#starfield-mods
1 messages · Page 78 of 1
If I make a modification to an existing location, but then want to undo that, is there an easy way to clear all mods to that particular location? Or is this something I would need to do in xEdit? I was hoping I could just maybe 'delete' the location so it would pull the default one from the starfield.esm file. Would that work?
Are you talking about a mod you did?
Yes, I created a door on Gagarin that teleports me to the inside of one of the buildings, but then did some clean up around that area as well to make the door accessible, now I need to move that door so I want to restore that area back to it's original state.
You can do that in the CK, press file > find your esp, press 'details' and find the worldspace edit & press delete to ignore any changes the esp makes to that world space. Same applies to interior cells, etc.
You can do this just before loading the plugin in the CK and when it loads, press save and the changes will be gone from the plugin.
Okay, thanks, will give that a shot. The only esm I have loaded is the starfiled.esm and it seems to want to load that regardless,.
This will remove all changes made in the worldspace, so it'll be back to default, so only do this if you don't want anything you edited remaining
Oh sounds like you didn't save the plugin, might as well just start from scratch then
Load starfield.esm again and just redo it I'd say
Then save your plugin
Starfield.esm is always required, it's the base game.
The plugin is saved. And I have removed other ESMs with that method, I just can't remove that main one. I have about 80 hours in my interior so not really wanting to start from scratch, and it's not the end of the world if I don't reset it, was just curious.
If you would remove Starfield.esm from your mod, your mod would be mostly empty
Right, I get that part, so I wasn't suprised it didn't work
Yeah don't remove the main one lol
It wouldn't let me anyway, lol
You can also use xEdit to grab the record IDs of stuff you want to remove (just ctrl + c on the record) and then in CK in the details panel hit Ctrl + F, paste the ID and hit enter. Then that record will be selected in the list, if you don't want to use xEdit to remove these things or it's a medium/small master.
Useful to know, I might use this 😅
Thanks, I figured xEdit was probably the best method, I didn't make a ton of changes so I might just leave it be.
xEdit can only edit full ESMs file tho which can be a limitation
ESPs and small and mediums ESMs can't be saved
Oh, didn't realize that, good to know.
If those changes aren't needed/not wanted I do recommend removing them, less compatibility issues
Sometimes I am just in a location to get a reference, then the * shows up next to one of the cells. I would prefer to keep them as clean as possible, and probably didn't make any change, but it thinks I did.
Ah yes, those are the infamous Identical to Master (ITMs) records. Nothing actually changed, but it's still marked edited.
exactly
I'd say always get rid of those
I am also a stickler about the inside matching the outside and I got a little carried away with my inside, and now am trying to relocate my building so the interior will match.
I was hoping to just tap into one of the existing ones for the outside portion.
Don't try to match exactly, that a hassle that's usually not worth it. If its close enough in size that's fine
Good advice. I am fine with close, but I got really carried away, lol. But I can use that building interior somewhere else, and tone it down as well. Would probably be easier.
Hey there. It should be under the Miscellaneous category, where things like the Self-Service Bounty Board are found.
LOL I really enjoyed the personal attacks there
real nice
that's something I've been working on fixing already.
Thank You. It's nice to see you have a sense of humor, yeah he is a piece of work.
The funny part is that it's a game issue not exactly one cause by me, I had thought I fixed it the last update, guess not
Stab in the dark here but I'm after more immersive space travel on xbox I don't suppose theres anything anyone could recommend? Ive already gotten fuel. Id like to not just gravity jump/loading screen my way around the stars.
Ive found astrogate but it doesnt sound 100% what I'm after. Maybe it is i dunno. Id like to put a quest marker down and fly over then pull up the planet map and land (ive heard just landing is impossible cause script)
He is the only one I know of playing that style. Most of us just like shooting and flying. Beth has not to date made a good survival mod. Thanks for getting back.
I'm always happy to help, thanks for not being hostile lol
I would prefer my mod work for everyone lol
Well, star to star is a grav drive that works by literally wormholing from one system to the next. Inside systems, from planet to planet, there is supercruise, which astrogate has implemented
i think it's normal, the medical bay from falkland cannot be used with "useful infirmary" right? i was not sure, so i guess it's normal i cannot "use it"
So the gravity jump is the actual technology used in game
It seems that BGS might be bringing us supercruise themsleves for inside systems
hi, Is there any passive mode mod?
I remember you asking if it will be for both PC or Xbox, if you're using PC you can use console command and enter 'tcai' which means 'toggle combat ai' and it will render the actors docile (might be stationary though 🤔)
For XBOX I'll have a little look, is this is so you can fly the drone around without the AI becoming aggressive/chasing you?
To use it on Xbox it would help me, since I use the console to play Starfield
is this an achievement friendly mod?
considering the price of the "the new crew" mod, i'd expect it to work according to the creation official description to be fair
i think it used to work, i had it a while ago, but on my new game, it does not work, they cost some crew slot, while others @vagrant trench creations involving companions do not take crew slots, so maybe it just needs an update.
His other creation, Lyria, works well.
All my companions use the same feature Sarah does to avoid taking up a crew spot. However, I’ve seen it fail (even with Lyria) in some playthroughs, only for it to work again in a new game. I haven’t been able to reliably reproduce the issue yet, but I’m looking into it.
Lyria works for me on this playthrough, i did not test the veil yet, i'll try it today or tomorrow to see if the girl who joins the crew takes a slot or not, but i think she did not in my last one
Do you think it will be possible to update it to make it work without having to restart a ng+?
Nope.
I can only find the account station and Remote Portal, but not the Ledger
Hard to say at this time as I don’t know the cause yet.
okie dokie, well cross fingers, i really like this crew and it's a good addition to my already full crew
Have you tried writing a script to assign that perk (I think that's a perk)? I have been playing around with adding followers and have found that sometimes I have to use scripting to add things in an existing game, but if I revert to a save before I tested the plugin, it works without the script. I'm a newbie, so that might not work, and you might have already tried that.
The Ledger is only available to build inside of your ship. Conversely, the remote portals are only available from locations that are not your ship.
That’s interesting. I use a modded ship that’s probably why I can’t find it 🥲
Thank You @sage ferry Really enjoying your outpost mod with the large square pad
my ship Just fits
It should still work, the condition only requires that you are in any location defined as a ship interior. I don't even know of any ship mods that break that functionality, but that would probably cause more serious problems than the terminal not being available lol.
It is a script, which is attached to the actor.
Yes, if you copied an existing actor and their quest as a base, there are scenes, and there is an initialization scene that sets the actor to be recruitable, etc.. and you can add perks, change outfits, whatever to that actor in that script. I am just starting to play around with it but have found it useful. You can do some of that by just setting those properties to the actor, but I have found sometimes that doesn't always change for existing games, so the scripting forces it.
So this script makes them recruitable, then sets their cost to 0. And I was playing around having them change clothes depending on if they are on the ship or not. I want them to have off duty clothes, and on duty clothes.
Anyone else having issues with robotics engineering? Robots seem to just run into enemies without firing or attacking.
Is it a crew slot or a command slot they're taking up? - your total ship crew is whichever of those has the lower value. I think crew that have Leadership, like Sarah, will still consume a command slot.
My crew terminals can optionally add both, but it's not achievement friendly if that really matters to you.
https://creations.bethesda.net/en/starfield/details/25945778-f707-4a12-80e2-e6f33c920138/Outpost_Furniture_Addon_for_NPC_Animations
Yeah that sounds like the vanilla bug we got when they first added the survival stuff, it's why I turned off nutrition in my game.
It sure is
I do enjoy getting blamed for it tho. Makes me happy

I had thought I fixed it, so I guess I'll be going back to the drawing board for that.
Feels nice to be making armors again
Not a new model or anything, but I just did my first material swap outfit, this one of the ranger outfit for a follower. I kinda like it.
Yea that looks great
I like it. Are you using custom materials or just swapping for other materials in the game?
It's a custom material for top and bottom, but otherwise identical to the ranger ones, I've just retextured.
That's what I want to learn next. I really want to come up with a uniform for all my crew. What are you using to create the materials? Blender?
The number of armor variations for this pack is so wild that I'm having a difficult time testing this lol
Notepad, honestly 
Like I said, I didn't change much. The real work here was just on the textures, so photoshop.
Luckily there's two entire systems to do armor texture changes
Personally I think AVMs are the best way to go
You can use LMS "layered material swaps" but the issue is unlike AVMs they require an entire material file for the swap to work where as AVMs swap on the texture level
Cool. Deleted message.
LOL
I was looking into that for a gun retexture as it's how Bethesda does theirs, looks a lot more complex though.
Well you usually delete pics of your works anyway. Didn't wanna leave any evidence for you to worry about.
I opened a DDS for the miner's jacket and it all seems to be one file. I tried changing one color to another with a hue filter, but it didn't work well. I need to dig into it more.
I will look into that
It's not as complex as it looks
So does the AVM not use the DDS files?
Once you get the process down it's better
And stupid question, what's AVM? lol
The AVM does use DDS it is specifically the only system that does
The LMS system uses material files .mat files which contains the entire list of DDS and a whole lot of other noise
The DDS files look like a mess though. I've peaked into the .mat files and was able to update with my edited DDS but it looked like garbage
So like AVMs you can literally change a normal map on a model and it will only change the normal map
Where as LMS will change everything
That's not a DDS file I assume that's the material files you are looking at
Unless you're opening the textures in some form of note pad lol
Yes, the material file to assign the dds
Yeah, the .dds is just the texture, you can open that in photoshop or any graphics package that can read dds files. The important part is when you save them, they need to be in the right format.
Two tools come in handy, compressonator and this modification of the Intel dds photoshop plugin: https://github.com/GPUOpen-Tools/compressonator and https://www.nexusmods.com/fallout76/mods/42.
Use compressonator on your source file to see what format it was in; like BC1 or whatever. Then save using the Intel plugin and match the settings in compressonator, use the DirectX/SRGB options.
Yep with the AVMs you don't need to use that
You can apply the textures directly
You can find the AVM edit window at the top where it says view, then in the drop box you'll see view AVMs
Unfortunately my photoshop license is on my work laptop, so I'm stuck with Gimp, ugh. I like photoshop better. That photoshop plugin is only for windows.
I use gimp lol
crew slot.
They're supposed to be assigned even with a full crew, like the other author companions creations, like Lyria.
My work laptop is a mac
I just haven't learned Gimp well enough. I can get around photoshop fairly well.
One thing to note is gimp doesn't fully support the proper compression for DDS for SF
If your going the free route you can use paint.net to convert the DDS into the proper compression
Otherwise all your textures will looked washed out or not work at all
You can also use compressonator to save, but it's not always the best for Starfield. That Intel plugin is the only way I know of to edit the normal map for example, as it can save BC5 signed normals.
Here is an example, I have no idea how you would edit this well in any graphic program. Are you saying you can just swap one texture for another?
Correct
How, they aren't layered or anything, just a flat image.
It's a bit more involved but easy once you get it figured out
Good to know. Any good videos you could recommend?
The flat image (albedo) gets wrapped around the 3D object, then the normal map determines heights of things (for shadows), and I think the ao determines reflectivity. But yeah they're all flat images in themselves.
Sorry to butt in,
ive used Layered Matrial Swaps for my mods, what is this AVMS?
im trying to locate them in CK
At the top where it says view
In the drop down menu, you find view AVMs at the near bottom
cool ty
It would probably be easiest to grab one of Bethesda's free weapon skins, they use it.
I get the concept that they map a region of the flat image around the model, but what I don't get is how to edit that flat image cleanly without the different parts being on different layers. I've tried hue changes and such, but no dice.
What
I don't understand, are you trying to physically change the color via editor or by numbers lol
Cause if you have gimp it's as simple as using the magic select tool to select by color region then just going into color and editing the hue
If you want detail I recommend changing the chroma
There aren't any layers, if you're getting layers then it's probably your graphics program turning the mipmaps into layers. You don't need to worry about those, they'll get remade when you save.
If you use the AVM system all you have to do is just change the defuse, the system won't change the rest of the texture maps unless you include that in your complex groups
Which is nice and why I think it's better than LMS
Sorry, I didn't explain well, I want layers so it's easier to pick. I tried the gimp thing and it does okay, but still hard to pick and get a clean color change.
That's just kinda how you gtta deal with
Thanks, I will look into AVS more, and do more reasearch on this. I've never dipped my feet into this area before, but I really want to make some cool clothes.
Unless you're using photo shop that's pretty much what you're stuck with
But then again take what I say with a grain of salt, cause according to the Internet I have no clue what I'm doing 🤣🤣🤣
I joke
I don't need the internet to know that I certainly don't know what I am doing, lol
Have you seriously not solved that vanilla bug that likely isn't fixable by anyone but Bethesda? Damn you. 
Or, why don't you assign crew to your player homes..... Not a single other person has managed that either but you in particular need to do it
I know there is a mod dedicated to placing the crew assignment tho but that's different
I might actually use a player home if it had a crew. Seems kind of pointless all empty and I suck at decorating
Yea that's the parrot
Personally I've never even imagined people would want other people in their house but eh. None of the modded player homes have crew assignment
At least someone could give us a pet for our homes
I know at least for my estate home you get a live shooting range that spawns targets and a Amazon shop terminal that connects you to every vendor in the cities
It's also placeable via the outpost build menu
Nice I'm working on a shooting range ATM in a building I'm creating.
You can also use the range cellar to place the shooting range itself on your ship
Nice!

It'll be fine !
It's a fun thing to design
I love designing, just not decorating.
Here's a clear example of me having no clue what I'm doing 🤣
Oh I guess it's not sending oof
I like both, sometimes deco is so much fun, like going out and getting all the misc junk and decorating your home
I wish I were better at it.
That is awesome
I was working on a Jarek's Rest overhaul and eventually gave up partly because decorating was just taking me way too much time. I ended up salvaging a va'ruun shrine and terminal from it and releasing those separately, but originally it was going to be much more than just that. A shame to lose the work, like I managed to make a new child mashup hairstyle for example, but it just wasn't going to work. I was having navmesh issues in the place too, NPCs were getting stuck at various points.
Any news on an ODST mod? Asking for a friend
At least your earned some XP from it
noob question, i assume kit bashing is possible, weapons and armour?
Don't think I've seen anyone working on an odst thing
Correct
cool ty, thats my next research then on how to 🙂
With weapons you can attach any mod to any weapon as long as it has the slots, you can make some truly awful things 
awesome, that looks good though
LOL that looked real for a moment
They get worse. This is still one of the OK-ish ones I tried 
I kinda love it lol
You do some tweaking to that Pistol grip and you'd fool me. Lol.
yeah i like!
def gotta learn kit bashing 🙂
Just installed "Fly the Lodge" via Vortex and manual after my first Void Visit..... idk much about modding but i followed the instructions on the mod site and it still dont work.
LOL that's my mod
Yea it's a bit old and outdated, I actually forgot it exists LOL did you use the migration tool to update the nifs ?
- i installed it becaue it looked cool
- no i did not
didn't even know there is such tool
Yea there's a nif tool that should fix the mesh right up
I'll probably update that mod myself soon ish
Since now I can actually do things, for context that was made before the ck existed
So it won't have proper nav mesh data at all lol
tbh i would pay for this as creation 😄 just because it looks so cool
If I do update it it'll be free ❤️
@tall swift Thank you for that Space Economy mod!!! Lol
You're very welcome! Glad you're enjoying, that was a lot of fun to build.
i tryed to use this tool but i guess its maybe outdated too or i haven't used it right... The Tool says "December 2024, Game Version 1.11.36"
It could be
I love it. It adds a major sense of depth to the game.
@sharp lynx Uh-oh….i think i messed up big time with TGH

I’ll send a vid, but the oven, fryer, and my sandwich station vanished after the update!!!!
Well, the sandwich station vanished, but I can’t interact with the oven or fryer.

You should've read the description
Dang ..... And you talked to me earlier about your apprehension of going through the unity
I wish I had put two and two together
Lol. I should have. 😂
I saw it AFTER I updated the mod. Lol
Would it still be there if I start a new game?
If you start a new game you've started a new game
It’s not your fault at all. I shouldn’t have updated and on top of that, I also refuse to go through the Unity, so it’s 100% on me. I will say, that I have unlimited stock on items, so while I can’t cook anymore, I still can enjoy your content.
I should’ve read first. So that’s entirely on me.
I mean, you should be able to build a new one just fine
I can?!?!!
In this current save?!?!
Yes you should have that ability
The only things that were yeeted were anything placed by the outpost system
Let me try. My bad, TG
Well, that would mean that I have to replace all the crops I had by the outpost system.
I am a gigantic fan of Reddit, but I’m not going to go on there and complain about my favorite mod.
Nor my favorite modder.
I don't know what all got flipped but it might not have been everything
And there's going to be another update soon lol
I’m not that kinda person. If I come across something that I either don’t understand or could potentially be a bug, then I reach out to the mod author for guidance versus going on Reddit and acting a fool, because that can cause that misinformation and detract from the mod.
And I hate misinformation
I haven’t made my mod explicitly compatible with any useful series mod so that may be what the issue is. I’ve received enough feedback pointing me in that direction though, so I’m not saying it’s off the table, but as it is now, my mod does not work with any useful series mod. Or really any mod for that matter, other than Place Doors Yourself, which I went out of my way to make compatible
Gimp for the win 🏆
Absolutely lol
It's actually not half bad once you learn the tricks
Oh I love gimp. I’ve been using it since my oblivion “Elder Scrolls Construction Set” days. I paid for paint.net purely to make Xbox textures work when the play-testers told me there was an issue with Xbox textures. Otherwise it’s Gimp all the way 🤘
@sharp lynx Yeah you right. I just replaced everything and IT JUST WORKS!!!!
Whoops wrong vid. Lol
@sharp lynx I’m still vibing with this mod and winning the game.
It's going to be the best food mod out there
After I fix all the feedback points here soon I'll get right on to adding more content to it
100% Been using it since fallout 3 XD
Gosh it really has been that long
On the Modular Explosive Delivery System Creation: when it's stuck on people, is it considered a hostile act?
Yes, currently it is
Why is there no snap for building out posts!? God im spoiled by fallout building
For better walls and doors i mean and also interior decorating
Day 3 of subtley hinting at an ODST Armor space suit
I must agree with this statement
We beseech thee, modders
Anyone know if a mod simular to fallouts sim settlements or skyrims conquer mod is in works for starfeild or not (I mean for console not just pc )
MIght want to look around https://forum.kinggathcreations.com/ or https://simsettlements2.com/ Them creators are not unified at a public discord as far as I know.
Wait….is this coming to the Starfield??
😀
Not that I've read about, but them links is where you can ask or find news about it.
I’m just out here waiting for VIGILANCE
A new mod?
Yeah, it’s something Nova is working on.
@true igloo how goes the VIGILANCE? I’m out here specifically saving 1000 credits cause the second it DROPS, I’m purchasing.
I’m out here also ready to look like a SPARTAN
Getting there, recently got some voice acting done for a PA system
Hell yeah, I honestly can’t wait, are you possibly aiming for a possible October release date?
hi
Hopefully
Hell yeah, that said, take all the time time you need, can’t wait to jump into the mod and hit the story, and get my hands on the armor and do a play through with it.
It’s gonna be friggin’ amazing.
No pressure then haha 
Jokes aside, can’t wait to see it, keep up the phenomenal work.
Where is everyone getting these dope soundtracks from?!! Lol. Like, port that over to Starfield PLEASE!!! I’m still baffled on how Howard and crew played the game and thought the vanilla soundtrack was in any way fitting. Also, nice work!!! Lol.
I’m still not sure what the mod does, though, does it add a new quest?
Music is by Karl Casey, he's got a bunch of albums that people can use for stuff like this.
No quest exactly, I wanted to go for more of an exploration and figure things out yourself experience than a guided one. The location is found by scanning a planet and finding an SOS signal that someone who wanted to defect from the faction put up before bleeding out which has a note directing the player to a nearby cave to go in a back entrance (or the player can walk right up to the more heavily defended front entrance).
I know. I’ve recommend a lot of his music to modders helping me with the soundtrack and actual appropriate music that fits the game.
But I’m wondering are you implementing that music to your mod like in Watchtower?
@tall swift Really loving “The Space Economy”, btw.
Does anyone have any idea what mod would make it so that I can't respond to being hailed during a contraband check?
That would be nice.
No, it's not, because they just assume I'm aggressive cause I can't respond then immediately attack me.
It plays in the background while inside the dungeon
Yes!!!!!! Nice.
Annnddd I think I figured out my issue.
So, it's LSD New Game Customizer that's just flatly disabling my ability to hail or talk to other ships.
@true igloo if that music is included in that mod, I’m already a fan.
@thick plaza Wassup Big King!!!!
hey
Big, big favor to ask ya. But I’ll hit you up via DM if that’s cool with you.
go ahead
Awesome! It was a ton of fun to build, I'm glad you're enjoying it.
Granted, I didn’t go ham enough yet to see anything, but so far, no issues.
Thank you for that!!!!
What am i looking at and when can I download it?
Fallout Starfield = Fallout 5🚀 
Any clue why this has happened? My partner and I have the same issue which is we have planets that once were 100% surveyed. Each has all natural traits discovered and 5/5 what ever flora and fauna as well as resources. We even got the survey data to sell and the experience for completing said survey.
Well now theres planets in systems with 92% i tried googling and one of the fixes said to revisit traits so we did that and we've moved from 92% to 93 but didnt scan anything so we are quite perplexed as to what's happened.
We are playing with some creations on so maybe thats it? But since this is a Bethesda game is it a bug?
We are playing with more than a few creations turned on.
Why does that look familiar
@sly ocean Hi 🙂 I really like your Sense Star Improved mod. Would it be possible however to change the color for friendlies? Maybe into green or something that in the heat of the action is easier to distinguish from the enemy color.
I would have done that, but since I don't use any external assets in my mods (in case we get PS5 support with the classic "no external assets" rules), I had to use what was available, and I only found three effects/shaders that worked for this purpose.
ah okay that makes sense
Didnt Sony open a bit more up with external assets for Skyrim Creations though?
anyone know of a mod that put the comspike and conduction grid in ship builders? OR the console command to do it?
Ship Builder Configurator has those options
But I am not sure if you still need to unlock them
Any idea what's wrong with my models here?
https://youtu.be/3QjBJ6tJ6-k
Creatures are a little odd in setup. I've tried matching the nodes exactly and no luck.
I've tried with both the provided skeleton_ref and my own skeleton.
Weight paint is dialed in.
Tried both sgoKeep and sgoKeepBone (base game creatures seem to use both depending on base).
Tried adding bhkNPCCollision ragdoll to every node. Tried without ragdoll at all.
Best I can get, using my own skeleton is stretching to infinity instead of bouncing around.
Oddly it only seems to be affecting only the bipeds as the quadruped and critters both seem to die with grace.
Any idea what's wrong with the nif / skeleton / model setup here, near the end? When one of the larger creatures dies it goes all wonky.
losing my mind 🙁
thanks, I guess I need to do that mission on this universe too. 😄
I’ve died and gone to heaven!!
Still trucking away at it!
It’s lookin GOOD
I've heard that, but haven't confirmed the details myself yet, and I don't know how or if the change would apply to Starfield.
Has anyone tried “Winds of Akila” yet?
Never heard of that flavor
lol. I’m thinking of downloading it just to give Akila a bit more character.
Let me try “Akila City Rises” first just to see how that works.
I love when this mod works. It’s amazing!!!!
Back in business. Seems at some point I had overwritten the base skeleton_ref with my biped posing skeleton lol
Yay!!! So it’s working now?!?
I just installed Akila RIses myself and I really like the way it upgraded the look of Akila
Thank you. I installed it last night, but didn’t get a chance to go to Akila yet.
@normal steeple After all, there's no console mod that makes enemies passive and not see you as an enemy so you can use the drone, so I'm done searching for that mod. My other question is very simple: can I disable the drone sound?
Oh, I replied but got censored for something on the auto language check. Bear with me whilst I re-write that whole message xD
I got yah
Not in the current build but we're going to get that sorted asap, has been frequent feedback. Bear with me re; passive flycam (no aggression provocation etc...). We thought about doing it via game setting but it then becomes a major edited out. We're looking into it and I'll get back to you asap. I think based on the amount of feedback we've been getting we're going to create a public discord to keep things cohesive 🙏
Thank you! Ahhh I'll make sure to not use that phrase again 👍
np! used the way you did its not bad but plent of people say stuff like "whats the ***** and what not
Jajaja Alright
Lol
Excellent! I think it's great that they're including it in the future. The mod is one of my favorites, and this will make it even better. Thanks again for the help, and if you create a channel on Discord, I'd be interested in knowing. Thanks.
I’m still wondering about this “Healthy Beowulf” mod.
That's just a weapon with a health buff.
Oh, I thought it shot out Health Packs in rapid, deadly succession.
That would make that mod actually decent
I’m thinking about purchasing it just because. Lol. I know I shouldn’t.
Another day of asking for a lovely creator to make an ODST outfit mod
Hey, does anyone know how to fix the issue with my library on Bethesda creations not syncing with the creations library in game? Both Xbox and steam.
Can anyone tell me if these two settings are compatible? I want the objects in the PackIn to be interactive and also to be able to be attached to the wall, but in actual testing, I can only check Instanced Static, which allows it to be attached to the wall but loses the interactive function, or check Instanced, which allows it to be interactive but can only be placed on the floor.
Wall stuff needs extra steps if its not instanced static
something about a special nif node, never done it myself just what others told me
What’s your favorite mods on Xbox chat?
Is there a mod for xbox that adds heat leaches to your ship? Maybe left unchecked you go home and find a terra morph staring at you. Could even speed it up if you go to a hot planet or grav jump a lot... I watch too much alien
Tiny reasons / so small - both are paid but worth. Adds weeks of playtime. Literally weeks.
That feels unfinished if they don't go full teramorph. Shame.
Thanks for the reply tho 🙂
Bookmarked in case one day it gets updated to have teramorphs in the event you leave it unchecked too long
You need that mod if you get an Aceles for a pet - need to keep those Aceles fed.
Anikit wen?
I hope we get a drinking animation
With the Nuka Cola mod, I could have a refreshing Quantum after I’ve wiped out a spacer nest
I think horror in general is just a untapped pool in starfield waiting for someone to scratch the surface.
Teramorphs aren't that scary nor dangerous they could absolutely use a few tweaks and visuals, AI upgrades like stalking or stealth not to mention the idea of one lurking inside your ship. I dunno i love a bit of suspense and find starfield becomes way to easy rapidly.
If you ever find out what on earth that thing is that it needs, please do let me know lol. I've never found it in hours of fiddling with it
Tbf. It does take a Heat Leech like 70 or so years to reach maturity at which point it would go into a cocoon before turning into a Terrormorph. It's only when they are subjected to Lazarus they speed change.
Now I admit I'd find it hilarious the player who noticed a large cocoon and said "It's fine" and left it for however long it takes for the Leech to transform and emerge. 😂
I also agree with this. I was a little surprised at the lack of space horror. Given the Terrormorphs and the spider/glider species which I forget the name now, and the brain sprouts which I'd assumed was an invasive parasite.
I understand it isn't really a point of focus but it would help lend to the notion that space is incredibly dangerous and these planets have predators on their food chain that humans absolutely need to have preparations and cautions against.
Has there been any update to the Raijin Heavy Revolver besides the patch from prof?
Probably that's impossible.
What's even more ridiculous is that I use PackIn only because the collision data in some nif files is problematic and cannot be used in the outpost decoration list in the game. It can only be packed together with a static object that has no problem. This is simply running from one bug to another.
Yeah, what Betamax describes there is the exact behavior I encountered. It's one or the other apparently - which is very frustrating since it prevents using anything but effect sequences to visually alter wall-mounted models.
I have found that whether or not a .nif works for certain kinds of placeable workshop items (if it sits on the floor, or can be placed on tables, or is wall-mounted) is tied to the bhkNPCCollisionObject node in the .nif.
So in theory copying this node from something like poster_terrabrew_01.nif directly into the nif you want to mount on the wall (using Nifskope) allows for forcibly changing the mount behavior of the model.
Unfortunately I have no idea how to create or edit the parameters of this node, but maybe it is possible with 3dsMax using the official tools.
Although this only allows one object to be mounted (so if you had something like an activator, it should work, but you could not attach other effects to it in a packin). If you want to mount multiple objects, you're back at square one which is that nobody has figured out how to get packins to do that without being static.
I was supposed to go to the Touch of Class tonight, but Yol modders and Beth have ruined my social life with this game on the real.
Watch there be a Lifetime movie about this and they will make me out to be some no friend incel that sat in his apartment with no friends and played a game called StarJourney or some bootleg crap like that.
Laughin and jokin with Barrett
Anyone know a good resource for making clothing in Starfield? Youtube video, or text tutorial is fine
NCR ranger or Homelander next...hmm
Thanks, I've watched your videos in the past for other things when I first started. They're good. The one for custom armor though seems to have missed the initial steps or it's linked in a different video somewhere. specifically all the grey dots on the armor or whatever.
I use a cod asset as an example
Those dots represent the skeleton for that usmc suit
That sounds like they thought about going full alien and decided to write lore to talk them selves out of it...
I bothered reading some lore and it looks like it can be immediate but yeah like you say with the use of lazerus however who is to say who has been to lazerus and who hasnt? Traders and cargo hauliers could absolutely go to them
Also it looks like lazerus planets are sort of common and they've got no natural predators, so heat leaches are able to thrive across the entire galaxy.
My Vote is NCR Ranger!
We can bring JUSTICE to Outlandish land of Akila
hi i just made my first mod, i created the rocinante from the expanse in creation kit and exported it to the deimos vendor, is there a way to change how much credits the ship costs?
the game calculates a ship's value by summing the cost of its parts, specific vendors can be made to do discounts.
Is it on Creations?
Whelp I guess I won't hand model an NCR ranger now
We won, but at what COST
It'll be hard to complete with the actual model lol
Nah, making things legit is always better 🤙
@normal steeple hey mate, I got a question for you, as you guys seem to know a thing or two about making stuff stick to surfaces in Starfield. Do you think it would be possible to change the darts in the game so that they could stick in surfaces with their tip?
🤫
This has been in the works in the background for a while. This was to test successful collisions + point registration and darts that completely missed the board
Weaponization? 
However, I still would like to transform the already existing darts in the game world. Like you can already pick those up and throw them by pressing r (like you can do with most things in case someone didnt know)
Could be a fun easteregg addition toy our mod 😛
You guys really have a thing for explosives, I was right to say "cannot wait to see your next explosives mod" 😛 😄
I absolutely love how the game is currently shaping up despite being neglected by Bethesda so much.
Pfff me trying to spread love and the Discord be like "no shut up" lol
I tried to say: "We had some very cool verified creations in the last few weeks, some really neat free mods in the last couple of days and there seems to be some really cool things in the works as far as I can tell"
(I am not really sure if I even used a bad word lol) So yeah, thanks modding people ❤️ you guys rule
The bot got me yesterday, all good!
Regarding this... It might be doable but the current mechanics of the dartboard we have working rely on listening for a projectile. It might be possible to swap out the original dart object with a projectile. The difference being the projectiles can utilize impact data which then allows you to assign whether something is 'sticky' or 'skewered' into the surface. Ultimately it's easier to make them a throwable weapon and rely on the projectile object type.
I'll have a think though
I thought so, I guess there should be not much about it. The best thing would be to just have those darts be able to stick to any surface with the tip. So if you "throw" them at a vanilla dartboard it would just stick.
I cannot be the only one who tried doing that 😄
I was deeply disappointed that there is not an achievement in Fallout 4 when you hit a basketball through a Basketball hoop. There is a basketball field in Lexington that screams to the player "come try it" and boi did I try 😄
Gasp A Blackjack table?!?!!
I was planning to take the day off today, but instead I ended up finishing work on this to get it ready for Creations 😉
https://creations.bethesda.net/en/starfield/details/6d6a6349-f033-49cd-9de8-da378bdf0727/Remote_Mission_Access
New to creation kit got a question for y’all is it more difficult to build a unique set POI like a derelict space station than building unique POI’s planetside?
it's about the same. you could have cool set pieces like being able to fly in space though when building a space station
Anyone use Astrogate? If so what’s your thoughts?
Is that the one that allows you to cruise through space without being in the pilot seat?
Yes
CrimsonFlyBoy did a video on it recently.
Today we are taking a second look at astrogate now thats its back on xbox and has some new updates
Link below to the mod
https://creations.bethesda.net/en/starfield/details/87ed0f82-039b-49e9-be84-4dc1827ccb0b/Astrogate
Wasn't sure if I could link that here or not.
Well folks, Gamescon has come to an end and we’re no closer to Starfield news, back to waiting we return.
Nintendo switch 2 and ps5 should be announced soon
we keep hearing that for months now
Excuse me, has anyone tried to add multiple "resource" entries to an item? I want to know if the game engine supports this, because when I was testing, I found that I added multiple "resource" entries to item A. If one of the resources is needed to make a certain item, then item A can be consumed "in the correct amount", but the prompt "Player gets XXX" will keep appearing in the upper right corner of the window, and "XXX" is the entry of those "resources". If more than one of the resources is needed to make a certain item, then item A will not be consumed "in the correct amount" and it will cause the game to crash.
Of course, it is actually impossible to add these uninstantiated resources to the player's inventory. This is a display error.
Look, I’m enjoying the switch 2, but even I know that it’ll have a hard time running it, let alone stay stable
Imagine friggin’ New Atlantis?
People already look like fried ass.
They’ll be CUBES
Hi. What files? SDK?
Chunks even
Is anyone looking at adding xcom / mass effect type gear (maybe a faction or two 👀)
To sf I know they ain’t popular like “starwars”🤦🏼
But still
For some reason nasa landing point won’t show up if I had to guess it’s because of a mod like watchtower is there a fix for this like can I find it by exploring earth or is the quest broken
Watchtower fixed that bug, my earth dome home has that fixed too. You got any other mods adding POIs to earth?
Not that I can think of but I do have a lot of quest mods installed basically if there was a quest mod to buy or install I probably installed it for this run
In theory that bug should only happen if a mod added a new POI to earth
I’ll probably have to keep playing and see what other mod might be conflicting with something like the main story or watchtower that’s the only thing I can think of uninstalling mods right now feels like terrible idea
It's not a conflict with the story it's a conflict with the planet data
If you have Watchtower you could temporarily disable it and see if the POI comes back, if that's the case you might not have the latest version of Watchtower installed
Right now I only recall three mods that had/have that bug
- Watchtower
- My Earth Dome
- Galactic Harvest
Would it mess up my game if I disabled watchtower because I did the first quest of that?
For testing purposes just to see if that's the cause it shouldn't cause issues, just don't make a save while testing. If you fully remove it permanently, it may cause issues as it touches quite a lot of things.
Oh but if you're removing it in either case, just don't be anywhere near the station, inside of it, at any of the added POIs, basically stay away from anything the mod added otherwise you might just crash trying to load.
Good to know I’ll try it and see what happens also if I mod was out of date like it needs a patch or update the game would tell me right?
The update feature in-game is sort of broken. It often says something needs updating all the time, which isn't the case. It can also happen when updating that the game actually downloads an older version.
So if its Watchtower I recommend fully deleting the mod, fully closing the game, then downloading it again so you really have the latest version
Oh wow
This applys pretty much to all mods, as the update system has a few issues
That feels like a priority to fix for Bethesda
You'd think 😛
Also another day another ask for ODST armour 
I swear I've seen a random reddit post with ODST armor in SF
maybe try searching on Nexus?
I have, only came across Buck Spartan ODST which just ain't it
You should try asking 510deshawn, he’s your only hope, Obi Wan Kenobi
Hi guys, I need some help.
Haha, what's this? You guys are geniuses at creating new things. ✨
Are there any good tutorials on lighting? I know I'm not doing it right, and it seems the more spotlights I add, the worse it gets, creating dark shadows, etc.. I have tried to reference base packins and locations, and I see a bunch of PostEffectVolumes, but those don't seem to have any settings associated with them, so not sure what they do. It's probably basic stuff I'm just missing, but if anyone knows of a resource I can learn more about lighting, please LMK.
Hell nah
They are the targets
I'm really surprised and a bit disappointed that nobody has created a johnny 5 mod yet. 🤔
not a mod just me using console commands to move the mini beacon inside 😄
How about Vasco into a Servo skull
Chillin in the mess hall.
Uh Oh....
Why do mods just.... Always have to break for me..? No matter what, something always breaks and I'm starting to get tired of having to stop every few minutes to troubleshoot something
Like my engines and shields, using Starvival and they just randomly broke for no reason like I didn't even do anything, their “Health” is messed up and it's not recognizing them as functioning even though they are, it was working perfectly fine until then like tf
Decided to take some shore leave.
Shore Leave Part 2. I’m about to take it back to late 90s music videos and have folk pour Hennessy on the dress and take it back to Neiman Marcus for a refund.
Shore Leave Pt. 3 Just Jammin
“Now wave your hands in the air like you just don’t care!!!!”
Can officially confirm the next GH update will include a sustenance fix.
Now folks can enjoy the sus system without having to be worried about food every 30mins if they so choose.
Thank you TG!!!
Zone if your in here
I gotta say you handsome mf regardless that cryomancer mod is 👌🏻 making me work for my money 😁
😂 😂
Imagine
the vending machine is coming with this update too
as well as the NASA fix
which I had thought I already fixed
Which mod is this that we’re getting all of this detail?
GH
Yay!!!!
(question for anyone) is galactic colonies expansion on Xbox yet I think that's what it's called
BRUH
lol was gonna say XD you're not gonna say hi at least XD
I thought you were in bed. hello best modder ever !
yeah I don't do that either. I got off star field and only plan to get back on when that one big mod is out 👀
GCE! that's what it was
LOL dont stay down in the caves for too long

I just got your mod but I haven’t started my new game yet. Out of curiosity do you simply use the Vanilla sustenance or will a mod like Peak Performance minimalist on Xbox work with it?
No idea
if anything claims its going to alter the sus system then I assume it's going to conflict with anything using that system
Mine does not alter the system, I simply made my own potion forms. For any of my mods if I add to the vanilla system, I add to it never change it.
conflict might not be the best term, maybe alter
Hey guys I just finished my first two mods but am having trouble updating one of them with something new I want to add.
Hey, I'm having some troubles with crashes and stuttering my guess is I've messed up on the load order. If someone has the time could I trouble you to have a look and tell me which order it should be? Since I've absolutely not got enough mods to break the game.
Im on xbox series x should that make a difference.
Bruh, gonna need this immediately.
Idk, we already have two free deagle mods
Coming from Nova, it will be a high quality weapon mod, there is no doubt about that though.
I think the main things mine has going for it are a lot more customisation and some other attention to detail stuff.
No doubt about that. And contrary to some other stuff we got this week, I think you can't do anything wrong buying this one. It's not interesting for me personally, sadly. Which is always a bummer, I am looking forward to these tuesdays. People might not like paid mods, but for me, knowing that every tuesday has the chance to provide a new cool mod for the game I enjoy, that is awesome. Especially with the lack of official content.
Not everything is going to be of interest to everyone, just the reality of there being so many options for people to choose from.
Hopefully the big thing I'm working on will be the sort of thing you're looking for.
From the snippets I have seen online, it's definitely something I will try out.
As long as the stuff from GH has the keyword VendorFood and VendorDrink it should work fine with any of my needs mods. Alcohol would have to be patched manually but I can do that in the future at some point
I think I broke Watchtower @limpid seal
Why did ya do that 😂
Yeah nah, this gun is absolute HEAT
Gonna start blasting wherever I go.
Yeah, but it’s not NOVA quality
@true igloo what are the chances of the M7S SMG from ODST??
👆
Just updated 
Yay!!! Thank you, brother!!!
slight spoiler, ||when they boarded my ship I boarded theirs and it would not let me go back to my ship or steal theirs, it had two crew that would not die, but I could knock down. Finally just had to load an earlier save. 🤣 ||
Is there a mod that allows the player character to lower their weapon manually? You’re supposed to be holding your weapon downrange of your battle buddy.
Another red mile 'game' came out earlier, thinking of giving it a go but I'm not paying for that like
My uni coursework had us making text based card games so I know the amount of effort isn't worth the price
it'll take alot to beat Gwent as a card based minigame
Triple triad from final fantasy 8 was great
Ooooh
any good suggestions for space suit oxygen as well as hazard protection? I notice I have to go to a safe place inside my ship to recharge my suit instead of being able to recharge it on the go to keep my shields up.
Nice.
Got a question, I created an interior cell and was expecting it to be pitch black but it is super bright even without any light sources, how can I go about trying to make it pitch black?
you may need Occlusion Planes. Though most walls/objects/etc have that built in, so it's possible that as you build your cell the lighting will better match what you expect.
You should check the cube map texture that you have set for the interior.
I have the opposite problem. I feel like I have to put a gazillion lights around to light up my interior.
idk about Starfield but in Fallout each cell uses a lighting template, mess around with said template and you should be able to make the ambient darker
^^^ You can set a lighting template, and you can also specify a .dds environment map. Messing with that should resolve your problem.
Is that done with the Markers I see around? I assume each one does something with the lighting since they are each on a different lighting layer, but I haven't really found any settings associated with any of them. I will poke around for the lighting template.
The interior cell details window (where you name them) should have an option to specify the path to the texture as well as for the template. There should be one that will make things 100% dark everywhere until you begin to place light sources.
I was working on a ship hab once and started from scratch and it was lit like you were talking about, with no lighting or setup, so maybe the default is lit? This location I am working on now was a copy from another as a base, so that's probably also what I am pushing up against.
In a minor update to Scrolls of Quest-Fixing, I've added stages for activities "Start an Outpost on a Planet" and "Complete a Research Project".
https://creations.bethesda.net/en/starfield/details/fff2268d-b131-4836-89b5-ea398caa0c00/Scrolls_of_Quest_Fixing
Let me know if anyone needs a fix not currently included (see the included Book of Quest-Fixing for a list of quests and stages) and I'll include it in the next update. Enjoy!
Got another question trying to add a new NPC with dialogue, is player response not actually the correct way to initialize this in scenes, my initial greeting worked now the NPC is borked and just stands there
@surreal storm hey my partner and I are having a crash issue lately when we go into orbit and both use tiny reasons to explore space. We both don't have all that many mods that do anything when going into orbit. We're talking less than 3. Have you had any crash reports before? Because we are trying to narrow down what's doing it.
Hey, first time hearing about any crashes. Try moving it up in the load order as it could be conflicting with something that I haven't tested with.
Is there a Mod for the NASA spacesuits? The white ones?
Up as in to the top or bottom? Cause atm its in the middle.
try both top and bottom. I'm not sure if this will even help as it might be caused by something else
Cool I'll try that. Its intermittent so I'll be in touch if it helps
Oh and on xbox x if that matters
Do let me know if changing the load order doesn't help as then I'll have to investigate and possibly upload a new patch if that's something on my end
Heyo does anyone know the deal with leveled lists I’m about to start playing around with them but wanted to know if there are any pitfalls I should be aware of before I start messing around
I’ve been messing with leveled lists as part of my Black Dog mods. I would copy an existing LL, rename it and add my gear to it. Then add the list to enemies or vendors.
That’s what I was planning on doing but I noticed some people saying they added leveled list injection using shades scripts or something like that, is that something I should do?
Injecting prevents conflicts. For instance, say you add a weapon to a LL in the CK. If another mod adds a weapon to the list and is added after yours, your addition will be like it never happened.
Injection adds new things to the list at run time. So, even if the other mod overwrote the base LL, the injector will still add your thing to the new, modded, LL
fwiw, to avoid dependencies you can always script the injection yourself. Check out Gameplay>papyrus scripts>FormList for specific functions. Form for broader ones.
Will that be effected if I make a new leveled list or only if I make additions to an in game leveled list
No, only base game lists. Your new list will also have a new FormID so should be in the clear. The tricky part is where to integrate your new list? If it's for a new character you're good. If you're dropping you list into the medKit, well, the same issue, if someone else overwrote the medkit, your new list is gone (or theirs, depending on load order of course)
*character, container, etc. At some point you need to actually put your list in the game.
The thing that makes me the most upset about Starfield is Todd claiming that this game will be a “modder’s paradise”, but then Beth takes all eternity to release any sort of custom animation tools. What?!!?! Make that make sense, please.
I can’t tell what’s going on with my game right now I bought like 20 scan jammers for it and some shielded cargo and I have the cheat mod to increase scan jammer frequency and it says 0% like how does that make sense
They had so many chances at salvaging this game, but thumbed their noses at each of those opportunities completely. I guess it’s a management issue or something. I don’t know. Priorities, I guess. My first thing would be, since I’m focusing so hard on getting paid from mods, is to release everything at my disposal to modders, since they’re the ones keeping this game alive at this point.
Make sure your contraband isn't in your characters inventory.
Also you only need one scan jammer. They don't stack unless a mod changes that.
I can't comment on the cheat mod though.
Wish I could but all the contraband I got is quest related idk how to avoid that
It’s sad.
I keep trying to think of how to come at this :/ Todd is mostly right, the engine itself has enough depth now to basically turn the game into one of the greatest, whatever you can dream up, can probably be pulled off. But, there just isn't a very large community and yeah, third party roadblocks that take a lot of finagling.
Eh, I bet 10 years from now this game will be unrecognizable and have all the things people wanted lol and we won't even remember this
If they can get the damn custom animation tools out, then my perspective would change a bit, but the way treated this game, which, IMHO, is very awful considering it has a more interesting premise than FO or ES, is very unacceptable.
That's really all it is. The potential is there it's just time getting everything documented and breaking through the newest limitations.
I hope so.
Do you trust me lol
Cause as of yet, despite all the garbage slung at BGS, they have yet to have a game fail and not live well past its shelf life
And every release has been this way
I mean, I trust ya, TG, it’s Beth I don’t trust with this game, tbh.
They are sitting in a goldmine with this and they really haven’t done much with it.
Even 3
I miss FO4’s voiced protagonist, ngl.
I wish they would have given us an option for that.
That’s great thanks for answering so thoughoughly
For those who hate a voiced protagonist, turn it off in gameplay settings. For those of us who prefer it, leave it on. I’m not sure why they couldn’t have just done that.
I don’t know. This game had so much potential.
And if it weren’t for the modders, this thing would be a paperweight because I couldn’t imagine going back to the base game at this point, so kudos to Beth for releasing the CK.
I guess that’s one positive.
I love this game to death, probably my favorite BGS game this side of Skyrim, but sheesh.
And thank goodness for all the modders who dedicate their time, energy, and talent to turn a mediocre game into a brilliant masterpiece!!!!! I really appreciate yol!!!
Eh, from a modding perspective it's a pain if you don't prefer
Cause you can't turn off the thousands of people asking for a voiced version of your mod
I meant Beth, not the modders. Lol.
That should have came packaged with the game.
Which my comment still stands lol
Or at least that specific option.
Or do you mean to change the voice? Add in pitch modifications on Beth’s side.
I’m having trouble accessing starfield within miif scope it’s not showing up within my research folder, anyone else run into this issue and know a fix ?
That all should have been added in house. I’ve seen games from 2004 that allow different pitches of voice when creating a character.
No I mean if they add a voiced protagonist in the game, each and every mod author regardless of it being option, will have to deal with people either asking why there isn't a voice added or could there be a voice added.
You can't turn that off
Oh, gotcha.
Was that an issue in FO4 mods? I can’t remember. And I downloaded a TON of mods for FO4
Is this your first time using it? " Important question" is this a new installation of nifskope
It's the entire reason I didn't mod fallout 4 at all
Cause I didn't want to deal with the voiced protagonist
Yes it is
Okay so you'll need to set up the file tree of nifskope to your root folder
I think it's in the settings, if I had it in front of me I would've outlined how but sadly I do not
Interesting. I just don’t remember that. Then again, I was on Xbox One at the time, so the Nexus landscape was probably entirely different. I didn’t really get somewhat of a basic understanding of mods until Starfield’s release.
Go cha, 1 sec.
Yea sitting and piecemaling lines so they fit out of context for hours is the worst
I would have just preferred the option of having a voiced protagonist was there, speaking from a cinematic point of view. FO4 was cinematic as all get out.
No need I got thanks for the help
In nifscope: Options > Settings > Resources > Games > SF > Browse to yourgame folder. While you're in there, Resources > Paths > add your actual resource folder.
Sorry to make you type all that I figured it out as you weee typing I think
lol, nbd 🙂
Thanks to both of you


Project of the evening lol
https://youtu.be/D2Pc5vh_jbE
Just something I threw together real quick for the lolz.
😂 😂. I’m dead.
That’s dope
Just a bit of fun slapping a critter skin on a human rig lol
Have you got volumes with reflection probes in them?
If you do and the probe is right next to an emissive object it'll look a lot brighter than it should and if you don't the area will draw from the nearest probe which has other issues
I'm adopting it!
I am extremely new to the creation kit and I have kinda gone over my head, created a ship mod realized it costs a lot of credits, so I created a quest mod with a talking robot NPC in a newly created star station.
The starship interior has a door to another interior which is going to have a lot of credits and hopefully terrifying enemies
Trying to generally do a bit of everything then going back to fix stuff
At the moment I got the NPC to greet me and have a dialogue tree with three options but if I select one of those options it exits the dialogue instead of going back to the branch
This icon will create a volume that you can reshape by pressing "v" to fill your room/hab.
From there with the box selected go View > Volumes (it's second from the bottom)
In the pop up under the reflection probes section tick the box and that will make everything inside the box have correct colour and reflections for the objects inside it.
So I was able to make new outfits with nif scope and gimp and when I put them into ck they load up just as I intend them too but when I publish it as a test mod the outfit later is invisible anybody know what I am missing, I am testing on my Xbox by the way since my computer is slow
I think it has something to do with the dds files not working on Xbox
That would be my guess. Did you edit the meshes of the clothing at all or just the textures/materials?
No just textures is there another step I’m missing
I didn’t do I need to extract geometries to make it work?
Nvm I read that wrong
Lol
Diggin that
Dang it. I missed it.
So what do I need to do to get it to show up on Xbox?
Convert it to external geometry. If it works on pc and not xbox, it's probably set as internal geometry
hey everyone I was wondering how the general public on here feels about star wars genesis mod pack? I think it looks really neat and I am tempted to try it after finishing vannilla starfield first but not 100% sold on it
Did you package up the files in an archive? Make sure to put anything you created in an archive file. Tip, pick them by hand. The 'Collect External Data' button crashes CK.
I just read about what’s coming to the Starfield today. I don’t really keep up with vidya game news like that. Okay, so new update probably coming in 2026. Interesting…..
im excited for all the new features, game systems and the space stuff they are adding
Thanks I’ll check that out tommorow
This too
In nifskope at the top under spells. You may need to set up your assets source folders too though in settings.
What new features? I haven’t seen an article where they elaborated on what was coming.
Don't be reading articles just look at what bethesda says
Gaming journalism is 99% clickbait and ai generated
Long shot here, but do any of you know if HeroicPies excellent mods have gotten level list integration beyond the CAK-60 and the RO-18?
And the remaining 1 percent is pure bull crap.
Can you please bring in the Tellytubbies 🙏
☠️
🙏
Freestar Milita Spacesuit WIP
That’s dope
I always keep my tactical deployment cat handy too
Me gusta
If only there was a solution to the issue of the amount of archives one could have and the amount of new IDs causing issues to enjoy all of these mods
Heyo, Im really struggling on adding a recouloured outfit to the game, I am having trouble getting dds files to load on xbox. I have done everything I could find online. I followed along with Jramos's video. I am using nifscope and gimp. I have packed the files, and exported from nifscope as external. the textures load on the CK purfectly. But when I load them on xbox they do not work regardless of what I am doing. I honestly don't know what to try at this point as it feels like I am extremely close. There must be something I am missing
Send me a PM
Sure
Sent
I haven't seen specifics, just that interview. I mean anything new is good 😊
True
Anyone play the Star Finance mod?
Very Araska
Sometimes this game is super beautiful
@normal steeple Hi, when might we get an update on the drone?
For the cinematography features, I think probably 1 month out.
An estimate based on time it will take us to finish updates and QA average time. Rough estimate, could be longer but also could be less! We're on it though and the requests you asked for can be done, will just take us a hot minute.
Anyone know how to force specific music within a cell? I have some terrormorphs placed within a cell and the specific combat music force plays, I want to change the music to something else
Thank you very much for your work and thanks for the information
Under cell view, select the cell, right mouse and click edit. Then you can change the music type under the Common Data tab.
FC Militia Trooper WIP (not sure on it)
Anyone used the "Vanilla Landing Animations" mod and know if it's safe/works? Can't find much info on it at all, but it's on Creations.
Download it, try it, don't make a save with it if you don't like it.
The helmet is kind of funny.
But the rest reminds me of Andromeda
The Star Trek show with the crazy guy who played in “Hercules: The Legendary Journeys”?
Anyone ever use the Explorer mod?
BAE - Bethesda Archive Extractor
I'm curious what a hem below the belt, like a long coat and respirator in the helmet would look like but I like this
Continued petition for ODST armour
In case anyone else has been avoiding or rushing through Shattered Space content each NG+ due to the strong blue and red color schemes and effects, here's Shattered Space Clean & Clear:
https://creations.bethesda.net/en/starfield/details/7474444d-5e97-4e4b-8c79-6f01b45207aa/Shattered_Space_Clean__amp__Clear
is there a mod to Remove Asteroids and Debris In Orbit in creations?
Just watched the Crimson flyboy review of the hawk 50. Thank you Nova for making all the scopes see through scopes instead of overlays. All mod authors and Bethesda should do that. Overlay scopes suck.
Wished I could take the scopes from that mod and put it on all other weapons 😅
I guess it depends on your preference, I'm personally not a fan of that kinda scope and would prefer the overlay
I can see the appeal tho
Time to enter the Starfield and get sloppy drunk off of high end wine.
Random question: who would the “Mythic Dawn” be in Starfield?!!
Anyone run into an issue in CK where you can't drag and move objects, or even move them with the arrow keys? It has been happening a lot today and the only way I have found to fix it is to shut down CK and start it back up. Was hoping someone has figured out a quicker fix?
Heyo, sorry to have to ask another texture question, but when I upload DDs files to gimp they lighten, I know I have to change my color profile, but idk what colour profile I need to change to
Thank you modders!!!!! I really appreciate yol!!!!!!
And I am absolutely not being sardonic or sarcastic or anything like that. Yol made this game a 10/10, at least in my eyes.
Yol are the ones who killed my social life, goddamn, because I could be in the Touch of Class right now, dancing the night away.
But yol be coming up with all these nice tweaks on a daily.
Pick either
I’m having trouble finding the drop-down that you have their
Paint.net makes me giggle my ass off for some reason. Just the name of it.
It sounds so low budget. 😂
Damn all my favorite modders are actively in here thats dope
Hello, has anyone experienced some major bugs with the QSO mod?
For one, the data slate audios goes so fast and has no sound, it's impossible to read them.
Also, if I go to The Clinic with not activating the start of the quest, it starts the contract regardless. Super weird.
I tested it by itself in the mod order with the same results. Even tried moving it in different spots in the order to no avail.
Anyone got any clue how to fix these bugs? 👀
I had those problems to I just gave up on it
I gave up on a 60 hour play through because I’m pretty sure some quests gave me contraband that I couldn’t put on my ship so I go to jail every time I was doing a lot of quests so I should have just handed in the contraband where it was supposed to go but I do think it’s bs that I go to jail which locks u out of going to homestead for example like is there a mod that prevents my inventory from getting scanned
Does anyone have a sugestion on a mod list for Starfield? Like Lorerim for Skyrim, but in this case for Stafield.
the crimson raiders have this thing that makes it so the chance you can evade it is higher no? in theory it would be possible to just give it a 100% evade scan chance or whatever
im not 100% sure i havent played starfield in ages there is a ship equipment thing like this no?
That only applies for the ship inventory the scanner for each planet was 0% to evade and I had like 6 scanner jammers and shielded cargo
wait wait so when ur IN ur ship getting scanned IN SPACE it will detect the stuff in your personal inventory but not the contraband in the ship?
Yep I was surprised to might be a bug but one of the worst I’ve seen in this game
I’m hoping we get some Fallout Clothes someday.
I couldn't settle on a specific design for this Crimson knife. Guess it's going to be highly customizable 😁 Blade, handguard, handle and pommel. 3-4 options for each slot
Jokes aside that’s a SLICK knife.
Thanks! I spent a whole hour with the line tools coming up with all shapes and sizes for a kukri style blade. Love how it turned out and now I can't stop staring at it because it's so good lol
Same, I adore the curve of the knife, really screams “TACTICAL KNIFE” and sure as HELL is X100 better than the “Barrow Knife”
Severe lack of Knifes in game now that I think about it.
Melee will play a big role in a lot of my future mods. This is my list for the Crimson Arsenal expansion so far
Damn, I love ranged weapons.
And better swords are always welcome.
Same. I have a lot of work to do while I wait for the elusive animation tools lol
That's the best way to do it tho
BGS is holding onto those tools than friggin’ Rose to that door in Titanic
Stack em up
How so?
Did BGS not share the PSC files for Shattered Space? I finally got around to installing Shattered Space on PC (I only play on Xbox and haven't needed Shattered Space for any of my mods until now), and I see that ContentResources.zip didn't get an update, and the Shattered Space BA2s only contain PEX, not PSC files.
Yes, SS is not in the source files
Hi everyone. For xbox series x starfield, where else can you buy "Burninator-20X6" other than 1-of-a-kind salvage? I am asking because the description makes it seem like there are other places to buy it at.
https://creations.bethesda.net/en/starfield/details/0c56e069-1348-4953-9186-3cd4364e61e0/Burninator_20X6
Thanks; I've just finished decompiling all the PEXs using Champollion, so now to see how the CK will act if I try to trick it into thinking those decompilations are the original PSCs for those quests/etc. 😁
CK does not care if these are the original or not, as long as their names matches CK will load them
Yeah, I didn't expect it to "know"; just wondering how it'll act when I play with properties and what not.
But thanks for confirmation.
If CK was already open you may need to close and restart it tho
Yep; already closed while I was decompiling. Thanks.
If the properties set in CK do not match the source script, CK will tell you that they changed in a popup and then opens them up with the ones from the source
If you get that message something was likely decompiled wrong
Has anyone asked BGS if they could just include an archive of the Shattered Space PSCs like they do for the base game, perhaps in the next update? It would be super easy for them to do, and really help mod authors.
Just found an interesting interaction of mods in this playthrough...Real Fuel and Economy. My first attempt to stop for fuel in NA was a quote for 52k credits for 3/4 of a tank lol
hehe
learned how to add 3D models just to add this as Easter egg in all my future mods lol
Hmm, so decompilation doesn't include the commented lines normally found in script fragments (for example, quest fragments), which it turns out the CK actually uses (so...they're not really comments, heh).
The CK doesn't know what do with
Function Fragment_Stage_0010_Item_00()
RI03.SetStage(600)
Cell myCell = Alias_PilotSeat.GetRef().GetParentCell()
myCell.SetPublic(True)
EndFunction
...but it recognizes
;BEGIN FRAGMENT Fragment_Stage_0010_Item_00
Function Fragment_Stage_0010_Item_00()
;BEGIN CODE
RI03.SetStage(600)
Cell myCell = Alias_PilotSeat.GetRef().GetParentCell()
myCell.SetPublic(True)
;END CODE
EndFunction
;END FRAGMENT
Same issue comes up with Skyrim and Fallout 4 too.
Or even more crucially, this:
Function Fragment_Stage_0100_Item_00()
Quest __temp = Self as Quest
bescript kmyQuest = __temp as bescript
kmyQuest.SetCrewPlayerFriend(True, True)
EndFunction
...is definitely not treated the same as this:
;BEGIN FRAGMENT Fragment_Stage_0100_Item_00
Function Fragment_Stage_0100_Item_00()
;BEGIN AUTOCAST TYPE bescript
Quest __temp = Self as Quest
bescript kmyQuest = __temp as bescript
;END AUTOCAST
;BEGIN CODE
kmyQuest.SetCrewPlayerFriend(True, True)
;END CODE
EndFunction
;END FRAGMENT
Makes sense, but at least we have the PSCs for the DLCs for those two titles 😁
Not all of them if you're working with anything from the AE DLC package 😛
Anyone happen to have some script/code handy so I can be lazy and don't have to come up with my own in order to batch edit all the decompiled fragments I've created? lol
Huh, I'll take your word for it as I haven't tinkered with anything AE-specific for Skyrim. A shame we still don't have those, then.
I haven't seen any sort of batch processor to reinsert the fragment tags for any of the games.
My esp for the mod im working on has disappeared im screwed aren’t I ?
How has it disappeared?
can anyone help me add a chest into the lodge's cell?
In case you want a PowerShell file from a stranger, I managed to use ChatGPT to come up with a script that handled all 200-something fragments from Shattered Space (after decompiling them all using Champollion), and as far as I can tell, every one of them is loading correctly in the CK.
I guess I can see about sharing it on Nexus or something.
I love the gas giants.
That water is creepy af
I just came back after 2 days of being offline to find my load order has two .esm's that no longer have their friendly LO list name. nightly07.esm and nightly04.esm.
07 was "Better Stache" and 04 was Starborn Trader. Two mods from a MA named nightlyRPG. THey seem to have removed all their mods from the Creations store.
Has anyone heard why?
My goodness. Is that a new Leviathan-esque creature?!?
This game could really benefit from some new creatures.
Would be nearly impossible to make something that large actually function as an enemy but maybe you'll encounter it's offspring 
Teaser to something good? And large scale creatures not functioning is a thing in this game? Wild, considering we had giants in Skyrim.
OK, I've finally achieved 100% successful re-compilation of all decompiled PEX fragments from Shattered Space using a custom PowerShell script (after about a hundred iterations of that script, heh) to rebuild the fragment comments (which are actually used by the CK, so they're not really comments), and a separate PowerShell script to comment out any Guard functions or declarations on their parent scripts (those scripts will now behave properly and allow their child fragments to reference their properties, and you'll still be able to read through the decompiled parent scripts even if the Guard functions don't work, which generally won't matter for the CK's purposes).
I'll take a look again in the morning and put something together on Nexus at some point once I've properly documented how to use these scripts.
Essentially you'll need to use BAE or similar to extract \Scripts from "ShatteredSpace - Main01.ba2", then use Champollion to mass decompile all the PEX files, then use the two PowerShell scripts to correct fragment format and comment out Guard functions. Then, Creation kit will act pretty much identically to how it would act if BGS gave us the Shattered Space PSC files like they did for the base game.
Hopefully this will be obsolete any day now when they do so 😁
Bear in mind there are still potential issues with Champollion like this: https://github.com/Orvid/Champollion/issues/34
So yeah, we really do need official script sources, not least because (as you've mentioned) of the comments.
We also of course need the DLC materials too.
lol, awesome.
Still, we can mostly hobble around in the CK and comprehend how quests function, etc.
If I get un-lazy enough, I'll look into writing a PEX decompiler for Starfield that accounts for these issues. In the meantime, I'm just happy the CK isn't screaming at me 😁
Love that he’s just looking at it, probably thinking “I don’t think I have enough bullets for this”
I'm dumb, I just realized you don't need to publish a mod to test it on xbox, you can just download the draft. I've been uploading test mods to test things for a week at this point.🫣
You still need to publish if it's someone else testing for you, i.e. for mod authors without an Xbox.
That makes sense, I test all my mods on xbox since uploading to bethesda.net and loading up my xbox, is faster then booting up the game on my computer.
@summer bay is this the right place to ask about Forgotten Frontiers 2? If so, the “forgotten supply bridge” POI doesn’t seem to offer planetary hazard protection. Is this intended? I’m on Codos and got severe radiation burns while trying to seek shelter in one of the checkpoint buildings at the end of the bridge
I don't believe this is intended behavior, thanks for this report, I will check it out and hopefully get this fixed.
So, Papyrus question for you guys. I've got a script with If (akKiller as Actor).GetFactionReaction(PlayerRef as Actor) == 1 in it, to try and determine if the person who killed the player is a member of an enemy faction. The problem is it's rather inconsistent. If the player for example attacks a guard, they turn hostile and kill the player, that guard seems to counts as an enemy. But if the player kills the guard, and is in turn killed by a different guard that they did not attack first, that counts as being killed by a neutral.
Is there a better way to determine if an actor is a "friendly"? Even if they're currently in combat with the player?
I guess I could do multiple faction checks for the civilian crime factions, but that might not work for mod-added friendlies.
I'll tell ya what though. I got "Spacesuits actually work" and it is pretty sweet.
Yea I thought about it but so far I’m actually fine the way hazards work right now. Makes hopping from POI to POI for shelter meaningful in a way.
I used to work at Space Camp and so I know all about the spacesuits. That is why I like the mod. Did you know that they take casts of the astronauts hands to make the gloves? Pretty cool.
When I made Sense Star Stuff Improved, I had to use two conditions with an OR to catch all hostile actors:
Subject GetShouldAttack PlayerRef > 0.00 OR
Subject IsHostileToActor PlayerRef > 0.00
I don't remember why I used > 0 rather than == 1, but there may be more than two possible states for one or both of those.
Also, IsHostileToActor was what recognized actors that should be hostile, and GetShouldAttack is what recognized actors that were currently hostile, which seems backward to me and not how I recalled it working in Fallout 4, but that's what my notes say occurred when I tested them one at a time.
I love this mod.
Huh OK, thanks. I'll give those a try.
Apparently in previous games we had isActorEvil, which sounds ideal, but they removed that in Skyrim.
How difficult would it be to have a second render of the UC cap to be made to be worn backwards? I kinda wanted Heller to be a “bro”, even though I RP as military and that would never fly, but I wanted to give Heller a bit of “rebellious” personality.
Also, when docking hostile ships, would it possible to have the interior lighting of the ship turn into a red, strobing light with an AI voice saying: “Warning! Warning!”?
That's a fun Idea. Might want to make an activator for the alarm and make a package for NPC's to click it when in danger?
Howa this for a start?
I’ve not used the creations version, but I use the nexus one. It’s pulled now. It works perfectly. Just load it dead last. I mean last last. It needs to have final say on all the cells it touches to make sure the markers stay undiscovered.
Also, if you use Starfield engine fixes, be sure to disable the function that lets you insta travel around cities because it will mess with the map markers from vanilla landings.
Thanks for the reply. I've been using it since asking and it works perfectly. Grabbed it from creations and loaded it last actually. 🙂
Looks great! As much as I love your mods, it would be even better if NPCs actually wore the suits and skins in the world
I'll say this for everyone who brings this up but, the way NPCs use outfits is via actual hard skin changes, unlike before in other BGS games where the inventory dictated what an NPCs wore in Starfield you have to physically make an outfit formList and Physically apply that to an NPC which means.... if anyone would like to inject outfits for NPCs to wear they're going to have to override the npc in some way.
which is not ideal
Hmm...you can't make a formlist and then somehow apply it to the NPC during runtime? Maybe a user-fired action that runs a script?
Actually, that's a weird thing to do and would only make sense in specific scenarios. I'm tired and tinkering with something else, and didn't really think that through 😁
Is there a mod that just flat buffs accuracy levels so that my gun doesn’t shoot blanks x% depending on the accuracy stat?
Woah….
It would not work, because, you still need to have the npc use that list
basically the only shot you have is hoping that they are using a lvl list for their outfits, otherwise you have no choice but to override the npc
and even, injecting into existing lvl lists..... keep in mind once a lvl hits 255, it'll immdiately brick that save file
you'll get CTDs on load untill you reduce the size
and the issue with the lvl list for vanilla outfits is you have the curve ball of helmet and backpacks also thrown into that mix
Couldn't you create a dummy quest with an alias for the target NPC, then give the outfit via formlist there? That's what I've done in the past for Skyrim and FO4.
Okay, so, the npc, and the outfit, is a physical model change. I'E there is a physical drop box you have to change in order for them to change what they're wearing.
that's where the problem is
you'd have to change their whole outfit list
which brings me back to you can't really switch them without having to go out of your way or changing the npcs
Unless someone finds some magic way to do it, which I'm sure there's some hack way around it somewhere.
Specifically this right here
I tried injecting some things myself and discovered it's not as stright forward LOL
Hmm, that's annoying. I hadn't looked into it, but now I'm a little curious as to what workarounds might be possible. Maybe I'll play around with it this week.
Does anybody know if it’s possible in SF to hook up to item used events to trigger custom logic? I’ve never really used Papyrus much in previous games, coming more from Oblivion/Fo3 times. I just know that with the advent of Papyrus/Skyrim there’s event based logic, so maybe there’s a chance?
Basically, I’d like to fire a script on usage of certain vanilla items, without having to alter the vanilla form for compatibility reasons. So maybe a quest script that roughly goes like “if GetLastItemUsed() == someVanillaItem doCustomLogic”
You've basically got it. It depends on what you mean by used, OnActivate, OnTrigger, OnInit etc. There are also way to add custom listeners or events but most of that is above my paygrade. You can also script quest aliases and add the vanilla item to an alias then script the item itself that way.
I would start, assuming you already have contentresources extracted, open the CK > Gameplay > Papyrus Manager > Find the ObjectReference script > Open in external editor. Search OnActivate, there are a several event listeners around that spot along with how they're used. Most of the scripting itself is the same or similar to fo4 / skyrim so from there you can often find more resources online. Some things have changed, Get/SetActorValue is now Get/SetValue for instance. Little quirks like that
That's a very dumb way to do that lol
Not exactly, cause it's the only way we'd even have the suit switch feature
So it makes sense
Oh right plus the crowds aren't technically traditional Bethesda NPCs
For the NPC outfit change, I would suggest making that feacher a separate free file with the dependency of the outfit file. This way you can explain the hard edit to the NPC's and let the user be in control of their own content. They should know better then to use 2 mods that change the same thing.
Is your last line referring to people who download mods? Most think they can have multiple mods that edit the same thing because they think it doesn’t matter because the lowest takes priority. Or highest cause apparently there’s people going around on Facebook saying it loads from the bottom to the top.
Ya you can just let things override. One should create a load order with the least amount of conflicts. There would be no point in using the mod I described if one was just going to override it. So it would need to be latter in the LO.
Oh, I forgot to share that this would probably be an easy solution:
There's already a script for this apparently:
setOutfitForRefAlias.psc
Scriptname setOutfitForRefAlias extends ReferenceAlias
Outfit Property OutfitToEquip Auto Const
Event OnLoad()
self.getActorReference().setOutfit(OutfitToEquip)
EndEvent
You could make a dummy quest, with a single empty stage, Run on Start, one alias for your target NPC (or one for each if multiple), make a custom outfit, add that script and point its property to that outfit, and it should work.
You may have to also use the alias to give the NPC the items in that outfit...I'm not sure how outfits work for Starfield (and frankly I can't remember exactly how they worked in Skyrim or FO4, lol).
Now, as you mentioned above, if more than one mod author used this solution to modify the same NPC's outfit, and someone had both mods running, the results could be weird, or broken, or inconsistent. But, it's probably the smoothest/simplest way to get it done nonetheless.
The dummy quest/dummy alias trick is very useful in general, especially when modifying attributes of the player (inventory, perks, etc.) without stepping on top of other mods.
I was playing around with that a couple weeks ago. I didn't dig through all the scripts so I wrote my own to do the same thing, but that one is easier so I will switch over to that. I was wanting to have a ship outfit that my crew wears automatically once I recruit them and it was working, off and on, but I think the issue was with my quest. I do think that's the right approach though. Thanks for sharing that.
That's a fun idea.
Once you had a working implementation, you could then potentially do all kinds of fun things with regard to the alias(es). You could use a script with ForceRefTo() and/or Clear() to shove people into an alias or clear them from it, meaning you could make the target NPC(s) stop or start wearing your desired outfits at will, letting the player control it via dialogue, etc. From there the possibilities are pretty vast.
No new creations today?
No, it was a holiday Monday.
Can confirm, this dose work.
Nice; glad to help, and thanks for the confirmation.
Pretty much it's just not practical
I have just completed my new creation "Lost Light". It will be a POI expansion. It will release when it passes QA.
Here are some screenshots:
Pilfered Warehouse
A Starfreight warehouse carved into rocky terrain that stores packages of questionable origin which attractsvisitors of various species. Rumors are that a UC marine squad went to investigate and never came out. Even Spacers don't dare to enter.
Kekdatu Fortification
A sprawling fortification designed by xenowarfare specialists for planets with hostile wildlife.
Argos Company Housing
Surprisingly luxurious modular all-weather housing built by Argos Extractors for its mining crews. The miners have long left the place because of all the spacers creating a hostile work environment.
Decommissioned Private Spaceport
A decommissioned private spaceport converted into a workshop by a robotics expert who appears to have left in a hurry.
Airmobile Terrabrew Coffeeshop
A Terrabrew Coffeeshop built for rapid airlift and deployment on planets with little infrastructure. The location has experienced heavy combat damage by pirates who party too hard and drink too much coffee.
Spacefarer's Tomb
An old Novagalactic emergency shelter for planets with high radiation. Rumored to be untouched for decades and full of exciting loot.
🔥
I am still thinking about the button in the ryujin POI lol
If you want to know what it is for I can tell you in private.
That would be dope!
Terrabrew being in the middle of nowhere actually kind of tracks.
I created my own interior with a ground floor, a top floor with a nice skylight
I really envy how you guys can do stuff like that. I am already getting crazy over placing a single crate in a cell in the CK 😅
some of my crew in uniform
Bruh, I can’t even open CK.
Oh, what holiday?
Labor Day.
Are these kit bashed suits? Or new assets?
Are those vanilla bodies?
no, from Zone79 mod and the clothes are from them too
https://creations.bethesda.net/en/starfield/details/1cb88478-cfa4-450e-8ce9-3314f67ef172/ZBB___ZoNEs_Beautiful_Body_Mesh
So you're saying outfits with skins can't be injected into a leveled list?
Figured. I thought there's no way vanilla looks that good lol. I wonder if there will ever be a standardization for body types, similar to how Skyrim has CBBE and UNP
A new kitbash
Todd and the boys are afraid of Curves
https://www.nexusmods.com/starfield/mods/14790 nothing from Bethesda today, so I thought I release something myself.
NPC's will wear this one. I have a couple overhauls awaiting release and/or being built that do in fact give NPC's suits to wear.
Amazing
Nice
From what in parts? I haven't played SF in awhile but I don't remember ever seeing that stuff
Yeah. Too much gender ambiguity in the body morphs lol
Good. That means I did a good job.
My kitbashes are assembled from a variety of clothing and spacesuit geometry. I don't really add anything from a geometry perspective, only my textures, decals and materials.
I love this mod!!!!!
Does the Starfield CK standalone PapyrusCompiler.exe not respect namespaces for the DLCs?
I'm iteratively building and testing some PowerShell to repair various broken PSCs from a decompilation of the PEXs from DLC001 (Shattered Space) since BGS didn't share the PSCs for the DLC like they did for the base game (so we can view and tinker with them in the CK, even if certain things like Guard content are commented out). When I've made a major change to my script and run it against the 350+ PSCs for Shattered Space, then want to make sure the CK will understand it, the fastest way currently is in the CK via Gameplay > Compile Papyrus Scripts, then manually checking 350+ boxes by mashing Space, DownArrow, etc (after I've dropped a copy of the latest PSCs in \Source\Scripts\dlc001).
So, I thought I'd try using the standalone PapyrusCompiler.exe, but it seems to not understand the game's own namespaces like the CK GUI route does: it just gives me "filename does not match script name" for every file.
I'm in a terminal at C:\Program Files (x86)\Steam\steamapps\common\Starfield\Tools\Papyrus Compiler>
...and running this command:
.\PapyrusCompiler.exe "..\..\Data\Scripts\Source\dlc001" -all -i="..\..\Data\Scripts\Source\" -o="..\..\Data\Scripts" -f=".\Starfield_Papyrus_Flags.flg"
Anyone know if I'm missing something obvious?
(I've successfully repaired all the fragments, with the caveat that anything Guard functionality has that commented out for now, but I'm still working on the non-fragment PSCs, which are somewhat mangled by Champollion in some cases)
Just to be clear, I can compile from dlc001 via the CK GUI but not the CLI, and in the CLI I can compile the base game PSCs, but none of the other built-in namespaces like dlc001, dlc03, etc. This seems like it shouldn't be the case.
Not answering your questions, but don't need to use the "Compile Papyrus Scripts" window, you can use the other one underneath. In there just search *DLC001*, select all scripts > right click compile. It's faster than clicking all the boxes.
That's awesome as a workaround; I'll check it out in the morning. Thanks.
Discord formatting got me but yeah put a * in front and at the end of your search term and the thing should search for any file names including that term (including namespaces)
Amazing, Wulfy. Just one question, please: are you planning to "polish" your other creations? For instance, some of your new skins have wrong roman numbers.
I think the right way would be IV.
"IIII" was used because the alphabetical ordering would put "IV" in the middle of the list and I wanted to avoid that. "IIII" is not classically correct but it is used in some situations. If I were to redo it, I would use Arabic numerals instead.
Indeed lol. I am planning a military expansion for the various factions. Weapons, vehicles, armors, etc. I find it funny how close your suit came to the theme/style im doing for FS
anyone have an issue with ck where it sits on loading screen sayin initializing windows?
Here is version 2
depending on hardware, it can take a very long time to load the CK
🙌
It does take a long time time to load normally like 10 minutes but if been waiting an hour I restarted it and waited 45 minutes again
But I think I figured it out I messed something up in the files and it looks like it’s loading properly this time
It does respect them.
Yeah I figured it out it just loaded
I was replying to LBGSHI but my discord didn't load all the messages. The kind of problem you're having happens often with the Fallout 4 DLC because people often unpack them one directory more or less than they need to. The namespace and script name need to match The directory path and file name of the script.
Also another quirk is that when you compile a particular import folder with -all (The first compiler argument), you have to also add that first parameter as an import in the Imports list. In short, it needs to import itself. @sly ocean Ping me if you want additional help.
You probably need to double Nest the root folder you have to dlc01/dlc01
Does anyone know if there is a limit on how much you can place in a single leveled list?
I know there's a limit for sure, I think it's in the hundreds, not sure of an exact number.
I think it's 255
Ok that should be fine I don’t think a limit is my issue then, I’m trying to make a mod which uses a levelled list and the four hats I made for the mod won’t show up on the people who use the list. (I made new unplayable clothes items which are the same but include the hat the objects show up on the characters in ck but not when I load it up in game)
Did you inject into those lists?
You can't edit vanilla lists if that's what you did, it'll cause conflicts with other mods
No I’m editing a list that’s new not vanilla so it should’nt have an issue
ahhh I see, are they not showing up visually or at all?
I’m checking that now but at the moment they don’t show up at all
So the hats I added show up as a world model but on the characters they show up invisible I must have missed something
Nice; that works and is much more convenient. I'm still curious as to why the CLI implementation doesn't work as expected, but it's effectively irrelevant for my purposes now. Thanks again.
Wow, the wakizashi has almost 45k triangles for the model, is that a lot? No wonder objects still look good while up close in-game
Yep, the namespace:scriptname do indeed match the file path, and that's reflected by the CK GUI compile mechanism working on those scripts.
For example, the file at:
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source\dlc001\qf_sfbgs001_oe_ldvaruun.psc
...has:
ScriptName dlc001:QF_SFBGS001_OE_LDVaruun Extends Quest Const hidden
As for adding that directory to the imports list, that's something I also tried (with and without trailing backslash), for example:
.\PapyrusCompiler.exe "..\..\Data\Scripts\Source\dlc001" -all -i="..\..\Data\Scripts\Source;..\..\Data\Scripts\Source\dlc001" -o="..\..\Data\Scripts" -f=".\Starfield_Papyrus_Flags.flg"
...but no variations made a difference.
Thanks for chiming in, though, as I'm still interested in why this doesn't work as expected and might still want to use this functionality sometime. Let me know if you think I've missed anything else, or misunderstood what you said.
Not sure I follow; do you mean I should (temporarily move or rename Scripts\Source\dlc001 and) make a new subdirectory under \Scripts\Source called dlc001 and put dlc001 into that?
That would break the CK's ability to read the files, though, right? Currently it reads, for example, fragments from that directory properly when looking at quest stages.
Yea you still missed a directory level that's needed. I'm on mobile at the moment but I should be at my desktop in the next 20 minutes. Then I can give you the correct file paths
Thanks; if you do want to test a command for yourself first (if you have the Starfield CK installed and own DLC03), you can use DLC03 instead of DLC001. For example:
.\PapyrusCompiler.exe "..\..\Data\Scripts\Source\dlc03" -all -i="..\..\Data\Scripts\Source;..\..\Data\Scripts\Source\dlc03" -o="..\..\Data\Scripts" -f=".\Starfield_Papyrus_Flags.flg"
...or whatever (correct) syntax exists 😁
Mine still fails even on that directory (or any directory except the base game files at \Source\Scripts).
I just finished the morphs for the outfit. I need to import it into Substance Painter to give it texture. I will put it in my FC Outfit Overhaul.
HELL YEAH, I always thought it was weird the Rangers are supposed to be elite, but dress like they work at Cracker Barrel
This is an example PPJ which is a config for the normal CLI args. Used like PapyrusCompiler.exe "Data\Scripts\Source\User\User.ppj". The PPJ goes into the folder you want to compile, or change <Folder>.</Folder> to <Folder>path\to\some\folder</Folder>.
<?xml version='1.0'?>
<PapyrusProject
xmlns="PapyrusProject.xsd"
Flags="Starfield_Papyrus_Flags.flg"
Output="C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts"
Asm="Discard"
Optimize="false"
Release="false"
Final="false"
>
<Imports>
<Import>.</Import>
<Import>C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source\Cassiopeia</Import>
<Import>C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source\DLC03-PACKAGE</Import>
<Import>C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source\Base</Import>
</Imports>
<Folders>
<Folder>.</Folder>
</Folders>
</PapyrusProject>
A PPJ can be replaced with CLI args, or used in combination. CLI args override PPJ settings.
Scripts\Source\-
Base
-
Cassiopeia
-
DLC03-PACKAGE
-
User
The Scripts\Source\DLC03-PACKAGE would be the package import root. This is the folder your specify as a CLI import. Only then will any further sub-folder be considered as a namespace.
So in DLC03-PACKAGE you would add the first namespace to match your scripts, Scripts\Source\DLC03-PACKAGE\DLC03. Then make sure to give the compiler the package import root path DLC03-PACKAGE and not the namespace directly. I would have used Scripts\Source\DLC03\DLC03, but that as an example for learning is confusing.
The CK itself simply passes arguments to the compiler in the same way, it generates a PPJ in the appdata folder, passes it, then deletes it. The CK derives the arguments to use from the CK ini. So to make the CK match your external configuration such as above, you have to specify matching values.
[Papyrus]
sScriptSourceFolder="Data/Scripts/Source/User"
sAdditionalImports="$(source);./Data/Scripts/Source/Cassiopeia;./Data/Scripts/Source/DLC03-PACKAGE;./Data/Scripts/Source/Base"
Yeah, I did come across using projects as a workaround, and that apparently worked for some people with issues with FO4 namespaces in the past (SKK50 for example on a Nexus forums thread, although he eventually found a better solution), but it doesn't seem optimal. Still, if I were going to repeatedly test compilation of the same bunch of files, it's not unreasonable.
Have you tested this solution and been able to compile DLC03?
Hmm, interesting...maybe I can capture that ephemeral PPJ when the CK GUI creates it, and steal some info from it to trick PapyrusCompiler.exe into behaving properly without a PPJ 😁
No because I dont have that particular source but I use this same method for other projects\dependencies.
Microsoft Windows [Version 10.0.19045.6216]
(c) Microsoft Corporation. All rights reserved.
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Data\Scripts\Source\User>"C:\Program Files (x86)\Steam\steamapps\common\Starfield\Tools\Papyrus Compiler\PapyrusCompiler.exe" "User.ppj"
Papyrus Compiler Version 4.7.0.5 for Starfield
Copyright (C) ZeniMax Media. All rights reserved.
Starting 4 compile threads for 5 files...
Compiling "DataList.psc"...
Compiling "LargeShipChange.psc"...
Compiling "MyObject.psc"...
Compiling "NormandyShipInt_ExitChair.psc"...
Compilation succeeded.
Compiling "SpawnSelector.psc"...
Compilation succeeded.
Compilation succeeded.
Compilation succeeded.
Compilation succeeded.
Batch compile of 5 files finished. 5 succeeded, 0 failed.


