#starfield-mods

1 messages · Page 77 of 1

lyric forge
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Quick question as I'm getting into the Starfield CK particulars for the first time.
Do we always work in the .esp and export every time we want to use it in game, or export once and edit the .esm after that?

timber warren
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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 🙂

peak cipher
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No problem keep up with the mods korodic really good love them

lyric forge
woeful sigil
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Yep esp for development

lyric forge
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Alright, @sharp lynx imma start doing that Starvival comp patch for your awesome Galactic Harvest!^^

tribal yew
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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 😅

neat crow
tribal yew
uncut sandal
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Wait are you trying to recreate an ED ship?

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Theres so many cool ships in that

tribal yew
tribal yew
tribal yew
uncut sandal
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The one I'd like to see is the Asp Explorer, used for deep range exploration, with a jump range of 35+ LY

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Was a favourite of mine

tribal yew
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But also in that case it will be cut into pieces and might in the end not represent the same thing 😄

uncut sandal
tribal yew
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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

uncut sandal
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With the full height bridge window

tribal yew
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Also I got the (Deimos) Python, the (Deimos) Chieftain, (Hopetech) Type 6 and a specific 'Taiyo' version of something in the works 😄

jolly torrent
tribal yew
# jolly torrent 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 😉

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Like engine models or bridges

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So I start with basic CC 4.0 printable (stl) models I found across the net and work from there

sleek jetty
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Anyone good with scrips or know how to enable a vendor npc to only show up after a certain quest stage is triggered?

peak pawn
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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
peak pawn
peak pawn
brazen bay
neat crow
brazen bay
neat crow
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I use that mod a lot so yeah!

peak pawn
sleek cliff
jolly torrent
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👀

jolly torrent
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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.

jolly torrent
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@tall swift Thank you, btw!!!

jolly torrent
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Is Zone79 around? Lol

jolly torrent
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@sharp lynx Midnight chow is better because of this recipe!!!!

tall swift
lone dune
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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.

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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.

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Is this the reason? BUT there is no Perforce in Preferences.

neat crow
normal steeple
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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 👍

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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)

marsh grotto
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@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) ?

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🤔 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"

lone dune
normal steeple
# lone dune Sorry, please wait a moment. I may need a more basic explanation. Do you mean th...

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 👍

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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

neat crow
normal steeple
lone dune
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It just work

narrow isle
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I have updated Old Secrets to 1.1, when it passes verification it will be available for download.

normal steeple
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The iteration of testing is pain though, so good luck 🤣

tribal yew
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A bit of further dismantling...

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Still much to do...

tribal yew
# tribal yew A bit of further dismantling...

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.||

sleek cliff
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The ||Anaconda don’t stop?||

tribal yew
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You cannot stop the machine in general

ancient hornet
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Are there any guides on how Scenes work in the CK (for Starfield)?

safe raven
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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.

lyric finch
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Someone help me understand why I'm installing a 'paid for' version of a mod and what I'm getting is the 'free' version

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Namely the outpost mission boards and clean reflex sights

normal steeple
lyric finch
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Is there a workaround? A solution or it just broke

oak plinth
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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

oak plinth
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Yes, I ran the compile all script and made it a master

fluid carbon
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Looks to me like you are assigning, then instantly unassigning them. You might want to do the Recruit Unassign first then use the .Recruited(). ?

oak plinth
neat crow
# oak plinth Yes, I ran the compile all script and made it a master

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?

oak plinth
neat crow
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Well the file location is dictated by its namespace

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so if that matches the location CK put it it's fine, which CK usually does when compiling

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Fragments:Quests:Scriptname would go into Scripts/Fragements/Quests as an example

oak plinth
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Yeah, those pex files are there. So frustrating because I am 99% sure I have done everything I need to do.

neat crow
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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

oak plinth
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Okay, thanks, I will try that next.

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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.

neat crow
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For an upload to Creations it needs to be in an archive too

oak plinth
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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.

neat crow
oak plinth
oak plinth
jolly torrent
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Rough ass Monday. I’m always glad I can get some Starfield in.

jolly torrent
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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.

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The music was too good to resist.

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Sam got some moves on him.

jolly torrent
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This mission is not my favorite

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But everyone lives, so it’s not a drag.

mystic fox
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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

jolly torrent
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El Jefe?!? There’s a mod called El jefe?!? The boss?!? 😂

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😂

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I’m ☠️

mystic fox
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No it’s called el jefe enemy combat ai my bad

vital field
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how would one go about manually updating a SFSE plugin that uses DLL and PDB files and the like?

lyric finch
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Anyone found a workaround to install a paid creation instead of the free one downloading in it's place?

dapper wren
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is there a mod for emergency grav jumps out of combat?

vital field
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You can grav jump away out of combat in the normal game

tribal yew
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🤔 Athene DT-10 to DT-50 maybe? (thinking about the design to turn these small fighter or drone engines into)

jolly torrent
vital field
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Odd

jolly torrent
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Or at least it’s not very reliable in certain conditions.

tribal yew
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Nano generator model ✅

zinc spade
woeful sigil
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just started using it, thanks for the recommendation

normal steeple
sleek cliff
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WELL, can’t wait to jump into this.

lyric finch
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There a way to reverify purchases?

lyric finch
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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

neat crow
lyric finch
marsh grotto
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anyone know of a mod for building the large square landing pad? It looks So much better than the round one

warped flicker
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In need of an immersive ship ramps/watchtower patch. Anyone else having issues?

jolly torrent
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What’s this?!?! A new faction, you say?!?

sleek cliff
jolly torrent
sleek cliff
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Some rough edges, but nothing to complain about, still in the early stages

lyric finch
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Has anyone here used the Ronin mission board expansion? And does it let you alter rewards payout?

jolly torrent
jolly torrent
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They don’t even have to fully function at this point, just for them to be there. Lol

jolly torrent
sleek cliff
jolly torrent
verbal crater
# jolly torrent I just looked at it fully. I’m hoping the mod author can add in some cyrotube/hy...
torn sigil
strong oak
lyric forge
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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??:\

slim sun
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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

untold field
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@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.

neat crow
untold field
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Okay weird, i will do some further testing
The weapon also was in semi-automatic, idk if that could cause a sound bug.

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But maybe it was just acting up and works again later

little ridge
untold field
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Ah okay, good to know its not on my side 😄 Looking for conflicts is always such a pain in the ass haha

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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.

https://shop.nemt-gmbh.de/Fritz-Cell-Tactical-Bipod-Frontgriff-Vertical-Grip-Zweibein-Passend-Ergonomisch-Zweibein-Picatinnyschiene

sleek jetty
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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.

lyric forge
timid temple
lyric forge
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Alright, I'll try that, thanks.:)

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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...

lyric forge
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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?

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Is the Starvival application wrong and should the effect script action be in the Effect field instead of the second line?:\

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Hm, Starvival needs Papyrus Extender, do I need to somehow start CK with papyrus extender activated?

fluid carbon
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I think the food stuff works from keywords add to them.

woeful sigil
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Hi, a hotfix for this has now been released. Please update the creation 🙂

haughty fable
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I wonder if there are any plans by anyone to add Huan as a grey hat companion for Crimson Fleet playthroughs.

marsh grotto
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@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.

jolly torrent
neat crow
slim sun
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@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.

marsh grotto
placid hedge
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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.

jolly torrent
dapper galleon
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@little ridge hey did you ever update the weapon tier issue for your weapon mods

jolly torrent
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It should work on all copies of her outfit, correct? Like I can spawn that outfit in and check?

jolly torrent
jolly torrent
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@slim sun Tested. Works for me on the Xbox Series X.

slim sun
jolly torrent
jolly torrent
lyric finch
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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

tribal yew
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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 🙂

tribal yew
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It might be just an ini edit

lyric finch
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I'll take a look 🙂

tribal yew
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Seems to be more a replacer as it's a .nif - so be cautious

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Putting things into perspective 😉

azure dragon
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you have no idea how badly I need this

tribal yew
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I guess I have - that's why I started that 😄

azure dragon
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the moment this got abandoned I was so sad

tribal yew
lyric finch
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Did I see an Anaconda being designed the other day?

azure dragon
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probbo the same as now 🤔

lyric finch
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I've missed that ship

tribal yew
# azure dragon probbo the same as now 🤔

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

azure dragon
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valid

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maybe it's a loading screen like the ship doors where you sit down press button and it loads you into the ship

lyric finch
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Still cannot get these achievement friendly mods to install instead of the free versions

At a loss 😭

azure dragon
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doesn't matter it's abandoned anyway :/

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console issues

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srry to hear it tho kaz

lyric finch
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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

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Now my ships just vanished entirely

azure dragon
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I'm 90% sure you're cursed

tribal yew
azure dragon
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yea the main problem for this project was that creation kit wasn't out back then

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and they just lost interest

tribal yew
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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 😅

sleek cliff
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I agree, we should purge the heretics.

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Dare I say….

azure dragon
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sir go back to bed

sleek cliff
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A Crusade?

sleek cliff
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Need that Sam’s club money

tribal yew
azure dragon
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you had one that looked like the va'ruun ships on the viper's nest poster right?

tribal yew
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Yes, the Type 6

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Still basically unedited with placeholder mapping

azure dragon
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sick

sleek cliff
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I loves it

tribal yew
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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

sleek cliff
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I could see HT make something compact like that

tribal yew
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Relatively compact - it's also already 50m long and 15m tall

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So it's a 5 story building 😄

azure dragon
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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

sleek cliff
azure dragon
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like when you land the fighter becomes invisible and the buggy takes it's model and can fly

tribal yew
azure dragon
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valid

tribal yew
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The primary idea of the fighter on my side is also to use it alongside 'Watch Tower' - so it's mainly a fleet vehicle

azure dragon
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yea so

tribal yew
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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

azure dragon
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I'm gonna main ship it lmao

sleek cliff
tribal yew
azure dragon
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fighter would look so cute along my fleet

tribal yew
azure dragon
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yea I have the shroudbearer and mourning in my fleet

sleek cliff
azure dragon
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bc the mourning is in the game files

sleek cliff
azure dragon
tribal yew
sleek cliff
azure dragon
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I need someone to make the mourning device a ship attachment

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so I can put it under the shroudbearer just for display reasons

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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 🥰

tribal yew
azure dragon
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I think the Mourning sounds better than the Archimedes

sleek cliff
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Just zipping around space at 700 MPH

tribal yew
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Scaling performance will be fun - they should be faster than a regular vanilla ship but not overly fast. Same goes for general agility

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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

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so now it's ~18m wide, 5.25m tall and ~21m long which I think is a good size 🙂

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And well, it's going to be a Stroud Eklund thing - so I'll have to slap their brand onto everywhere 😛

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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)

tribal yew
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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

sleek cliff
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The new EV of the future!

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Reducing the Space Carbon Footprint by 2350

tribal yew
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But that small gravdrive might still need some HE³

sleek cliff
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Sarah T Bourne?

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👀

tribal yew
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Sarah disliked that...

sleek cliff
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I mean, look at how well it worked for Victor Aiza

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Maybe a Starborn got around to studying the guardian ships?

tribal yew
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In that case I must not care about any form of engine either, looking at the Starborn Guardian xD

sleek cliff
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Follow me here, maybe they figured out a way to wed Starborn tech with current 2330 tech?

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Grav Drives might be an example

tribal yew
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But that fighter is the result of the Colony War 🤔

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Basically developed in the last years

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At least that's my fictional lore for most of the ships that follow the known Deimos design

sleek cliff
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👀

tribal yew
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Like the Anaconda is a design for Xeno warfare 👀 that's why the landing bay is a giant armored hab

tribal yew
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In these regards: I'll add emergency HE³ fuel tanks xD

sleek cliff
tribal yew
dapper galleon
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Wonder if Gundams are able to be added into the game

sleek cliff
sleek cliff
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Probably

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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

tribal yew
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Ha, guess I found a place... let's see 😛

sleek cliff
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Ey, that’s a cool looking ship.

tribal yew
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For the main design Kudos to Frontier who developed Elite Dangerous and invented the designs 😉

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Kudos to me only to rip them apart to make them lore friendly and modular lol

lone dune
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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.

neat crow
lone dune
# neat crow OnItemAdded event only works if you setup an inventory filter in papyrus first t...

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?

dapper galleon
jolly torrent
dapper galleon
jolly torrent
dapper galleon
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@sharp lynx How goes that new armor mods you mentioned.

Kinda curious how they look

zinc spade
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Oh man I forgot about those.

lyric forge
tribal yew
# tribal yew

Viola - a CFT for HE³ is born. Might only fit this fighter but welp!

untold field
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@mortal coral hi 🙂 big fan of your new creation. The creation page says that the linked video has been deleted though.

jolly torrent
dapper galleon
#

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

mortal coral
sleek cliff
dapper galleon
#

Also i have this youtube video as my ambient noise bjt Was thinking this kinda design would make an epic captains quarters in starfeild

crisp haven
dapper galleon
jolly torrent
#

I love when I get the “hellworld” red sky.

sharp lynx
#

Well my armor pack is gonna be lit lol

crisp haven
sharp lynx
#

Wulfy!

jolly torrent
sharp lynx
#

Swhearts hewo fren

jolly torrent
#

@sharp lynx QQ for ya. Did you ever release that mod that had the capability for the player character to chop down trees?

sharp lynx
#

That was part of the last GH update

jolly torrent
#

Oh it was?!?!

#

I thought I updated it. Let me go back and compare the versions.

sharp lynx
#

Yea you should be able to punch crops and they'll yeet

crisp haven
crisp haven
#

I like it alot looks like a mix between varuun and starborn

untold field
mortal coral
#

i'll look into the magnification issue too, thanks for that

gilded brook
#

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.

marsh grotto
#

anyone know of a mod to add the Large Square Landing Pad to an outpost?

olive kindle
#

Is there a way to check if the player's inventory menu is open?

hollow salmon
#

So are they going to fix Starfield so it can launch the game with mods?

sharp lynx
#

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.

neat crow
#

yeah pretty sure it's a platform thing

hollow salmon
#

@sleek cliff what do you mean?

sharp lynx
hollow salmon
#

I only play PC games although I do have latest and greatest Xbox, I only use it to watch anime

sleek cliff
sharp lynx
#

I only play games on console for a genuine game experience.

#

unmodified.

sleek cliff
hollow salmon
#

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

sleek cliff
#

Okay, now that is strange.

subtle jungle
hollow salmon
#

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

subtle jungle
#

Your game launches fine without mods?

hollow salmon
#

yes so far

#

Even Tank_girl's mods not working

sharp lynx
#

it's probably your load order

#

it could be 100 different things honestly

subtle jungle
#

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.

sharp lynx
#

you might have mods from nexus, pre-ck running with creation mods

#

those dont work well together usually

hollow salmon
#

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

sharp lynx
#

well then your clear indication is something somewhere in your load order needs to be updated

subtle jungle
hollow salmon
#

Is that include the ones Bethsda mods too?

subtle jungle
#

Are you asking about the Bethesda specific releases or mods on Beth.net in general?

hollow salmon
#

So I guess I have to wait a few months then to play it, untill everything is updated on the mods

#

both? I think

subtle jungle
#

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.

hollow salmon
#

Anyway I guess I will go to drawing board again, yea I been using the paid mods of late

subtle jungle
#

Any free mods?

hollow salmon
#

including some new ones that came out

#

yea been using some Inquistor free mods but he is usually keep it updated

subtle jungle
#

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.

hollow salmon
#

That is why use the tool and so far that it stated no conflicts and good to go

subtle jungle
#

Actually. Do you have a rough number of how many mods you're running? Cause running a ton can also cause these issues.

hollow salmon
#

about 40 of them so far

subtle jungle
#

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.

frigid notch
#

Hi

subtle jungle
#

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!

sharp lynx
#

I've had my installation of sf break before lol and I've been modding forever

olive kindle
#

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.

marsh grotto
#

nice beach property on Nemeria IV-A

neat crow
#

my favorite planet

marsh grotto
#

now just need a Large Square Landing pad like this one

midnight bear
steady kindle
#

@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

sly ocean
# steady kindle I put it in the middle with my quests but it didn't work. Then in my utilities s...

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.

steady kindle
#

Thank you for this awesome mod

sly ocean
steady kindle
#

Not sure either lol but it works 😁

jolly torrent
#

Getting ready to hop into the Starfield after a long week with BS work.

jolly torrent
#

Oh, let me see about the update in TG’s GH mod.

jolly torrent
#

Oops!! I didn’t clear out the outpost prior to downloading the update!!!!

jolly torrent
#

Oh dear.

jolly torrent
#

I love the “red sky of death” in New Atlantis.

#

Maaaan……the modders made this game worthy. I love all of yol!!!!!

lyric finch
#

How is the best way to fully and I mean entirely purge all creation club data on pc

azure dragon
#

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

little hare
#

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.

neat crow
#

steam cloud is only for save games

lyric finch
#

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

lyric finch
azure dragon
#

ah valid

lyric finch
#

I have an achievement enabler mod as well, I just wanted the master mission board and settings to adjust reward payouts

sleek cliff
#

I patiently await the Ani Kit and we get a sick ass lever action rifle.

hollow salmon
#

Does anyone knows if TN's and Darkstar is up to date with the new patch SO I can play them still?

hollow salmon
#

Is Inquisitor mods up to date with the new patch so I can play them

neat crow
#

Not all mods need to be updated for every game update to work

hollow salmon
#

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

surreal storm
#

I believe you're misinformed. Free mods are working fine as well

neat crow
hollow salmon
#

@surreal storm then how come my game doesn't work then when I have those installed?

uncut sandal
#

Load Order

surreal storm
#

Hard to say without seeing what's happening. Could be anything bad load order, broken saves and so on and so forth

uncut sandal
#

It matters quite a lot

hollow salmon
#

Actually I deleted everything and starting from scratch again and so far only the paid ones is working

subtle jungle
#

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.

hollow salmon
#

Yea that is what I said above only the paid mods is working with the new patch

subtle jungle
#

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?

hollow salmon
#

I do not have a save file it is brand new game

subtle jungle
#

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?

hollow salmon
#

With a new reinstale?

#

I have no new save files on this

#

I just start it and see if it works

subtle jungle
#

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.

hollow salmon
#

yes I already know that, that is why I do not have a save file ever since the latest update

subtle jungle
#

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.

hollow salmon
#

yep

marsh grotto
#

which free mod is it?

hollow salmon
#

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

neat crow
#

There's definitely something wrong with your game then, since others don't have that issue

marsh grotto
#

I have 55 mods and most are free

subtle jungle
#

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.

marsh grotto
hollow salmon
#

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

subtle jungle
#

I know Tank mentioned yesterday, but are you running any mods from Nexus or anywhere else along side Beth.net stuff or only using creations and mods from Beth.net?

#

I'm gonna check out the steam report real quick.

hollow salmon
#

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

subtle jungle
#

I'm not seeing the discussion.

sleek cliff
subtle jungle
#

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.

sleek jetty
#

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?

neat crow
#

They also need to be in folder YourModName.esm

#

Well and the folder path is Starfield\Data\Textures\Interface\ShipbuilderIcons

sleek jetty
neat crow
sleek jetty
neat crow
#

Nah does not need to be esp

#

I always test with the esm too!

sleek jetty
# neat crow Nah does not need to be esp

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?

neat crow
#

I dont remember which one is the ending for the shipbuilder files

neat crow
#

okay yeah CL is shipbuilder

#

00XXXXXXCL.dds

sleek jetty
neat crow
#

And the reason it needs to be 00 is because its in a folder with your plugin name

sleek jetty
neat crow
#

Always happy to help foxLove

grand zodiac
#

so, it says Bethesda for the bundle but separated creations are not Bethesda

steep bobcat
#

🤷‍♂️

sleek cliff
#

Just BGS trying to take credit for impressive HARD WORK

#

We’ve all burned down a Wendy’s for the secret spices I suppose

marsh grotto
#

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. 👴

sharp lynx
#

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

jolly torrent
sharp lynx
#

@jolly torrent ahoy!

jolly torrent
eager ether
#

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?

jolly torrent
#

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”!!!!

lone dune
#

; 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?

normal steeple
# lone dune Does anyone know how to use this function? Why is the parameter a String? How ca...

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!

normal steeple
#

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 🙏

lone dune
normal steeple
lone dune
#

I can't find a way to make a ReferenceAlias or RefCollectionAlias utilize the effect sequence.😂

marsh grotto
# sharp lynx There's a vanilla poi similar

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.

normal steeple
#

Then add your spell to that list

sharp lynx
#

no u

lone dune
# normal steeple You'd more than likely want to create a spell, the spell fire a magic effect tha...

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

normal steeple
marsh grotto
#

I found who was making the under pad base, J Ramos, but I think they quit Starfield 😦

normal steeple
marsh grotto
sharp lynx
marsh grotto
#

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

marsh grotto
sharp lynx
#

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

marsh grotto
#

I guess it is more of a rectangle shaped pad. The trees keep growing back on the one I used at a POI

sharp lynx
#

yep I know the exact pad you are referring to. lol

#

I made a few custom landing pads once upon a time

marsh grotto
sharp lynx
#

For a poi yes

#

for a buildable outpost object no

#

without script magic outpost packin interior exterior links will not work.

marsh grotto
#

could not just one big room under the pad to build in? and the pad is the roof?

sharp lynx
#

I've actually already done something like that

#

like this

marsh grotto
#

it on Beth's CK store?

sharp lynx
#

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

marsh grotto
#

a rectangle one that could be almost flush with the ground, but the base hidden inside?

sharp lynx
#

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

marsh grotto
sharp lynx
#

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

marsh grotto
#

this is why I thought in could go in the ground. A screen from under the pad using tcl

sharp lynx
#

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

marsh grotto
#

so just a player home built in one location? That would be cool too

sharp lynx
#

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

marsh grotto
sharp lynx
#

hidden?

marsh grotto
#

so above ground it does not show

#

you would just see the pad on the ground

sharp lynx
#

It would looks something like this

#

LOL spaghetti

#

BUT I might be able to have it hook to the building as a separate attachment.

marsh grotto
#

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

sharp lynx
#

I'm with ya on that

tribal yew
#

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 😛

sleek cliff
#

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?

azure dragon
#

idk idc

tribal yew
sleek cliff
azure dragon
#

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

sleek cliff
#

Well damn.

#

I was right.

#

Professional Opinion was needed

tribal yew
#

So. Where is Dogmeat? 👀

sleek cliff
#

Probably eaten

#

Also, I’ll be damned, summoning modders that way DOES work

tribal yew
#

And planet Nublar when? We need Raptors.

marsh grotto
#

Fallout 5 In Space with cats

surreal storm
fluid carbon
#

Kitten Space Agency is a thing now

sleek cliff
#

This looks better.

mental estuary
tribal yew
sharp lynx
#

LOL

#

I figure since I have a whole farming and hunting mod adding them to it would only make sense

eager ether
#

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

sharp lynx
#

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

sleek cliff
#

Breh, when did you leave?

eager ether
#

Leave ?

sleek cliff
#

Yeah, the HV discord.

eager ether
#

See how much attention everyone pays 😂 and lil but ago

And thanks tg I’ll try that

sharp lynx
#

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

eager ether
sharp lynx
#

Lots of blender tricks

sleek cliff
#

💔

#

Also, how goes that mod you was doing?

sharp lynx
#

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 !

eager ether
eager ether
neat crow
sharp lynx
#

You know where the normal sticks are lol architecture

tribal yew
sharp lynx
#

The texture for the sticks....... Dried meat

eager ether
#

The what now ! 🤣🤣

sharp lynx
#

I had an idea for my helmet I needed the sticks for

sleek cliff
tribal yew
neat crow
sharp lynx
#

I like to be organized

#

Tho the titles of things are wack, I use to name everything in code

sleek cliff
#

I paid attention, Xeno.

eager ether
tribal yew
# sharp lynx We are kin

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!

sharp lynx
sharp lynx
sharp lynx
#

Tho.... No helicopters there

#

LOL look at them door

#

The audacity

eager ether
tribal yew
#

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

sharp lynx
#

Back when all textures were tga lol and the shadows were in the texture lol

tribal yew
#

Ah yes - backing shadows or painting them by hand ❤️

sleek cliff
sharp lynx
#

We need more outfits

sharp lynx
#

Crazy how much games have advanced in such a short time

tribal yew
#

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.

sharp lynx
#

Just bake and call it good

eager ether
sleek cliff
eager ether
#

Although I have kroghan and turian mesh’s for later on if I can get around to adding them

sleek cliff
eager ether
sleek cliff
#

Halo Infinite even.

sharp lynx
#

I made cowboy hat too

tribal yew
sleek cliff
sleek cliff
sleek cliff
#

Did I MISS something?

eager ether
sleek cliff
#

WOAH! That’s a ||gambler’s|| hat, literally!

eager ether
#

There name shall be gambit hahah

sharp lynx
#

LOL

#

It's change able

sleek cliff
eager ether
sharp lynx
#

Indeed agreed

sleek cliff
#

I mean. Bangers.

eager ether
#

How far are you into it ? Out of curiosity

sleek cliff
#

I’ve beaten it 3 times already.

eager ether
#

Ah ok

sleek cliff
#

Gorgeous Game, can’t get enough, it’s why I’d love to get Lune’s or Gustave’s outfits in game.

eager ether
#

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

sleek cliff
#

SHOOT, my main was Lune.

viral shadow
#

So apparently I can’t go into the Armistice archives because then my screen goes black and it continues even after I leave

strong oak
viral shadow
#

Tried that

#

It didn’t work

nimble latch
#

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?

tribal yew
#

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?

eager ether
sharp lynx
#

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.

sharp lynx
#

Welcome back lol

jolly torrent
#

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.

sharp lynx
jolly torrent
sharp lynx
#

Sometimes

#

it's better than sacrificing your character tbh.

jolly torrent
#

@sharp lynx That’s the problem I run into, Fren

sharp lynx
#

that's your problem then LOL

#

I joke

tribal yew
eager ether
eager ether
#

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

crimson aurora
#

Hello, is Nexus down?

sly ocean
#

@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.

eager ether
crimson aurora
#

Thanks, I was trying to update some mods but the site refused to load. It might just be my internet.

eager ether
#

Ah ok I wasn’t uploading anything but yeah check connect to on if not connection than might be host to site issues

eager ether
sharp lynx
#

@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

eager ether
#

Hmmm interesting

sharp lynx
#

LOL

#

It's all an experience

olive kindle
#

starfield:
How do I display a msg.Show() where the choices are like a table as opposed to the bottom of the display box?

olive kindle
#

Interesting I figured it out. Basically, if you add text to "event" it changes the message box.

tribal yew
sharp lynx
#

bascially the same thing tbh

tribal yew
#

Yes, but less clicking using shortcuts 🙂

sharp lynx
#

LOL if I didnt use shortcuts

tribal yew
#

In the end...

#

I may even try to replace the gltf import plugin. I'm pretty sure that will also do the job

sharp lynx
sleek cliff
sharp lynx
#

LOL

#

Starborn there for scale

sleek cliff
#

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

sharp lynx
#

LOL

tribal yew
#

Disappointed there is no banana for scale 🤔

sharp lynx
#

there

#

there's bananas in there somewhere

tribal yew
#

Disappointed I didn't see it earlier

marsh grotto
#

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.

calm shard
eager ether
calm shard
#

oh that one could work tbh

eager ether
#

Still putting her outfits together not quite happy with it yet 😂

calm shard
#

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

eager ether
#

If rumours are to be true on new ship stuff I’m sticking to my modded Starborn ship untill otherwise hahah

warm helm
#

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.

calm shard
#

i just wanted to have my design saved so i did not had to rebuild it each NG+ xd

eager ether
eager ether
warm helm
#

Or better yet any mod that lets you add crew members to TGS homes she created

calm shard
eager ether
warm helm
#

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 😅😅

eager ether
#

I live on my ship hahah very rare have outposts haha

warm helm
#

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 😂😂

calm shard
#

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)

warm helm
#

Yes, they allow you to send crew to your outpost if you don’t have any room on ship or wanna run solo

eager ether
calm shard
#

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)

warm helm
#

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

calm shard
eager ether
vagrant trench
sharp lynx
#

@warm helm I could easily just add a crew station to the deco LOL

jolly torrent
warm helm
sharp lynx
#

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! ❤️

warm helm
sharp lynx
#

Well for the vanilla way of applying that its actually not possible

neat crow
#

Don't expect to be able to magically assign crew just because a crew station is built

#

Unfortunately that's not how that works foxDead

sharp lynx
#

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.

tribal yew
#

We really need a saddle on top of our Freestar ships to ride them from the exterior cell... yiiihaw...

sharp lynx
#

"Ship armor"

tribal yew
#

...as well as a price tag of 1000cr *cough

fluid carbon
sharp lynx
#

nah I want my spaceship in full on outfits LOL

tribal yew
cursive sleet
#

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.

marsh grotto
uncut sandal
#

Even then, stick to editing ships either at outpost, NA, Akila or Neon

cursive sleet
marsh grotto
#

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

wicked lotus
#

I know the darkstar paid mod has a shipbuilding kiosk that's separate from a pad.

cursive sleet
wicked lotus
#

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.

cursive sleet
#

But.... if it is hovering, how do you get back in?

marsh grotto
#

the rectangle pad I have my ship on, I am using the "carpet" landing pad on a POI, but the trees keep growing back

wicked lotus
cursive sleet
wicked lotus
#

Honestly it's the best 1k I spent yet easily.

#

Adds so much

neat crow
neat crow
#

Oh what's that one called

cursive sleet
#

Does anyone happen to know if the Owl hab mods work with Place Doors Yourself?

marsh grotto
#

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 🤣

neat crow
#

My point was, linking doors for outpost objects is not possible

marsh grotto
sharp lynx
#

I actually explained this to you

neat crow
#

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!

sharp lynx
#

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.

neat crow
#

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

sharp lynx
#

it wont just crash the ck it will yeet your file data on save

neat crow
#

oh fun

sharp lynx
#

it'll drop your esp to 0kb

neat crow
#

how to nuke your mod 101

sharp lynx
#

Yea I did it several times trying to figure this out

#

And I never even figured it out XD

marsh grotto
sharp lynx
#

No it does

#

but what I said is, it's the only one that does that thus far

neat crow
#

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

sharp lynx
#

yep

marsh grotto
sharp lynx
#

Correct and I did say I might make a landing pad bunker

#

Who's to say I haven't already yodathink

neat crow
marsh grotto
sharp lynx
#

but you're an eagle tho

neat crow
#

Ah I see!

sleek cliff
little hare
#

@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!

wicked lotus
sharp lynx
#

LOL

eager ether
#

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

upbeat furnace
#

Find a program called FFDec

eager ether
upbeat furnace
#

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

eager ether
#

Ok so get programs
Extract said file edit then package back in got it 😁

Thanks buddy

upbeat furnace
#

There are so many infuriating complications with UI modding so ping me if you run into any stoppers

void yarrow
#

Is there a mod where you can get NPCs to build and manage settlements for you

eager ether
#

All doing is sizing down changing colour and maybe if I can make the chroma bit in bottom left less filled

eager ether
eager ether
void yarrow
eager ether
upbeat furnace
void yarrow
eager ether
eager ether
upbeat furnace
strong oak
normal steeple
#

@midnight bear just wanted to let you know the mod goes live tomorrow 🫰

lyric star
tribal yew
rare nimbus
#

@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.

surreal storm
rare nimbus
sharp lynx
midnight bear
neat crow
normal steeple
neat crow
normal steeple
#

also our morning is U.S.A's tomorrow sooo a broken clock is right twice a day 🤷

timid temple
#

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

sleek cliff
#

Gonna get your cliffside estate

neat crow
sleek cliff
#

I saw there’s an armory, with SEVERAL Mannequins, it’s all I’ve ever wanted

uncut sandal
#

mod suggestion - No mans Sky playable chars and turns the citizens into NMS chars

lyric finch
#

ODST Armor when?

That's all

oblique mantle
peak pawn
sleek jetty
#

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?

true valley
#
grand zodiac
#

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?

zinc spade
sharp lynx
#

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.

eager ether
#

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

eager ether
sharp lynx
#

exactly?

#

since I see a lot of talk about textures I assume you havent set up material files

jolly torrent
#

@thick plaza Sup big big dawg!!! Glad to have you back on here.

#

@tall swift Will the “Space Economy” conflict with “Cost of Spacing”??

tall swift
jolly torrent
eager ether
# sharp lynx What is the issue?

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 😂

sharp lynx
#

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.

eager ether
#

Not just textures it’s the models aswell

Can I pop into dms so I can send pics of what I mean

sharp lynx
#

I'm starting with one thing at a time LOL

eager ether
#

Oh ok nvm I can do it here 🤦🏼

sharp lynx
#

there's a whole lot wrong here XD

eager ether
#

Oh

sharp lynx
#

you can send me a DM it's okay

jolly torrent
tall swift
jolly torrent
#

@tall swift So download, disable COS, and then play? That simple? Lol

grand zodiac
#

@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?

jolly torrent
tall swift
jolly torrent
#

Thank you @tall swift

tall swift
jolly torrent
tall swift
jolly torrent
#

@tall swift Then again, I’m using streamlined mode for it.

jolly torrent
#

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.

tall swift
#

Haha. I probably do.

sharp lynx
#

Taxes do suck

sharp lynx
jolly torrent
#

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.

tall swift
sleek jetty
jolly torrent
#

That’s the kinda Draconian BS that I was hoping to see in Neon. Unfortunately, we got none of that.

grand zodiac
#

@viscid olive hello, i just tested the falkland creation, i like it, but the medical bay bed does not work, can't be interacted.

frosty rover
frosty rover
empty sorrel
#

@tall swift Where can I find the custom Ledger terminal on your Economy mod? I can’t seem to find it

tawdry sluice
#

This is my Sleepcrate decorated with my furniture from my new mod Tailored Spaces. Submitted this weekend, so coming soon.

grand zodiac
#

@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

midnight bear
# normal steeple <@727359645219422309> just wanted to let you know the mod goes live tomorrow 🫰

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

normal steeple
sly ocean
rare nimbus
#

@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?

surreal storm
rare nimbus
#

Great minds then if I think of anything else I'll let you know

rare nimbus
#

Even a star station w.e somewhere you can fit in since its most likely gonna need hand crafting

surreal storm
#

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

rare nimbus
#

Damn!

#

Ok im here for all of that

viscid olive
void yarrow
#

The Mark M suit mod and the Nomad mod mask are a really great combination with the UC helmet.

marsh grotto
#

Anyone working on a mod with a variety of Large Landing pads (rectangle shaped), Ship building kiosk and maybe a hatch for underground bunker?

void yarrow
#

Does anyone know a good mod for realistic fuel systems where you can run out of fuel for system jumps?

ancient hornet
#

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?

marsh grotto
merry iris
#

@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.