#starfield-mods
1 messages · Page 66 of 1
i know nothing myself, just started this afternoon looking into it
The best way to learn, trial by fire.
thats the idea
my previous idea didnt work using attachemtns, so trying theis way instead
I’m glad I can get Nexus mods on Gamepass but I really want that Star Wars modlist off of Wabbajack. I’m just not paying for this game at full price
Why not just buy the Star-Wars game?
I don’t want to keep buying stuff lol. I need to make life more difficult by modding it into a game
Haha, fair enough.
So Nexus mods are able to work on the gamepass version but do Nexus collections work or will I run into issues when Script extender becomes required
I believe they still work, just need to redirect, or hand place them in correct directory. I see no difference other than location.
I cannot comment on SSE though. I do not use.
Okay. I downloaded a collection and none of the mods were recognized by the game. Will try again tomorrow as I believe I have fixed the issue. This is why I get my BGS games on steam. I just didn’t want to buy this one
Yeah, you'll need to redirect to xbox folder as opposed to steamapps.
AFAIK, SFSE does not work on the xbox/gamepass version of the game. You may want to check for alternative mods using Ultimate ASI Loader instead but they'll be pretty rare. Mods that don't use SFSE should work.
I saw the ASI Loader on vortex when I added Starfield. I didn’t know what that was. That’s why modding sucks when it’s not on steam.
tbh I prefer ASI Loader even with the Steam version. Script Extender for any BGS game will often break your game when there's an update. ASI Loader will keep on trucking.
Found a collection on nexus called Starfield Gamepass Ultra Immersion but it hasn’t been updated in almost 2 years.
It's normal. Before SFSE and even the CK was a thing ASI Loader was the only way to get complex mods out. Once SFSE the community just devolved into the same BGS habits as other games.
What I’ve learned with modding is that having a curated modlist makes the game feel newer than just adding standalone mods. That’s normally why I abandon MS Store for steam. Just got to wait this this game is heavily discounted again
nope, nothing yet. I'll let you know if ever figure it out or get an answer. you let me know as well
indeed
if you CTD while loading a plugin in the Creation Kit, disable internet. Can't believe this works but it does. Hopefully Bethesda will fix it soon
In case you didn't know the vcruntime achievement enabler has an ASI loader built in -- one less thing to run/update 🙂
At this point I only run better console and fttu as ASI mods, but def love em both 🙂
This is correct, SFSE can't work on either one
You will indeed run into problems with any mod requiring SFSE, they won't work on gamepass without a lot of heartache -- I've done it, but there were massive hoops to jump through that all died on the next update to SF
Yeah. After using mod lists for other games, I just don’t like downloading standalone mods that don’t compliment one another. I’ll probably just have to wait for the game to be discounted on steam and get it then. We do need more experiences like the Doom one though. That was fun
Would a yone here be able to make this type of spacesuit
Subzero suit? You'd die of solar radiation in no time.
I’m still waiting on a cowboy hat that doesn’t have a dumbass headpiece on it 👀
Lol
Any cheat mods that let you build legendaries?
Ive come accross this, am having a read but i believe its what you are after?https://www.nexusmods.com/skyrimspecialedition/articles/9710
[b]How to Start a Quest Using Script Event in the Story Manager (Skyrim Creation Kit)
[/b]Starting a quest via the [b]Story Manager[/b] using [b]Script Events[/b] and [b]Keywords[/b] is a
When will we ever have info on making custom weapon sounds for Starfield? Custom, standalone, non-replacing weapon sounds for Starfield?
thank you, this is the closest to what I'm trying to do. It's a for skyrim but should be good for starfield. I will definitely use this and test it tomorrow. I appreciate you taking the time to post this.
no worries 🙂
yes for skyrim, but they both use CK so its basically the same
im about to try it myself
https://www.nexusmods.com/starfield/mods/13193 very interesting discussion in the mod page
another way ive was just told is to try this way
Just set it to start on game start but in conditions, make it require stage xx from M101 to be complete
it will hang around and wait for M101 stage of choice to be finished
priority, < 50 but say 35-45
I tried this but with a higher priority and did not work for me. I will try this with a lower priority as well. I'll keep you posted on what works. thanks again my friend.

I think they darkstar Ones do.
Honestly I have such a Mix salad of mods now that I don't remember which one really do what but I can basically limited build legendary weapons at a work ench and gice then whatver trait I wamt
some more info that may help
Also be aware if you set any aliases, they can halt the mission starting, you can check the ignore alias fail box on the first tab, just be mindful of that stuff
Also, be sure to set first Objective and check "start on game start" for the objective itself
doesnt have to say anything.. can be stage 0 no log, but start game checked
does any one know how to resolve this issue?
Darkstar Manufacturing does. It pairs well with Legendary Recycler.
Are you putting a custom fragment there
What thing did you do, Tank?
I finally caved and did the thing people instantly mention when I show screenshots
no, that is a vanilla script, its appearing on all scripts and stages, including a custome one
I added a new restaurant with my mod
WOAH! Seriously? Nice!
Did you give it a name?
Now THAT is some Hifalutin Dining, literally! Sensational Work, Tank.
Has there ever been a standalone planet mod that completely adds a new planet and system?
Hmmm what are you trying to do
Kay of Kay’s Diner punching the air RN
Gotta do it the tank way lol I can just "Add a restaurant'
trying to make my own script
i went looking at the vanilla ones to get some ideas on how to do this and noticed that on them
Dexter's Diner.
Not even President Abello can get a seat in there.
Does it have a name? Like Flux or just TG’s?
You have to wait and see
TG's Take Out? 👀
The anticipation will be WORTH it.
I don’t know why, but imagine all sorts of faction leaders and important figures dining in there, Like Bayu, Genevieve, Naeva, Ikande, Ron Hope
And it remaining a neutral ground
TG’s is neutral ground, and no hostile actions can take place on its premises.
Like the continental from John Wick.
And she managed to Spring for Starborn Guards
LOL
I agree
🇵🇭 ❤️
I could go for that Lumpia plate right about now 😋
Fr!
It might require compiling
I'd guide you through that but I'm currently away from my pc
all g 🙂
my vanilla scripts are like that as well, however if I make a new quest it's just blank instead of failure to load, and it allows me to write. From what I gathered there is supposed to be a scripts folder under the data folder with all the vanilla scripts but it's not there for me
Do you have the scripts from Starfield\Tools\ContentResources.zip extracted?
Need to extract contents to Data folder (Data\Scripts)
same with materials etc.. in that zip
wow, I just did this and it's like putting glasses on for the first time XD. I was not planning to get heavy into scripting, but like you, wanted to see if there was something in the papyrus fragments from other quests I could replicate to get my quest going, now I can go digging 🙂
excellent, ill be doing the same myself soon when i finish work 🙂
Speaking of restaurants, would it be against the modding TOS to turn Chucks into McDonald’s? I need this in my game so bad. Lol
McDonalds is heavily copyrighted. But if you made one in another location It should be okay. Like TG says modify it though. Chuncks is used by other mods so that is questionable anyways.
Concenring McDonalds: ONLY for reference:
Infringement
Using McDonald's trademarks without permission could infringe on their trademark or copyright rights
A Dune mod and Batman mod was removed (boo hoo they were nice)
You don't have to worry about us players. LOL
If someone could mod in McDowell’s to replace Chunks, I’d be forever grateful.
OH LOL Just read that McDonalds sued McDowell's - they did not know it was a fictional restaurant being filmed in sight of a real McDonalds. 🍻
and ooh there is a company that has McDowell's as a brand: comprising three categories – whisky, brandy and rum (under the name McDowell's No. 1 Celebration) I am okay with spirits. Just don't drink and drive from the place.
i had an idea for something that could be interesting, but wonder if it's worth doing, if anyone but myself would even use it: quarter, half, and full circle habs, including custom diagonal doors, with diagonal versions of habs that connect to those, and also corridor habs that curve to then connect back to the regular habs as well
the circle habs would just be corridors probably though
the exteriors would be custom, along with normal habs, and I'd also try to make versions of curved and diagonal habs that use edited vanilla exteriors, and possibly even asking other mod authors if i could make versions using their exterior style as well to allow for matching hab styles
Tried out the new Ecliptic Tactical Spacesuits. They’re cool but I’m disappointed that the mod alters existing spacesuits unrelated to ecliptic
Lol. Wait….what?!! Lol
I was hoping the new suits were actually separate and new suits rather than edits of existing suits
oooo
Hey did the falkland Ship han remove some parts I swear I had more Hab options before
No they are there. Its like the DerreTech mod parts. Where if you are not attaching to an appropriate location the parts do not show. If you know what you are looking for. I sometime plop a hab out and test all sides - looking for the part to suddenly show. example - a rear wing will show display in the list - if you are trying to get it on a front facing location won't show.
I was talking mkre about the actual ship havs showing up in the menu, i think I have to go to the Ship hab seller directly.
Falkland only shows at the NA showroom. Its may possibly change in the future. Once you have the parts you can go to other shipbuilder locations and play around.
A few of the ha s show up in my Darkstar ship builder,
Yes that tends to pull things from other locations.
But hopefully they all are available in all locations eventually,
Im.nkt a very huge fan of bouncing from spot tonspot just to build a ship.
Honestly the gane is kinda starting to lose a but of my interest again.
But I gice jtna try from time to time.
Understood. I play ESO. when not doing SF. Most everyone have other games they play with.
Im just waiting for MH wilds to come out, it's also thr reason I changed my GT and even my Discord name. Granted I had someone mix me up with someone else who was/ is in this discord as well. I guess pir Names were very Similar lol.
You can only try to come up with a unique name. Its not easy.
Mines sort of a Mix of Targayrean names kinda blended into 1.
I guess there was some other person who had a Simialr Targaryean themed name as Well.
But I tried out the new ship habs and Stuff But I lost interest halfway through that build.
i.wemt with the jjsy drop i to a random Putpost base and blast everyone..
They didn't seem to like that very much
Several companions do not like blasting enemies until they are hit first, then they are usually okay. Vasco is neutral on that feature.
https://www.nexusmods.com/starfield/mods/13272
This Took over a week but finally its here:
Framework that allows companion authors to upgrade their companions to rival constellation companions
Also uploading this since a writer has commissioned me to help create a companion that's on par with Inigo
Anyone know if Outrora is in this server? I gotta report a bug with their mod
I don’t think Bethnet has comments so I can’t contact through there
And the mod I have a bug with isn’t on Nexus
well done
thanks took a week since I was paranoid of accidently deleteing topic infos🤣
It's like spending hours making a model only to realise you've accidentally deleted 3 nodes on the bottom of the foot somehow
Be honest, do we really need those 3 nodes?
Reddit will notice
Reddit ALWAYS notices.
So learned how to make an op weapon I guess lol.
Everytime you shoot it it temporary freezes game for 1 second and kill off the entire town of akila
Do you have to BE in Akila for that to happen though?
Nah. I just placed the weapon there
trying to make a joke that if you have to BE in Akila to kill everyone in Akila it's not OP; but failing horribly
Sorry. I'm pretty known for a joke ruiner cuz I can't tell tones online
Don't apologise, there's a reason comedy isn't my day job
I see
@autumn idol Good lookin out on that framework mod, Legends.
im looking at ideas for my weapon mod
in regards to getting it, for emersion/playable reasons, im changing it from a craftable option to a quest reward.
do i:
-
make it a quest reward at the end of "one small step"
-
have them available in my own little quest to be available in the players room or safe in the players room in the lodge
-
put them in the universe and make them a little side quest?
each way i need to work out how to do 🙂
@torpid badger I like things being a side quest.
I for one love integration into the games worldspace through the levelled list. I know some authors do both levelled list integration and a short quest.

ngl I'd pay a 100 credits for an achievement friendly version of this qol mod because jeezus christ i hate that brown filter on Akila
@gritty heron
it's too much, I actually like the luts in Starfield, but Akila's one was overdone
💯
Someone downvoted your reply to me on Reddit. Reddit being Reddit I suppose.
I missed that you were looking for an achievement friendly version though.
Yeah ik youngneil is probably my best bet rn
people like things on reddit
Legend had it, anytime someone mentions Reddit, someone on there gets banned for posting memes in general chat.
wanna see something cool
@sour steppe Sorry for the ping but it says you're online I'll show you too lol
Hell yes.
whelp the argonian is going to wake up to a random ping now lol
Okay, yeah, but that was pretty cool, I’m absolutely digging the elevator
there will be a map marker
I can guarantee the average redditer would have an absolute stroke if they're forced to take that more than 0 times
Oh, absolutely, they probably plan out their Starfield time for mining resources and using the other monitors for Starfield/GTA 6 updates
or just jump on and shoot people and complain about how it breaks quests
And don’t forget about how it “messes with their FPS”
maybe install a couple hundred mods at once then complain it bricked their save
HUNDRED, that’s rookie numbers, they probably have mods from less…. Respectable sites installed
I live a simple farmer life in gas station at the edge of Archimedes
Ah, a fellow simple lifer, I live on Huygens in the ass end of nowhere building my gun collection.
I built a nice house there and a garage thanks to a certain mod from a certain modder.
Anything particular you’ve thought of?
Like the shed houses from fallout? Doc Mitchell’s house? SKYRIM houses?
I already made skyrim houses
Oh yeah, your first house pack, I use those trees with the lights at my outpost.
I'd totally make an outpost deco mod but too many people have done that
That’s fair, what about a Vault House?
Complete with a Vault Boy Bobble Head that starts the quest
This could be doable via making a bunch of space surface maps generate each time player leaves ship and make it rng random just stars and have zero gravity and then random asteroids appear on surface map.
Dunno about the tether though
Also probably wouldn't be able to dete the maker anymore like a landing marker though
BY GOD, this looks amazing.
#whomever created More Power Capacity for reactors. Do you think you could get verifies and make an achievement friendly version to power up our ships reactors, weapons, engines and etc.
Or if anyone is. Even if we have to use a new perk and skill points.
I'm wanting to make my bird soar like an cheetah in the sky.
Is it the moon with the cherry blossoms?
@sharp lynx !!!
Sounds like SOMEONE is stoked about a vault house.
You know what would be sick? A Vault 21 Motel.
And true, she’s BASED enough to make it epic
I know she's done some stuff fallout that personally I thought was awesome.
Oh, I’ve seen, I use her 2nd house pack and have a red Rocket on Dazra
anyone else having problems with Nexus' captcha or is it just me?
@gritty heron
I'd recommend DMing the guy if you're gonna ping him every day lol
Tank, Serious question, How do you feel about NV?
I mean that's what I use to mod pretty heavily
The best part about fnv lore is every choice is the worst choice lol
That’s accurate
They're all bad lol
however, I could respect House
But hey, you don't come back from the end of the world better
House is literally the legions mirror, just without the edgy derp
True, but he’s got an immaculate mustache.
And tried to at least save Vegas.
Because if anything is needed in the post apocalypse, it’s gambling.
Also, you know, the ranger outfit slaps ridiculously hard.
🫘
Man, I could use some Frijoles in Starfield
Hey, maybe that’s why Sarah complains all the time, she doesn’t have any beans to eat.
Everyone know BEANS are an important part of an Englishwoman’s diet.
Sarah needs her beans!
It’s why she nags so much, there’s no Coronation Street and no beans!
Question..lots of older mods were released as full masters, as the earlier soft limits made it not matter. Now that the soft limit is gone, is there a way for users to resize a small mod that was released as a 'full' to light/medium' to avoid true small things eating up one of the ~250 'full' slots? Or maybe combining (grouping) several into 1 so it counts as just 1? Noob on modding and on using mods so please be kind.
If your using a new save, you may have better luck, but ya their is a process of changing an ESM back to an ESP then saving as a light master or merge exc. https://www.nexusmods.com/starfield/mods/10189?tab=description
Converting back into an esp is greatly appreciated, if that tool is as useful as I think, S tier. I had to make my main mod an esm due to weird dirty edits and terrain bugs that just kinda show up if you make large mods for Starfield.
Related just been informed a minute ago by Ravageron, after a mod-breaking bug, how to hex edit to turn esp into esm master without CK, maybe this plugin bridge can also be a backup option for that problem too.
Yesno, they add the helmet, but not the armor
oh? which mod
This’n
ah thank you
@surreal storm love your pocket dimension mod.
Was wondering if you ever thought about making a fun quest to open the shrouded veil in your pocket dimension to go to other dimensions that have slight differences and make it fun, like exploring for a new ship that has an infinite storage crate on it and other things that could be fun. Like a pocket dimension sized Habs and stuff to make things tinier. I'd probably buy that mod as fast as I could.
Just curious if you thought about it. You made the dimension so cool looking and it makes me want to explore it more
So, can anyone here make NCR ranger armor for Starfield?

I’m just saying, Tank, Waiting for NCR Ranger Armor makes me wish for a nuclear winter.
how is the outpost venera mod coming along?
I’m hoping someone can mod this baby into the game as background machinery lol
Lol.
I’m also curious to know if there are any decent UI changing mods on console? Something to give the UI a bit of a flair or a distinctive look?
Better yet why not just make that completely lol
Well, I didn’t expect anyone to make it with any animation considering the animation tools aren’t out yet. I have to level my expectations. Lol
wow. Fur textures are hard
Creating a “Tribbles” infestation mod? That would be awesome as well. Lol
Hair cards pretty much but the opacity system and transparency is so wonky now
does anyone have any recommended youtubers to watch in regards to creating scripts?
have looked aty some but havnt resonated with any yet
Kinggath has a series for Fallout 4 https://www.youtube.com/playlist?list=PL2g2oK5KhZT0WUOw0Y_8HFudZbgfmcdEl Its not Starfield but much of it is similar enough.
At least 5 videos on scripting there
My name's Richard aka Darkfox127 and I primarily create tutorial videos to teach people how to use the Creation Kit to create mods for The Elder Scrolls Skyrim. In addition, I also live stream over on Twitch where I create my own mods and play Skyrim itself.
Be sure to check out my website if you want to learn more about my content and please c...
awesome, ty
Is there a mod to get rig of the enemy name tag over there heads? Or at lest to make it less in your face?
So the mod author of earth restored has figured out why the no audio bug happens on xbox, this is what they said. Yes, i updated it a while ago, the bug is fixed on my end. If you still receive the audio bug its because you must be using another mod that hasnt been updated that still has the audio bug. It was a old bug in the files of bethesda mods a while back and they fixed it after a cetain patch, but u had to reupload the files, so people who never updated their mods could still contain the bug. Hope this helps for future reference.
Well, Time to head back into NV.
I guess now it’s safe to download “Earth Restored”? Lol
from what i've tested with earth restored on the audio is fine, But i disable all of my mods when im done playing then when i go one again i re enable them just to be safe
Oh wow. I have a ton of mods, so I mean, disabling them will be a huge task when quitting. Lol. Where exactly does “Earth Restored” go in your load order?
just anywhere and oh if your on xbox when you go into your mods just push y and then the start button there's an option to disable all mods ill show you
@jolly torrent
Lol. I didn’t even know that existed lol.
same until yesterday lol
Lol
So it looks like Bethesda has maybe changed how OnQuestInit() fires in scripts running from quests with "start game enabled" and with run once unselected. This used to trigger on every game start, I know because did quite a bit of testing back in July. It now only seems to trigger once, and won't re-fire again after on that save.
So you can no longer use this to check something at every game start.
If you're trying to check something when loading a save then you can use a different event: OnPlayerLoadGame() in the Actor script.
Hey guys, quick question, is the Astrogate mod for Xbox deleted?
Maconnel’s! Groat burgers and sweezy fries coming up! Who ever makes parody mod of McSickness gets my money for sure. Especially with some form of quest and maybe a follower and whatever else. Right now I’ve been having fun with the NGPM mods and Chunks 😂😂
Soonish I'm about to publish one of the largest food mods yet
Looking forward to it!
❤️ 
That seems to trigger when loading a save after you're already in-game, but not on game start. I saw someone else mention on the Starfield Modding discord "by the time your script has registered for the OnPlayerLoadGame event, its already happened, so you wont get the debug message on the first load after enabling the mod, youd need to activate the mod, load the game, save, exit, then load again to get the event to fire."
Correct. It doesn't trigger on new games. But it doesn't need to, either, as there is already the init event for new saves. If you want to run the exact same code for both just make a custom function and call it in both places.
But it does mean there are now times when neither will fire, i.e. the quest has already run before, and the player is loading into the game fresh.

No, that's not how it works.
If you are starting a new save, the code linked to the init event runs. If loading an existing save, the player load event runs instead.
You can make a custom function then call it both in the init event and also in the player load event, ensuring that it will run in either scenario. And for initializations only meant to happen once you can lock code behind a check; once run, you set a variable such as a boolean to act as a flag so that when the function runs again it knows to skip that part.
It's a common setup among Skyrim, FO4, and Starfield mods.
That's exactly how the retroactive fix scripts work for the unofficial patches. OnInit() to start them off, OnPlayerLoadGame() to check subsequent game loads afterward.
This is what I've done. But like I mentioned, OnQuestInit() only fires once now, period. It won't fire again even if run once is unselected.
You don't need it to run again.
That's why you put the checks you need to run in a separate custom function and then call said custom function in the event function.
OK, maybe I have another issue going on here then 🤷
I'll keep testing.
💢 ... it was a script property without a value 😩
lol, well it works now, that's the main thing.
Still, anyone else who was relying on OnQuestInit alone should be aware.

Y’all ever play FO4 and think, This could use some STARFIELD and vice versa?
I think Garfield for me would be amazing if it had the same outpost system
I just miss scrapping random crap around a location
God, that one FO4 scrap mod was based as hell.
I also would've liked a bit more lore, I know it's new but there's next to nothing on the lore for this game and I mean deep lore. Like cultures between the planets, creatures being a little more iconic stuff like that
Cause you see a rad roach and you know exactly what that is and all about
FINALLY, someone else that doesn’t just chalk it up to “it’s not finished yet” I absolutely would’ve liked more lore about Akila and the Aceles for example.
I hate Rad Roaches with a passion and Bloatflies
Sometimes I’ll be vibing in the most random places, then HELLO +1 rads
But thems is cute though.
I did include them in my list but I damn near forgot to do so
So you can have an aceles pet
Although, I would’ve liked more lore on the Ashta.
We kinda got something with them
People don't realize but .... There's about 200 unique animals in the game
That they’ll annihilate you the moment you walk out of Akila, this is a fact I’ve discovered MULTIPLE times, can’t camp worth a damn on Akila.
Oh, yeah, there’s a ton of different animals, although, I can’t help but wonder, how come lore wise earth had all the normal animals
Actually, there is something I’d like to know, The Well, I’d like more lore on it.
Fr
Like, are there gangs down there?
What’s the political climate like down there? Do they have their own version of Aurora? Is it NA’s version of Dog Town?
Are….are you a microbe person?
There is at least one gang in the Well, the guys you have to fight off for the lady at the Viewport’s quest
Seems like it’s supposed to have a lot of crime, and a lot of oppression from the cops
Would love more on the Well though too, it’s one of my favorite locations
With all that educational graffiti on the walls of The Well surely some criminal new quest could come out.
Yea a cool NA underground would be interesting
An underground city would’ve been tight, like Cydonia, only less depressing.
Like throwing neon under NA
Or Night City.
For all the hell i occasionally give BGS games, I can’t help but love the fact the “Main” story in every game is essentially, do it when you want, no rush, like in FO4, I’ve take up residence in the Charlestown condo and I’m onna take my sweet time renovating and doing all the side quests I can, Shaun waited for over 60 years, he can’t wait a couple more
Like, I’m going out for milk and cigs, I’ll be back someday, son.
The point I’m getting at, Live Another Life Starfield version would be TIGHT
Hey can someone help me with a tattoo mod I’m trying to do? I have already edited it but can’t get it to work in game.
I actually liked how depressing Cydonia was. It added some mood to the game, tbh. Well, mood beyond “Saturday Morning Cartoon”.
Tattoos that you can place anywhere on the player character?
I have the .DDS file but I want to add it as a new tattoo without using script extender but don’t know how to do it 😅
@sharp lynx is probably your best bet or can point you in the right direction. $40 bucks for you once you figure it out because I have a request for a tat. Lol
You’re paying $40 for a tattoo? 😱
Tattoo plus certain placement. I’ll DM you the details. If I’m allowed to DM you, of course. Lol
No way bro I think $40 is way too much for something like that, I’m not going to rip someone off 😅 and I’m not confident with making mods enough to take requests bro. Maybe someone here can do it for you though! I don’t know what the hell I’m doing 😂
Once you figure out what to do with the tattoo mod is what I’m saying. What’s the scope of the mod? Just to add tattoos to the player character in pre set locations, right?
I’m at a loss with using the Creation Kit. I’m trying to make a mod that changes the location of the base in Back To Vectera from Bessel III to Piazzi I (because the latter has a breathable atmosphere). I opened the quest data and replaced BarrettDungeonPlanetLocation to Piazzi, but even after starting a new game the quest would always send me to Bessel. Can anyone please help me?
you did this in the Alias right?
Whoever said this weirdly had a dream about this actually. It was an deep underground city with massive waterfalls and big domes and cat people.
The latter doesn't need to be but it was a weird dream lol. And it all started with a new quest to fix an old bugged quest.
I just thought it was funny this was brought up and then I dreamed about jt
Correct
ight
Yeah, new Vegas always felt a little more restrictive
Since it was pretty linear as you not only had to balance faction reputation with what quest lines you do as well as power balancing keeping you out of areas lol
Fallout 1 kept you going because of the actual timer lol
I’ll tell you what, I’m taking my sweet time, Shaun can wait a couple of years.
I’m out here trying to make a new Shaun, pimp.
Is there a way to force clear my libary/bookmarks there's some glitch that's happened that means some mods are permanently there and yes I've checked on the website and cleared my space on xbox
Stage II of A Staple Addition is well underway, more soon
Someone knows why this happens? I'm trying to paint a dirt trail but it won't let me paint past a certain point, it's like I can't paint on certain areas. I had to add the texture I am using in the screenshot (LDirtPacked_Gray).
probably a cell boundary? I haven't done SF terrain stuff, but that seems most likely
It might be, but I don't know why simply changing cells wouldn't fix it, which it didn't sadly :< .
haven't tried that in SF, but in past games (like Oblivion, Skyrim, etc.) there was a limitation (the way how it was coded in the engine) that you can't have too many different textures blending together, it was like 4 max textures or something like that
so I guess you need to use 1 or 2 textures less in that area for the blending to be correct
I think you can see the texture quadrants By pressing i
I'm trying to export some morph data into a .dat file, but I keep getting this warning.
Does anyone know what it means and how to fix it?
If I import the original model with the original morph data I get the same thing so I guess it doesn’t have anything to do with the new shape keys.
Tried to remove as many textures I could to only have 2, but it didn't work unfortunately. It seems like the places I can paint on have more than 4 textures so it must be something else. Maybe it has something to do with how the texture was added on to the worldspace (I added it and got labeled as "custom" and I put it at the top of the list)?
Hit "I" then right click on a texture in that quadrant list, hit replace.
press M for boundary
Thanks! I'll try that, I just searched for the texture list too and saw it was Left Click + I, not just I. I will try it in a minute and see if it works :>
actually press B for borders
oh ok then xd, thanks
I tried doing this, but right clicking doesn't show any "replace" option. The inspector just stays blank
I can see the Land Texture use (pressing Ctrl+T) here, but I can't replace or delete anything, it won't let me right click.
Am I cooked?
OK so problem solved, with a slight inconvenience xd. I had to manually remove most of the textures by painting over them, this means that I can have my painted path, at the cost of having to later paint the rest of the details by hand :>
anyone else having an issue where the glass of the halo helmet dissappears?
What mod are you using?
@calm brook hey mate,
did you get your quest to fire?
Would it be difficult to implement meteor showers or ship crashes in the background whilst exploring planets? Nothing super fancy, but enough to know what’s happening?
I’m actually glad we got Aurora Borealis tbh, but I think that was because Shattered Space
Hey buddy. I can get the quest to auto launch, could not get any sort of condition to work (after a quest, or quest completed, or anything else really). I do not want to make it trigger from item (like video tutorial). Apparently to make it trigger after another quest requires editing the script of the triggering quest. I do not know scripting, and after two weeks of searching and stumbling, I decided that trial and error of writing script that I do not understand could take months.....
TLDR: so no, I gave up, and I am focusing on other mods I am working on for now. Best of luck to you though, if I find something I'll let you know.
got further than me!
i couldnt get mine to auto fire
im still trying.
am currently starting from scratch with a new esp and bare minimum to test
I love to help you get it to autofire, but when I tried to replicate it, line by line, I could not.
If you want I can send you the ESP where it autofires.
that would be good, let me have a crack at this fresh esp and see how we go and will let you know tnx
k I'll send it tomorrow (on other PC), If I forget in a day or two ping me
New video on Fielded Updates! Check it out: https://youtu.be/WmqA68lsKv8
Hello everyone, in this video I explain the Changes and Additions to Fielded and an explanation on the Creations update delay! New tech and more!
#starfield #starfieldmods #starfieldoutpostmods #starfieldcreationkit #starfieldgameplay #wickedworkshop #fielded
Contact
SomethingWicked3 (Discord) https://discord.gg/hnrJNfAv
SomethingWicked Nexus...
Does anyone else have an issue where the glass of the halo helmet dissappears?
Xbox?
yeah
You can for the latter
You know what kind of gun we need? One that mixes the gore mod and the mini gun, a gun that shoots Sarah Morgans that EXPLODE on impact
Here it is bro, like I said, I could not replicate it on a new ESP, and could not make it trigger after an event. If you figure it out let me know! (I'm sure it's easy and like 5 minutes for someone that knows scripting, but for me 2+ weeks of stumbling was enough)
That has got to be the best way to yeet the moody cow
Load order. That or conflicts of another mod.
Other then that we are not goign to know.
I need some help, Hong's ships are not working. The game crashes whenever it tries to load.
Thank you to whomsoever built this and ported it over to the console. This is my dream. I’m thinking sick day from work tomorrow or Thursday
awesome, thanks ill check it out!
i dont know scripting myself, but will have a crack
Can anyone please help me out? I'm honestly unsure what to do here-
There could be a hundred things going wrong. I don't use Hong's ships, so I couldn't give very specific help personally, but I'd start with looking at any other mods you might be running and your load order.
The Nexus page (here: https://www.nexusmods.com/starfield/mods/11503) mentions going to the starfield ships subreddit or the ship distribution discord server for support. Even right there in Nexus comments you'd probably have more luck getting help from others who use the mod.
its the creator themself
I have always loved these abandoned ship hangar POI's.
I wish we could have an entire abandoned ship hangar building that we could turn into our outpost.
We could land our ship in the hanger and when it's parked the circle door above it would close shut.
When we go to take off the door would open and our ship would vertically lift off from inside, then when the ship was clear it would take off forward into the sky.
I know with SomethingWicked3's fielded mod, we can place a ship landing computer in one of these to get our ship to land in one and take off.
But still the entire structure with all the rooms and such wouldn't be ours to place anywhere we want or decorate.
Also, the door above would always be open and wouldn't close.
its actually possible to do this
I have seen mods that turn the Lair into a player controlled base
So it does look possible
you sure you edited this alias?
For the 3DS MAX plugin, does it only work for 3DS MAX 2021?
yes its version dependent
Well shoot, that's a problem
I wonder if I can get ahold of the indie version of 3DS MAX 2021
No, I edited this alias:
no image
I'm trying to upload the screenshot, sorry
My upload keeps failing. I edited the alias "BarrrettDungeonPlanetLocation" with a fill type of "Forced: SBessel_PBesselIII (0001b37a)"
I changed that variable to SPiazzi_PPiazzi I, I think the exact file was
ohh that
you have to remove this and place it on another planet
its forced to be there
not using PCM but instead hand placed
I think that's more advanced than what I've learned so far with the CK, I can't be sure. I'm very new to the program
btw why did you want to move the location of worldspace?
since it looks like it was designed to be on a barren Planet
If you look at the POI, it looks to me like it was meant to be put on a planet with a breathable atmosphere. Bessel III is desolate with no oxygen and Piazzi I is a wasteland with air
I might put a request in the Starfield Modding Discord, there's a few people trying to improve immersion of POI's by restricting them to breathable atmospheres and such
you have to rework the POI and the quest
you can instead just delete the content that doesn't make sense in non breathable atmosphere
Hm, interesting. It's a lot more complicated than I had imagined it to be
This is why I was a liberal arts major, not a computer programmer lol
its not ngl
just a simply click the delete key on render UI🤣
thats one of the reasons why I love the CK
doesn't need to be overtly complex like other engines
The mod that has been addressing the issue I have is here, but I don't think the mod author has been around for over 8 months
ah
oh I remember that mod
ngl I rather make it a level packin instea of downright deletion
that way you can see it on breathable atmosphere and of not there then it will be automatically removed
I'm just disappointed that there are so many little details like this that went unnoticed by BGS. Heck, someone had to make a mod to install the mission terminal that is referenced to in The Den
I guess more will be addressed in time
I mean I think some of the criticism of avowed actually in some ways highlight some of the good things about bethesda's engine that I often take for granted or forget about.
Really? I need to take a look into Avowed
I generally give BGS slack because their games have SO MANY moving parts that they can't make things perfect within production schedule. That's what modders are for, after all
Well I won't worry about it for now. Thank you so much for your help DJLegends, nobody else has responded to me
that was done lorewise...
people keep trying to repair the Den even though its stated to be a dump
avowed has an issue in which nothing is interactive and everything is "dead"
Anyone know what Item ID this is - or item name? I found this on a table with 10 items. This one did not show on anything I even tried to grab its ID. Nothing. Thanks more curious than anything. To me it looks close to a Sage Stick - but it is a beth item.
just having the ability to pick up and drop and collect junk is literally the primary thing I love so much XD
it's got a really unrelated name lol
AK_Herbs01
Ah a Herb bundle that make sense Thanks - it is in the eating area.
But it got to many grass looking stuff. its normally all leaves. for tamales.
Its the season. So the authorities say. Hopefully its short duration.
https://www.xbox.com/play/media/jhkzS3m7jD
One of my base builds. Almost done . Lmk what you think
@silver sorrel i have one of those underground bases next to my outpost
@devout flame check out a lot of your mods were used
Epic build, well done!
Can someone port a single Cyberpunk 2077 hairstyle to Starfield for me? DM me and we can talk price. Gracias.
Wish the Character Creator Extended creation had full colored alien eyes, elf ears and a way to make eyes bigger. Karousatoua is the creator I think.
what would be the largest hab size that would still be useful for regular ships? i'm going through the vanilla hab exterior styles and making a 3x3x2 hab for each (except taiyo, i have interesting plans for that exterior style though) and i could turn that into pretty much any sized hab by splitting it into sections
I did a follow up and you can purchase an indie license for 3DS Max an install the 2021 version. It just takes a support request
is there a mod that removes the UC? don't want no stinky democracies in my game
Are there any mods for Xbox that improve the enemy AI? Something like this https://www.nexusmods.com/starfield/mods/1392
How is the outpost venera mod I’m waiting for a review to buy everything looks good I just don’t know how the voice acting is?
Where 510DeShawn?
@sharp lynx After very throughly exploring the commonwealth and further neglecting my responsibilities as a father to Shaun, I’ve come to the conclusion that Settlement building is a pain in the ass, I’m glad BGS didn’t bring it back in Starfield.
This person is NOT a helldiver
A reptile species would be nice. Or anything that is not star wars. Im getting rather tierd of seeing those mods.
Hey all, trying to get a mod to work that has in the past. But now is not, is anyone able to use the Ultimate Stealth Ring mod? It installs but the item doesn't appear in game for me. Anyone one else having this problem? Please advise.
Conflicts, update mod, load order. 1 of the 3. Or all 3.
isn't modding just a joy
I'm pretty sure that one needs fresh loading of the Lodge interior. If you've already visited the Lodge in your game, the ring won't spawn.
You'd have to load an earlier save, a new game, or new game plus
Can't be conflicts or load order as that is the only mod from a fresh install of the game. And its still not appearing. Tried both old saves and new games, and its still not in game for me, I wanted to see if anyone else is having this issue or try and discover if its the mod that needs updating.
when was it last updated?
that i can only speculate because 2 weeks ago the mod worked in a old game. I had to format my hd and reinstall everything 2 days ago and haven't been able to get it to work.
damn it might sound strange but I was hoping it was something on my end. I messaged the author but they said couldn't get look into it soon as irl stuff was taking they're time.
at least its a small mod so probably the update wouldn't be too much work
hopefully they will get to it soon. wanted to start a new game before my days off for the week were over. Anyways thanks for the info.
I have been looking for a tutorial, havnt found one yet, on how to create a terminal and transform it into a weapon to use it like a data pad?
does any one know of one?
ty 🙂
That request doesnt really make sense to me the way its worded. Are you going for something like a Pipboy?
I have been poking thru the CK for some time now, trying to determine which setting determines how many shots you get, before the reload pause.... Particularly for missile launchers.... and I am just not able to find anything related to it. Is this something that is hard-coded, and you simply CAN'T change it?
Swordshands_bowman made a mod that changes the ballistic ship weapons into rapid fire PDCs that expend thousands of rounds before reloading. Seems like it should be possible for missile launchers, too.
You might wanna try to reach out to them directly. Maybe they can give you better specifics.
I mean like the mod ship recall with the remote
Anyone else having issues with Wynter's lockpicking mod? Just having the mod active resets my Security to Rank 1, even though it was 4 before the mod was installed. This happens immediately on game load, before the quest is done.
@frosty rover are you going to redo companions? Your crowd mod looks cool. I own the spacer creation. Love your other mods.
Does anyone have any good tutorials for opening a door with a terminal in starfield? I have spent the last three days using Fallout, Skyrim, what little Starfield tutorials I can find and even used ChatGPT's deep research to try and find the info for me, and I still can't get my door to unlock when I select the terminal menu item 😭
I figure ya'll may be able to help, as I'm trying to complete a level for a school assignment and this is my big issue right now
you can look at some examples in CK
I have not found a tutorial with that. If you can find Muybridge Pharmaceuticals POI in the CK, the lower building has a terminal that all it does is open the door next to it. No messages, no logs, nothing, just open door. Maybe that can help you figure it out
I've just uploaded the Xbox version now, with a separate one for Shattered Space compatibility.
WARNING TO XBOX USERS: Do NOT use the mod called “The Icarus Device” unless you are ready to suffer serious Xbox and game issues.
Which one is best?
I like the first pic.
The scary thing is that I was about two seconds away from downloading it. Lol
Thanks for the warning.
Thank you!!
Broke my game and my lvl 780 character. Having to start over now.
blender render of the first of many larger hab exteriors i'm going to be making, 2x2x2 stroud hab, need to add a few more details like decals on that middle metal section on the sides but besides that i think it turned out pretty well
You sir are a scholar and a gentleman/woman/person!
I'll track it down and use it as reference. Hoping this'll highlight my issues so I can finish my prototype for this assignment. Spent so long trying to get this terminal to work it's a few days late (no lost grades tho!)
Between 1 and 2
https://creations.bethesda.net/en/starfield/details/e7c95f73-386a-40f2-ad6a-4c59252e51b9/M6D_PDWS___Halo_Pistol Just released this :)
If a mod does not work for me, but it does for a friend, then it's a load order issue no?
oh I like this, you did a very good job of putting the model together
Very impressive texture work. You mention custom sounds, are these from Halo: CE, Reach or something else?
The first one 🙂
Hi Hi, I'm GanjaPanda420
Load order issue or conflict with another mod.
the snake asset of the outfit shows on unity me but not me ?
but it does when I go to NG+?
Intrinity Aeroworks update bork anyone else’s ship? Just mine? Cool cool cool
How serious are we talking?
With a name like icarus device, maybe burns up your console?
Spent 2 hours last night and another 2 hours this morning getting my game back to where I could make a save. Then had a crash and lost all my game data and had to start a new character this morning.
Lost all my game data on my lvl 780 character
Still think it’s mildly unstable so I ordered a gaming laptop and will switch to playing on that.
next question: what causes these lines bc I can't find anything in the texture files
https://media.discordapp.net/attachments/1221067326884151296/1345184128152375356/image.png?ex=67c39fd8&is=67c24e58&hm=ba9cfc39c645b3a3dc547f861d0fb716e5c0741040b9a03fd15be67e08f9ff9a&=&format=webp&quality=lossless
the reflections or the darker line? the darker line might be a normals issue, the reflective bits would be a roughness map on the mat id think
Sorry I can only figure this channel for my issue. Help. I never had this happen before. In UC Questline. I obtained the Archives data. WE did our thing the Deputy Mcintyre's office. Then we were to swear me in. She took a Way out of path of that part. Went down the elevator and walked around the ledge of the largest NA building. I caught up where she can not move anymore in the picture. Pointers on Reset of this ? or do I wait 24 hours ? I never thought to do a save before entering her office I never had an issue on this part on the questline.
Now she is on top of the windows of Falkland systems. LOL
No worries. I sat on the bench where you swear in. did a wait for 24 hours. Then she was there. The Deputy Reset. Interesting. LOL
I had this bug recently! Then the next quest broke at the very end and didn't start the next quest in the quest line.
Hmm I will save a bit more than usual then. and hope
is it possible to manually start the quest via console commands if something breaks?
So I am in Ethera right now - is that the broken quest after ?
I ended up having to start a new character as I then had a bug where temples didn't work properly and my character couldn't interact with the light puzzles. I kept reloading until I eventually could do the puzzle, at which point I did the animation for receiving a new power but I didn't get anything and the quest didn't complete. So just a warning.
I believe the broken quest is called Eyewitness. It's the one where you have to hunt down Orlase
Once you turn it in the next quest doesn't start properly sometimes
Probably, but I'm on Xbox unfortunately
I am in Ethera for orlase right now.
I am on Desktop - nice to know seeing issues on both platforms.
Good luck lol. I never had this problem until recently. I wonder if Falkland caused it somehow by adding to New Atlantis
i wonder if it's possible to make an item that could allow manual starting of quests when things break for xbox players
That would be a bummer if it is related to Flakland I love Flakland Systems
SKK had mods like that for Fallout 4 where you could "fast start" different quest lines, which effectively bypassed some potential issues with some of that game's quests.
That description is like a progreessive save issue. It add more and more junk code. Until the save is unusable any more. It has happend in other games.
Yeah, so far I haven't had either issue on my new character. I'm expecting to find new problems though lol
Well the price we pay for our fun. 🥳
I no longer dread starting a new character. I have done hmm four now.
As confirmation I lost total control of spaceship when Orlase spoke. So I went back to an earlier save. I relocated my ship north of Orlase this time and I got his ID. Hmm
There's a save game cleaner for SF now. It helps a lot
is it a mod ? what is it ?
Nexus search foe engine fixes. It's not the main file. Look in articles for an explanation. May blow up your house, ymmv, etc.
anyone know who the mod author is for this mod? love for this to be achievement friendly
this feels like a texture problem, no?
well this is the most sucking 17h of my life
Good job. A Stroud piece too. The 2x height for more headroom is underappreciated. Looking forward to it.
question, would it be fine to edit the vanilla wall objects for the bottom, mid, and top versions of the walls to add a snap behavior for doors since they don't seem to have one, or should i just make copies of them to add it?
the meshes are already there for versions with doors so i assume those wall types are used for ship interiors for m-class or something probably, i just need the snaps to work properly
rather than it just disappearing
Do it your way, but an empty variant of a 2x2x2 would be cool too.
yeah that's what i'm trying to do right now
pretty much this is going to just be a basic mod to add a bunch of larger habs for now. i got some ideas for possible interiors for larger habs but that'll be after i make the empty versions
If you're taking suggestions, something that is hard to find are double height habs that are only 1x2 or 1x3. The example you showed is fine but being 2x wide means limited appeal for any of the ships I use. Again, just a suggestion.
Nice. Large habs are rare but you can do so much with them with decorations.
my plan is to make 2x2x2 versions of each, and from there I can cut the exterior into sections to then make larger versions
1x2x2 and 1x3x2 are definitely going to happen, as well as probably 3h versions and 3x3x2/3
Looking forward to those.
Where?!? Only for PC?
Yes. It's on Nexus.
having multiple monitors really makes using the CK a lot easier
Damn it. Thanks anyway.
I made a custom beard and it's skinned to the face skeleton, but it doesn't move with the face in the game.
I've noticed that hair and beard have different nif files ending in _facebones.
Does anyone know how to set this up so that my custom beard moves with the face?
Back at it again with more CK issues :' > (and it's textures again)
I've moved over a project I had on one laptop to a new PC, and when I opened the worldspace I was working on, the terrain textures had completely changed biomes. I was working on a FrozenLife07 biome (because the worldspace would be a unique location on Jemison's north pole).
I think I've moved everything that was necessary for the mod to work; archives, the esp file is the same, I've moved over the same texture, material, meshes and scripts folders. I don't know what might be happening.
I've tried checking the "Use Land Data" in the inspector window for the worldspace, but that causes the engine to freeze and then crash, alongside making sure that I was still set on FrozenLife07 as biome inside Jemison's surface, but that made no difference.
Is there something I'm missing, or am I doomed to work on this mod from my laptop (where I originally created it).
Does this work in out posts aswell or just ships ?
@metalfanforlife
any idea as to what causes this invisible floor bug
also for some reason my game is loading mods from a mod loader even though i don't have those mods installed
Could be any mod. I play on Xbox. Have to disable all creations and exit creations. Close game and restart. Go back to creations and enable mods. Then exit to menu and start game. Fixes sound problems too.
Have you tried threatening the Xbox with violence?
Ships currently
Not that I have seen.
Where 510DeShawn?
Let's change the topic please
Roger that!
He's active on Reddit 👍
Thanks!!
Akatosh bless Arrokoth
@sleek cliff Did you port it?
Nope, The_Holographic did
damn had it been you i was gonna ask if i could DM you to figure out what the feck im doing wrong cuz whenever i try to do a port for Xbox i have issues with the Textures BSA
Ah, I'm trying to find someone to port scottyus1's Mass Effect mods. I have his permisions.
Let me see what these mods are…..
They're retextures turning the UC into the Systems Alliance, turning the magazines into Mass Effect Comics, and I belive a board game retexture.
Oh, and retexture to Constellation space suit.
Ohhhh. I need this mod
If I type "ShowGlobalVariables" in Starfield I get an output of all Global Variables with their values. Great!. Now I type "GetGlobalValue MB_MissionsCompleted00Bounty" OR any other Global Variable (So I know that I am not mispelling) I get from the first command, and starfield spits "Item 'MB_MissionsCompleted00Bounty' not found for parameter Global" .. What am I doing wrong?
Trying to see the current value?
Wouldn't something like
'help completed00bounty 3'
Work out better to print the current value for you?
thank you, that does spit out the value for the variable. I was using GetGlobalValue because that is the function that shows in CK and I would like a quest of mine to use GetGlobalValue for a trigger, but it wasn't working (could be that or any number of things). So I went ingame to see if it worked ingame and GetGlobalValue also doesnt work for me. Basically I'm stumbling through the dark trying to see what I'm doing wrong. Perhaps using GetGlobalValue in the CK is a bad idea, I don't know. Anywho, thanks for your reply
Ah that makes sense. Sorry I can't be more help than that. I haven't had much success in trying to get the CK to cooperate at all with my little gaming system.
Thank you to whomever uploaded the N7 armor mod. Now I’m excited about mods again!!!
Also, can I request that a modder turn GalBank into Charles Schwab/ JP Morgan and have some sort of banking system with interest rates that are higher than the heavens, please?
i.e. loans to purchase ships, credit cards, mortgages, etc.?
Finished modeling the Burton SMG
Very nice. Very lovely.
Any chance on getting a H&K MP5 or the H&K VP70? Lol
Yeah. I have pre made models of those. The MP5 is a whole kit. And I'm going to model more parts for the VP70
Thank you!!!
Also, to any modders, how hard would it be to implement construction equipment and “broken ground” outside of New Atlantis/The Lodge since NA just “stops” behind The Lodge???
It’s very weird. I would think some condos would be out there maybe a “Safeway” supermarket would be out there as well.
Also, can we also have real drugs and pharmacies in this game already?!!
New Atlantis lakeside suburbs lol
I mean….
It makes too much sense. I can get behind it.
Why am I only learning about Darkstar's All-In-One project today?
What animations are you planning for this? Or are you holding it until we can do custom?
I wish Beth would release the animation tools already.
Waiting until we have the tools to use custom animations
cool
hello! i was wondering if any1 on here also uploads to Xbox and wants to explain to me what the hell im doing wrong with trying to port to Xbox, no matter what i do i have issues with the Xbox Bsa's to properly upload and/or show
We still dont have this yet? Ive been gone/inactive for a bit
Same lol. Came back last week and saw it still ain't here :/
Rumor has it that I just made up Todd is cooking it up in his opium den, making sure it’ll be 99.9% pure.
For some odd reason, no, we don’t have it yet. Not sure why we don’t.

Honestly New Atlantis location expansions like that would be cool
I’m kinda sad the Astra-19 only has a gold metal finish. I’d much rather have a bare metal interior of the gun
that's why it's impossible to make a house for everyone lol
I'd love this but I wish it was blue
which it's good, people got their preferences and thats good
I just want to live in a cave.
And any wayward soul that wanders into my den will be greeted by my Spacer Welcome Mat, aka, a freakin’ mine.
Could the Hornet's Nest cluster explosions be added to a mine?
Shure why not
What part of game deveolpemnt affects sense of scale? I can't put my finger on it, but Starfield's sense of scale when it comes to things like weapons in the first person view feels quite small.
Hi folks. I'm a starfield mod newb (I haven't used any mods yet in Starfield). What's the best mod(s) for an alternate start. I've played SF for a while, doing a bit of this and a bit of that, but now want to start again and (a) skip the whole tutorial and main story and just do some focused "role-play" runs (a run as a marshal, a run as a pirate, etc) rather than being a starborn. Any mod suggestions for this?
Thanks.
Don't suppose any folks know how to set an enemy concious/unconcious in papyrus code in creation kit?
I tried setunconcious like past ck's but it doesn't recognize the function and I've had no luck googling (and having chatGPT parse the web for me)
@woeful sigil amazing work on the VAS-31 🤩 just curious if we could see a full stock and reflex sight in the future for it? And if there's any progress on the semi-auto option for the VMP-31?
Field of view and screen position, other than the direct scale of items. You can actually alter weapon screen position without editing animations in starfield.
I wonder if guard dialogue can be found somewhere in the ck
Cause i remember them commenting on my weapons and recently one commented on my Crimson Fleet gun “kraken”
So I’m guessing there is code and dialogue for guards to mention your weapon, wonder what all the dialogues are
it can
I’m just hoping here in the next update god knows when they release the Animation CK, can’t wait to use the Malorian as CDPR intended.
Could be part of the main game update or could be something separate another time
Modders are already pumping out some banger mods, but would be cool to, Y’know, get an animation for using an Emergency kit
Even FO4 had one in vanilla.
And water physics, Toss a grenade into the water? NOTHING
If you check the community patch it has a bunch of changes to that dialogue (i.e. so they don't comment on your "hat" or suit when you aren't visibly wearing one) so that would be the easiest way to find it.
you can use particle efects for that
Has anyone tested this mod? https://www.nexusmods.com/starfield/mods/12270?tab=files
Dated Nov 2024
My first achievement friendly mods are out! WhooHoo!
I’m thinking of buying the Allied Arms pack but imo I don’t want the Vector SMG from it
It’s to modern for my tastes and I just want the updated HVAP Carbine
🫡
Can you link it here?
Anyone else having isse with The New Crew taking up crew slots? I started NG+ , running Guardian VI, have not visited the Lodge yet, Lyria was my first crew, and she did not take a slot. But each member of the New Crew is taking a slot, so I can't take the 6th member. The only other crew-type mod I have is Robin Locke, but I have not met her yet. Edit: I also have The Veil, quest not activated yet.
It won't let me post the other one. Probably to keep people from spamming. You can click my name and find the The Den mod though. @strong oak
water is nearly cut from the game in its current state. In a perfect world I'd hope for some kind of aquatic exploration/POIs and better water body generation on planets.
Hey, I have a question. What's the highest you could set for setgs fXPModBase in Starfield?
hi peeps
general question
what are your top 3 legendary effects would people take for a weapon, 1 each from level 1 2 & 3?
......... Come on guys.
I use (and others), 1 - Furious (or Extended Magazine) (gold/orange/yellow to each their own on color here), 2 - incendiary (purple), 3 - Shattering (blue)
For only the top level 1 - Furious, Extended Magazine, Anti-Personnel (rarely)
Everything depends on the weapon in question to be honest
Has there been some changes to the game and mods because I am not seeing my weapons while I have them equiped
equipped \
Thank you for the feedback
Is LSD's New Game Customizer better than SKK Fast Start New Game that is free?
Anyone?
I am guessing that is a no then
I am guessing that is a no then?
When did you last see your Weapons ?
There's always a possibility for those, at the moment though, I'm focusing on a bigger creation so that's got my attention at the moment.
You can use SKK instead
So; what you’re say is, this is Todd Howard’s World and we’re just living in it?
Okay. I think I broke something. I try to disable a mod, but leave the Creations menu to load my game, and it’s automatically enabled again. 😂
Lmao, Bethesda promoted a mod on Instagram and claimed it's on Xbox as well as PC... but it's not.
? can you message me a link to the promotion
Sure! One moment
Here's the mod they linked to
And it's promoted on their most recent Instagram post
Maybe they just included the Xbox logo to say the game is on Xbox, but if that's the case it doesn't make it clear that the mod they're promoting isn't.
PC only eh?
That's what Bnet says 😢
Someone is getting their MANAGER spoken to, BY GOD
I need to check out the comments to see some OUTRAGE
Why don't you check out the comments on Bethesda.net? Oh wait, they removed that function 😭
It’s not any better on Twitter, some of those folks just want SOMETHING official
Twitter is a cesspit at the best of times and we do not live in the best of times lol
It would be nice to have some communication regarding the future of the game though.
Yeah, they definitely should’ve given us SOMETHING by now
I mean, BGS is certainly no Rockstar Games.
@strong oak Never mind there was updates for the mods so it is working now
Reddit too lol
All jokes aside, I hope they fix this soon though, I’d love to have those outfits on Xbox
They look pretty good ngl
Which is why is frustrating BGS would pull a fast one on us like this
Comments are next to useless
I have a shirt that reads “I’m next to useless.” I wear it as often as I can while at work.
They may be next to useless, they may even count as worthless, but it’s better folks yell online than at a cashier at 7-11 just doing their job.
Although, if they keep on Twitter, or blue sky or MySpace, wherever people like to Rant these days
Hi guys, is there a couple of Starfield modders out there?
I'm trying to do my first own mod right now. I been able to do a lo of things such as creating some habs, playing with lights, populating them with npcs but one thing is missing and i haven't been able to find the ''How to''. I want to put a gun rack in a hab to build in my outposts. No problem with the rack, but the guns doesn't appear visually. I can see them in the rack by pointing at it just like in a chest, but i can't see them on the rack.
Do you guys know a way to solve my issue?
Have you compared to vanilla racks in ck? I would start there.
Yeah, i did a lot of test until now.
I did put my rack in the basement at jemison and bang, full of guns.
I put the vanilla one and the guns simply doesn't appear visually but they're contained in the rack
So, the vanilla ones are broken now? I know very little on this side, just trying to give you a starting point.
They're not broken, they only seem to work in some situations. I'm trying to understand the situation to reproduce and make it work in my mod
Just throwing this out there, but if the rack has a script(s) attached did you check and make sure its properties are filled?
Sure but having an official avenue for communication is better than nothing.
As it stands, if a mod author doesn't link their socials there's no way to report bugs or to help other users pinpoint incompatibilities and issues. Plus the fact there's no comments or reviews means there's no early warning for users if a mod is broken or poor quality.
Also if you use other social media it limits how many people will see related information, like workarounds or known issues.
That's an excellent point but i didn't see any script unfortunatly
for a test, i did a copy from an existing/working rack.
It doesn't have any script in it
When i use it somewhere else, they doesn't appear
That E-11 there looks familiar lol
Nice mod tho
Unfortunatly not this one
Ah it's the EA port
This is when i put it somewhere else
It is from the ''Star wars blaster and melee byr Crozzbo''
Yea the EA ports
I had yours before but it unfortunatly got issue with other mods i think so i replaced it eventually
Going back to the comment thing, I personally don't see anyone having a hard time finding me and reporting bugs, if people knew how to operate they can attest a mods quality by using the like button. I can agree new mods might have a bit of buyer beware considering there's no length of time for review, however, that would apply regardless comment system or not. On the flip side on nexus where comments are common I see 98% of the reports I get there being completely irrelevant to the mod they're reporting it for and if it is relevant it gets reported 900 times over and you end up spending more time replying to the darn things than fixing the problem don't get me wrong I'm all for feedback and bug reports
That's just my opinion on it anyway
It shouldn't have issues with other mods it was a standalone not a replacer... That's odd
Eh, I'll get to re-uploading it eventually
Or not I don't do star wars mods anymore
🤷
I can send you screenshots if you want.
Maybe the issue was on my side, who knows
I know it requires the migration tool to update the nif mesh so there's that
I haven't updated any of my old Nexus mods so that does check out if you haven't used that tool.
Eventually I'll get it 🤣
But what was your original issue again ? Were the weapons not storing properly on the rack ?
The Weapons doesn't show when i use the racks
I assume it's due to a lack of keywords
I imagine all they did was slap the ported model over the vanilla one and nothing else
So it probably needs the keyword for the weapon to register as a placable for the snap point
That, or, when they replaced the model it removed that snap point entirely
At least I think that's how those displays operate, it probably just needs a keyword there
If I had the ck in front of me I'd be able to provide a better answer 🤣
Damn, I can’t believe it, all of that is English but didn’t understand a single word of it.
I try to do the polite thing, nothing at all, I just stop using the mod till i see an UPDATE
SF has a unique situation where a million mods override a million different things some the author may not even be aware of which creates a bit of confusion on the side of what effects what
Which leads to my jokes about "I installed your mod and now my car is out of break fluid."
Which also leads to the importance of cleaning your mod and removing dirty edits
I mean, it’s like people don’t even read the disclaimer when entering creations, some mods might break your game, some don’t play nice with others.
That too
Took me ages when modding Skyrim, what makes my character a terrifying faceless creature of the dark.
Probably mod I installed.
Should I go scream at the mod author? Nah, disable and wait for an update.
That's part of the 98% of reports are irrelevant. When they report a problem that was covered and outlined in the description. I guess my view is drastically effect by the time when all the nifs broke and every description outlined this and yet I had to deal with about 30 reports a day regarding that thing LOL was not a happy camper
I always make sure to read what doesn’t play well with the mod and where it should go in my LO
Because otherwise, my game becomes a minefield, gets corrupted and I have to start all over
That's the other thing, navigating what works with what. It's almost exclusively up to the user to do that ... While it would be nice if mod authors had some magic system that tracks every mod published we sadly don't which makes that endeavor impossible on our end
Popular mods are easy to track for sure
I love this game so much ❤️
Honestly when its relevant user feedback is worth it's weight in gold
This game is a modders paradise from what I’ve seen.
It's not like boring old Nirn where if I want a ship and laser rifle it would make 0 sense and completely out of place, on the flip side if Nirn was in SF it wouldn't feel out of place at all
Or yea fallout even
Skyrim does feel restrictive that way.
I mean, people on earth stayed behind? Rebuild civilization Fallout style?
Don’t mind me, just gonna throw my credit card on the table, while I look away give me the Lucky 38
I might have given you the very dollar store brand lucky 38 lol
I would like to try and replicate that building directly at some point tho
That would be epic to see, cause do they really expect us to believe that the only two places to gamble in Starfield is Red Mile and The Almagest
Speaking of ships of Nirn gosh I'd love an Elder berry game where it's all of Nirn and you have roving bands of ships and ship functions just imagine sailing from region to region spending time in the marshlands to port up in Skyrim
Yarg
That would be the dream, I know that leaks are sketchy at best, but I’m hoping the TES6 has ship combat since we might get hammerfell
I want to get very pirate.
Space Combat is fun for sure, but swinging onto a ship to capture it? Damn
I played a LOT of black flag back in the day.
Imagine a boarding system similar to x4 but you're taking part of the boarding
That would make SF perfect
My niche request lol
YES, my request would be better melee with swords and knives
What if my character doesn’t believe in guns? And just wants to samurai slice a guy.
Fair, but a knife takedown would be cool though.
Just a guard minding his own business and then he gets the forbidden poke in the neck.
And a sword, well, it works for cyberpunk, Y’know, somehow
Yea I'd like to see the execution animations like Skyrim had
I always found it funny the friggin’ Dragonborn suplexed people on takedowns sometimes
Then I’d have no choice but to become a stealth archer
LOL
It’s like all roads lead to becoming a stealth archer, even when you’re desperately trying not to.
Unrelated, Y’know what Akila desperately needs?
The Tops.
Anyone know of any other or upcoming space-horror themed mods? I’m looking for some good space horror 👀
More abandoned ships!
Oh, Absolutely.
||The Perfect Recipe|| mod
Freaked me the hell out.
Imagine having ||friends|| and ||inviting|| them for ||dinner||.
Gasp 😱
A ship filled with the yippie bugs
Yippie Bugs?
I would appreciate some scary events happening in this game. Even on planets, such as meteor showers. I would think more aliens that are dangerous and hostile would be a given. Especially larger ones like a boss.
Does anybody remember Perfect Dark on the N64? I only ask because I was wondering if there was a mod that made the clouds and skybox look that creepy/eerie when they are present.
Is there a way to make mods an All in one type of mod?
@sharp lynx I bought some mods from you today
Is it cool to suggest mod ideas or additions to currently available mods/paid creations in this channel 🤔
Hoping someone might be able to help me out here. Will try to keep it short and sweet. Learned there was a Mod for Starfield known as "L.O.O.T." - Load Order Optimization Tool. Long Story short, Is there something similar to that as a Creation or Creations in the game? Like, actually Creation names would help. Would appreciate the help.
#no rush Lol
lethal company mod in starfield would work as a small side quest
a company is looking for people to help salvage an old facility
I like
Makes sense since there are DOZENS of abandoned facilities and outposts.
Would it be possible to create a mod where ship crew members would exit the ship when you do and patrol like Vasco does? It would be really cool for those POIs where your ship is close enough for enemies to aggro Vasco.
I think the list is 96 POI in the game list. So yeah lots of outposts and facilities.
Hey do any of yall know which mods conflict with the Falkland systems mod?
I don't have any problems with Falkland systems.
Will the POI Cooldown mod conflict with Planet POI and Creature Density Increased mod?
Just curious, as I’m legit on the verge of getting that POI Cooldown mod.
It’ll freeze when I enter the ship services and I’d have to restart but it’s my only issue
are you able to buy the Falkland ships, there are three ? and are you on Xbox or Desktop ?
Falkland systems has been Q/C by Bethesda. AS a Mod it has no dependencies other than SF. AND in the description of it - there are level requirements.
that said - the best source for you questions is per the Falkland Description: SUPPORT
For additional information and support - please message me on either Reddit or Nexus with issues while I work on an official Discord for this Creation. Reviews can also be left on the r/StarfieldModFeedback subreddit.
Reddit: https://www.reddit.com/user/Hjalmere/
Nexus: https://next.nexusmods.com/profile/Hjalmere
The Author is completely open to answering. He did a great job on this mod.
I’ve already spoken to him actually but ik he’s busy with others as well but he told me all the things he thought of which I tried and it made it better but still freezes so I’m not sure what the cause is. I heard it could do with navemeshes in NA and it has to be patched but i could be wrong
are you Xbox or Desktop Steam ? and I am glad the Author gave you feedback. Nice to know.
I see that some people have paid mods the Author does not have. To Test. If you find you have paid mods - Disable them in Creations Load Order. And see if Falkland Systems works. You can add some back. Test. Until you experience the issue again - or sometimes - even just doing that resolves issues. But If you find a specific mod that interferes - inform the author - as a courtesy - and he can then be aware. It does not look like anyone has identified an offending Paid or non paid mod yet. If those paid ones are not the issue - you can test non paid ship related mods in the same manner. Sadly SF has no error logs built-in we can see - or it would be easier to point a finger at a specific issue. Always have a - go back to save - in the ready - as you test you can get a lot of saves or just an Exit save (to avoid) once done. If you have already done this. It could be the interface of the Maps tie in to the Falkland systems two tie in's. Which the author can ask Bethesda Q/C to look into. But he mentions other things in his responses as I am sure you have read.
Just had a curious thought, with the way spacesuits can be split into parts and mixed and matched in the creation kit. Could the same apply to miscellaneous items being attached to spacesuits? For example the top horn of the double bone horn item could be put on the helmet for a set of horns?
At what point is scale factored in for meshes? Nifskope? Or when you're modeling in your proffered software? I use Nif to extract models so I can use them as scale reference but the scale gets messed with with Blender and Plasticity.
I wonder if we’ll ever get a Vault Suit mod.
I do it the same, with a reference in blender, but it can always be adjusted in nifskope if needed
That's good to know. I copied and modeled this accessory rail type system from the Maelstrom and I'm applying it to all the other Crimson Fleet faction weapons I'm working on. But I want to make sure everything has the same scale so all the accessories are interchangeable lol
Oh yeah, you can always just copy over the maelstrom mesh itself to scale in nifskope, then delete when you have it right
Is there a unit of measurement that meshes in nifskope are set to? Because I'm always unsure if my settings should be set on mm, cm or meters. Would just prefer to keep them the same size so I don't have to keep playing around with the scale tool XD
I am not sure tbh. I know for FO4 I always had to clamp scale to 10 when importing .objs from nifskope, or they'd be too big, if that tells you anything.
I'd just use an NPC and any in game weapon I don't think there's an exact scale
Since there's a lack of custom animation, I.E custom grip potions you're kinda at the mercy of in game weapon scale and position ATM anyway
Ah, that’s a mighty good looking freedom spitter
Thanks! It's going to be the CF battle rifle
Yeah, I'm just waiting for animation tools for that. Plus having the models is a nice way to get the general size of weapons. Plus I'm always unsure on how wide to make parts of my models XD
Sweet!!!!
It might be that the display slots aren’t set up right, try deleting them and then resetting them, in the container/rack, that might fix your problem
BASED
Hey! Thanks for your answer.
Unfortunatly that's not it.
The rack work flawlesly in an existing cell. It doesn't work when i use it in a outpost as part of a packin. I want to understand why
Hmm an outpost packin I’m assuming?
Yup, exactly
That’s weird because I’ve not had any trouble getting them to work in those unless it was set to static (in which case the weapons wouldn’t go in there at all) or the display slots aren’t quite right
Speaking of CF rifles, it would.be super swell if there was a blackout skin for the one already in the game.
I refuse to join the Fleet. So I won't use the weapon with the vanilla color pattern. But that ammo is easy to get so it would be nice to have a skin so I can use that gun in early play throughs.
What changes did you make to the rack?
I used the vanilla first but didn't work. The guns appears like if it was in a container/chest but i can't see them.
Then add some slots for the rifles and removes the pistols ones and did a couple of tests. It works ingame. I put some at the lodge, at new atlantis, at a couple of places on mars. It all worked.
I put some in my habs packin and as i said, the guns are in but not shown.
I assume i missed something. Maybe a marker, a volumeeffect or something. Maybe a keyword... Who knows.
Did you edit the snap behavior/template to change some slots from pistol to rifle?
Yes, but as i said, my previous tests were with the vanilla one and the result were the same
It’s possible that the packins are more “touchy” a lot of things that work no problem in a set location won’t work the same in an outpost pack in
The vanilla one isn’t working in your packin either?
No
For further test, i did a packing only containing the rack with the prefab and the pivot and the result still the same.
You said you used it, was it in a packin too?
Yeah I have several in my Argos mods
I'll take a look tho.
To be honnest, i'm pretty rookie to starfield modding. I'll take a look at your mod. In what constructable building did you put a rack?
The armory is one I know definitely has one, can’t remember if the shop still does or not
Good i'll take a look. Your mod is on nexus?
No it’s a paid one on Creations
If it’s a specific packin it’s not working in, have you tried the racks in a different packin?
I'll do futher test tomorrow but it didn't worked in any of my packins
That’s really weird
I wonder if there’s some key word or something in the packin that’s interfering with the racks somehow
Humm
I'll turn on my comp right now and test something.
Yeah, I plan on doing a wide variety of skins specificaly with this in mind. Say you want to roleplay as a Free Star Ranger, but want to use a different vanilla weapon or one of my modded weapons, you'll be able to change the skin to the Free Star themed one. Solid colours, faction themes, camo's, etc... The crimson fleet theme will be the default skin for these but there will be tons of other options.
I did a new packin for test purpose. I've put 4 differents guns racks side by side. They all have gun in it but nothing shows again.
On the second picture, i've deselected ''instanced, grouped and fixed'' because at this point, who knows... The guns appears but on the ground, same with the racks.
I'll reselect fixed, then grouped and continue my tests.
If something come in your mind, let me know
With only fixed, the racks and guns are on the floor but the guns are separateds from the racks.
With grouped selected, the gun racks are back tho supposed height but the guns aren't there visually
So are these a Buildable packin that are built to be floating? Or are they floating as a way to get them to look like they’re being placed on a wall without being on a wall?
I made it as barebone as i can to be sure to avoid any conflict with anything else
What’s your end goal
With them?
Lol well there's some details
I'm doing a mod with some buildings who came with npcs and other stuffs. I didn't like the loneliness and the plain sight from the original game so i'm working to make it more... Let's say alive.
Working on an armory right now
And you’ve tried building them in the habs too I take it?
Let's mind our language please.
Hewo Argonian
Yeah sorry. I'll do better
Hiya Tank!
Interestin tho. Didn't know a discord server could have this fonction
Discord bots are super handy
Good for stopping terrible things
I managed to fit all my new items into one screenshot
I take you're making an imperial garrison
As i was saying but with no ''curse words''
I did put some npcs, figured out how to make them do things, build a working dual cargo link with a bunch of lights, made the cargolink work with integrated keyboard to blend the consoles i used as command center, made npc work there and figured how to make it all by myself but didn't been able to make those gun racks work. I find it frustrating
"Crazy" is subjective. I'd say "dedicated" 
I like that lol
Let's keep things appropriate please 😅
You're talking about what i said about my wife?
Ok, i think i'll stick to the gun rack tho
Now you just need a gun rack for your gun rack
Yes. Some folks may find such remarks inappropriate. Just trying to help. 
Ho ok, i found it soft but, your rules.
So the timer is to give you time to judge if my word are appropriates right
Good rule of thumb for official discords is they usually take things pg biggest reason being it's a direct representation of said official place. That's just what I think
Nah. The timer is so that folks to spam messages.
flash back to the days of Starfield's launch,prelaunch and showcase
good to know
We also keep in mind that Discord is a global platform.
For sure, many walks of life many things mean differently for many people. It's a fine time managing for sure.
Like our word for a pastry we have lol 🇵🇭
I love starfield lol

Judging by all the helmets, those poor FOOLS definitely ain’t alive.
And they were pretty fat for sure, there are 1 helmet for 2 backpacks. I must correct it 😅
Figured out my lighting volumes for the big executive suite hab of the Ryujin set I've been working on:
nice, how did you end up sorting it out?
there's four different reflection volumes in it 😅
two double-height for the main area, and then one each for the spaces behind the walls

Bruh
I could've told ya that 🤣
That's so exciting tho!
it was a matter of actually, yknow, putting in the work, and also working out how best to place them for max lighting
I like Starfield and Fallout 4, but I wish there was an option to design and build your own outpost or have an NPC to take care of all that for you. ( All that's required is to supply the resources. Also I starfield I have notice a lot of Abandon Outpost, Space Stations and other base, it's a shame that during the game play you don't get the option to take them over and hire NPC to run them for you.
Maybe some can make a mod for it.
I'm kinda working on the ladder there
I'd personally also like to have outpost operate more autonomously as well
With NPCs doing similar... Honestly when I first made my building pack the style of design outposts reminded me of kenshi and thought.... How amazing it would be if NPCs acted similar to how they do in kenshi
Dream game right there if SF had this
and what's with the ship design, each ship has a mini rat run maze and and when you create a ship from scratch you have no option of including a lift
The only way to get a quick cockpit is to find your way out and renter using the short cut or if your in to cockpit you use the short cut there there is no other place to, just to go through the maze and hope your going the right way
Matilija's Aerospace is a must for elevators (among other parts)
What aspect/files in the CK handles the menu systems? I'm curious about how difficult it would be to change the weapon customization to something like Escape From Tarkov. I like the interactive customization to it.
A brick could be a lethal weapon in space
Request: Can someone please make a mod where we receive the Starborn’s weapon of whom we sided with upon entering NG? I play it on Xbox.
Brick gun when
Imagine getting a status called “Head Trauma” after getting hit by a brick gun.
Imagine if there's a unique Brick Gun called "Wet Bandit's Nightmare"
Or one called “concussion” that exclusively aims for the head.
Imagine if the punchline is that the gun itself is a headache to use
Like the gun does small damage to you every once in a while
A random chance to inflict head trauma on the user after each shot
Concussion Bringer 3000
A brick gun called “The Russian Roulette” a 1% chance it could kill you.

I haven’t been a gambler since NV but I’m willing to take those odds.
As long as I take one person with me.
Don't make me make this brick
How difficult is it to learn to mod Starfield? I wanna make a bunch of legally distinct Warhammer mods.
Like in my mod we'll have a cult of gene stealers that want to infect humanity and take them over.
Learning curve is kind of steep but it snowballs!
But we'll call them soul snatchers.
What kinds of skills are required?
It honestly varies, depends what you want to achieve!
I want to create a new non-joinable enemy faction of parasitic aliens that take over human bodies. Like an Invasion of the Body Snatchers kinda thing where there's a questline to investigate and eventually eradicate them but they've replaced several members of various other factions. I wanted to do something like New Vegas where on New Game+ you can find them all and assassinate them for some cool dialogue.
haha ummm baby steps! A lot of things to cover to get there but I'm sure it's doable!
I also wanted to make some Fallout 4 style Power Armor.
I feel like that's an easier job than the genestealer cult idea.
I should probably beat the game first tho,
I'm surprised with how many Star Wars mods there are... Considering the majority opinion on the current state of the setting.
I think it's interesting that the Star Wars writing is so bad that you could put the T'au Empire in Star Wars and you'd have one of the most unique and interesting villains in the setting.
(T'au are aliens who believe in the "Greater Good" and are so convinced that doing the right thing is the moral obligation of intelligent species that they ignore the whole "consent" part of joining their empire and forcibly conscript other species to serve the Empire. However the T'au clearly understand the "Greater Good" more than anyone else, which is why all the position of political and military influence are occupied by T'au pretty much exclusively.)
Well, to give you a little hint to how difficult it might be to do power armor for SF. Note that there is 0 attempts at doing so.
It's def not impossible, but for a first attempt and first step at modding I def don't recommend that being what you start on lol. I think maybe making your first normal armor set and learning how to rig a character might be the better start
Maybe learning the program itself and making a house or something.. pretty much walking before you run.
Any chance of porting this to Xbox https://www.nexusmods.com/starfield/mods/4409 I’m on NG 3 and already burnt out on it. I’m not sure I even had interest in getting From Software games much further than NG4. I’ve reached a point in the gameplay where I am just grinding out New Games due to how the loot pool, gear system, and powers work in Starfield.
There is the Unity Awaits mod already in Creations. It's a storage box on Mars with all the artifacts. So all you have to do is build the Armillary and jump to Unity.
No it doesn't skip to NG+10. But it does allow you to skip the story entirely, regardless of which universe you load.
Thank you!
There actually already is a similar mod that exists that lets you skip up to ng+10 . Give me a sec to find it
@sharp lynx Tank, you’re hilarious.
If only we could have mechs do stuff like that in Starfield. Either controlling them in the mech or via terminal.
Give it time
either Bethesda will "bring back" mechs into the game through expansions later or the modding community will
Hey yall quick question, it seems I’m still having issues with my load order and literally just 1 of my mods is having issues (Falkland systems mod). I put it in the ship section but I’m hearing it should go in different places. Can yall give me any advice please?
Aren’t there already mods that bring em’ back as enemies?
Honestly I think it just takes time and patience cause some of these modders have created incredible content and ik it’s possible to achieve what you were talking about doing.
Weird why they weren’t in the base games as enemies
I think they should’ve been like raider versions since they are banned in the galaxy but not actual streamlined versions, cause obviously the people who piloted them wouldn’t just forget how they work lol
From Bethesda?
Nah, modders
I was leaning towards mechs made by Bethesda
with modding, anythng can happen
but id rather we see how bethesda does their way of mechs
true, for all we know they prob have no plans for adding mechs in starfield for plot and game narrative purposes
