sent the user a dm before I read that, since it was open. But that make sense. Contextually in this cause I doubt it is something another user can help me fix, it has to do with mechanical stuff in the mod itself that can't be edited on a user level as far as I can tell. But I'll make sure to do that when it's applicable to try solve it that way.
Has anyone made an achievement, friendly place doors and ladders mod yet?
As far as I know, there's just the one place doors yourself. Purely on a mechanical level, that one shouldn't restrict achievements other than the user isn't verified. It doesn't do anything that should block them. Hopefully the user gets verified just to avoid that.
I really want to try that ZM Airlock mod, ngl. That and the landing bay with the decontamination chamber. Has anyone tried those yet?
Didn't even know about the decontamination chamber one. Seen a few screenshots of the airlock one, looks epic to be honest but I'm holding off cause at this point it's not much use outside of screenshot potential. Could be really interesting to build other quest mods around the airlock mod, to add functionality to it
Yeah, I believe it’s called “Better Landing Bays”. I’m really hellbent on turning this game far more into Mass Effect than anything. Lol. I like the immersion of having a decom chamber. It makes sense
I love the immersion mods myself, just one of the few occasions where I have to make a sacrafice somewhere. My current load order is like 180 mods, so I'm wary of adding more to it if it's not functional outside of the rule of cool 🤣
Remember that 2 updates back they fixed things limiting the amount of mods. So some people have 300 mods and are not having issues. Food for thought. Cheers.
Yeah I read about that but I still had a few conversations on reddit posts that say a certain amount of mods start causing some breakage. I keep experimenting with adding more as desired but I try not to add anything unless it's got a strong purpose, cause I'm wary of potentially breaking stuff unnecessarily 🤣
I can understand that. I am the same way. I want to install the Doom mod when it goes Live from Kinggath, At Hell's Gate.
I heard kinggath is pretty high standard among bethesda mods from fallout 4, was really surprised to only see McClarence on starfield currently. McClarence was amazing though, so reputation well earned in my limited experience.
They have that Doom creation shown in a trailer coming.
Might get more now that lip sync is released which was a roadblock for quest mods, mclarance could get away with a robot.
I cannot wait to make quests
I can’t wait either. You are great at mods. I’m looking forward to it. Honestly.
How’d you do the fall aesthetic???
Lighting magic 😄
It looks very good. I love fall. My favorite season.
Same!
Is the quest portion of the CK locked off like custom animations?