#starfield-mods
1 messages · Page 58 of 1
Far as I know custom animation support is already in the CK. I don't really get the idea that it's going to somehow unlock the creation of custom animations, that's done through a 3d program like 3ds Max or Blender, unless there's some rumor that I'm unaware of.
As for quests, I suspect Tank_Girl is referring to now being able to generate lipsynch, maybe.
@young laurel Okay, well, is something like this possible current state? If so, and if someone can do that, they will get some cash outta me. On the real.
@young laurel Same dance and everything and I want my companion to do the dance my dude in the background is doing. 😂
@young laurel actually, reverse the dances. Lol. Companion does the dance in front. My captain does the dance in back. 😂
yea I only read the lip sync part there
follow a chat wouldn't be so darn difficult if I didn't have 30 programs running just to do things XD
why is every paid verified mod achievement friendly lol
wait how tf people crtitisize SF animations when ME had this🤣
Shepherd’s intense inability to dance is a running gag in the series.
people just have extreme rose tinted glasses I guess
Comparison is the thief of joy. They'll take one good thing from a game and then conclude SF sucks because it doesn't do this one thing lol
cause that's what people asked for
makes sense
if they are getting a paid mod then achievements shouldn't be disabled, is what the community asked for
cuz it validates paying real money yea, like I bought that hair color mod
There’s comparison then there’s people expecting cyberpunk, bg3, no man’s sky, star citizen all flawlessly in the game and wonder why the AAA space is struggling.
Did the community really ask "give me achievements if I pay for a mod, but not if I got one free?" 'cause if so I've missed those conversations.
Yes, but watch many just move the goal post now.
I noticed that, too. Lol
Let's be honest, paid mods being achievement friendly is something being deliberately reserved to make paid mods more attractive.
Yeah, people play a game they like and then have a new set expectation that all games must do this or have this, etc...
i think not all paid ones should be friendly though especially the cheat ones
I just want an immersive experience for my play style. I mean, it is supposed to be an RPG.
Is it actually every mod!? I was expecting it to be a don’t set the flag for cheat mods or loose your vc status situation
click any verified paid mod lol I couldn't find one not achievement friendly
@frosty rover Hi sorry to bother you but I assume you are the modder for "Varuun X" clothes, isn't it? You had to block the Nexus pages for comments and I also wasn't able to post in the "bugs" room.
I just want to report that the Gloves (both types) and sometimes the scarf/backpack vest are causing the arm, hands or legs disappear IF we use Varuun X parts with other kind of clothes. Here's a example, my character was using a SYSDEF outfit with Varrun X gloves and scarf:
Thanks for your nice work
people criticize everything lol
In all honesty, just give me “Immersive Space Marine” mod that includes formation, range time, bug hunts, PT, hand-to-hand combat, shore leave, assigning squads/squad leaders, some alcoholism, and I will die a happy dude. Not all at once, though.
it's easy to do so when you have 0 idea how anything works too, oh... my ships not showing up? must be that hair mod I downloaded clearly
I just want half decent building mechanics
I just want space pizza
I can only give you half decent buildings lol
With space Italians
like I hope when fo4 gets the mod update thing it gets more space so I can have more complex settlements for example
Starfield IS a good game. I can see the vast potential in it, but it needs a LOT of love, and I truly believe the modding community can add that love. That’s why I respect modders so much. Because I CAN’T mod for anything.
starfield is great for modding because it's very empty
With lip sync kinggath is one step closer to potentially making a list version of sim settlements
WingsofRedemption Voice I just can’t do it.
I mean I'll be modding it indefinitely, personally. Don't care what ppl gonna cry about
people out there like "waah they should've added vehicles.
next update"Waaahh why did they add vehicles."

meanwhile I made a shoe you can throw down the hall
wingsofredemption
That would be a hilarious mod. Lol
this game is going to be the best BGS game thus far, I have no doubt about it
pro ck tip for today: If you drag and drop straight from the object pallet, your static/activator/furniture/ etc will match the surface of where you placed the item saving you hours on fine placement.
Extra pro-tip : Placing anything in the render window and pressing F will make it align to the floor.
Shut
nah that goes to Skyrim
this game is definitely my 4th best though
eh don't need excessive features when it's simple and enjoyable
yea well I don't get in my space ship and fly to the moon in skyrim so meh
starfield feels like it has too much and not enough focused in the right places
that's what time and development is for
TES isn't sci fi it's gnosticism fantasy lmao
but anyways it's good there'll be mods for building and stuff :3
which is irrelevant to my point, there's an entire space mechanic that opens and entire new games worth of avenue of creativity and skyrim has 0 of that
imo
eh
when you strip away the rose glasses of the games years it's only a slash slash swing swing magic spray that's had the benefit of over-development for about a decade
my default answer is
I love Skyrim
I mean, if we're gonna be like that, Starfield boils down to shoot shoot stab stab generic space game that has little in the way of actual meaningful content.
Don't get me wrong, Starfield is a fun game in and of itself, but to compare it to Skyrim, which is filled with much more content and lore, is outright disingenous at best
that does nothing to negate my point, it still has everything I just stated that skyrim does not have and the only difference is time.
I must go back to modding now tho
Starfield melee combat feels dated as compared to previous bethesda titles (such as fallout 4 for example, where the melee felt significantly more impactful). The gun combat, while admittedly fun, isn't nearly as polished as it should be either. To claim that it's better than Skyrim by any reasonable metric beyond graphical fidelity is just hard to agree with. The plotline as compared to Skyrim is also paper-thin, and the DLC, while a marked improvement on the base game, still greatly lacks the depth of Skyrim's plot.
Have a good one 🙂
with all that said, where is my Sam Coe cosplay mod
I think you can get it in a cheat room mod
oh swag
I've only done 3/5 (or 6 with dlc) questlines, saying they're worse than skyrim's is is some solid rather than tinted rose glasses.
As I rerun it for fo4, so glad as of now I don't need to run xLodGen/TexGen/Dyndolod for Starfield.
My guess its a slot issue. The outfits youre trying to use with my stuff is probably using the same slots. Two mesh cant use the same slot, so only one will show at a time. I build the modular items to work with all my other mods, and some of the vanilla stuff, but with the limited amount of slots your going to run into issues like this with some clothing in the base game. You could always look into changing the slot on that SYSDEF outfit so it will work with the mod.
Thanks! I'll try that. The gloves are really nice and I hope I can fix the slot problem 👍🙂
That's why I'm here lol. If I can actually figure out the CK, I'd love to make my own questlines and even remake some of the vanilla faction ones.
yea there be a good line up of folks who are going to make some great things
Im hoping you figure it all out in time. For real. Im dying for more content.
I saw someone on youtube complaining that vehicles were an "after thought" and they keep hitting terrain while driving lol. Can't please anyone.
listen, I downloaded your mod and it came to my house and broke my knees
I guess they could make them not have collision on small objects, that could make the ride smoother
I think they need to give the buggys armor 
you are driving on what's meant to be natural terrain, I wouldn't expect the driving to be too smooth, except on empty fields or deserts and snow
also ice affects the vehicle which is a nice detail
same with alcohol
I'm still waiting for the paid buggy people talked about
first people thought the vehicle would only be through creations or tied to the dlc
then it would require a load screen to get into
They're just deeply american and can't imagine a world without car dependent infrastructure
Yeah, I'm sticking with weapons for now and hopefully will do vehicles at some point. Takes awhile to make custom assets 😅
see, now that's a mod we need to make right there
has anyone tried to make a larger vehicle yet?
it's like the last time someone complained to me about my quest location having a locked door.... man I locked every door in the next mod
that's a joke, I didn't do that. But it would be funny
Intentionally put a random hat or something behind 2 master locks
no, you see what we need is an impossible slog of a quest and at the end of it all you get "4 CONTAINERS OF DEZERS LEMONADE"!
what you think people always put master locks on important stuff, nah, just good general security
I'd be annoyed if the critical path was behind a lock but anything else is fair game.
*Lock with no way around
that I'd consider bad design
I mean... it's a game, go and get better lock pick skill.
I assume modders like us to report problems in order to improve their work. But if the report is seen as a criticism, then we have a difficult situation here.
Larger in what way?
all the vehicle mods atm seem to be a similar size
Beth do too, I don't think there's any cases that soft lock you from completing a quest/dungeon if you don't have lockpicks.
it all depends, I personally like when people find bugs, I personally hate when people toss in criticism when finding it. By that I mean load their report with backhanded remarks etc
NM there's things like this..
I love that
like the appeal in these kinds of games is
you have to get past a door, but you get to have multiple ways to get past it, some depending on your skills
lockpick door
destroy door lock
find key
find vent that passes the door
I understand. Some players think they are entitle to "demand" a fix. This is really something to hate. But sometimes the line between a real problem been reported and a gratuitous criticism is thin...
It really isn't it's as simple as this
"Yo I found a bug, I like your mods, this is what I found, have a great day."
A popular post is This piece of ***** mod is so broken! proceeds to vaguely describe a problem that the mod can't cause
^ thats the majority
Constructive Feedback vs Criticism is a very hard line for some to approach with the right tone or tell the difference between.
Getting criticism always sucks.
I guess I just don't see a lot of variations maybe cause all I get is one or the other. I usually get people who know what the problem is and explain it pretty well and the other half has no idea what's going on and is extremely rude / demanding and it comes with extra on the side
by extra I mean they add in what they want too for good measure
It def not all bad I get some really nice feedback
IMO a good pro tip when giving feedback, def don't start with what you expect their mod to be
its gotta be the classic dirt sandwich good bad then good then bad
I don't mind getting suggestions, sometimes its stuff I didn't think about. Its usually just how they ask that can strike a nerve.
yea exactly, I personally love when I get suggestions too
I mean I don't know a modder here who is like nah. "I dont mod to make stuff people like, are you kidding me?"
A part of me is sort of that way in that I am making things -I- would like to have myself.
But having others look at it and say "thats good" "This needs work" "This part sucked"
Helps me build more robust skills.
See that's the give and take, a real fast road to burn out is 100% making things for your audience explicately. I.E aiming for what you think is what they'd like, the end result will be your interpretation of what you think someone else will enjoy which will both not do what you're aiming for and lack your own personal artistry that gives your signature touch at the same time.
Oh for sure. Crowd pleasing in any art is a tight rope walk with often a hankerchief as a net.
which is what suggestions are great for!
the cool thing is there's a lid for every pot, someones gonna like what you make
I'm okay with not having the most hip thing. nearing 15 years of making stuff gotten used to the whims of what people are into and not.
right there with ya ❤️
bruh believe me I didn't expect a bunch of people to like my random medieval outpost buildings XD
I would love to see more primitive fringe settlements
less space future texas and more survivalists/minimlists making it their own
There was no way they weren't going to like them imo. They're very earthly in design.
I was actually thinking about that. In I think it's Privateer theres settlements that are like.. New Cambridge and old-timey constructed for a fully space fairing society. Looked a lot like Old London and so on.
yea, I think more mods where "as people do." social groups found a location in the likeness of what they relate to. I.E exactly what the main factions are but smaller and less dependant on tech and more out to live off the land
would be awesome
a good spice of life
it's weird too cause the lore give folks incentive to go out and frontier so you'd assume you'd see that more
More crude construction would make more sense for rapid building. I think in the scope of 'modern comfort' keeping out hazards and biological concerns makes the newer constructions seem more logical to go to from a "We just landed here and have a bunch of metal we can slap together and weld up" vs stacking rocks and or sourcing timber.
but you see
Longer term settlements though... definitely more earthen construction.
there's gotta be folks out there that are 100% all about stacking rocks and cutting timber, we have them existing in our current time
but yes I also agree
Nice to see I wasn't the only person thinking of this lol. Someone else here made a suggestion that "Old Earth" could actually be the name of a weapon manufacturer. Which added onto my idea of a brand of weapons that are more simpler/budget friendly designed for colonists/settlers in remote areas. Perhaps they saved some weapon schematics before departing earth and "modernized" them. Definitely something to play around with.
lol get rekt
I like it I like it
Sweet!!!!!
I feel like there would be more than just one and only Tarren preservation society too
some folks have a strong desire to keep tradition and find their ancestry.
And please don’t let me be misunderstood. I’m not an angry person. I just see the potential in this game, but I think the modders have a clear vision on how to move this game forward .
Nah we all here cause we love the game lol, usually, if you aren't I dont understand why you'd waste the time to be in this chat
Dito. There's a lot of untapped potential. Which is partly what inspired me to pick up the CK. Despite how little information is out at the moment while everyone else learns it too lol
Fits in quite well with New Homestead
I'm glad to see lots of us want to see more of that
it'll be nice cause that'll mean a bunch of well thought out independent factions may be in our near future
Okay. So I’m really in good company then. Lol
I mean, I love the game. I just want to share my ideas with modders and others who have a vision on this game and then come together to make better ideas. Just sayin.
Come to find out, I already had the “Dangerous Neon” installed and it’s wild. Lol.
That's a breath of fresh air to hear after listening to the fallout community 🤣
the question i'd ask them is simple. "Do you value your time?"
Dang I didn't even know there was a dangerous neon mod
Considering Starfield lore, Earth was destroyed by a catastrophic event, in such proportion that many humans will surely struggle to beginning anew.
I can see some part of humanity going away and constructing as "olde years".
Medieval outpost will be amazing imho.
Someone would have to make the dance animation. That's what we need tools for. Typically animations are done in something like 3dsMax or Blender. For FO4 (and earlier games) we never got official tools/plugins to export the animation files from the those programs, but the community was able to figure it out eventually.
Assuming one of the two happens, official or community export, yes, totally possible. Just unlikely for the current time.
There is a rumor that we may get a Blender plugin at least for models, but there's no way of knowing if it will support animation export.
Limited tools for custom collision right now, so they try to stay similar size to the Rev-8, or only slightly larger with ad-hoc collision.
Hi there! I'm trying to make my first mod in Starfield (first real mod really) - would this be a good place to ask CK questions?
Yes, it would be a good place for that.
Okay I just have probably a super basic question right now - how can I view the water in the render window?
Depends.
Exterior and Interior have different rules for that.
Hmm. I'm in a Cell preview from the galaxy view
In exterior spaces water is pretty much always there. You will have to have adjusted the water height in world data for the cells you're working with
Interior spaces it is generally disabled and placable water planes are used in its place. Previous BGS titles it worked differently for interiors though.
Galaxy view is for editing Space Cells as far as I understand that.
Hmm okay! I'm trying to find a spot by a small lake to build a unique location and just having trouble seeing where the water is. Maybe the cell preview from the galaxy view isn't the right way to go about that
Ah. Water is actually fairly scarce on most locations.
You will want to find out the name of the planet you want to build your unique location at and then create an overlay of that cell, which would allow you to edit terrain and create a unique POI.
This is a tutorial of setting up a basic Unique Point of Interest.
0:00 Intro
0:49 Chapter 1. Getting Started
5:38 Chapter 2. Galaxy View
7:51 Chapter 3. Location
10:10 Chapter 4. Landing
17:11 In Game Test
Thank you! I'll dig into this
JRamos also has very good tutorials:
https://www.youtube.com/watch?v=ySguqg9hUhU
This tutorial will go over the two methods that you can use to create a brand new unique location. One method will allow you to pick one the seed generated locations on a planet and the other will allow you to select a created terrain and use it at a location of your choice.
Please refer to the following chapters if you would like to see somet...
As for a lake. Jemison has some spots where lakes may appear.
I.E
I'm actually trying to find something on Muphrid IV
but I'm tinkering and seeing if I can find it!
you can make collision in 3ds Max
Might try around this spot then.
Yes, 'limited' tools.
3DS max "generally" isn't cheap or free
also isn't something people can just pick up and use without a few hours of learning how to even move
Supposedly you can get access with a student license, but I don't really know the limitations of that
Anything made with Student License can not be used for commercial products.
last time I used 3DS max was 2014 XD
Even if you're not making money from it.
a whole 10 years ago my gosh
Jinx
I think the last time I used Max was around 2002-3. They had some special free version called GamesMax, or something similar to that
shoudln't matter since bethesda, well Microsoft give us the exporter tools
There is an Indie License one can get for around $300 USD.
Completely worth it.
eeehhhhhhhhhhh
I don't advocate having to 'rent' software.
But as far as what you're getting for that... it's worth it IMO.
I get by on Blender for the most part. Just have to wait longer for the stuff I want to do.
quick question
theres geometry bridge...
Yes?
Perfect. If you're going for ethereal forest.
that's exactly it
it looks a bit like there's lights in the trees, but I don't know if that's intentional
that is
then yeah, looks good
Looks a bit like something one would expect in Elden Ring.
before it was wayyyy to saturated
lemme show you the value of good lighting
good lord
That picture smells like lavender.
me thinking a light pink light with vibrant shader and pink flowers and trees would look good XD
It does... need particle effect for cherry blossoms falling from the trees.
There kind of is.
well yea I know how to kinda make it
just like how this game uses "Volume metric lights"
Yeah. It's not easy to work with. <.< Overhaul of weather making would be nice.
to their credit, the weather does look better
It does... technically It's just heavily reliant on the post volumes.
Yes... real volumetric clouds are sorely missing.
I'm sure someone could figure that out
*UE4
If they'd let me write custom shaders I could do this:
https://www.youtube.com/watch?v=9IMJaTkUzNg
I've been polishing up my volumetric fog-cloud. finally got the fluffy dry ice look 💨
discussion: https://twitter.com/i/events/1226163357121515524
I love it, already have a thousand ideas of designs I'd do with that
have you ever messed with the box light marker?
UE is a playground for Environment art.
Not yet.
i wonder if there is good skin mods yet like I want a frost white character frfr
hmmm maybe I'll see what it does tommorow
Wooo I think I just made my first overlay!
Thank you! I was able to figure out the water areas - black weird spots - I even (think) I found the same spot my outpost is in-game from my save
similar enough at least 😊
Okay I have a dumb question - is there a simple way just with the ck to actually merge plugins cleanly, because while I like testing moving parts separately rewriting them in the big wip one is a bit time consuming
I had not touched beth's ck since there was only one version of Skyrim so I am doing a lot of relearning
grab CKPE you can edit master files
ty
Thanks for explaining that. Much appreciated.
What's a good mod on Xbox to build M class ships?
I think TN's class M and Guardian building is the main one on the CC
Just a quick update, added some hazards and mostly eliminated the soft barrier near the ship.
Was the whole seed generation part of their Houdini tool? Or is there a way to access seeds in the CK? At some point I want to play around with an overhaul/expansion of New Jamison but I would prefer the terrain to be set instead of randomly generated for each individual. Could cause a lot of conflict with all there various locations and POI's set in.
But not Blender?
The collision models are currently binary files that can only be generated via 3dsmax/AssetWatcher. I recorded a very rudimentary demo a while back. I'll send it your way
(It looks like I make a mistake but it was to show that you need to select both objects when exporting)
You can then right click here on your newly generated collision data, export the .bin. Then import it to your custom geometry by creating the 'bhkPhysicsSystem' node in 'bhkNPCCollisionObject' (if need be)
Asset Watcher basically creates a listener compilation event when you save a .fbx from 3dsmax to a designated folder, it will then compile that .fbx into a .nif in another designated output folder
Makes sense. So I'm guessing collision is what the objects/meshes use to interact with the world and it's physics? Like for the Rev 8, you hit a tree and the collision model is what calculates the impact?
The rev8 is a combination of 'chassis/hull' bhkPhysics and the wheel colliders (which appear to be determined by the bounding shape)
so you'll notice hitting scenery is a lil crunchy sometimes, I imagine that's a small fight going on between wheels/collision with body
But yeah, say if you have a worldObject for a helmet, the helmet will use this information to have world physics 🫡
Slowly learning bit by bit 😅 Don't know how complex it is but I hope someone can make a blender tool that can achieve the same thing.
CK is a can of worms my friend, welcome to the fold. I've been feverishly reverse engineering stuff for like the last 6 months and still learning new things all the time 
Oh and don't even get me started on Quests
Yeah lol. Everyone is still learning so there's no complete guide or tutorial. So I've just been picking up bit and pieces here and there. Still very lost lol
Well it feels nice to not be the only one😭
I made some baby steps yesterday that took me about 6 hours lol, but I'm trying!
There's some level of blending that happens between POI and Biomes. It's not 100% random, it is based on biome data, the seed just randomizes rocks / foliage, terrain data.
Think you can pick how it blends with a POI, not sure though. Not got into that stuff much.
I assumed all of the terrain gets generated, and the POI's cut out a chunk of terrain and get stitched in.
I'm wondering because I was thinking of a military base and another city that are connected to New Atlantis with a monorail system. No idea how well that would work with proc gen terrain
I like the idea of finding a seed, and using that as a base to turn the region into constructed Skyrim like setup. Designing settlements, poi's, etc around it.
Gives more reason to wonder around and explore
How do I create a block? I think that's my issue. I made an overlay last night on a specific spot on a planet that was around some lakes... but when I try to load that overlay from the object window, it's empty? If I preview from the galaxy view, the lakes and everything from before aren't there anymore.
Collision can be borrowed from existing items. In nifskope just copy the 0NiNode for the object you want to borrow collision from into your new item as a subordinate to the new item's 0NiNode. Move the collision one around until it's positioned where you want the collision to be, then delete the trishapes, so there are no visible parts left from the borrowed object.
For FO4 we eventually got basic collision generation in nifskope, but it took a long time and can't do constraints (something like two collision objects connected with a hinge).
Why does Bethesda.net give me these results when I sort mods by the highest rated mods of all time? These mods don't have that many users or upvotes, how can it think that these are the highest rated?
Are there any “true” guides to load order placement? Not that my game is messed up (thank goodness), but I do have a ton of mods (2.74 GB) on Xbox series X. I heard the more mods you have, the more critical the proper placement of mods in a load order becomes.
Load order only matters if you have two or more mods changing the same thing. If you do, the one that is lower will take precedence. The hard part is knowing which mods conflict because descriptions don't always tell you and on XBox you can't open them up to look. So you have to rely on exhaustive testing or the word of people who have already done that and reported their results. There's no complete guide because the number of published mods is increasing at a faster rate than any such guide could be expected to keep up.
@sharp lynx how's that mech mod coming along???
& how much do u think you'll charge for it???
Sweet! I was just wondering how this was going the other day
Would anyone happen to know how I could add water to my block in creation kit?
do you know how I can adjust the water height? I've created a new block that worked this time 😊 - but I can't see the water where the lake is
Hey is JoshuaT89 on this server because I have an issue to report to him about the XN-11Y Mammoth Bridge Mk1 being incompatible with place doors yourself. I installed it on my ship and when I enter the cockpit I turn around and cannot leave.
That's usually in the world cell information
Do I have to edit each individual cell and manually type the exact height of the water for the whole block or is there a way to just pull up the water height?
Still cooking! Has been a lot of work 
Mainly, ensuring the interior of the shell wasn't clipping any of the internals, making sure it had good UV pixel allocation. Should have it fully in-game ready baked this evening and then can experiment with materials
For your xbox series x starfield mod "personal vendor tweaks": 1. Have you made any progress on making the shattered space heavy weapons "Va'ruun Starstorm" and "Va'ruun Penumbra" available to buy from the trade authority on new atlantis(on Jameson)? And 2. Can you please let me know if and when you accomplish the thing I asked about in question 1/the previous question? Sorry if I am annoying you or anything, that is the only gear that I am using for one of my characters that I cannot easily get without playing shattered space(i plan on using Va'ruUnity).
I downloaded your mod and now my microwave doesn't work.
I downloaded your mod and now my cat walks backwards
I downloaded your mod and now my house smells like pickles
I downloaded your mod and now my house is pickles!
I downloaded your mod and I finally found peace
I downloaded your mod and now the lining in my boots are falling out
I downloaded your house and now my mod is pickles.
Wait...what?
To answer your question that was 10 days ago, my Halo Shotgun standalone mod is almost ready.
I feel ya man. I want more Halo mods now. Such as the Halo combat music mod for Starfield, the UNSC Frigates, ships, and other weapon mods.
Like I feel like Putting in Halo would fit in better somehow than star wars
or maybe I'm just tired of all the star wars stuff
Just played through “High Price to Pay” with a mod that lets you have “Nobody Dies”. First playthrough through that mission. I couldn’t imagine having someone die. It was emotional as hell.
I felt very excited about making my progress on my shotgun, I've been focussed on searching for Halo combat music mods that involves either Devils and Monsters music or Demons and Heretics music when fighting against Terrormprophs or those Vortex creatures things while killing them with my Halo shotgun.
which halo shotgun is it anyways
M90. Using the Old Earth Shotgun animations.
It's just that I've been getting sidetracked by bs every god dang time.
with that advance forward loading animation
I don't think custom animations are possible yet.
Been having trouble with the DMR.
everyones always making the cool spartan armour, where is the unsc marine armour
I'm curious. Do you keep your weapon models in dozens of different parts to make applying materials easier? Or do your join everything together? I've only done still renders before so texturing for games is a new skill I'm learning.
Ikr?
The ones from CEA?
I made it!
LOL
Still looks good.
A new one I haven't shown one moment
lol was about to be like.... this Vielguard?
this is great 
just wait till y'all see what it actually is
this next mod might be some of the craziest designs I've done
@west flare I will patiently wait for that mod
@sharp lynx yo bus-i mean tank girl, how's that mech mod coming along???
Sorry couldn't resist the joke
But seriously, mech mod??? Progress???
which mech mod?
I feel like a kid in a candy store with all the mods coming out
Imagine this is Earth.
Hell, if someone is making Elder Scrolls on Starfield with the Nirn planet thing, what if they make Fallout by creating Earth in a post war apocalyptical wasteland?
@sharp lynx I thought a couple weeks ago u guys were talking about mech mods & u sent a couple pictures of some mech
Like those mountable mechs?
when the CK came out back in June
someone on here was making Arrakis from the Dune movies lol
I'm more than happy with "big shooty bois" @sharp lynx how much u gonna be charging
"Big Robot" Soldier tf2
the idea of someone one day creating elder scrolls content ... and to an extent fallout content being added into SF is prob gonna happen one day
altho i doubt it would be able to happen this early imo
yes my mech needs a hat, no your opinion of my mech needing hat wont stop the creation of hat mech
True.
Never say never tho
with modding, anything can happen haha
Of course never say never.

It's just that modding's slow for Starfield rn.
And I wish a lot more people play and mod Starfield. There's plenty modders for Starfield, but not enough IMO.
true
but i also think its just the fact that since SF is still getting new content added into it for a few more years
id like to think the modding community is also waiting to see what else Bethesda cooks up
well sadly people felt the need to complain for months about the game when it's not as bad as they make it out to be
Its okay all it needs is some good enough projects and the peeps will come right back
What I usually complain about the game is that there's not enough people to mod it and there's not many Halo mods for it. I love Star Wars, but I'm getting tired of having more Star Wars mods for Starfield.
What is it, people make mods they enjoy or have interest in
so more people are just interested in star wars than halo to make mods for
@sharp lynx at bare minimum the mech mod will 500 credits, so how much u charging when it comes out or whats ur early thoughts of how much you'll be charging
its just a phase, give it time, it'll pass lol
the modding community was in its Star Wars Arc for a while, then.. who knows what else will be the focus
no idea
price is a end of project answer
just know that I like to keep a theme of adding 3x what I think the value should be
I mean I get it, having a star wars open world game is something people want Outlaws is the closest atm, but are you really an outlaw in it
so if a house to me is worth 100cr I'll put 3 houses in the mod for 100cr
I know. That's why I'm probably going to take a very brief break from Starfield and about to mod something for Fallout 4 that includes a Halo weapon, hopefully to refresh and prepare for myself to actually work on Halo weapon for Starfield. Also, the Halo Shotgun standalone mod is about 97% ready. I was recently just searching for an appropriate ammo box/cartridge for the Shotgun shell that doesn't look Starfield but more of a standard military ammo box and hopefully an ammo box relating for the 8 Gauge shotgun shell.
Kay Vess in SF wen? 
Well @sharp lynx ur gonna make Hella bank no matter what price u make it, everyone who owns starfield is gonna want that mod
til Bethesda adds them in themselves one day lol
@shy cloak I hear ya
Also, I'm still waiting for custom animations for Starfield so we might make actual new weapons with weapon animations and reloads. Especially the shoulder fired rocket launchers.
I find mod ideas have more room to mess around with in starfield cause all those mods in fallout 4 or skyrim, in the end you're still in skyrim or the commonwealth
but in starfield you have many different biomes and planets, plus with the ship mechanics you can have ships, now with the vehicle you can have vehicles
I just see starfield as the most open when it comes to making large mods
It's just missing all the good ck tools
not just that, with the unity you have endless "Endless" story potential. oh wow I unity'ed to a world where it's literally any story you want
every mod is canon
im hoping animation is next on the list for CK updates
indeed
And that's another thing! I want UNSC ships so bad! I made some UNSC ships though, but there's this one ship that I recently found that personally made a PC player like me jealous! That guy made that ship on Xbox using some mods and it looks very accurate to the Halo ships! A ship like THIS! https://youtu.be/-r1xgJHap2U?si=i0GvjMrPmdw31KCs
Quick explanation and breakdown showing how the nose of my Halo Frigate works -- Watch live at https://www.twitch.tv/anarchynova
Ok so I wasn't old enough to buy a mature rated game when fallout 4 came out, do all creation kits come out in stages, or is this new
Like, watch this video! Look at how good looking and very accurate that UNSC Frigate is! I can't believe a guy on Xbox actually made this ship! I am so jealous!
idk myself
I have no idea.
Every1 here was too young to know
I just never paid attention to the ck stuff
What is there some specialty assassin going around killing modders after they're 40
What?
having messed with Skyrim Ck waaay late, and seeing how much problems people talked about it beofre and apparently need its own mods to have a decent experience
id like to beleive SF's CK is being built along side creators this time around
i think Bethesda is learning from prev mistakes back then and this time are making sure they are paying attention with both the game and the CK
Oh also a bethesda made guide to the ck for starfield
@shy cloak omg so there IS a modder assassin!!!!
lol theres that too
apparently youtubers had to make thier own guides for the older CKs
haha i guess
It's Todd Howard himself!!!!!
wouldnt go that far lol
He OVERWORKS u all til u die
nah, he's too busy prepping for the next game
modders do their own thing
No I think he's trying to make money off the sick joy u modders take in other people's fun
im guessing back then Bethesda wasnt too interested in the modding scene
but considering how popular modding got with their games overtime
they decided to embrace it even more now since their games will be modded regardless
i feel like Bethesda, at the time, just wasnt clear on how impactful skyrim and the modding community got overtime
now that they know how it has become overtime, they know enough to make sure its something they should adapt into SF and its future titles
im just saying, if Bethesda went "nah, our games are good, the mods dont make our games better"... then they wouldnt last too long lol
im glad they are willing to embrace it now
altho some folks (mostly console users) didnt like the idea of SF being this "sandbox game only for modding"
heres hoping things turn around for SF in a few years
Ok I'm done messing around I just wanted to give everyone something to chuckle about, ur all a bunch of beautiful baby jesuses
Why can I only see driojes's comments
Oh ok, I thought I was suspended from chat & I was like nooooo, whyyyyyy???!!!
oh if you got suspended then you wouldnt be able to chat on here lol
people come and go is all
and i assume its late for some folks
I’m over 40 and still standing, so they ain’t caught me yet
I was about to do the old Shakespearean stabbed in the heart pose in my room
U do NOT look like ur 40 @safe sorrel
whats it like? lol
i just "got updated" to my third decade last month 
If that's a picture of u on ur profile
Cheese blocks in SF confirmed? 
Patch notes:
- Cheese
It’s because I stay indoor and hide from the sun
@shy cloak I'm getting updated to my 3rd decade in a little over a year, but my girlfriend just turned 24, is a little over 4 years a big age gap for our ages I honestly wouldn't know cause I'm a shut in autistic adhd fat boi
no you need to stay in the sun and hide from doors
It’s the same as the first 3 decades, only now your neck is crunchy and it hurts more if you fall off your longboard
@safe sorrel XD
This sounds like pro grass propaganda
lol atleast you got someone 
take what wins you can get, mi amigo

@shy cloak I will she's my clingy, needy, hello kitty girl, angel who leapt out of the heavens(and a modeling career) just to be with me(btw those are things I want) by hello kitty girl, I mean those obsessive women who will tie their lover to a chair & keep them in their basement feeding them smores if their lover tries to leave them
There’s at least a hello kitty data slate mod
Dogmeat or Jonesy from Alien in space. I need that in my life.
give it time, im sure they will happen... at some point lol 
My ship needs a Jonesy
Does anyone know why the LandingpadRounded01 sinks to the floor when I test the location in my game?
I want the unity to actually be useful lol. I was thinking of having 3 life starts. Like cyber punk (UC colinist, Free Star farmer, and Var'uun zealot) and each factions questline would serve as the main quest. You choose one and you get cut off from the others. And Constellation would serve more as an end game thing. It could give more incentive for NG+ to play the other storylines and collect whatever weapons, suits, items etc, that you missed out on before.
NVM I figured it out - I used the spaceport landing pad instead
I did not notice that and that's unfortunate
Yea it sure needs a bit more to it
I'd like for it to up the planet levels too like I thought it was going to do
So question to all, is it just the paid mods from verified creators that are achievement friendly? If so that's kind of sh1t isn't it?
made a mod for Starfield: modders can now add Custom scenarios without dealing with conflicts
https://www.nexusmods.com/starfield/mods/12567
May you port this to Xbox, pretty please?🙏
Lol
its on there now
I break things up into texture set dependencies and how they will be used in CK, for e.g
The staple gun has; (Texture Density scale based on resolution requirement, 4k PC, 2k for Xbox)
- Internal Texture Set
- Frame (50%)
- Mechanisms (50%)
- Circuit Board (200%)
- Shell Texture Set (4k PC, 2k Xbox)
- Body Shell (100%)
- Handle Shell (100%)
- Grips Texture Set (2K for all, no need for 4k)
- Top Grip (100%)
- Back Grip (100%)
- Inner Grip (100%)
- Mag Grip (100%)
- Handle Grip (100%)
- Mag Texture Set (2k for all, no need for 4k)
- Ammo Projectile
- Magazine Body
- Decals (4k PC, 2k Xbox)
- Fictional manufacturing branding
- Extra doohickeys (rivets, bolts, indents that you might want to have more variation with instead of limiting your base baking reference assets).
Because I've prepared the shell (exterior) to be it's own material, Material swaps will be a lot more simple inside CK and the same with the Grips. Choosing to include the mag grip in the Grips Texture set means it will change material cohesively with the others. This will allow for object mods that randomly allocate grip materials/shell materials as well as allowinig me to design bespoke variations.
All future attachments will have their own texture sets to keep things simple
I think for the most part if you're doing traditional weapons and attachments they'll need their own texture set / material slots for each part and you'll just have to update each texture set to a material swap.
I managed to get the Staple Gun down to 25k tris though, pretty stoked. Never going this hard on a meme again
So this is a stretch but gonna ask anyways
Mass effect mods ?
I’m aware Xbox have 1 mass effect mod (decent one ) currently
- pathfinder suits
What’s the likly hood of soon havihg more ported over
I know we have a knock off version of the Normandy .
Maybe some …
N7 undersuit / weapons
Maybe so reapers in space etc as a hostile
It’s bit dry out here 😂
If I had the patience and time to sit and do it I would unfortunately I don’t hence the ask 😁
Oh, forgot to mention, once you have your texture set -> material setup sorted, You then have to think about how your weapon is going to move/animate. A lot of things will be static but then if you want something to animate, separate it, add it to your .nif as a geometry node (.mesh reference node) and then you can add it to the child or other objects that are being animated etc.. Or use effectSequences
Thanks! Now I'm curious if it would be possible to take the color picker of the ship customization and use them on weapons 🤔
I think some folks have found a way, I haven't explored it myself. The Rev8 uses vertex colors to drive the swatch covered areas
Is this a glow up?
That's pretty dope. The colour picker would be nice because it would offer so much variety with one set of textures applied. Instead of making countless different skin types that just change colour.
Yeah I guess... but would it be a specific location? Like a workbench? Otherwise it kind of destroys the idea of a unique find
Isn't that how all weapon customization is done though? At a workbench? I was still thinking of have unique skin designs. Like camo and what not. But the colour picker would be nice for simple solid colour changes. Some of the weapons I plan on making are going to be one of a kind unique and only found in either a dungeon or boss fight.
They're all object mods, some can be visible to the player in the properties, some don't have to be. So yeah a workbench is just changing object mods mostly. Even if you had a color picker I'm imagining it would essentially update the tint of a shader material on a weapon. It's a cool idea but in terms of immersion, you want to be able to find the dopest looking weapons after a bit of struggle otherwise there is no feeling of it being gained?
Well it's subjective, I'm going to be working hard at making things discoverable / gained vs just given in my Creations going forward
Well yeah, that's what the unique skins and weapons I'm making are for. But I'd also imagine some people would like a simple colour change on the default skins..
Dang, just got my last message removed for word filter; let me rewrite 🤔
I honestly think that's the best course of action. If you want it and think it's cool, make it. Likelihood is someone else thinks the same. It's what all the greatest musicians/artists seem to agree on. Make it for you, what you make isn't for everyone 🍻
Yeah, I'm sure someone else will get to it first lol. I forgot what you said the other day. Did you use NifSkope to export assets into Blender or was it another tool?
Being first doesn't mean diddly, SEND IT!
Also Nifskope - Export - .gltf
it will export a .glb + a 'bin' folder. Keep them together, so when you import the .glb it has the other data 🫡
I'll try to figure it out XD And thanks!
Boop
Very nice! Did you custom make those decals?
Yes, everything is custom 🙂
Sweet. Do you use decal machine?
Nope, for this one I cut up the decal texture atlas into individual sections and then drag n dropped them onto the surface of the target mesh. If it needed to follow the geometry of the base, I copy pasta'd the selected geo and unwrapped to the decal texture.
Decal Machine looks to be good for rendering to a normal map or for render visuals but for preparing assets for CK, it's easier for me to have tight control over everything as if it's 'data' and not care about visuals until it's in CK and playing with materials
Ah okay so you don't even UV project so it doesn't get mixed in with the materials? Can you adjust materials in the CK or are you just doing more of a look dev thing?
Yeah, so if you take a look at all of the vanilla weapons you'll see some have 'DECAL' geometry objects with their own material assigned in Nifskope. I'm basically following the same blueprint. Base model / texture set covers the materials of the underlying elements and then the decals go on top for stickers/additional rivets/bolts/indents. Now I have the variety of manufacturer stickers I wanted for this item's intenrals I can add some extra doohickeys to overlay on the normals
I'm just using a curvature mask on the base internal in Blender, how it looks in Blender doesn't matter, just the data stack basically, geometry, material assignment, structure. When you export, gotta assemble it in Nifskope (if using Blender pipeline). Not sure if that makes sense?
Blender is just lego, not for material info or how nice it looks
Also once everything is in-game and looking good I'll come back and do a further optimization sweep removing triangles that aren't necessary (as long as they're not affecting any UV island seams)
Gotcha. I'll deep dive into things when I extract the Maelstrom. I wanted to copy the top rail so I can make universal attachments for the vanilla and my custom Crimson Fleet weapons.
Yeah, reverse engineer the vanillas!
check out the decal materials and how you can add details to the normal buffer
I'm looking at my battle rifle and thinking "oohh, maybe that should be a decal... And that too.. And that.." lol. Will have a lot to do for optimization.
Yeah it can also offer up a lot for variation!
How much time you think its can take to optimize every mesh in the game to improve performance ? 🤔
UMM can probably run every asset through an auto LODding tool with minimal visual fidelity loss but a lot of speedily uv'd things could look jank af
also there are thousands of items in the game, I can't imagine someone sitting there and optimizing every asset for a mod 😅 
Use ai to do it, publish it, not that hard
🤣
I'm going to assume jank city
I personally dont think we gonna see big graphics mod before 2-3 years, but omg the planets and biome overhaul i like this mod 🥲
About 2 minutes, if you spend about six months writing the software to do it automatically 😄
But starfield mesh are really bad ?
Still no Spas 12?
Hey, if I can put an accursed down with it I'll take it
Works better on paper, but maybe.
I'll make sure it does 🫡
On my list of to do. But still learning the CK and waiting for BGS to add more animation tools
You really think I'm going to reuse this? XD https://www.youtube.com/shorts/MA5ub8FLJwQ?feature=share
The shell should eject on slide forward, other than that it's a bit off because most pump shotguns do not side eject. Although, the SPAS-12 does... which makes it unique.
It is also both a semi-auto and pump, a lot of people don't realize that either.
I hope this guy does a review of my staple gun 🙏 🥹
I know. Aside from reusing animations I wanted to include a lot of other custom stuff. Like unfolding the buttstock, using a selector switch, etc. Hence why I'm waiting for tools. Have to make custom animations so might as well make them all lol
How I wish a mod that give Vasco endless robotic AI voice for real conversation.
I can't stand anymore its 4 phrases repeated over and over and over...
Given all the AI mods for skyrim, I'm sure it's only a matter of time. It's especially nice since the voices of robots sounds like AI too.
I see a Work in progress mod called Halo patch 101, I wonder what that's going for
Saw an interview with Todd Howard where he said That releasing the Rover before the DLC was possibly a mistake since players said thr DLC was as content rich as they expected.
That paraphrasing but he did say that, which comes off sonweeirdly out of touch In my opinion. The Rover alone wasn't the magus ops of content.
But I'm not a fan of Companies that hold back content just to bloat future content.
Granted not something Said that people should get mad about but more like a Didn't read the room type of comment for me lol
which interview was this?
It was a interview response to the dlc criticism
I personally didn't dislike the zdlc but it was a bit underwhelming in some aspects
aah so Todd did have some pushback on how things were going
ngl, im a little happy to hear that
i guess he's doing what he cant to try and find some balance in appealing to the players and his superiors
sigh, just another day in the gaming industry
Yup, I don't know if it's been weigbing on him, but I have noticed that alot of his Responses to criticism regarding starfeikd in particular have come off a but snappy and somewhat condescending though.
yeah, im not surprised really
imo, I think Todd cares enough of how he wants things to go that (i would think) benefits more for the players... but considering the fact that they still gotta keep up with whatever MS wants them to accomplish that isnt related to the game... well, all we can do now is just hope for the best
but as director he still gotta be professional about things and maintain appearances for the sake of future titles to happen, along with SF's development and its modding community
Very true, given the amount of money MS spent to aquire thkse studios, and now thr game hasn't received the best responses after the whole first month of launch, is probably putting some pressure on him.
I could imagine the conversation that happened behind closed doors are not Kind. And the DLC not receiving an absolute positive could have been another unkind Talk behind closed doors.
And thus his responses are more of a stressed response.
When i was watching the game awards last year, I pointed out Todd Howard To my wife, who doesn't play games at all and she said he kinda looks really stressed out, but is trying not to show it.
So who knows.
i agree with her
as much as we all like to clown on him for making awesome games (imo)
SF is prob his toughest experience in his career
like i said, all we can do now is wait and see how things go
Yea, I'm thinking maybe by year 3.5 the game should really be shinning, the only issue I forsee is thr next generation consoles I think release around that time as well, so Other games are going to be pushing out utilizing that capability and cpukd overshadow anything starfeikd puts out even if it's a banger.
Im currently looking forward to MH wilds, I have always loves those games and the Beta I played had me wanting more.
Just the graphics alone were amazing and we have a voiced protagonist with full voice lines in the cutscenes.
I kinda wish Starfeild had that, because it really feels likenmy character is just so bland without A voice
I can def say from seeing how things went with Skyrim and fallout 4...
I do agree with you that SF will eventually reach to a point where the game will be in a much better state than it was on launch years from now
time will then, i guess
But for now I'm still curious what the Halo patch 101 is about... insee it on the creations webpage still as a work in progress
right now, i just need more aesthetic and character visual mods
i wanna make my starborn gal beat her enemies.... with Style! 
https://tenor.com/view/megamind-balloons-tongue-out-entrance-gif-15734584its all about the presentation
You and me both.
anyone know of a mod that adds "docker habs" which are habs that look like extended dockers?
none from where i looked 
Does anyone know how food meshes work in this game? I was wondering if someone can add in some French fries or Caesar salad lol
Blame fo4 for
Bethesda community will never accept voiced protagonists
Plus voiced protagonists are terrible modding wise
Hence why skyrim modding community never bothered touching FO4...
Why do people like Cyberpunk's voiced protagonists and not FO4? Was it because of the writing?
id say its just the change into voiced protags that most folks disagreed with
Cp2077 is a new game so having voice protags was accepted
but for a Behtesda game to have one when prev games didnt was a change most behtesda players didnt like
plus it becomes extra work for the modding community that makes quests
like it would be a hassle for everyone if dlc sized mods for F4 has no voices for the protags but the base of F4 does.... it kinda destroys the whole point of having voice protags or if they had to find/hire voice actors that sound like the base game's protag voices
imo, with Bethesda games, its best to just have non-voiced protags in the long run
Have you ever wondered why there's basically no quests for CP2077?
In terms of mods?
yeah part of it was expectations - CDPR was already mostly known for a series with a preset protagonist
story expansion mods for Cp2077.... oof
although the voice protag in Fallout 4 at least let them do stuff with like chems and alcohol - the first time taking psycho in that game took me by surprise
the drunken barks too
honestly, im glad Bethesda went back to non-voiced protags
seeing how much story DLC-zized mods came out for Skyrim was amazing
and so silent protags basically gives us more freedom (in terms of writing) on how we can "talk"
I assumed the smaller modding scene for CP 2077 was because modding the game was very complex. But yeah, having a voiced protag. makes sense for the lack of quest mods.
modders would then have to hire the voice actors in order to give V his/her voice for those fan-made projects so yeah its no surprise there arent any
unless they volunteer
I really, really wish we had a voiced protagonist for this game. I’m definitely in the minority with that, however.
same for Fo4
Imo BGS lost the time writing lines and more lines for your character when really there is no real dialogue with NPCs. Better aproach like Daggerfall did with "topics and actitude" to dialogue
its just better modding wise to got the no voice protag
never played daggerfall so ill take your word for it
but id also add that since they designed the game for a wider audience, the idea of writing for roleplaying purposes is.... "reduced" these days imo, hence why we got the writing we got now
for better or for worse, given how games are made these days, im not surprsied people arent happy with how the writing has gotten over the years
in terms of modding, yes i agree
a silent protag in a sense gives us the idea that we get to roleplay the character we want, it then comes down to how the dialogue is written
I was too young for Daggerfall. I heard nothing but good things about it, however. Lol
I'm not really sure skyrim fans play for the lines of dialogue of main character. About audience... I would say Sims is mainstream and has 200 million of skills, perks and no dialogues, only "commands" to roleplay
lol since Skyrim was my first BGS game, im in that boat haha
but looking at how BGS games were back then
yeah, its definitely not the same as what we have now
id like to see more writing that they usedto have with Fallout 3 and Oblivion
but given the kind of social climate we have these days online and how the gaming industry has evolved
im not surprised SF is written the way it is now
for me, im looking forward to whatever BGS makes and then seeing how the modding community takes them years from now
BGS should think, if they want a rpg to roleplay, "commands", skills, numbers,... are their friend. If I want "narrative" there are other rpgs where I can't roleplay with liberty
hmmm
commands ay?
so more QoL mods you say? 
im down with that haha
a Modder's Paradise
ay folks?
thats... actually not a bad idea
i might actually suggest that lol
tho i dont think Bethesda would do that given how they designed the game
but im sure it might one day be a thing made by the modding community at some point
Kinda wish BGS would just going all in on what they clearly want, a massive immersive sim. If the rpg side is going to be simplified, expand the interactive systems. Make gameplay complex if quests and dialogue arent.
(Bring back full radiant AI)
I feel as though a lot of the immersive mods are still locked in people’s minds now as I hear that people are still figuring out the CK. I think we’re going to get more immersion mods either next year or 2026.
100%
i think the CK is still getting things implemented so
im not surprised we are still a bit behind on things
but im confident the modding scene for SF will be just as big as Skyrim's a few years from now
I really hope so. I do. I would appreciate the ability to just shower in game, or see my character eat in third person. I would die a happy dude.
QoL mods! 
Your not
I played a lot of fallout before skyrim based game and it’s off putting when your character has no voice can’t immursion yourself properly at least from my perspective
Alrighty, that's game ready mesh/bakes done. Now to implement and see if I can get this desired look in SF 
Hard agree
Would turning the “Chunks” stores into a futuristic “Jack in the Box” be against the mod rules set forth by Beth?
Chucks being future mcds 😂
The only mod i want its luts 🥹
anybody been having this issue lately?
FaceFX just killed itsel and others are having issues as well
Iv used so many console commands in the Sims 4.... someone even showed me the body slider one for xbox... changed a few bodies to not be so bland
I think whatever BGS does people are gonna have something they wish they did differently
period
amen, sista
at this point, i just accepted to let the game devs make they games they want to make
...and let the modding community do what they do best
its a win-win for both sides
altho, not everyone may like that but hey
Just like the other day I wanted some old N64 collectables so I made them
I'd never publish this lol
Funny you say that because they spent most of the devolpemnt time frame trying to figure out what direction to take the game in. And only figured it out during the last couple of years of deveoplemnt. Hence why there's a lot of cut content, mechanics and quests that seem incomplete, etc. They polished what they had. Thus they didn't know what they "clearly want".
Really holding out on us XD
bruh nintendo aint no friendo
I'm referring more to a general BGS pattern, going all the way back to Daggerfall.
Ah, gotcha. Haven't played Daggerfall. Might try it out.
There's a lot in common with Starfield. Daggerfall Unity is easily the best way to play.
I've been slowly playing each BGS from newer ones to the older ones. Finishing up my playthrough of FO 3. Not sure if I want to do TES or another FO after
probably not bad to go back and forth, don't want to get burned out on one series
true
Anyway, when I'm referring to an immersive sim, what I really mean is expanding three things; npc and creature interactions and AI, interactions from the player with the world, and expanded options for approaching your goals.
Immersive sim games tend to have a three option system. An example would be locks. You can have a skill that allows you to pick them, an item that does it for you, or be able to break them. BGS typically has one option for these sorts of things, but in a world that feels like there should be more.
Adding nonlethal options was a nice step, but there generally isn't much reason to use them.
Nintendo and Gamefreak are on my Crap list ATM for that lawsuit against palworld... God forbid they get any semblance of competition and have to put in effort
This has been my approach to life, if someone hasn’t made the thing I want. I make it myself.
Be it walls for Starfield, pairs for IRL shoes, tea sets
Learn to use tools, and you’ll never go wanting again
Yeah. I'd love to see more atmosphere base immersion for the NPC's. Doing activities, eating at restaurants, etc. Just small details that breaths some life into the populated environments.
sounds like a great mod for you to make
lol I know. Unfortunately I can't clone myself and learn everything. Going to start with weapons and vehicles and expand from there.
I mean that's how I started
every tree starts as a seed young modder
your ideas and enthusiasm will def get you far ❤️
so many forms
My first mod(s) was making generic followers on Skyrim like 2-3 years ago lol
I wanna do the same for SF but I'm gonna wait a bit longer for the CK and SF to have more content implemented first
Not a bad call
are there no class m modules that have interiors yet? modded? not starstation ones
oh theres the fortuna 
Yes - the NPC's sit at a table with food - then eventually get up - not touching any food or a drink even. LOL I see what you mean.
If I wanted a class M with interiors I would probably just use big habs as a substitute - they generally look awkward on ABC ships but M class lets them shine
Fortuna and the Midas Home - so full of items it is hard to place any more in them
Do you have apostrophes or % signs in the spoken text? That's one reason it can break.
my issue was that my plugin file had spaces
either closing my plugin name or adding _ or - will fix it
forgot that I had to deal with case sensitive bs🤣
The original Radiant AI for Oblivion was a big feature regarding inmersion
OK anyone play the veil mod I'm stuck on the space battle but kill the big space ship and it does not advance and complete the task...
they did nerf the radiant ai in several ways for reasons that are not super clear
at least in one case because actually running the character's full schedule would just crash the game or something
I don't know much about it. But I'll look into it.
So I'm trying to build a building at my custom location I'm making in Starfield ck - but I'm kind of having trouble finding where all the building pieces are? Are there any specific keywords or kits i should be searching? Are there any prefab buildings or do I need to build them all piece by piece?
There are prefab buildings as PackIns and also the pieces they are made from. Try filtering Statics with "wall" or "floor" in the names and so on.
a hacking minigame mod for 100 credits, nice! purchased keep the good stuff coming 🙂
Hi OldMansBeard!!! 👋
It's been a long time, hope you're doing well!! I think I still have your android story bookmarked somewhere❤️
Thank you, I'll take a look at the packins!
There are a few collections, I think under statics and architecture
Int is usually used in the name for interior pieces ext for exterior so if you search for say Ext*wall that should bring up anything marked as an exterior wall, and you can find a style you like and follow the folders to find all its friends
That’s one way I went about finding sets I wanted to use when I first started looking
Thank you so much! I wasn't aware asterisk could be used that way to help me filter!
Also absolutely love your Better Buildable Walls and Doors and Furnished Your Fleet mods!❤️
Hi 👋, there's is a mod available on creation for disabled collision between build object and terrain ?
Where the fun is https://youtube.com/shorts/pkrjUVPSsuE?si=fa-JE00qZkCZbVU3
An apple a day...
#oblivion #bethesda #ai
Original video:
The Video Game With AI That Was "Too Smart"
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That's dope. Would go nice with schedules for shops.
Yes! The asterisk is an absolute life saver, and thanks!
The video didn’t mention but in Oblivion some NPCs had problem with drugs and can attack the dealer if they can not access to their skooma
Wish there's a video tutorial of how to make combat music mods, or combat music replacers.
I read the comments that NPCs would run out of food and steal from their neighbors. And because NPCs can't surrender entire towns would get massacred by the guards XD
even at release you still had bizarre things where some NPCs would instantly aggro their town if they left their one cell for no apparent reason (plus the game breaking bugs caused by stuff like the countess of Leyawiin not being essential but having a schedule that took her past a wisp nest twice a week)
Seeing your profile image gave me happy nostalgia
Where the fun is 👍
Red Mage from FF1 is the most baddass multiclass character in 8 bits style
Sounds like you need an oblivion chat lol
We need a chunks central processing factory / distributor

It'd be cool af to have a chunks freighter land at the various settlements from the distributor
The cut throat food industry
umm another super noob question: is there a way to make the render window stay at whatever time I choose?
Factories for chunks, Canucks, terrabrew etc. sounds like good fodder for additional POIs 🤔
Unless they’re already there and I’ve just missed them, farms all seem generic rather than branded from what I’ve seen.
That's my exact thought
Tho I feel like I personally want to start making hard locations and not these procgens
At the top you should see a slider that toggles time of day
To toggle on and off sky box press K to toggle on and off lighting press A
@sharp oar
By top i mean your mine window with file and edit
The only slider there controls time of day
Okay for some reason I thought time was passing - but maybe it was just a misclick in my time settings?
thank you again for this, building is so much easier today!!❤️
Time is static in the render window
Nice! So glad I could help
good to know! thank you!
is there a way to toggle off the texture material applied to floors, like snow in snowy biomes?
if you have questions just ask I'm always happy to help
projected decales?
to toggle off the blue box you can press alt + b
to toggle off markers as a whole you can press M
What is the biggest mod to date on Starfield in terms of weight?
you can also hide objects completely by selecting an object and pressing 1
press 1 once to make it transparent and one twice to make is disappear,.
to bring them back press ctrl + 1 hitting undo will not unhide objects
my cat / dog / parrot?
Ah and also, Remove TAA really gain performance on Xbox ?
I think it might be the decals? like the snow decal that appears on some floor pieces in a snow biome. I want the floors to match, so I either need to remove it from the pieces that have it, or add it to the pieces that don't
and thank you so much - I appreciate it ❤️
@sharp lynx if you could do a pet cat on the ship, I would gladly pay. Lol. I need to have a “Jonesy the Cat” from Alien. Lol.
time isn't static in my render window! the sun keeps setting after awhile and I have to go back to preferences to reset it back - weird!
Also, are big, creepy creatures in the CK just locked to their respective planets? I want to see more creepy fauna on more planets.
Is there a nod creatpr named preatorEdens here?
Anyone have some insight into doing Material Swaps for spacesuits? I have the Layered Mat Swap File, the AVM keyword, the omod, and the comod all set up, but I can't link the keyword to the Layered Mat Swap. It doesn't appear as an option. When I look at details for mods that have material swaps working they have Group: Type AVMD entries, but I can't seem to find those.
I just wish WE Can get mod add ambiance noise in city (people talking background, foot step, etc) like Big city background noise, New Atlantis sound too quiet
shoot some civis
then they'll make noise
I have the mod make Crowd Fear gunshot, when you shoot you have like 100 noc running same way to the train, its funny asf
I would love a lot more city ambience as well, to tell you the truth.
use AVMS for this
it automatically set this up for you
Hey folks, hoping the modding community might be able to help me. I have a wee problem in my game where the Earth and Apollo landing sites show up explored and visited, despite never having landed there. Here’s an example, you can see the mission to visit is still active. Is there a console command to fix this? Maybe set the mission back to the unexplored ‘flag’ icon?
and i literally mean one of my mods
https://www.nexusmods.com/starfield/mods/8512
or should i attempt to work on it more?
Does SF even need a patch? Game has seen stable for the most part and BGS is been on top of other bugs. Not a fan of mod dependencies
i dont use the patch myself either so i honestly dont know
but what i do know is that im a nub at modding, and i dont think i can implement farming at waggoner farm, a mission board and a bounty board sure, maybe even a local terrabrew
https://staticdelivery.nexusmods.com/mods/4187/images/8450/8450-1708491239-1773286397.jpeg
actually no, im not even good at that, looking back on it and this 
Thanks, guess I wasted my time trying to do it the FO4 way.
Someone know what the mod "Turn off SAO" do ?
I noticed Robin Locke is on sale, is this a new thing that's been enabled for Creations? It's the first time I've seen it for Starfield, I know Fallout did it with the CC.
wait wtf?!
If you want to submit the fix(es) to the Community Patch, you would typically report it as an issue first (unless someone already has) at https://www.starfieldpatch.dev/report
Include a link to your fix in the report and/or as a reply to the issue.
You could also join the Starfield Modding discord (google it, there's an invite on the Nexus Mods forums) which has a dedicated channel for the Community Patch, and your comments there may get noticed more quickly.
Not all fixes get accepted, and despite the number of contributors it's quite a small core team actually assembling releases, so even if submitted a separate fix (like you already have) might still be the more sensible approach. With our current plugin limits for small masters, standalone fixes really aren't the problem in Starfield that they would have been in previous BGS games.
Report a bug to the Starfield Community Patch team for review and fixing. Only issues with the base game will be accepted.
Screenspace ambient occlusion. It's better to have it on honestly. Small performance hit for something you will notice is missing.
It basically gives objects and clutter depth, so you can clearly see where they sit on surfaces or touch each other, rather than looking like they blend together
Difference between old 3D games and new ones, or one of them
lmao why that react?
I think a few sales have been on for a month or so
im in that discord already, but yeah its not something major and ill keep it as a seperate mod since i have to fix my mistake
waggoner farm is supposed to have supply missions so i have to make a seperate landing pad, move the cargolinks over, and then move the npc ship landing marker
same with gagarin
but gagarin needs like its own master mod where i can add shop markers, player home, and some other thing
same with the den
Alright, so for anyone with FO4 experience, you can still make matswaps the Fallout 4 way, you just use psLayeredMaterialSwaps in the omod.
This is necessary for complex material swaps that do more than change the texture maps. If you're only swapping texture maps, then the AVMS route is quicker and easier.
im making mistakes 
make biscuits instead then
Just shocked they did it
oh i fixed it
well mostly, my terrain editing i did as well as some things are floating, but thats easy
Does that new paid gun creation have favourite icons?
I need a full shot of it bro. That G36 is 🔥

Will the “Darker Space” mod conflict with the mod that adjusts the space camera of your ship? I really, really want that “Darker Space” mod. Hold on, let me get the name of the space camera mod.
“Ship Exterior Camera Separation- SECS”
Is there any good user guide/tutorial on Nifskope? Manage to extract weapon meshes and texture files. But I'm a bit cluess on how to set it all up in Nifskope lol
@boreal osprey https://youtu.be/d3VmMECTtio?si=pC_hRUm3ZdbCbCQL&t=549
Learn how to create a standalone melee weapon in the Starfield Creation Kit with this tutorial. Perfect for beginners looking to customize their gameplay!
Blender:
https://www.blender.org/download/lts/3-6/
Nif Import/Export addon for blender:
https://github.com/SesamePaste233/StarfieldMeshConverter
Nifskope:
https://github.com/fo76utils/nifsk...
😂 😂
can you not do custom terrain in an esm file?
@thick plaza when do we get to see these on Xbox, my friend?
Nice! Do you 3D model all the weapons yourself? Also I need that metallic red on my CF weapons so bad XD
All ported from CoD
@wraith scarab hey there. Out of curiosity, what happened to to your into the stars mod? Was reslly looking forward to it's potential
Cool. I'd love to use a lot of the FO 3 and NV weapons but they're all very low poly so I'll probably end up remaking them.
@boreal osprey there's one out at least https://creations.bethesda.net/en/starfield/details/180e706c-08c2-4721-b53f-3ae0ac58f6be/Weapons_from_the_Capital_Wasteland___Vol__1___10mm
Wait….you made that?!? Kick ass!!!
no not me lol harra
Huh, is there a reason why the CK doesn't run after you hit the launch button on Steam? I hit launch, it loads for 2 secs and then stops and the launch button reappears. The first time this happened was because the game and the CK weren't on the same drive. Not sure what's causing it now.
Try this #starfield-mods message
Had this happen a few times, try deleting QtCreationKitSavedSettings.ini and that should fix it
terrain edits are loose now. "I have absolutely no idea why." you have to pack your terrain files into a ba2
funky
@sharp lynx Still dying to see that autumn colored masterpiece you had lol
One day
https://www.nexusmods.com/starfield/mods/8512
finally updated it 😩
now if someone has an xbox and is willing to ng+ / load a save where youve never visited waggoner farm and can verify that it works right that would be awesome
Hi mate. Ended up taking a break from starfield tbh and didn’t really have time with a startup I created and along with my job. Believe it or not I only had a laptop (Ryzen 5 4600H, GTX 1660 and 32GB DDR4) so while it gamed just fine. Is was quite slow in the CK. literally just spent £3.4 yesterday on a PC build so I’ll be able to get back into it without (hopefully) many issues lol.
It was also brought to my attention that there is a integer limit with Actor Values (int32) so if you had exactly it more than 2,147,483,647 credits it would actually set the AV to 0 so when you entered a NG+, you wouldn’t keep any of those credits so I will need to rework that function.
The only main concern I had with the next update was infact allowing the player to keep their current inventory. (Everything) so I’m glad I didn’t start work on that script as when I rework the credits I can implement the inventory within the same script.
I did infact start working on the starborn skilltree and had a couple of perks made up (and it did indeed transfer to console and worked) but I was stumped for ideas and unfortunate that is as far as I made it
Ah gotcha. Yeah makes sense. Good luck with your start up. Take the time ya need for it haha. Always willing to test something on Xbox for ya
Ohh the startup is going fine. Actually recently retired from it and my friend now handles all customer orders. My job is currently 43 hours per week and that doesn’t include the hour and a half commute daily so by the time I get home I just wanna chill out lol.
Might just end up paying someone to grab all the item IDs and then make them a template script to copy and paste for every item ID then I can easily merge it and pop it into the main esp lol. That just wasn’t a job I was looking forward to tbh lol
Oh nice. Makes sense. Sounds like it's in good hands then. Gotta love commute right? And yeah, I've only dabbled with modding before but felt too overwhelmed with it. Can't imagine doing something like you were lol
It isn’t that bad tbh. I first wanted to use the CK for fallout 4 and then Skyrim. Never made anything public and it was just to learn. Soon as Starfield CK was released I was learning as I was creating. Took awhile getting used to Papyrus tbh but once you’ve got the hang of it, it’s not too bad. Into The Stars was by far the most complex mod I’ve touched and the first one that actually used scripts. I went from modifying vanilla records to creating my own to avoid any conflicts with other mods which my goal was to have this as compatible as possible. The only conflicts that would happen with this mod is the script after completing a temple, the cell “Unity” where you enter the unity as I have my own custom trigger that runs the scripts and also the skill tree UI if people are already using the starborn skill tree mod and would definitely need a patch creating to merge both sets of perks together
Between us. The PC I bought yesterday is totally overkill and will only be used for modded Skyrim, Fallout 4 & Cyberpunk tbh
CPU: AMD Ryzen 7 9800x3d
GPU: MSI 4090
Cooler: Corsair Hydro (OC Compatible)
Mobo : MSI Pro x870
Ram : 32GB DDR5 5200MHz
PSU : MSI Mag A1250GL 1250W
2TB NVMe
Yeah makes sense. Might have just been what I was modding. I tried my hand at a long time ago with Morrowind and it's respective CK. Never went anywhere but it was fun if frustrating. I've been considering getting myself a computer and picking up coding again but can't afford to drop as much as I'd like on one. Those specs are insane btw lol but damn gonna be running whatever you throw at it with no problem
Was gunna wait 2 months and get a 50-series card but I got impatient lol. I’ll still end up buying one but at least when it arrives I’ll be straight to playing LoreRim 2.0 😂.
But yeah if you wanted something cheap that’ll run the CK. get something close to my laptops specs. I’ve had that like 6 years now so you should be able to find one cheap. It was a workhorse ngl. Done plenty of projects in Java, Winsform (c#), python, web development and even virtual servers lol (plus all the gaming aspects) so it’s deffo had a fair bit of use lol
I feel that lol I'd have probably done the same thing lol. And appreciate that. Gonna poke around here this weekend for something similar to your laptop tbh
You may need to upgrade the ram. Mine only came with 8GB then I upgraded it to a 1x16GB stick (kept a 4GB stick) and eventually went and bought another 16GB stick lol. But good luck and hopefully you can get one sorted
Thank ya. Appreciate it
You’re welcome
Hello, i have a question because i dont know. We see relighting mod for starfueld for some place but never like global lighting of the game, its because its not possible to change everything same time ?
Like enhanced light and FX, its not global, just interiors (the mod is amazing on xbox with starluminous and color filter removal)
I tried it and it didn't work.
I might have an NG+ character who hasn’t been to Waggoner Farm yet, I’ll have a look and will give it a test if she hasn’t gone there yet when I’m on my Xbox later today
Dang, I’m not sure what else to try then
awesome thank you!
huh my mods surprisingly popular for having very little content compared to others out there
i dont see anyone complaining on the nexus yet tho
What mod would that be?
Hello all. There is a mod " Royal Laredo Skin Pack " selling for 300 on PC that do not work perfectly as it mess up Akila City security outfit. The security loose their uniform ( invisible body) . Does anyone having this issue?
does adding a mod to creations mean to give up one owns copyright while on nexus the mods are still owned by oneselve?
No.
so in both case the modder remains having the rights?
Yes.
Consult the T&C document for the CK.
The one you agreed to when you started using the CK.
hm. meaning i could use my work elsewhere as well. like a story added to starfield and fallout and someone else free of pc games
What exactly are you worried about? Copyright problems are usually about other people plagiarising your work, not about you recycling your own?
@swift quiver could be a conflict, or a dirty edit. Possible the author accidently overwrote the outfit with a null entry.
Skins shouldn't do that if they're done properly, but it's possible if the author was messing with the original outfit.
Also possible they did intentionally and forgot to include the materials for the swap
does anyone know how I could remove/add the texture(decal?) in the CK that appears on some flooring or objects like landing pads in some biomes? Like in a snow biome there's a layer of snow on top of the landing pad
i like to use it both in starfield and in private projects. some overlap of content.
Second Container Structure is a working Crew Station! Al can be built on Landing Pads/ Cargo Links and can be built inside and on top of. Coming in new Mod Wicked Workshop- industrial Complex
Have you tried unticking the “allows projected decal” towards the right when you open the edit menu on your placed object?
Because the CK won't launch for me, could someone please look up the geometry ID for the Maelstrom? Trying to set it up in Blender
Does ne1 know if the doom creation is gonna be free or not????
Hmm I can't seem to find that option anywhere?
I figured it out!! Thank you still because you had me digging in the edit tabs. It's the 'dirtiness scale' on the Extra tab. Things like the landingpads default to 1, where as some other floors i was using default to 0
So that’s what that does! I was just wondering today why some floor coverings get the decals, and some don’t, now I know. Thank you!
Fun little discoveries in the CK! 😊
Yup! I ended up going with .5 since it still keeps the snow shader effect but not too much that the texture repeats in an obvious way
Now to edit each individual floor outside😅
One more Crew Structure and now Im off to polish before uploading
@oblique mantle did I read correctly that Starfinance is stopped?
I have a question
I don't know why but un-installing both the CK and the game, and then reinstalling them both, fixed it. Equivalent of turning it off and on
So anyone been successful with the ck on a steam deck
Haven't been on Starfield in ages, were the Starvival modules merged into the main mod? Because they aren't up anymore
Starvival? They added survival settings / mode to the game officially. Makes some survival mods a bit redundant.
Wicked Workshop- Industrial Complex is LIVE!
https://www.nexusmods.com/starfield/mods/12596
now the industrialist background will work
Yes, the modder had big problems explained in nexus page.
So I know (and I think I figured out how the script for it works) you can make a quest have an internal timer for stuff (e.g. the quest in Neon that gives you a bounty for not bailing quickly enough) but is there a way to keep such a timer onscreen in the quest text
man i didnt do nothing but one of my (i made) mods put huge rocks blocking most of cydonia and i have no clue what did it because it doesnt show up in creation kit 😭
You could look at the existing cargo missions
oh right, those are explicitly timed
Did it maybe break the restricted zone? When I’ve used a glitch to take over POI in game by removing the restricted zone, that allows the proc gen to do its thing in that area, and new trees, rocks etc will pop up all over the tile as if it was empty
@oblique mantle That is unfortunate. My prayers are with him ( @iron venture ). Thank you for replying to my question. I'm a disabled veteran that has been through similar hardships. Playing games such as Skyrim, FO4, and Starfield helps me. I have a ton of ideas if a modder/ creator wants to use them.
This is looking really good man, there gonna be icon support on thr favourite bar?
You might have to set up SF CK to run as Admin. I know I did. Didn't need it for FO4, but for some reason Starfield CK does
Just ended up with a black screen until I did that iirc
i dont think the cydonia interior would have it
and i cant even select the rocks in game via console
i musta changed something when i was trying to make my chunks location
Hello everyone, Happy Thanksgiving, here is my gift to you. This mod is an expansion of Wicked Workshop- Outpost Projeckt 2. It adds almost 40 more Industrial Habs, Custom Cargo Link Landing Pads w/unlocked Shipbuilders, Custom Platform Structures/ Crew Structures and Industrial Landing Pad Objects to give your Supply Spaceports a realistic appe...
I am looking for a mod/fix to customize my HUD placement(UW monitor) and a way to mark the type of structures I've already previously explored(there are many types of radiant structures I only wish to explore them once ever)
Ah I thought it was blocked from the outside, that is super weird then, any chance a biome marker might have got dropped there that spawns rocks?
Disabled Veteran here myself. Thank you for your service!!!
i wasnt messing with biome stuff, just figureing out how to make the chunks kiosk work properly
oh
i made a mistake, i mustve grabbed new atlantis terrain stuffs
my ship does that too
i made a bigger mistake and removed half of cydonia
time to ctrl+z
and now when i hold shift and wasd i cant move
meh ill just restart
https://creations.bethesda.net/en/starfield/details/32c784f0-fc25-4468-ae9b-23b51918996c/Of_Wind_And_Sun were going to find the lost treasure planet
Un-installing both the game and CK and re-installing them worked and now it's working
all achievements in fallout 4 on epic games store are bugged.
you'd probably get a better response in the fallout chat with that one
Sometimes it’s the best, and often fastest way. I’ve had a few mods where things got wacky and I wasted more time trying to fix it than I did in the end by just restarting
Wishing you smooth sailing on the rebuild
yup, at least with chunks terms it seems to only be mildly weird, some of them need a "chunks terminal" and some of them just dont
no clue why or how but ill figure it out
yeah im stumped, on new atlantis theres a marker that triggers but on akila there isnt, why is the chunks kiosk so weird
Still waiting on those fall colors. 😂 😂
oh its underground
okay i figured it out, just make it a linked reference in propertys for the terminal
well at least i hope so
My mistake. I meant to say I’m still gladly awaiting your quest mod with the lovely fall colors.
I was joking lol
no worries at all I'm honestly going to be beyond excited once this one is done
I also sure wouldn’t mind some quests that added some space horror
having the ck open as well as an instance of the game is not the best idea
Creepiness and all that. Space vampires, docking into a ship that wants to kill you with its rogue AI, etc.
it almost works, it wont actually activate
do i need to add the terminal script to it?
“Literally” selecting Chunks from the kiosk? I like that idea.
I really want the “More NPCs Have Routines” mod, but I’m so scared it will conflict with the “Neon Vertigo” mod.
man i wish
im just putting one in cydonia, trying to get it to link wiht the chunks term below it, and it is, but it refuses to display info
okay so now the chunks kiosk is linked to the chunks term and the chunks term is linked to the chunks kiosk
Bet. Sort of like a real “Chunks is an actual interstellar restaurant” motif. I get you.
yup, more fast food
i also need to make a tranquilatea kiosk like the terrabrew ones
and after that i wanna make a "food court" esque starstation
or a space mall rather
I NEED YOUR SPACE MALL MOD. Lol. Full stop. That and more chains of fast food. Hell, more food and textures if possible.
that didnt work
yeah i wanna make it nice and fancy but i unno how to make custom starstations just yet
im still learning how to properly link a terminal to the kiosk 😂
I just noticed something in Creations. Did Beth remove the Achievement Enablers from Creations? there used to be I think 3 mods. I can't find them anymore.
that bots so mean
i cant be excited that i got my stuff working
anyway, it works, now time to add some furniture nearby
so far so good
@jolly torrent ooh rah!!! Thank you for your service.
decorating is hard
but everything has their proper crime factions and if you grab one of those ur a criminal now
i did something very wrong, i have no clue why this isnt reflected in game
why is this sign still here i removed it 😭
the npc seems baffled too
figured it out
It’s looks really good
aah yes
another day playing Bethesda games
i see nothing wrong here 
it broke stuff again
I just opened FO4 CK to find I can't see anything in cell view because there's no light...
Not sure what happened there, but it sure is annoying
soon this will work
It's as dark at noon as it is at midnight. Also, can't get gizmos ro work now either. Frickin' hot garbage at the moment
its still loading, its been 40 minutes
I had that problem in the Den. It seemed so random that some items respawn and some don't.
My Den overhaul is live. It is a vanilla plus version of the Den. It is a basic player home for folks that don't want to bother with a player home, with a storage chest, bed, all the craft stations, bounty clearance, and mission boards. I tried to clean it up just enough that the companion dialogue sounds appropriate.
the beds in a weird spot, personally i would move it to the crates area and hopefully make ot not inte4rfear with the boots quest
Well, you can't really do that without messing up the quest. Think truck stop. I may add a wall and door. I am really just learning.
same here lol
I'm thinking about making a test room to mess with. Found a tutorial for how to make one.
me i just copy paste delete fafo
I'm taking a game scripting class and computer animation next semester. I'm pretty excited.
creation kit somehow corrupted my virtual monitor setup for my vr stuff
that was a not fun time of troubleshooting the black screen o death
you can i just checked, just make sure the bed and the crate and the npc markers dont get mucked around, or just make a doorway to another room with one of the docking vestibules
What I really want to do is add another whole area, kind of where the steps to the bar are. If I did that, I would make a legit player home there.
id think extending the hallway where the vanguard office is would be a better idea, also im pretty sure the starstation does extend that way
i do appreciate your ideas and work tho on the den, for a refueling station between the uc and freestar it should look more busy imo
holy crap i found the perfect spot for an cydonia player home
behind those windows, is an unused room
wait theres an actual player home on cydonia?
huh thats weird, theres an exit to cydonia where i thought there was one, maybe i should make it one
theres an exit door right behind that wall
why is this vending machine here 😭
yup no clue how to get rid of that
It might be better to move it.
oh
I mean it doesn't mean you can't do one. Lots of folks don't want to bother decorating.
i was hoping that it was just in the game
no its still in the esm file, im looking thru xedit right now and literally found it
and then lost it 
found it again but xedit is being really slow so hoping i can just delete it
I heard on Nexus mods that it overrides some of the SSNN commentary information. Is that true?
does this mean i successfully deleted it 
if so then why does it appear in game
huh xedit super slow
I've found CK to be a bit buggy in the past 2 weeks. It was good when I started, but it started doing weird things, like it's just doing it's own thing
I left it on for 5 minutes ago once and came back to find it had.modded stuff while I was gone, and I hadn't even started using it yet
😆not joking. That was SF CK. I stopped using it over a week ago and just played a bit of FO4 instead
well i finished the mod
i actually figured out the issue
it was a weird bug and i needed to delete the esm, then go back to the esp and export as esm
oh and again if theres anyone on xbox to test this to make sure it works right please do 
maybe one day i buy myself an xbox since i own the game on that platform
Hello,
Please, is it possible a mod solution to toggle on/off the several module entrance connections the way a player desire (image below)?
I'm really tired of vanilla modules creating several random doors or ladder in places I don't want to. Thanks.
yea the other day i left the pc on with CK, and two material files had somehow deleted itself
There’s the place doors anywhere mod that lets you choose where they go
Ladders too?
yup
Yup I believe so
Nice! I'll try it
You can also block ladders with portholes, or used to be able to
Portholes?
i just finished making one of mine 
i do terribly wish that creations had a mirrors tab like nexus does
I don’t remember the exact technique, but putting a window over a spot you didn’t want a ladder to go, then moving the hab you wanted on top over ther location as a different hab than you wanted to place, and editing it to be the one you wanted would allow the top hab to still snap, but also block any ladders from spawning
I did it a few times a while back to stop ladders appearing in my captains quarters
Good tip I'll try it too. Thanks! 👍
If you google something like “Starfield ship builder block ladders” you should find some videos that explain it better than I could if it still works.
There’s been a couple of patches since I last used it so it could have been patched out now
No. It's good. That was what the update was about. I removed the issue entirely.
i probably have too few creations to be a verified creator huh
just have fun making the mods you want to make
have fun
well i guess problem solving is fun when you solve the problem
this is my fun
its all numbers 
You have a cat? My cat jumps on my mouse finger and has literally given me more than one bounty.
there's this neighborhood cat but i stopped letting her inside, she claims my apartment everytime
One of my cats likes to do the same thing. He’s either pressing things I wish he wouldn’t, or blocking things like my health bar for extra in game challenge
Typical…
Helping!!
it heard that there was a mouse near your keyboard 
Thanks for replying. I’m so terrified of downloading the NPCs have routines mod I don’t know what to do.
That and the Den revamped. Plus, I need to save space for other mods that allow some military style action/sim + cosmic horror.
Well, The Den: Under New Management is a small master. It will leave you plenty of room for whatever. I was very careful on not messing with pathing and quests.
The Den is a riot of pink and yellow when you turn on the pathing markers. I understand why there aren't more people milling about.
I’m on Xbox @tawdry sluice I’m about to download it. Is it safe? Lol
Hey, thanks so much. I'm slowly getting back into the mindset to work on modding and I'll be working on fixing some of the issues with the SF mod when I can. Finally able to function again but still looking for work and working through grief.
If you encounter any bugs with it, please make a bug report on the nexus page. Once I get back into the swing of things and have the motivation/drive to pick up the CK/VSCode again I'll get back to work on it.
As for the disabilities stuff, I may not be a vet but I deal with a bunch of stuff they do after they get out (bad back, bad knees, bad neck, and a hell of a lot of PTSD amongst other issues). Makes finding work a pain in the ass. Once I'm working again I'll be able to focus on modding stuff again without the stress of worrying how I'm going to pay rent once my unemployment runs out in January.
Was taking a look at the codebase recently for it to see if I could figure out where some of the bugs are but that didn't last too long. Slowly getting to the point I can focus on that more. I have an idea of where some of the bugs are but I also need to figure out the ini file issue.
Credsticks and Galbank are definitely a blockchain operation in the Starfield universe, encrypted currencies on ledgers? 
As a reminder: Discussion, promotion, or sharing of NFTs and/or cryptocurrency is prohibited.
Yes. It's safe.
Thanks!!!
grabbed CKPE?
https://www.nexusmods.com/starfield/mods/11802
I'd be afraid to add something to the CK. What if it stops being supported?
you have an active SF modder devloping it...
plus i'm actibly helping her🤣
I'm good
Change the shipbuilder placement tolerances with a mod then on the doors / hatches you don't want used put weapon plates over them.