#starfield-mods
1 messages · Page 77 of 1
It may also just be a visual issue. I can test it on my Xbox this week am currently traveling. Thanks* for the video, that made it pretty clear to understand 🙂
No problem keep up with the mods korodic really good love them
Ah, keep the esp as work file, got it.
Thanks ModdingWiki.
Yep esp for development
Alright, @sharp lynx imma start doing that Starvival comp patch for your awesome Galactic Harvest!^^
Some more progress - I'm not sure if I'll keep the eyebrow windows on that one 🤔 their shape is rather odd and they might be a bit pointless 😅
If you add one in the middle too it might work
Yes, the original Elite Dangerous design has one in the middle too but imho that's a bit to much glass for that large bridge - I'd like it to be a bit more stealthy 🤔
Not just one...
That's somewhat how Frontier meant it to look like 😅 well... as mentioned, way too many windows imho. Maybe I'll keep the side ones instead 🤔
To be more correct I'll try to make more lore friendly versions out of the ED designs, so no direct copycats
The one I'd like to see is the Asp Explorer, used for deep range exploration, with a jump range of 35+ LY
Was a favourite of mine
It might become a Stroud ship at some point actually
But also in that case it will be cut into pieces and might in the end not represent the same thing 😄
Thats the Diamondback, the asp was the flatter thing
And that bridge is obviously the Anaconda... - I already separated it from the rest to make it a hab, the other part at the stern of the bridge will be the docker likely
With the full height bridge window
Ah yes - yeah, I liked the Diamondback more 😄
Also I got the (Deimos) Python, the (Deimos) Chieftain, (Hopetech) Type 6 and a specific 'Taiyo' version of something in the works 😄
Damn dude. I really like this concept you have.
Thanks - yeah, I always felt like the Elite Dangerous ships would somewhat fit Starfield too in a some less futuristic way. Also these ships are already semi modular created with interiors in mind. So I want to make specific parts also be usable on custom ships as far as possible 😉
Like engine models or bridges
So I start with basic CC 4.0 printable (stl) models I found across the net and work from there
Anyone good with scrips or know how to enable a vendor npc to only show up after a certain quest stage is triggered?
does anyone know if the items in the apollo II suite are useable outside of that home for other outposts and player homes?
@brazen bay
Hi @peak pawn , yup! You can place and use them anywhere you want!
alright very cool, thanks so much!
one other thing, sorry to bother you, it won't conflict with mcclarence outfitters, right? (it doesn't look like it's near the store, but i just wanted to check)
I don't think it will, it's just far enough I think indeed
If that helps, my Apollo apartment doesn't conflict with it and it's pretty much in the same spot as yours!
ooh, you tested it already huh? That's super indeed ... can't get any closer then that for sure
I use that mod a lot so yeah!
thanks for confirming, from the caps i figured it wouldn't but wanted to make doubly sure
👀
👀
About to start that “No Sudden Moves”. I’m glad there’s a “No Price to Pay” mod. Yeah, people may call the Constellation members bland, but I don’t want to see any of them die.
@tall swift Thank you, btw!!!
Is Zone79 around? Lol
@sharp lynx Midnight chow is better because of this recipe!!!!
You're very welcome - enjoy!
I found another BGS Particle Editor bug. I used the editor to open a psfx file that comes with the game. It displayed normally in the game and the file size was 24KB. Then I immediately saved it as is and renamed it to a new file. The file size became 42KB and it was no longer visible in the game.
I spent a few hours to figure out the editor, as I have experience with After Effects. However, the saved files were completely wrong and could only be previewed in CK and the editor, not in the game.
Is this the reason? BUT there is no Perforce in Preferences.
Perforce is the version control BGS uses which is currently not supported
I'll do a tutorial on this too 😅 it's weird.
actually, it's gonna take me a minute to get around to doing the video editing. I recently helped someone else with this so have a copy pasta of steps;
- Duplicate and rename your _main.ba2 & _textures.ba2 for your project,
- In CK, use the pack archive tool and just pack your custom .PFX files
- Open the newly archived _main.ba2 in your Data folder in Archive2
- Extract the output.blob file to your Particles/project-name.esm folder using Archive2.exe
- Delete the newly generated "only pfx archive"
- Rename your old backups back to their original names
- In Archive2.exe open your _main.ba2 and add both your custom .pfx files and the output.blob from the correct file directory (be sure to rename the particle folder destination from mod-title.esp to mod-title.esm)
This should work 👍
To my knowledge/attempts, particle FX don't render on loose. I've had to test them via .esm every time (however there might be a way)
@neat crow Really like your Archimedes Island Estate. Am having fun with it.
Are you planning any updates for it in the future? Maybe make it show on the starmap as an Outpost and be able to assign crew there to do the upkeep (fuel the rad shield) ?
🤔 Quick question. Does anyone know of a Mod or CC to make the ship turrets go back to center after a battle?
Tired of my ship looking like is having a "bad hair day"
Sorry, please wait a moment. I may need a more basic explanation. Do you mean that even if it is a MOD under development, if you want to load particle effects, you need to package the resources into ba2 format?
Yes, this is why you need to make a backup of your current archived files. The Creation Kit archive compile is what produces the particle effect 'output.blob' file.
If you don't rename your current project's archives, when you use the CK archive compile tool it will wipe them. Both _main and _textures which if you have other elements like animation data / custom sounds is a nightmare to reconfigure, even by a list.
Renaming your archives pre-particle effect compile is so far the easiest method 👍
Just to clarify again, we rename the archive files as backups because when we use the CK compile tool (which we need to use it to for the .pfx files to generate the output.blob), it wipes your counterpart archives.
Once you process your .pfx files in the CK compile tool, it will spit out an output.blob file in the newly created _main archive. You need to extract the .blob file using Archive2.exe to your Particles/my-mod.esm folder alongside your .pfx files.
Rename your backup archives to their original names mymod_main.ba2 mymod_textures.ba2 etc... Then use Archive2.exe to add the output.blob + your .pfx files into your old mymod_main.ba2 archive.
They should load in-game and also validate that they'll work on Xbox
Thank you SO MUCH
It shows as settled planet on the star map, I wasn't able to use the the outpost icon as it's not an outpost. There's currently not really a way to turn a premade POI into a fully functional outpost, as we don't have access to this system in CK/Papyrus. But there are a few other mods who made their own crew assignment system for player homes.
A bit chaotic haha, will do a video tutorial asap but hopefully that gets the ball rolling 🤙
It just work
I have updated Old Secrets to 1.1, when it passes verification it will be available for download.
Ayeeee that's progress!
The iteration of testing is pain though, so good luck 🤣
Possible background lore:
||During the colony war Deimos was ordered by the UC to create a new type of ship to transport reinforcements across different systems directly to the front line. This ship class should not just act as a regular troop transporter, rather it was intended also to transport raw materials, mech parts and other machinery to the battlefields.
At least this was the official description. In reality the new ship class was intended for large scale Xeno warfare and the large armored bay with its windows should have had enough room to transport Terrormorphs. Due to the wars end this task was never fulfilled and the single prototype called 'Anaconda' was never used in actual warfare and blueprints were shelved.||
So, what you’re saying is…
The ||Anaconda don’t stop?||
You cannot stop the machine in general
Are there any guides on how Scenes work in the CK (for Starfield)?
This is an update on all mods for Project Regenesys (AF/Paid)
Starfield Creations - Project Regenesys: Constellation - Legendary Equipment - AF - This has been submitted to the store and should be ready for release sometime this week or the next.
Project Regenesys: Character - S.P.E.C.I.A.L. System - The rebuild for this will be started this week, and hopefully should be ready to submit at the end of this week or the beginning of next.
Someone help me understand why I'm installing a 'paid for' version of a mod and what I'm getting is the 'free' version
Namely the outpost mission boards and clean reflex sights
This was happening for another mod with someone else yesterday, could be a temporary Creations system issue or it could be to do with the naming of the mods themselves 🤔
Is there a workaround? A solution or it just broke
I worked way too long this weekend trying to create a new NPC Follower for Starfield. I copied an existing one and modified the form names, re-link all the alias' and references, etc.. I followed a couple of videos to the T, multiple times to make sure, and for whatever reason, I just can't get them recruited. The dialogue quest is giving me the option, but then it exits and never adds them. From what I can tell, the papyrus script just isn't running. I have tried by using the exact same scripting from the original NPC, and from creating a new NPC from scratch and it's just not working. Is there a step I am missing to make sure the Papyrus script is run for a quest or scene?
The following response should 1. Set cost to zero - 2. Recruit the NPC - 3. Open the crew assignment
Did you compile the script
Yes, I ran the compile all script and made it a master
Looks to me like you are assigning, then instantly unassigning them. You might want to do the Recruit Unassign first then use the .Recruited(). ?
The unnassignRecruited just opens the dialogue box to assign them to a post. And I have tried every combination of these function possible. The issue I think is the script just isn't running. I tried a simple script to just add a perk, and it didn't work either.
If the dialog ends it should definitely run that fragment. You can throw a Debug.MessageBox("your text") in there at the end to see if that gets displayed.
Other than that, do you have loose files enabled so that the script actually gets loaded by the game? And did you check if that script is actually in the folder it belongs to?
I will add that debug statement to test that.
I did check the folders and all the files are where CK put them. I don't really have controll over where the compiled files go. I did create a master and I verified all the compiled scripts are in the master as well.
Well the file location is dictated by its namespace
so if that matches the location CK put it it's fine, which CK usually does when compiling
Fragments:Quests:Scriptname would go into Scripts/Fragements/Quests as an example
Yeah, those pex files are there. So frustrating because I am 99% sure I have done everything I need to do.
Yeah honestly only thing I can think of right now would be loose files not enabled, the script looks fine to me. Pretty much the same as mine is
Okay, thanks, I will try that next.
Do I have to also create an archive? Since the latest CK update, about half the mods I was working on now crash trying to create an archive. I figured all those script files are referenced in the master, and are present in my data files, plus they don't seem to have to do that in the tutorials I have watched when testing.
If you dont have loose files enabeld then yes, every external assets needs to go into an archive - scripts included
For an upload to Creations it needs to be in an archive too
Okay, thanks. Sounds like I need to fix my collect file for archive issue.
I will enable loose files filtering though. I bet that’s it. Thanks? RIP my weekend.
Well dangit, I did have bInvalidateOlderFiles=1 set in my StarfieldCustom.ini already. Guess I didn't know that's what that did. I will try and fix my archiving issue first, then start making archives to be safe, if I can ever get that fixed.
The button to collect external assets is currently broken. We need to add the files manually.
You just saved me so much time. Thanks so much for the help!
You are the GOAT. I just created the archive and what do you know, it works like a charm. Wow, I wasted too much time last weekend, but alas it's working. 🍻
Always happy to help!
Rough ass Monday. I’m always glad I can get some Starfield in.
Sam and myself stopped in Neon to clear a bounty after the “No Sudden Moves” quest, and Sam and I hit the dance floor in our uniforms. Free drinks tonight for servicemen and servicewomen, I guess.
The music was too good to resist.
Sam got some moves on him.
Heyo I was just trying el jefe mod to change enemy ai what’s your experience with these enemy ai mods if I try them out mid play through and delete them do they mess up my game? And do you guys know of any others I should try I was testeing el jefe and had trouble seeing a difference in the enemies ai
No it’s called el jefe enemy combat ai my bad
how would one go about manually updating a SFSE plugin that uses DLL and PDB files and the like?
Anyone found a workaround to install a paid creation instead of the free one downloading in it's place?
is there a mod for emergency grav jumps out of combat?
You can grav jump away out of combat in the normal game
🤔 Athene DT-10 to DT-50 maybe? (thinking about the design to turn these small fighter or drone engines into)
It’s never worked for me, so I can understand the need for that. I’ll get a message saying I can’t fast travel during combat or something.
Odd
Or at least it’s not very reliable in certain conditions.
Nano generator model ✅
It's already doable in vanilla. Just keep to your grav drive from being destroyed and pick another star system to jump to.
just started using it, thanks for the recommendation
Not a thing!
WELL, can’t wait to jump into this.
There a way to reverify purchases?
I think, just a theory, that the update that addressed some stuff in creation club might have damaged some content on the platform
I was on Bethnet looking and I noticed that I could add and remove the mission board mod by Senterpat from my library how I liked but the enhanced version (the paid one) said owned but had no way to add or remove it from library so I think that it's there but it isn't there if that makes sense
If a paid and free version have the same name it shows up in both yeah, always was the case.
It was but now I can't install the paid one since the free one is taking presidence whereas before I was able to replace them easily
anyone know of a mod for building the large square landing pad? It looks So much better than the round one
In need of an immersive ship ramps/watchtower patch. Anyone else having issues?
What’s this?!?! A new faction, you say?!?
Yep, currently playing it.
How is it?
Some rough edges, but nothing to complain about, still in the early stages
Has anyone here used the Ronin mission board expansion? And does it let you alter rewards payout?
Has anyone used this yet?
I just looked at it fully. I’m hoping the mod author can add in some cyrotube/hyper sleep chambers to ship habs. I’ve really been needing this.
They don’t even have to fully function at this point, just for them to be there. Lol
Is there a quest tied to the new faction?
Kind of, walk around in the well and you’ll get a message
Cool. About to download in a bit. Thank you, as always.
this one has a 2x2 hab that looks like this crytubes.
im curious about this playerhome lemme know if its got sort of automation tech
That happens to me - so I never jump away. I just obliterate them all now.
I've been trying to work with the SF CK, but have been getting a lot of hurdles.
First it wouldn't let me copy effects to other food stuffs (needed a name, but the example versions from Starvival did have names?)
Now I'm trying to load the plugins again but my Object windows are empty??:\
Would anyone on Xbox be able to tell me if these Naeva outfit textures are working properly? An Xbox player requested that I post this on Creations, but hasn't got back to me about whether it actually works for Xbox or not. You'll need a copy of Naeva's outfit from another mod (or just find Naeva herself if that's possible in your game) to verify.
https://creations.bethesda.net/en/starfield/details/461bf644-deaa-425c-923f-095810845e1f/Naeva_Outfit_Debranded
@little ridge Hi 🙂 It seems like the suppressor sounds on your new LMG are broken. At least for the big suppressor. Havent tested the small one yet.
If the object window is empty nothing is loaded
Work fine for me idk
Okay weird, i will do some further testing
The weapon also was in semi-automatic, idk if that could cause a sound bug.
But maybe it was just acting up and works again later
No it's the semi-automatic that's broken sorry i'll get an update out for that.
Ah okay, good to know its not on my side 😄 Looking for conflicts is always such a pain in the ass haha
Also, if you take suggestions, I would love to see a differwnt foregrip option for this one. I feel like one of these foregrips with integraded bipods would fit nicely. They usually also have some bigger part at the top which would go well with need for an extension to fit to the animation.
Hey guys, just wanted to share if you’re having trouble with coding particular functions that don’t seem to be working in papyrus. Claude is a great tool for helping.
Yeah, I thought as much.
So what's going wrong, why isn't the CK loading the plugins I'm selecting?
might be worth uninstalling the CK and reinstalling it
Alright, I'll try that, thanks.:)
Right, something was wrong with my active .esp plugin. No clue what.
Started new file and it works fine now. I'll see if this persists...
Alright, here's my actual problem: I'm trying to apply Starvival's food effects to TG's food.
It tells me the effect has no name, but I don't see where it is supposed to have one or that the original Starvival effects have names.
What am I doing wrong?
Is the Starvival application wrong and should the effect script action be in the Effect field instead of the second line?:\
Hm, Starvival needs Papyrus Extender, do I need to somehow start CK with papyrus extender activated?
I think the food stuff works from keywords add to them.
Hi, a hotfix for this has now been released. Please update the creation 🙂
I wonder if there are any plans by anyone to add Huan as a grey hat companion for Crimson Fleet playthroughs.
@neat crow Ever thought of making a outpost mod with the large square landing pad, the building with ship builder and work benches, the Rad shield tower, radio tower, security building and hydroponics. So players can add them to our outposts? I would buy that 💰 .
The more I use the Archimedes Island Estate, the more I want those in my outposts.
Did you ever figure this out?
I've had no luck in the past getting furnished habs to work, furniture would always say obstructed! I've given up on that for now after I've spent quite a long time trying to get it working earlier this year
@jolly torrent If you happen to have any free time, would you mind testing this to see if the texture shows properly on Xbox? https://creations.bethesda.net/en/starfield/details/461bf644-deaa-425c-923f-095810845e1f/Naeva_Outfit_Debranded
Someone recently requested it for Xbox and said they'd test, but they haven't got back to me on whether it's working, and I'd rather not leave it up on Creations if it's not.
how about just the large square landing pad and ship builders kiosk? and could have the rad shield as just a machine
I'd really like a simple paid achievement friendly creation that adjusts movement speed to make it feel more immersive. I'd like walking and slow jogging to be more normal pace, and for medium jogging to be the "sprint" option. More like Skyrims movement.
Yeah, I got you, bro, bro. I can test it tonight.
@little ridge hey did you ever update the weapon tier issue for your weapon mods
It should work on all copies of her outfit, correct? Like I can spawn that outfit in and check?
Yes
Yep. I got you, bro.
@slim sun Tested. Works for me on the Xbox Series X.
That's great, thanks! 
Not a problem, big dawg!!!
I like this idea better than the whole “Fly through rings” thing.
Is there a mod to get rid of the blue grid in ship building? Be easier to see what you're doing without a grid
Was bored a bit, so I created proper engine bays on the structural part of the "F63" and worked on the engine model. That will allow on one hand engines to be upgraded, on the other hand engines to be used on custom spaceships 🙂
For PC I remember there was one on the Nexus 🤔
It might be just an ini edit
I'll take a look 🙂
Seems to be more a replacer as it's a .nif - so be cautious
Putting things into perspective 😉
you have no idea how badly I need this
I guess I have - that's why I started that 😄
the moment this got abandoned I was so sad
That's nice... but I wonder how that cockpit would technically have worked as the cockpit is an interior cell, not an exterior cell 🤔
Did I see an Anaconda being designed the other day?
probbo the same as now 🤔
Maybe
I've missed that ship
Maybe but... I cannot imagine how strange that would have been in game 😅 I don't even know if you could move the player alongside the seat on animating that to extend downwards on landing
valid
maybe it's a loading screen like the ship doors where you sit down press button and it loads you into the ship
Still cannot get these achievement friendly mods to install instead of the free versions
At a loss 😭
It's properly odd
I'm on the enhanced mission board specifically, install it and the 'enable' is greyed out
Back out and the free version is installed
Now my ships just vanished entirely
I'm 90% sure you're cursed
Yeah, it's some huge undertaking, especially if you want to create something... S.P.E.C.I.A.L
yea the main problem for this project was that creation kit wasn't out back then
and they just lost interest
Bruh. Starfield is a sandbox that needs community content imho - otherwise it will go nowhere by design 😛
For my fighter I also try to look into some way to make it a strange and hopefully working mix of the Deimog and a regular ship smh 🤔 the reason is: it has doors and you'll instantly sit down in the driver seat without any need to go through a whole ship or to enter it in a strange way.
I'm not yet sure if and how that will work - the cockpit section would basically have to be an exterior cell like the landing bay but with a seat that can control a ship from the "outside" with all functionalities 😅
sir go back to bed
A Crusade?
No can do, Cher, my job awaits.
Need that Sam’s club money
TL;DR ships
sick
It’s so grenade shaped
I loves it
It surely will be a good addition down the line 😉 in Elite Dangerous it's also basically a transport type ship, so it will end up with Hopetec
I could see HT make something compact like that
Relatively compact - it's also already 50m long and 15m tall
So it's a 5 story building 😄
Weird question, how hard would it be to somehow trick the game into thinking the buggy and fighters are "the same" so you could use them in atmosphere
HOT DAMN, so much room
like when you land the fighter becomes invisible and the buggy takes it's model and can fly
Pretty hard if it still should go into space I guess... if it should be atmosphere only it could be a tweaked land vehicle basically. There is however also a height limit at which point you cannot go higher and also the vehicle stops boosting 
valid
The primary idea of the fighter on my side is also to use it alongside 'Watch Tower' - so it's mainly a fleet vehicle
yea so
That will be reflected by the stats - the grav drive will basically be awful and just be enough to reach a close by system in one go
I'm gonna main ship it lmao
Here’s another weird question, y’ever play Mass effect?
Not really, no - I only know the basics of its lore 😄
fighter would look so cute along my fleet
I've build myself a fleet carrier out of M-Class parts
yea I have the shroudbearer and mourning in my fleet
Ah, naw, I was just curious if you were gonna make lil’ collectible versions of your ships so you could DISPLAY them in your Ship Cabin.
bc the mourning is in the game files
Y is it mourning tho?
I'll take that into consideration 😉 the working version obviously is priority first 😄 I might also make a static one of the figher(s) to put them as decor into a figher bay
HELL YEAH, consideration is better than nothing at all.
I need someone to make the mourning device a ship attachment
so I can put it under the shroudbearer just for display reasons
like it would be cool to give it the battery laser space effect as weapon but even as display item on my ship just having the mourning device would be 🥰
But y is it mourning tho?
Fighters as plural was also not a mistake 👀 I just hope Robert doesn't find me or the person who made these a resource 😛
I think the Mourning sounds better than the Archimedes
Now these are fun.
Just zipping around space at 700 MPH
Scaling performance will be fun - they should be faster than a regular vanilla ship but not overly fast. Same goes for general agility
Also there is this lifeboat... on Star Citizen it's also a single seat figher which is odd due to the overall look. I scaled it so it will be more like a shuttle instead with a side by side two seat cockpit
so now it's ~18m wide, 5.25m tall and ~21m long which I think is a good size 🙂
And well, it's going to be a Stroud Eklund thing - so I'll have to slap their brand onto everywhere 😛
Also in that case jumping far away will not be a priority - the range will be better than the one of a figher, however it's not really meant to travel interstellar for long as the toilet capacity is rather low as well as the one of the fridge (as there is none)
But for now I gonna focus on the F63 and the Anaconda. The F63 is basically now ripped into parts. The basic meshes are now finished for:
- Grav drive
- Generator
- Engines
- Shield
- Canopy
On these parts only decoration is left (decals/cables/connections)
I'm not yet sure about what to use as fuel tanks 🤔 I thought about the wings as these are pretty bulky
Damn, that’s a good point, Microcells?
The new EV of the future!
Reducing the Space Carbon Footprint by 2350
That would be the most easy solution as it already has a generator 😄
But that small gravdrive might still need some HE³
Maybe they got some schematics from an unknown individual?
Sarah T Bourne?
👀
Sarah disliked that...
I mean, look at how well it worked for Victor Aiza
Maybe a Starborn got around to studying the guardian ships?
In that case I must not care about any form of engine either, looking at the Starborn Guardian xD
Follow me here, maybe they figured out a way to wed Starborn tech with current 2330 tech?
Grav Drives might be an example
But that fighter is the result of the Colony War 🤔
Basically developed in the last years
At least that's my fictional lore for most of the ships that follow the known Deimos design
I mean, If a Starborn Victor Aiza appeared while earth existed, who is to say a Starborn Engineer that had loyalty to the UC didn’t appear and “slip” some prototype ideas
👀
Like the Anaconda is a design for Xeno warfare 👀 that's why the landing bay is a giant armored hab
True, but in that case also all other ships should have been using a different tech now 😉
In these regards: I'll add emergency HE³ fuel tanks xD
Simple, they shelved it because they were FRIGHTENED
Anxiety is Ship Design 4, right?
Wonder if Gundams are able to be added into the game
But yeah, that would make sense structural wise
👀
Probably
But also, to be fair, look at Victus, he bombed the space port to keep the Terrormorph secret hidden, I could see higher ups shelving designs and spies for other companies after delivering the designs convinced them to be shelves since the end of the colony war was near
For the main design Kudos to Frontier who developed Elite Dangerous and invented the designs 😉
Kudos to me only to rip them apart to make them lore friendly and modular lol
Is there a native way to get the FormList of an Actor's corpse inventory immediately after the player kills it?
I've tried populating an Alias with the akVictim object when the Event OnKill(ObjectReference akVictim) or Event Actor.OnKill(Actor akSender, ObjectReference akVictim) event is triggered, then listening for the Alias's Event OnItemAdded(ObjectReference akSenderRef, Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer, int aiTransferReason) event (because I assumed the system would add loot to the corpse inventory after an Actor dies). This doesn't work, because the corpse inventory is visible immediately after the Actor is killed, but it often takes a second for the OnKill or Actor.OnKill event to fire.
OnItemAdded event only works if you setup an inventory filter in papyrus first too
Of course I set it up, but what I meant is that I can't listen to the event of the system adding loot to the corpse because it happens too early (although I'm not sure if the game logic is really executed in this way). I only want to get the inventory of the corpse of the Actor killed by the player, and I can't add all the Actor objects in a Cell to RefCollectionAlias in advance, right?
Question, could someone be able to make a Mod of a planet full of these
If only we had a decent looking health bar like that in Starfield. Maaan.
It would be nice, we getba Basic line that turns red when low.... nkt even animated
Right? Lol. I would prefer some sort of animated health bar at least. Something creative and eye popping.
@sharp lynx How goes that new armor mods you mentioned.
Kinda curious how they look
Oh man I forgot about those.
No, not yet, not sure how the keywords work.:
Got any thoughts?
Viola - a CFT for HE³ is born. Might only fit this fighter but welp!
@mortal coral hi 🙂 big fan of your new creation. The creation page says that the linked video has been deleted though.
Oh, I was just checking to see if you resolved the issue.
Anyone have the Issue where Building in your ship ia kinda jittering or even in tour ship the game freezes for a second every coupme seconds
yeah, i'm aware of this, it's a broken link. should be fixed soon, thanks for letting me know anyway
Not much in the way of auto tech, but the player home is quite nice.
I am indeed working on them
Noice cant wait to see these.
Also i have this youtube video as my ambient noise bjt Was thinking this kinda design would make an epic captains quarters in starfeild
Ohhhh…..I like that.
Customizable spacesuit for female player character, specifically designed for SFF Body Replacer. https://creations.bethesda.net/en/starfield/details/b82313aa-cbd5-4f38-825f-6e645f92f84c/SFF_Power_Armor
Right now this armor is one I actually like but its only for female Bodies so, i havent downloaded it. Wish it had a Male version too
I love when I get the “hellworld” red sky.
Well my armor pack is gonna be lit lol
yee yee
Wulfy!
Hey fren!!!!!!
hewo fren
@sharp lynx QQ for ya. Did you ever release that mod that had the capability for the player character to chop down trees?
That was part of the last GH update
Yea you should be able to punch crops and they'll yeet
I like it alot looks like a mix between varuun and starborn
Great 🙂 Btw, the optics coming with the mod do not apply any maginifcation. Would be cool if that could be fixed. That's so far the only issue I could spot in the mod. Do you plan to add more to it in the future? Love to have more attachment options for it, like a long scope, a silencer, barrel extension muzzle that could fit the respective barrel option, and stuff like that.
i will probably add more features a few months down the line. something i was attempting to get working was a cannon barrel that charges up and does AOE damage, had some animation problems that proved too troublesome to fix, but i've kept it in mind for future updates
i'll look into the magnification issue too, thanks for that
You know what I don't see people doing? Raging over the fact that you have to buy a creation twice if you play on both PC and Xbox. Like, for some reason, while using the SAME account, the creation you bought doesn't transfer between the two...
WHEN THEY'RE THE SAME MOD.
Bethesda, make it make sense. This makes no sense, especially for people like me who play Starfield using the Xbox copy.
anyone know of a mod to add the Large Square Landing Pad to an outpost?
Is there a way to check if the player's inventory menu is open?
So are they going to fix Starfield so it can launch the game with mods?
☠️
So uhhhh, never, at least to my knowledge, has anything been transferable from console to pc, circa purchased product by any company.
I'm fairly certain every single video game existing makes you buy separately for both pc and console.
yeah pretty sure it's a platform thing
@sleek cliff what do you mean?
I just so happen to "use mods" and my game works fine.
I only play PC games although I do have latest and greatest Xbox, I only use it to watch anime
Game launches fine for me, look at this man, there is NOTHING vanilla about his ass anymore.
Untainted even.
well mine hasn't launch since the update was installed, I even waited for hours and nothing happens
I also deleted everything and reinstall everything and still no go
Okay, now that is strange.
Ah. I was going to ask if you used any mods that weren't updated. Some mods break when game updates go live and you gotta wait till it's updated etc.
I even used GentryBears Starfield Tool to see any issues and nothing is working? I also see in the discussion board on steam that a lot people is having the same issue
Your game launches fine without mods?
Hm. Could be a mod itself that just isn't compatible with the current version of the game. Causing a conflict. Usually I try not to point fingers at mods unless it makes sense but if the game is launching fine vanilla, could be any number- What Tankgirl said. Lol.
you might have mods from nexus, pre-ck running with creation mods
those dont work well together usually
It can't because I am using the same load order from previous that was working fine till the update I even used the save order to make sure with the Tool
I do not use nexus mods only the creations
well then your clear indication is something somewhere in your load order needs to be updated
This is what I'm saying. It's the same load order, but doesn't mean the mods are all updated to function with the current version of the game. Lots of mods tend to break when the game updates. Happens in TES, FO and Starfield. Other games too, but my point.
Is that include the ones Bethsda mods too?
So I guess I have to wait a few months then to play it, untill everything is updated on the mods
both? I think
Well Bethesda specific releases will only be on Beth.net and they state specifically when looking at the creation that it's by "Bethesda" also a little gear icon. Anything else is released and maintained by their respective author. I don't know your load order so I can't say for sure, but also keep in mind, some mods are made and then not updated due to authors moving on, getting busy or just general life stuff. So there isn't always a guarantee a mod will get updated. Now, for paid creations, Tank or someone else can correct me, but I think they are usually maintained to keep up with game updates.
Anyway I guess I will go to drawing board again, yea I been using the paid mods of late
Any free mods?
including some new ones that came out
yea been using some Inquistor free mods but he is usually keep it updated
Could also just be a simple conflict. Two mods/creations that for whatever possible reason don't play well together. I only assume it could be something that needs updating because you said it all worked before the update, but even then sometimes conflicting mods don't show damage immediately and could just be the save hit that sour spot. Really though could be anything. I'd suggest making a new save and load your mods/creations one at a time and recheck everything for possible conflicts.
That is why use the tool and so far that it stated no conflicts and good to go
Actually. Do you have a rough number of how many mods you're running? Cause running a ton can also cause these issues.
about 40 of them so far
I understand, but sometime tools aren't exact. So the tried and tested method is just disable- enable one by one. Takes more time but much more thorough method.
Hi
Yeah 40 shouldn't be a problem. That rules out the "too many" but could still have conflicts or just out of date. I get the frustration though. Been playing and modding games since Morrowind. Sometimes you just get hit with the bad vibe situation. I hope you can find the conflicting mod or solve the issue though!
I've had my installation of sf break before lol and I've been modding forever
It's best to launch the game adding 1 mod at a time, starting with the ones you use most and see where the conflict lies
By adding 1 mod at a time. I mean. Start the game, go to creations, enable 1 mod. Start the game. Save the game, enable mod 2, (now you have 2 mods) etc.
Lisan Al Gaib!
nice beach property on Nemeria IV-A
my favorite planet
now just need a Large Square Landing pad like this one
Does anyone know if this faction will have translation into other languages?
https://creations.bethesda.net/en/starfield/details/c698f6a0-191a-402e-832f-8ad762698f39/Cryomancers___A_New_Faction
@sly ocean hey I just downloaded your Scrolls of Quest fixing mod. I was wondering where it should go in my LO
I put it in the middle with my quests but it didn't work. Then in my utilities section of my LO but no dice
It shouldn't matter where you put it.
What do you mean it doesn't work? If you've used a scroll and it didn't progress your quest, it's most likely that whatever specific fix you're attempting just doesn't work for what's currently going on in your playthrough. Sometimes that happens, as there are multiple ways quests can break. DM me the specifics of your issue and I'll take a look at alternate fixes next time I make an update.
I put it at the near the top and it worked!
Thank you for this awesome mod
Glad to hear it, although I'm not sure why that would help 😁
(lower items in your load order are allowed to override higher items if they conflict...that's all that load order does).
Not sure either lol but it works 😁
Getting ready to hop into the Starfield after a long week with BS work.
Oh, let me see about the update in TG’s GH mod.
Oops!! I didn’t clear out the outpost prior to downloading the update!!!!
Oh dear.
I love the “red sky of death” in New Atlantis.
Maaaan……the modders made this game worthy. I love all of yol!!!!!
How is the best way to fully and I mean entirely purge all creation club data on pc
uninstall the game
then delete the stuff that stays in your data folder
also you're on pc why don't you just use the achievement enabler mod till BGS fixes the weird store stuff
Adding to neeves, If you have steam cloud sync maybe first disable it in game. Let it sync so that when when you reinstall the game does not try to redownload creations.
steam cloud is only for save games
Steam cloud was disabled long before I installed the game so that's out
Not the save I'm issuing with just creations are acting like theye installed even when I delete em
And reason is mainly the enhanced mission board mod adds more features than the free one
ah valid
I have an achievement enabler mod as well, I just wanted the master mission board and settings to adjust reward payouts
I patiently await the Ani Kit and we get a sick ass lever action rifle.
Oh…..nice
Does anyone knows if TN's and Darkstar is up to date with the new patch SO I can play them still?
Is Inquisitor mods up to date with the new patch so I can play them
Not all mods need to be updated for every game update to work
Apparently does with this new patch, because it changes everytthing in the game I found out
Also what does it mean when it has a checkmark by the mod and it's creator?
So far only the paid mods are onlything that is working with the update all the free ones doesn't work
I believe you're misinformed. Free mods are working fine as well
the checkmark indicates a 'Verified Creator'
@surreal storm then how come my game doesn't work then when I have those installed?
Load Order
Hard to say without seeing what's happening. Could be anything bad load order, broken saves and so on and so forth
It matters quite a lot
Actually I deleted everything and starting from scratch again and so far only the paid ones is working
We had this discussion yesterday. Wolf's game loads just fine vanilla. They are running 40 or so mods.
We explained it could be a mod that isn't updated that broke with the recent update, load order issue or mod conflicts. We suggested he disable all mods and enable them one by one. Loading the game after each enable to see if the issue persists.
Did you try this?
Yea that is what I said above only the paid mods is working with the new patch
Did you test this on a fresh new save? Just enabling one mod at a time or did you try to test it on a save file that already had mods use on it?
I do not have a save file it is brand new game
Have you ever disabled/deleted any mods while playing before this? Say for example you just wanted to try something out, didn't like it, removed it and kept playing on the same file?
With a new reinstale?
I have no new save files on this
I just start it and see if it works
What I'm getting at is. Once you start a save file and start adding mods. If you remove mods and continue to play on that same save file you will run into crashes and corrupting.
But yeah, just doing the disbale/enable test on a save that already relies on mods isn't going to help you. You want to start a fresh brand new game, then with your load order begin enabling one mod at a time. Checking to see if the save loads up after each one you enable.
yes I already know that, that is why I do not have a save file ever since the latest update
Ah. I see. I misunderstood because you said you didn't have any new save files so I assumed you meant you were trying to load an old previously modded save. Just trying to cover the bases though and see if we can narrow it down.
So you have no save files.
Your game launches just fine without any mods/creations.
Your game launches just fine with only paid creations.
The minute you enable a free mod, the game crashes.
This correct? Just trying to make sure I'm following properly.
yep
which free mod is it?
all of them
so far I know, is all the free ones are not working with the update, I am just using the paid ones now since they are working with the new updat
There's definitely something wrong with your game then, since others don't have that issue
I have 55 mods and most are free
Yeah, I'm stumped on this one. Unless it's just one really really bad load order.
Cause most the time even with a janky load order the game will still function. Maybe not for long, but I've seen some bad load orders and the game still let them do a playthrough.
so when you loaded the First free mod and tried the game it would not work? Or you loaded all the mods again?
Actually if you go on steam in the discussion there is a lot more people having the same issues as do I, They have done the same thing where they have done fresh installs, still having issues the last count was 20,000 people having it is probably gpoing up now
Nope I do not use Nexus mods it doesn't work with the creation mods from steam
Since I spent so much money on this game and to creation
I'm not seeing the discussion.
I dunno about you DFN, but I loves mods
Maybe I'm just not looking in the right spot or searching the right thing but most of what I'm finding is people who are running mods that require SFSE or mods that simply need to wait to be updated because the recent game patch fuddled something up for it. 🤷♂️
But Wolf is claiming each free mod they have installed is causing a game break. So I'm just at a loss lol.
Anyone have experience with getting dds. Icon files to show up in game for the shipbuilder menu? Did you use the packin form ID to rename your dds. File?
Yes, they need to have the ID of the exterior packin.
They also need to be in folder YourModName.esm
Well and the folder path is Starfield\Data\Textures\Interface\ShipbuilderIcons
Ok thank you, I’ve got that file path created. Have to recheck the IDs again.
The YourModName.esm folder is important in all that. If you test with an .esp, change the ending to .esp of the folder too
I have MyModName.esm. Do I need to test it as esp? I usually always convert to esm before I test.
Are there any boxes or settings in the packet that need to be checked? I’m pretty sure the IDs are correct. Also did you put a “cl” at the end of the dds file?
I dont remember which one is the ending for the shipbuilder files
CK reports the id starting with 01 but it needs to be 00 at the start
okay yeah CL is shipbuilder
00XXXXXXCL.dds
Ok thank you!! I’ll try that out
The reason its 01 in CK is because your plugin is loaded second after Starfield.esm
And the reason it needs to be 00 is because its in a folder with your plugin name
Wow niiiccee! That worked. lol I’d been scratching my head all morning sifting through Reddit trying to figure this out. Appreciate your help! 👍
Always happy to help 
@steep bobcat
so, it says Bethesda for the bundle but separated creations are not Bethesda
🤷♂️
Just BGS trying to take credit for impressive HARD WORK
We’ve all burned down a Wendy’s for the secret spices I suppose
Anyone working on a Landing pad mod? A while back I saw a video on YT and someone was making a base under this kind of pad, the entrance was in the "pit" on the right side of this picture. Can't find the vid, and can't remember their name. It's hell getting old. 👴
There's a vanilla poi similar
To what you are describing
Unfortunately there's no way to make a landing pad with a pit, but a square landing pad would be super duper easy to make
Hmmm….
@jolly torrent ahoy!
Hey Fren!!!!!!
Question where in creation do I change the main menu and load menus etc as can’t remember for life of me how I did it before?
I legit should change my name in here to The Starfield Lush. Big thank you to all the modders! Even the ones who hate me and the guy who made “Healthy Beowulf”!!!!
; Starts a named effect sequence on the reference
; Allows you to define if you should attach the effect sequence to the reference
; Allows providing an optional weight to the sequence
Function StartSequence(string aSequenceName, bool aAttach, float afWeight = 1.0) native
Does anyone know how to use this function? Why is the parameter a String? How can I pass my own Effect Sequence object into it?
I'll cover all of this in upcoming tutorial but...Your script has to reference the actor/object reference that is utilizing the effect sequence. Try and imagine everything like a hierarchy in your head, so if you want to use a custom effect sequence on an armor/weapon, it's an extension of the player actor. Same logic with NPCs. The string is important both in the scene node references and the effect sequence name because these are skeletal meshes you don't get to preview every step of the hierarchy in the CK so you have to trust that your string references are correct and iteratively test in-game.
To ensure the effect sequence get's called, use; StartSequence("yourCustomEffectSequenceName", true, 1.0)
"yourCustomEffectSequenceName" has to be created on a form that you know this script is going to interact with either the integration stage of the hierarchy, or the root node object.
Outside of script triggering this function, you can rely on effect sequences that are established via animation graph (.agx). The data of these files is like a an XML structure that would indicate the original software was a visual node editor and would allow the animation team to create custom animation graphs that would expose certain effect sequence potentials based on the animations being played; e.g fxReload, weaponFire, weaponFireReturn etc..
Hope that helps at least!
Just as an example;
Effect Sequence on the projectile to show the placed explosive arming, this used a .agx so we could rely on weaponFireReturn to animate the light after the projectile was fired. It also utilized an effect sequence on a hazard which is placed.
The weapon has scripts that listen out for ironsights, when ironsights are active, it plays an effect sequence targeted to the playerRef in order to update the weapon.
so playerRef.StartSequence("DisarmPrompt", true, 1.0) is what updates the weapon HUD screen in this instance.
Our latest mod utilizes a lot of these so hopefully helps folks as a case study when it's launched 🙏
Thank you for your help. Regarding "Your script has to reference the actor/object reference that is utilizing the effect sequence", is it possible to make a ReferenceAlias or RefCollectionAlias utilize the effect sequence to operate the actor/object reference that is already in the game to play the effect sequence?
I haven't tried RefCollectionAias yet but provided it's grabbing a source object, it should work. Give it a go and let me know how it goes!
I can't find a way to make a ReferenceAlias or RefCollectionAlias utilize the effect sequence.😂
that is a POI that I found, I am using the "rug" landing pad there from Mill's Builds.
The most "modding" I do is console commands. I did download CK and I got lost, am kind of at the point, "you can't teach old dogs new tricks" 65 years old.
You'd more than likely want to create a spell, the spell fire a magic effect that fires a 'script'. On magicEffectActive (can't remember the appropriate event name off top of my head); trigger your effect sequence
Then add your spell to that list
You can edit vanilla assets via effect sequences; https://cdn.discordapp.com/attachments/1327987855129051217/1398673318709694555/Starfield_GqgVaS8Gwz.mp4?ex=68a28fc9&is=68a13e49&hm=98c47d2bb524d215860d906edfc9d8b3581fa41c62a4e23743d95016499843a8&
no u
Wow, this is the method I'm using now, and it doesn't actually require scripts. In CK, you can call Effect Sequence directly through Magic Effect→Effect Shader→Effect Sequence, so there's no need to add spells to the RefCollectionAlias list. Just let the player release the spell with the Effect Sequence at the target. But the problem is, if I want to play a beam-shaped Effect Sequence, the length, color, and thickness of this beam can be adjusted by the player in the settings, because each object in the Magic Effect→Effect Shader→Effect Sequence process can only call one object, so I need to create a bunch of Effect Sequences, Effect Shaders, and Magic Effects with different lengths, colors, and thicknesses to cover each player's setting combination.
But I see that in the Effect Sequence window, you can create multiple Sequences and adjust the parameters exposed by the psfx file separately. So is it possible to skip the Magic Effect and Effect Shader and directly play different Sequences in the Effect Sequence?
And it is called through Quest→Quest Aliases
I haven't played with that yet but it sounds logically doable. Anything that doesn't edit a vanilla form is a win!
I found who was making the under pad base, J Ramos, but I think they quit Starfield 😦
Oh no, why they quit? They were awesome!
I hope I am wrong, but they do not show up in channel search. And I really would like to have that base they were working on.
Is it just a square landing pad?
no it has eight sides, it is an asset in game.
here are a couple more screens of what he was making. The hatch is the entrance
but a large square pad would also make a nice base
I have only found two of the "octopads" in game, both at deserted Biotics Labs.
my homeship on the pad
one of the large square pads would be easier to build in and could just have the hatch on top at the front of the ship
I've never seen anyone manage to make a hatch like that outside of myself
I'm very surprised they actually got that working
The landing pad you want tho would be ultra easy to make, while I am absolutely backed up in my pipeline, I may toss it in one of my outpost mods.
I did kinda want to make more alternate landing pads
Oh wait
that's not buildable is it? that's a poi
Okay that makes sense
I guess it is more of a rectangle shaped pad. The trees keep growing back on the one I used at a POI
yep I know the exact pad you are referring to. lol
I made a few custom landing pads once upon a time
could just use one of the hatches as a door with stairs going down, instead of instanced
For a poi yes
for a buildable outpost object no
without script magic outpost packin interior exterior links will not work.
could not just one big room under the pad to build in? and the pad is the roof?
it on Beth's CK store?
I think I can make a better one now tho
Heck, now that I know how to make lifts and stuff, I bet I could do a lift hydraulic
a rectangle one that could be almost flush with the ground, but the base hidden inside?
impossible.
you can't alter the ground; it would also require specific ground conditions, any sort of hill or bump will either cause it to float or clip through the building
a rectangle one with a pad on top would be nice, even above ground. Any plans?
I do think that would be fun to do
I am unfortunately super backed up atm, so, if I do end up getting to that it'll be a while
got an armor pack on the way right now
this is why I thought in could go in the ground. A screen from under the pad using tcl
the ground plane wont magically go away tho
and you cant use a door on a packin it wont let you
it would have to be a poi
so just a player home built in one location? That would be cool too
yep that'll be the requirement
tho I do know how to make a linking door with a packin
So I would actually be able to do that
LOL I could just slap a landing pad onto the estate XD
and then the estate would be hidden in the pad?
hidden?
It would looks something like this
LOL spaghetti
BUT I might be able to have it hook to the building as a separate attachment.
just a rectangle pad with a ship builders kiosk would be nice to have in some places. Was hoping for more different kinds of landing pads to build, Other than the round ones
I'm with ya on that
Something came to my mind - is someone working on 'boring animals and plants' for the Settled Systems/New Atlantis?
What I basically miss are:
-
Rats, mice, cats and dogs that were taken from Earth either knowingly or not knowingly. Rats and mice are known to have migrated using ships on earth, so why not in space during evacuation? 😉
-
Tomato, lettuce, onion, grape, carrot and potato plants
-
Apple, peach, lemon and orange trees
as the vegetables and fruits are there but not the actual plants 😛
Dogs and Cats aren’t explicitly stated to be extinct right?
Might need an expert opinion
Almighty creator of the Va’ruun Prayer Mod, I beg of thee, please heed my cry and hear me and bring me peace in this Starfield save. I beseech thee, grace my humble game, but first I shall call out thy name: @azure dragon
Dogs and Cats, extinct or nah?
idk idc
At least I didn't come around something like that during my playthrough 😉
Fair enough I guess.
confirmed extinct species in starfield bc they have mentioned themm eing so are chickens, chocolate labrador retrievers and horses
mentioned earth animals are ducks, cats, dogs and pigs
So. Where is Dogmeat? 👀
And planet Nublar when? We need Raptors.
concept art had cats so technically they exist in starfield
Kitten Space Agency is a thing now
Akatosh preserve me.
This looks better.
A cat and a red headed daughter plus a space station such a good life this concept art depicts
Yes
Yes is not no. No is bad so yes is great 😉
LOL
I figure since I have a whole farming and hunting mod adding them to it would only make sense
Anyone know where o find Andreja outfits via the extracted ba2 files
I know where they are in creation kit
Just can’t seem to find them via ba2 and I’ve extracted all the files and can’t find it ?
It’s ment to be starfield -data -clothes - Andreja
But it isn’t apparently
Pro tip, if you know where it is in the ck open it in the ck then open the model, copy the nif there in the model and you'll never have to go looking again
👀
Breh, when did you leave?
Leave ?
Yeah, the HV discord.
See how much attention everyone pays 😂 and lil but ago
And thanks tg I’ll try that
That's how I found the dang sandwich, limes and lemons, which are in just about the most inconspicuous place as possible
How was I supposed to guess the sandwich is in ships/interior
Hahahah so that’s how ya been doihg the loverly looking food things
Notes
Man, i paid attention
Lots of blender tricks
The cool thing is, if I make cows and sheep for GH I'll be able to instantly integrate them into the mods features including the cooking system !
I just learnt the ctr + feature in blender after years of using blender I felt like such an idiot
Which one ?
File paths in SF are such a big mess
You know where the normal sticks are lol architecture
Sounds great as that's some aspect which really is missing... outposts and POIs everywhere but nothing close enough to produce the needed amounts of food despite habitable planets 🤔
The what now ! 🤣🤣
Which is exactly why I went through the pain of adding 500 new food items 🤣🤣🤣
I had an idea for my helmet I needed the sticks for
Just like me trying to go through the pain of creating new ships and shiphabs 😅
Did you gave those silly filepaths too
I like to be organized
Tho the titles of things are wack, I use to name everything in code
We are kin
I paid attention, Xeno.
I see that’s been on and off
Had to take time away
I'm a relict of time.
I started creating some things on GTA San Andreas and continued on GTA IV without any SDK as no mod support.
I saw anger and destruction.
But in the end the doors of that damn helicopter were finally tilted!
Glad you're back
Relatable lol, been modding since fallout 3
context
In an 80s movie that would of be fine
Unfortunately seems like a hazard now 🤣
It was a bit of horror to get there as that wasn't controlled by some WYSIWYG editor, no - there were two different "dummies", one was just used for positions like seats, the other was for doors and stuff that may rotate (no custom animations were possible back then for that title 😄 ) So it was more or less trial and error
Oh, and normal maps were not a thing for the chassis so I had to do it using a different shader not intended for the task... I guess I was the first and the only person to do that trick to get rivets on the outside lol
Fun times
Back when all textures were tga lol and the shadows were in the texture lol
Ah yes - backing shadows or painting them by hand ❤️
I eagerly await its completion
We need more outfits
Never missed it 🤣🤣🤣
Crazy how much games have advanced in such a short time
Yup - there is basically most of the time no need to deal with different shaders anymore. Instead you have a material and PBR channels to take care of. If you want to at least.
Just bake and call it good
Won’t be for while
Working on a whole faction thingy at moment it’s driving me insane
Heavily Agree
That sounds fun tho!
Although I have kroghan and turian mesh’s for later on if I can get around to adding them
Man, I’ve been waiting months on something Miiirty’s cooking, my patience is infinite
It’s not it’s pain in my backside haha
Halo Infinite even.
I made cowboy hat too
Mhm, in most cases at least 😉
Back to Nifskope. I need a vanilla game mesh (and it's material references) to continue...
I can’t wait for Quarians designs
When was that?
Good luck 🫡
Did I MISS something?
I would have to make tali if I did that how ever I’d most probably put mesh over Andreja haha
WOAH! That’s a ||gambler’s|| hat, literally!
There name shall be gambit hahah
I’ve recently gotten obsessed with Expedition 33 and I’d love to see their outfits in Starfield
Steampunk meets starfeild be very cool
Indeed agreed
I’ve beaten it 3 times already.
Ah ok
Gorgeous Game, can’t get enough, it’s why I’d love to get Lune’s or Gustave’s outfits in game.
Sciel was my go to
Use to solo with her and mae
(Jennifer English’s character )
Monocho and his foot fetish always made me laugh
SHOOT, my main was Lune.
So apparently I can’t go into the Armistice archives because then my screen goes black and it continues even after I leave
It happens. Its not loading the new instance. I usually exit SF. Log back in and sometimes that works.
Everyone talking about waiting on animation tools, is there any confirmation this is happening? Skyrim and Fallout 4 got custom animation frameworks done nice and quick without the tools, are we causing stagnation in this aspect by 'waiting' on official tools?
Hmm, I currently try to export a Starfield mesh using Nifskope to gltf and load it into Blender. That worked some weeks ago just fine but now I'm stuck. I only get this generic error message on importing. Anyone any idea?
I’ve been having issues with nif last few days too so ya not alone
I never import export anything in nif
Nifs are basically pointless for model work, "basically" because they aren't the model anymore they just hold the model data.
Use blender 3.6.5
Welcome back lol
May someone may a preset of my character, please? I am at 14 day save and I fear that save bloat issue is gonna hit me any day now.
I've had the same saved character for like a year now LOL
Did you go through the Unity? I never will.
@sharp lynx That’s the problem I run into, Fren
LMAO that did the tick - strange, so on Blender side they changed something to the importer it seems.
Does that mean you do all your modelling and texture stuff in blender ?
Can’t decide a name for some Andreja loot that I’m doing the names so far
“Andrejas loot “🤦🏼 I know original
“Andrejas stash”
“Andrejas Funtime outfits”
I’m usless with names for stuff
Hello, is Nexus down?
@next mulch The Hatch is a really cool mod; I had a lot of fun with it. Thanks for making it.
Also @vagrant trench the Everbright is great. It feels like an entire DLC. Well worth the cost.
Shouldn’t be I was on it bout 20mins ago
Thanks, I was trying to update some mods but the site refused to load. It might just be my internet.
Ah ok I wasn’t uploading anything but yeah check connect to on if not connection than might be host to site issues
Question how did ya remove said logos off peices as currently trying with other stuff ? If you be so kind please 😁
you dont need to only use 3.6
@eager ether I use a few things for my textures.
I do all my UV wrapping blender
my pro-tip is use more than one blender LOL
you can easily save as a blend file and transfer meshes from new to old.
or export as fbx and import into any other model program you prefer
Hmmm interesting
starfield:
How do I display a msg.Show() where the choices are like a table as opposed to the bottom of the display box?
Interesting I figured it out. Basically, if you add text to "event" it changes the message box.
I got an even easier workflow for now:
- import GLTF into 3.6
- mark all objects, copy them
- open newer blender version/project, paste
done 😉
bascially the same thing tbh
Yes, but less clicking using shortcuts 🙂
LOL if I didnt use shortcuts
In the end...
I may even try to replace the gltf import plugin. I'm pretty sure that will also do the job
I'd still be here
possible
This is like Where’s Waldo, Cept’ where’s Starborn
With all the food there, I’ll be able to have Thanksgiving with the BOIS this year
Before someone brings up Akila politics and the table flips and someone gets shot
LOL
Disappointed there is no banana for scale 🤔
Disappointed I didn't see it earlier
Landing pad with a hatch to get into underground base. So close, but it is not buildable inside only above ground and it is in one location . The hatch is down in the pit in front of the ship.
Andreja's Booty? i know its kinda pirate themed with Booty but there is also the implication xd
Yeah I had that thought Also
Name still undecided
I did think
Andrejas bootilicous loot
oh that one could work tbh
Still putting her outfits together not quite happy with it yet 😂
im also not good with names lol
i made a ship for NG+ use in the CK once and after a LOT of thinking i went with the so original Stovie's Ship lol
If rumours are to be true on new ship stuff I’m sticking to my modded Starborn ship untill otherwise hahah
Hey guys, I have a quick question, do yall know a mod that allows you to add elite crew to player homes like the dream home and TGS the estate? Really trying to run a solid crew but want them to live in the homes with me.
i just wanted to have my design saved so i did not had to rebuild it each NG+ xd
Can’t you select them in your shop crew tab and send them there ? Not got dream home so I dunno
I was gonna make the endeavour from alien give or take few details
Not the regular outpost, like in the dream home it won’t let you build crew stations so I’m looking for a mod that bypasses that
Or better yet any mod that lets you add crew members to TGS homes she created
sounds like those crew stations have some sort of keyword so they can only be build in specific area's
Ooooh erm I think somehow wouod hve to manually make them via console commands but that’s just a guess
As for mods there is a build outpost anywhere unsure if that would work
Hmm I’ll have to do some more research, that’s like the one mod I need for a perfect play through but the home I’m using is so big it’s really bugging me that I can’t add people in it 😅😅
I live on my ship hahah very rare have outposts haha
I usually do as well but this run I wanna actually use houses on planets while I rest in between adventures, if you’ve seen TGS The Estate mod it’s really nice and it even has all the vendors connected so you can buy things from your house rather than go to every shop individually. Only thing is I can’t add crew stations and the house is mansion sized and extremely lonely 😂😂
and these crew stations give you the ability to send people there?(idk i only test to see if the New Atlantis FPS drops are gone each update, which they never are and then dont touch the game till next update these days xD)
Yes, they allow you to send crew to your outpost if you don’t have any room on ship or wanna run solo
New Atlantis always drops fps for me it’s like Boston in fallout 4 always terrible fps 😂
yeah so dont pin me down on this but these crew station prob have some sort of keyword OR the build area you are in has a keyword orso preventing you from placing down those stations
which in theory would not be that hard to edit possible(again im not 100% sure i mostly mod for Fallout 4 on Xbox lol)
Well another great thing about the estate is that I can built it anywhere so i usually go somewhere that doesn’t have a lot of stuff to mess with my FPS
its actually fine on Series X these days
I am on x 😂
Thanks so much, really appreciate it!
@warm helm I could easily just add a crew station to the deco LOL
I would much rather prefer an accurate Nostromo or Sulaco.
Wait really? That would be fantastic, i absolutely love your work btw 🙌🏼
Many thanks
thats a super common thing people request, the problem is... there's not a single modded player home where this has been done
BUT, I'm sure a simple fix would be adding the workstation to the deco list
I'll apply that next update! ❤️
Thank you so much again. I’m actually surprised no one has done it already tbh.
Well for the vanilla way of applying that its actually not possible
They won't do anything besides being deco tho
Don't expect to be able to magically assign crew just because a crew station is built
Unfortunately that's not how that works 
at least they'll be there
I think one day I'm going to sit down and put all my mental focus to figuring this out officially.
We really need a saddle on top of our Freestar ships to ride them from the exterior cell... yiiihaw...
"Ship armor"
No, that implies a golden blanket below the saddle...
...as well as a price tag of 1000cr *cough
nah I want my spaceship in full on outfits LOL
OWL got you covered here with habs full af mannequins lol
is there a limit on number of items in the shipbuilder menus? I added some mods and some of the parts I had before are no longer in the menus.
I enjoy all your mods got all 6 off Creation store
remember, unless you have a mod that chages it, some parts are only available in certain cities
Even then, stick to editing ships either at outpost, NA, Akila or Neon
right, I have just been doing all my edits at my same outpost, and the parts in question were there before at the same location
It may also be due to load order - it seems like some of the categories I had before are missing too
anyone have a mod for the Ship Building Kiosk, so we can place it in our camp without a landing pad? Or even better the rectangle pad with the ship builder on it?
But the best would be that pad and kiosk with a hatch for a bunker under the pad like this
the hatch could work like the fallout 76 shelters, you place it and then go inside to build
we need a variety of large landing pads
I know the darkstar paid mod has a shipbuilding kiosk that's separate from a pad.
I would LOVE a larger rectangular landing pad. Larger ships, even in vanilla, sometimes dont land on the shipbuilder one very well
If you have the sub space warfare mod, the landing bay offers 100 thrust and makes your ship hover nearly eliminating size restrictions because you don't actually land.
But.... if it is hovering, how do you get back in?
the rectangle pad I have my ship on, I am using the "carpet" landing pad on a POI, but the trees keep growing back
Darkstar has if I recall 2-3 different large versions including a "skypad"
that is cool, but unfortunatly I am limited and cant do paid mods
There's a small bubble on the ground you click on it to enter
Honestly it's the best 1k I spent yet easily.
Adds so much
we just need a mod with a variety of Large Landing pads, Ship building kiosk and a hatch for underground bunker
From Fallout 76 the hatch for a shelter, and they have different size shelters that you can tie together https://cdn.discordapp.com/attachments/1001510507003519016/1127971950975787159/minic.jpg?ex=68a48c3d&is=68a33abd&hm=66b5e7be4780cac4bcb1f585be2afb08c2fb9f98f76b1e132b77daeebe1af614&
just inside the entrance of the smallest shelter
https://cdn.discordapp.com/attachments/1001510507003519016/1209100907871215646/mc1.png?ex=68a46178&is=68a30ff8&hm=11e8ed14bfb008a7b2bd730bff6d07436e7b7b5673758b98bb75e5e5225eded7&
I recall that TG already mentioned linking doors in packins isn't something we can do
some mods already do that
Oh what's that one called
Does anyone happen to know if the Owl hab mods work with Place Doors Yourself?
this is survivalist compound mod. it is just the small fenced in area in the middle with a hatch
I used the Mills Builds carpet landing pad
I wish there was a mod to make the ship turrets go back to center after a fight
what my ship looks like after a fight 🤣
This does not seem to be an outpost placeable object
My point was, linking doors for outpost objects is not possible
fallout 76 is on the first Creation Engine and they have player placeable hatches, why not SF on CE2?
I actually explained this to you
I don't know technical stuff, I just know that it's not possible in SF without doing some sort of script magic. So its not as straight forward as linking doors normally is, that's all!
packins are stored in game via a cloned copy of its cell called a storage cell, this cell physically exists as the packin itself
if you link a door within this packin you will only link yourself to the storage cell
which is an interior cell.
can you even get it linked without CK crashing when trying to save?
When I messed with that CK would just say nope and crashed
it wont just crash the ck it will yeet your file data on save
oh fun
it'll drop your esp to 0kb
how to nuke your mod 101
Yea I did it several times trying to figure this out

And I never even figured it out XD
does the TGs The Estate (Outpost Placeable Playerhome) not work like that?
That's the script magic I mentioned earlier, hence why nobody did that yet as it's not as simple as linking doors normally is
yep
so it is possible
Correct and I did say I might make a landing pad bunker
Who's to say I haven't already 
Hey I mean if you want to give it a try there's stuff and all to go through to setup something like that up
too old to try to learn all that 65+
but you're an eagle tho
Ah I see!
And aren’t you just 1s and 0s?
@worldly furnace yay! I just noticed you put out a new version. Nice that you managed to fix the lodge's garden mesh. Thank you!
And I'm a Monkey...lol
LOL
How do I alter the ui on game like say for example
I wanted the white bits red or something like that and maybe resize the ui etc
Find a program called FFDec
Within creation kit or external ?
If external I’m
Guessing I edit outside of ck then put it back in to ck so I can then export As a mod ?
You would extract the swf file (UI menu) from Starfield interface.ba2, then you use ffdec to edit that swf.
If your game is set up to load loose files then you're already done. If you want to make it a proper released mod then you would pack your edited Swf file into a new ba2 archive.
The creation kit comes with a tools folder installed to the game installation. The creation kit tools folder has some well.. additional tools including the ba2 extractor
Ok so get programs
Extract said file edit then package back in got it 😁
Thanks buddy
There are so many infuriating complications with UI modding so ping me if you run into any stoppers
Is there a mod where you can get NPCs to build and manage settlements for you
All doing is sizing down changing colour and maybe if I can make the chroma bit in bottom left less filled
Like sim settlements from fallout 4 ?
As far as I’m aware not seen one yet
But bards outpost crew (think it’s called ) as something simular last time I remember
Is the program on GitHub by any chance ?
You still have to build the settlement yourself.
Yeah unfortunately
I am too waiting and looking for mod like sim settlements
Yea, The free flash decompiler by jpex.
I want to be a venture capitalist. Fund the costs, go to the settlements to assess its development, then deal with any problems they have.
I’ll look now as just got the interface stuff
We all wanna space colonise your not alone there buddy
https://github.com/jindrapetrik/jpexs-decompiler/releases/tag/version24.0.1 hopefully the bot doesn't attack me for posting a link
🙏🏻👌🏻
When I lived in Alaska I visited the eagles every week. The eagle parents did not mind. I guess they got used to me. They did have plenty of food around. LOL
@midnight bear just wanted to let you know the mod goes live tomorrow 🫰
Try using my current GitHub Actions build of NifSkope. The previous versions exported glTF files without a scene, which is no longer accepted by Blender. I fixed this a week ago.
Ah, that's great! Gonna check it out - thanks!
@surreal storm hey I hope I'm doing this right, it says this is how to contact you your creation club content page for starfield.
So I'm wondering if it'd be at all possible to add a % Chance to your tiny POIs. Not saying I don't like them, in fact they're fantastic. But I'm playing with so smalls collection and as such exploring a lot. A hell of a lot. By the time I finish a planet I've had the best part of 30 tiny reasons and seen pretty much all of them in the first system.
Itd be nice if I could lower the frequency to 50% or 75% maybe 25% id have to test to know for sure the perfect amount for me.
There should be an update out soon that allows you to choose the 3 levels of frequency, but I can look into adding percentages as well
That's excellent! Thanks for replying, eagerly looking forward to it.
Yes! Excellent news! I was getting desperate! Thanks for the information. ✨🎉
Why's that one going live a day later than anything else?
I'm tired, my mistake
oh I genuinely thought it's tomorrow for whatever reason lol
Out now for shipyards near you: Sail the Stars.
Sail the Stars adds 80+ new structural ship pieces, 20 new sail-engines, a custom bridge, custom landing bay, and custom docker to the game to let you fly a stylised 18th century ship in space. Choose metal vs wooden hull, add unique sails and prow decorations, wow passengers with the forward landing bay and side hull docker, and enjoy the hidden prow bridge.
Creation link: https://creations.bethesda.net/en/starfield/details/4a91b779-9729-4efc-8ffd-4b9739951193/Sail_the_Stars
🫵
Gonna get your cliffside estate
I hope you'll like it!
I saw there’s an armory, with SEVERAL Mannequins, it’s all I’ve ever wanted
mod suggestion - No mans Sky playable chars and turns the citizens into NMS chars
ODST Armor when?
That's all
about to make your new beautiful estate into my crafting hub
Anybody have any experience with creating a sound trigger when the player has reached a specific box trigger within a world-editor location? To be more specific talking about a wwise event trigger where you use your own audio and connect it to the game trigger using the default script DefaultRefSoundTriggerScript?
Hi everyone. For xbox series x starfield, does anyone know if the mod "Robot Engineering" is compatible with the mod "no skill challenges"?
https://creations.bethesda.net/en/starfield/details/7bcefbad-75b1-461b-842b-9ac57de53847/Robot_Engineering
https://creations.bethesda.net/en/starfield/details/101e510e-dfa5-448a-8d92-ccce4974b715/No_Skill_Challenges/details
hello, who got the cryomancer creation? i had a question, the creation gives 3 new companions but they're more like pets, so where do they go when they're dismissed?
On PC but no. Robot engineering will still have challenges to unlock ranks if the new perk includes.
most mods that take those out completely remove mods that require those
Just like if you install a mod that removes research requirements you are either not going to be able to have anything that has R&R requirements or at the mercy of hoping the mod author specifically made it work with that, which is most likely no.
What is this??
Let’s see
Ok so I’m bout done with nifscope at this point losing my gawd dam marbles
So trying to put anything or do anything within nif scope just seems that big scope ain’t wanting to work how it’s intended
So question how can I deal with applying textures and then out said files and models back into starfeild so I can use them in creation kit
I watch your stuff hahaha
Nif just isn’t doing what it’s suppose to at moment
Dunno if it’s due to external reasons or not
What is the issue?
exactly?
since I see a lot of talk about textures I assume you havent set up material files
@thick plaza Sup big big dawg!!! Glad to have you back on here.
@tall swift Will the “Space Economy” conflict with “Cost of Spacing”??
There's some overlapping features, but you can just disable or remove COS and add TSE anytime in a playthrough.
Okay. I love COS, tbh.
So it’s safe to download mid playthrough?
It’s few part
(Note I didn’t have this issue untill yesterday evening which is odd on a random scale as before that i could do what I’m bout to say )
Ok so textures can not set via nif as when I try to says “invalid source “ dispite it being in starfield -data etc which is where I was using from before
——-
Mesh in nif to replace for examples sake
Uc pilot mesh (which when try load bethesda model to begin with in nif (invalid source same as before )
This is before I have attempted to load my altered model
Just for starters
Apparently having a day of it seems 😂
Well, you can't just apply textures to a nif now
they require material files, which is where you'll place the whole texture set.
Not just textures it’s the models aswell
Can I pop into dms so I can send pics of what I mean
I'm starting with one thing at a time LOL
Oh ok nvm I can do it here 🤦🏼
there's a whole lot wrong here XD
Oh
you can send me a DM it's okay
I’m sorry, @sharp lynx , that just cracked me up. You’re funny af.
Thanks! Yep, perfectly fine to start midgame. I do 99% of my testing from midgame saves because I'm too lazy to start new games each time 😅
@tall swift So download, disable COS, and then play? That simple? Lol
Yep, that should do it.
@frosty rover hello, i have a question about the 3 pets in the cryomancer creation, if i dismiss them do they go back in the dungeons i found them or they go at a player home?
Very bottom of the load order?
That's probably best but it shouldn't matter a whole lot where it ends up.
I’ll place it at the bottom just to be on the safe side. Lol
Thank you @tall swift
You are very welcome! I hope you enjoy... and, good luck! lol
Lol. Thank you. I’ll try. Not as scared with this one as I was with “Real Fuel” for some reason. “Real Fuel” is actually pretty balanced.
Haha, glad to hear. I really do try to have a default experience that isn't super out of line from normal gameplay, and just adds some depth.
I do think most people would find paying taxes to be scarier than getting stranded in space though! lol
@tall swift Then again, I’m using streamlined mode for it.
Lol. Especially American corporations. They are more terrified of paying taxes than the Satan himself!!!!!
I think the only thing that scares them more than taxes are “Satan” and employees working from home.
Or….well, I can’t say that one….lol. But I’m sure you know where I’m going with it.
Haha. I probably do.
Taxes do suck
Hmmm, I feel as though if someone can make 800 million a year, they can afford a tax of 50k. That’s a drop in the bucket to them.
I swear if I made 8 million a year, I’d have that Lambo and be taking Zoom calls while on Starfield all day.
The taxation will continue until morale improves!
If we get taxed anymore. My morale will not improve. If they keep taxing us the pitchforks are going to come out at a certain point! 🤣😂
Imagine being like a large corporation and you don’t have to pay taxes and you get a tax break because you forced all of your employees to come back into building that nobody asked you to build.
That’s the kinda Draconian BS that I was hoping to see in Neon. Unfortunately, we got none of that.
@viscid olive hello, i just tested the falkland creation, i like it, but the medical bay bed does not work, can't be interacted.
They will either head back to where you found them, or they will stay in the spot you dismissed them at until you tell them to follow you again.
If you want then to stay in the player home, tell them to stay while they are in there. Again they will stay there until you have them follow you again.
@tall swift Where can I find the custom Ledger terminal on your Economy mod? I can’t seem to find it
This is my Sleepcrate decorated with my furniture from my new mod Tailored Spaces. Submitted this weekend, so coming soon.
@vagrant trench Hello, i just did the little quest to recruit "the new crew", the creation description says they don't take any crew slot, but they do, so i cannot assign them all.
Is it something that's going to be fixed? The main reason i bought this creation was because the description said they did not take any crew slot, but they do currently.
Also, i have Lyria, she does not take any crew slot, but those ones definitely do.
with Lyria, it works fine even with a full crew
I have played starfield with the drone mod, and I wanted to tell you that you did an incredible job, I am very happy with what you did, congratulations for doing a great job ✨👏. But I have some doubts that I do not know if it is normal or not. I am mainly using this mod to use it cinematically to record in real time situations in cities and different worlds and I wanted to know if it is normal that the NPCs always notice the drone and start talking to it as if I were there, some NPCs even approach me to tell me a dialogue and the drone explodes automatically. The enemies also notice the drone and attack it just when you approach. The aliens from the planets also attack you and chase you, all this happens as if I were there, perhaps some of these things are normal. and maybe I will have to use another mod so that the NPCs do not notice me hahah. My other question is that every time I use the drone in real time, it doesn't show the spacesuit in cities or settlements, and I have the option to show the spacesuit activated. I think those are my questions for now. If there's anything I'll let you know, and again, congratulations on the great work. You managed to make it work incredibly well. ✨
Sorry for so much text
Hey! No that's fantastic feedback and thank you for the kind words! I'm going to grab this feedback and run it by the team. Will look into some solutions asap, will keep you posted!
Thank you very much ✨👏
As a workaround, you could use something like my 200 Ship Crew mod if desired.
Had an idea btw, it said if you have any to let you know so I figured i would.
Lore friendly tiny stuff like va ruun temples or shrines? Obviously snake/serpent themed. You've already touched on a lot of the other factions not to mention shops and vendors which is amazing but I'm yet to find anything related to va ruun? Maybe ive just not seen them and they're already there if so ignore this.
@frosty rover regarding your mods spacesuit + clothing pack stand alone; is it possible to find these whilst out exploring outside of buying/crafting?
Also is there any plans to add them to an apparel category so one doesnt need to scroll so much?
va’ruun themed locations is something i’m looking to add in an update next month
Great minds then if I think of anything else I'll let you know
If youre feeling ambitious I have another... tiny dungeons..(ig caves or under ground outpost) you could have it so you have to get x amount of keys via va ruun shrines so you might not even get it every run with unique stuff at the end from space suits to weapons.
I admit this is a big jump from what you currently have but it'd be cool to go deeper if you wanted to ofc.
Even a star station w.e somewhere you can fit in since its most likely gonna need hand crafting
tiny dungeons is something i plan on eventually having, yes. i am also working on having villages with randomized content where you can rest etc
You mean like you can’t activate it to lay in it? This should’ve been fixed in the last update, but I’ll check it out in the CK
The Mark M suit mod and the Nomad mod mask are a really great combination with the UC helmet.
Anyone working on a mod with a variety of Large Landing pads (rectangle shaped), Ship building kiosk and maybe a hatch for underground bunker?
Does anyone know a good mod for realistic fuel systems where you can run out of fuel for system jumps?
What's the best way to create a new NPC/character in CK, should I start with a blank slate or duplicate an NPC and tweak their settings?
@sharp lynx I hate to bother you but have you heard of this issue with your Galaxtic Harvest mod on Creations? I forewarn you the gent is annoying is ornery but his issue seems legit.



