#starfield-mods
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Mechs you say? š
Yee I made like 20 or so
Now that we got the ck I can probably make way cooler ones LOL I made these all pre-ck @sour steppe
eventually I'd like to make the faction I made here a real faction
That would be pretty awesome
the AI for these is actually crazy, the big white one..... that thing on it's back is an anti grav cannon and what I didn't expect was for the AI to blast the Anti-grav frist then light up the floaters with it's primary and secondary weapons.
I thought it was just going to button mash all 3 of it's weapons at random
boy was I wrong.......
I mean, it sounds like it's working better than intended š
what is this warhammer
Tank can you work on a warhammer mod, I think people would be really pleased
I try to make my own brand of cool within the SF world cause I think SF could use a bit more beefing up but also feel like the lore has the potential to really stand on its own
Burnner Mech!!!
the walking warcrime
guest appearance of Terry the offensive mannequin.
I do like 40k
Aye, thatās pretty good, a frigginā SAMURAI mech.
that mech also does not care LOL
Then it really wouldāve been 40K
I think having a mech that has a fabric overcoat for scratch protection would look dope
I need to try and mod, and make new or edit assets
I mean... If I figure out how to make these pilotaible.... the player would get endless options of fun
Yes please
Breh, I want to learn how to make mods, in particular FO2 mods.
you'd be the massive dual laser rifle mech with an anti-grav canon on your back.
or the sniper
Would make for cleaning outpost or cities quicker.
A mech? With a sniper rifle?
Thatās METAL.
well in the colony war you'd need a anti-drop ship mech that cherry picks targets
oh..... you've brought a siege titan..... oh sorry
Imagine being pumped that you got a TON of mechs, feeling strong, feeling confident and you get blown outta the sky.
I'd like to make mounted weapons for outposts too
it would be nice to have a sitting gatling canon
but also there needs to be beefed up enemies too!
Damn, a Gatling cannon would make Swiss CHEESE outta intruders and wildlife
ah yes
the random herd of stupid bonemane that pass through my outpost causing Sarah to go ballistic.
I need an anti-personnel canon for that.
finished the big showpiece hab for my Ryujin project today, just gotta fix the lighting a bit more:
I live on Toliman II, so I could DESPERATELY use something more HEAVY to keep them Terrormorphs off my lawn
my fav person making fantastic stuff ā¤ļø
Need to defend that red rocket station
Exactly, theyāre coming for all my contraband I keep there.
all that pineapple pizza
And Trophies of War Crimes, theyāre real inconsiderate.
Is the creator of the āGorefieldā mod here?
Eh, they can have that.
What faction would that be?
One I've written
I figured. Was hoping you'd elaborate XD
The Tank-G Faction?
Nope, secret
I actually have about 4 I've written
HOT DAMN, thatās quite a few.
lol
The real story of icarus
How evil can we be in your new factions?
I will say a few of them I went deep into developing their culture
Thatās all I need to hear, GUNS BLAZING
having a faction with clear defined ways of life and belief system is a vibe
Sounds like the Dead Horse Tribe from NV.
you may have fallen from the stars, we will send you right back to them
Canāt let God do all the work.
Man, Why is Jango so cool?
he was only a few steps ahead
Pretty sure he forgot about his jet pack, he couldāve easily said, Nah, Iām outta here.
At least he might have had a chance at being captured.
And I use might very loosely, mace mightāve killed him anyways
yea maybe if he had a better head on his shoulders
Shame though, he was Headed places.
That said, Iām liking the Star Wars mods, but Iām hoping to see other space games get a mod, like Warhammer, imagine charging into a group of civilians and they frigginā EXPLODE
The malevolent marines could fit that bill.
Is your plan something like faction questlines? Or just adding new enemies and locations?
Anyone else encounter "Starfield Extended Shields Rebalanced" completely broken upon install?
@MadMonkey119 Is there something I need to do to find the new POIs in the Forgotten Frontiers creation? I have been looking for two days, and only found on of the 5. I have tried every trick I can think of to get them to show on a planet, or in the mission boards.
They should spawn naturally
That does not seem to be happening. I am looking on Reddit, the mod author recommends looking on planets with breathable atmosphere, mountain biomes, and volcanic biomes. I will try looking for those.
Yea that's naturally
I hope we get a weapon mod that uses the Maelstrom animations
Or better yet, animation tools lol. I found that many of the vanilla animations are not that satisfying
I have a few designs that I've looked at the Maelstrom to do, but they're all smgs, and I don't know how well the hand will wrap around the smaller magazines. I probably need to take another look at those anims.
i have a quick technical question if i do a move install folder for starfield in steam does it move all the esm files and whatnot as well or does all that get left behind? im migrating all my games to a newer, bigger, faster drive
nvm found the answer
@boreal osprey Is it safe to assume youāre also holding out the H&K MP5 for the animation tools to come out?
I'm holding out everything lol
Damn
Do you guys think the anims from FO4 could work in Starfield?
And I needed an MP5, too. Lol
If I tried reusing anything from vanilla weapons, it would probably be a mess. There is no HK Slap in Starfield lol
Oh, I believe it. Thereās also no sort of āadultā slap in Starfield, either. I mean, Afterlife in Mass Effect 2 looked like an ESRB AO rating compared to the Astral Lounge.
Yeah, I have a pretty big kitbash library and cyberpunk esque art style stuff. At some point I want to play around with a Neon overhaul project. Make it a big city that looks closer to it's concept art.
As far as the animations, were you also planning on adding some hand-to-hand combat? Thatās a mod I would absolutely love since it came standard issue in FO4.
Breh, Iād love to have a club like afterlife in Neon.
Either Ariaās Afterlife or Rogueās
Neon is SEEDY cause it definitely wouldnāt fit in somewhere like NA
Thatās what I was hoping for on Neon. Seedy things afoot. Especially at Madame Sauvageās place. The āMake Ebbsife More Dangerousā mod helps out a bit, but I would appreciate a mod that pushed Neon a bit further. Expand it, add more drugs than just āAuroraā (why that hasnāt been capitalized on, Iāll never understand), and add more random acts of violence.
Right? How in the century theyāve been in space have they not made something other than Aurora?
Yeah. I'm still pretty new to animating. I picked up cascadeur which is an AI assisted animation tool. Aside from factions guns I also want to do melee weapons and some finisher/execution type animations. Definitely will be fleshing out melee options
That little nerd in FO2 made jet from Brahmin waste.
That's the plan.
It just makes sense, cause astral lounge feels outdated somehow?
Looks like something from the early 2000's tbh XD Reminds me of KOTOR cantinas
You know what? Youāre right, itās like something youād see in GTA 3
It feels kinda lazy? Cause Iāve been to a few night clubs, put the the lounge to shame.
Does that work with Xbox?
Thatās more than the devs on Starfield have been to. I donāt think theyāve been to a nightclub in their entire life if they think the Astral Lounge classifies as a ānightclubā.
It looks like church in an urban neighborhood.
Well they're animations so they should once we get the tools
That would be better, but given thereās no news about that yet, working with what we have seems like the only option
Looking nice!
Hey Wulfy, I have a question, do your skins for suits get placed in thematic locations? Like having the UC troops in Londinion wear Whiteout suits and uniforms?
No, only to spacers. I can only script inject into levelled lists, and the Marines on Londinion are unique. If I edit their inventory it would break any other mod that also edits them. Only my whiteout/blackout and the color variety packs add skinned suits to the Spacers/NPC's outfits/vendors. No direct conflict with other mods.
Ah ok, thanks for the answer!
Neon shouldāve been like Freeside with random combat encounters
There are some once youāve finished the Strikers quest depending on how you handled the Disciples
I meant for the other set of tools you mentioned. Cascurdeur or whatever.
When creating a new crew member, can they be given similar functions to the companions, like having levels to the relationship, or are they only crew members
Does anyone know if this will work, and/or if there's a better way to test if debug commands are working from a script?
string testForDebug
testForDebug = Debug.GetVersionNumber()
If testForDebug
return true
Else
return false
EndIf
EndFunction```
Otherwise I'd need someone on Xbox to test this prior to any Xbox release.
I thought debug did not work on xbox?
It doesn't, the function is supposed to test for that. i.e. if debug is not available, do something another way. What I'm working on works a lot better with a particular debug command, but needs to be done another way if one isn't available.
I guess I could just compile a different version of the scripts for Xbox where that function just returns false and does nothing else, but ideally I'd prefer the archives to just be the same for both platforms.
Eh, I'll probably just do that.
Ah, gotcha. It's no different then making animations with Blender or Maya. Just another type of tool.
Will Oddzealot ever bring this to console?
@slim sun you might find it better to use the CNDF "IsXbox" or "IsWindows" -- they are already there for platform checks.
OK, thanks.
I'd like to request someone to make a mod that makes the player character walk/run at speeds that feel more normal (slower). I'm just manifesting here š would like it to be a paid creation. Something more skyrim/fallout 4 paced lol
Should be plenty on bethesda.net
EDIT: I'd like a paid achievement friendly creation for xbox that makes movement speed more comparable to previous BGS games.
oh
no you wouldn't
I don't think we need another 100 credit worth mod that changes a basic thing
Itās much better to get all achievements and only after that play with free mods
Achievements are easy in Starfield
The only one that is hard is reaching level 100. But itās insanely easy with exploits
In 200 hours of my character I couldnāt get to level 100
skill issue
lack of resource farms
Lol
I don't think I've made a re-released achievement friendly mod and I don't think I ever will
Man making outposts is so fun
I liked fo76's camp system a bit better lol
Does anyone know a work around to get The New Crew companions to stop following me, I have all 6 following me and everytime I hit dismiss it does nothing.
Liga follower mod best follower mod will diss miss them easy
Okay bet, I was using āThe Gangs All Hereā and Iāve heard it had some issues but Iāve never had this particular problem happen before
Exactly. Most of it is just playing through the quests
Especially when you find that perfect place.
I see there was an update to Tiny Reasons to Explore Space. Is it safe to update midgame(not near Unity yet)?
Just to confirm my experience, it is best not to use āThe Gangs Hereā with non-base game followers. I also had the problem using a non-base game follower that I could get to stop following me.
Yea im starting to gather that which is a shame because up to now itās been fantastic and I love running with a squad when taking down big bases.
You can use my port..
Whatās your mod?
still its best for these modded followers to do the bethesda way to avoid these issues instead of insisting with making them not use a slot
since you have the isue in which npcs overlap with triggering Affinity Events
Ahh I see, Iām pretty sure I used it early on. Iāll have to try it again. The only companion altering mods I use are The Gangs All Here and the one that says Companions bundle for the constellation ones
note: you can recruit unlimited followers but only ONE constellation companion btw
showcase here btw
https://youtu.be/S_2gSQmtdpg
I see why I had issues before, I used your mod when I had no idea how to manage my load order and what not so this mod actually is the one Iām looking for. š¤š¼š
its fine
Thank you for your help šÆšÆ
You know you can use shift lock to walk at normal speed, right?
God Red Mile is so much cooler with Outroraās Ecliptic Spacesuits
Now I actually feel intimidated by their threats of violence
Hi new to ck and can't figure out how to create new location where I can hand craft an area. I can get a new location but in game it doesn't look the same and any thing I placed to test is in the air or under the ground.
Also lighting for interior. In the cell is very bright or at least not what I'm expecting.
I'm on xbox, could you clarify?
Good day to you all, one question that is probably asked a lot but I still can'T find an answer with search engines... thank you SEO... What do I have to change in the CK to allow clipping during spaceship construction, there are many mods out with clipped designs, but I can only build to the vanilla rule set
Ah, sorry, don't know what it is on Xbox, but it's the key binding for 'Toggle Always Run'.
@autumn idol thanks
What a good number for exterior navmesh generation, relatively flat, with small hills (like dunes)?
Vasco won't move with default
No worries! I feel that the base speed is too fast. I'd like to see a paid verified achievement friendly creation that tailors the movement speed to be more similar to skyrim. I think skyrims movement speed feels more immersive.
how many seeds you planted?
it needs to be spreaded a bit
don't have the seeds side by sise since they can generate a lot
I'd really love to see a paid verified achievement friendly pilotable mech suit creation š
@bronze rapids Any chance of an update for the Universal Stash with regard to the new ship decorating feature? I can place the stash on the ship, but it doesnāt connect to the crafting benches, and upon relocating/deleting the decoration/stash it puts all the stashed items back into the player and ship inventories.
Others have storage containers in mods, and they also do not connect to the workbenches. There must be a reason.
Any Nexusmods experts here? I uploaded a new version of my mod today, but it still says "Last updated" two weeks ago on the mod page.
I pressed "Upload a new version" button on the "Manage files" tab
i have a question: if i install a quest mod will it have subtitles in all languages?
Depends what mod, the Bethesda ones should have subtitles and localization for supported languages
Most mods that aren't uploaded by Bethesda don't
im talking about creators mods that u can buy with credits
Same answer
is there a way to manually traslate them?
Yeah, you can can make a mod that replaces the text with your translation
interesting... how?
Just like any other mod. This one is a a copy of another mod but with german translation for example: https://creations.bethesda.net/en/starfield/details/96e2cd24-b1f2-4c6c-bac8-748b59102cb8/Ammo_HUD_German_Translation__Short_Names_
more indications? i dont know nothing about making mods
You'd have to look up tutorials on how to use the creation kit, i think you can also find the Starfield modding discord. Might be able to get some help there too
I figured out a workaround. It doesnāt work with the prefabbed workbenches, but it works with ones you build yourself in the decorate menu with SKKās Universal Stash. Also, putting the universal stash container on the ship prior to activating a workbench seems to have caused the error with connecting them to the Universal Stash. Simply delete the stash, activate a workbench (I crafted one and used that) then the Universal Stash will connect them. I love that mod. SKK makes some good ones! Be careful building the Universal Stash container on the ship though. If you go to delete it, it will collect all materials.
i want to know if theres a way to modify an existing mod
There is
Refuses to elaborate. Leaves. 
i want to knooooow
maybe they were eaten by a terramorph just as they sent the first part
Or maybe that's all there was to the question
Xedit for starters, but it's frowned upon. You shouldn't edit anyone's work without their permission first. You'll also need to understand the format of esp/esm/esl because it will need to be converted in process. Once again, should get permission first.
Huh, I see that, it's still showing February 27th. I'm not sure how that's happened as even if I upload a an optional or misc file to a mod and don't update my version number, the "last updated" still gets changed even then.
I would try asking in site-support (or just tag Pickysaurus directly) on the Nexus Mods discord (not Starfield Modding, the normal Nexus discord) and see if they can get that looked at.
Youāre telling me I can finally throw hands with Matteo?
Unfortunately not Mateo, but other people!
Here I was hoping heād be a special fighter, but Iāll take what I can get.
Canāt wait to FIGHT CLUB it.
Any characters from the main story? š
Behold. The guy she tells you not to worry about.
Are you doing another one with the akila guard outfit?
@frigid nebula @hoary lava For clarity, the editing itself isn't the problem; people are well within their rights to edit their local copies of mods for their own personal use - it's only when wanting to then distribute such edits and derivations of people's work to others that permission becomes necessary. Even something like sending the file(s) to someone over discord will constitute a distribution of the file(s) and thus a violation of that content owner's rights if they didn't explicitly allow redistribution.
That said, you are correct that anyone who has any intention to release anything partially or wholly based on someone else's work should acquire the permission to distribute it before investing the time and energy into such a project as that will go to waste if the person(s) end up saying no.
Better said āļø.
That actually does look pretty dapper.
Mega based
Skin for constellation suit as well?
Haven't figured it out yet š¦
Breh, that is a baller hairstyle
When we getting that?
š

š
@sharp lynx hear me out.
no
Caesar Legion Inspired Home.
So like a locker room with edge and wannabe Roman decor?
lol I wanna know where tf they got the football pads from XD
Thatās actually a good question? Maybe they found an abandoned football stadium?
I just wanna imagine those dirty weirdos funneling in single file while some other dirty weirdow hands them the football pads awkwardly in the middle of a stadium XD
or being the first to find it and think... THESE... THESE WILL KEEP US SAFE
I mean, they arenāt above very EXPLICIT sexism, so more than likely they went on a āBoys Tripā
And played some distorted version of Football
And at least one of them said āHey, Iām not as hurt as I should be with this armor I found on that skeletonā
you'd figure since they wanna play Roman dress up they'd adapt the forge work from Roman culture too and smith stuff but eh... we football
Itās MANLY stuff, doing MANLY stuff with the bros, they probably saw it as sometime type of honor system
the only thing I like about the legion is how they're never considered a viable option by literally everyone.
Honestly, I find it wild how many people actually sympathize with them.
Granted, The NCR are not much better, despite house being⦠Questionable, he one of the more solid endgame options
To fair, the wasteland is miserable
@sharp lynx TGIF!!! Is it possible to see more of that āfood modā? Lol
Due to recent health legislation. Showing to much of TG's food can lead to over eating and food enjoyment. Therefore it is not suggested to observe to many of the food options at once. š„³ If one overindulges you can visit the local Reliant Medical facility for treatment.
Current climate, I believe this message is real.
I have a papyrus issue, I'm trying to figure out akOffsetValues for PlaceAtMe, and I'm not sure what's wrong here. This isn't really documented anywhere (I guess this wasn't in Skyrim/Fallout 4) but from other examples I assume that 0, 1 and 2 in the array are X, Y and Z offset respectively (3, 4 and 5 are definitely the angle). But as you can see, while X and Y work, Z just spawns at the same height and slightly off from the original activator's position. Is this just broken, or am I doing something wrong here?
offsetsX[0] = 2.5
offsetsX[1] = 0
offsetsX[2] = 0
offsetsX[3] = 0
offsetsX[4] = 0
offsetsX[5] = 0
float[] offsetsY = new float[6]
offsetsY[0] = 0
offsetsY[1] = 2.5
offsetsY[2] = 0
offsetsY[3] = 0
offsetsY[4] = 0
offsetsY[5] = 0
float[] offsetsZ = new float[6]
offsetsZ[0] = 0
offsetsZ[1] = 0
offsetsZ[2] = 2.5
offsetsZ[3] = 0
offsetsZ[4] = 0
offsetsZ[5] = 0
ObjectReference TestX = PlaceAtMe(TestActivator, akOffsetValues=offsetsX)
ObjectReference TestY = PlaceAtMe(TestActivator, akOffsetValues=offsetsY)
ObjectReference TestZ = PlaceAtMe(TestActivator, akOffsetValues=offsetsZ)```
I guess I can just use TestActivator.SetPosition(TestActivator.GetPositionX(),TestActivator.GetPositionY(),TestActivator.GetPositionZ()+2.5) for Z, but that seems rather ugly. If akOffsetValues really are broken for Z, is there a better way?
Any mods to make water easier to craft or buy, or to make harvested water drinkable
How have you determined that the third last positions are angles? Angles according to what axis and neutral direction? A 6 pos array could mean an affine transformation matrix for 2D placement; if so, what appears to be the Z offset is yet another angle.
I know because I tested them, they all spawned at the same spot with different angles.
But what I would like to know is if akOffsetValues is broken for the Z axis, and whether there's a better way of repositioning a just-spawned object than using SetPosition and a bunch of Gets.
I would not put it past BGS to have a broken native function, but is it possible PlaceAtMe by default will place an actor just over the closest surface, thereby ignoring your z offset? The CK has the functionality when placing items. If you try to set the x y offsets to spawn over a tall container or something to see if the object spawns above it. Unfortunately, seems like SDK and docs are only available to verified creators.
the VC wwiki doesn't have any of this info
https://ck.uesp.net/wiki/PlaceAtMe
its literally barebones
You mean the new private wiki does not even have the old information or do you mean it's only missing the new stuff (like new arguments in this case)
won't say much due to NDA
Ah, it absolutely could be this. I think it snaps to the navmesh by default. I didn't think about that as I wasn't spawning an NPC. I'll try when I get the chance, thanks.
Yep, you were right. I just needed to add abSnapOffsetToNavmesh=False š
Nice work
hi peeps,
im looking for a trigger to set the next stage of a quest.
id like it to trigger it when items are moved to your inventory.
i know there is one where one is moved to the inventory, not multiple
is there such a trigger?
cheers
Anything to be able to buy a bunch of water packs from vendors?
You may be able to use the single item one to modify a global value, then activate when that reaches a certain number. Not sure ots the most efficient, just my first thought.
so I installed Starvival and everything was good until I discovered Enhanced Environmental Hazard existed geniuely the most annoying mechanic Ive dealt with and you cant disable it unless Im a bumbling idiot but basically I had to disable Starvival which is a bummer because its so good basically Enhanced Environmental Hazard makes Environmental Hazards Dangerous... too dangerous in a matter of fact to the point you cant even explore any planets without getting raditation damage because of soak damage mechanic which is too much damage no matter how resistant your suit is this meter would go down giving you a raditaiton eqaulivent to my old deleted survival modded fallout 4 modlist.......... in rad rain and its super annoying
Sorry, I just saw this. Iām laughing my ass off.
I have a small request. May someone, anyone, please make Heat Leeches a bit more dangerous and formidable? I.E. they have the potential to poison you or drain O2 (from strangling you, but that will have to wait until Beth finally releases the custom animation tools). That and radiant quests where they have taken over LIST colonies and turned their populace into crazy folk who will shoot you on sight?
I would really want to use this mod since it seems the most vanilla-like implementation of fuel consumption, but I'm on Xbox and this appears to use SFSE? Anybody know why you would need SFSE to do what this mod is doing? https://www.nexusmods.com/starfield/mods/9075
I agree that that specific mod is the most vanilla like and the one I personally use. Do not know why it requires SFSE. there is a new mod that does a lot more (I prefer less) that does not require SFSE https://www.nexusmods.com/starfield/mods/13306 . TBH it would just be better if Bethesda implemented their fuel mechanic as a difficulty setting like hunger and such. Good luck my Xbox friend.
Agreed on Bethesda putting it in Gameplay Options. And yeah Real Fuel isn't on Creations either. I might need to bite the bullet and get it on PC, ugh.
If only this could come to us console plebs.
he will upload it since he does for the rest
he mainly playtest on PC till its feature complete and ready for console
You should be editing esp, and testing with esm. If you have further edits, you'll need to revert back to esp. Is that currently your process?
Mhmm, and thanks for responding. Esm mostly when I need to cut something with xedit. It was just the only tip I'd gotten so far.
I'm a lot calmer now, I'll probably sacrifice the one mod if I have to, don't think it happens on files made in new CK versions.
Keep in mind, form id's change at conversion iirc.
Edits: esm>xedit / esp>ck, there's a pretty popular batch file floating around out there that'll convert back and forth for you.
New theory, coulda been compacting the resource esm. But ah, I'll keep thinking about it. And I'll check out that batch, sounds faster.
Send me a dm, when I'm back at pc I'll send it over to you.
Appreciated dude.
Are the servers messing up for just me? I'm trying to download some Creations I just bought and either the downloads get halfway done and stop or just don't download at all.
Could use some help/hints on the Gal Bank Cold Storage mod...
has anyone fugured out where this "Admin Key" is? Very little info on this except where itās located.
Also ran into an issue when I went from NG4 to NG5. The mod didnāt stay with game.
Had to delete, quit, and reinstall the mod to get it to work. Can I expect this every time?
@tulip flower server has been messed up for me for weeks load in and upon trying to load my game it tells me my load order is different from the save so I go check what's up and it's all moved around no where near how I had it so I go to try and load my saved LO and nothing.... and to top it off if I just load my game and switch to the LO the save file is dependant on when I go back I to creations after save quitting to try and save the LO AGAIN it says cannot connect to Bethesda network along with needing updates to the files in my LO WHICH FURTHER BREAKS THE ORDER OF SAID LOAD ORDER , and rolls EIT Clothier plus ZBB back to VBB and now everything is fubard š¤·āāļøš¤¦āāļø about to give up and go back to freaking skyrim at this point it's ridiculous
Does anyone know of a mod that disables havok, even under 0 G?
You need SFSE to do what the mod is doing because the function to get the value of the fuel to subtract from the UI isn't available without a custom .dll file. Real Fuel has an option on PC to use SFSE to get the exact value, but if you don't have that (or when it come to Xbox) it's basically just going to estimate the value instead of using the exact one.
Does owltech Nautilus work with Place Doors Yourself?
Would be super neato if anyone of the various ship building modders could make a half-size Stroud Viking c0ckpit. So instead of being 1 wide and 2 tall, it would be just 1x1 and work roughly like the Taiyo ones.
Basically, cut the little hallway out and just have the door open at the rear of that bulkhead.
@timber umbra hey boss. Been using your nautilus ship. I noticed that every workbench except the industrial works fine. The issue I have with it is that every time I click it acts as If it's going to use it, hud even disappears, but after a few seconds it reappears and is unable to be used. All others in the armory work fine. Latest version of the mod, Xbox series x
Falkland Systems has one very much like that.
Have you try the other ones in the mod? Like the ones in the cargo bays?
I actually didn't know there were ones in there. I'll have to try those when I'm off work and let you know
Looking for anyone who's used the GalBank Cold Storage Mod.
Just to report back, the ones in the cargo bays work fine, just the one in the armory has that issue it seems
Which hab? The 3x3 or the 3x1
3x3 nautilus living deck
I will take a look, but given that the ship is my personal ship i use in game i have not had any issues with it. Give that the ones in the cargobays are working and what you describe seem like there something in the way that is stopping the full entrance of the workbench, which can happen if something is place to close or near. Please don't take what I siad as me disregarding what you are saying. I will take a look under the hood to see.
Oh you're all good. I get where you're coming from. Fwiw, I haven't placed anything in the ship itself. I've kept it as is because you put everything I would have normally already 𤣠I need to give your other two ships s try here this weekend
I like your designs and the fact you have stories behind them
So I have this installed on my ship, a modified Razorleaf (compression Cargo Hold).
1 - looks like the holodeck on the Enterprise D
2 - Since When do we have access to cargo holds in this manner. Storage Habs I understand, but this?
3 - If access was intended, It won't allow it. I tried to go up the ladder, then use my jet pack. it stops me at the hatch.
What's Up Dudes????
is that a basegame Taiyo hab on the bottom? and what's the hab above?
yeah, You know your habs. the above is a Stroud Matter Compression hab
Gotcha. I ran into a similar issue with my Ashlander habs. If the Compression hab is intended by the author to be accessible, then the problem is probably that there is a PackIn of some kind over the hatch (or one that exists when there isn't a hatch there). This de facto blocks the hatch from working correctly, even if the object(s) is supposed to vanish when a hatch is present.
If the hab isn't supposed to be accessible, then there's something else wrong. Either way, see if the author is taggable here or otherwise contactable
Wonder if i use a Stroud Hab vs taiyo, if it will make a difference
I'd be really surprised if it did - the behavior of doors/hatches doesn't normally work like that
I'll try, see what happens. I'm in shipbuilder right now, couldn't hurt!
(and yeah, I know Taiyo a bit too damn well these days. Been working on a huge Ryujin-themed set)
hehe, Good luck!
What's a safe check I can use for a condition that will always be false? I'm looking to disable some recipes (cobj's) in a mod that will be redundant, and giving them a condition that will always be false seems like the best way.
GlobalZero seems like a good one, right? Nothing's going to mess with that.
Global true too
this just got released
https://www.nexusmods.com/starfield/mods/13449
Anyone know if Enai is still planning on making a perk overhaul mod?
Can always ask him
Not sure if this is the right place to ask, but does anyone know if there's a way to submit bug reports for creations? Specifically the new Out in the Blackness creation? I'm loving it, but I found one inconsistency, thought I should mention it to the author in case no one else has spotted it, but I don't know if there's an official way to do that.
In the description at the bottom is how to contact the author for issues: https://creations.bethesda.net/en/starfield/details/5b2a21cd-c866-4782-9486-b8125e5c61a1/TN__39_s_Out_in_the_Blackness__A_Space_Survival_Mo
Oh, oops, haha, thank you
Itās not game breaking, I hope.
I have that mod downloaded, too. Lol
Nah, basically there's just some inconsistent info on one of the repairs, Unblock Thrusters. When you look it up in the Diagnostics Menu (press E to access) it gives a different list of materials to fix it than when you look it up under Perform Maintenance - Repair Options (press R). I believe the materials listed in the latter are the correct ones. I already let the author know, he said he'll fix it soon.
Lol. Iām on Xbox, but I appreciate you explaining that to me.
Enai said he's clearing his plate of all his current stuff, then probably in a year or two getting Verified Creator then working on a Starfield perk overhaul
Ah. Not sure what the controls are there, but yeah, when you look at the computer, there's Diagnostics Log (the menu looks like the research terminal), and Perform Maintenance (looks like regular computer menu). The latter I think has the correct info, though I haven't actually tested it because that turned out not to be the malfunction with my ship, lol.
Donāt I have to get a terminal built in the first place to start having āincidentsā on the ship anyway?
Uhhh, I don't remember actually, lol. The engineering bay comes with one built in, so that's what I've been using, but I can't remember if that's what actually triggers malfunctions to start.
Gotcha. I needed something like this. I think I even posted it in this very Discord channel. Iāll just wait until something goes down on my ship. I doubt it though because I installed this mod mid save and I use alternate start mods.
Itās kinda activated on my end. Lol. Emphasis on kinda. š
Oof, years. Thanks for the info
I am on NG+20. There is no limit.
its too bad you cant access the falklands habs from your outpost ship builder all the other mods i have that add habs have that access
Do the ships and suits get better?
Can you at least upgrade the ships and suits?
Yes most things level up. But that is based on your level. Startborn ships increase levelNg+10 until. Ship and suits can be upgraded based on what research you have done, also skills help with what ships, and parts you can buy. Suits are upgraded in the spacesuit work bench.
ahh, good to know
Weapons you can find get better as you level up
lol, thats always a good thing
I loaded the Lumi Mod and I have leveled it up to over 1K, talk about 1 shot 1 kill
I wonder when Bonepunk will give us a Rey Starwars outfit.
This is coming in the pending update š
Oh awesome looking forward to it then
I look forward to it too. Maybe I'll be able to build with the other modules
How difficult would it be for a modder to add in a serial killer in Neon quest? I mean, naturally, one would be working with the Freestar Ranger stationed there (forgot his name) to solve the case as Neon falls in Neon space.
A full quest mod is always going to have a good amount of difficulty, especially when it involves things like branching questlines, new voice files (hopefully using real actors rather than AI), new cels, etc.
Gotcha. I had that Skyrim quest āBlood on the Iceā in mind for this. Very similar, except far more graphic.
That is also one of the buggiest quests in Skyrim, IIRC. XD
Branching questlines can be a big problem if you're new to them. If you're wanting this to be a solo project, I might start smaller and work my way up to it.
Man, the first quest i made had two different starting points and that was bad enough.
Wow
How about a straightforward serial killer who is just leaving dead bodies around Neon?
most of the time your character is the one leaving dead bodies all over Neon lol
Yeah, but I wanted to have the aura that Neon is a dangerous place. Even IRL, thereās always somebody crazier than you.
So thatās kinda what I wanted to express in that mod. I canāt make it. I donāt have a PC like that.
anybody made a jericho 941 for starfield? Gotta be spike
someone crazier then me sounds like a challenge lol
Just found out that there is a gun mod that uses the Maelstrom as a base, and is highly customizable as a rifle. But⦠itās only on PC
Bashkit Standalone
Did they fix the Creations update menu bug yet?
Apparently they already made one but it was broken and they donāt have an Xbox to test it so they removed it
Since no one's answering my question, I'm just gonna assume no, the creations menu mod update bug is not fixed yet.
The annoying creations bug where certain mods ask you to update them every time you log into the game.
yea don't think they fixed it yet
you using a mod manager?
Vortex.
hmm
Is Venera worth it?
I really dig it but I recommend checking out Crimson Flyboy's reviews, he does a part 1 and part 2 to go over things
They never fixed that.
It's real annoying that they never fixed that.
Why is there no animation rig yet for Starfield?
They are missing out on a ton of modders and weapon mods for Starfield
The only thing stopping me from making mods for Starfield is the lack of animation support in the game
Todd is cooking, Breh.
they exist but bethesda need to supply them
they do want to release em to the public
I just hope they do it sooner rather than later. If I were them, I wouldnāt wait too long.
As stated above - i agree. I want them released - but ONLY if they work. Do not want animations to CTD SF. It seems hard enough for the existing modders to lay down the NPC pathing layer. I want like capes that move around, Butterflies whisping about. Actual birds flying - tired of the bird sounds and no birds (in a lot of places). I like the Fishes in aquariums we are seeing now.
why is the mag there XD
Iām no weapons expert but I think because it looks cool.
TG's model, I did bake and texturing.
Thatāll keep out those damn dirty Mongolians .
@sharp lynx Is chicken parmigiana included in your mod?
That bad huh? I eventually want to get into making questlines and now you're making me concerned lol. I don't quite now the whole pipeline of it yet.
If you have some coding/scripting background it will probably be a lot easier. Mine is minimal.
Mine is non existent lol
Then I'd say it's probably best to experiment with a linear quest to get started, just to familiarize yourself with the basics.
Man, I hope we get more Mass effect mods in the future
Sarah would be FAR more tolerable with Samaraās outfit
teaser for the Ryujin-themed habs I plan to release later this week:
I already made a rig compatible with CAT in 3ds Max
The thing I was missing was the exporter
Starfield doesn't use hkx like the Fallout games so whatever it is they are using they need to release some sort of plugin
Perhaps the issue they have with Starfield is that they were using 3ds Max 2017 and you cant legally obtain Max 2017 anymore
Damn I still canāt find it
God! I want it fixed! It's really annoying with these fake "update" stuff from mods in creations menu. I downloaded those mods from Nexus, but they pop up as if it's from Creations!
I am not deleting those mods to make a new save to get rid of the update notification. It's just so annoying.
awesome that its coming out soon :D
My theory about the constant updates. plus its not all the mods. Is - Maybe the owner goes into their account or does some editing. Something. Then the Creations says oh there was a change and pops it into updates. But yesterday I went through 6 mods - all six were in reality updated. Now they are not listed. (but I had to do the procedure - Install - Uninstall - Exit SF. Log in - Reinstall - Verify Load order. Exit SF. Log back in. ) I do it ONE mod at a time. It works to get them out of the Updated folder in Creations. in my case. seems other do it also.
The false update notices are annoying. Since all the ones I've seen are for VCs (both Bethesda and other people) it can't be from random changes to the mod pages. It's only the same specific ones every time too.
Yes - a lot of companies bought 3ds Max 2017 when the word was out. I had to install them and the AutoCAD at the time at several companies (I only installed it - not trained in their use). Since Starfield was started, being programmed, X many many years ago. I will absolutely agree with you - Why would they spend money to do the newer 3ds Max 2017 (upgrade it) (they are for profits tbh). But - it is interesting that many other developers in other houses/companies made different parts to Starfield - and all of it works together - probably meaning they said use 3ds Max 2017 - in the contract. It could also be the same for whatever other programs they used at the start of Starfield programming too. We are assuming it was done in 3ds Max 2017 here also. There were other similar programs in use back then - When we had software stores - I could never decide which one to use, of many programs in the day.
Anyone know where I can find Outroraās AA-15?
This is his mod for it: https://www.nexusmods.com/starfield/mods/13470?tab=description He has a bunch in Creations and apparently work in both Xbox and PC. Search on this title Allied Assault. A bunch will show.
Have you experimented? Did fallout 4 use CreationKit.exe -ConvertAnimations CMD compiler? There are a lot of legacy processes that have been upgraded (including -GenerateAnimInfo for subgraph)
I just don't have access to the havok anims
CreationKit.exe -ConvertAnimations "C:\Games\Fallout4\Data\meshes\actors\character\animations\source\idle.hkx" "C:\Games\Fallout4\Data\meshes\actors\character\animations\idle.hkx" -format=64bit
Could try playing with the format key "AF" "AnimationStudio" or something... or even rewrite the input .hkx to the output of .af and see if anything hits
No I mean in-game
I canāt find it in any vendor
Do you have the MOD installed ?
Yes
is it from CC or Nexus ?
CC, Iām on Xbox
He has a load of that model gun in CC (only 1 in Nexus) Which mod in CC please link it in here. So I know which Mod
Never mind -The Author says on Xbox : " The Centaurian Arsenal is the easiest place in general to find it" in New Atlantis. Keep in mind that inventory switches around .
If you do not find it - check back - as the inventory changes - I just never got a clear answer as to the restock cycle in there. You can try and do the sit and B (wait) timed thing - check and repeat till it shows. i have no idea why the Author does not state this in the descriptions - its in his chat on Nexus.
Anyone know how to log out of Creations and sign back in? Having a permissions error when downloading and I am 99% sure it has to do with me changing my password and information on Bethesda.net.
Wait, just asked Grok. Allegedly deleting the catalog.txt file will do it. Trying now.
Nope...
@wraith scarab, Your mod Outpost Limit Increased is a game saver for me. I started building a series of outpost to fabricate a manufactured goods. I had it all planned out and spent hours figuring it out. I built the outpost to extract the resources and then started working on the hub. That is when I hit the bug where the Outpost limits are reset to the default and ignore the perks from the outpost Engineering skill.
I tried some other mods, but yours was the only one that fixed it because of the extra work you did and making the script.
Thanks again! It is all the work that you mod. Creators are doing that actually help save the game from some very frustrating bugs
Youāre welcome mate. Glad to hear it.
Unfortunately I havenāt been modding starfield in awhile. Got a new PC and for some reason gamepass starfield and CK no longer wants to work as it did on my laptop. There are a few user & mod issues with a couple of my mods so I was wanting to make a standalone mod that edits the vanilla scripts to fix these issues but would mean that ANY mod that changes the vanilla scripts would need a patch creating for it. A pain in the back but it would help out with a few people
Its a different procedure if on Xbox vice Desktop. Its sounds like a Desktop setup with steam you have ?
Still waiting for someone to make The Institute weapons and clothes gear into Starfield. šš
Still patiently waiting for a mod that adds more Weyland-Yutani propaganda to the game. Lol
Better placement than just adding a bunch in the centre
Iāve bought every single one of your mods š
Out later this week, Kuzuryu Habs, a Ryujin-themed set of Taiyo habs and bridges. Free on Creations.
I appreciate the support, thanks!
honestly amazing work on this one fen
@potent wadi i saw your mod got moderated on the creation store
what that mean for buyers ?
Hi, nothing. Tomorrows I upload an Update.
ok right thank you i guess
No problem, look out for an update. TnX
Man, I hope we get a Quarian mod someday, replace everyone in Akila with quarians
@river valley & @safe sorrel
Is there a chance we could see paid versions of the Textile Perk Restored , Furnish Your Fleet and Better Buildable Walls and Doors for achievement friendly please?
Hey guys, is there anyone who can help me with importing custom heightmaps into the Creation Kit for terrain blocks? I've found the import heightmap function, but am unclear on what the format is for importing them.
From what I understand this functionality is incomplete.
I do not do Achievement Friendly versions. I have a personal distaste for them. If I ever offered anything of the sort it would have to add a significant amount of content to be considered a 'delux' version or something. I only have plans to do that with one mod (and that is gonna take some time) right now.
I appreciate the response and your take on it š
Yes! Iām smoothing out a few things on those two mods and going to be submitting them for AF versions soon
Been trying to come up with a pistol design for the Crimson Fleet. Progress so far.
Dang is that a safety trigger ?
Like it looks like a cross between a Glock and fallout 10mil
The lever at the very back is a safety selector. Followed by a takedown lever and slide release. It's based off this Halo concept art mixed with an H&K Mk23
Thanks! Sometimes I have no idea what I'm doing and I just start bashing shapes together until I see something I like lol
That's honestly the best way especially if you have natural creativity cause it allows your mind to express that
Sometimes I think it's better to not look up reference material and just free hand a design
Yeah, I'll start with an image or two I really like. Will imitate it for a bit, then gets derailed into my own thing XD
Exactly, I did that recently with some new buildings I'm working on
This new pack is gonna have custom buildings this time around
Well my last packs had those too but this time im going to make some fancy stuff in blender
Was custom animations (tools?) for weapons added yet to the CK
no
That is pretty frigginā sleek, almost TOO good for the CF
Yeah, there's some areas where I'm trying to decide what kind of detail to add. But I'm pretty indecisive lol. I've been playing around with the slide lately. I'm not a huge fan of the Kraken or Maelstrom. They're very blocky. I'm going to be make a lot of standalone themed weapons. And I'm going to offer freshened up replacement versions for those 2 weapons.
Where the triangles are, what about a stitch pattern? Like xxxxx and for the grip, how about a cloth wrapping on the grip? Pirates are cheap and probably wouldnāt pay for a comfort grip
I was actually thinking of having multiple types of grip pads. Some with the typical grip textures. And I was thinking of having one wrapped with a burlap type material
I'm not going for dirt poor. My reasoning is that the CF probably has a lot of coin at some point from all the looting and pirating. And they invested in themselves to develop more gear. Whether it's weapons, space suits, ship habs, etc...
Thatās a fair point, but most of the CF probably donāt care much about maintaining their gun, you could also add some rust to make it look worn.
The CF are the embodiment of āThis is why we canāt have nice thingsā
Also, I love this idea.
The rear iron sigh does not appear to have an apperture. Could be screenshot angle but it should have one.
Also, the ejector seems to be a little further back then it should. It reminds me of a bolt action rifle.
Otherwise, reminds me of a HK usp, except for the trigger.
It's a blockout. The pistol isn't finished
On a side note I've also been making more melee weapons for Crimson
I really love that sword, would love to see it finished!
Are there any good tutorials for weapons mods? I'm currently looking into using the grendel as the base of a p90 mod.
Thanks! It's my first iteration of it. I'm going to play around with the grip more and add some details onto the blade.
š
I'm convinced it's a cult
BGS?
you have any animation tools yets?
ā¦.no
Probably because we havenāt sacrificed enough to appease our Godd Todd Howard.
One day heāll come back from the grocery store with the milk and cigarettes
Pls more vanguard clothes š š¤²
Honestly I like the new details on the High Fidelity skins. But I wish they had more of a blue and black color scheme
The jacket on the one padded jacket jumpsuit looks nice, I like how it has an actual crew badge for the Frontier
The ground crew spacesuit skin in the pack is so amazing. Such a nice color scheme
Okay
Yo, we got animation tools yet?
Mod idea:
Craftable chem that utilizes synapse alpha, or neuro jack to give damage output or resistance or another combat bonus.
Late game it feels like you can collect these like candy but they offer zero benefit as you've probably already completed most if not all of the research trees.
I like it
Honestly consumables don't affect much for me. Everything is abundant and the boosts are a small fraction. All I use are heals.
I might have mod coming soon that adds some stuff lol
I like stuff, and things too.
As soon as I heard Sarah talk I knew exactly where this was going.
she did too
Sarah disliked that.
I wonder if weāll ever get any kind of Assassinās Creed mod
š„
I use a follower mod called liga followers and I have my own vanguard team dressed in your mod clothes
Even have the doctor in vanguard clothes š
When is the next update? May or June?
my guess is june, after a xbox showcase
I'm actually working on some Medical apparel now
I need to take pics without HDR to actually showcase this stuff
Ah yes Reliant Medical Trauma Team Edition.
Anyone willing to port a couple mods to bethesda.net from Nexus I have permissions just no pc
I have obtained permission to port two mods from Nexus, courtesy of their respective creators:
-
NAS - Natural and Atmospheric Space
https://www.nexusmods.com/starfield/mods/3649?tab=posts&jump_to_comment=151990740 -
Colorfield
https://www.nexusmods.com/starfield/mods/13376?tab=posts&jump_to_comment=151998794
I have images and web links to public proof of permissions
I'm curious, how difficult would it be to separate meshes to make clothing slots? Pants, shoes, shirts, jackets, gloves, etc. Would the meshes just look messed up?
Have they fixed the mod update glitch that happens with the creations menus?
No
Kinda yes
I did something similar, while it's achievable there's only so many slots you can use for clothing and armor and basically you're actively using those limited slots
For example using the nose ring slot for shoulder pads and upper body a for your shirt and backpack for a jacket
It's a little clunky
Can you only use/change pre existing slots? Can't make new/custom ones?
š
Also - There are limited slots - Inquisitor created additional suit items that I attach like a watch and Plates all with their own Buffs pre added. I have the cape from Venator with Buffs in Suit section., So there are work arounds.
I just started a new game using all but four or five of your mod packs. Ran out of credits before I could get them all. Looking forward to more š«”š
Thank you so much for the support, I hope you have a lot of fun with everything! š
Preview
You cannot make slots, but there are waaaay more available now then there were for previous titles. Generally, a helmet and backpack only take one slot since their meshes can more readily be placed into a single Nif since the meshes comprising it have no morph. Body pieces, however, need to be essentially one mesh to one Nif to one slot since the morph needs to be attached the armoraddon taking up residence in the slot chosen. Right now, each suit and each clothing item has 6 safe slots to use. You can get a little funky and assign something to Eyes or something but it will have repurcussions if you don't plan for it.
Yeah and people are a bit all over on assigning slots to clothing
So a few things conflict weirdly when trying to use clothing mods ATM due to the lack of standardization
Some slots also have side effects too
Some will remove facial hair without outwardly listing that it does that
There is a pretty generous amount of slots tho, there's like 3 extra slots just for attachments
The "Unnamed" slots are useless too
Starfield needs a clock mod that alters how the clock time appears in-game.
On Skyrim, if I needed to wait till 7 am and it was 9 pm, I would set the wait time to 10.
But on Starfield, when it says it's 24:00, I have no idea what time it is or how long to wait.
Yes, I do deal with some learning disabilities, and processing numbers is part of it, so when playing Starfield and I have to wait for some time to pass, I just do things until I see an NPC at their station.
I have a mod that gives all the shop vendors sleep and work hours, and luckily the mod gives data slates on their hours, but they don't match up with the game clock time.
I don't know why Bethesda thought of changing their clock wait time so it was different than Skyrim and fallout 4.
They use the 24 hour clock which is military time and used in Europe and the rest of the world.
2400 is basically midnight.
after 12 noon you continue to 1300 which is 1 pm, 1400 =2pm so on an so forth
Also, everything is in the Metric system. Your weight capacity is in Kilos, your cargo is in metric tons
The 24h clock and the metric system is also an aesthetic choice.
TES is their own fantasy so they can do what they want. If they want the lore to be 12h then itās 12h.
Fallout is hyper nationalistic Americana so 12h and US imperial makes sense.
For Starfield they specifically wanted an aesthetic they called āNASApunkā. They want a similar look and feel to current space exploration tech, beefed up. NASA (and other space agencies) use 24h clock and predominantly the metric system.
But thatās just to answer your question; that doesnāt help your specific disability obviously. Modding does seem ideal for that. Check out the mod ā12 Hour Time Formatā on nexusmods.
Ok so im watching a modded ship build and it uses a miniature version of the station windows problem is I donāt know what mod thatās from
Anyone know
Hi, i DM'd you as well, but I thought I'd share here in case anyone else has this issue. The "Ensign Coe..." conversation item is missing in my latest NG+. Everything else is working, but that feature seems to be missing. The only new mod I've added is McClarence Outfitters, not sure that would conflict. I've moved your mod to the bottom of my LO, but that didn't fix it.
THoughts?
Are there any mods that add a working shower? Something similar to the one released for Fallout 4. Just for immersions sake .
Out now! Kuzuryu Habs, a free mod adding almost 70 habs with a Ryujin theme, including two never-before-seen hab sizes and cockpits. Who's ready to build their corporate yacht? https://creations.bethesda.net/en/starfield/details/a951fee7-3512-4ed6-b6f0-39b3ef325597/Kuzuryu_Habs
Iām going to bring so much shame to my Dojo.
Your Habs are so cool, will these get a PDY patch, I bought the Ashlander habs but could use them. Thanks for all the work you do to make this game so much more fun
It shouldn't need a PDY patch, everything is stock Taiyo this time š
And there's an update waiting on QA for Ashlander that should allow for a PDY patch for that once it's published
š Basically the only times I don't reply are when I'm sleeping or forced to silence my phone
Your mods are incredibly well done. Thanks!
Tiny request, if even possible. Half size Stroud Viking cockpit? Like half as long so it would work in the same way the Taiyo ones do.
I'll consider it, I've got a structural project up next though, and possibly moving house in meatspace. I'm hoping to make ship parts so that we can fly naval pirate ships in space Ć” la Treasure Planet
Totally understand. And as I have zero concept what goes into mods, I would absolutely believe that you simply might not be able to change an asset that much.
Best wishes on your move. I hope everything goes smoothly beyond belief.
Thanks for even thinking about this.
Outfits Unlocked - Mei Devines Outfit - by Senter.Pat.
Has anyone tried this one yet? I was using the free version and moved over to this, but its just not showing the outfits in my crafting benches or at any stores. I've done the usual wait on venus thing. Could be a conflict with any one of the outfit related mods i guess. But to just not show up is odd.
https://creations.bethesda.net/en/starfield/details/2ba19fbf-5c03-4a34-9778-bb73a0653853/Outfits_Unlocked___Mei_Devines_Outfit
I wish there was a Va'ruun version of this robot for on Xbox. It would be cool if all the goldish tan armor plates were black and everything under them stayed silver. It would be even cooler if the Va'ruun symbole could be placed on the front two uper parts of the legs also.
if the UV layout is good its possible
StarUI on XBox -- HOPEFULLY tomorrow!!
I need to get back home to do the final playtests (I've been running AIO for about 4 months now, but I just did all the separation yesterday when I got permission to release it!!)
"The crash still occurs at 0x7FF6B94CAD72 Starfield.exe+126AD72 with the instruction lock xadd [rcx+0Ch],eax. This confirms the problem is not random, but a consistent, reproducible error.
"SFBGS003 - Voices_en.ba2" and "SFBGS003.esm" are still involved:
The register R13 points to "SFBGS003 - Voices_en.ba2", and the stack shows the game is also attempting to load "SFBGS003.esm". This reinforces the connection between these files and the crash.
Audio File "npcmdeke/00e81069.wem":
The stack shows the game is attempting to load the audio file "npcmdeke/00e81069.wem". This further solidifies the theory that audio file loading is a contributing factor."
If anyone could be so kind as to assist this issue.
Ohhh that looks cool
I have a really dumb, clueless-person mod question, if anyone has time š
Ask away, I'm on Xbox so probably won't know
Yeah, I'm using steam. Basically, one of my favourite mods is a photo frame mod that's no longer available on the CC club. Can I back up my downloaded mods so that when I switch computers, I can transfer that mod over and still use it?
try it but I don't know if Creation Club mod manager will recognise it
Yes. Go into your starfield/data folder. Find the .esm and any .ba2s named the same as it is in the load order manager. Save those separate from the game. Those files form the mod.
That's exactly what I was looking for. Thank you!
Try to uninstall Cora Coe Teenager creation and then making a hard clean save. When you load up the save without cora installed STarfield will tell you it isn't loaded and should it search for it? Answer NO. And if asked to use the current game save load order or your current load order, choose current. When that clean save loads, give it a minute or two to let all scripts and plugins finish loading, and then make another hard save. THis is your full clean save. Now go into creations and reinstall Cora Coe Teenager. When you exit Creations Starfield will say it's reloading your load order. Don't believe it. Exit the game completely. (To Desktop on PC and XBox quit game on XBox). Now reload Starfield from Scratch and see if things are working on your new NG+ game.
First mod WIP
Got a question about ship mods: there's a lot of mods out there that add new custom ships for sale at ports, but conspicuously few (in fact, only one I know of) that actually add those new ships to NPC spawnlists. Is there a reason why nobody does this?
I asked the same question, the majority reply was because players tend to build ships at outposts more than ports. I personally aim to have just a vendor. I know Falkland also has a vendor as well.
I don't mean 'NPC spawnlists' as in what vendors you can buy them from. I'm asking why more modders don't make their ships appear in space being flown by NPCs. To my knowledge, the Starfield Fleet Expansion is the only mod that does this.
OHHH you know what, I want to know how to do that too. Would be real nice.
That's probably the answer, not a lot of folks know how to do that or doing so might override some critical stuff. I wouldn't know tho I don't touch ship stuff at all
It's probably similar to adding pois I imagine which is definitely doable
It has to be doable because it's been done at least once. I guess I'll download the Fleet Expansion and dissect it some time to see how they did it.
I would assume it runs off Lists of Lists like the rest of the vendor system, tbh it's probably just a pain to implement.
@hoary lava that's what I imagine
It's like some of the stuff I do that requires a lot of nonsense to work properly and I imagine that's why I don't see it done very often if at all.
Or .... Ya know ... Baking a model properly LOL
Yeah, I implemented Corny into LL and it's not hard, but a bit of work I thought. Easy for a newcomer or someone who isn't familiar with superlists to get kinda sideways.
I am fighting it right now.
Ooof lol
Yea the whole list of a list of a list with form lists in the form list that goes into a list to go to the LL proc gen can be a bit annoying LOL
It's almost as horrible as setting up AVMs
Baking... this one turned out to be a bit of a mess. I had to separate each individual piece and bake separate... which I shoulda known. Kicking myself.
Yea, gears seem to be annoying gears and whole cylinders seem to just not enjoy getting their UVs arranged properly
Did you have to cut the front face off?
I started with AVM and now I just use Material Swaps even for complete custom. I still don't fully understand the difference other than AVM being a real way to learn and get super in depth with the process.
Nah, the high poly has a inset so baking that in is what the attempt is without making it look faux.
Well AVMs are available as skins for workbench attachments as apposed to mat swaps which are pretty much permanent variants of that armor.
Ahhh
tbh it's just a door, so I am probably pretty close to done and moving on to mats now.
Trying my best to not be a perfectionist, never end project that most of my stuff turns into. haha
Eventually I'll need to work on my NORAD blast door to add more detail and make a more complex opening animation.
AND WE'RE LIVE!!
Sample mod -- this is how you'd package your own (and m8r has authorized folks to do their own) .ini config file for StarUI.
https://creations.bethesda.net/en/starfield/details/9e5e329e-0bb1-43c7-9149-645779c1dfe2/StarUI_Workbench___Max_Craft_Patch
StarUI ShipBuilder: (https://www.nexusmods.com/starfield/mods/6402)
StarUI Inventory: (https://www.nexusmods.com/starfield/mods/773)
StarUI Workbench: (https://www.nexusmods.com/starfield/mods/4966)
StarUI Outpost: (https://www.nexusmods.com/starfield/mods/5766)
StarUI HUD: (https://www.nexusmods.com/starfield/mods/3444)
https://creations.bethesda.net/en/starfield/details/a06e3473-7b73-4487-a29d-574be4b585ac/StarUI_HUD
StarUI All-In-One:
This patch increases the MAX CRAFT on the workbench UI to 65535 M8R has confirmed y'all's permission to create more .ini and localization only updates if y'all want!
StarUI Ship Builder improves the ship builder for usage on PC. Compact style, sort-able columns, filter panel, category list, variant list, vertical upgrade list and many more Quality-of-Life addition
StarUI Ship Builder improves the ship builder. Compact style, sort-able columns, filter panel, category list, variant list, vertical upgrade list and many QOL improvements.
StarUI Inventory improves all inventory screens for use on a PC. Compact display style. More details in sortable columns. Item tag icons. Category as left sidebar. Many quality of life features!
The patch mod will even work on your PC install of Nexus downloaded StarUI (as long as you don't already have an .ini in there!)
Any plans for a PC download?
The override sample is the only thing M8r has authorized for PC, he said no to the AIO on creations too... he wants PC folks to head over to Nexus.
Thought it might be something like that. I've rolled my own version in esm/ba2 format already anyway.
How does one manage mods installed via Creations with ones installed via Nexus?
My mods list is exclusively Creations right now, having only recently moved to PC.
You can give this a try: https://www.nexusmods.com/starfield/mods/10432
Hi, i have already done a variation of this, and it worked. Thank you!
Your argument is invalid I have a trebuchet
Whoa
Random starborn stuff
This looks amazing!
Thank you !
Modern problems require archaic solutions.
oh wow, as an Xbox player Iāve been waiting for Star UI for so long. Thanks for bringing this to creations.
The only issue so far is that the industrial bench lags. I have so many outfits from Zone79 in there I wonder if thatās why. It seems to lag loading up the thumbnail of the item. I can scroll quickly but if I stop on any item it lags as it loads the 3d image. Most of the time. Itās odd.
Is it a me problem or known issue for Xbox ?
for me, it really depends on where i am... I have noticed the bench lagging on occasion, but yeah... 30000 items on the bench does get laggy... i'd LOVE to see some good workbench filtering things (this does it on PC too)
when I'm on Bessel with tons of extractors and it changing the number you can make real fast, it gets funky
Yeah Iād love to filter out all zone79ās stuff. To another bench or something
Oops! I just accidentally bought every Aid item from Sati at the Red Mile. Good thing Iām rich. Drinks on me! #starUI newbie
LOL
wait till you turn on something like ZeeOgre's Well Stocked Merchants and buy 2 million credits worth of crap from Sieghart!! š
Is there an Easter egg in StarUI that Mei Devine and everyone at the red mile go aggro on you randomly ? I went there to test the steal blocker. And did not steal anything. After accepting a red mile run, she shot me.
Maybe itās a new level for the red mile?
no
StarUI doesn't have ANYTHING that actually links back inside the game
it is PURELY an interface element change, the game isn't even aware of it on PC... and the esm on xbox is empty -- an empty esm can't change game functions
I know, itās just that this just happened. Very strange.
weird š
i think it's still set to the default where you have to be sneaking to steal
It is! I didnāt take anything. Another weird thing is that all the Zone79 Spacer Overhaul have generic names. They used to be custom named based on the design. In StarUI they are all āSpacer Helmetā or spacer backpack etc. no biggie but weird.
So after many months away hoping things would be better I have come to find everything's f***ed the creations menu is all but working, the mods are taking ages to install, and after having to dig for some newer and older mods I have found there seems to be a split on this achievement friendly aspect.
What in dwalins shimmering beard have I missed
@mortal tundra Hey!
I just downloaded the StarUI suite of mods. (Xbox Player). I get the red StarUI HUD Error message when I load my game. Per the description on the mod If you are on PC, you can make a new save and that should resolve that problem. How does one get rid on it on Xbox. I have saved my game and attempted to reload it and the error message still comes up. I even saved and restarted my game, but on load, it still comes up. What is my best course of action?
From what we've seen so far that looks like a corrupted download.
Go into creations, delete the mod and then re-download.
This has solved it for the other two instances we've seen so far.
As an FYI, on XBox the game is only aware of the mod through the empty .esm file -- there's no direct communication from the mod back to the game -- it's an interface replacer.
The game engine can't see anything it does.
This is true of all the interface-only mods.
Another question for you @mortal tundra . In StarUI ship builder, i can see the buttons to copy color patterns. Should I be able to use the dpad to get to them like I can with the 'add a column' feature in the inventory lists? Or is it just there but not available on console.
i thought the copy things worked... lemme go try it... i HATE shipbuilder on console as it is.. I just hate it a bit less with StarUI š
I saw the buttons, but I couldn't figure out how to get to them either!
so sad
am i the only one who thinks that making money in starfield is too easy?
Nope. It's a slog early game, and then you're suddenly swimming in credits and cannot possibly spend them faster than you make them, especially if you are looting thoroughly.
Something that lowers items values for armor and weapons especially would help level out earning credits.
I do wish we could buy businesses
I am hopeful that they are cooking a space station/capital ship/POI system where those are millions of credits to purchase.
yea, maybe i dont remember when i didnt had money cause i started my run when the game came out
Or start them, Iād be selling Aurora lined with refined AMP
Give me a reason to keep clearing POIs other than it's something to do and I don't care to play another game.
i have a question: does the things u sell change their value depending the vendor u go to?
don't think so
Yes. Well, sort of. The TA kiosks pay less than visiting a TA agent in person.
But otherwise, items values are fairly even across the galaxy.
No market arbitrage like you could in NMS with massive amounts of Cobalt or whatever.
i know theres a mod about starfield economy
btw i think we ll have something big in june
is there a mod that fixes the weather like im on a planet and its night time and thunder lighting and raning yet the sky is clear and you can see the stars
kinda seems like a glaring oversight lol
About Settled Systems Shuttle Service, @DownfallNemesis any chance of update showing the ship landing? š„²
I need one of those for my front yard
Cananan
Officially it is an entertainment catapult. To authorities that ask. No matter what it looks like.
Back ain't never gonna be the same lol.
So I figured out what this is. This happened because I have a Dot Crosshair UI that must be loaded after the StarUI or else it won't show. Is there just a way to remove the error message? It looks like everything works just fine. Just need that error to disappear.
I dislike the vanilla crosshairs. They eat up too much screen. -_-
@mortal tundra
Unlikely there is a fix. Both mods edit the same menu file.
Yeah. Most likely not sadly.
that's correct.. it seems dot crosshair may be a rip of an earlier one, that WAS patched to play nice with starUI, but that didn't make it in when they put it on CK... i couldn't find dot crosshair except in ANOTHER mod where some folks had done patching on Nexus.
https://www.nexusmods.com/starfield/mods/3960
it was part of "betterhud" which I don't see around any more, but there's a patch on Nexus that made those two play nice
Betterhud's there with open perms
so i'd guess that the creations ones just yoinked the crosshairs part out of there.
Maaaan, there were some good mods that came out today. StarUI, the Dark Universe mod, the mod that turned this game into more than a Saturday morning cartoon and added anatomically accurate male human bodies that got removed from Creations even though this is an M-Rated game and not a game for 6 year olds. Modders, you guys did it up this week!!!!! Hats off to you!!!!!
Take a bow, modders!!!
Banana ! š
BANANA
Bananaaa
Hey hello, can u guys help me with creation kit ? I want to make a small patch for a mod.
This mod changes the damage values of 2 weapons, and i want to get rid of those changes.
I loaded both starfield esm and the mod in CK, and now idk what to do. I found the weapons, i can change the values but i dont know if this will apply for all tiers of the weapons. Base damage value is 6 but i dont know if the engine is calculating damages for other tiers from this value ? Is it the only thing i need to change ?
Yes I have DM you
Hey I can't find deretech ships in the mods anymore did they remove the creation?
Nvm found it under va'ruun sev
Different question. And zeeogre you might have this answer. Does star ui work with ship builder catagories? since i have quite a few mods requiring that
Oh wow. That same thing happened to me with Zone79ās clothing mod. I tried moving it around my load order and everything. Nothing fixed it until I disabled it.
I just tried that and I'm still having the same issue
does the mod have any uninstall instructions?
sometimes, depending on the mod, the mod authors would sometimes give instructions on how to uninstall their mods
or else, you end up getting issues like that
It's a long-standing issue (since the Rev-8 update) that can affect any outfit replacers. There's no specific fix unfortunately. You can try removing and re-adding any replacers, you can try a full restart of your PC/console, and you can try verifying your game files.
Thanks for explaining that. I appreciate it.
Iām thinking about mod shopping. Can someone help me understand the hype behind the āFalklandsā mod?
It's just a very high quality and well detailed ship hab mod basically
Comes with game world tie ins, voice acted npcs and lore that stitches it into the starfield naturally
It's also actively supported by the modder behind it.
I'm trying again on finally finishing this mod project i worked on last year. Now I'm having some trouble getting the texture of the logo here working properly. I want it to look metallic, but it looks black from most angles if i use the metal texture layer. Does anyone know what is causing this?
This is zoomed in
š
Honestly, I feel like the Dark Universe series of mods keeps me coming back. They are simplistic changes to the gameās overall structure, but the additional gameplay keeps me actively invested.
Where did you export textures from? What format? Also, have you tried removing _metal and using sliders to see if it fixes it? Keep in mind SF shader engine and whatever program you use may differ on render, need to tweak for desired result within SF sometimes. Usually if metal is too high, it can cause this darkening effect.
If _metal is high, and _rough is extremely low it can cause this as well. May need to check both.
If that doesn't work feel free to send me a dm and I can help further.
turns out MO2 wasn't loading shattered space on my save...
Anyone know of a program where I can type in what mods I have and it'll help me make a load order that doesn't crash my game anytime I'm in the ship editor? I'm on xbox
Are you using any UI mods?
Ship builder categories as a good chunk of tns ship mods need it and I think matilija needs it now too
Although I'm starting to wonder if it's the unofficial patch causing issues now. Ima start fiddling with it tomorrow as I currently can't install any mods and have to completely re-download the game
How do I do that on an Xbox
Thanks! this helped a lot! Apparently i was using the wrong mask layers as well.
Are you able to do a skin replacer for the constellation suits for companions with this color style?
Grab the updated build Un mo2 official discord
ahh good, some star trek stuff
indeed, that looks good!
would love to learn how to do that myself soonm
How about Orville or Galaxy Quest uniforms? Or Enterprise Era
||nerd||
I'm going to bury you on Codos
bet, bury me in a genuine Akila duskwood coffin.
no, just under piles and piles of dirt
Premium Akila Dirt at least?
no I said Codos
Yeah, have some decency to bring some dirt from Akila to bury me.
Also, how hard would it be to mod in Cyberpunk music to Starfield? Gate K-9 is banger to listen to during the final temple fight.
Itās not hard
Sincere question from me and I know this is going to offend some, but I really donāt care. Is anybody working on a mod that will change the tone of this game from a childrenās Saturday morning cartoon into a gritty, dark ālife in spaceā type simulator? For example, adding drugs besides Aurora into the game and possible addiction? More bosses? āInto the Gorefieldā was a step in the right directionā¦.
A SPACE BARN, Iāve always wanted to live in a space barn.
Okay. Iāll take that as nobody is working on any sort of life simulation mod. Very well.
Space barns, FTW, though!!!!
@tawdry sluice these are your screenshots ?
redmage is putting the fire under you

das my space barn
very confusion
TANK, I donāt know if you noticed, but you have a wild Sarah on your property.
Follow up to that, Might fine work on the space barn, what mod is it apart of?
It's the food mod I've been working on
I just didn't expect to see screenshots posted here without context lol
It confused me for a moment
AND THEREāS A SPACE BARN, HOT DAMN, instant Purchase, context not needed for me.
There's a lot of things in the mod LOL enough to where I can say it's not a food mod
Tank, thereās really no need to sell me on this, you already me with your previous sneak peaks of the food but now that there is a barn involved I can have a Space Yellowstone? Sold. I need it in my LO yesterday.
I already have my homestead in Space Montana.
The moral here, I just really want to live in that barn.
BY GOD, a space farm.
All thatās needed is a decent cowboy hat.
š
Are we talking Stardew Valley type farming or Minecraft type farming? I'm under the impression from you saying "not a food mod" that it is a bit more than a farming mod also
Indeed it is
Bethesda seriously needs to increase the build limit, my outposts can't fit much else and what space is left is being saved for TGs mods
No kidding, Iāve barely built anything on my homestead and Iām about halfway over the build limit
Actually, you know what kind of mod would be cool? A garage to store your unused vehicles
Gorefield can help theres the ebside mod and i think that may be it. You could always use zones spacer overhaul to make them look scary af. And with all that try adding film grain and make your game brightness overall darker. These things may help
Also zone makes some damn fine clothing

Z
Grab my "Outpost Tweaks" mod š it should help
what if I dont want my outposts to tweek
I just want a crunch wrap supreme
unfortunately can't remove build limits in ck "universally" -- just for PC
I got you fam, you've been asking long enough.
HI Peeps,
Im trying to trigger the next stage in a quest after 3 items have been picked up.
ive tried using different conditions but i dont seem to trigger in.
With in the conditions, i have selected via run on target, subject and player.
Would anyone have any tips on how i can do this?
Tnx š
the conditions there are only evaluated when the quest has a setstage event.
You'll need a separate script, either there on the quest, or attached to a refalias (i.e. the player) to count the items, and then setstage when the threshold is met
cool ty
i have a triggerbox script, and confirms that runs and it is active, when i have no conditions it fires
so im guessing i will need to do all that on the trigger box?
well, you're counting if a player has something right?
If you don't already have one, make a refalias to the player on the quest, and you can attach scripts to the fill alias.
take a look at CityCYRedTape01QuestScript.psc for doing it at the quest level
it counts how many iron you've gathered, and once you have enough it moves the stage forward.
i use similar several times in my current mod, so i built a generic itemcheck/setstage/playscene (i.e. ZeeOgre's Own Damn Story Manager) -- mostly because I'm too dumb to figure out how to use Story Manager š
ok cool, ill have a look at that thanks
me too š
https://tenor.com/view/tight-tuco-breaking-bad-gif-7215689 this is the best news Iāve ever gotten.
We all need somewhere to crash our cars into.
you literally live in a garage
@sharp lynx the new mod looks great, I'm still running Galactic Colonies but this looks like it will add/expand there, so cool.
Question for you on one of your old 'for fun' mods, Scooby Doo Sandwich
i cannot get this to work (i just get normal sandwiches), anything I'm doing wrong? (Gamepass on pc - I tried to adjust the steam instructions to align to gamepass file structure)
C:\XboxGames\Starfield\Content\Data\geometries\608bca1975cad372f23f\a2e5563517534d91cefd.mesh
And damn proud of that, but hear me out.
Garage FOR a garage, eh?
gamepass is probably your problem
if it's not using a custom geometry it needs to have the same mesh update as my GCE mod does
which is something easy for folks to do, luckily, but impossible on my end development-wise.
also yes that mod expands on the systems I wanted for GCE in far greater detail
there's a mission here
oh i didn't think to run it thru that, i did it for GCE, but I thought that was for the nif files not meshes. (I'm fairly new), thanks
np
so am I
lol
I'm just realizing this now. Do weapons have unchangeable limited slots as well? I wanted to offer a lot of customizability to my weapon models
Assuming it's all still the same as FO4, you can add as many weapon attachment categories as you want.
Yes, yes they are...
Couple days, gonna do a few variations of it. I think you'll be happy with what I am cooking though. I'll tag you when she's ready.
Perfect. Thanks!
Betamax's Outpost Framework, a warehouse by Wicked, and TG's soon to be released Galactic Harvest. It is like the outpost of my dreams.
The "fields" and barn are sunk until you initially place them, then they pop up and you can turn them. I figured it out pretty quick though.
Mate, Take all the time you need, I know youāre going to cook up straight HEAT, Iām already beyond happy thereās no flashlight/square box thing on the brow.
Never thought I'd say this but I will not longer use/voucher for the unofficial starfield patch. I swapped it for the community patch and I am no longer crashing every 10 mins or for each new piece I put on my ship
you on Xbox?
Yes
hmm
never had an issue is USP
are you using modded ship pieces?
and where is unofficial patch located on your load order?
Yes and that's where I was running into the issue the patch was at the top until I used community which community is now at the top under all creation club paid content. I'm running several ship mods from tn to owl to varrun sev and now kozoryu. I'm also going to install the dreadnought configuration and see if that let's me put more modules without crashing
I like building massive unbeatable ships.
Nope all of them are additions. Not a fan of replacers only additions. The only replacer i use are for cora she's now perma robot has been since the mod dropped a week after another got removed. And a retexture that just makes any base hab black or darker inside
I got rid of the city music replacer for the standalone awhile ago. Then it's ui mods and graphics overhauls and clothing mods
ight
Unfortunately I was here during the beef that resulted in both the unofficial and the community patches being seperate, so I have reason to believe that someone may still hold a grudge and may make mods incompatible with their version
The mod making me mad rn is this one though, a mod I've been waiting for, and I can't use because it requires a paid creation I don't have cash for yet, I think weasel messed up and clicked required mods that may not actually be required https://creations.bethesda.net/en/starfield/details/9bc85a31-47db-4488-b906-a0f6ca280c44/_player_only_ship_through_unity
Like this is a mod the community has wanted since stepping through unity and i wanna make sure it works for my ship
That for starfield?
The mods or the beef? Because mods yes, the beef eh a wee bit as it started with starfield possibly fallout 4
And then this mod i just shared, yes it's for starfield, messing with it rn as I had the required amount of bethesda currency.
It's different for weapons. Each base weapon has nodes to where the mod is attached. It's on the weapon model itself.
Well, I can tell you as a verified creator, I never give either one of the patches a consideration for my mod and I wouldn't even know how to make my mod purposely incompatible with either patch.
The patches are for things in game that break during an average playthough i know mods put serious strain on those spots so the patches go in and fix that. It's a simple as adding in code that does checks for items (sounds a lot more simple then it is) those checks can check for others keywords and such. I'm just no longer vouching for it as after removing it I'm crashing less and can put more stuff on my ship
Update from Harry, we are almost there!
Oh nice
What is this and why does this armor look so cool?
Harry is awesome
Dude made that armor from scratch, he's one of the best out there for that kinda stuff.
He sounds impossibly based.
It's part of a halo inspired mod he's working on, (on commission I believe?) that will have variant skins and he's also working on a Beast Hunter suit on his own time
If this armor comes as a paid creation, I will buy no questions asked
Both as far as I know, are to be paid
Slip that money under the table BY GOD
Found confirmation this one is paid
That armor actually looks amazing.
The detail as well.
I praise the great @true igloo, I die of excitement every moment
I absolutely DIG the helmet.
Two variations of the suit as well
The great and crazy Lyria will be rocking a new suit with me, I swear if the mod comes with a robot companion I will die on the spot I won't even have a chance to enjoy it, I'll be too happy
By the way, Iāve been using Lyria, absolutely adore her.
She is irreplaceable to me, I'm glad that she doesn't take a companion slot so I can have another with me if I fancy
Sheās also fantastic in combat.
I wonder if the mod author will expand on her further.
Sheāll look damn good decked out in that suit.
Iāve got her decked out in that destiny x Star Wars armor mod, she seems like the kind of person that would like a cape
I currently have her in Zone's Nomad suit, as it's the closest to Nova/Harry's spacesuit
Huh, I hadnāt thought of giving her that armor, sheās probably look pretty good in it actually
I also gave her a mini gun, she seems like sheād love a mini gun
I read this again, NEW WEAPONS, HOT DAMN.
New faction gear!
It could be 2000 credits and Iād buy in a HEARTBEAT
I swear to god if Bethesda does that, I will hold you personally responsible but anyone else, especially this, they'll have my creds
I mean, Fair, but Bethesda isnāt THAT greedy, āme clutching the various versions of Skyrim Iāve bought over the yearsā
Honestly I would feed their greed if they could say anything about a certain rumoured remake
Literally anything would be nice.
A picture of a foot where you can almost see oblivion would be the bare minimum
Each week I check creations like I'm hitting up a chem seller, if I'm that desperate on Starfield, imagine the withdrawal I'm experiencing wanting to know, I just need a hit to settle down
Same here, I time my lunches on Tuesdays so I can see any updates.
Never again will I use chems as an analogy for wanting that remake so badly š
Iām jonesing for anything new
That Remake would be a great way to get people off their back while they work on Starfield and cook TES6
Apparently Darkstar and Galactic Harvest release tomorrow but I won't get to play them until next week because I'm poor
Galactic Harvest? Isnāt that TGās mod?
Yeeeep
The "not a food mod" mod, I'm hyped as hell
And mad as hell I can't play it on release
Iām poor too but I will SHELL out for one of her mods especially that one, with the absolute GOAT Miiirty working on that cowboy hat, I can have space Yellowstone.
My outpost might feel like Westworld after, knowing my turrets they WILL make another Westworld happen
I can live in a barn, man, A BARN, Iām also waiting on that Adoption Mod.
Ooh there's an adoption mod?
I believe in the document
Just a matter of when and not trusting every random schmuck who says āsoonā
Yeah, canāt remember the name of with Mod Author for the life in me though, heās still working on it.
So, what youāre saying is.
I shouldnāt trust pop up adds that says there are hot singles in my area soon?
You know what? Thatās a good rule of thumb.
I joke I joke
I donāt trust people with Sandwich in their name, I just know theyāre going to try to sell me Starfield Themed Crypto Currency
I can neither confirm nor deny that I bought several Sarah Morgan NFTS either
They really serving me ribs? WITH NO BBQ SAUCE?
Sarah disliked that
i'm a fried pickles enthusiast
Imagine eating DRY ribs, wars have been fought for less
I refuse to believe the art of SAUCES died on earth.
Luthor at the Chunks in New Home gives you a mission for Chunks Sauce, so there is sauces out there.
@sleek cliff
Absolute HEAT.
Iām gonna wear that hat for the rest of my Starfield days.
about the veil mod, I just grabbed the key and when I got back to the andromas site, the woman is already lounging around behind the door I was supposed to get the key for, how do I get the door open without talking to her?
That's a damn fine hat ya got there. For the giggles have you thought about a cowboy lineup for akila?
Yep, moving towards something like that, just gotta flesh it out.
Iām truly going to become Arthur Morgan in Starfield.
Nice, you've managed some impressive bits so far. I will continue to watch your career with great interest
@zinc spade
Thank you.
@sharp lynx Iām building that barn and by space god Iām gonna live in it.
I've got a question (Xbox player btw). I took a break from Starfield for a couple of months and now I naturally have a lot of mods to update.
I know the old method to actually get them to work used to be to delete and redownload them so theoretically if that's still the case, could I just save my load order, delete all the mods that need updating and then just restore my load order so it would automatically redownload the mods with the necessary updates?
I have a lot of mods installed and scrolling up and down to reorganise 25 ish mods that require updates would take a long time. So if this method works it would be far more preferable
The "updates" won't go away. You can update and restore load order. Make sure you restart your game after so everything takes effect. But you'll need to go through and make sure none of them mention deleting/selling the installed gear/hab additions to ensure smooth transitions and not just full restarting. If you want to avoid a restart, otherwise just pop through unity and everything should work as intended.
The updates are kinda a permanent stuck but that also tells you who's regularly fixing/adding to their stuff. This is also an issue on bethesdas side nothing modders can do about it.
Darkstar is out on Creations.
Frabjous Day.
If I'm starting a new save it doesn't matter about gear and hab mod updates right?
Nope new save or a jump through unity will fix any of those and quite a few others like gorefield (if you use gorefield mix it with useful morgues. Chefs kiss for bloody starfield)
A new one or an update?
Funnily enough I do use both lol. Thanks
New one. Combined his free mods and added a ton more features. It's extremely extensive. I'm excited to dive in and see all the changes.
and is '80
I saw. I'm torn as I only use dsm and it's patches but now I'm looking at it kinda torn. On one side everything in one and up to date plus being paid it goes above the community patch. But the only thing from the changelog i see b4 buying that I'd like is the spacesuit hide. I hope it works like smarter spacesuit but better as that one is finicky. I'd also like to see some cross support to the clothing mods
@pine quiver see attached image

You get that space barn
Iām gonna live in it SO HARD.
And with that incoming cowboy hat and your mod combined, why would I ever want to leave the ranch Iām going to build?
It's a simple life, but an honest one.
@sharp lynx what would it take to get a mod like alternate start from skyrim in starfield?
I wake up, do my rounds, kill any humans trespassing on my land and sunbathe
Rinse and Repeat.
Depends on what specifically you want to achieve
I've never played the alt starts in Skyrim, but I imagine It would require hijacking the main MQ quest lines I assume. I actually did this with fnv and the mod pretty much stopped the initial game trigger and moves the player to my new start location ....
Work. Patience. CK Crashes, Energy Drinks, and coffee.
What about adderall?
I'm not a doctor. I can't perscribe that.
Optional
Understandable, Iāll ask the guy under the bridge in new Atlantis for some
@misty abyss 
** The Adoring Fan liked that **
For a simple change in start location at the very least you'd have to do an entire intro sequence to initiate from start to trigger of the main quest.
That can be about as complex as a few markers and a trigger box lol
I mean, it would be nice NOT to start in the mines.
Well you don't have to every time...
More or less trying to achieve the different starts perspective like one could start as a bounty hunter or or a farmer or a knight of the hold. I know some folks have already made mods that do 1 start. I figure if that's possible already, then an alternate start mod would be possible
I donāt? Hooray!
Since my hopes of making a pc are slim to none rn and have been for the past year i was looking to commission something like it
My brother in Todd, I feel your pain.
Yea you'd have to do a whole sequence, cause you'll need to initiate the main quest line or else the whole game will be broken
So as long as you find ways to tie all those starts into trigger the main quests some how then you're golden
If I was to try it I'd set a trigger to run the quest stage where you need to return back to the lodge like how it is after a unity jump
The main quest already has branches for how it starts for NG+ so... realistically it wouldn't take too much time... just a tad to not break it.
Yea I'm more or less referring to changing the sequence in a NEW game
The one where you're with Argos
I was more looking at the ng+ side of things as I feel while you could use this mod at the start of a full ng. It would be a waste not to experience the story properly and would be recommended to install any mods/creations after your initial playthrough