@atomic blaze
Thanks!! So save and then create a new save after everything is loaded?
1 messages · Page 59 of 1
@atomic blaze
Thanks!! So save and then create a new save after everything is loaded?
Some wall clipping will happen inside habs at doors via said weapon mounts but it's a small price to have doors where you want them.
I feel as though Starfield does not have enough modders. Recently, CK for Starfield was being used by 30-50 people per day.
I wish there were far more modders. But I am thankful for the ones we do have.
Nah we go this @jolly torrent
Have you tried the mod Place Doors Yourself? There is a learning curve to it, but once you've done your first ship, you'll wonder how you ever went without it. I love it along Matilijah's staircases. Game changing to me.
I would love that mod, but I’m too damn scared to use it. I think I’ll mess something up.
@tawdry sluice Also, as far as the Den overhaul, where should that go in my load order?
I was terrified of messing things up too, it if you want to try your hand at modding then it’s worth taking the plunge and giving it a go
Starting small and building up to bigger things as you learn mitigates some of the possible mess up chances
And depending on what it is you want to do, a lot of things are pretty safe to mess with
Loot is putting it number 83 after CrewEatsFood. But, the esp is dead last and it works fine still. Probably pretty neutral.
I don’t have the patience or technical knowledge to start modding. Lol
So near the top should be fine?
I don't think it matters.
I use like 150 mods, so probably fine.
But, loot puts it in the middle. I would do that.
Patience maybe, but technical ability depending on what you want to do, some things aren’t terribly hard to pick up, I had very little technical ability getting started, but learning as I go have managed to pick up a fair bit relatively quickly
If you have a pc the CK is free, so just opening it up and getting a few for things, you might find you can do more than you think
Lol. I appreciate the confidence. The mods I would like are well, well beyond the scope of what I would ever dream of being able to accomplish. Lol
I love your mods Miss O Plays. It is what I was trying to do with Walls of Starfield, but didn't even dream was possible. So glad you did it.
Thank you! I just downloaded it
Read the slate because I was very excited when I learned how to add slates. 😅
I’m so glad you like it! I wasn’t sure I’d be able to get the walls to work when I started with it, but was super happy when I finally did
The cool thing is I’ve noticed a lot of people run both walls of Starfield and BBWaD at the same time since yours offers things mine doesn’t, so it’s nice they both fit their own niche for players
Yeah, it's true. I mostly still use the little whiteboard and the akila walls.. With the "Builder" mod, you can push them into the walls quite nicely in the player homes.
I have a question: Trying to add some chargen presets. Do I need to bake them if its only a preset for the CharGen menu?
@safe sorrel what was the best resource you found for learning the tech part? I just seem to find snatches of info here and there.
you do know this doesn't count for people booting up via MO2?
nore opening it inside the root folder...
you must have never been to vanilla cydonia for the mod to work, load a fresh new save or ng + it will not work until you reach the unity or start a new character
people dont launch it thru steam, it only counts it if u launch via steam
Thanks!!
Does anyone have the Stroud Premium Edition mod for better habs? I totally want it, but I’m not that great at building ships, tbh.
2.79 GB worth of mods on Xbox Series X. I’m done downloading mods until a significantly decent one comes along. I’m scared my Xbox will break.
Some I figured out from pattern recognition, and just looking at how things were used, that gives a good idea of what needs to be done to make things work
The other was YouTube videos, and following discussions on here
You can figure out a surprising amount just looking at things in the kit itself, when I ran up against a wall I’d google to see if it was covered anywhere, and usually something will come up for most things
Other stuff like the custom collision on my walls mod I just kept poking around the CK looking for any bread crumbs than might clue me in with what to do, and just experimented till I found something that worked
This guy’s videos are easy to follow for getting started, and cover a lot of different things you might want to explore http://www.youtube.com/@JRamosWorksGaming
If you don’t mind, I may need your help with updating a mod without corrupting my save. Lol
It's nice to see so many new folks starting to mod
I can try. Which mod?
No, I have not. Was looking on Nexus for modders resources but that never popped up
the tutorials help a lot without them it would be very hard
Tutorials do help
Trying to get CK started again. MO2 is being a pain lol.
Whenever I had motivation to actually open stuff up lol
i do, its nice, but doesnt improve your shipbuilding skills that much
Turns out it's missing dlls.....great
only makes the innards look good
I might be looking for some help with StarFinance at some point soon. Mainly going to be looking for people with experience with papyrus or CK for now. Not adding custom assets yet. Having experience with Git is a big plus since I have it on github
That's fair.
Think I fixed the minimum payment bug in StarFinance 😄
welcome back
Not back completely but had a little motivation to work on stuff. Looked into the minimum payment calculation and tried to make some changes to it. It compiled at least.
But thanks :3
Definitely glad I'm able to function now but I'm still stressed out. Gotta figure out why the minimum payment is sometimes being set to 0. I was casting a float to an into so that could've been part of the issue. So I just used Math.ceiling to round up and need to test it if I can replicate the bug.
Lol
you see, stress is your friend it's part of the ck operational procedure.
Oh I meant stress outside of modding lol
It's bad enough my sleep is being impacted
make something cool it works fine, load it the next day and now your cars on fire
oooooooh
Lmao speaking of car, I saw beth added a new one
with working door! wow
If only we have animation modding support, then we would have actual rocket launcher mods.
What CK need to be very OP ?
that'll be 300 todd bucks
lol
How's this gonna be implemented? Is it gonna need a supporting mod?
people just don't want to pay for "$1,000" load orders...
Sorry. When you are an artist, you get a lot of, "I don't want to pay you, but I'll put it on social media and give you exposure." True story.
or you get a lot of, I'll take your art and put it on social media "in general." with out naming the artist
I've literally had my work stolen, and in that instance, the profits were going to charity.
That is why they thought it didn't matter.
tough world the art industry for sure
Don’t forget “give it to me for free and I’ll give you exposure”
Never found a vet or grocery store that accepts exposure as payment though
I just gotta update my ship vendor framework mod and a lot of the ship mods underneath it in my LO
oh hey
wanna sneak peek at the thing
I'll be deleting it right as soon as it's been viewed lol
I'm fairly close to done
Have y'all seen the "Just a Flesh Wound" mod? Gives more damage and less for different body parts. Pretty good idea really. Going to try it.
Yes, yes!! Please!!!
Okay lemme know cause I don't want it up for long
Nexus or Creations?
I dont post mods on nexus anymore
Gottcha.
which I will be updating and reloading all my nexus mods at some point
oh my
then yeeting them
WOW!
reminds me of the intro to wukong lowkey
Player home?
a surprise
It's gorgeous! Reminds me of ESO.
That is amazing, well done!
you sure this not skyrim?
The doors are so big. You have that Jurassic Park, holy cow vibe.
LOL
I'm gonna make these gun barrels so mf sharp
I hope the folks making nirn do it justice
OH, one last thingy.... what are your favorite biomes?
wanna do some cool stuff with those later
@sharp lynx be hooking it up
did you see the thing
Are there any mods that allow you to save an incomplete ship build? I want to get real deep into my next build but I think it’s going to take longer than I can do in one session.
This would have to be on Creations, btw.
That's fantastic mod suggest if it isn't
If anything Bethesda could add that into Shipbuilder in an update. It is possible. Like the Export you ship so you can load it after NG+.
Something like that. Hilariously, I've only touched the ship builder once when I first bought the game to edit the frontier, and then NEVER AGAIN.
We all have our fun things. We know your Artistic ways TG 🙂
ships are too complicated for me lol
wait, wait, I have something great for that
I should port this to SF. https://staticdelivery.nexusmods.com/mods/1151/images/80171/80171-1711941496-459176060.png
Damn, I was arrested and had to pay a fine because the Cpt. Owl "Treasure" mod was hot! 😆
I know this:
https://www.nexusmods.com/starfield/mods/5236
But I never try it.
I'm looking for some help finding out if it's possible to get weapons from other mods to play nice with starfield extended's quality settings or is it not possible on xbox? Currently only vanilla guns have quality lvls. Thanks in advance for any help.
Oh, I need this ported to the Xbox STAT!!!
I’m editing a ship now and getting errors for ZERO reason. Everything is attached, but still saying there are unattached modules. It’s driving me bananas.
Anyone run into the invisible npc body bug? Is it mod related or something to do with the base game?
@tawdry sluicei guess ur right you can just make that a room lol
It’s already out
Leveledlists injection, casings, custom ammo
Should look to either integrate a way to select or auto detect which ammos are needed in the game, or make them individual files and just package them with the mod as a second plugin.
I love that ammo framework and those weapon mods
Aiming to be like the Munitions fallout 4 mod
Just a AIO package
Yeah, I get it. Munitions is set up so it detects which ones are needed. Just saying you should try to do that too, so only the needed ammo is showing up in lists.
Don't get me wrong, it probably won't be easy.
If Crash is ever active again I'll if he has any input on how to do that.
Hello, their IS any more make gun sound Overhaul ?
What Starfield needs
Has anyone made an achievement, friendly place doors and ladders mod yet? still waiting on a mod
See? This is the type of thing Fallout games and Starfield are missing. Increasing damage by a similar Skyrim method. "Sharpening" the weapon's damage.
Looking for a mod to spawn my alternative self as a follower regardless of universe
gotta be a VC member
thats the thing it already exists in SF its called the quality system🤣
its just busted engine side
vc member?
ah
Yeah, but felt inferior to the Skyrim's sharpening system. I miss the time we use the "Restoration glitch" method to make our weapons stronger.
the only differnce is that you can't craft em but a mod allows you to...
so you can literally get it back again kekw~5
Fair enough.
Why do I get the feeling that a Halo Civilian Shotgun that was cut from Halo Reach looks surprisingly fitting for Starfield, especially for the Freestar factions? Is it the wood? It's got to be the wood. I'm so making the shotgun mod using this model. https://sketchfab.com/3d-models/he-18-civilian-shotgun-a33868280aee417a85896e08e584f0fd
Oh hey, that's from flipdark, he does stuff for a couple of the larger Fallout mods.
Anyway, I really want to see more weapons from the time of the exodus. We have 'modern' and a bunch of stuff from the 1900's, but nothing that's really in-between. This feels like it would fit in that grouping. Weapons from the 2100's or so.
There needs to be a mod to spawn alternate self companion regardless of universe
One of the powers does that. Should just make it a toggle instead of timed.
I mean the 'you' crewmate
Oh crap. I just realized the civilian shotgun doesn't seem to be a pump action. It looks more of a bolt action shotgun.
Though it looks more like a bolt action shotgun, it is supposed to be a pump action shotgun in the Halo lore. Even though it's not related to Starfield, but if it's supposed to be a pump action shotgun, then I might make it into a pump action shotgun using Old Earth shotgun animations.
Still wanna see a Spas 12
Beautiful, unfortunately Nexus
@lyric finch can console players use nexus?
Nope
Another reason for me to stick with BGS website to post my mods I guess lol. Just gotta wait for more tools for the CK
What are you waiting for?
To be able to add custom animations
That's not likely to be a CK thing. That would have to be an export plugin for 3dsMax or Blender. CK already supports custom animations.
New Update 1.2.0 adds 42 More Objects, Platforms and Crew Structures!
https://youtu.be/t1mpx0f2BtA
Hello everyone, I have a base build tour for you that incorporates the latest objects from the 1.2.0 Update of Wicked Workshop- Industrial Complex!
Contact
SomethingWicked3 (Discord) https://discord.gg/kzYq37xZ
SomethingWicked Nexus Mods: https://next.nexusmods.com/profile/SomethingWicked3/mods
Be sure to hit like and subscribe for more Starfi...
I'm still learning so I don't know the whole nitty gritty. But it's what I've been hearing from more experienced modders. The lack of animation tools.
Yeah, but not in the CK. Animations are made in a 3d program like Max or Blender. They then have to be exported in the correct format. That's what we don't have.
From what I've seen the CK has everything needed to set them up once they're made. It looks pretty similar to FO4
And for previous games we never got that in an official capacity, it was all community tools. BGS seems to be pushing bigger support now with Creations though, so maybe this time.
Gotcha. So it's a proprietary format thing, and not a CK thing? What is that format again?
For Starfield they're .af files, with an .afx for annotations. I think they can be done with the right version of Max, btu I don't know which one. The formats tend to be updated with each year's version, so whatever the primary version was that BGS used might be able to handle it. Probably 2021 or so.
The one thing that we might need CK side is the ability to generate blend data (animtextdata) I don't know if that carried over from FO4 or not. Haven't tried to do it yet.
3ds max doesn't covers this...
Then yeah, plugin needed
3ds Max is Havok animation/physics bethesda now uses havok physics and proprietary anim editor
Oh they switched to their own editor? That's crazy. Are they fully made in that, or is that more of an inbetween program?
may use 3ds max for some extra content...
well then, I suppose there is a chance it could be in teh CK itself, like the material editor. That would be a huge change from the past.
Guessing my original assumption was right then? XD

Is this like the whole other situation we had with FaceFX and lipsync? But for animation in general?
no they made their own editor
Wait, there’s also a FaceFX option?
Wicked, I noticed that when I built one of your landing pads it wouldn't let me use the outpost menu on the landing pad, it switched to the house build menu. Is that intentional? Some of the crew stations and craft stations I like are only in the outpost menu or I wouldn't have noticed. Very excited about the platforms to build on water.
Depending on which pad you use, the Hab Landing Pads have decorators in them that will be in range. Whichever you're closest to, the beacon or the decorator will show the option . . . Im probably gonna take them all out though . . . its a pain. one of the Landing Pads added by Industrial complex have them. Also, you can disable it in the console. Its near the garage door
Sounds like it could be, yeah. Quite a significant change from previous titles.
I actually never go to the beacon to open the build menu. I just hit F/R and it opens. Even on Xbox, I use LB & RB. It may be just my opinion, but I would rather always use the outpost menu over the house menu. It just has a lot more stuff, like Tank Girl's lamp posts, for example, which I use all the time...because fire.
I hate that it's a pain though. I understand.
Yeah it's probably gonna go
Im not sure of the impact though, if people used them to decorate inside the habs . . .
I understand. I was literally fixing stuff on Thanksgiving morning because I was worried about a bunch of people having off and downloading my mod. It sucks. I know.
Your work is beautiful though.
I love what you did to The Den.
Very nice
Thanks Pretentious. I appreciate it.
Anytime. I’m waiting on you to turn the Red Mike into an actual gambler’s paradise
That mod got an update btw
You now has the grind wheel and Smith along with new structures and a windmill that adds power to your outpost
I'll have to look through the menu. Awesome!
Yes you'll love the working windmill
Keep eyes out I like to randomly update my mods lol to the point where youll get whole new buildings

Oh and that clock tower works now too
I always make a base on Niira with your castle walls. Everything wants to kill you in Niira. Like I got killed while I was in the build menu once.
LOL that place be wild. Just drop down a few mechs or some of that artillery.
Wait I need to convert that to BGS so I can yeet it from nexus
Glad to hear it's getting put to good use
Simple and open mod request
Can someone port this to Xbox for the main menu music and the closing credits of this game, please?
https://m.youtube.com/watch?v=aIaXMDxCyHE&pp=ygUaQ3J5c3RzbCBvZiB0aGUgc3RzciBpbmRpcmE%3D
From the movie "Star Crystal" (1986).
It was a movie I saw with my fam back in the early 1990s on tape. Awful movie, but beautiful ending credits song sung by Daphne from Scooby Doo fame, performing under the name “Indira”
That looks cool
Actually, scratch that. Sorry. I’ve had a bit of drink.
That song I just posted should be ending credits music. If someone can make this the main menu theme, I will owe them my left ear and my first born
https://m.youtube.com/watch?v=9r-D0ukUQ4g&pp=ygUbVGhlIGZhdW50cyBtNCBpbnN0cnVtZW50YWwg
Bet ya weren't expecting this, didn't ya? Me neither.
I was just kinda irked for years that this particular song doesn't have its own instrumental version (Part I doesn't have the guitars and the more upbeat tones, so that doesn't count). So I've gone over to the 'Audio Separation' discord server, asked if someone would like to extract the voca...
$150 and negotiable.
Or shucks, the main menu music can be something like this
Please Like, Share, Subscribe! This YouTube channel visualizes copyright free music / royality free music! This music channel brings music into the third dimension! Relax and enjoy the beautiful animations. Thanks for watching!
The music visualization effect is called “Nova“.
“Visuals courtesy of SoundSpectrum, realtime audio visualizations fo...
$150-$175 off rip
I'm working on a player home in the Creation Kit. Is it possible to allow the player to decorate a designated area of an exterior cell?
Is there a way to make Grafs 1x1s work with useful brigs?
Pretty sure someone made a patch.
Hopefully it works
If you haven't tried the Intrinity Aerospace mod it is pretty amazing. I had 20 pirates on my ship last night after clearing out the cave to find Andrejah. Just be sure to open and close the doors every time you turn folks.
What’s that mod do?
UPDATE V0.16 - Rehab Edition Now with no dependencies! You may now install this mod without Useful Brigs and Place Doors Yourself [PDY](You Monsters) PDY support is baked in Please download Intrinity Useful Brigs Patch if you are using useful brigs Side Note: I am in a position where I could really use some help. If you would like to donate to...
Very interesting. If someone can make a hab with cryosleep pods, I would be extremely grateful. That would complete my ship from a sci-Fi horror movie aesthetic.
Well patch hasn't worked in my case
Been searching around online for a solution but might as well try here too. I'm having issues trying to load objects into nifskope. I setup the resource path, import the ba2 archive, but when I select .nif files nothing happens.
Your nifskope version is super outdated
It says June 30th
alright i need opinions, should i
a. make a starstation shopping mall into my existing mod (more fast food)
b. make the starstation mall a seperate mod
Yeah, I have the latest version now. Malloy was a big help. Needed to setup the data folder in the paths sections of the resource tab.
i think im going to go B, it wouldnt make sense otherwise
Did you try opening the doors of the brig and then closing them? That fixed an error for me the other day where it kept saying I had no more room in my brig and it was actually empty.
I opened one of em but not both, might be worth doing though
Bro, I just saw that M4 mod you made!!! I’m thinking of getting it, but I’m scared of how large it is.
@thick plaza it’s good stuff. I’m on Xbox, so I appreciate mods like this. Especially since I play this game as a Space Marine sim
Gotta love the ol broomstick grips
Is “Tiny Reasons to Explore Space” load order neutral??? I’m so scared about jacking up my load order.
And it’s sister mod “Tiny Reasons to Explore”?
Is there anyone here that could help me with putting in a skybox on an interior cell?
is this for a starstation / derelict ship?
actually dont answer that im dumb
We need a magic carpet rover
That movie is my jam to this day
what does nativeTerminalDoor mean?
im trying to make a couple "locked" doors able to be opened
nvm figured it out
Hello, is the idea of a spacesuit's shield feasible in Starfield as a mod? I was thinking about Elite Dangerous Odyssey type: a rechargeable shield with good protection against bullets but only regular response to lasers...
mod exists already
Really? Nice! I'll look for it, thanks. 👍
I think it’s the environment seal, if I’m not mistaken.
@sharp lynx Wow, on the additions. I'll tell you what, I would place those stables as animal husbandry buildings if I could. They make way more sense since they are open and the fox bats would love them. 😉 And I might spend the rest of the day finding a planet to put my medieval village. The mill and the clock tower are amazing.
Technicality, but shield which works against energy is far more likely than one that works against physical objects. More feasible anyway
Does anyone know what the cause of this error is with the lip sync generator?
[Worker 0] LipGenerator exited with code 1.
Hey guys, here is a question about load orders and overwrite :
I have 2 different mods modifying aliens stats.
Royal Revamp loaded first
Starvival in second
I want Starvival to be loaded after for compatibility reasons, but I want to keep Royal Revamp aliens stats modifications. I can just uncheck “Thougher aliens” options in Starvival.
My question is : when doing that, if Starvival is loaded AFTER the other mod, the alien stats will be just vanilla ? Or Royal Revamp aliens mod’ will take over ?
Thanks by advance !
Depends how Starvival does the stat change. Either way, you're not getting Vanilla
If Starvival somehow enables stat changes after load, when you tick the box to use it, then it probably won't overwrite unless you use it.
If it overwrite, then reverts with a disable option, then you're probably going to have an overwrite of the previous mod with whatever it's toning it down with, which may be vanilla or something else.
My experience suggests the latter, because many mods do not really allow for combining
Yea the problem is that I don’t know how starvival handle the stat changes
I tested True Storms in FO4, which installs as a master for example, and it's disabled, but you need to enable it to get occlusion so rain doesn't go through structures
I installed Vivid Weathers under that, (does that anyway because it's and esp), and ended up with a mix of weather's from both, but got what I wanted anyway
Main issue with TrueStorms was the rain, as it gives me nausea because it's basically a slide show on your screen
Royal revamp mod author told me not to use starvival alien changes, but starvival do not use optional esp anymore : it’s now an option to « untick »
So I guess it’s less compatible with other mods
That’s is why optional plugins are so great
I could be looking into starvival with xedit but I don’t know how to so I guess I’ll just try to notice it in game
Probably. Survival mods are typically overkill, (imo), overhauls, and the authors like to force the player to experience it their way, rather than making it selective.
That the author allowed it at all is sort of impressive lol
Yea played with it few years ago and it’s insane. Same for snow in Skyrim se
Too
I cannot play Bethesda games without custom survival and hardcore settings anymore
Guess it’s some sort of illness
Yeah, they're nice to have as an option. Bethesda's survival options aren't bad, but they are a bit lacking for space survival, and tend to just center on food, (every 30 minutes), and rest/healing.
I would have liked to see more focus on suits and environment based survival personally
Do not hesitate to give a chance to starvival. Masterpiece of a mod. Clean and a lot of functionalities. Not an expert in modding but scripts looks light as well
It just turn star field into a real space exploration game
I looked at it, but saw too many conflicts with other mods I was interested in, so I skipped it. Also didn't see any indication it was being maintained or updated when I checked, so that had a lot to do with me not using it
I once again like to thank the modders. I especially enjoy starsim mining congulumarte for more space stuff. balanced ecconeomy, so that it makes sense (multiple mods for that). and the minigame mod. for me to make use of the outpost i like some plants to grew while playing minigames with my crew 😆
It is updated every month or so
Might try it on another playthrough. Also, I don't like mods that add what I consider cheats, and I think it has some of that going on too, iirc. Probably suitable for the mod I guess, but doesn't appeal to me
I tend to prefer enhancements over overhaul. Just personal preference
So I came back to your answer, if I understand well, my first mod royal revamp’s alien stats SHOULD be overwriting both vanilla and starvival modifications ? As long starvival stat changes are turned off ?
It will overwrite Vanilla. Only way to know if it works with Starvival's mods disabled is to test it
It's a case where modifications to existing data overwrite in order that they are loaded in. So if a later mod does an overwrite of the same data, you won't see anything but the later mod
When sorting load orders, I tend to weigh the changes against each other, and check to see what else is being affected, but it's still possible to end up with conflicts, depending on what each mod changes
You can't really know until you load it in game
I'm making a Fallout 4 mod right now, and purposely designing it to be conflict free, (preferably), for specific mods, but even then, there are still potential issues, so I test with the mods I want to work with it loaded first
Worst case is I need to patch it after
One mod I'm not testing with is Sim Settlements 2, largely because it may generate it's own issues and there are many separate components, but also because I know what it does, and what it shouldn't do.
So I kind of know what to avoid to keep it working as it should. i.e. if something can't be scrapped in the base game, and is an affected area, I can use that to work around any potential conflicts
On the other hand, I can't assume that someone didn't ignore the base game in one of the city plans, and do something with one of those things, like building on a roof
Won't even be able to test that, so I minimize whatever I do inside the workshop borders
But that's mostly predictable and easy compared to scripting and changes to existing formlists and such, which will undoubtedly cause conflicts somewhere, with something
Fantastic ! Glad you like it
Ironically, I'm testing with a mod I know makes a total mess, just to make sure I'm overwriting that without overwriting what I want to keep
😆
Just seen this. I recommend TN oxygen mod. For a start if you’re not using. Been using it since it dropped. Author updates fairly often. Yes, adds a great layer of depth to game and has some excellent adjustments in setting’s menu to suit your liking and play style.
I'll have a look, thanks
Every mod, it's actually pretty wild how easy it is to cause dirty edits and file bloat
Fun fact: even the act of copying statics from a location will clone the area in a storage cell and cause a lot of dirty edits
TN makes great stuff
I’m also using Crew Eats Food. It lets you adjust how often you and crew consume food. You can push it to 60 minutes and changes buffs.
You also make great stuff 💯🫡 thank you for the time work.
Aw thanks!
New mod just around the corner
I'm in the finalizing process
The hardest part is choosing the screenshots I wanna use
A possible cause is if your Starfield install path has one or more spaces in it.
It will do becasue it installs under program files which has spaces in it
Yes, I had that problem. I re-installed Steam under a different path and the lip-sync tool worked after that, Other creators had the same trouble and it's been reported to BGS, It's to do with the way the CK generates a command line to run LipGenerator.exe - it includes the absolute file paths as parameters to a DOS Command but it fails to enclose them in quotes so the spaces act as delimiters to the parameters.
Come on Bethesda, even the fan made mod api for Stardew Valley takes that into consideration....
Maybe they will fix it in an update to the CK. Meanwhile, you can do what I did and move your Steam install out of Program Files into a different path. Incidentally, if you are on Windows 11 and you are going to be using the CK a lot, it's worth creating a DevDrive partition on your SSD and moving the Steam folder hierarchy onto that.
I've just moved it to another drive and will try again tomorrow. Thanks for the help
I can’t wait to see it.
anyone knows if its possible to make a material swap, for example change an opaque material to a glass material on the workbench using the CK?
Thanks for your answers
But knowing this, if starvival is loaded after the other one, stat changes deactivated, i’ll end up with my other mod modification, because it’s the last change the game loaded up
I’ll do some testing later
Hey, just 2 quick questions regarding mods I've not seen pop up yet, and just currious if there's a reason.
First is why aren't there skins available for the maelstrom rifle or Kraken? I enjoy them as early on guns, but as a good character makes no sense to keep them as pirate themed, and in all the skin packs I've seen released, neither is ever touched.
Second question, is there a mod available on the CC for immersive first person, like seeing your body? I know it exists while in the pilots seat but I haven't been able to find one yet on the CC
You could try the mod early weapons empowered if you want to keep those
might check that out, though my issue is more with the lack of non-pirate skins for those guns
Shoot, I wish there was a mod that allowed us to hire pilots who could….ya know… actually pilot ships so I don’t have to. Lol
Maybe in the future. I'm going to research around a bit and look into AI that can drive like many other games have so we can utilize them in ground vehicles. I'm sure once that's established you could make some adjustments for them to fly. Seeing as there's AI for flying ships already I doubt it would be a big stretch.
Thanks! I know it exists as it is demonstrated on one of the Crimson Fleet missions on the Jade Swan
So I’m not sure why that wasn’t an option that was baked into the game. Shoot, Sam Coe has a piloting skill under his attributes, for Pete’s sake!!!! I love this game, but some of the design choices are a bit….bizarre.
I could see if it was only in the early stages of the game where you HAVE to fly your own ship out of necessity because you and VASCO are the only ones on it, but when the game opens up, it should give you that option.
PC or Xbox?
Will we ever get a Dovahkiin inspired space suit?
🥲
Typically, the issue is how piloting is done, as your character actually sort of becomes the ship so you can move it.
Obviously ships can be piloted by AI while you are on them in SF. All you have to do i board a CF ship on a planet and have it take off to figure that out.
It's weird though. I did discover Guard/Security ships stop shooting if you kill the crew in time, so there's that.
However, as much as you can takeover a ship now floating in space, the game doesn't really allow you to stop piloting and get out of the cockpit in space
I'm guessing you'd need to add that functionality and also improve the AI control of the ships and give them some kind of skill bonuses
Honestly not sure I'd want to trust my ship to an AI pilot
Found a cool asset of a Fallout New Vegas service rifle. It's been ages since I've done polygon modeling but I'm starting out with make a shorter handguard and some other attachments. "Old Earth Service Rifle" has a nice sound to it
This 100% fixed it
anyone know what is in sfbg004/sfbg008?
004 is the rover (rev-8) and 008 is the city maps.
What’s that?
My guess is an exo skeleton from COD. Just my guess as he's ported a lot of COD guns XD
oh okay, thanks
Is that just the main 3 cities or does that include smaller settlements like New Homestead?
Nice
No, just New Atlantis, Cydonia, Neon and Akila City.
So I'm playing with the full Starfield Extended pack and a few skin mods, but I just noticed my Grendel damage seems way off, like a base of 40, any thoughts?
I hate when mods do this weird editorializing thing
Like undocumented changes unrelated to the mod or because it feels better (the FO4 Unofficial Patch was really bad about it)
so this one trips me
I am trying to have quest dialogue set up in a way where depending on trait flags there will inevitably be lines I want to drop for some bits, is there a way to do that cleanly? The game seems allergic to the concept in too many ways for me to feel sure it will work
like my current proof of concept for the idea is a mod that reworks a pre-existing quest's dialogues, crossing fingers that it works
actually I think I got it
In what way? We've never done anything with any of the patches that aren't strictly bug fixes.
It has been years, I had one or two nitpicks I did not feel were truly bugs but this is so inconsequential I forgot their exact nature
Anyone want a Shooting Range you can build over water and build on? Ive got some more coming too!
Yes, please!
It’d be nice if you add some military style UC propaganda in there, too, just so I can use it as a shooting range for my space military immersion.
But totally on you. I like the shooting range aspect.
How about you decorate it how you want, lol
have trigger boxes "really tiny ones" over the bullseye that gives you 100xp for every center shot
but only when standing in another trigger box
that is an awesome idea . . . if I knew how?
I do lol
I totally would….if i knew how to mod. Lol
I love finding and figuring things out in the kit
same!
That’s why you see me in here begging all the time. I don’t know how to mod and i will admit to that.
I love your Galactic Structures, inspiration. Im testing somethign right now, if it works I'll post it
Random question, do you know how to do hair meshes? Just curious.
btw I painfully made all those buildings via the broken nifskope XD
then blindly built the pack-ins through xedit
no way, Im fumbling through the kit, battling packin gremlins along the way
I do
hair cards are pretty simple
fr, don't you just love adjusting something in your static then all of a sudden your co is misaligned now
Here it is . . . I love it! Full Sized Industrial Garage. You can build over water and inside of
Awesome. Whenever you get a chance, I’m hoping you can walk me through it or something. All i need is a tight, military female bun. The buns in this game are just so-so.
Link !
exo-suit I took voscos parts and outlined an armor cant seem to find the screenshot
I didnt use the UC outfit tho
I used the tech cause I felt it was more a front loader utility outfit
here have this
Here we go, kinda decorated
fuego
you like them dual holsters?
yea lol
ok can we talk about the dual wield though
there this one cooler
how did you even get that to work, i remember trying real hard when i did my melee pack
I did the method I used back for fnv
Holy cow. That looks good!!
basically the off--hand is scripted to show up onequip then all we have to do is just get custom anims and we're all set
yea thats sick
Samurai suits in Starfield?!?!? WHERE IS THIS MOD?!?!? Lol
ill look into it again one day becausei have that vibrosword i bought
I remember lol
I still have some nice stuff from that guy in particular I need to get to making
gosh there's just so much stuff to do! XD
yea
I need to convert it to BGS at some point
well I think you've got this the stuff you have out keeps getting better and better @thick plaza
Why?!? Your weapons are sick af. I still need to download that M4 mod you made.
i want to see others mod weapons in lol
Please, please do so. It’s perfect! Please, please continue!!!
I got the ammo framework mod that you made, but now I’m at 2.80 GB mod space and I don’t want my game to explode. Lol. Series X here.
I can do some real cool stuff with this now too so yes I will
ooo Ninja themed stealth armor?
The one on the right. Chef’s kiss
🤌🏾🤌🏾🤌🏾
YES
better shots
Noice!!!
Will this one day be on BGS?
I really want to try that “Useful Morgues” mod, too. Lol. Just my morbid sense of humor, I suppose.
Are you referring to your stylized starborn suits? Been keeping an eye out for those on creations haha
They're damn fine
It’s like a dream
I only ever use the starborn suits and I have a huge armory on my ship with all the ones I have lol, both vanilla and modded ones
thank you! yea I'll b updating those with better quality and some cool effects
oh btw do either of you happen to play on xbox and use my Homes Vol I?
Haven't noticed anything yet but if I do see anything I can let ya know when I'm off work
that would be sweet
Gotchu
I don't think it's a problem on my end I think they did something
but I'd like to make sure
Oh yeah since we're kind of on that topic, do you plan on making them modular or just updated?
Yeah idk that's the thing with mods sometimes unfortunately. Others can cause bugs you have no idea about until they conflict
And then there's the pain of having to either decide to try to track it down or leave it as is for the time being
nah they shouldn't
these are custom things, they probably have too much going on or something
Yeah makes sense. A lot of extras compared to some of the other ones I've seen
by that I mean they probably installed a massive load of things mid save I dunno this game is weird
Very lol but I love it anyways
It checks a lot of boxes for me so despite its flaws I think it'll remain one of my favorite games
yea this game is hands down my fav
Yup. I have more hours in it than almost any other game on any platform. Im very excited to see where it'll be in a few years
Can't wait for a hopefully eventual sequel or at least another continuation
yea same!
I was literally thinking of a space samurai faction the other week XD enemy diversity would really spice things up a bit.
yea 100% I'd love to see that
Hello everyone, here's a look at the latest in the Wicked Workshop! My new Mod Wicked Outpost Projeckt- Strucktured will feature large scale industrial platforms, large vehicles that can be built on, and fortified strucktures . . . coming soon!
#starfield #starfieldmods #starfieldgameplay #starfieldgame #starfieldcreationkit #wickedworkshop #st...
Interesting
Why a random Stellaris gif?
@thick plaza mate.. those exosuits make the UCSEC outfit look so much more finished
Never cared for the security boiler suit beforehand
I agree.
@thick plaza has some talent.
Honestly i might get rid of thr stormtroopers mod if UCSEC get exo suits as standard
@limber spade I really enjoy your music players. Perfect for adding ambience to parts of a ship. Wondering if you have any plans to add any more music or nature sounds to them? Would love having the bird chirping sound from the Fortuna as a playable option.
Man, I’m really hoping we get Martinez’s jacket soon
I want to feel like an edgerunner
I’m at 1688 and counting. Trying to push past the 1700 hour mark by Sunday.
Seeing people enjoy the game is just wonderful
Really is, I'm eager to see what improvements and developments we see
I know people create mod playlists that lets you download a whole suite of mods with a push of a button. Do you think it would be possible to create a playlist of mods that are divided between different websites? Nexus, Creations, etc...
I sort of doubt it
Also I have almost more time in the CK than in the game which is scary
I don't think I've genuinely played the game since modding tools lol
dito lol
I literally can’t either
About Starfield CK's RAM requirements: what are the RAM used for the most? Exterior work?
Yes
Grab creation kit platform extended to make it be even more Usable
I'm curious, do you plan on doing more tutorials? Or are you taking a break from that?
Sure! I like that idea, I’d love to hear some nature sounds on my ship!! Can’t give you a timeframe but I’ll write it down and add it when I can.
When you launch the CK, it unpacks all the ba2's and puts them into RAM. It's the whole game, basically, not any particular facet of it.
I am still a bit amazed no functional groat dagger mod exists, I know there is the animation mod from Nieves which I appreciate greatly
Does anyone know how to place crashed ships?
I need to figure out more stuff right now I have weapons but there’s other things I need to explore
That is a POI actually
Creations crash my PC right now. Anyone else?
It could be a specific load order thing?
No worries 👍 Is adding weapons and all of the attachments via nifskope similar to Fallout 4? Might look at those videos then.
Yes
I use a mix of Creations and Nexus mods, about 200 total.
Not exactly. It only loads into RAM what is needed to access assets. It only loads cells, meshes, etc if you directly interact with them.
The whole game is much more than most anyone has the capacity to load into RAM on their system.
I find Starfield CK quite heavy on RAM, but it still typically only seems to use around 12-19 GB iirc. It increases to around 30, which is probably unnecessary in most cases
Keeping in mind, that the system is using 5-9 of that itself
On that note
Pro CK tip for today: Having the object preview window opened will often cause the render window to lag and it's worse depending on whats in the preview and what is loaded in your render window.... so if you find your render window sluggish check to see if you left a preview window open.
Yeah, it's a weird problem and it seems related to one of my outposts (I can't land there for some reason). I'm checking for a solution. Thanks.
Hello everyone, just a quick update on progress in the Workshop! The Warehouses took me all day but they are EPIC! There's also a Shooting Range and tons of Platforms and new decorations! Check it out!
#starfieldmods #starfieldgameplay #starfield #starfieldcreationkit #wickedworkshop #strucktured
Contact
SomethingWicked3 (Discord) https://d...
make a basket and call it the wicked basket
I need help choosing a cover photo arrrrg!!!
If only that were true.
Still need help?
🥲 What I need
I need a rough guide on load order
I think I got it
Gotcha
Damn. Yeah that does it well lol
the last one 
Looking for somebody who can point me to help with a modding issue. Since the CK update, I've been trying to create a simple script injection quest in a new mod. However, testing the mod logs the error that it "Cannot open store for class/Unable to bind script." This is literally just a Quest psc extension script to insert leveled items into a vendor list. Any resources to help ID the issue would be greatly appreciated.
Have you tried compiling that script and putting it into a ba2 file
Or are you trying to run it loose
Did you compile it
Where would you out dynamic universe in a load order? Near the top?
It is compiling and I was creating an ESM and testing that. It gave me the same error with the original ESP save. I can try testing it by adding it to an BA2. It's a little baffling, though as I literally have 3 other mods that do the exact same thing with just the ESM file with no problem -- which makes me wonder if something changed in the CK update...
Oh yeah. I have the pex file and I tried creating the ESM and testing it that way. It still gives me the possible missing file/can't bind error. Tank_Girl444 suggesting trying it as a BA2 which I will do when I have a moment, but it is bizarre because I literally have 3 other mods that do the exact same thing (edit: same thing without the error).
OK, I had a chance to try the BA2 and it loaded properly (finally). I would be very curious to know if putting the PEX files in a BA2 is now a requirement or if it was just something weird with this one ESM file I was creating?
It depends
If it's calling a reference yes, if you have ini settings it might not,
Glad you get it working. Tbh it's always best to just keep it to packing ba2 for them to run..while it might be more annoying it helps in the long run cause you'll know when something isn't packed correctly immediately lol
Oh... I missed the part about it being an ESM @final axle yes when you convert an esp to esm the file is now out of development and marked as a master file and will require ba2s
Fun fact: this also applies to terminals if you use any lol
And quests now as those generate pex files
I will, just for you 🙂
Any mods that spawn your "twin" as a companion?
Also does Lyria have lip sync now
Just saw your mods. Definitely downloading the book one when I get home. Lol
Thanks. It was supposed to be a really quick idea to get back to modding (which I paused while waiting for the official DLC). Even with the technical hiccups, though, the research for the content took the longest bit.
That guy 100% made that lol
Ohhhhhh!!!!! Well this explains a few things thank you!
No one has an answer at all?
Does anyone know who makes the Raijin Heavy Revolver? Or if you're in here let me know?
Lol is that the dude that made like 30 video explaining why he doesn't like the game
But Todd cutout tho
i wouldnt say he didnt like the game (or most of Bethesda's games)
but he is very....ummm, critical of them lol
but yeah, that's Stephen
im with him on certain things that Bethesda does with their style of games
but the fact that most of his SF vids are mostly against SF is where i kinda click off from watching him
He's been very "unhappy" with BGS's games since he played Fallout 4
Then play somethin else 🤣
It's like going.... Wow I really don't like eating oranges .... Then proceed to go to the store, buy oranges and continue eating them.
heh yea
Also that's funny they have a Todd cut out
id like to believe he is still a fan of BGS's games and id like to think he is coping that maybe they will make their next game something that he will like, but at the same time, he kinda makes content off of showing whats wrong about games (not just BGS) so...meh
Yea that's a meh, great life advice, we are our perception/perspective, if you're looking for disappointment that's what you'll probably find
nah fam
get his Jacket
It really makes my heart so happy to see all these mods being created. I truly respect all the modders.
@lyric finch Midas Manor has a data slate you pick up and read that activates your twin self.
Nice one, shame there's not just a simple 'spawns twin' and that's all it does mod
Good thing about Midas is even if you don't use many of the extras, it gives you stuff for outposts, decent gear, and an easy and quick way to jump to the unity if you need it
Insanity!
yeah 1000%
If the game isn't for you, please do the collective patience a favor and shut the hoot up 🙏
What are UI's attached to in the CK? Whether it's stuff like Sky UI or having interactive screens like pipboys. I'm curious how that stuff works under the hood.
UI is driven by Macromedia Shockwave/Flash files .SWF
I think there are some tutorials out there on how to edit them, however it's a bit cumbersome
Thanks! I'll look into them. I was thinking of adding a PDA esq device like from the STALKER games. But had no idea how that stuff actually works lol
So I went ahead and put a shipbuilder on it, what do you think?
Kinda looks like a 3D printer lol
nifty
Ah yes the program that made my favorite games in 2005
I do wish they used Rive but it's also related to what they're used to and have in their dev stack
but gotta let that outdated angle go man
I feel for the devs, this stuff is hard to mod 🤣
but so was Halo PC back in the day (where I started)
5.5
Staple gun mod is still ambling ahead
will probably have to stick with this animGrip, can't wait for new anim tools
All artwork is likely to improve before release
the primary focus will be aesthetic variety;
*drops release ready art. "I can do better."
I’m so psyched for this mod. I pick up so many staple guns in my travels because they call to me like an office supply siren, the thought of terrorizing the disciples with one is currently high up on my life goals list
Do the stapler internals animate?
In any case, the clear plastic variant is awesome how the internals are shown at all.
Until we get full animation support I would assume the model is pretty static
Haha! I know the feeling!
The internals are animated but until custom skeletal anims are available we can't show them off as much (but they're there ^)
Notice the staples in the magazine? 👀
So minor question, if you want a weapon to scale, can you cheat and use another weapon's tier mods or do you absolutely need to do them all from scratch
Nah, just copy and rename and swap the mod association keywords
That's how I do every weapn part because it gives you a baseline reference for what should be in the omod for a given type.
fair
And a baseline to adjust balance from
Yo to whoevers making the halo shotgun mod, I was hoping to know if it's gonna be on console soon, not rushing, just curious on an eta
Also @sharp lynx have u narrowed down a maximum you'll be selling a mech mod for, also just asking, not rushing or trying to hassle u, I'm just trying to figure out how many creation credits I'm gonna need for the mods I'm hoping to get on Christmas
So Alias=Player will pull your full name, is there not a way to do it for just a first name?
My plan B is just to have a non-name address for that quest I guess since I get annoyed when the game seems to only do full name basis
There are a bunch of dot-modifiers and suffixes that can be applied with the text replacement syntax. I found a bunch by using the CK search feature to find all text containing an opening angle bracket "<".
One sec, I wrote some personal notes on this subject Im looking for
Try stuff like this..
<Alias.Name=MyQuestAlias>
<Alias.ShortName=MyQuestAlias>
MyQuestAlias would be Player if it's named that, though the Player alias might be implict (?)
These are my personal notes. I cannot vouch for their accuracy.
kk
well I have been testing this nonsense step by step which is kind of funny for a project that I deecided to start as a lark
Staple Gun lookin good
naming quests is hard
My 3D Printer must have ran a few jobs on it's own . . .
👀
Out of curiosity, how difficult would it be for a modder to turn “The Astral Lounge” into something far darker and more “adult” seedy nightclub?
Can anyone familiar with Xbox textures give me some pointers here as I seem to have messed up. I thought Xbox needed textures in the xbox dds format that texconv makes, but someone has reported a "stripey" affect on them on Xbox.
Is this no longer needed for Starfield? Do I just pack the regular PC textures in an Xbox DDS ba2 instead?
https://www.reddit.com/r/starfieldmods/comments/1h7q7lm/dani_mod_on_xbox/
Hello I was hoping someone could help me
I've tried importing the akila security jacket male into blender
Because I was to make a new outfit based on the adventurer pants an unzipped version of the akila security jacket and the white shirt from shirt and slacks
However, It seems I can't import the nif for upper body male for the security jacket as all I get is a weird square.
Other upper bodies are fine and is the female version
Please help. Also if anyone has a tutorial for creating new outfits and stuff for Starfield would be much appreciated thank you!
I need some hair meshes in the worst way
it would be annoying
the amount of markers in there, same with whats on the eye, mind boggling
Oh there are a lot of markers in it? That is so interesting to me. I really wish I could see under the hood of this game.
lots of NPCs around plus a couple quests already tied to it, it would make sense
just get the creation kit, crap ton of things you can see in there
currently working on making a copy of the eye that is basically one of those all in one resturants
I would totally get the CK, but there’s really nothing I can do. I’m on Xbox and I can’t mod…like AT ALL. Lol
if you have a pc that can handle starfield you can mod
in my bio should™️ be the xbox sfse patcher discord
That’s the other thing. I’m not sure if my PC can even run the game. Lol.
oh good I was afraid I had a bigger issue than my alias syntax breaking things (ugh)
Lol
Just wait you upload it and people will tell you your mod made their dog run away
I am glad the first thing I published for this game is just a bunch of store tweaks for Dazra - leveled lists is simple, easy to do - because the stuff I did in prior games took so much time to fix garbage bugs I could never ever replicate
I don’t know why, but this mod description made me giggle so loud on the commuter train home.
dude someone found that if you put my habs in specific orientations relative to each other and vanilla habs the snap points that will never form a viable doorway path just.. suddenly do now.
like its impossible for it to happen but it still happened regardless of the impossibility, and it was very vexing as far as bugs go.
What mod is this?
varuun technical institute ship habs, I use structural snap points on the habs so paths can be cut off from vanilla pathing logic without removing snapping all together.
a trick I picked up from vince134 who also uses it but does not have the bug happen with his habs.
thats to say, I never would have found this specific bug if I tried 100 times to replicate it without its cause being described to me.
users just have a god given talent for finding ways to break things!
How do you plan to distribute it in game? Is there like a script that tells the game where to put items or which NPC's get what weapons?
I'm going to manually replace each existing staple gun (778) by hand 
....
if you auto replace you have no control over transforms
Good luck lol
What is that exactly? Like it could get messed up with vanilla staplers?
I've also created a procedural cosmetic system for these which I need to influence based on location (if exterior, spawn a high probably chance of 'worn / industrial' etc
Yeah kind of, even if you remove the originals the weapon just being moved to x, y, z of previous location could cause havok issues
it's nicer to just hover them and simulate havok to see where they fall ;')
Can you add weapons to certain NPC's inventory and set a probability number of them spawning with weapon "X" compared to others? Because I've been thinking on how to implement all the weapons I'm working on. For my Crimson Fleet weapons, I obviously want the usage rate far higher with CF NPC's compared to using other weapons.
Yeah you can but I'm I think that's linked to Levelled Item and Vendor LL's
or applying an LL to an NPC, you can definitely do that though
have a look at 'Levelled Item's linked to Crimson
It's just the chance none on items in the proper LL
You can also make specific version of the weapon spawn only with a certain faction, but that's more complicated
I haven't gone down that rabbit hole yet 😅
I can feel the headache coming on just thinking about going down that rabbit hole lol
The other thing you can do is just add multiples of a weapon to the target LL
LL's are potential areas for conflicts unless you make your own vendor and add them to that.
Simplest and safest way to do it.
Otherwise you're editing base game LL's or attempting to script them into them, both of which can be problematic
Not me just sending LL's in every direction
What i typically do for FO4 is script the new weapon into a vanilla weapon's base LL. Then, if mine is supposed to appear at a higher level than any of the vanill entries, i add a new entry for the vanilla weapons at the same level as mine. This keeps the vanilla one from eventually disappearing.
If two mods directly edit the same LL one will override the other. That's why a lot of people use script. Real time form patcher is the best way, but can't be used on console.
Oh I'm making my own, should be in the clear right?
Just simply adding to a leveled list doesn't require RTFP, you can just use AddForm from LeveledItem.
That's all Bethesda's own DefaultAddItemToLeveledList is doing.
Disagree. A real-time patcher requires xSE. You’re needlessly forcing a dependency where one does not need to exist; especially since there’s a valid solution going without xSE.
In this tutorial I demonstrate how to use a script to inject a modded item into levelled lists, to distribute it around the Commonwealth.
Support my modding: tinyurl.com/y6u4csw9
You can make your own LVLI, but in order for it to appear on NPCs, vendors, or containers, you’ll have e to merge it into a vanilla list via Papyrus.
Ahh thanks! Noted for the future! 🍻
RTFP entries are removed with the mod, so cleaner to uninstall, unless something has changed from RobCo with FO4. Most people are just going to keep the mod though, so yeah, script is what I use too.
Ah OK, good to know. tbh anything with script injection should definitely not be uninstalled mid-game.
I believe there's a Revert function, but obviously that would wipe out anyone elses changes too.
And real-time patching only works for that version of the executable. It must be revised each time there’s a game update.
Using Papyrus in this case has zero downsides. Anyone uninstalling a mod mid-run is on them - this goes against standard modding practices.
There are ways of using Revert() and keeping other changes intact.
Are there any experts in mesh, blender and nif that I can ask some questions to,?
What do you need?
Well I am trying to learn and also make a new outfit but based on existing meshes
Kitbash style?
Basically I want to mix settler adventure pants with the shirt from shirt and slacks and the Akila security jacket
But I want to change thst mesh so that the jacket is unzipped
Kinda like how Sam coe wears his jacket.
Does make sense? Sorry if it didn't.
So kinda kitbash but I probably have to adjust the shirt and pants mesh mes to fit.
Ok, as a little summary; for custom mesh/repurposed mesh to work with the character you'll need to make sure it has vertex group weighting linked to the skeleton used by the player character model. Then on top of that you'll have to factor in shapekey morph data from the original characters (For when the player chooses visual attributes like body shape and strength). This is usually for items of clothing below the neck but you'll also need face morph data if you're making a mask or something that is going to deform with facial expression.
Have you heard of Starfield Geometry Bridge addon for Blender by SesamePaste? It's the best tool to do this kind of work at the moment using the Blender pipeline
Yes it is installed
Have successfully imported nifs but I am at a loss as what the first steps sre
Basically a newbie in everything
Fantastic, if you go through their discord channel they have loads of wisdom bombs on how to follow this process as well as a morph target transfer tutorial on their website!
Great! Welcome to the 3d technical life haha
Oh cool! Member of their discord
Take a peep, see if you can fill in some of the blanks but as for kitbashing the way you've mentioned you want to, I'd extract those mesh files from the archives. Compile the outfits you want to put back into the game, then embark on the tutorials for SGB.
Be weary of having modifiers on your meshes and get used to checking the data attributes on your model files inside Blender prior to exporting
Right. I am trying to figure out how to 'open" or unzip the jacket in blender.
Which is the biggest edit but unsure whether I should change the file from a bid first or not
I use nifskope personally, I'll find a reference item in the archives (.ba2) files, then go to File -> Export -> Gltf (This will give you a .glb file in a folder with a BIN folder, keep those together and open the .glb in Blender)
Got nifskope too.
I think you can find a tool called BAE (iirc) but I don't use it, just came across it in research
Nice, you should be good to go! Do you know how to peruse the archives?
Well I unpacked all the files and open them from there.
Oh sweet
Yeah, I'd export those files you want to .glb and open them up in Blender to compile your ensemble
Ironically the Upper body male Akila security jacket is bugged
Can't open it in nifskope or blender female looks fine though.
Great I know what first step is thank you.
Can I ask an unrelated question?
If I have a .mesh file and textures but no nif file. How do I create one. Another thing I want is to port a hat replacer mod but also make that model into a standalone hat mod
In this video, we are going to get access to all unique and rewarded armor/spacesuits in the base game, create unique spacesuits and clothing, separate the spaceborn suit into multiple parts, and turn regular clothing into a spacesuit part.
Check Out the Chapters Here:
0:00 - Intro
0:57 - Data files and cells used loaded
1:28 - Create a new con...
This could be a great frame of reference in terms of form assembly once you're in CK
as for the .nif I'd look at the existing helmets, check their block structures in Nifskope. You can probably copy/pasta the bhkNPCcollision objects to your custom .mesh
Amaze balls
Also for your new .nif, find an existing helmet/hat (maybe the Sam Coe one), check the node structure but then save it as a new nif in Nifskope
Ooooh
Then with your .mesh, place that in your Data\Geometries\ name-of-your-project
and your textures in Data\Textures\ name-of-your-project
Finally my characters can get their Indiana Jones hat
then go back into nifskope in your new .nif duplicate, go to the hat geometry block and find where it says 'mesh' in the drop down
it will have a long 'hash code' in the input box, but if you have a custom .mesh you can just take that folder location address and copy and paste it in to there
it should then update in your nifskope viewport
To get your textures to show on your .mesh, you're going to have to make sure your textures are in .dds format and in the Data\Textures\ your-project-name folder
Go into CK and go to the Material Editor, create a new material utilizing the textures in the location above, save in Data\Materials\ your-project-name folder
Then back in nifskope, go to your Geometry block and see the image attached, update the material location to your new material in the location above;
Kind of like a little cascade of things you need to do but then you should have your final .nif with all dependencies set up and can now be utilized in the game via that youtube link example 🍻
^
this is where you want to put the Data\Geometries\ your-project-name .mesh file location.
In the mesh input
Good luck!
thank you!
weird the mesh didn't change
Have you started a new plugin/mod and added it to your main archive? (you shouldn't need to but sometimes my materials don't update unless I do that)
otherwise make sure your nifskope settings have the data/resources file directories correctly set up
well it didn't change in nifskope
and then on the mesh input, just do it from Geometries\ ...
Alas something weird is up
the hat isn't replaced just distorted
Thanks for this!!!
@sly ocean can u plz make a paid version of your starfield NPC Clothing & Inventory Control
So I can use it in my vanilla game on quest followers like Emma Wilcox, Levi kilman, Emily archer plz make a paid version
Thank you for the “More Books II” mod!!!!
just download it🤣
makes paid version
doesn't enable achievement friendly
Lol. I can’t. Yol are too much 😂
Am I the only one who decided to get all achievements before modding? lol. Solves the issue
Hi everyone. For xbox series x starfield, does anyone know of any mods that allows you to swap/switch out the ammo type of the "Va'ruun Penumbra"?
Hello everyone, some more content for my new mod Wicked Workshop Outpost Projeckt- Strucktured. Custom Unlocked Shipbuilder, Industrial Build Platforms, Spaceship Scapyard, and a Full Sized Tower Crane! You gotta check this out! Oh, and a fancy Sleepcrate, lol!
#starfield #starfieldmods #starfieldgameplay #starfieldcreationkit #wickedworksho...
Creation Kit be like this, I spent 8 hours the day before yesterday trying to fix a bug that ended up being a save error 
@normal steeple i think i figures out what I did wrong. Due to the Mesh being replacers. They probably had the same name as the original mesh.
Are there any rules for renaming meshes?
There shouldn't be 🤔
otherwise import the .mesh into Blender and re-export, it will reset the vertex listing
Does anyone know how the ammo counters work, and how I can upload custom number sprites for my ammo counters?
It's a combination of;
the rest is just how that applies to your mesh via the UVs
Ship vendor Framework says to put it last but it always puts itself back to the top
Hi there! I have a Stafield CK question: sometimes when I load the CK, the snow texture decals on surfaces don't load and resetting the Render Window doesn't seem to bring them back. Exiting and restarting CK brings them back, but is there an easier way?
yea that literally happened to me the other day, i just entered the unity command thing lol
So i found the maltilija aerospace mods… are there any more mods i should be aware of????
It always does. I have so many mods that say put it last, but I’m wondering which one to put last.
Does anyone have a good link to a reference on how to properly set up an elevator for starfield? I want to create one similar to how the one in the spaceport area of new Atlantis functions. I want a similar menu pop up, allowing travel to two floors: one is a floor within the same exterior cell, the other is a floor in a separate interior cell.
Look like a material file issue
pardon @normal steeple y, but I don't know what I am doing wrong here
Do you rip weapons and armour from the games or are they posted online somewhere? I want some retro era weapons as old earth guns and Black Ops 6 have a few nice ones.
Did they change their file system or something?
hey I am looking at your tutorial for creating helmets and wondering how you managed to delete the mantis helmet in the new nif
ctrl del
good luck!
great tutorial by the way!
@sharp lynx is it? idk why its doing this
@thick plaza Keep up the good work dude
thank you! @jolly torrent @primal orchid
@thick plaza Random question, but do you plan on importing any Glock handguns to the game? Just curious. I’m a big fan of Glocks. 😂
i already have two in, they are in the project warfare pack, they aren't as good as the the g17x mod tho but its a nice free alternative
Lol. Perfect. My main concern is just the size. I know that’s going to happen with mods as detailed as yours, I’m just scared I’m going to blow up my Series X.
@sharp lynx nvm fixed it
it shouldnt be that bad lol
Any particular Glock? I'm also going to be doing a few that are re-designs of Glocks but look similar.
Would make Neon security look so much better. A helmet and some bracers would complete the look.
oh yea just give me a few more hours, gonna look sick
Oh I like that
@thick plaza what ended up being the problem
something in inspector with the humancorpse
I’ll give it a try. Thank you for pointing me in the right direction! 😄
That inspector window is sneaky lol
Glock X or Glock 17
Is “Useful Morgues” worth getting? I have a VERY morbid sense of humor….
if you want more underhanded ways to make money in game sure
lol
More, more!!!!
🥲
Weird issue if anyone knows. If I walk out of the area of my POI, the game crashes when I walk back into it. Any idea what I might have missed?
Cheeky preview of Staple Gun mod procedural cosmetics;https://cdn.discordapp.com/attachments/439467672246157322/1315324198314315787/Starfield_9Q00qkEidF.mp4?ex=6756fe9e&is=6755ad1e&hm=2532a16e9baee9097d1974dc8348bad7ec3d8cf3a146320b11b38622f71156b4&
There it is
More madness . . . https://youtu.be/OcWBtOECcfw
Hello everyone, I have a huge update on my upcoming mod Wicked Workshop Outpost Projeckt- Strucktured! Im talking about a Bigger Shipbuilder with several interiors, New Trucks, Mini-Cranes, Crewstations, a Party-Truck and more . . . check it out!
#starfieldmods #starfield #starfieldgameplay #starfieldcreationkit #wickedworkshop #strucktured
C...
Oh wicked
Maaaaaan. That looks gorgeous.
Looks awesome! Is there any way to snap/orient things? Or do you have to free hand everything?
How much creations do you need?
Hey, how do you mean?
Creation Points 👍
Ahhh I'm not sure yet, it's been a hell of a lot of work but it is basically an overproduced meme at this point. was thinking Tier 3, but will see if I can launch on a sale so it's more affordable in the short-term. I've not launched a sale before so am not sure on the specifics but will try and aim between those categories
I just made it because it irked me that the Staple guns weren't usable and then I was like.. Why are they all nearly immaculate yellow? What if they could feel more immersive as if they had a previous owner/use-case, hence the 'Industrial' / 'Plastic' themes
and then I was like 'oh I want to do Clear-Craze cosmetics' and then I had to make the internal mechanisms
total scope creep but super happy with how it's looking
I hate that this even needs to be said. I'm seeing a few mod authors basically throwing in the towel because of the achievement friendly thing. Mod authors, I know that the implementation of the achievement friendly status is questionable at best. The majority of the mod enjoyer community doesn't give a crap about achievements and will still happily download mods that continue to not be achievement friendly. We value fun game gameplay over whatever satisfaction is granted from achievement hunting. Please continue to do what you do and know we appreciate you all.
I know you didn’t ask me, but I need quite a few. Lol
No snapping, there's already too many stairs with all the landing pads . . . I just build them how they render in. They all render at the same angle, so I just position them where they fit.
Just finished this, about to test
Hey can anybody tell me if there is a Ebon Hawk mod in the works. I love the ships that are already out but I need my OG home ship.
Take 300 😎
Make a stock market mechanic reusing the "frontend" we can see in some screens in The Key and I will give you 1000 😎
Lol I've been flying the ebon hawk since the first few mods after the game came out
What's wild, I didn't even know people even cared about achievements lol
It's mainly console users
Since achievements have monetary value
If people do this it will just prove everybody right that starfield will become $100 load orders🤣
Which will just make people turned off from playing/modding the game
Since what the point if evey mod is paywalled and the one that isn't have a timer to become one since console enjoy their achievement friendly modlists
Well if they have monetary value then the system makes sense and people need to stop crying
My issue is now people want free mods to be taken down and become paywalled to ha e the flag
Console player here. The value is really not that much and I have non-moddable games I play when I need to get some. Had always been a bit of a rule that moddable games don't give achievements so I don't really understand why this even needed to become an issue. Bethesda should have just left things as they were.
Only reason they did this was allow VC to have the same benefits of the CC:that it doesn't break achievements since it's paid.
Now people are willing to buy mods if it's now achievement friendly
People cry about everything
This update was never design to make free mods to have the flag since it was never promised, so idk why this exploded like it did
I think it may come down to Bethesda QA. They don't look at unpaid mods, as far as I know, so they cannot verify if they meet the achievemnt freindly status. Achievement freindly was a request that they made available the best way the could. Just my 2 cents worth.
Yep
Just hate that people are now willing to make the $100 load order a possible future and are fine with it
Waaah your mod that took you countless hours to make and probably a few years of your life costs the same as a coffee now, I'm going to riot you owe me your work.
Yeah, it was definitely down to QA but apparently some achievement abusing mods have already made it through. I just think it's nice for mods to not disrupt a committed playthrough. I want my main to be achievement friendly out of principle
It's not that it's the fact that people take down their FREE mod and paywall it
I don't do that, and when people do don't buy it simple
The issue is what if everyone does that
I dig the VC program as a dev due to early tool testing roll out, QA as another layer of consumer satisfaction protection and creations is direct to game (no 3rd party site file downloading etc)
Since console is a big player base and many of them want paywalled version to keep achievements
Not everyone is going to do that.
I'm really trying not to trash achievement hunters, but they need to understand this isn't their playground so they need to adapt if they want to use mods. It's like being lactose intolerant and going to a creamery to expect products made just for you. If they make some cool, but don't expect everything else to be changed to accommodate you.
True which is kindof irritating🤣
Keep seeing spams about make your content paywalled back to back
We live in an age of overreaction and sensationalism I'm just gonna keep making stuff.
If bethesda.net had comment sections it would be flooded with that content
As long as people don't give into demand I don't have issues with the new update
Would be nice if they had a team or some sort of automation that could verify all mods for achievment freindly status. Would cut a lot of complaints lol
They have a feedback channel
Even if it wasn't an isntant thing. being able to update status in a few weeks would be benificial.
I'll post it.
Speaking of! New mod around the corner
True, I just wish they would have never even put the achievement friendly thing in people's heads in the first place. As I said before, mod enjoyers enjoy even when achievements are locked out.
People put that in people's heads. It's a lack of understanding how systems work
1,000,000 people can't be wrong fallacy? The loud noise of reddit? 
People don't want to buy content that disa le achievements
The whole advertisement for CC program is buy mods and don't worry about your achievements being disabled.
And people kept that mindset for VC program...
If it wasn't for that mindset non of this would have happened
If you think it's overblown now, wait until this gets to Skyrim 😛
Oh god...
That will be THE update that will be universal hated from the modding community🤣
Mom! My life is over...!!!
"What's wrong?"
They've updated Skyrim!!
LOL
I know folks are tired of skyrim re release
but
Directors Cut Skyrim would be ideal B)
Sarah didn't like that
I just love that comic. In any case though we should probably move this to #skyrim-chat
You know what we need, a couchtato mod
Agreed
Hmmmm I may make little couch tato now in a thing I did
Oooo I wanna see it if you do
I'll ping ya lol
👍
I have a question, does it matter the order in which files are archived in a .ba2?
My first impulse is no, but I figure I'd ask all the same.
I replied to your DM, but I'm not currently considering making any paid mods/creations. Glad to hear you like the mods though; thanks.
Can you make a free mod where I can beat people with slippers
And throw them
A drivable shoe
No. No need for the mod author to do that. You want to use mods, understand that you may not be able to have achievements. Otherwise, please have a vanilla playthrough if achievements are THAT important to you.
It do be that easily avoidable
@rancid basin what kinda mods would you like to see more of?
What verification? There are cheat mods, which other VCs have made Bethesda fully aware of, which are achievement friendly. There is no "verification" for this. If it's a paid mod, it's eligible.
I mainly do ship building since I tend to spend the bulk of my time in space. So for me, ship parts mods are never a bad thing. Though I'm waiting to see if someone can do an overhaul of the starborn armor to be a bit more body conforming (i.e. give ladies hips and curves). Maybe a vehicle that works with multiple human follower mods like The Gangs all Here.
All valid
Aren't these the cutest things . . . I love them.
Love it 🔥🔥
hey guys, does anyone know where if at all ck makes automatic back ups
accidently destroyed something I was working on and I don't ahve a manual back up from before it happened
I used to get the backups in overwrite in my MO2, havent for a while. I always back up in stages on my mods.
thanks, got an answer for it on another server!
ck does keep back ups in increments thankfully
Those are pretty neat. I don't do much outpost building beyond F.A.R.P.s on rainy planets, but I may need to add these to them. P.S. I really like rainy planets whenever I do decide to leave space.
you should put googly eyes on them
its what humanity would want
This game really could be a game for anyone lol
It's cool to see people who never leave space from the perspective of someone who's never really in space or ever built a ship
Look at your main Starfield folder, under backup,you'll find 10 backups for each plugin you've ever opened x)
Ahoi Vince
Hey Tank o/
thanks, got the same answer earlier, thankful af to ck for auto back up
It is great
I'd destroyed a very detailed and very finicky packin I'd spent the last week picking away at
was very distraught to see I'd poofed it
Yep, especially when you have to back up after the plugin has been corrupted by the Bethesda.net download ^^
they have collision?👀
those came with collision
Very nice! I know there's vehicles that are essentially just scene props. Do they have their own file location or do they get dumped in with other stuff? I want to take a look at them and see if I like any of them enough to work into a useable vehicle.
Can people just not get achievements before modding? lol It's not hard in this game. It's not the Halo vid master challenges XD
I just dont get the achievement obsession all around
both from users and modders alike
yes, lol. some like the crawler and loader (pictured) have sataic bases. The larger scale vehicles and mechanical arms are all piece by piece.
I just don't care at all I just wanna make things and fly lol
I made a big fish tank lol
you could not make me care if my life was on the line weither my ship habs are achievement friendly or not lol
Scarcity effect isn’t the right term but I think it’s something close.
I’m convinced nobody would care about achievements otherwise but by removing them has subconscious biases kicking in hard.
hell didn't the improved follower behavior modder quit over not being able to make their mod achievement friendly
or was that fake?
Honestly, I haven't seen a difference so I guess people are just loud. I'm pretty sure the same people who cry about it are the same people who'd never player the game in the first place or are the same people who've made endless videos about not liking the game.
were the majority don't care at all
You get some old-school players who've been playing these games for 20+ years who've spent years of their lives in Fallout and SKyrim. They have their place as we all do
Could be ‘real’ but a simple cover for wanting to bounce because they don’t want to admit burnout or just not wanting to do it.
I think people just need to learn to do stuff they like and leave what they don't behind them
I dunno my questions would be "have you played a bgs game before?"
theres also always room for the loud minority, achievement friendly becoming a thing might have just brought them to the surface
dang robots
Dang... Is Flipper in there too? Nice!
you know me... I'mma make something... I need to make it insane
That’s far cooler than what I was thinking when you said fish tank
lol
Shhh you didn't see nothin
He quit due to direction VC Program is taking
Therapist:
Currently around 400 words. Calming voice
Please @ for serious inquiries! Thank you!
@waxen nacelle heck yeah.
Just hear me out...
I'm just a player... But I would rather pay for a mod rather than use the free version of a mod simply because
I don't care about achievements or achievement hunting I only care about it being achievement friendly
[Because that's the only way to have a paid mod in a vanilla game]
that's it that's all
A creation character save file is not your vanilla characters save file that is in fact a different character your playing with
If something happens to your creations character save file you have to redo repeat e
Reobtain everything u did if u where lvl 160 in your creations character save file but it became corrupt
U have to restart at your vanilla lvl 40 character but had they been paid mods u don't have to reobtain redo anything because u already did it in your vanilla game (huge time saver)
I really don’t care for achievements myself, to be frank. I’d rather just play with mods on.
i'm like you but hey, i might change my mind.
I just bought a starfield paid creation, one that costs 600 credits.
It's like a 5 minutes quest and one of the major selling point is "after the quest you'll obtain a new chat function, and a free companion that does not take any crew slot".
Plot Twist, it does not work and the companion costs ingame money, not a big deal, but takes a crew slot so if you already have your ship full, it cannot join it.
So, honestly, i consider the nexus mod option with achievement enabler.
Alot of these mods are good but have jank take the stealth house operations mod it will prevent your rev-8 from ever appearing in game no matter how many times u pay 25,000 credits the fix for me was to move my grav-79 to the top of the load order which made it finally appear
But stealth house operations mod has grenades that trump Vanilla grenades lol 😆
So it's ah give n take situation
@grand zodiac is that right?
what do you mean?
what i said?
it's right what happened.
The mod is called StarChat, and it costs 600 credits.
If it was possible to contact the modder to give feedback so he can fix it like you can do on Nexus, it would feel better, but here, you cannot do anything about it and he might never see it.
Assuming he does not know it already.
Yeah @ nono I'm the same way I feel like if I'm paying for a companion mod the number one rule should be they do not take up a companion slots so you can keep them with you indefinitely what's the point if I have to choose between them and another character I paid to have them as an extra hired gun not just stay stuck on the ship like a decoration piece
Nono u gotta kinda check all that before u purchase make sure they have a nexus page or a discord or some way to communicate concern or updates or just ask questions
Or watch YouTube starfield mod testers I use crimson flyboy from this
cannot check it, because there is no feedback on the creatrion page, and not many people bought this creation.
I watched the video, the thing is he stopped before recruiting the companion, so he did not say anything about it.
I said it in the comments of this video too.
The trick is not to buy until u can verify is the key
well, you cannot verify if no one else bought it.
That's also why there is a "verified creator" category
and no, cannot find any "OldsManBeard" on Nexus.
But to protect your wallet u gotta put in some research effort can't just buy it cuz it looks or sounds nice wait for mod tester to verify if a mod has bugs or whatever is wrong will be told and the modders almost always comment on a mod testers YouTube page that's another way to communicate
i don't think this is right to say this because i made all the research possible.
There is just no one who did review this mod or talked about this issue, the only youtuber i've seen who made a video about the mod is the guy you talked about and he stopped the mod review before recruiting the companion.