#starfield-mods
1 messages · Page 74 of 1
46 unique ones with a total of 425 variations that can spawn
They probably have a HUGE door budget
question about custom workbenches , to get the constructiable items to show does it need the specific custom workbench keyword and the workbench general keyword
Anyone know how to carry something through NG+ without altering the original game script?
@olive kindle The While function wouldn't work GetSize and GetAt didn't get regnosized and Int I said something about the void
Sounds like there wasn't anything in the form or it wasn't set properly. This is the formlist.psc
Basically everything here you could just append to the form name
int formLength = formName.GetSize()```
If there is anything set in the form, it'll get the max number of items, I think it's max - 1, since they usually start at 0.
Rather
FormList Property formName Auto ; then adjust in the ck
would I need to write the While , as While Int Function GetSize ()
Yes
hm...
First let me explain how to read the script:
int Function GetSize() int is the datatype, so it'll return any positive or negative WHOLE number. Not decimals.
One's that don't have a data type such as
Function Revert() doesn't return any data, so you don't have to assign it to anything.
so again this is just a template. It'll probably need tweaking but:
FormList Property formName Auto
int formLength = formName.getList() ; this stores the max number of items in the list
int i = 0 ; initiates the loop at 0
while i < formLength
do something
i += 1
EndWhile
@neat crow That would explain why they didn't work , I forgot to add the workbench general lol
Turn your FL into an array. Don't loop through an FL. It's slow.
Form[] MyArray = MyFormList.GetArray()
I assume GetArray would need a property to it right ?
or for your usecase with a loop ready:
FormList Property MyFormList Auto
Function RunLoop()
Int i = 0
Form[] MyArray = MyFormList.GetArray()
While i < MyArray.Length
; Do stuff
i += 1
EndWhile
EndFunction
That’s quite a lot. Lol
and more to come!
How do you create a ship in the CK? Is there a starship specific cell?
Ships are generic base forms
Right click on any of those and theres a "Open Spaceship Editor" button
Ah, thanks. I'll check it out the next time I load up the CK.
@dapper galleon Did you get the looping issue figured out?
@olive kindle Not yet, I'll be testing it out later today
just remembered I created a script in Fallout 4 for healing that i could put on the med bed and slightly reverse engineer it 😛
nice
Aye just had to workout the starfield equivelants lol
@olive kindle This was the script i decided to write
Scriptname _SMF_HealMe extends ObjectReference Const
Spell Property CureBreathing Auto Const Mandatory
Spell Property CureInfections Auto Const Mandatory
Spell Property CureInjuries Auto Const Mandatory
Spell Property CureAddictions Auto Const Mandatory
Spell Property CureAll Auto Const Mandatory
Actor Property PlayerRef Auto Const Mandatory
Message Property HealMeUp Auto Const Mandatory
Event OnActivate(ObjectReference akActionRef)
int selectedOption = HealMeUp.Show()
If (selectedOption == 5) ; Cancel
return
EndIf
If (selectedOption == 0) ; Cure Addictions
CureAddictions.Cast(PlayerRef)
Debug.Notification("Addictions Cured")
elseIf (selectedOption == 1) ; Cure Infections
CureInfections.Cast(PlayerRef)
Debug.Notification("Infections Cured")
elseIf (selectedOption == 2) ; Cure Injuries
CureInjuries.Cast(PlayerRef)
Debug.Notification("Injuries Healed")
elseIf (selectedOption == 3) ; Cure Breathing
CureBreathing.Cast(PlayerRef)
Debug.Notification("Breath Satiated")
elseIf (selectedOption == 4) ; Cure All
CureAll.Cast(PlayerRef)
Debug.Notification("All Cured")
EndIf
EndEvent
Since we have a mod to repair things breaking on the ship, would it be worth it to make a mod to repair things breaking/maintenance in outposts as well?
lol nicely done.
@olive kindle Thank You
Can someone give me some aid on how I do this,
I have a captain Terminal linked to A terminal Menu,
In the menu I have buttons for each other the Mission Board Factions, How would I make the button open up the corresponding Faction MissionBoard :?
Hey @snow sail #starfield-suggestions message
Check out "Social Skills Extended" by korodic.
Or, hear me out, it gets officially implemented into the game so it doesn’t become obsolete in a year or two after it stops getting updated while the game still does
Not sure how the community as a whole would react to Bethesda stealing the work of small businesses and displacing their income, but I know how I personally would react.
But, if my attempt to help you get what you wanted caused you discomfort, I apologize.
isn't Koradic the one that does the Useful series like brigs etc
Does anyone know how to set a container to respawn its inventory is a specific amount of time?
Is that on Creations?
yes
the most straightforward way would be to set a timer, then add the items back to the container. It might cause issues like a double respawn though.
Can't say I'd really recommend it this way if there is a better alternative though.
I did some googling a cells respawn every 168 in game hours, would this also include my test cell, as then all i would need to do I do a checksum to check if its respawn, if not I can add a message to say more time needs to pass ?
I'm not sure. It's worth a try though.
Just seen this on aliasonitemaddedsetglobal.psc
if GlobalToSet && GlobalToSet.GetValue() != ValueToSet
GlobalToSet.SetValue(ValueToSet)
endif
if QuestToSetStage && StageToSet > -1 && QuestToSetStage.GetStageDone(StageToSet) == false
QuestToSetStage.SetStage(StageToSet)
endif
EndEvent
FormList Property UniqueResourcesOrganicList Auto Const Mandatory
Is the creator of this mod in this room?
A showcase tour of this really cool mod by DustyRumps: https://www.youtube.com/watch?v=Y5sX_NGqi_E
A showcase tour of : Crew Wanted SSNN Message Board by DustyRumps.
@olive kindle I think this may work for my activators
Event OnActivate
if(ContainerRef.GetNumItems()= = 0 )
;Container is Empty
Debug.Notification("Currently Empty Wait Longer")
ElseIf(ContainerRef.GetNumItems()= = 10)
;Container Is Full
ContainerRef.RemoveAllItems(akTransferTo = PlayerRef, abRemoveQuestItems = false, abKeepOwnership = true)
EndIf
EndEvent
Looks like it should. Just make sure to assign everything to it's appropriate types.
@olive kindle it should only be playerRef and ContainerRef, as the containers have all the needed items in them, just trying to figure out how to get my test cell to utilize the respawn like other cells do , so i don't have to script like a usage block or something for 7 in game days by Universal Time
@olive kindle I could always add a magic effect as a timer that will lock out the activator for a specific time amount , it would still have the same effect lol
Maybe you could use a bool to trigger when a condition is triggered and base it on that.
like bool inventoryFull
If inventoryFull
do something..
inventoryfull = false
endif
Depends on how your set up is though
It's just an idea. not sure if it'll work in your situation.
So I have Activators, The Chest they would call too all in my test cell, All Items in each cell have the same Amount for each item in them.
So after the EndIf
I could put something like:
OnEffectStart: Disable()MyActivator, Enable()StaticReplacements (So It doesn't Look Weird)
OnEffectFinish: Enable()MyActivator, Disable()StaticReplacements
Go with what you are familiar with. It'll be easier to maintain the code.
Aye , learn and trial and error lol
right lol. I'm in the same boat. Spent all day going down a rabbit hole, then just deleted everything lol
I have done that plenty of times , I have thoughts patterns of going oooo thats and idea , and then it spirals lol
Do you currently keep track of your scripts like with version control?
I write the scripts in note pad first , then copy to papyrus in CK if it compiles I save it then test, if it doesn't work I copy and Create new file and edit , rinse and repeat , the one that works by the end I keep and bin the rest lol
oh wow... That's quite impressive.
Have you tried using Visual Studio Code?
Description
In this video, I'll be showing how to make use of the Starfield Papyrus plugin to edit and compile scripts using Visual Basic Cod...
I have it but i can't wrap my head round it
It's tedious to set up initially, but once you use the IDE, it's a game changer. It'll fill in a lot of the information for you so you don't have to type as much and can complete your coding faster.
haha i tried to use it and well got lost lol
@olive kindle may have fixed my issue, I changed the Container Type from Container to ObjectReference lol
@tall swift Found a glitch on the real fuel mod. Whenever I try to install a Siphon panel it literally falls off.
Didn’t someone say the other day that there was a more intuitive eat/drink mod that goes above what Beth did? If there is, is it on Creations? I need it in the worst way.
Well this could be a tad irritation I can't see the mists and steam being active , only the marker lol very difficult to tell which is a preferred lol
@dapper galleon Just read through the chat. A few answers:
For your terminal to open a mission board, you would need a mission board placed somewhere. Then grab its object ref in your script.
MyMissionBoard.Activate(MyPlayerRef)
Not sure if it's required to leave the terminal after pressing the button tho.
Containers respawn every 168 UT hours on a cell reset. A cell reset is triggered when the player re-enters the cell after said time. Not sure if a reset gets triggered if the player never enters but the container is used in a script/quest.
@neat crow Ah Thank you, that is going make my captain's terminal rather handy lol ,
@neat crow Sup bro bro
You may want to use some sort of timer instead of relying on the cell reset, as I'm fairly certain it doesn't reset without the player loading in. But try that before messing with timers.
@neat crow I would have done what i usually did with Fallout for an Place them in the cell just out the visual scope , however it seems when i did it with my vendors in starfield , they were randomly walking around the ship.
Man, there are so many cool clothing mods on PC, damn shame that the authors never respond
@neat crow No these ones are not , I have three Vendor Contairs/ 4 if you include the credits for them
Ah okay. If the reset doesn't happen you want to use the OnTimerGameTime event. To setup a timer for that it's StartTimerGameTime(afInterval, aiTimerID)
afInterval is game hours. 1.0 = 1 hour.
Event OnTimerGameTime(Int aiTimerID)
If aiTimerID == 1
; Do stuff
EndIf
EndEvent
Function SetupTimer()
self.StartTimerGameTime(168, 1)
EndFunction
Something like that. Make sure to restart the timer when needed by simply doing StartTimerGameTime again, as it will only run once otherwise.
@neat crow Ah thats cool 🙂
Agreed. I need a metric crap ton of those PC clothing mods.
I am no Papyrus expert but I had to deal with it a lot by now, if you run into issues/questions just lemme know and I'll try my best to help out.
@neat crow I got quite the grasp on FO4 but it seems some things have been Altered for CK2 and work differently , lol
Never actually did stuff for any of the previous games so this is all just equally new to me
It’s just unfortunate none of the mod authors ever respond to requests to port
Speaking of, I’m gonna try and Decorate The V apartment as closely to the game as possible, manage to FINALLY get all the decorations
Please take pics when you’re complete so I can see how you do it.
Also, I’m wondering if anyone on here has the “Encounters!” mod by PaulieB. I want it, but I’m absolutely terrified to download.
I just updated mine. i shall test it tomorrow too tired now lol
You uploaded “Encounters!”?
Or downloaded it, rather? Lol
I get that, but it’s also not fair that we have to pay (to keep achievements) or use a third-party addition for stuff that should have been in the game in the first place
I’m so close to downloading it. Lol
...so, what did I miss?
I’m bloody frightened, but I’ll download it anyway. I made a backup save just in case.
Sup bro bro!!! I have a very lucrative offer for ya!!!!
….Please, step into my office
If I did every request I got I'd never make mods
What was the awesome sauce you were going to show me?
@jolly torrent
Are you present lol, or do you intended to immediately disappear lol
@jagged forge
Welcome back
Thanks! Back from my side quest and here for a couple months at least lol
Glad you got it done. I'll keep that in mind for the future as wel. Everything storing correctly, now?
Maybe I should rephrase, permission to port.
that's even worse LOL
Is it? Sorry about that then.
yup now the combat is perfect. Plenty of chaos. Just how Abyss likey
in context, I am boarding a watchtower destroyer for grinding xp along with darkstar and starborn among us
I have a problem in which water is completely invisible in the CK, I have tried extracting the meshes for all types of water, activate the material editor and extract all water material files, but nothing works. I've even opened the water .nif file on Nifskope and it works well there. I didn't have this issue a few months back, does anyone else have this problem?
I kinda fell asleep shortly thereafter 😂
Still trying to figure this one out. It's a vanilla model and more importantly, the bug has never happened for me so it's impossible to test fixes...
I'm working on a new model for 1.2 that should avoid the issue though.
@olive kindle no idea yet, i think my windows have caused a seperate issue with me entering the ship itself , so going go through my habs and remove them, they seem to be causing more issue that i would like lol
So my windows didn't function which was a tad annoying, so i either have to do it all manually , but i don't like the fact they remove everything nearby so I think i will keep the outside on and use it as decor lol
@dapper galleon
hey creators , which of the Starfield Sfg00 codes for the data is the one that is about the trackers alliance I need its missionboard
This channel is the best place to get CK support help. The Verified Creator channel is for discussing that program, and the content its members produce.
@open quest Thank you
As I attempted to answer over there, that's the 03 plugin you want.
@misty geyser Thank you
Can you add a script onto Mist/Steam
You can put a trigger box over it
aye I know , it just that I have it connected to a marker that connects to a button , I was hoping to be able to do an Event OnHit , then cast a spell i made called Thoroughly clean
A hazard
yeah like how hazards work but more like a helpful one lol

There's a cast spell script
Lol. I’m awake now!!! I’m about to start my wine + Starfield journey, however. Lol
It's time
Lol. I saw her message earlier
Yes. I gotta shut down this work laptop and chill this Chablis.
Imagine if the hunter had this
That would make The Hunter far more intimidating
what’s good
Did I miss something?
PLEASE GOD, I hope I didn’t miss something.
DAMN
that’s cyberpunk as HELL and I LOVE it.
DAMN, a skull helmet goes HARD
And I love the hat.
STOKED, you’re putting out some absolute HEAT.
I should probably just go ahead and buy 1000 credits just to have em’ when this drops.
I’m excited for that Samuraiborn armor.
Oh just wait
I absolutely adore having an armory of suits.
👀
Become the Ronin
Roninborn.
GOD, that is so cool.
Kind of reminds me of Samurai Jack a bit.
DAMN
That was cool, reminds me of an Oni mask.
Makes me wonder if someday, aside from Star Wars stuff, there’ll be a project to build settlements from old earth, like a “New Tokyo” or “Neo Dubai”
That's my next project
Hell yeah! I always felt it was a little strange so many cultures fizzled out
Like, really expect me to believe everyone learned English and remained in one of a few cities?
Technically everyone learned [whatever language you're playing Starfield in] 😁
English, The Good Lord’s Language.
...which makes me wonder if in the other localizations, there are different accents like there are in the English version. Like, did they find voice actors to speak Polish in a Nigerian accent?
Hmm, ChatGPT tells me that the other localizations generally just used the most common accents in the language they were using. So, only the English version really got varied accents, beyond regional differences within a given language.
Well that's the thing, historically cultures would actually fizzle out, it would only take a few generations of separation before native born Jemisonian consider themselves Jemisonians and see no relationship with earth in any regard
Cause from their perspective earth is a stranger they've never met
Likely same with cultures being a way of life from a time incomprehensible
Nah, people definitely splintered and refused to just stay under one banner
Not to get too into IRL there are certain communities that can’t or won’t work together.
Well yes but also its irrelevant cause history is written by the survivors
My speculation is that the UC wasn't the only one evacuating earth and....... The UC might have done a little bit of purging on an absolutely horrifying scale
They for sure left billions on earth, so it does make sense a LOT of cultures did die on earth.
Like, I dunno, those natives on North Sentinel Island, GONE.
That, or current earth at that time was just far more impoverished and devoid of resources that the whole collective of humanity was only enough to gather the pocket change that being the UC
Well for an example of how fast cultures change. America is technically an offshoot of Great Britain at least that's what I was taught "details irrelevant" the pre colonial Americans came from some culture and the typical roots cultures they arrived from "for the most part" was basically evaporated forming the new western ideologies and what not and that only took 200 years.
Imagine being on a whole different planet
Not even geographically connect to any of those main land locations that basically defined said cultures
Well, in that context, that makes sense, I could also see a lot of nations refusing to work with the US to escape and tried to leave on their own
But ultimately failed.
The details being a little irrelevant but I totally agree, however
Who said the UC was majority US 🤔
It might have not even been fully US
Earth might have collapsed prior to the atmo poofing
I know that countries like Canada, The UK and some parts of Asian were definitely on board.
True, there might have been considerable wars and famine
I don't think it would matter in the context of, you are definitively losing your planet
I think human survival would super seed cultural ideology
Social Structure and Society definitely broke down so there was probably intense rioting
One thing we do know is that clearly losing earth is an objective crisis beyond comprehension and clearly the objectively worst case scenario lol
It don't get any worse than that
At NASA there was that un launched rocket, I can definitely see people break in and force themselves into the rocket
But someone probably spilled their beer on the controls and broke everything
LOL
That guy definitely didn’t walk out of the control room.
Honestly, BGS could make a KILLER short series during the earth evac days.
Or even a DLC centered around it.
That would be good , do it in a way that they did Operation Anchorage in F03
There's def a lot to work with in terms of lore potential
Here are so many possible avenues to explore with the lore so far, I really hope the game gets the support necessary to explore it
The funny thing is with Starfield, somehow it seems like they want you to pick your own lore.
I don’t know it seems well established, they just don’t paint any one faction as “the hero” faction, so you can decide for yourself which one you feel you personally want to align with
At least in regards to what has been presented. There’s till a fair bit of unknown like the temples, but it’s only the first game, so there needs to be some mysteries to uncover on the future
Yeah, does seem like they’re gonna flesh this out for years to come
which file format do I archive with my mod the script.pex or Script.psc ?
Pretty much I see SFs current state as a result of humanity losing and we're witnessing it's slow and tedious recovery
Your archiver will only archive one of those
I don't know off the top of my head which one is the source file
pex is compiled psc is source. You want to add the compiled one.
But if you go to file and create archive then pack local it will pack the correct one
Oh thanks lol
Im like 80% certain psc means something like 'papyrus source code' lol
That's probably correct LOL
Hopefully the next DLC is a banger and isn’t just part 2 to the tracker’s alliance
I only hope it is just so people shut up lol
Goodness I'm tired of this doom and gloom
I’m waiting on the Chablis to chill, but I really need to hop in the space lanes. This is up first on my space trek.
Hey stranger!!!
Heyy!!!!! I’ve been kinda MIA pulling my hair out with that ship mod I’ve been chugging along on
It’s soooooo close now!!
You keep saying that for what feels like years now 
I need it
Saaaaame! I think all going well, I should be submitting it next week!
I’m just waiting on some dialogue recording for one of the characters, and testing everything on Xbox, but it’s pretty much all ready to go!!
If I could 3D model Effectively there is a high chance I would have done a TARDIS lol
I can’t imagine the chaos that would unfold in the Main chat and on Reddit if nothing is said in august
The r/Starfield subreddit has been hella live this past week. It’s bananas.
I’ll be honest, I’m FRIGHTENED to go in there
WIP of the Grenade Launcher for my CF arsenal expansion
Nice, nice.
It is the Wild, Wild West in that subreddit. I don’t think the moderators can keep up with a lot of the madness.
Now THAT is a lead spitter, crowd control will be a thing of the past! Few shots from that? There’ll be no more crowd to deal with.
Can’t find any sane reason to head in there.
I mean, the most egregious argument against this game that I find ridiculous is when people go after the graphics. Sure, at times they look “blah”, but when this game wants to be gorgeous, it can turn gorgeous. It looks far better now than it did on launch, IMHO.
I had to get into it with someone today on the subreddit about that.
HE by default. But I want to experiment with an ammo frame work for range weapons. Incendiary, smoke, chemical, etc.
It will be fun experimenting in the CK and seeing how the different gravity levels affect it. This will be a traditional GL and not the rocket propelled ones.
Now if only they could release the animation kit, could make for some sick reloads
I cannot wait until the animation kit comes out.
Yeah. But I'm patient. I have a stupid amount of models to add to the CF pack. Melee, throwables and range. So I won't be animating for awhile XD
I would also kill for a mod that has the evil vegetable aliens from Lost in Space
After playing a sufficient amount of cyberpunk 2077 and spec’ing into a throwing knife only build? Can’t wait.
We already have Johnny’s Gun in Starfield, all thats left is to give it its reload ani.
It took me awhile to figure out you could throw knives in Cyberpunk lol
On Creations?!?!?!
Same, WORTH IT though.
Yep.
Once I found it, that's pretty much all I used XD
I run a Knife/Katana build.
It's reaallllly satisfying
@jolly torrent here you go, mate.
Adding to library stat!!! Thank you!!
With a Sandy? Even better.
For now, it uses vanilla sounds and reload, fingers crossed that changes once the full kit releases
Nuts to the excessive Star Wars mods, I want to see more stuff from the dark future.
You and me both. I’d even like to see some StarGate stuff
Has anybody used “Everbright”? It keeps popping up on my recommended list
i know a guy that is making a gate network, with functional stargates and all 😉
I’m no Trekkie, but even I’d take that.
They do have a Phaser mod that I’m tempted to download.
@sleek cliff Have you used the “Roll Your Own Start” mod?
Have not, I’m kinda wary about them type of mods.
which one is this?
Lol
@torpid badger https://creations.bethesda.net/en/starfield/details/e4f298bd-ad8c-4be3-8982-90734c05c520/DarkStar___Star_Trek_TOS_Gear_Cosplay_Patch
Oh no!!! I finished my first bottle!!!
Time for an Arneis to compliment some Terrormorph huntin
I love this game very much. Yes it has flaws, and I would never return to the base game/vanilla version, but it absolutely destroyed my social life and I feel like the “addicted teenage kid” in a Lifetime Movie Network special about video game addiction.
Does anyone know how to make the ships Ladders Interactive
Try removing the name, with something if the name is blank it can't be actavated.
Well when i create the internal ship, the ladder that spawns is just called Ladder on the base Item lol
I have hit an issue after the windows wouldn't function i removed them and replaced the wall did some external decoration, but now my ship doesn't show in the game
I finally got the creepy red sky in New Atlantis!!!
Anyone have experience modding with game pass? I’m testing a quest mod esp I built and everything works perfectly except facial textures on my custom NPCs. Hair and face morphs work but skin tone (neck seam), makeup, tattoos aren’t appearing
That looks so cool
I didn’t think it was going to happen in NA, tbh.
Do the Xmarkers work differently in starfield than F04 , I have attached a bunch of stuff to Xmarkers , LinkCustomed the xmarker to a button and added the enable and disable toggle but nothing happens :/
Those are saved as textures right? Try archiving the textures and see it they show up after that. I’ve had to archive my textures for them to show in game. Some like workshop icons only show in the ESM so could be worth trying that too
Yes! They’re currently .dds files in Textures\Actors\Character\FaceGenData\FaceTint\mymod.esp".
Let’s say I’m a complete noob (I am) and this is my first time modding (it is)… How would I go about archiving my textures?
Not sure if this is at all related, but I’ve followed a few guides that have had me add the below to both StarfieldCustom.ini in Documents and Starfield.ini in Content
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
You can actually do it through the CK itself, at least for PC
There is an option to create archives in the file drop down where you go to load stuff etc
Click that and Textures go in their own archives and the rest go in a separate one
So go into file, click the creat archive (might be differently worded but close)
Then you can select the files you want to add from there, click pack, and you’re good to go
(Yeah just checked, it’s Create Archive, then hit Add, navigate to the files you want, select them, hit open, then Pack Files, and done!)
Thank you!! I’ll give this a shot (as well as testing it as an esm instead of esp). Fingers crossed!!!
I’ll keep my fingers crossed for you!
Grrr why did the Shipbuilder in the CK have to be limited to 80m to be functional lol
@olive kindle and @neat crow so far i think 2 of the scripts i did worked , The surgical bed has some functioning and does stuff , but i need to find the best place to get injured to fully test, and My auto close doors after 3 seconds script also works , the rest however do not yet
I’m tired of cookouts interfering in my travels in the blackest sea. I’m about to leave this cookout, grab a White Burgundy, and head into the space lanes.
goodnight everyone
Night bro bro!
Finally!!! I broke away. Time to pick up some wine, get home, and hop into the Starfield!!!
Does anyone else think Barrett is absolutely hilarious in this scene? 😂
Gagarin also has a weird day/night cycle. I walked into the law office at like 1330. I come out and it’s 1908. Smdh.
well sleep failed , note to self don't test a mod before bed , I couldn't sleep due to trying to solve issues in my head lol
What are you trying to solve for?
- Why my ship no longer shows up in the game after removing windows that wouldn't function and putting walls and plugs back on. 2. Why my Activators to specific chests don't work, 3. Why My vendors don't work and 4. How on earth do I get this button to function correctly it only half works lol
Damn, dawg. You’ll figure it out. I’m just the local drunk here. I’m sure @slim sun or @sharp lynx can help you out. They are the most knowledgeable thus far in the CK.
@jolly torrent Its 6am here lol i drink coffee
Oh wow. Super early
@jolly torrent Yup since I couldn't sleep thought i'd try to sort out all these problems lol
You’ll eventually solve it on your own or the modders I mentioned may have a solution. They’re the best. What exactly is the mod you’re trying to build?
@jolly torrent well it started out a just habs , but its decided to slowly work up to be an AIO lol with things i find either cool , immersive or convenient lol
Lol. Yeah, from what I hear it always starts out small and balloons to something else.
@dapper galleon Listen, does what you currently have have any dependencies?
Like the stuff you do know that is finished and ready to to ship in box?
I may not be able to help you on a modding standpoint, but I can help you out on a Financial Technology standpoint lol
@jolly torrent Other than the files that come with the game and my scripts I have no dependencies, I try not to use any other mods when making my own
If there are no dependencies, then you can QA test what you have completed, and if it’s all a go, release that. Anything else you need to drop can come later, unless it’s an AIO/ MVP and has to release in a bundle.
@jolly torrent I test mainly using my xbox as I find it easier, so to test it I have to upload it anyway lol
Is there a way to get the weapons damage in Papyrus?
@olive kindle Think I found the issue with my vendors , I had the containers and the vendors in a test cell but when looking at the Trade Authority Kiosk it doesn't Have anything like that
Does anyone know how i get my own custom ladder to spawn in the ship instead of the generic one ?
Question I'm just learning to mod, how hard would it be to make underwear while wearing outfits or is it just easier making new underwear. I play on xbox. Not looking to make to risky. Just something that doesn't hang out past some of the clothing.
Mods must be made on the PC, what you want sounds like a texture change. Not hard to do.
you'd need to make your own set of snap behaviors that tell the game when you want your ladder to show. If you mean as a replacer, then you'll need to override the existing ladder snap behaviors.
Aye I managed to sort it ,by duplicating the others , making a new list and the putting my list in the replacer form
I’m really new to using the CK, but I’ve managed to build some custom weapons and have them for sale at the TA.
I’m also trying to make a buildable wall terminal for outposts and ships. But when I select the terminal in the builder it says “cannot craft, no object selected.”
Does anyone have suggestions to fix this error? Or am I just in over my head right now?
@timid temple Just thought I say your ship habs are amazing , one of my ships uses your habs
👀 which habs are you running around with?
@timid temple I have reactor , Hydroponics , Armory. Captains Room (By far my favourite)
I meant more, Ancient Mariner? or based on the list, Kuzuryu?
@timid temple Kuzuryu , I got the creation that came with the FenHarellan HQ in NA
...I don't have an HQ building in any of my mods. Kuzuryu is only buyable at the Taiyo HQ on Neon.
@timid temple My bad I also have the Falkland systems as well, that the one with the HQ lol but I have Kuzuryu , I saw a the mariner on youtube though
Weird I got my habs at the fenharellan hq also 
heh. Kuzuryu only really exists because I wanted a ship hab with the big dragon in it 🤣
@timid temple haha , my habs interior kinda have a wooden shack feel lol , I would love fish tanks etc but no idea how i would do those
I think I may have successfully done a built in fish tank 😛
Y'all I'm getting so close to being able to release this mod:
its so beautiful
@timid temple That is cool, if I was any good with blender and Nif Skope I'd do a Victorian Train lol
blender wasn't that hard - I only learned it back in September 
I'll have a look into properly at some point
Anyone know why my ship won't spawn where I put it, I can build it so I know the mod is active I just can't see it in the game when I put it lol
@sly ocean Hey man, when you might have some spare time i had a question on your scrolls of quest fixing. Lemme know when you might have a few min handy. Thx 🙂
I'm a bit tied up at the moment, but always feel free to DM me or ask here and tag me, and I'll reply a bit later today.
Awesome sauce, i'll shoot a DM your way and by all means only when you have the spare time to burn 🙂
Sup @sly ocean !!!
Is there anyway to replace the generic landing bay hatch doors and docking doors with more custom ones that I retextured
you'll need to make new packins for everything that uses the doors, then also make custom swap behavior to tell the game when to use your shiny new doors.
you want to avoid overwriting BGS forms as much as possible, because doing so will cause your mod to conflict with every other mod that needs those to stay as they are
All my ship have were duplicated then edited leaving the base alone , how do you make a custom swap behaviour ?
If you DM me I can forward you what I have on it, it's complicated
Is anybody here proficient with reading Crash Logs on modded installs? I've been beating my head into a wall over this one for the last 4 hours. I'm getting this: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6F259508A Starfield.exe+17C508A
Trying to access memory address that was denied access. Probably an outdated mod not matching SF version. Your best bet would be fresh install at this point, that's the quickest way to fix it.
I need to get back into the space lanes
Cracking open the White Burgundy now
Hi guys, for anyone who has downloaded the watchtower mod, has it ever happened to you that it no longer lets you assign ships to your fleet, and it doesn't even let you assign the pilot? When I try to assign crew members for a ship it stays still on the computer monitor without adding it, any advice?
https://pastebin.com/A8Sw0ZP8
I tried a fresh download with mod reinstall. I have no idea anymore. Only thing I can think of is something is trying to back itself into the base game file and it's not liking it.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
@proper shadow @nocturne river (and anyone else interested)
I've updated Scrolls of Quest-Fixing to add one or more stages for the following quests:
"Back to Vectera"
"Blast Zone"
"Breach of Contract"
"Charity of the Wolf"
"Delivering Devils"
"Deputized"
"Divided Loyalties"
"Entangled"
"Eye of the Storm"
"Failure to Communicate"
"Final Glimpses"
"Groundpounder"
"Heart of Mars"
"Hostile Intelligence"
"In Memoriam"
"Leader of the Pack"
"Legacy's End" [Fleet]
"Legacy's End" [SysDef]
"Liquid Assets"
"Matters of the Hart"
"Media Sponge"
"On the Run"
"Solomon's Trove"
"The Best There Is"
"The Devils You Know"
"The Empty Nest"
"Where Hope Is Built"
Awesome, thanks so much!
An update (Because it may help somebody) M Class Recolor has massive compatibility issues with most Hab Mods.
Does anyone know the id of the item: Meal Tray? I thought it was in in the Misc items, but can't see it.
nevermind, i was finally able to find it. Couldn't search for it directly in the ck.
For anyone like me that's always wished Sense Star Stuff could separately highlight Dead, Hostile, and Friendly, including robots and turrets, I've just uploaded Sense Star Stuff Improved: https://creations.bethesda.net/en/starfield/details/f050213a-3dc7-4fc2-95d3-0655304c7fdb/Sense_Star_Stuff_Improved
Enjoy!
@olive kindle Got my code working for my activators
Awesome man. Congrats. I bet you're relieved now.
@olive kindle yes, still need to test the timer but I'll go to pluto for that
I look forward to exploring
I just sent it to Bethesda for verification, release could be anywhere from 1-3 weeks
As always all screenshots are 100% unedited, this is exactly how it looks ingame.
I'd love to build my own planet space etc, but i think i may need an actual gaming desktop PC rather than gaming Laptop lol
Is there anyway on the CK to extend the ship builder limit, so I can design my ship as originally intended?
oh I love this room, and the lighting is very cool
Don't half make work harder for myself , I was only meant to be doing a landing platform which has now to turned into an outpost Constructible lol
Sweet
Its the Volume project thing that is used for windows to see the outer world right ?
More ship parts! You are my hero 🫶🏻
I've updated the Ring of Swiftness to include an additional, infinitely reusable Swiftness Supplement, which can be favorited and grants the same effects as the ring for 10 seconds:
https://creations.bethesda.net/en/starfield/details/7a4b276f-e0b8-41ab-86cd-b98874315512/Ring_of_Swiftness
(I got tired of having to go in and out of my menu to equip/unequip the Ring)
Enjoy!
I totally forgot how creepy the Hephaestus mine really is.
Gagarin is a weird planet.
I need your help with something @slim sun lol
Is anyone planning on fixing the loading issues that xbox has with some of the mods?
@limber gust What loading issues ? I play on xbox and not experienced any
What's the problem?
That reminds me of the BlackHole Generator they use for the core in Event Horizon
Thanks! I just came here to ask what this update was for. FYI the creations menu has the same v1.0 and no changelog. Can't live without your Ring of Swiftness, so thank you for keeping it updated.
Does anyone know how the Airlock does work on outposts, I am creating some outpost Habs
Yeah, the update mechanism in Creations isn't ideal; if I want to show versions, I need to add version notes, which is perfectly reasonable, but then it forcibly jams each of them at the top of the description, and everyone has to scroll through a wall of comments before they even see the description of the mod. So, I don't add version numbers (I maintain them privately, of course).
hi could any one help me and check my load order, i have completely change my load order after finding out how correction and mods work and the recommended load order, has been a year when i did post, omen corsair did say good to go, how ever cannot find this guy. Now i have redone as to his tips probably not exactly, so it all on my spreadsheet and i playing with no issue apart from ship building issue as i had added more mods, did watchtower had to disable Earth Restore mod, as recommended, the resion i can see that am going to need more mods related to ship building, also notice the Environmental mods some have been change by the Other, i have 5 mods that am planning to use as watchtower has change the why i play as a bounty hunter, am level 349 NG+3, i don't want to go through again. sorry it long windided from a 64 year old fart.
Vanguard RPer's I have gotten your requests
I think I asked this, but I don’t remember what you told me. I was wondering if it was possible to do a “true” lover’s embrace? Like your actual romantic partner is in the bed with you when you wake up. I think Fallout 4 had a similar mechanic.
Thank you!!!
That looks really really nice
I've not tested this, but what happens with ImmerSleep? It seems like that would do it. Your partner should already be using the bed when you wake up even in vanilla.
https://www.nexusmods.com/starfield/mods/6672
Really? Is there a Creations equivalent?
Oh, I think I have a simulate mod, but it just shows my player character waking up and getting out of bed.
Seems reasonable 🙂 How does one get the Switfness Supplement?
It's on the shelf next to the box, as shown in the screenshots.
with any luck I can have this submitted within the next couple weeks (still got some parts to make, but the bulk of it seems to be functional now!)
@timid temple Thats cool 🙂
ImmerSleep should be on Creations too. Are you trying it with a double bed, or single?
I did look into bed/sleep animations a while ago, but the player camera is seriously messed up for them, which is presumably why ImmerSleep needs to toggle a few camera settings and lock the camera in place to do what it does. It shouldn't affect companion behaviour though, as far as I know. If they aren't in a double bed when you wake up, you could maybe mention that on the ImmerSleep Nexus page, if anyone knows how/why that is and if it can be done, it would be LarannKiar.
That could be the issue. The ship I have doesn’t have a nice bed in the Captain’s Quarters. It has a trash bed in there. Let me try on an outpost with a double bed.
For those that use Matilija and PDY, how do I get the door to open into the hab rather than the stairs or any other similar type module?
I also can’t freely lay in the bed like that. It’s just sleep and that’s it. Lol
oh of course. i didn't review the screenshots 🙂
Not a big vanguard guy, but damn I love that jacket
I love this mod, too.
Yeah that's what I was saying, the camera associated with the animation for using a bed is rather unusable (as you see in the video) so LarannKiar will have needed to do various other tricks to get it to work.
Interesting. How does one even get the cam to function like that? I just click on the bed and go to sleep. Unless it only works for double beds only.
I don't know if anyone else is running into this problem or knows how to fix it
I recently got the "Magnetic Weapons Holsters" mod (achievement friendly version if it matters) and whenever I equip the back holster, either militia holster or freestar slackwear, my boostpack becomes invisible. I tried different boostpacks, different suits, different outfits, but it's always when I equip the back holster that it bugs
Any clues? And yes, I tried just the mod in a new save, no luck
This was when I was experimenting with it to see if the sleep animation could be added to my animations mod. The camera wasn't even the worst part of it in fact, as sleep furniture is determined by a CK flag that we can't change through scripting, so you need to activate the animation another way. It's a mess, lol.
So yeah, ImmerSleep is really the only way to go if you want to see/use that animation.
Wow…..why does it seem like FO4 was easier to mod than Starfield?
does anyone have the stats of a high level varuun inflictor rifle and pistol. Level 100+?
ty 🙂
Anyone Got any armor/clothing recommendations in particularto replace spacer overhaul that are more vanilla style friendly? No complaints on the quality of Zones work, something just doesn't sit right to me with the cyberpunk/bladerunner ascetic their mods are going for, even with all of them running.
UC fanboy here. Please, please. Release this.
@crisp haven My character would rock that jacket if you also layered it and made like a tank top and a skirt to wear under the jacket á lá Top Gun so I can still dance the night away during shore leave.
I fight to install Hong's advanced ship pack C I installed all needed mods but still don't want to activate 😭
When using PlaceAtMe() how do I set the offset of an item? I created a float:
float[] itemOffset = new float[3]
bedOffset[0] = 0.0 ; x
bedOffset[1] = -300.0 ; y
bedOffset[2] = 0.0 ; z
And assigned ItemOffset to the parameter, but I don't notice it placed at a different offset
PlaceAtMe() followed by MoveTo() ?
This is a strange question but can you put people in PackIns, I want to do like a trade Hab for my outpost PackIn
To my knowledge you can refr anything in pkins.
You'll be referencing the actor reference in the packin. May have to reference quest alias, or alternatively, you could use a linked reference. 🤔
Well the Plan is to create a trade Hab , but the traders in there with the counters etc, PackIn the whole Outpost with all the rooms and make the whole thing a one constructable item in the outpost builder
It might need to be float[6] to get picked up? You only need to set the one(s) you want though, the rest will default to 0.
That worked for me, i.e. #starfield-mods message
thanks for the great mod (starfield engine fixes new version) that allows to choose to travel to other star systems without menu
With the post effect volumne for windows , would you need to do it for each individual unit with windows or would you put one giant one around the whole pack in :?
What mod is this?!!
starfield engine fixes
latest update
bAllStarSystemsOnShipHUD=1. I hope there will be a way to toogle thought missions to avoid the menu all togethe. its so much fun with dark universe: Overtime to do multiple quests
@neat crow
I love Secluded MansionJemison. Before I got this mod I did most of my work in The Lodge. I had bought a couple of other resident mods, but I found they were just too inconvenient to use.
This model is perfect. It has everything I need in and it’s easy to get to the area.
I especially like the crafting area is right next to the landing area. Although many people might think this should be obvious in the other residence I bought it was a hike from the landing area to get to the crafting area. This feature alone is well worth the price of the mod.
Is this only on PC, because I’m a console pleb.
unfortunatly i think so.
Like this? Not a tank top, but when I do it for real I can make it look a little more accurate. I'm assuming you are referring to Kelly Mcgillis? She is actually wearing a blouse in the promo stills I can find. Our Lord and Savior Lady Gaga is wearing a tank top and jacket in her promo stills.
Glad to hear you like it!
All of DownfallNemesis work is tops!
Something similar to that, yes.
$350 to anyone who can hook me up with Jill Valentine’s original Resident Evil 3 outfit. I’d love for my character to have that.
Damm it!!!
@torpid badger Agreed
Agreed
I sure hope this Outpost Constructible functions how I want it too lol
What’s that?
Well I have the observartory as a central hub , that splits into several different rooms, and essentially packing everything into this one build other than the ground Havesters, and hopefully I can make it as an All In One decorated Outpost constructible , so I can just connect the Harvester to the containers and then head off lol
@sleek cliff You are too funny
Please, PLEASE make it possible, @crisp haven
You know you can do it, sir!!!
Good to know. Thanks I got it to work.
I have come to a conclusion , we modders suck at sleep lol
at what?
Lol. We people who enjoy your mods suck at sleep, too. Lol
lol
Or my save is borked. Lol
It’s been like since release. I wear the militia in populated areas when I’m not need a pack for anything. It’s that way and not an error.
Mattell has created yet another great mod: Mattell's Cockpit Habs and accesories mod Here is a short video Of a Ship I made using it. : https://www.youtube.com/watch?v=5dFwFugsdbY
maybe ask for it in the suggestions to bethesda to add it in vanilla for xbox. it seems easy enought to change to toogle it on and off, since there seem to be a variable to switch on and off bAllStarSystemsOnShipHUD=0 (or 1)
Think I shall give modding an early break today , very difficult to focus with half my face numb lol
hi, does anyone know if the replimax food printer conflicts with tank girl's galactic harvest?
why isn’t there an achievement friendly place doors yourself mod yet?
Mod author probably isn't in the Verified Creators program? P sure they're the only way to get AF published right now
Stopped in New Atlantis to clear my ship of Heatleeches and got the creepy red sky of doom again.
Wait….is there a mod on console for hand sanitizer stations on ships?? I just thought about that….
Okay. Now this game is playing into my UC RP mindset/headcanon. Bailing the Freestar out of a tough spot.
And here’s another example of why I debate with people about this game’s graphics. It’s the least of the problems with this game.
Any good tutorials on how to export an object with texture to Starfield?
I'm using blender 3.6
Shouldn't the docker & landing bay gave that feature built in? Like taken for granted tech
I have been using them together for a while on Series X without issue
SGB - Starfield Geometry Bridge
Export nif external, export .mesh as well.
Materials will be linked within nifskope.
All need to be put in their respective folders within /data/.
.mesh > geometries
.nif > meshes
Textures implement into Textures obviously, and you will use material editor within CK to build and save your mats within data/materials.
Textures need to be .dds format, I personally use bc7, although some may tell you differently, I'm not gonna go down that rabbit hole though. Use what works for you.
It should have that. The most I’ve seen was the decontamination unit in the landing bay that was a mod that I wish had some player functionality (such as reducing radiation damage).
People always talk about modding starfield into a Star Wars or Star Trek game but what about modding it into the Expanse
I would love to have expanse like ships
Someone in here was telling me about a mod that allows the player to eat and drink/manages hunger/thirst way better than what Beth gave us, but I can’t find the message. Did I dream it?
i remember something like that too
Okay, so I’m not stroking out
Lol
i could be too though?
That’s not good
Dang it. I need to learn the CK so I can at least make it if I don’t have it.
Where @slim sun at?
👀
I should be asleep but I'm here for the moment. What's up?
Lol. Maybe you can help me out with the name of that mod that does hunger/thirst for survival much better than Beth?
I've not used it, but do you mean Starvival?
Lol. It wasn’t that one I would have remembered that.
It was some mod that made sure the player was properly punished when they didn’t eat/drink properly.
Got something real solid, but it's not time yet.
Okay @slim sun $500 USD if you can make one similar to that. Putting that out there.
Because I trust you as a modder and you have never made a bad mod
No worries, I patiently await the BANGER you’re cookin’ up.
What is it?
Digs deeper into a certain lore of Starfield that I feel could've been extended on. Once I get closer, I will post sneak peak/trailer.
🎶 What lore is this? 🎶
Well now I must know
Lol
Neon - extending a bit of the underbelly.
Crew Eats Food maybe?
It lets player set how often crew needs food and bonuses by grade or classifications of foods. Penalty to player for u fed crew and bonuses for fed crew and all adjustable in settings. That’s only one I’ve tried I can remember
Thanks, this is helpful and have made a note. Will try it out a bit later.
there is a mod that adds glass-less cockpits, fwiw.
I mean there’s more to the expanse ships than a lack of windows
Like we’d also need an engine that points downward
And then the fact that the ships would still fly awkwardly with that
true. And the way Starfield handles landing gear and bays would make down-engines awkward
We would need custom built ships sort of like the starborn guardian or USS pathfinder and have invisible landing gears
hover landing "gears" or something
https://tenor.com/view/conquest-invincible-bald-gauntlet-comics-gif-6370990461093599888
Would any of ypu esteemed Modders be able to Make this Type of Outfit in game andnhave it functions as a Space suit
Minus the hand gauntlet
https://tenor.com/view/viltrumite-viltruminvincible-gif-347553534009668018
This is a more accurate design
Guess I started something - I'm about to bring some semi modular ED ships (which are not actual converts from the game but the meshes be CC 4.0 ones from Kahnindustries on Thingiverse) into Starfield.
The goal will be to to not simply smack them in but to make them more lore friendly, so making them visually more into Deimos/Hope direction.
As a CK noob - is there already any tutorial around regarding ship modules? Some Blender resources for scaling or something? Or is it still trail & error? 😄
I have this up for ship habs, might get you in a good direction: https://youtu.be/9-Bi8WnJWqM?si=0RxEHKhv7IDhBSwD
And am planning another tutorial for the Blender-to-CK pipeline to record this weekend hopefully.
Trying my hand at sharing some modder knowledge. This a sort-of tutorial, sort-of overview of how to make a ship hab module for Starfield, and some of the more complicated pieces involved. This tutorial assumes you already know your way around the Creation Kit somewhat.
Intro - 00:00
Hab basics - 01:10
Look at a Game Hab - 02:20
A Hab From (Alm...
Perfect, thank you! I'll for sure have a look 🙂
I am working on an update for Fallen Rangers. It will have a setting to control rarity of the encounters and each location is handcrafted to a much higher level of detail. This way the locations will also be easier to spot on the local map.
(every rock in this screenshot is handplaced)
Hi, I wanted to know if you think there is the ability to create a mod where we can fly with the ship inside the planet?
Got any vids for effects? XD I've been caught up with making custom assets so I haven't dove to much into yet. But I'm curious to learn how FX work for weapons, grenades, explosions etc. Working on custom grenades at the moment
haven't touched weapons at all tbh. @hoary lava might know more?
No worries 👍
Got my wine. I’m about to enter the Starfield
I can’t wait for you to enhance the one for the UC. UC FOR LIFE, BABY!!!!
While orbiting round this planet, right? I found out something crazy.
@sharp lynx actually added in meatball Hot Pockets!!!!! Now, I, personally, don’t eat pork/red meat, myself, but my character does, in moderation, of course. She’s (my character) also a raging alcoholic, too.
Hi @little ridge ,
I’m just again asking about RO-18 Raptor Assault Rifle and Astra-19 Sidearm.
It’s been a while since you said you’re going to fix them and add the missing tiers. Is this still in your plans?
I would really like to be able to use them on an Achievement Friendly run without the need of other patches that fix them and disable achievements.
Thank you!
I mean, I love the Astra Design, but DAMN is it weak.
A Squeegee does more damage
As I've been slowly working thru my last used mod list to make some udpates and see if there's anything that's gone broken or otherwise might be worth disabling with the latest game version. What are folks doing regarding mods that used RTFP? Based off what I've seen I feel like I should consider disabling it for my next run to play it safe, that that means one of my favorite mods (Suit Up) and other mods by that author lose some of their functionality Also on the fence on if there are problems keeping the community patch active or not in fear of future updates to the game clashing with it
Custom FX work through effect sequences. You can also use existing effects and edit them to match whatever you are working on for desired results. I haven't dug into this much. Now, material effects on objects, that's a different story, that can be done with the right shader setup and flipbook, controllers, and/or flow maps.
Thanks! In my mind these things seem simple, but I have no idea how they work under the hood in the CK lol. Like the one on the very right is inspired by the Halo 3 spike grenade. Throw it, it sticks to something/someone, it explodes and sends spikes everywhere. Just wanted to double check if it's even possible with the current version of the CK or if there's missing tools.
To my knowledge, can be done. I've seen some highly sophisticated stuff being worked on by some really talented individuals. Dig into the material editor and different shaders for object materials. Effects, dig into how they have done effects vanilla. For example, fire in the game runs off particle system, but the mat side is flipbook. Those two in conjuction is how you get that effect iirc.
There will be an update for Fallen Rangers soon that adds more detail to the locations and a setting to change the rarity. Will be released when it passes QA
But where is the UC one? Lol
Thank you for this. May we please add a Creations version of it?
Bout to leave Touch of Class to jump into the Starfield after hardcore decontamination procedures. This place really went downhill.
I too love the fall of the UC
I’m all about the UC. Lol
I RP as a UC Naval Officer. I just wish this game had more military “day-to-day” mods
sad
Lol
Made it back home. Bout to shower and boot up the Starfield. Touch of Class really needs a touch up.
It is what it is. I used to be in the military myself. That represents 10% of the population of the United States. I don’t expect you to understand. So your opinions don’t really bother me.
No need to feel bad for me or apologize.
You could just say “Thank you for your service” and continue about your day.
I don't believe in the UC so 🤷♀️
Okay. And that is your opinion and you’re absolutely entitled to it.
So….you felt the need to make this a public engagement because….?
I just stated that I loved the fall of the UC, you kept engaging? I can just ignore you if you want?
If that’s the case, then just ignore me. Lol
It’s not like I specifically called on you. Lol. Or summoned you here to the chat. Lol
That was your doing. Lol.
Maaaaan….
😳
Goddess is my witness….
That Eli & Fur “Oceanside” needs to play over the ending credits of Starfield or at least at Paradiso.
Could someone mod this into the game?
but like better, remove all the heathens, venom trees and va'ruun fern everywhere
I love this particular mod right here. I think it’s called “Tiny Reasons to Explore Space”?
Mad props to the mod author on that.
I think there’s a third mod on that, too
I just started the process of cleaning up these puppies, basically removing stuff that's too wild/futuristic for Starfields lore, is degenerated or simply not clean enough.
These models might be assigned to Deimos as the art style Frontier chose somewhat fits already, however after cleaning and fixing I'll turn them more into a lore friendly direction, so there will be no futuristic and overly colorful bridges like the original ED versions have, nor glowing parts on the exterior. Instead they will expand upon things already within the game as some kind of an Elite line and a natural evolution of what Deimos build for the colony wars to finally get traction again on the market.
I also got some "non Deimos" ships in progress like this "Taiyo Cobra" which will be more sleek and modern in the end. On top I got ideas to turn the ED Type 6 ship into something for Hopetech. Still I'm however pretty early in the process and I have to think about modularity and general layout. My plan is to create bridges and other pieces of these ships in a way they could be reused also on custom builds 😉
There is. The void. Haven’t got it yet as I too am a RP person and unsure if it would fit in the world I’ve spent over 115 days of play time creating 🥹 so far. I have a mod addiction. I’m at the 76 point something used space and every mod except 2 tiny Christmas mods are paid achievements friendly. After a year of playing new games with every insane mod combo or another, I decided to play AF mods only and see what Starfield really can be and is in 2025 mostly if not all thanks to the modding community. Through them alone are we able to create and play our own personalized games to the best we can. They have been the hard working people that brought a vast library of quests. Arms. Suits and gear. Expanded the possibilities for backgrounds and traits. Textures and scapes. More dialogs opportunities. My hat is off to everyone that gave for free or paid creations.
I need to also clarify that of all the mods I have , I’m only using a little over one third or so as we all no not all mods can play nice together and sometimes we have to chose.
When you make custom ships like that are you still including all the habs as usual in the ship creator? I'm curious about the process.
did you make these yourself?
or are they from somewhere
If you ever get to it, please let me know how it is.
I still need to download this mod
Eh, I’d be down for single fighters
Also, I agree. The modders went above and beyond to personalize what is otherwise a “meh” experience. Through their talent, they curated a generally awesome game that actually has substance.
@icy wyvern dose lazy scav work out of the box with DLCs and other mods or do there need to be patches mainly askin about darkstar watchtower and shattered space
It needs patches. Items need to be added to formlists but it can be done without overrides by creating new formlists and using “add to list”.
I'll try to make a mix of both - the bridges and some habs will be custom due to their shape, other habs will be custom made in CK using the usual parts and some will be default. I try to make stuff compatible so there is no set in stone overall design and also to make parts usable for custom builds 😉
They are from Thingiverse and are intended to be 3D printed. Most models are from Kahnindustries and are available under CC BY 4.0, so they are free to modify and release as long as the original author is mentioned (https://www.thingiverse.com/kahnindustries/designs)
Please make a va'ruun one
Hey! I'm back a week later with an update! I archived my textures + meshes (separately), but nothing changed. The next day I made a small tweak, baked fct + chargen mesh geometry again, re-archived textures and... boom, all makeup showed up and no more neck seam! Now here's the weird thing... it works for the .esp of my mod but the .esm still has missing makeup + neck seam. Any reason you can think of why this is happening?
Yup, something that is not from Star Wars and doesn't have a Bot strapped to it was also something I was looking forward to 😅 The F63 Condor seems to be perfect for this task imho - the challenge will be the single pilot cockpit however
I've always wanted a small fighter ship and I'm still deeply saddened that we never got this mod
I'll look into this but Va'ruun don't have a dedicated manufacturer unfortunately - however I think the Cobra could fit or a custom build made of its parts
We do have a va'ruun land vehicle sideway view in the game but idk if that's usefull for anything since no 3d model
Only the 2D hud icon
Bold of you to assume I still have mine.
We do have some non confirmed va'ruun ships in ingame media
Sleek, Fast, Sexy, all I need

And maybe more lore friendly 😛
To be fair, they more than likely have manufacturers in the settled systems under different names
Like it's not what they look like probbo but the va'ruun spacesuit seem lore accurate so I'd assume they also use lore accurate ships on the poster due to the movie having archival footage
Huh, these may resemble something I also have down the long road... Type 6...
Now that would be a Va’ruun ship.
Yea that gives mad va'ruun
I intend it to be Hopetech, so yeah
Souls are overrated Scarlet.
Some red lights and the blue zealot colors
Exactly, what has my soul ever done for me?
when you burgle hams maybe
Vaguely reminds me of the prophecy ship
Tankgirl being here means cannibalism mod alsmost done
The big ol’ chunky one
Obvi bc otherwise she wouldn't have time to yap
I still dont lol
😔
I thought Va’ruun colors were more green and purple.
Or is that just you?
I mean, criminals love Hopetech ships
The zealot ships and the ones you can buy in dazra are blue

Really dark blue
So basically indigo
I go now
I think the not bulky ones are black
🌊
Understandable, gl with the cannibalism
I’m surprised House Va’ruun doesn’t have an In-house development team for ships
My theory is still that house Ma'leen with Ma'leen dam oversaw technology ajd that all collapsed when they left
Untill anasko assigned a new council of technology and science
That would explain it, yeah, They did seem to be the most advanced.
And pissed all the money away on his science experiment
Inflation must be HELL in Dazra.
Not where I was going with that, but yeah. Lol
Love that movie
Also they are cheap and to find everywhere across the universe 😉
Assigned some placeholder material to the windows for better visibility...
Absolutely love the engines, they look far more futuristic
That's so va'ruun coded
Va’ruun would keep a few of these bad boys on retainers
Yeah, Elite Dangerous is in a more futuristic setting but not that far away as Star Wars or other franchises, so I always thought like "oh boy, these would fit so well with minimum adjustments!"
An adjustment needed will be docking ports as in ED you don't have them
Ship companies are still competitors, someone like Taiyo would develop something slick like this and other companies would JUMP and create something similar to not fall behind
Deimos among them would make solo fighters like you showed earlier
My imagination as mentioned earlier would be that Deimos tries to keep up with the other companies by offering a new lineup of ships - more modern than what they came up previously and more versatile as there isn't any "war" situation
Wouldn’t be a stretch for them to development sleeker designs and do away with so much clutter and needless weight
An example would be the Python which is more some utility type of ship
Hell, if you’re so inclined, throw a Starborn in the mix that’s supplying companies with schematics
Perfect for cargo transport
That's not necessary - I take inspiration on that end mainly from companies like Boeing 😄
And their way to go on the last ~50 years
Fair enough, it does make sense after 200 years they would up their game
Look at modern car companies, a far cry from the 80 and 90s
The Anaconda on the other hand is something that could date back to the colony wars - as mechs were still a thing. That thing has a huge bay considering the overall height of the ship is close to 30m
Length is 152m
Wait, doesn’t Boeing crash? Like, a lot?
@azure dragon two snake named ships.
Yesn't - they sold a lot so there is a lot to go wrong...
I can live with don’t think about it too much, ships
I love that 3-view
I like this.
I’m still waiting on a mod that implements DoorDash and it’s insanely inflated prices
Author did incredible work. Resonates of Zone79 work. Played about 15 hours or so on a couple of different games. Definitely needs Zones alternate underwear mod but it’s primarily for pc.
Anyone working on a mod that removes the UC?
Am I going to get obliterated in here for approaching modders about upfront funding a mod and leading a team? Let me know because I don’t want to get booted for literally just offering to help modders help me and maybe fill a need on Xbox that isn’t currently being filled
Probably not, you're hardly the first tbh. If it's fruitful, well, that's another story.
Ok thanks. Not to take more of your time but would this be the appropriate channel in this discord for me to do that?
I'm not the person to say if it's applicable, but yes, this is the common location lol.
No. That’s kinda the standard for me and most of the modders generally don’t openly hate me
Good question, might it be the folder name? Was it in (your mod name).esm?
Ok. I will post in an hour when I get to my computer
The esm, esp, and archives are all in the Data folder and have the same name! It’s so strange, I have a) no idea why the esp starting loading the face textures and b) why it isn’t working for the esm 😭
Thank you to whomsoever modder created this!!!!!
Yol modders know I love yol! (And the mod requesters, too).
Looking for a particular mod, but I can't for the life of me remember what it was called. It added a super powerful cannon to the shipbuilder that I loved using, the thing is like 30 feet long and I used it on alot of my ships. Does this ring any bells for anyone? The cannon had a structure somewhat like a supersized Nova weapon mount, default color was white.
Hi folks, as a reminder we do not allow the selling or commissioning of mods as this is against TOS. Thanks!
If you have a question about WHY a post was removed, per #rules , contact the moderation team via DMing @livid skiff
I love your handle
Is any modder working on a mod regarding solar flares/possible ship disturbances due to solar flares?
EMP issues due to solar flares?
Thanks!
@slim sun or any other modder. Does anyone know how to make the Message script dynamic to fill in the text with something?
For numbers, it's this: https://falloutck.uesp.net/wiki/Message
So for example I've got ones like that in my crew terminals mod, the message is %.0f crew slots added. Your ship's crew maximum is now %.0f. and that gets called in the script as TerminalsAdded.Show(SlotsAdded, shipCrewLimit) where both those variables are ints.
If you mean strings instead of numbers, you have to do that with a quest alias.
For example in my command NPCs mod I've got a message with Select target for <Alias=NPCName> and in the script you'd need to put something with a title into that alias.
so %.0f is the float is there a way to display a hex?
or maybe a way to covert it to a string?
these the only flags?
Unfortunately not the easy way, I don't think. Is this for PC and Xbox use or just PC? Because if it's just PC you can just use the debug notification instead.
Both, I was originally using notification and messagebox but recently learned that it doesn't show in Xbox. So I'm having to figure out a way to redo it. The mod I'm wanting to modify is The Dubious Debugger to get a better idea of what I'm talking about.
I was wanting to make an achievement friendly version of it until my next mod intended for gameplay was finished.
I haven't experimented with this yet. I wonder if it would work:
Function ShowAsHelpMessage(string asEvent, float afDuration, float afInterval, int aiMaxTimes, string asContext="", int aiPriority=0, Message GamepadMsg=None) native```
Ah, OK. Sorry, you might need to ask someone else I'm afraid, as far as I know the only string replacement possible uses the name of the thing you put in an alias, and I don't know of a way to change the name of something from papyrus.
Help messages don't have text replacement, as far as I know.
That string is for the event name, it's not actually shown.
you referring to string asContext?
And someone, somewhere, I don’t care where PLEASE get rid of that ugly nightwear onesie!!! Please!!!!!🙏
That I'm not sure about, I meant asEvent.
I’m willing to pay a modder $500 for that replacement
ah okay
what onesie? lol
Lol
hmm.. alright. Thanks @slim sun. Wish there was an easier way to test for xbox without the console. Is the gamepass version on a pc the same as xbox?
Version 0.1 of this was a nightwear texture replacement, not sure it's an improvement really but it's funny seeing Miranda's outfit but badly fitting 😆
https://www.nexusmods.com/starfield/mods/3300
Don't quote me on it, but I believe the Game Pass version is closer to the regular PC version, with debug commands enabled. So you'd still need an Xbox to really test. Yeah, it's a pain.
Unfortunately, I’m a console pleb. I really, really wish there were an active community porting these things over, but there’s not.
This piece of old school marm literature. Lol
Game Pass Ultimate is expensive but has game streaming from a cloud Xbox machine. It should be identical to the final user experience on Xbox
I see. Do you know anything about how to display the hex dynamically in message.show?
I mean, I’m not a female myself, but what’s stopping someone from making a “Hello Kitty” tank top and some boy shorts that are female specific to sleep in?
That onesie has to go. If it were red, I’d be saying “CAROL ANNE!!! CAROL ANNE!!!!”
@slim sun BTW, thanks for the help. It may not resolve my current issue, but the mod I'm working on could benefit from flags for message you linked me to
@slim sun Sup bro
looks cozy
In theory, someone has cooked up a custom string solution in Papyrus, but I haven't actually seen it myself.
I can think offhand of a method that uses alias text replacement to manually assign one of 26 activators to each of 8 aliases to perform simple alphanumeric replacement - this is incredibly slow and has no upside over normal alias text replacement so nobody has used it yet that I am aware of. https://ck.uesp.net/wiki/Text_Replacement
I would legit pay out the ash for a modder to make designer sleepwear.
Terminals have ever so slightly faster text replacement functions, you may be able to wrangle AddTextReplacementData() into tokens for simpler basic alphanumeric conversions than aliased text replacement could do. https://falloutck.uesp.net/w/index.php?title=AddTextReplacementData_-_ObjectReference
Not that horrid Onesie. What were they thinking?!?!!
I gotta sleep on Venus for about three days.
So is that almost three Earth years?
Hmm.. I think for my use case it might be suitable as I don't imagine it'll be used continuously. I'll look into it more. At first glance it seems a bit overwhelming as I"m still getting used to quests and alias'. I've used them a few times but haven't grasped them yet.
lol, I'm still in my early stages of learning, and completely new to 3d modeling and adding it to Starfield, but when I get to that point, I may make at least one lol
Thanks for the links. At least now I have a starting point.
You will grasp all the aspects of modding. You already have the headspace for it. I nerded out when you stated “USE CASE”. I say that EVERYDAY at work. Lol.
what's your work?
I'm still in my early stages, I have a mod about 90% done, just have to finish my 3d modeled asset and provide the logic for it. My mod is going to be a huge QOL boost, at least for my gameplay lol
Senior Business Analyst. Aka Product Owner. Aka Financial Tech aka Solutions Architect.
And I be asking folk on the 60000 calls I have a day “Okay. So what is the use case for the issue you are proposing?”
I think some people like to be on calls just to keep their job. But don’t wrangle me on a call just to do it or else I’m gonna troll.
@tall swift I found it in the ObjectReference script. What does "asTokenLabel" mean. Is that where I would input the hex and convert it to a string?
Function AddTextReplacementData(string asTokenLabel, Form akForm) native
I have to give a big shoutout to all the modders, modders-to-be and the community in general for keeping this game alive!!!! THANK YOU!!!!
I’m taking tomorrow off from work because I didn’t get a chance to play this.
As a bit of sillyness, may I present pistols with barrels they shouldn't have. Everyone's gangster until you pull out the AK revolver...
Everyone is gangsta until you throw those gang signs in their face and they drop that weapon quick like.
Ohhhhh you can’t do that. The animation kit isn’t out yet. I was gonna suggest a gang signs mod.
I still remember my Latin Kings gang signs
@slim sun how hard would it be if you saved my character preset? I’m on Xbox Series X and you’re on PC. The reason I ask is because I don’t go through the BS Unity and I only operate as “One World”. Can I share my save file with ya?
You would have to have your FormID completely decoded and then replace each character of an 8-token 'string' in your terminal using AddTextReplacementData with a game Form with a full name of A-Z or 0-9. Alias text replacement would use the same principle, it is just slower and less convenient.
Token label strings are just what you enter into the CK terminal menu, so e.g. to replace <Token.Name=CITY0> and <Token.Name=CITY1> conveniently you could do
int i = 0
While i < Cities.Length
akTerminalRef.AddTextReplacementData("CITY" + i, Cities[i])
i += 1
EndWhile```
and your terminal text token <Token.Name=CITY0> would show the name of whatever location is at 0 of that array.
So is Starfield code in JSON language?
Or XML?
Sort of - the game itself is written and runs in C++ (I believe) like most other games. What we as modders can change without SFSE is limited to Papyrus, which is the scripting language the game uses for things like quests.
Papyrus is its own language, I'm not familiar enough with many others to say what it's most similar to.
Ugh. I hate C++. It’s very old school
I have it on reliable authority that every game developer does too. lol.
“The Net” starring Sandra Bullock
So I can legit confirm that modding for this game is no easy task from someone who can’t mod at all. Gotcha. Lol
I'm not sure how that works exactly, can you share a save from an Xbox?
I mean, I think I can? I don’t know. I was thinking Gamepass and all that. Lol
I’m sorry, but someone needs to change that onesie. Please some modder somewhere. Please change that
Where 510deshawn at?
hm.. Well, walking was no easy task when we first learned to warlk but persistence pays off. Anyone interested in modding should definitely pursue it in my opinion.
Persistence absolutely pays off
And don’t let anyone tell you different
The problem is that Xbox has a specific Windows Version for Xbox. So The Game Pass on a Desktop is not the same as an Xbox. In creations Modder's have to submit their mods to be converted from a regular Desktop configuration into the Xbox format - There is no way around it; to get a working mod onto Xbox.
Damn, I could use a Miranda Lawson outfit in Starfield
What suit is that?
Hey anyone know of a Modder namednTank girl I belive is still active?
It's the Cydonia suit, with my refit, and ScarecroOw's open helmet mod (but altered to be a replacer).
Yeah, she’s still around.
Nice, i had an idea for her, granted if she was willing to hear it out. Given the quality of her past work this wouldnt even seem rather difficult
Im not in here often so if you guys see, If you can plz inform her that i would like to explain my idea to her for a Paid mod of you can.
She seems pretty busy with her current project, so it’s unlikely she’d take it on
Fair enough
Im not neccesarily in any rush either, Havent really been active with this game, right now its Mostly MH wilds for me, trying to get 8 star Gore Magala down to under 20 minute hunts
I posted another Idea for suit as well in here, again not in any hurry, but if anyone is willing to make a Viltrumite suit and have it funcfion as a space suit it would be much apreciated
I just want someone to remove the UC, please 😔🙏😭
This is what im essemtially looking for But for it to function as a Space suit
“BUT,BUT, 🍑, BUT, UC BASED”
-The Average UC lover’s mindset
Delulu's
The only real BASED faction is the one that hasn’t been invented yet
Like the Starborn Faction
Yeah, but you won’t let me JOIN
Am I wrong?
I would think so, I’m no COWARD like the citizens of Dazra.
Hmm
Still waiting patiently for that animation kit to drop.
I think we’re all waiting on it.
Yess imagine having cannibalism animations
Or animations for the UC citizens when they get carpet bombed
Well, Fallout 4 had em’ so wouldn’t be stretch to have them in Starfield, I just want better reload animations
How does that affect the removal of the UC tho?
Different reload animations would be so dope.
A dodge/cover system would be nice, too.
You’ll look cool as hell while wiping out civilians obviously.
Real
Need to do that in New Atlantis 😔
Haven’t you already?
Also, different run/walk styles would be 🔥
God help me the walk is awful
SR2 had a bunch
cant wait to post this armor mod
Saints Row 2? Yes it did. Saints Row 1 had a ton.
Well, HELLO stranger!!!!
Night!
Comes in, gives an update, doesn’t elaborate, leaves.
Meaning something good is coming from TG
Yeah, no, she’s gonna drop some absolute HEAT
Va'ruun?
:(((
Pretty much
She might make you one somewhere down the road, but Va’ruun doesn’t exactly have too much in the way of culture
Then where is the art? The music? The ingenuity
Since Expedition 33, I feel like they should’ve been like Lumiere
Would love to some gundam themed mods
Message me if you want me to elaborate I have plenty of ideas
I don't understand how you could integrate this without taking out what starfield is on its own. We should be building onto starfield, not burying what starfield is.
Well gundam is a very similar story to starfield all I'm asking is some spacesuit some uniforms and possibly weapons I'm not asking for an overhaul
The Earth Federation are a lot similar to UC
And Zeon are kinda similar to freestar collective
There's even a mercenary faction similar to the trackers which I forget the name of
And the fallout 4 gundam mods don't take away from fallouts lore too much
And another one likely for Deimos... the Chieftain. I already killed three engines and only kept one. In ED Frontier chose a somewhat strange approach on the landing gear and engine pivoting which won't work well in Starfield so the design will change. The engines (which sit at the tip of each wing) could be connected to other builds as well. I've yet to decide if the engines will tilt or not - time will tell I guess.
That first one looks like a pelican
Kind of, just way larger 😅
I may consider scaling it down for Starfield as it's ridiculous large which makes the windows gigantic in comparison to the player already in ED
Ey, that’s pretty slick, I love all the lights everywhere
Yup, lights are great, however the cockpit size especially for one single seat is... debatable 😄
Yeah, that’s fair, definitely should be smaller if it’s a single seater
The whole thing without gear is already 20m high - I think 15m would still be pretty large
Length is at 66m
I always did think it was weird there wasn’t any single person fighter, seems easier to produce
The issue with single seat fighters is that you'd have to somewhat squeeze a docker, landing bay and hab into it - at least that's how the ones work which are on Nexus
That's why I first try to get the largest one ready. It's the Federal Corvette. There is already one available on Nexus but I'm not that satisfied with the bridge, especially on the interior. It's basically a hollow shell which lacks detail. Also the model in direct comparison with the ED one is off on many parts (which isn't really an issue to me but I thought I'll try to do better :P)
The amour plates on the back and weapon mounts are optional now, I guess that will be structural parts which add hull and weight - the "spoiler" will also be optional and will add some maneuvering thrust as it has got thrusters
These things look far more streamlined
The bridge also is already separated - I'm at fixing the mesh and closing holes. One side is pretty polished now while the other wasn't touched xD I'll going to cut it in half and mirror it whenever one side is finished to save some time...
The designs Frontier did for Elite Dangerous are top notch hands down. The only issue is that they don't upgrade the games rendering engine. If they'd bring in global illumination, DLSS and proper anti aliasing it would be so much better. Often I also feel like grinding most of the time which isn't much fun 😛
Take all the time necessary, this is absolute HEAT
Necessary, sure - I just hope I'll be able to finish at some point before other priorities hit xD
Required, Necessary, in the grand scheme of things you’re looking to bring NEXT GEN ships into Starfield, CAN NOT WAIT
Not just ships hopefully - I mean, I could just use the shells, slap some material onto them, export them and put some random invisible dockers and stuff onto. Then I could call it a day but that's not what I intend to do 😉
Man, I’m already waiting on bangers from, Tank, Nova and Miiirty, I’ll be sure as HELL looking out for your mods.
Thx dude - I'll try my very best 
The 3D stuff will be the easiest part of it - making it game ready will be the more annoying thing for sure 😄
Fair enough, definitely looking forward to seeing it finished.
When I wake up there better be a UC removal mod!
someone needs to make a place everywhere mod for xbox cuz the outpost building system makes me want to dissasemble vasco
Ha ha ha!!!
Has anyone used this mod?
😱 There’s a Forgotten Frontiers SEQUEL??!!! @summer bay just take all my coins, bruh.
I have a Va'ruun arsenal expansion mod in the works. I've only made 4 weapons so far as I'm currently working on the Crimson Fleet arsenal first.
Down in the maintenance bay….doing maintenance. Lol
The mods that are coming out this year are hits
I hope so, I am pulling my hair out hahaha fine now. Let's goooo!
Sometimes this game is so damn beautiful.
Hey @hoary lava I have a favor to ask ya
Whatcha got?
I gotta DM you because it’s a lil embarrassing
Well now, I'm curious.
me too 😛
Sent
Lol
Oh i would love this On Xbox. Iv kinda Wanted to build a big Corvette class Ship but I hate how it clips into New Atlantis or if I had a Landing bay that dropped down from the basd so the ship sits high enouhh to clear the buildings that would be perfect
That's unfortunately not my plan to do, however it would be feasible by some special landing bay with a lot of thrust and height. The existing Federal Corvette mod on Nexus made it exactly the way you are looking for, so maybe ask the author to put it on Xbox 😉
I still hope that someone at some point will modify at least New Atlantis, Hopetown and Cydonia to simply have larger landing pads 😄 or that Bethesda does something to allow large ships in general for users
Honestly there is so many things that make me wonder why they didnt add some feature given how quickly modders implemented them already into games, like Stairs.
Bethesda having us play shoots and ladders.
Would there be any legal issue if someone modded Pokemon into the game.
I managed to take the next step - I succeeded to export and properly import one of the BGS Deimos habs, so I now have access to the default materials and a way to scale/align/reuse things already in Blender. This will make my life more easy 🙂 (Screenshot shows the default Deimos grey material applied to the Corvette)
I guess most people like a bit of color...
Dang I thought the Milky vixens mod was On Xbox... turns out its not
It was as of yesterday. I even posted it on here to ask if anyone used it.
So it should be on xbox?
Yep
Says its only onnPC on the creations page
Interesting. I saw it on Xbox yesterday.
I guess it got removed
Not sure why it would get removed. There’s really nothing offensive about it.
It was Probably too adult, but thats weird given theres more revealing underwear mod
Is there a fix on the way for Xbox and loading save files with mods in it?
Venera was just updated to 1.35:
-
Buyer will now have a quest marker if within 50 meters pointing directly towards him
-
Janet's hair is now more blonde (was dirty blonde before which appeared reddish under certain light conditions)
-
Buyer quest will display a message when the player completes the quest the first time that hints at repeating the quest to get introduced to janet
-
More accurate LOD which should now show on the local map
I wonder if we’ll ever get a John Wick outfit mod
Lol. Thats so weird.
Isn't that just the Roosevelt suit? There's a recolor here, if you want it. https://www.nexusmods.com/starfield/mods/4293
I’m an Xbox PEASANT unfortunately
Thank you though.
Lol. You and me both
Is this a new cockpit??
I’m about to hop into the Starfield once I take my trash out. Cross your fingers that I get the creepy, apocalyptic red sky in New Atlantis again!!!!
Pretty proud of this little trap lol
Rough draft of an Aliens themed mod. Includes two new systems, their planets, a handful of new or improved critters and themed POIs, etc.
Hey! Silly question mod peeps, that will hopefully answer a big problem I've been dealing with. I'm having a texture issue with the esm version of my mod. The file path looks like "Textures\Actors\Character\FaceGenData\FaceTint\Mod.esp" and it works for the esp version of my mod. Do I need to change that last folder to "Mod.esm"? Or am I meant to just drop the .esp from the folder name so it works for both esp and esm? If you have answers, pls share them. I am a struggling noob 🥲
Change to .esm (or copy /mod.esp/ as /mod.esm/ if bouncing back and forth)
@harsh stump ^
Amazing. Thank you so much!
I have a question that know one will answer with no surprise even on the FB chat will answer, crew members, watchtower , issue i have with my main ship... a crew of 16, have two sky-droops ships with Sam on one, just got the Mod The crew and Lyria also found a dame good solder for my ship, goes to recruit then, i get you have exceeded the amount, what amount if i have a max of 16 but only have 10 registered for my ship, so i counted yes 10 only. the mod the Crew states does not count, i check with the two sky drops ships, they can have a total of 20 only have 4. so what am i missing.
If I've understood your problem, it's likely because one of your ratings is too low. Your crew is limited by three values, your ship's crew rating, your ship's crew slots, and your character's command slots (determined by the ship command skill). The lowest of these three determines how many crew you can have.
If you want an easy way to add more of all three, I've got a mod on Creations that adds buildable terminals to increase them.
Hi @unkempt hatch
Did you get TIATHEITALIANACE's contact information? I'm having issues with Nidaba and needed their support to try to resolve them. The latest is that Nidaba disappeared after I played the Escape quest (from Bethesda).
Translation from Brazilian Portuguese to English by Google Translate
via the youtube channel crimson flyboy, I was able to contact him, he replied that I should not buy, he does not accept any responsibility
I follow Crimson Flyboy on YouTube. I'll get in touch with him. Thanks for the tip.
Regarding Nidaba, since I already bought and have been using the mod for some time, I was hoping they'd release an update one day. I don't know if you have the mod, but something really crazy happens to me with Nidaba: if I place an MKIII turret in my outpost (anyone), the MKIIIs detect Nidaba as an enemy, lol. I had to remove the turrets, lol. Plus, it's blocking the doors and passages.
Anyway, I'll try to contact him. If I don't get a response, I'll end up removing the mod and trying Ghostrider231's Xeno Master Mod.
Thank you so much, @unkempt hatch, for your help and attention.
I also stopped using it, there is no update planned, the author does not update these mods
Sad news. Anyway, bye bye Nidaba. It was good while it lasted...lol
Hello again modders! I uploaded my first mod to Nexus (a small side quest for Starfield) and some users have reported issues when trying to download via mod manager. I tried it myself with Vortex, and these are the exact two errors appearing. Any clue why this would be happening? (sorry for the boomer screenshot)
Likely a corrupted upload.
Got it. I'll try to re-upload and see if that fixes it. Funny thing is, everyone's able to download it fine manually
Dang, re-uploaded but still no luck
Maybe try a rar or 7z? Could be something funky with the way Vortex is handling the file.
Yeah let's give my old pal rar a try... Will report back!
Still no luck. Keep getting those same two errors
You're probably going to need to contact Nexus about it then.
Gotcha. I'll remove mod manager button for now and reach out to Nexus. Thanks!
there could also be a hold out somewhere with a cache keeping the old versions problems
when you uninstall or remove it might not be removed
could be hiding in your user profiles or appdata
Got it! Just so weird that multiple people are reporting the issue when downloading it fresh
Tank! 👋
One more question (sorry to pepper this discord with my problems). Many (but not all) have reported that my custom NPC's faces aren't loading (see horrifying image below). Any idea why this might be happening? Everything runs fine when I test it out in my game...
Looks like missing geometry, are their meshes baked in the CK? If so you need to include the geometries as well as the .nifs and textures.
A new save or unity jump would probably fix that
Yep, everything's baked and works when I test on my end. My archives look like this
No geometry in that - Main file, that's why. You need to include those as well, the CK doesn't auto include them.
Ah yea you have to pack them into a ba2
There will be 10 or 11 or so geometry .mesh files for each face.
if you open the ck and click on file
you can see create archive, at the bottom of the window that pops up select this
Got it! Last time I tried that it crashed CK so I was just adding everything manually 😂
it will automatically gather any external user generated files
AFAIK collect external doesn't get the .mesh files for whatever reason.
At least not for me it doesn't, I have to add them manually.
mine does, but mine doesnt get Pex files
it depends on where your root folder is routing your install reads
Did you see this?
#social-feed message
I'll give it another shot. And the files at the top of the main.ba2 in the Meshes folder, those aren't the correct ones?
0-0 I did not
Oh hey... that me XD
Keep up the good work! 
Maaannnn I really packed a lot of features into that building XD
imagine, you can place the range cellar in your home ship and have a live shooting range inside of your player ship XD
I was going to have a feature that brought you back to the estate from your ship but sadly that didnt wanna agree with the game
Those are the .nifs, in previous Bethesda games the meshes were in that file, now they're external. They'll be in /Geometries when you bake the face in the CK. Here's my exported archive list for an Andromeda Kepler replacer, for example.
such is adding things that has never been added before
Can’t wait for your armor pack, I love having an armory in my home
This is so helpful, thank you! I'm trying to Collect External Data but it appears to be crashing again lol. I'll wait it out and see what happens
Listen
this latest outfit I just made...... Is probably the best outfit I've ever made.
Yeah, you might have to grab them all manually, I do. That's why making a file like the above that you can import can be quicker.