#modding-general
1 messages · Page 17 of 1
All the CC stuff is Kb in size. Even if you have AE you aren't using much more than a meg of space for it.
There’s tons of great mods but we constantly have to pick and chose, sacrificing important mods to get other important mods lol
Judging by how many people don't want to wipe their LOs to get them up-to-date with the UI. I think they would.
Is there no way to put it behind an optional download wall or something?
I was just curious, that’s all. I don’t get why anyone would have an issue with getting more space for mods even if it meant they lost their saves and mods, it would mean that they could make a new bigger and better LO and do a new play through, but yeah I was just wondering.
I’ve been away for a while and was curious to know if there was any sort of progress toward achieving this that’s all
They'd have to make it a separate SKU and that would mean redoing all the licenses. I know everyone thinks Bethesda loves to re-release the game, but they actually want to avoid it in this case.
Poor Skyrim and FO4 were the first to do console mods and are chained to the guesswork that went into figuring out how to do that. Starfield will likely not have a storage limit at all.
I really want generic weapons and armor and character accessories like sashes, scarves and pauldrons. It would really add variety, depending on the weapons, it could also mean new animations
Yeah it’s understandable, I don’t think anyone anticipated how popular modding would be and how many mods would get made.
I’d love to see the limit increase because over the last decade mods have gotten better and better and better and it’s a shame to have to cut ones out even though I really enjoy them. I’d love to see the limit increase, I hope they can find a good way to do it some day.
But yeah dude I am so looking forward to modding Starfield, I’ve been avoiding doing another playthrough because I’m hoping mods will come soon and that will be something special. I’m excited!
Bethesda hear my wishes as I am a dedicated PS4 modder
I wish Sony would hear your wishes.
Yeah ;-;
At least Bethesda's official modder's resources aren't against restrictions.
But the first Buzz Lightyear mod, or first time someone uploads something that breaks ToS Sony would shut modding down for good.
Someone uploaded a FO4 mod with custom assets to PS4 (According to my brother) and nothing happened, but I think the mod didn't actually work for some reason
Of course, it was deleted
Also if PS couldn't handle archives, then why does Skyrim have archives on PS4
Best of my knowlage it's a partial myth. The CK will upload the esp, but not the bsa. So you are missing everything the mod is trying to do.
In theory, custom assets can work on PS4 (Obviously because look at the pre-marketplace CC) So if someone somehow bypassed this, it could work
But I am happy with what I do already
The only other way to bypass it is to jailbreak the console. But as that is technically illegal we can't talk about doing so here.
Ye
Still nothing unfortunately.
My only suggestion is to submit a feedback report and specifically ask and also ask them to look into updating the wiki for the new Skyrim since all we currently have is info for the old version. Right now only the Verified Creators probably are the only ones who have that information and they may be locked by NDA.
Another modder who has access to Ida Pro may have already decoded the strings so you could ask on the xEdit discord as well. When I looked at it with a hex editor, the strings were garbled and did not provide any helpful information other than it cannot be run in dos mode and copyright info.
Ah well, I appreciate you trying here. I may take a look at it in Ghidra myself, hadn't even thought to do so.
If you find anything helpful, please share with the community. Hopefully with your feedback to Bethesda, they’ll update it for the rest of us.
I'll be sure to do so!
Got it.
If it's useful to others RoboVoicer.exe seems to be written in C# and can take 4 different parameters:
- -t is what tells it what to speak. So
-t Hellomakes it say hello. - -r sets samples per second. This defaults to 32000 if not specifically set. You'll want to enter a number here if you do need it
- -o is the important one. This is what takes the text you input and stores it at the designated path as a .wav. You want to set the path to what will be the newly created file. So if I want a wav file that's named "Test" and I want it to contain robovoice saying "Hello", I'd type
RoboVoicer.exe -t "Hello" -o "H:\RoboVoice\Test.wav"(or whatever other path you want it to use) - -q enables quiet mode. While I haven't looked at this one as much at a guess I'd say it mutes the program, so that the -t text is not audibly spoken.
Now all that being said I wouldn't be shocked if I'm missing some kind of CK integration here. This does not seem like a super convenient system to use as is.
This limitation has been removed by being able to save and restore your LOs to and from the server
So now it's just a matter of Bethesda actually doing it
Oh interesting. Thanks for the info!
A bat file with each line written out looks like what would be the solution? Copy paste from the dialogue export.
Change the export to csv. Delete the first couple rows. Change back to txt.
Copy lines into bat. Use VSCode or VSCodium for the more powerful multiline copy paste function to add the additional info
If you are restoreing the LO from the server it removes anything you have and repalces it with your stored LO. That's not going past the 5 gig limit. That's a drive partition. You can't compress storage on an Xbox.
Some reaspn i cant install creations as it says not connected to bethesda servers
The listed steps should help resolve your issue:
https://help.bethesda.net/#en/answer/57243
https://help.bethesda.net/#en/answer/57043
https://help.bethesda.net/#en/answer/45678
Does saved load order download in order now or still random?
What on earth has happened to the Fallout 4 Creation Kit wiki? The scripting reference takes me to a tag page, it's way harder to find stuff now.
Skyrim: https://ck.uesp.net/wiki/Main_Page
Fallout 4: https://falloutck.uesp.net/wiki/Main_Page
@cloud dust The wiki was supposed to have been upgraded from MediaWiki to XWiki which so far has been a 4 year project (somehow). Obviously that didnt go as planned and there is NO timeline on when it will get fixed, or if it will at all. Yea, the wikis have been broken for longer than 4 years, its been like 6-7 years. Thankfully the UESP created clones of the wiki sites several years ago and that is where the community should go for wiki content. I dont have much confidence in Bethesda ability to run a website like this.
Ah that's unfortunate but I'm glad the backup exists, you're a lifesaver. Thanks!
I have spent a lot of time contributing to these sites and the state of them deeply saddens me. Let me know if there is anything in particular your searching for, I know the sites very well.
INB4, Bethesda uses low engagement on the new site to justify killing the entire thing even though it was self sabotaging.
Does anyone know if bethesda plans on updating the resources pack?
Does anybody know how to port to Xbox
Maybe
I need the BESERK OST ported
I’m playing a grim Skyrim play though
It doesn’t feel grim without gats playing in the background 😭
I doubt the licensing for an OST is in order. I'm sorry but you cannot put that on BGS.net even for personal use.
Stuff like this can be on a case by case basis. If the OST has a license that allows it to be used in other works, such as a mod, then it is allowed.
Sheesh, that complicates things, and risky
Alternatives might be using a cover of the OST or something inspired by it where the artist allows you to put it in a mod.
The literal song is on the main menu replacer, and I watch and played the OST multiple times
So I doubt it’s a cover. But if it’s not possible. Thanks for answering
That really sucks cause that would have made my game better
Has anyone had an issue with a starborn power not showing up in the selector menu? Normally wouldn't give a crap but it's anti gravity field, so I can't progress in the game
Nearly 800 hrs gameplay and this is the first truly gamebreaking glitch I've gotten
The only thing remotely similar Ive seen is if you reject being starborn, give back the artifact, and leave the lodge straight away, then you will leave the quest hanging on "The Old Neighborhood" with entry "Sarah wanted to talk to me about my first mission.". If you leave the quest hanging there then the powers menu is completely absent.
That's a feature working as intended though. Not a bug at all.
The migration from the old software to the new introduced some errors and formatting issues. This was anticipated, but we had been hoping to get account registration up quickly so we could better organize and start fixing these. Unfortunately we've hit some snags there, but we are continuing to work on it.
Okey doke, thank you for the update!
OK Bethesda, we need to be able to find mod .esp names on Xbox
It's essential to making patches for older ports sometimes. We USED to be able to do that by disabling a mod and then seeing the .esp that is missing compared to the save, but we can't even do that anymore. I can't think of a reason why allowing us to view the .esp filename would be a bad thing?

Doesn't the LO list the mods by esp name if you view it in offline mode?
Also, if you are making patches you can just ask the mod author for the name or look it up on Nexus or whatever they use for their mods.
Honestly I don't know how you can make a patch for a mod without first having the esp yourself, so you should know the name already?
hey im playing skyrim and noticed my face has got dirty over time any way of removing this feature?
That's being done by a mod you have. Either disable that mod, or if it has the MCM setting for getting dirty adjust them.
G'day folks, i'm thinking of creating a detailed excel database of recipes (and images) and required ingredients and where to find them , with possibility of then turning it into a crafting UI mod in the future, i have zero mod experience or knowledge though (have patience with me i have autism , so i can be a pain with people, so i apologize in advance)
So any advice for where to start with making a crafting mod, is greatly appreciated, thanks again (note i can make and work with excel fine)
What exactly is your end goal? To make the excel sheet appear in-game w the exact details + images?
The UI is built on ActionScript 3. AS3 can “read” XML and JSON formatted files. These files can act as your database (instead of Excel). Keep in mind that the UI memory space is limited, so trying to ram a ton of graphic images into the UI could cause issues w other mods or CTD because of memory issues. That’s not to say what you want to do is impossible, just make sure you set some expectations.
hence why i was thinking initially an excel spreadsheet set up to look like a ui (its my autism, making lists gone crazy) i also had a stroke last year so my memory is playing up, so i am looking at ways to kick my brain going again
is AS3 like asp but newer?
Its like Java, and old
It’s closer to JavaScript than it is Java.
You're probably better off trying to render something over the game display, like for example enb or reshade does.
Yeah. There's a difference between the two. Tell someone modding Minecraft java is old and can't hold up with modern languages. Because it perfectly can. I'd still start coding with Python if I was a newcomer. Fastest growing for sure. And it has a rational ratio learning steep vs power.
Firstly, no, you can no longer find the esp name in offline mode.
Second, the issue is that on Xbox, there are many mod bundles, and if you don't have contact for the porter/bundler, you don't know what esp name they used. And in many cases, it's no longer possible to port those mods again because the original author is no longer active, or does not want to allow a second port.
So actually, we really do need the esp name.
if I have the esp name, I can remake the bundle locally, and make a patch for it.
I thought they brought back the ability to view LO offline
which lets u see esp names
a lot of ppl are using that method these days as a temporary workaround to some of the update bugs
This is why I avoid bundles on Xbox. Most were "port-and-dumped" to save someone mod slots. This isn't an issue anymore. Get the individual mods where you can and just patch the one mod that needs patching.
Though I do hate that both OMA and porter will just vanish and perms are held in a deadlock. Can't be helped sadly, be nice if people didn't try hoarding perms.
You can view your LO offline, but it no longer shows esp names
Also, hey Bethesda, the "XB STATS" on the main page of newer mods doesn't match the stats on the stats page.
I have a mod from early January where the XB STATS says there has been 1 download, but the stats page says there have been hundreds.
None of the mods I've uploaded since the last update show stats on the overview page at all.
Trying to regularly voice my approval for this 👉 "Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content." 😊 don't mind me!
I'm making clubs for Skyrim using the dragonbone warhammer model
Including Amber, Dark, Madness, and Golden types
Is there any place to show off stuff I made in the CK
SE Mods probably, it's the only one that allows images directly i think
Ah. I forgot about that channel
When will starfield have mods on Xbox
Are you talking about creation club or mod, mods?
Mods
Creations is the new terminology for mods. We are getting them on Xbox its been confirmed just not a clue when exactly other than sometime early this year
Thank you
You’re welcome
As a reminder, Conspiracy Theories and Misinformation are against the #rules for the Discord
Please keep this on topic, this channel is for general modding information
Is there any general modding information with regards to when fixes are coming to Skyrim? It was eight weeks ago today that an update was made to introduce paid mods, but which had a seriously detrimental impact on the modding community.
We’re still seeing load orders rearranging themselves randomly, you need twice as much mod space to install a mod (making testing anything large like texture overhauls extremely challenging), and WiP is still inaccessible.
Is there a good way to get a community fix applied to the game master files for a future patch by plugin (I have mods that fix them on XB1 and PC but that's not ideal for XB1 due to filesize), or am I just better off submitting a bug report for the set of major precombine related bugs I've been sitting on?
The main one I would rather try and merge by plugin is due to the number of records affected to get the fix applied, though it would trigger a precombine rebuild in the area to get the underlying issue affected.
Is this a good place for creation kit help or is there another place/discord more ideal for such topics?
If you have a specific game in mind then pick that channel. Like starfield-mods, skyrim-se-mods, fallout-4-mods, etc
This channel is fine for CK questions in general I guess.
ty
Are all of your mods taking up twice as much mod space, or are you just blocked from maximizing your mod space?
Some room is required to download and unpack, so if you have 100 megs free you may only be able to download a 50 meg file.
Hi. Just checking the new mods for Xbox, I found this one , with absolutely no information provided. https://creations.bethesda.net/fr/skyrim/details/62001/farmhouse Are there no minimum data to provide when uploading a FREE mod to bethesda ? Mod author/porter, descrption, at least. Or if for personal use, just state it ?
I've been trying to narrow this down in my intermittent testing. It's not quite twice the space. But there does seem to be a need for extra space that didn't seem present before. For example a 600 MB mod doesn't need 1200 MB to install. More like 1000 MB. That's without counting the reserve that the new UI does accommodate for.
Hello! You can use the Report function if a creation is missing a description/image. These items are required.
for the modders section with our unreleased mods the newest mod upload isnt at the start of the list how can we change it so we can get the newest uploads or even older mods aswell
Apparently seaweed can survive a nuclear war. When I found out about this, it gave me an idea for a Fallout 4 mod where you can harvest and eat seaweed. There can even be seaweed farms you can build in your settlements, and the schematics are found in the Institute’s Bioscience division.
Ok, done. Thanks , I wasn't sure about reporting.
Good to know. But... Why does it allow something to be uploaded if the required information fields are blank? Seems like something that should be updated. Of course, there could have been a glitch causing submitted data to be dropped.
That was the intention of my post. First mod of a newcomer, mod name "farmhouse", description "farmhouse". So probably gone through as all mandatory fields were filled. But it could be anything ... Except what it says to be. To avoid in any case.
Yeah, requiring a field be filled tends to result in a single character or some gibberish. It doesn't solve the base issue. However, a blank field is a clearcut issue, while "farmhouse" is arguably descriptive.
"farmhouse" is gone, but there is "test", by the same person. Description is "test". I hope that someday Betheda will change its mind and proactively deal with cases like this.
Test is descriptive. If they have beta testers, then the beta testers know what’s what.
I hear it as a joke
The problem is that "test" is not defined and there is not even a screenshot. Additionally, such uploads are often used for malicious purposes.
Considering I banned a guy from my server for maliciously reporting legit mods because they didn’t like the uploader’s weapon mod ports and caused drama on another with legit mod authors, “malicious” goes both ways.
DCMA is one thing; drama is quite another.
I don't know why you talked about drama, well I know it happens. The reason I say "Additionally" is because missing mod images/descriptions are not allowed, malicious or not.
Mod authors may want only beta testers to download their beta mods, but publishing a mod means much more than that.
Cuz it’s 6 am and I haven’t had coffee yet. I misread
Or maybe it's my English fault
None of my PS4 beta testers can access WIP mods on the Skyrim side to download any of my tests. I’m going to have to publish them.
But you don't leave the description blank, right?
No. But I’m a writer and have been called anal retentive by some.
I sound like I’m disagreeing with the no images/no description rule. That’s not it at all. All I’m saying is that because WIP is no longer working for WIP, there are going to be test mods floating around. Use caution when downloading.
Just describe the content and note that it's for beta testers.
I don't know about the display on consoles, but after I updated the mod, the installation size increased from about 3.5MB to 6.5MB on my PS4 mod page. This happens despite the plugin size change from 3.47 MB to 3.49 MB. Is it intentional?
Am I able to use the marketplace textures for texture sets?
As long as the marketplace plugin is a requirement. Same rules apply as normal mods and base game stuff. MAs own their stuff.
What marketplace plugin? I'm talking about the textures in the BSA for the marketplace itself
I’m sorry we’re having two different conversations then. What marketplace? What BSA?
For like books and such? If just textures, you’ll need to convert them to DDS for the texture sets. Those are pngs for the interface to read
A misc item? Those are just clutter items. You cannot equip them. You can add a script to add a perk to the player to add carry weight upon adding to the inventory but then you’d have script it for removal from inventory, but it’s better to do it with a potion or enchanted item.
What script(s) do I need from vanilla to do that?
AddInventoryEventFilter is the function. MGArniel03SContainerScript uses it.
https://www.mythicsoft.com/agentransack/ has Boolean and regex searches
How do I find the function? And how to set all the stuff up on the item?
Darkfox has some excellent scripting videos that go into far more detail than I could in a chat room.
Link?
I’m on phone. Google dark fox scripting creation kit and it should pop up.
That should be the channel if my phone did right.
Seddon4494, Arron Dominion, and kinggath also have modding tutorials. If the Arron’s script tutorial is still available it goes over what variables, properties, and functions are. It should be linked from the Creation Kit wiki in the video tutorial section but my phone has issues with the search there. The wiki clone at the elder scrolls pages also has links to the tutorials.
Ah
Is there any word on a fix for maximum uploads in CK? I haven't been able to update several mods because they're beyond the 100 or so most recent mods uploaded/updated
Update your Creation Kit custom ini with the ui editor setting over the amount of mods you have. Im on phone and do not have access to my bookmarks for the custom setting but did update the FO4 side of the cloned CK wiki with the information. Check the entry for Initialization Files.
If the setting is not working, submit a bug report to Bethesda to have them fix it.
https://falloutck.uesp.net/wiki/Initialization_File This is the wiki link but Im not familiar with the specific setting.
Ah yea, there it is.
[Bethesda.net]
uiDefaultNumSearchResults=800
Ye I’ve done that but it no longer works
for whatever reason the most recent update(s) either changed or completely removed the customisation of the setting 
There’s one that says Editor. UIEditorDefault blah blah. Might work better but they may also have not implemented it. I want to say that someone has had to increase the value to 9999, but I may be misremembering. It won’t hurt to check.
Ah yes, the "blah blah" command. Personal favorite.
When in doubt….
Why is this a thing now when was never like that before?
So, probably a silly question, but in the new CK, where do you go to generate lip files?
The lip generator is located in the Tools folder under the game folder: Steam\steamapps\common\Skyrim Special Edition\Tools\LipGen\LipGenerator
Thanks!
Sorry, follow up question. How does it work? I click on it and a window pops up, but nothing happens
I think it is drag and drop. I don’t currently have voice files for SSE to test though.
Hi Carto, thanks for replying. To be clear, I wasn’t replying based on my own experience. While this happens to me as much as anyone else, I’m still mainly dealing with the decision to delete all my unpublished works. All my updates to existing mods I was working on were there, including notes as to what I had done. Is there a reason no warning was given this would happen?
Re the double space bug, as others have reported you now need twice the space to install a mod. Not to update one, just install. This makes testing anything large (for example architecture or landscape texture packs) extremely difficult. An 800mb mod needs 1.6gb of space to download. This is new behaviour, brought in with the update, and along with the reordering of mods is one of the biggest complaints we see from the community on r/SkyrimModsXbox.
Worryingly, your customer support now seems to be claiming this is intentional, which as you can imagine is not going down well
None of this is your fault, your engagement with the community is appreciated, but the update has been woeful and telling people something that is only broken since the update is now it was always supposed to be is not helpful.
- if it was intentional, such a change should have been listed in the changelog. same with disabling certain ini functions, in CK and the game.
Quite. Nobody new, or could possibly have guessed, at this change so naturally people assumed it was ghost space and deleted their load orders. Only for the exact same thing to happen, unless they were lucky enough to download their mods in size from largest to smallest.
And as there’s still no warning of this behaviour, we’ll keep seeing those new to modding hitting the same problem and tearing their hair out over it.
*knew
Also, seriously I need to know if the removed 100/150 mod cap was intentional or not. If it's a new feature, I'd like to upload minor mods but I don't want to work on it because it might be temporary.
does anybody know if it's safe to use DXVK vulkan wrapper on fallout 76 on the pc ?
Minor modding question, when I try to export files to xbox it seems there is an issue where CK isn't registering the textures, anyone know of any fixes or how to solve this? the error I get is. "file conversion failed, file will not be packed - errors" despite no errors showing.
You no longer need to put bsa files in an XB1 folder. Just put them in data. Naming convention has changed from before. Should now be
ModName.esp
ModName_xbox.bsa
ModName - Textures_xbox.bsa
And you can’t upload a Textures bsa unless you have another bsa. If you just want a textures bsa with an esp, just use the ModName_xbox.bsa for your textures.
Or could could have a Textures_xbox one and one without the _xbox. It'll upload the one without in place of the Xbox one, strangely.
what is used to create a bsa, makes me sound a bit stupid but sadly I am not used to packing them as it was typically just put the texture and mesh folder into data and boom, all good.
Well that's cuz the ck is making the bsa for you. But that results in the mod being bigger than it often has to be because ck will only compress the texture bsa, not the main one.
If you archive externally using the archive tool in the tools folder you can compress both
I've passed this along for discussion, to see if this was changed intentionally.
Many thanks.
i notice you have a bethesda game studios role, are you a manager for the studio or smth?
I help manage our modding initiatives at BGS, from in-game features to programs like Verified Creators. I also serve, along with Jesscapade, as a community manager in this area.
I honestly appreciate the work you guys do, interacting with us and giving responses. User facing jobs can be tough. Love ❤️
He also has ~40yrs worth of experience in dealing with answering questions from the community.
Gotta have a hide as tough as an Ashta.
~20, it just feels like ~40! 😆
😝
Bethesda should out source to modders for their next UI. Like authors of SkyUI- Skyrim and StarUI- Starfield or DarnifiedUI- Oblivion, Fallout 3. I think a lot of gamers know they need improvement developing user interfaces in the future.
I don't agree with this. Instead include the development files (or enough of them to maintain compatibility with the base game) or SDK with the CK, as most of it is actionscript based or something to that effect as far as I'm aware.
I wish 🙏 👆
I want to say it's flash based, but I don't know what Adobe calls the toolkit now for it
Almost every single one of Bethesda games have a better user interface mod expanding the enjoyment. Instead of hassle.
Adobe Flash CS was rebranded as Adobe Animate CC. Adobe also 100% killed ActionScript 2.0 support with the CC editions. Adobe Animate and later editions only support ActionScript 3.0. Fallout 4 uses AS3, but Skyrim uses AS2. It is all Flash based, like the old web, but in these games the SWF Flash files are played through a specialzed 3rd party Flash player. Think like the old Flash Player plugins for your browser. Well the game's 3rd party Flash player is called "Scaleform" by AutoDesk. Yea, the same company that makes 3D Studio Max. This player is distributed as source code and built directly into a game engine for native Flash movie play back. Scaleform is more than just a Flash Player though. It is an entire reimplementation optimized for video games, rather than the web. Think of the comparison from DotNet to Mono. Its like that if you can relate. That means that some "vanilla" Flash ActionScript features are not available, or are only partially supported by Scaleform. It also offers some new functionality not offered in vanilla Flash.
fin
I need a good video helping me understand how to mod Starfield when they mention files and like copy and pasting things into folders. New to pc and still having trouble understanding that stuff
Watching Skyrim and Fallout 4 video will take you very far due to how similar the games are. Many older tutorials should be similar to Starfield.
Well I’ve never had to do any file management for fallout or even Skyrim but maybe I’m wrong. For fallout 4 I have MO2, F4SE and then I just download from nexus and order them. Is it the same for Starfield?
Oh I thought you were talking about making mods. Yea, starfield is unique right now for installing mods.
I hope it can become easier. But I know I’ll just need to learn if I wanna mod right now lol I just get confused how to do file stuff and copy paste stuff into them
Modding Starfield confuses me too at this point. Helpfully someone here can point you a good way. 🙂
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https://github.com/ModOrganizer2/modorganizer/releases/tag/v2.5.0 Install MO2 like normal it now has native mod support once the plugin txt file is enabled
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Install SFSE like you would for Skyrim/FO4 https://sfse.silverlock.org/
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Install plugin txt enabler (SFSE extensions) through MO2. It forces the game to enable and use the plugin txt file like Skyrim/FO4 does, MO2 can then handle mods native from there. https://www.nexusmods.com/starfield/mods/4157
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Go to nexus and Install mod with MO2 like you normally would
Brief warning! Starfield does not have mod support enabled officially yet hence the sfse workaround so it can get wonkyer that Skyrim/FO4. Also modding increase the Form ID bug occuring sooner so beware save file attachment
Does the Ballista stagger enchantment function on a normal weapon
how long does it typically take for the support team to get back to you about an issue? 
It depends on the issue and what team is handling it. They've always been fairly quick (anywhere between 24 hours to 48 hours) whenever I've submitted an issue, although I usually expect them to take about 72 hours since that is pretty standard for most tech support. It's always a nice surprise when it's less than that.
FYI, make sure the email account you have listed on your account isn't dumping the response into the spam folder so you can respond via email instead of having to log in every time.
If you feel that your ticket has been out too long, head down to the community support category and see if one of the moderators can assist.
Hello everyone,
As I recently reinstalled Oblivion, I decided to install some mods in order to pimp my adventure. Very surprisingly, the modding scene greatly improved on this game since the last time I played ! So I decided to make some mods myself, in order to participate on improving the state of the game.
As the in game scripts and functionalities are pretty obscures, can you tell me if there is a documentation repository or anything like this ?
To give you some insight, I'm looking forward to improve :
- the diversity of patterns for NPCs and their scaling alongside the player level ;
- the placement through the world, detection radius and levelling of random encounters ;
- the player levelling system ;
- the fighting and magicka statistics (not mechanics) ;
- the droprate of rare items following conditions relative to their placement in the world (such as boss chests or anything like it) ;
- etc.
I know there are some mods that already tweaks those mechanics, but as I'm looking for something specific, they don't feat my needs and the code comments are too rare to help me understand.
Thanks for your feedback and I hope you're all doing well !
The unofficial elder scrolls pages is a great repository for information. They’ve cloned the construction kit wiki as well. You’ll find it in their main menu. It might have information on the things you need.
Barring that, nothing is stopping you from reverse engineering how those other mods work. It’s one of the best ways to learn to mod.
(Can also teach how not to do things as well.) A nice challenge is to look at how something is done and then go, “What needs to be done to implement in a way that is improved, more complex/simplified, or simply different?”
@grizzled torrent Thanks a lot for your help and advices !
I'm already finding out how mods work by reading their scripts. Some of them are written in a very weird way, and it's making me a bit confused. As always in coding, there are different ways to make things work, some are just more efficient or elegant than others.
I'll put myself into improving others mods once I actually know what I'm doing. I really don't want to mess other people work.
What will happen to mods on Xbox if they decide to do away with consoles? I know it’s a rumor but I’m wondering what will happen to the modding scene for Xbox if they stop support.
the mods on xbox are just hooked through bethesda.net so unless they shut down that website entirely, which is unlikely because thats also how they push creations (free and paid) to both playstation and pc, mods on xbox will continue to function as normal
Oh ok
Im looking to move over to PS so it’s a shame that modding is so limited on PS. I’ll definitely miss the mods.
yeah it sucks but it seems to be a limitation implace by sony, hopefully in the future we'll see those limitations lifted but I think it would require more developers than just Bethesda pushing for mods on console.
Is ps getting the new creations? Or are they limited too?
The new creations have the same Sony limitations as free mods do unfortunately
It's weird given you have to pay for them, as they maintain the same stuff normal mods use
Not really. Creation Club was official DLC that required updating the game engine to a new version with each release. Bethesda said it many times that it was mini-DLC and not mods. The Verified Creations are not official DLC. The game engine does not have to be updated with each release. These are user-generated content. The only commonality is that both programs were created to make a profit. The Verified Creators program seems more of a 'share the wealth' type program for qualified applicants. I hope more people have joined. It's nice to finally see new stuff rather than stuff that's just a port.
That’s such a shame. I’m still excited for what will be allowed
Here to regularly voice my approval for creations that do not disable achievments. I will literally buy all of them! 🥳 Keep working on it!
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
any updates on the x2 space download issue yet?
i sent a feedback ticket but no response to see if its actually intended or not
Yeah I wished they kept the CC like it was so that it doesn’t disable achievements and Sony will allow more of them on PS.
Is there any info regarding next update
It’s coming TM
I hope they compensate for the bugs and stuff by giving more modder's resources
Id assume the fo4 update will be around the tv show in April
TM?
Trademark
Ah
Anyone know if or when Bethesda is gonna fix the issue so that you can access and download WIP Mods once again?
I believe "sometime in the future" answers your question.
If anyone has played America rising 2 do you know if there’s a trader? Currently in the quest: The remnants.
Also do you know if they add in their own enclave weapons and armour throughout?
One last question😂 how long usually is a full play through of the mod?
Hey Bethesda, I am totally fine with you highlighting creations. That's totally cool to celebrate those creators.
But what we'd really like is an update which at least confirms you guys are working on the new bugs that were introduced now over 2 months ago.
There was an update a month ago - v1170. It has fixed many problems, but far from all of them.
Yes, and I appreciate those fixes. But no communication about the remaining bugs for a month now.
We just have to wait at this point. Steamdb does show that they are actively working on the game.
IKR? They went complete radio silent after saying they'd look into achievements for creations
I appreciate your optimism. I am borrowing it.
Can confirm the team is still working on this, while I can't share an ETA - rest assured, an update will be provided here when we can share more. 🙇
Thanks! It's good to have the reminder every once in a while between the other update even if it's just to know it's still being worked on despite no ETA yet. Looking forward to it
Appreciate your response. Thanks for what you do.
Any chance that issue with mods require twice as much lited space has been fixed yet?
I'd much perfer if skyland AIO didn't cost 2gb
not yet
Bummer
And skyland just dropped an update too
Guess I'm not updating till Beth fixes the bug
Hey uhhhh i need help. It was after downloading a mod that puts an animated screen on the home screen. The creations tab just buffers and keeps buffering
Skyrim right?
Yeah
Hey, maybe a random modding question, but how do you make it so that modded in books appear in trader inventories?
For which game?
Skyrim SE
I added the first 5 sermons of vivec into the game, i just want to know how to get them to show up in trader inventories
It's been a while for me, but if I remember correctly, shop inventories are actually a container like a chest placed in the void of an interior map, usually just below where the shopkeeper is placed, for clarity, in case an interior has multiple. Edit its contents. If I am wrong, then I clearly am nort recalling correctly and someone will correct me
Oh, so those chests basically contain the items that the trader's will cycle through?
Pretty much.
Oh, thats pretty interesting, but if you can recall, do these chests change their contents depending on the player's level or does the loot remain constant and just the trader will have higher level gear in their inventories once the player has achieved higher levels?
Well, The best way to tell is to examine the contents of one of these chests. I think you will find that some chests have specific item instances, and maybe a few random loot items that pull from a leveled list. If you are wanting your books to randomly show up, then I would suggest looking at a trader who sells books and see how its store inventory chest is set up. Ycould edit the random list to include your books, or choose a different book-selling merchant for each volume in the collection and add that volume directly. This could have it where the player needs to explore different stores to find the entire collection. A new game playthrough would benefit by choosing traders who are in diverse locations, as this will result in the player traveling and finding more places.
Now if you want to be a little more inventive with your book collection, you can create a conversation branch with a merchant of your choice using quest progression to make sure that the conversation option doesn't show up until it needs to. You can use the courier mechanic to deliver notes about the volumes to the player at different intervals through a playthrough, to start the branch of the collection quest for a specific volume.
When you talk to the merchant you can use the same kind of give item events that you see when an NPC give the player things while talking to them.
So there are lots of ways you can go about this, depending on whether you want your books to just be randomly included in shop inventories, or make them special quest items that you get by interacting with shopkeepers and asking them about specific volumes.
The only real issue with going the dialogue route is voice acting. You would likely want to repurpose voiced dialogue from the merchant's voice actor to fit the context of the new interaction. Or you can splice different segments from different voiced dialogue entries. The former will be eaier, and won't require new voiced dialogue to be included in your upload. Something generic like "I have just the thing," or some such. You won't want to do a full conversation, as the more you want the merchant to say, the more you have to deep dive into the voice files to find something that fits the context, so keeping it simple will still let you do a quest-driven collection process with voiced dialogue for interactions.
Thanks for the great advice! I was actually going to do something along those lines. My plan is to import morrowind and daggerfall's books and have 2 options for players to download. option 1 will add all the books regularly to traders, option 2 will add a small quest to get the books into circulation, since the books are from 3E ,they should be quite rare.
If you are planning on doing quests, then I'd suggest adding the first sermon (the oldest of the five) into a dungeon, abandoned fort, or some other existing explorable place. Put it on a table or bookshelf or maybe in the inventory of a skeleton lying in some forgotten corner. This copy of Volume 1 might be the only surviving copy to be found in Skyrimin this era.. The more varied the manner in which the player can obtain these books through a questline, the more interested they may be. Avoiding the same thing for each would keep the quest fresh at all stages.
Not sure what you have in mind for story, but if you PM me, I've got a suggestion that you might like.
Yea thats a good idea, I will implement something like that but first I will try and add all the books, then the small quest stuff. Thanks again!
Any updates on starfeild mod tools road map ?
Soon(TM) As in it's coming at some point between now and the heat death of the universe...
What is the best mod to run for fallout four to improve graphics and visuals? I just re-downloaded after about a year of not playing and I can’t remember what I used to use for a mod.
There’s no such thing as best. Graphics mods are user preference. What someone thinks is amazing might not be someone else’s cuppa.
What look are you going for?
A quick query, for the purposes of documentation, where would I put a known previs related bug to be discussed?
The official wik… oh wait…
The interesting thing is that neither of the wikis that handle Fallout 4 have this bug logged, actually
hey so is there any way i can get the creation kit right now or do i just have to wait till the sites back up?
And if you need the clones for the wiki: Skyrim: https://ck.uesp.net/wiki/Main_Page
Fallout 4: https://falloutck.uesp.net/wiki/Main_Page
Okay, I have a question for the Bethesda mods about the Next-Gen update though...
Will it be set to break mods?
The reason I ask is because there are a lot of mods that I use that date back to 2017 that have been long abandoned and probably won't get any updates at all anymore and I want to know if it'll be worth upgrading to the next gen version when it comes out or not. :/
According to Carto, 90℅ of the mods don't depend on F4SE, so they won't break.
Mods can still break even if they do not depend on xSE. It’s a bit more rare but is still possible.
I’m pretty sure the developers don’t purposely set out and go, “Let’s see what mods we can break! Whooo!!” when they update. However, Bethesda doesn’t support mods. Furthermore, there are thousands of them. No one is going to keep up with that many.
I’m 100% sure breaking mods isn’t Bethesda’s intent w their game updates, despite the noise from the peanut gallery. UI Mods, especially on Xbox, will be notorious for breaking. Specifically, Main Menu SWF replacers.
So I use to have the old anime race mod before it was removed and had the face glitch fix a mod for it. It's back now but the face glitch fix isn't working anymore. Can someone help? On Xbox btw.
I was not affected by the main menu deadlock that happened with whatever UI mod, but I wonder what the mod authors of these mods could have done differently on the technical side to reduce or eliminate this issue. I can only assume that Bethesda refactored the main menu enough that whatever engine callback populates the menu with data no longer match between the versions. The best I can think of is for main menu replacers to null check or count all data externally provided by the engine, and then display a fail message that shows the name of the replacer mod mod and the reason such as "Scrivener's Replacer: Something went wrong. Please disable this mod and check for updates.".
On Bethesda's side this could be handled even better. On their IMenu.as base class they could added a function that returns a hardcoded version, such as a simple integer that increments by 1 for every public release. Maybe even a static constant.
// AS2
public static function getVersion():Number
{
return 11;
}
So now if a modder would create their replacer for MainMenu.swf where the above is compiled in, then their replacer will also have this version of the function compiled to return 11. To mitigate the issue of the main menu at least, Bethesda could be sure to increase this number to 12 if they ever release a change to MainMenu.swf. Now they can have the engine attempt to make a call to getVersion() whenever the MainMenu.swf is opened. If the engine does not get back a 12, and instead a lesser number such as 11, then have the engine ignore the mod replacer version of MainMenu.swf. It should instead load the MainMenu.swf directly from the game master archive. It should check that the number is also not greater than the expected current version so authors cant cheat and recompile the function to return 1000000 or something to "future proof" it. This might not work on all menus across the board because iirc, some of them persist their original instantiated version, but I not sure if that is per game session or game save. In any case, I really hope Bethesda doesnt do something obtuse like ban UI mods on xbox.
When is starfield mod support coming to Xbox?
Some time between now and the heat death of the universe.
The actual word has been Early 2024, so I believe we will see it before the end ofJune at the latest, and before the end of April at the earliest.
We have been told that when it does come it will be announced in the starfield-announcements channel.
Surely they wouldn’t?
What do you mean by that? I took it to mean that you think Bethesda shouldnt ever change there files? We are downstream and should expect breaking changes for something we dont even have the source for.
I’m so sorry. I meant the very last sentence of your statement. The banning of UI mods on their platform
It would simplify things, yes. But then we wouldn’t have the cool program things like the Tetris analogue Muddy created.
There’s a whole section of modding that hasn’t been explored with the UI. So many mini games could be added but it’s a niche thing.
Ah I see, thanks for clarifying. Agreed 🙂
Yeah I've got a 400 mod LO on pc
I've already disabled auto updates for all pc Bethesda games after what happened with skyrim and creations
Those scars won't heal for awhile
Why?
My destroyed Old xbox load order at the time
I lost Patron inn and Carriage Prices so now my survival mode balance is scuffed
Mods like skyland still act as if they cost 2x much space as they actually do
Hell if it weren't for the fan ports idve lost Mysticism too
Hell I'm afraid to update skyland because of this space issue
Does crashing still occur when scrolling through large LO's?
I’m sorry you’re having issues. 😦
PC usually is a smoother transition. It only takes a couple days to weeks for things to settle there. And if things are sticky, then you’ve got the CK and a ton of modding tools at your disposal to update for yourself.
Actually you’re right at the maximum. The website is calculated in MiB/GiB while the ingame manager uses MB/GB.
If you try filling up a 4TB drive, you will not get to 4TB. It’s impossible because of the calculated difference between the actual capacity
1 mebibyte is equivalent to ~1.05 megabytes. 1 gigibyte is equivalent to 1.074 gigabytes. So things add up.
It’s the difference between “storage”, which is what is sold. And that is calculated in GB. And “file system size”, which is reported. And that is calculated in GiB
As the units get larger, there’s more deviation between values.
I complained (loudly) to a programmer friend of mine a couple years ago, and he was like, “yeah. That’s how things work.”
Thanks for pointing out the difference in units. That gets me all the time when Im not paying attention.
You can’t deadlock in ActionScript AFAIK… AS is single-threaded. At least in Skyrim and FO4, a deadlock at the AS level wouldn’t be possible.
Thats not what I meant by deadlock. I mean deadlock in the sense that when a main menu replacer is broken by an update, but you need to use the same menu to disable the menu replacer.
Actually it's only that big because C.o.i.n's had an update
And got about 20mbs smaller in size
Previously I had my lo at a few mbs short of the full 5gb
LoL - that’s my bad. I was scratching my head trying to figure out how you’d programmatically deadlock in an ancient implementation of AS.
Any opinions on my proposed solution for MainMenu.swf, possibly all menus?
I imagine this could happen again if Bethesda ever touches the main menu going forward.
They’d have to touch it for FO4, no? For Creations?
Most on PC use xSE to change the menus. They’re not always replacers per se. I think FallUI does use modified files to parse external control files though.
Does anyone know any good Gundam Weapons mods. Got the MS 08th team power armor mod and would like to have weapons match for it.
I have no idea but people cant begin to help you unless you say for what game and platform.
Fallout 4 on Xbox One. My bad.
Hey I’m sorry to bother ya with this but if someone can help me figure out why in sim settlement 2 i make the beacon and i never see the character Jake come out I have the Hub workshop framework I got the workshop framework and just the sims 2 and I already got all the DLCs so it should go together just can’t get the starting of the Mod to work
Someone should redo all the red rockets or do a quest for fallout 4
anyone know what "Plays" refers to, when viewing a mod's statistics in the Details tab? 
That's how many times the game has been run with the mod enabled.
Now if that's unique runs, or if I launch the game ten times in a row and that goes up by 10 I couldn't tell you.
interesting
Does anyone have a video of Echoes of the Vale? I can't find it anywhere on YouTube
When I search for it, I get the quest Chasing Echoes
I haven't found any videos yet, but I read "Echoes of the Vale, a review" on r/SkyrimModsXbox. There are some screenshots and a detailed review.
Also, the installation size for the PS4 version is 3MB smaller, so I was wondering if it was because the PS4 mod doesn't allow LOD files. I've been trying irregularly to create a world space that looks good without LODs, but I haven't been able to get good results. So I wanted to see how Echoes of the Vale dealt with that.
There's a couple of added exterior spaces that don't seem large enough for LOD to really kick in, but there are a few of them in it that would certainly require it.
Also, the only way I've found to make a worldspace look good without LOD is by making it small enough to the point that it doesn't really require it, but I guess that's a pretty obvious way of dealing with it. Or, if you made a persistent, very thick fog weather in order to hide the pop in as much as possible, which is how Morrowind went about it.
Morrowind feels so much bigger with that fog effect. modifications that maximized draw distance let you see the city of Vivecas if it were just next door from some other places. Even though large by the standards of the time, the lack of the fog effect shows how small Morrowind's may actually is.
San Andreas had the exact same quirk
Anyone know when the CS wiki will be back up? I rely on it for some Oblivion stuff
Huh, apparently UESP hosts a copy of it, very nice
We will post any updates here on when they are restored. Thank you for your patience!
Is there gonna be any news regarding updates?
If you turn on notifications to the #modding-news channel, you'll be updated when someone posts. That is probably where they would notify anyone. You could probably also subscribe to their blog but I'm not sure what settings to use to have the blog emailed. The emails stopped when the forums were taken offline.
Hey I wanted to ask some things:
Can I have multiple armor items for a single armor addon? Like, in vanilla skyrim, in the creation kit I can find 2 versions of steel armor, ArmorSteelCuirassA & ArmorSteelCuirassA, but there is only 1 armor addon: SteelCuirassAA
Nvm, apparently one of the variants is = steelplate in the creation kit
Uhh, ran into a similar issue with the gauntlets, idk where those armor addons are
Hey I need some help
I ported the NordWarUA's steel armor (only the steel armor) from the vanilla armor replacer to skyrim, (I replaced the vanilla steel armor with nordwars') but, on npc's the armor is showing up pink and the hair can be seen even while wearing the helmet
if the player wears the armor ,textures show up fine, but on npc's it is pink
Look at each armor set in Nifskope and see what the file paths are. Then make sure your textures were unpacked in your data folder at those file paths. When you repack for Xbox, create an achlist.
Here to voice my regular support for the work being done on Creations that are achievement friendly/won't disable achievements or trophies. I love to see the Creations that are being worked on and will buy all achievement friendly mods! Please keep working on this 🙏
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
I have notifs on, I was meaning patches for the game. I am expecting them to post something about it, but it's usually just featured creations, which I don't really find as useful info, and the radio silence is starting to bother me.
I want to know if there is gonna be more modder's resources, not what's on the featured page.
They went several years without updating. It was a nice surprise. I don’t see why we would get more? It costs people hours and money for such things. And the VC program is new. We don’t know if it is creating enough revenue for such things (and I don’t think we should guess).
^^^ This.
Plus, looking at past articles on Bethesda.net, I don't think Bethesda has ever announced new modder resources before the release of CC or verified content. So, even if they did have any more free resources planned, I wouldn't expect such things to be unveiled before the projects attached to them were shipped anyway.
I personally like being pleasantly surprised when new things come out. So an announcement of what's coming, unless its shippable and ready to be played with/made, isn't all that fun.
does bethesda have an idea page for their website. i had an idea. but no where doesit talk about ideas.
its about creation club before anyone asks why did i post it here.
For free creations or for VC? If you want to submit your idea as a creator and make it, then apply to the program. Otherwise, here or one of the other modding channels would be cool.
not as a creator more less a bethesda idea to make creation club cross platform. i spent almost all that it would take to buy out half of creation club content but my pc broke and would like to use it on xbox. maybe using bethesda servers id be possible
so technically its mod related but its something mod creators can do nothing about only bethesda could make this possible
wait what? CC purchases don't transfer to other platforms on the same account??
and yes its possible to do cross platform based content ive seen it done a million times in video games even with older garbage worthy game engines
sadly no it isnt possible. it needs the main company to have its own server network which is something every game developer has atleast if theyre triple A
but its a problem im hoping bethesda could solve.
lol Verified Creations have a feature that CC doesn't, that's funny
bethesda has their own server network. but it looks like they havent utilized other aspects.
its good and bad at same time. verified creations do have that aspect but mods now you have to pay 99.99 just to get somewhere.
Creation Club has never been cross platform. Fallout 4 and Skyrim are not Play Anywhere titles and never have been.
Starfield is though so we'll see how the creations and VC will work there if they choose to have a VC there
true but i do have mods currently on the back burner i kinda paid for and would like to use. but like i said my pc drives burnt out and it aint really worth replacing the drives since they quadrupled in price
I'd submit a support ticket and see if they will work with you. https://help.bethesda.net That's all I know to suggest.
ill see if i can do that. is there a specific menu option i have to choose to submit the idea for cross platform creation club or atleast a way to transfer all my mods to xbox?
Mods are ported with permissions, many are not ported by the creator. You'll have to see if they exist on Bethesda.net. Saves will not transfer.
creation club wise?
I'm sorry. I don't understand your question. Creation Club is not mods.
ive always called em mods. i guess theyre more addon than anything else
ill send it in feedback option i guess
The game itself had to be updated in order for them to exist. There are keywords, scripts, and other things within both the exe and esm game files. That's DLC.
so theyre dlcs. ok. which should i report it as when it come to suggesting cross platform creation club like where do i post suggestions for that kinda stuff?
Each game has a section for 'creations'. Which game are we talking about and I'll see if I can find the link
fallout 4.
https://help.bethesda.net/#en/home/product/695 or https://help.bethesda.net/#en/home/product/695/fallout4cat/287 (the second one specifically has a creation club section)
Keep in mind when you make a ticket that it is the weekend. They may not be able to get back to you until next week depending on their queue. (in other words, do not submit multiple tickets, it'll push you back to the end of the queue.)
I hope they're able to help, but I'm really not sure they'll be able to since it isn't cross platform.
hoping theyll make it to where i can transfer all my pc creation club dlcs to my xbox since microsoft windows and xbox have similar structures when it comes to software.
Someone know a mod to enable all creation club dlc quests at the beginning? I miss a lot of them cause I just can’t find the quests
to jumpstart and add them to your quest-log, right? 
I think they load by default as soon as you get to a certain point in the game.
Check in game, activate the save/load menu. Below the LOAD menu item you should have INSTALLED CONTENT (not sure as I play in french). It will show you your CC list, selecting one will tell you what the creation does and how the related quest is started. Some are level dependant, most start by reading a book or note/letter.
is this where i come to for help with modding?
So is there a mod that gives you the books and letters instantly?
I don't think so. Mods be picky and choosy
Any idea on the game editor wikis being back up? OR does anyone possibly have saved the Keyboard and Gamepad Input codes for Controlmap.txt edits for Skyrim?
Can only find Gamepad codes from searching online, any other related searches link me to the wiki which is still down
We will post any updates here on when they are restored.
Gotcha, literally just trying to find keyboard input codes to edit my controlmap lol can't find the ones for Skyrim anywhere else and they dont seem to match other code lists I've found online
Have you tried the Wayback Machine? I've been told the Wiki was archived there.
I'm new to PC so i've never even heard of this lol I'll look it up
Here is a link: https://archive.org/web/
Thank you! that worked
- https://ck.uesp.net/wiki/Input_Script#DXScanCodes
- https://ck.uesp.net/wiki/GetMappedKey_-_Input
No need to use the wayback machine. The UESP community cloned all the BGS wiki sites and have been hosting them for a couple years now.
See i found that wiki but i wasnt finding the results for the input codes, but thank you!
Yeah! I was able to get them from people here yesterday thankfully! But thank you!
Why is the bethesda wiki down?
oh that's odd... thanks.
I'm trying to alter the institute ending of fallout 4 to avoid father dying post game but I can't seem to find the form (or script) that controls the npc's state or the credkts for that matter.
i've inspecte Inst308 and Inst308post "Nuclear Family" but the former doesn't seem to have anything that would remove Father/roll the ending scene and the latter is only dialogue for institute personel.
I'm a bit new to modding so i may have missed a lot
... you're in modding-general
Just caught that, long night, lol
fair enough lmao
Not even sure how I got here from 76 chat
I would suggest touching on some smaller mods before attempting this. Father dying is a pretty major event and I wouldn't be surprised if some quests and scripts are created with the assumption he is dead after a certain point.
Anyways, to actually answer your question, you were on the right track, Inst308 has his death scene, and eventually moves on to it's quest stage 40, which kills and disables Shaun. I'd send a screenshot showing this, but I can't.
It seems that the only calls further made are for Inst308post and for the mq00 script. The former actually deals with NPC reactions to the death of Father and the latter plays the ending scene. There are a few modifications to be had but the post-ending gamestate with the institute doesn't affect as much as the Railroad or BoS ending
Though, modifying mq00 is a bit of a pain, because apparently scripts are global, and touching them could mean breaking the entire game
I'm wondering if it would be a better idea to bundle a modified mq00 script and hope it interacts well with the rest of the scripts.
But then there is still the issue of Function MQFactionKickoutPlayer(int FactionNumber), which handles kicking players out of factions, apparently
I never modded FO... However, to my mind, Monkeying with global scripts too much runs the risk of breaking things, This doesn't mean I'm suggesting that you don't do it. But here's what I suggest.
Create a backup of the original script and thendo your modifications. That way if you do mess something up, restoring everything would be easy.. or, while coding the changes, be sure to comment out the original code and follow it with the new code, that way rather than resetting everything with the backup, you can just revert the trouble spots by removing your code and uncommenting the original code. If you already implement these practices, then great. Someone with less familiarity with this stuff might benefit from the advice.
And like I said, I have never modded FO, Only Morrowind. Years ago, and I know that there were a few changes to how Scripts were handled beyond that. If What I have said here is wrong, I'm sure someone will correct me, and I will benefit from the correction.
Best of luck...
thanks Grebjac. I'm really not sure of myself either so i'd rather wait for someone who does mod for Fallout 4.
would steam's file verification un-break the global scripts though? if yes, I could just go over and try my luck, then fix it all with steam
Modding main quest is not done in any short time. It can break a whole lot of stuff.
What I would do is copy the very last one or two scripts before the very last MQ script that concludes MQ, alter them to direct to a new MQ branch that is also the conclusion but the way you want it.
If that makes any sense.
You're probably right. But so far, i'm confident (probably overconfident) that I can make it work 
And well, if I break my fallout installation, it's totally my fault 
Should be fine if you just reverify your install / unpack scripts again.
It should? oh well, There's no wrongdoing in messing up.
Something something happy accidents something something
Late to the party, but look at inter-mod communication. You can override any script function and script property with it without touching vanilla.
https://falloutck.uesp.net/wiki/Inter-mod_Communication
hey yall
i need help, so basically my game has a infinite pre loading screen like the main menu but without gui.
Running any mods? Made any tweaks to your INI's that maybe caused the issue?
So does anyone know when starfield will be getting mods on console, I've been dying from waiting
"Soon"
According to a reddit post they are betaing the starfield CK already to verified creators
Don't know if I can link it but Googleing starfield ck beta depot should bring up the post
What happened to banner mods on PS5
both
Back up your modified ini's and then delete the not backed up versions let the game do what it gonna do.
If after the ini's are returned to default by the game it is still infinitely loading, one of your mods may be the culprit.
Hello! I’m on Xbox and I’m running into some issues, every time I load into Skyrim with my mods it disables half of them, I go into my library and reenable them but they still disable themselves again
Verify Skyrim files on your console.
How would I do that?
Hi
You'd want to go do manage game and to files then select verify and repair. Should be like going to where you would uninstall it but don't uninstall it.
It will mention you wont retain any mod files so it will involve redownloading all your mod content.
Thank you for the advice, hopefully it fixes my load out
So I have like 39 MBs of spaces left to download mods but it won't let me download a 22 MB mod. Is there an issue with Bethesda or something?
Hard limit. Because that 22MB unpacked is probably like 40 or 50 mb.
That's stupid. Bruh.
Just how compression works.
if i recall it was stated to download a mod of any size one has to have twice the space needed to download it
(idk the real reason for this but id guess it might be cuz as it downloads in the first place in need the (in this case) 22 mb as a temp file it fills up, next it starts moving it to a non temp spot to be the real file (hence it needs 22 extra mb) but after that it deletes the temp files and you have that space back)
true, but it didnt need to be unpacked previously lol
Think of it like this:
You have to first have enough room to download the compressed file. Then you have to have room for its contents to be uncompressed.
It should be noted that PC users do not have to worry about this, as they do not have a hard limit on how much space is allowed for mods, and they likely have GIGABYTES, if not TERABYTES of space available
Another reason why official mod support for these games on consoles leads to a significantly gimped experience.
Also is anyone having trouble running Vintage Revolver Rifle mod or know what files I need? I have munitions as it says to have but it still won't run. There's no other info on it.
Xbox btw
again tho, this was not the case prior to the most recent updates. that's why people are even mentioning it.
The double space thing makes it incredibly difficult to edit mod lists when new mods come out, and one wants to try them. Nowadays it's like "I'll first have to delete this and this and this, then download the new mod, then re download the other mods in a specific order..." very frustrating.
There's no getting around that. It's just... things take drive space and it's not getting any smaller as newer games come out.
Should really be something Xbox hardware team takes into consideration when picking drives. Should maybe even consider drive expansion slots for those that want 4TB of space.
Mod Authors take the hit too if they're being mindful of it. Adding smaller resolution textures to their mod work to accomodate Xbox's limited mod alotment.
If I had to guess, I would say that the problem may have to do with where the packed data is being downloaded to. If it's going into the same folder as where the unpacked data goes, then anyone with storage capacity running low would experience this problem. The packed file is consuming enough space to make the remaining available space insufficient for the unpacked data.
The XBox itself is what puts the cap on the storage space for mods. That means it's going to have an active monitor in place to ensure the cap is not exceeded. I'm assuming the packed file is deleted following the unpacking processIf that is the case, when the process completes, the actual used space for that data would be under the cap.
The solution would be to have it where the packed file goes into a temp folder which is not capped on space, its contents are then unpacked into the mod folder. The result will be that only the usable data will ever go in there. The packed file isn't bloating the folder, and the cap is never exceeded.
Look, I'm just guessing here, If I'm wrong about what's happening, then fine. I'm wrong. But SOMETHING is causing more space to be consumed than should be Extra data going into a capped storage volume makes sense as the culprit.
As someone who finally has a 4 TB SSD in their computer. It is a wonderful experience to not have to worry about running out of space for a very very long time
Would highly recommend
I've got a rig that has 9 total TB of space. 1TB mechanical drive for the operating system. 2x 2TB SSDs for my digital instrument libraries (I'm a comoser) and a 4TB mechanical drive for storage.
I nearly filled1 of the SSDs in just a few days.
That's the dream at some point lol
I built that machine with overkill in mind. It's not a gaming rig, though it's powerful enough to game on with decent results.
I'm having issues with it right now, so it might as well just be an expensive brick
Thing has 64GB of ram, upgradable to 128 if I need it
You don't dare try to compose music with these instrument libraries without lots of RAM and SSDs
When I get my system working right again, I would be happy to compose music for mod projects for all BGS RPG titles, from Morrowind all the way up through Starfield. I threw this little gem together in the space of one hour, and most of that time was spent deciding on which orchestrator presets I was going to use. It's meant as a placeholder fora full composition I would do, but it does give an idea of the quality of instrument libraries.
Hi. Does anyone here have some experience with the new material files yet? I'm trying to figure out how all the layers, texture sets etc. are connected, interact with each other etc. and how to manipulate shader properties like specular light, emissive light and so on.
You can use the burlap textures for burlap sacks
guys and Girls, are there some PDF CK for FO4 to read all function and variables Offline? I really could use some CK Handbook Manual
Not that I’m aware of. It’s all trial and error.
oh. Okay. Because i got my first step with Companion. But after recruiting her, the script got stuck and no progress anymore. Seems like i have go to the "learn from other Companion Mods" School. Thanks
are there any alpha textures in vanilla skyrim
There are plenty of textures with alpha channels, yes.
What's an alpha channel?
You may be interested in either the Sublime papyrus plugin or the VS Studio Code papyrus plugin. The VS Studio Code plugin features the definitions. https://github.com/joelday/papyrus-lang
The Sublime plugin should still be available on the ck clone. It requires Sublime 3.
It is an extra channel in a texture. Red Green Blue and Alpha, which in Bethesda games has been in the past used to determine shinyness (Specularity)
Thank you
The Normal Map, and the Diffuse, previously. (Diffuse now being called albedo). Fallout 4 and newer titles have different channel assignments because of materials being more accessible.
I assume Skyrim doesn't have that
In the diffuse map, it will determine opacity. The normal map having an alpha channel will determine shiny / dull based on black being dull and white being shinyiest.
Skyrim does it this way.
Similarly in the diffuse map, Black / White will determine opacity.
Does gray do anything
The online documentation too since I dont see it linked recently. https://falloutck.uesp.net/wiki/Category:Script_Objects
That VS Code extension will suggest valid parameters etc as you type code, but its not a browsable reference. Both are good resources.
Yes. Gray and varying shades between black and white will determine that very shiny, kinda shiny, or sort of shiny look. With Opacity and Skyrim, Grey is mostly only functional in all white, all black or a grey value of 127 (all color / tint being set to 127 out of 255 max)
^ Plus, some games out there will have tint maps that use the RGB channels to determine what looks dull or shiny. Blue-ish colors being metallic looking most of the time, for example, but I've seen some examples where it depends and the Blue ends up controlling something different. (God of War 4, Dragon Age: Inquisition, Warframe to name a couple)
Some game engines can leverage an alpha channel for an extra texture layer. For example in Unreal Engine, I could have the alpha map be an extra layer for my water shader giving me 4 layers of texture in one file.
Thank you for your help. I already found some typos. I try to put these links to good use. Thank you again
Here to voice my regular support for the work being done on Creations that are achievement friendly/won't disable achievements or trophies. I love to see the Creations that are being worked on and will buy all achievement friendly mods! Please keep working on this 🙏
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
Please do not post identical messages in mutiple chats. It is considered to be spam.
Understood
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
- That's great news! I was worried that all of the Creations coming out for Starfield would automatically disable achievements/mark your save file as Modded.
I agree, it probably isn't making much of an impact, but I'm trying to keep it in circulation that there is a market for achievement friendly mods. As I have said, I would buy them all to expand my game.
Hello, I really want to make a non binary mod for Skyrim Special Edition, how can I do this?
I don't think that's possible. I mean at the end of the day, all data is binary. 😛
in what way, exactly? have NPCs address you as they/them? that would probably actually be fairly easy.. albeit an absolute slog to edit every single instance of she/her/he/him in reference to the PC, both in written and spoken dialogue.
Would mods that add quest only be achievements friendly or is it the custom player stuff it adds the problem?
It's the custom stuff that is the problem. Right now, it's just mod enabled = achievements disabled. Hopefully, they'll add the "allow achievements" flag for VCs if the mods that are released are paid mods. Free mods will likely continue to prevent achievements, since those do not get the same sort of vetting that the paid ones do.
A free mod can be deployed immediately upon being completed, where a paid mod must be vetted. And updates to existing paid mods also must b vetted.
Once vetted, there is no reason WHY achievements should not be enabled.
hey when i have a qrestion i was looking for the CK wiki and it said its down any idea when its coming back up or somewhere else that offers the same info? (i was looking for basic codes for my mod)
Look on the side bar under "Hosted Wikis". https://en.uesp.net/wiki/Main_Page
These are clones of the original sites.
thank you @fathom hare
Does anyone have a good suggestion as to what I can use to re-create a mod for starfield? I made a minor mistake and the file got messed up.
This is literally my first ever mod I've ever tried to make as simple as possible, and I want to release it publicly at some point. Perhaps around the console mods release.
https://www.xbox.com/en-US/games/store/the-elder-scrolls-v-skyrim-anniversary-edition/9PBN02CTMRTH is it the same as the upgrade?
Nope. For the second one you must already own Skyrim SE. It's only.the Creation Club content.
The best advice I can give you is to make backups of your files as you work on your stuff. Having a checkpoint to revert back to is a life saver.
Also... depending on what kind of software you were using, you may be able to snag a copy in your '/AppData/Local/Temp' folder if your lucky. Some programs like Blender keep copies of your project files in there by default, but again, only some.
i own the upgrade version i was wondering why the internet says getting the upgrade is the same
Hello,
I am having trouble in trying to update my creations for Xbox. In particular, I can successfully upload the update through the CK, but bethesda.net still shows no update at all, nor in the description
hello everyone, i am trying to make a mod in morrowind tesCS. Wanted to make a script that uses Left Leather Bracer and it has the id "left leather bracer". When i try to save the script it says it can't find object "left" because in the id there are no underscores between words. How can i make that work without changing the base item id?
found the solution, had to put the id between " " because it does not have the underscores
Something to try: Before updating, clear your cookies or delete the ones for Bethesda.net. When you update and follow the link, log back on and refresh the page. See if that works. If that does not work, I'd reach out to Support to see if they have a better solution. Let them know if you cleared your browser's cookies so they won't give that as a suggestion.
If they are experiencing a lot of uploads, then it might take longer for the site to populate your updated information. It has to itinerate through a lot of different languages and that sometimes takes a while.
Does the mod manager Vortex have a discord or does anyone have Vortex that can help me
There is a forum: https://forums.nexusmods.com/forum/4306-vortex-support/
Check the 'Common Solutions Megathread' for basic troubleshooting and be sure to read the Documentation.
Otherwise, ask your question here and see if someone is around that can help.
Ok thanks
Well I'm trying to use Vortex and when I open the app for it something pops up saying it requires Microsoft.NET but when I click fix it installs but doesn't
And what I mean is after it supposedly installs it still says the same thing and I've tried installing Microsoft.NET myself but it says it's already installing but it's not
I've tried restarting my PC it still does it
Idk what else to do and I'm very confused
Did you read the megathread? This is the solution link https://modding.wiki/en/vortex/users/dotnet
Wait does Vortex have to be in program files?
That is the path of least resistance.
Ok thanks 😅
Ok it still didn't work and I looked where it said and hostfxr.dll isn't there
anyone else experiencing the nexus mod site having a stroke?
like when you filter by mod categories you get 0 results no matter what category you choose
apparently adding has images in the filter makes some mods load on the page but a majority of them still dont show up
Yes. I read a post by someone on a Nexus discord server and staff said they would look at it tomorrow.
Thank you!
Is the a mod that allows you see the insides of people on death something close to dead island. 2
Hi, please don't try to get around the profanity filter
Please reword your questiong without it
What do you mean?? I am an adult, can I not swear here?
Can anyone help me? How the hell do I export from blender as .nif
I am trying for the past 3 hours (unsuccessfully), to export a book model but it either gives me an error and doesn't export, or if it does, the nif shows up as semi-transparent in niksope
I am using, niftools. Pynifly just says it fails with no explanation.
Some background context: I took a book model from Skyrim SE (bookbasic01.nif) then imported it to blender, everything fine. Aligned the UV's, cleaned up the mesh a little, all the bones and stuff was untouched.
List of common export errors and their fixes:
https://wiki.beyondskyrim.org/wiki/Arcane_University:Blender_2.7x_Export (These also apply to Blender 2.8x)
Relating to the semi-transparency, check your BSLightingShaderProperty. There is an Alpha value you can change.
Yup thanks, I got it working, had to tick the z_buffer write and z_buffer test in the nifskope material tab
Hey is it possible for me to post pictures of my mod in this channel?
Yup, you just have to post it as a link. You can use something like imgur or pastebin
ok thank you
No, no messy mods per nexus EDIT: Per other modders the CK is needed to determine if what you asking about can be done. Not that nexus doesn't allow those type of mods
I've been having issues getting into the creations menu, I'm always met with "Couldn't connect to the Bethesda servers" messages, and on the rare occasion I can get into it, my load order is all jumbled up. My internet's fine and stable enough and I'm on the most recent patch, it just seems like the patch didn't fix what it was supposed to.
Any help on on this would be really appreciated
Oh, and if this is the wrong channel to ask for mod help then I'm sorry
what? they allow porn but no gore?
did it crash your game cause when it crashes it does that
No crashes, just always says it can't connect to the servers
My internet is fine, I play live service games and stream with no issue, Skyrim is the only game with this connection issue
did you download a mennu changer?
Appreciate it Shadow, I shall do that.
Can anyone explain to me, how to make a book open? I have the model, textures and physics ready. Its just not opening. I took basicbook01 as reference and imported my book so that basicbook01's bones can be used on mine (my book literally the duplicate of basicbook01's ,just new textures), and it made it have physics, but the book doesn;t open, if you click read, it will just zoom in and nothing happens
I meant there weren't any mods like what the poster was asking for on Nexus (yet) not that nexus didn't allow it. Should have been more clear
Other modders have looked into it and the CK is needed for anything that intensive apparently
I'm on PS5
So nope, I only have 77 mods, no external assets or scripts
Everything was fine until they merged mods and creations into 1 menu, and the most recent patch didn't fix the issues that caused for me
Hey guys, I am trying to contact BeVeryOfA. Any Ideas? Except YT. He didn't respond. I am german, so my english isn't really good, but I'm trying my best. Someone said I should try to ask here.
@normal sentinel I'm on PS5 as well mine works perfectly fine you might have to re-download skyrim you will lose your mods but as long as you know what they are it shouldn't be a problem
Ahh man that sucks! A couple of my mods I don't think are available anymore, Mysticism and Adamant, they're magic and perk overhauls
Is there a safe place in this discord to hire someone to edit a set of textures for Skyrim SE (PC) here?
When can we get a cap space increase for at least fallout 4 @short grove @real sphinx ? The 5GB for Skyrim is already too small for us, but the 2GB is ridiculous. It’s literally impossible to build a LO with any meaningful mods. Sim settlements by itself takes up the entire 2GB
Bethesda has no control over this. They may keep the buzzing in Microsoft's ears about it, but ultimately, they are the ones imposing the hard cap on mod space allowances. You'll get much faster results by buying a PC, and you'll have a better modding experience on top of it.
We'd very much like to increase mod space, but there are technical issues preventing this. We do regularly investigate whether there are new options to solve this.
This is incorrect, and Xbox actively helps us in these investigations.
Okay... Fair enough... But if people don't want to wait forever and a day for the cap to be increased, buying a PC is still the quicker solution. And the modding experience is still better because of all the quality improvement mods that cannot be installed on consoles. That's just my assessment. Anyone reading it must feel free to make up their own mind about it.
Are you able to say if this issue will be avoided with Starfield, whenever modding arrives to Xbox? And if there is any update on the double space bug and random reordering of mods in Skyrim? Apologies if its been said, couldn’t find with search. Thanks 🙂
Excited to contribute to this chat here
I can't speak to Starfield modding at this time.
Regarding current Skyrim bugs, we are aware of both of these, but I don't have a status update. However, the double space issue is caused because the game needs space to download and unpack, so if you're running into this you can try downloading your mods from largest to smallest.
Thanks Carto. Appreciate the workaround, but 1) it keeps tripping up those new to modding, and even those more experienced who’ve been away a while and assume it’s ghost space and 2) it makes it a real bugger trying to test/swap out larger mods in a fullish build.
My understanding is that Fallout, as Skyrim used to also not do, still doesn’t exhibit this behaviour. Nor the randomly shuffling mods. Would be good to find a fix to both.
I don't know the details of the download/unpack matter, and whether that was a necessary change, but we are looking at options.
As for shuffling, this is an erratic bug which doesn't effect everyone, which can make determining/fixing the problem difficult. But we are working to fix this.
any status update regarding the WiP section not being accessible via console?
Yes, that would be great. I have a few things in there but also a fair few mods that were staples of my load order. No way to get anyone to help test a mod now before moving it to main, which is mad.
Another huge issue is saving LO’s still doesn’t work, despite it supposedly being fixed in the last update. Only about 30 of my 130 mods were restored recently
In all logic, the restore process should also be affected by the double space issue. And restore your mods in the order they appear in the save, thus not being able to download the biggest first. In this case, the restore process would go in abend instead of skipping the entry. Error management choice. Which makes sense.
the issue is ive seen people using that feature to get around the double space issue. so evidently it's not that which is causing it 
"In all logic". Where is the logic if on one hand you require double space for unpacking localy, but not on restore ? Unless the restore process sorts the mods by filesize, this would mean that the unpacking happens at server level. Or in RAM, which I doubt, or in a hidden partition ? IT is all about logic and consistancy. I see none here. I tried this process and it always failed short. I am not even able to scroll through my LO without being CTD while online. So I work on it offline without issue, and take a backup of my reservd space on an external SSD. This way I do my own restore 😁 Oh, btw, thanks for all your mods 👍
@real sphinx is there any word on LO’s still not saving properly?
Morrowind and eldersscrols 4 is on gog on discount. question: is it as moddable as when i buy on steam?
i not played that version but as long as you got the editor for the game all the tes titles are moddable on pc be it physical, digital(steam gog)
with gog versions though they may be a slightly different build version of the game to make them drm free or working on modern day system (since older games might require certain programs or the likes that todays world just doesnt use anymore) and you may or may not find incompatibilities with some mods others have made for other versions of the same game... but generally they still tend to work
I wouldnt know, but are the script extenders compatible with GOG?
id also imagine since unlike skyrim SE/AE that had online functionality with the creation club/mods/creations patched out for it to be drm free... i think morrowind should be overall fine and with less incompatibilities of user made mods
are all mods on nexus or are some steam workshop exclusive?
for skyrim yes there is some exclusive on steam... but for other titles i dont think there even is a steam workshop...
but not every mod is on nexus alone there are other sites and places for mods (and i dont have a full list nor do i think some places would be approved for this discord for their other content)
OBSE has a specfic GOG version. So all good there. https://obse.silverlock.org/ (GOG build 1.2.0.416)
skyrim has exclusive mods on the steam workshop cuz of the 32 bit version of the game( or known as oldrim by many) and one the exclusives is the Portal Space core mod
ok. thx for answers.
your welcome glad we could help
cw gore.
mutilated dead bodies || https://www.nexusmods.com/fallout4/mods/49299 || disagrees with you
oh, sorry
The OG poster I was responding to was asking about Starfield. The modders who have looked into aren't sure Starfield contains the necessary systems/meshes that Fallout 4 has for gore. The CK will shed more light on it when it releases though
Your fine lol
yeah, i wouldnt entirely be surprised if its not possible tbh, shame because a giblets system was one of the main ommissions from starfield that made it feel, off, compared to cyberpunk or fallout
Starfield feels like a barely there M rated game. There are some POI land and spaced based that tell pretty dark story's though. I wish they leaned into the M rating more for other things
starfield honestly feels a lot more PG-13 than i expected, yeah
Skyrim is gonna take forever to update again?
Judging from what Cartogriffi has been saying lately, i am not even sure if BGS themselves know at this point.
Last time BGS tried to keep the community updated and informed about timeframes it just ended up making people angry and disappointed. I personally very much appreciated the daily updates, but I can see why they wouldnt do that again.
Starfield is indeed PG-13 especially when you compare it to literally every other title
them raiders with them bodies chained to the ceiling in superduper mart, you wont see that level of violence here.
I feel like the occasional gory blood splattered walls and dead crew in Starfield are more impactful because its not so in your face all the time. In Fallout I just become desensitized to it.
I can see that, but at the same time, it's not the only aspect that's been definitely dialed down. Not saying its a bad thing, mind you.
I feel like it is indeed the more realistic of the bethesda games. At least by that I mean I can easily see this as an actual thing going on.
Yeah. In general we do not announce patches ahead of time. I can often confirm an investigation, but that's about it.
I recognize the lack of news can be frustrating, but sharing details which are impercise or change are often even moreso.
i see the fallout 3 geck wiki is still down. I look forward for it's return.
Here is a clone you can use https://geck.uesp.net/wiki/Main_Page
They have said that generative AI cannot be used in officially supported creations.
hey so i have been trying to connect my Bethsaida account to steam becuase i wanted to publish in the creation space but it keeps failing to connect to my steam or my Bethesda (i am also sorry if this is the work chat for this but i dont know where to do go for help)
See if any of these are helpful. If not, use that link to submit a ticket. https://help.bethesda.net/#en/answer/50444
Waiting for the day they update again
Here to voice my regular support for the work being done on Creations that are achievement friendly/won't disable achievements or trophies. I love to see the Creations that are being worked on and will buy all achievement friendly mods! Please keep working on this 🙏
"Separate from fixes, we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
The verified mods look so cool 😭 I wanna buy!
I miss pre marketplace Creations that were available on all platforms regardless of any restrictions put in place
The maintenance from #modding-news is rn, right?
Yes, should be super short. 🙂
Am sure these Xbox issues are all on your radar already, but just in case any are new:
- Double space bug. New behaviour of requiring twice as much space to download mods, which was never formerly the case (and still isn’t in Fallout)
- Random reordering of mods
- Inability to upload ini files anymore
- WIP no longer accessible
- Creation Kit won’t let you see more than your last 100 mods uploaded
Appreciate you can’t give timelines/updates, but are they all being looked at?
Is the creation kit wiki website working for yall? Or is it still under maintenance
Is there a place to ask questions about fallout new vegas modding?
classic games/mods probably
it's dead
the maintenance page was last modified last month on the 7th. Has it really been down for over a month?
there's still this however. https://ck.uesp.net/wiki/Main_Page , a copy of the original wiki
Eterisk, we don't need convincing this is a good idea. While we appreciate your enthusiasm, regularly re-posting your support for this is rather spammy.
This is something we continue to investigate. However, it is unfortunately a far more complex matter than simply adding a checkbox.
Wiki maintenance was expected to take a while. We don't have an ETA at this time.
I'm very thankful for your response! I have a lot of passion for the games and would be thrilled with regular updates that are applicable with the way that I want to play. In fact it would make my whole year. I apologize for the regular posts, my intention of course is to show interest. Clearly you guys see that and I'll no longer mention it!
I also appreciate the complexities of software development and possible business hurdles with what it might mean to the product. I'm not certain about any of that!
I'm pretty stoked right now 😊
@short grove Is there any news regarding updates to the game? If you don't mind me asking.
Because the devs are taking a while on Skyrim again, and I'm curious
No news to share currently, no. 🙂
Ok, thank you
Any PS4 modders here looking to assist with a project?
Hi guys! I've started using mods today, but every time I launch SKSE it says SKSE isn't running. I'm sure I've installed it the right way and I've picked the right version. Does anyone have any idea how to fix this?
Are you launching the game by clicking the provided SKSE exe? Sounds like your not launching the game through the SKSE exe.
I was doing that yes, but I managed to make it work properly if I launched it via the skselauncher in my steam/steamapps/common/skyrim special edition
hi. my Tes4Edit doesnt clean mods if i choose the default launcher, just if i choose the quick clean, in that i can choose just 1 mod at a time! it will take years for all my mods
i tried many versions of it and all of them doesnt work if i dont choose the quick clean
Is anyone here familiar with the game prototype?
Fun game
Hi, I'm creating a radio mod on geck for fallout 3, but the music plays twice before moving on to the next one in game, even if I have a script that prevents a sound from being played if it was played in the last 3 music
Is a prototype consumption style mod for Skyrim possible let alone available?
Like you eat someone and get their skill levels?
possible probably but dunno of anything like that
Hi, i have skse for skyrim special edition, and I was wondering if I have to download the special edition version or the anniversary edition version
Which version of skyrim are you playing? Because on the SKSE page, it has the versions separated so you don't confuse which one you need.
The newest version, I believe its something like 1.6.1170 or something like that
Because every time I try to launch skse it says that skse is not running while I'm sure I'm launching it through the skse64 launcher exe
Yeah So anniversary Edition at the very top of https://skse.silverlock.org/
install it manually, right click on the SKSE.exe after its placed in Skyrim's directory and then right click it and select Send To > Desktop(Create shortcut)
Okay thank you!
Any tips on version control for development? Just use something like git and deal with it? lol
Dont commit binary files to git if you can avoid it. But most binaries cannot be avoided such as ESP and art. The biggest offender is PEX files. Just commit the PSC source only and only provide compiled/archived versions on the builds section of github, if your hosting your repo there. Git was not designed to work with large binaries or binaries that change often. Even with that, git can still accommodate a mod project as long as you carefully monitor your repos file size. Its usually fine for smaller projects but can have major consequences on larger projects.
Tools such as Spriggit are being developed right now that intend to make plugin files play nice with git version control. https://github.com/Mutagen-Modding/Spriggit
Okay yeah that is what I was thinking. I’ve ran my own perforce instance for fun before when modding another game so I may do that again
Will def take a look at Spriggit as well. Very new to CK so not doing anything crazy.
Seems that when you use the search function on Bethnet now, you can't use the "Sort By" option, they become greyed out
I’m still waiting for star field creation kit I’m still planing on making that battleship with a vast armory from starship troopers
I have a question ❓ if I wanted to ask a mod author to see if they could port one of their mods to console how would I do that
well you'd probably start by asking them
Except I don't really know how to do that I'm still new to things like discord ,Reddit etc so I don't know how to gain content with someone Plus I'm a slow learner
On each of those mods you’ll find a posts page where you can ask.
Though you might be better off asking if they are ok with their mods being ported to Xbox and then finding a porter willing to do it. With some notable exceptions, majority of mods on Xbox aren’t ported by the author of the mod
With some notable exceptions, majority of mods on Xbox aren’t ported by the author of the mod
I'd like to see some actual numbers to back up a statement like that because I highly doubt it.
well it being the majority is an assumption, to really prove that you'd have to count up every mod ever on beth.net and work out if above 50% of those mods were published by porters or the og MA. but considering a lot of porters have dozens to hundreds of uploads, and many MA's have a handful of mods, the assumption is pretty believable.
idk what reason you'd have to doubt that.
I’d definitely say it’s not the norm for MA’s to port their own stuff to Xbox
Based on what information?
Look at BethNet and count
The burden is not on me to prove your own unsubstantiated claims.
My burden is not to show you the obvious

I have over 500 mods ported which are not my own, youngemmawatson had over 500, WillohtheWisp had over 1200, BrakkaMykar has over 300, MeisterB has several hundred....
Yes, the vast majority of mods that are uploaded by users are not the OMA
Hell, there is a substantial number that do not even know how to upload a mod to Bethesda.net
Truth
That is not a total that represents a majority of uploads. If you all want to speculate and say you feel like it's the majority, go for it. But presenting it as fact without proof is nonsense.
And no amount of your brigading is going to change that.
Far more than you realize, it seems.
It isn't reflected in daily uploads...
I wish more MAs would use all sites available to them to promote their work instead of only using one site. Consoles mods may be confined to one site, but PC mods aren't. Shout it everywhere when things get published. Mods take time to make.
Best to way to demonstrate would be to take a random sample. Look at the last three pages of mods ported and see how many mods were ported by the OMA. Repeat for mods uploaded one year ago.
Another good reason for asking a porter is, with some notable exceptions, porters are often better at porting to Xbox than OMAs, because a properly packed well optimised mod is of immense value on Xbox, when it isn’t really on PC.
Extraordinary number of PC mods with unused assets, duplicate textures, textures with poorly chosen compression formats, etc. None of which matters when you aren’t working to a 5gb limit, so no reason for OMAs to pay attention to it.
It would be nice if more OMAs ported to Xbox, but would also be nice if more OMAs opted for open Xbox perms. Plenty of talented porters who will take care of uploading a well optimised version of your mod to Xbox 
Wait. So rather than submitting bug reports and assisting in helping the community, the object is to open the permissions and take away the agency from the creative who made it?
One cannot improve if they do not know there's an issue.
I think most porters (including me) ask in notes not to bother OMAs with issues on Xbox (many of which are nothing to do with the mod but down to load order conflicts etc)
I share links to ports with the OMAs and have yet to have someone say “no no, please tell them to come to me with any problems”.
Most OMAs don’t even think about Xbox to be honest, and I don’t blame them. I don’t think about PlayStation because I don’t have one.
A lot of nexus MA’s don’t even know bethesda creations page exists. I ask for perms all the time and half the time I have to explain why I’m asking in the first place
I've been trying to figure out how to ask a mod Author could port if there are a few of their mods on Xbox
Message them on the mod page from the posts section on nexus
You need to have a Nexus account I don't have one
I guess you're right I just get very nervous and have anxiety attacks about that sort of thing
Well Nuts I'm unable to make an account because you need an email and don't work 😞
Do you think someone can ask for me?
Do you think someone can ask for me to see if they can port it on Xbox for Me please?
My email doesn't work so I can't go on Nexus and make an account to ask
There are porters out there who take requests. Often the easiest way to find them is to look at mod ports and see if they invite such requests.
It looks like one of these mods has open permission to upload to other site, and the other does not.
Often, porters who take requests will require the requester secure permissions. In that case, you'll need to register an email address and an Nexus account to ask. If you do this, it's worth reading up on the port rules so you secure appropriate permissions: https://bethesda.net/en/article/27gkMO8RS6PPItVrenpbuC/bethesda-softworks-community-standards
My email address is broken and I'm unable to fix it it's why I'm unable to make a Nexus account and ask them
There's nothing wrong with having more than one email account. Google provides free email accounts to everyone via Gmail and it's pretty painless to set up.
What! my Google account email can work as well
Yes.
Unless something changed with nexus registrations I'm not aware of you should be able to use a gmail account for it. My own nexus account is still tied to one of my gmail accounts.
No worries. Now you do and can move forward with your goal. 
I don't have to pay for anything on Nexus do I?
Nope. They did structure the sign-up to be misleading on that, but there is a free option you can select.
Okay just wanted to make sure cuz I'm mainly going to use Nexus to ask mod authors Port their mods over to Xbox
I just hope everything works out cuz for me as someone with anxiety issues this is difficult

I can't seem to ask about the dragonborn perk tree mod post seems to be locked from comments for some reason
You'd want to message the author directly then. Copy their username that it shows as the mod's author then at the top of the web page you should see an icon that looks like an envelope - use that to create a new message to send and with the username of the author as the recipient.
I am not seeing an envelope on their web page
A partial screenshot of Nexus's web page in a browser with an added arrow pointing at the envelope icon.
I have a question, though: Are you looking at the nexus website on pc, or via the xbox browser, or via mobile on a phone?
Phone
Ah, that explains things. The mobile interface is different, my apologies.
It's fine like I said before I'm not very good at technology I'm still learning
Ok, I had to search around on my phone a bit to figure the difference out as I don't usually use nexus via phone. To send a message this way, you'll need to first open the side menu on the upper left by tapping the triple bar icon (this one: ≡). Then in that menu tap on "Community" and then "Forums". It'll likely ask you to log in again on the forums but once you do you'll see another triple bar icon (≡) in the top right. Tap on that and it'll open another small menu and you should see the envelope icon at the top right - tap on that one then tap "Compose New" to begin creating a personal message you can send.
I think my largest problem, personally is that sites have different metadata and text formatting standards, it turns into a lot of busywork to make sure everythings formatted correctly and while i could just go the lazy route and write "idk lol" in all the descriptions, it's kind of hard for me to not.
as an aside, how many sites are there really? or at least, what sites do you have in mind?
That is problematic. I do much prefer the Bethesda website over all the others. My Starfield mod took forever to get everything set up on Nexus to the point I never want to upload there again because it's such a hassel to format.
Four that are reputable and in English but I do not know the translation sites at all so there may be others.
beth.net / nexus are obvious, i could maybe see some arguments for some of the fringe sites like mod pub or whatever the tesreloaded folks have been working on, but im not putting my stuff on like, moddb or curseforge
Five. I forgot about TESAlliance when I was counting.
Not sure if they still accept mods though.
there's also the consideration that the more sites you post to, the more sites youre giving control to your stuff
They're going to be uploaded somewhere anyway. Might as well be the one to do it.
eh 🤷♀️
honestly though i am slightly frustrated with myself that my cleanest cross-site post was a starfield script fix mod that involved commenting out exactly one line of code
( https://www.nexusmods.com/starfield/mods/5426 you can check the github/mod pub in mirrors)
Here's mine. It's totally manual download so as to be completely customizable by the player so no one's interested in it. lol
https://www.nexusmods.com/starfield/mods/5850
I have to wait til the CK's out to do the things I want to do.
oh neat
i imagine doing that was either way nicer or really terrible after they abandoned bgsm files
All you have to do with that is rename the texture you want and put in the correct directory. No materials needed. All instructions are included.
I'm looking forward to seeing how things are done under the hood now so there can be more things and I'm learning how to model some new species. (currently failing quite spectacularly so I might hire someone else to do it.)
yeah, im honestly waiting until beth releases the ck for starfield before i start messing with plugin mods of any kind, you might be able to do what you want to with xedit, but, im not gonna risk it
you can see my full portfolio of mods here if you like, just be aware that not all of my mods are worthy of live links (i've taken down a small handful of my mods because i wasnt happy with the state they were in or i never dotted my is) https://epicestgamer.neocities.org/
Same. I need to make new render window things for the planned quests for the new hunting faction so I can't really do anything but textures for it right now and I'm bored with making textures. lol
there's another game i can hyperfixate on somewhat easily that's lore is just meshable enough that i could probably do some neat things making a mashup mod
What fun mods you've made. 🙂
thanks
i just realized that the icon of 76flagreplacer makes no sense now that that flag is officially in the game. hm.
Does starfield have mods on console yet?
no
I can't wait for mods any longer 😭
mood 😔 let me mod starfiellldddd
I just want my Thomas the tank engine ship
Hello
Hello - i have a question: the new creation "Thief Hideouts" by Elianora - is it ESL-flagged so that it doesn't count towards the plugin limit?
I understand the frustration. But there is a lot riding on this. In the Starfield Direct presentation, they said that Starfield, more than Fallout 4 and Elder Scrolls 5, is developed for long-term support. We know we'll be getting the first story expansion this year. They said that official mod support for both PC and XBox would come in Early 2024. so depending on how THEY define Early. I personally define it as January - April, so I am holding out hope that we'll see it by 4/30. Others define it differently, such as by June 30 or by 11:59:59PM on December 31.
CK2 having some backwards compatibility with F4/TES5 mods and assets would certainly make the Starfield modding scene very interesting lol. I know there are already modders scheming on how to bring or recreate bits of F4 and TES5 to use with the alt dimension aspects of Starfield
It shouldn't be too hard. It really depends on how well importing and exporting info between the games is handled. Obviously, we won't be able to just grab assets from Skyrim/Fallout 4 and drop them into Starfield. Those assets are only for use in their respective games, and Bethesda won't like people redistributing them inside a Starfield mod. So... like the Skywind and Skyblivion projects, every single asset would need to be recreated as a custom mesh with custom graphics. So you are looking at a major undertaking. Clearly it is doable, but you would need a team of artists and a lot of time.
Of course, Bethesda could always release FO4: Starfield Edition and Skyrim: Starfield edition... 😉
Yes
Will Bethesda ever fix the creations upload cap in Creation Kit 
Thank you.
On a different topic, when is the wiki gonna be finished?
When will the website allow you to sort by new after a search, or is that just me?
Nope not just you, can't use any of the filters when you search a term up
So search is now functionally useless 🙂
Yes 🙂
Adding more search terms broadens the search instead of narrowing it down as well
Anyone know when the bard college expasion will release and how much it will cost?
I could’ve sworn there used to be a #fallout-3-mods channel on this server!
maybe it was moved to classic mods
probably
God I finally found a mod combo that actually makes wood look good but still fits in with the divergence armor
Oh dear! Nexus Mods is down! I was just trying to find more information on the Borderlands-style Arenas mod as I was thinking about possibly using it to gain XP.
Well, you can try searching cached versions of pages via the wayback machine (archive.org). You might find some of the info you need that way.
It's online now.
OK then! I was able to use the Wayback Machine to see info about the mod. I’ve never gotten any arenas to work yet (I couldn’t find the entrances), and the mod was last updated last April (before I even started playing Fallout 4). Apparently instead of entrances there is a button you need to press.
Every day I hope to see more modder's resources
Won't that mean a game update that will result in mods breaking again?
Depending on the type of resources supplied they could probably package them in with creation kit updates
@rich kiln sorry if this is the wrong place to message you
I'm having issues with Debug Menu since the last update on the 27th of March. The issue is that it's not working at all. You can go into your powers and eqiup it, but when you go to activate it nothing happens.
They are updating the game anyways, and they are taking a while with this one, so I anticipate modder's resources
Remember that all that work they are putting into Skyrim rn is going to mirror in FO4 and Starfield later on in terms of Creations. So the system must be polished out before getting incorporated into other games - considering all the problems that have shown up since v1130 release.
But surely, any additional resources would be nice.
There was a glitch with the most recent upload and that may be what's causing that. I'll be pushing an update after I get back from the store to see if that fixes it.
@rich kiln OK 👍 awesome, thanks 😊 🙏 a million.
an April 1st update would be funny
Or not
Creation Kit crashes with error "Unspecified exception (0xC0000005)" when I try to upload to Bethnet, but only for my mod Witcher Horse Expansion. I was able to upload it without issues prior to the most recent CK update, but now I get a crash every time. I can upload other mods without issue. It seems the texture BSA is causing the crashing, since I can upload if I only upload with meshes. I get a crash every time I try to upload the mod with the texture BSA. I have tried packing with Archive and I have tried letting Creation Kit pack. I tried removing all loose files from Data. Crash seems to happen no matter what. Tried submitting a ticket with support but there is no support for Creation Kit, so here I am if anyone know how to fix it 
I've managed to successfully re-upload the mod as v1.16. Please attempt an update on your end and see if it is working correctly now, thanks.
guys
How the hell do i install fallout new vegas dust'
please for the love of god help
You would want to make sure you have the requirements and follow the load order instructions.
https://media.discordapp.net/attachments/150017320671117313/1223798140029763604/image.png?ex=661b29d5&is=6608b4d5&hm=90642939f9543e4364f2d69fed91061132a37d42b488df0bea0186b4c10fcd09&=&format=webp&quality=lossless
And also use a mod manager like Vortex or Mod Organizer 2 to install it initially. There's a number of tutorials how to use those softwares on youtube.
@ripe cloud Based on feedback from other users who were still experiencing issues, I've added more contingency code to the mod to allow it to fix itself under certain scenarios and an update as v1.17 has been uploaded. If you get a chance to test it out, please let me know how it went.
hmmmm it seems I'm not allowed to report bugs I've found in starfield
So I have a custom race that has voiceless shouts. How would I go about fixing this?
You probably already know this, but shout vocals are partly controlled by quest dialogue. Are you using a custom voice type?
Double check your file pathing to the audio files. They need to match the directory that was created by the CK when you recorded dummy or blank audio files in the dialogue windows.
@stone baytbh, it's not my mod. I was able to change the default voice. And what do you mean by "partly controlled by quest dialog"?
Any news on CK2?
what is ck2
creation kit 2
what?
Exactly
None of us said what CK means. It means Creation Kit.
Nothing official has been announced yet. Believe me, when Bethesda is ready to start talking about it, it'll be all over the internet.
It would surprise me if folks in the Verified Creator program are not already working with it under a NDA. It's going to need lots of testing before releasing, and I cannot think of folks more suited to the process than Verified Creators. Software can be tested in-house extensively, but its only when it gets into the hands of those who will be using it when the most useful feedback starts flowing.
We can only speculate about Bethesda's plans at this point, but it is my belief that Starfield will get the same Creations platform treatment that Skyrim currently enjoys. It only makes sense that if they are testing CK2, a few VCs will have content completed and ready for day one of Creations coming to Starfield. Because it would not make sense to launch a program with no content available.
The launch of Creation Kit 2, and Creations for Starfiueld will be a very big deal. And when it happens, everything will change. Whatever they are planning for it, I want them to take their time and make sure they get it right. My reading of the wider Starfield audience in the face of all the radio silence suggests that interest is ebbing away. It's not all rainbows and kittens. in spite of that, a successful launch of CK2 and Creations for Starfield will shift the narrative away from the doom and gloom that exists.
Starfield is not really completely released yet. And it won't be until the release of CK2 and the launch of official mod support.
So when might we see either or both? I figure that it will happen between now and the end of June, The official line for the window of release has been "Early 2024. "Early" means different things to different people. For me it means "JAN-APR. For others, it's JAN-JUN. Some have jokingly said that it means any time before December 31 at 11:59:59PM.
So, SOON(tm), which is at any point between now and the heat death of the universe.
It's probably in test right now (by creators too) since the branch updates on steamdb. I'd like to believe it's for the next update coming later this month
It already has a lot of modder support even without the official CK2
True... But a LOT of people seem to be scared of getting started with anything other than the official tools. Plus, many who ask about it are interested in what it means for XBox mods, and they know that XBox mods for Starfield won't happen until official mod support comes, and that logically must include CK2.
i dont think most people's avoidance is fear. a lot of people just don't care about modding starfield lol.
That's my point, it's already big without the CK2, get ready for it, gonna be even bigger
I can't wait for all the naysayers to eat their words when, within a few months of the launch of official mods for Starfield, there will be multiple options for addressing many of the issues they have with the game. Enough choices for individuals to pick and choose the experiences they want to have.
Once CK2 releases, the wider modding community who, for whatever reason, have not gotten started with modding Starfield now, will come surging forth, and then we can see what the next decade will bring.
Then it's gonna be "modders fixed this" galore
Incoming ragebait headlines about mods
The constand daily inquiries about mod support coming to Starfield for XBox, or inquiries about CK2 would indicate otherwise.
that's why I'm not too concerned with ck not being out yet, if you want bethesda to fix their own game then you can't really complain about the lack of mods for xbox
we're in the official bgs discord. obviously the people here are the most intetested in modding starfield. i'm talking about everyone else, particularly mod authors who have outright said they're not bothering with starfield.
I only know of the one most keep quoting
You mean that one guy that represents a single person within a modders group who work on an unfinished mod for attention? Right...
There are hundreds of active modders having fun with the game on nexumods but sure, it won't be supported because a couple attention seekers downtalked the game
i mean sure, you can assume who i'm talking about if you want to diminish any valid points lmao
i actually have no idea who you're referring to here
Or you can be clear about your "valid points", maybe even shed some light on the fact that the game is very actively being modded despite the CK2 not being released and yet people will stop modding after for some reason.
Nothing new there... People have been saying that since Morrowind.
Personally, I would rather there be multiple "fixes" for this or that released by modders than one absolute fix made by Bethesda. Players like the option to decide which augmentation of a "broken" feature to use, or if they want to consider the feature truly broken at all.
There are players who have simply accepted Starfield as it is and don't understand why others are so upset. If Bethesda were to arbitrarily "fix" a feature, there would be some who will complain, either because they didn't really think it needed fixing, or they think the fix goes too far, or that it didn't go far enough.
Besides, one of the things many modders pride themselves in is finding solutions and presenting options.
you're defending against a point i'm not making bro.
yes, the game has people modding it. the same way it has players too! and by that same token, there being less players than at launch also means there are less people making mods!
fo76 is "actively being modded," yet i doubt many would consider it to have a thriving mod community.
yes, the game has people who are modding it. i never denied that. my point, again, is that there is less interest in modding starfield. "a lot of people just don't care about modding starfield." not quite sure where you got any mention of people losing further interest because CK2 released. CK2 not being out yet is absolutely negatively impacting the modding experience though.
It is good to debate, but please remain respectful of each other and keep it polite.
That's their own affair. But let's be sensible here. Many of those who have sworn off Starfiel did so after less time had passed for previous titles to get their CK...
And quite honestly, I would just as soon lump those modders into the same category as I do Star Wars fans who swore they were done with Star Wars after Episode 8 ruined their childhood, and yet were amongh the first to give scathing reviews of ever single other Star Wars movie or show including Episode 9.
The only one I really remember being vocal about abandoning Starfield modding is the guy who was going to do the multiplayer mod for it. I didn't want a multiplayer Starfield anyway, so I couldn't care less. It doesn't Modders refusing to get involved with Starfield will just be replaced by new blood and they won't be missed.
That's the reality.
Im still stuck on it being called CK2? Is that for real?
The only possible comparison you can have with the modding community are games like Skyrim and Fo4, which have years and official mod support. Starfield has a lot of active modders despite not even having official mod support.
Your point was that "less" people had interest in it because a couple modders said they don't have interest in it? How would you even measure that if the official support is not even live. I tell you how, by the very active modding community ALREADY working on it even without.
I'm not sure if it is confirmed
The engine I think is called Creation Engine 2 but I'm not sure
If that's what you call my point how should we call your "2 modders won't mod despite hundreds being already"?
I was gonna say that, matches CE 2
Fallout 4 Creation kit is currently at version 1.10.162.0. Maybe folks have just added a major onto the last CK release version?
edit: Skyrim SE CK is at version: 1.6.1130.0
Probably, along with the engine itself
"many of those who have sworn off starfield did so after less time had passed for previous titles to get their CK." so they did so because they didnt care about modding starfield, NOT because of how long the CK is taking to release. AKA my literal point.
Again... that's their choice... They can mod whatever game intertests them. If Starfield isn't that game, then again, that'sd their choice. But there will be new modders coming in as they are going out. And it will be those new modders whose names will become recognized in the community.
They won't be missed.
my brother in christ i am literally not disputing any of that. your argument here is "good, we don't want them anyway!" which... okay?
I have already stated to keep it polite.
I cant speak for the masses but personally Im waiting on the official tools. Id rather spend this time unlocking all the achievements and learning the vanilla game instead of working with a janky workflow Im not used to, and navigating all the updates and files changes.
I want any modder interested in modding. I'm just saying, it's the same as it was when Fallout 3 came out
There were modders for Morrowind and Oblivion that had zero interest in modding FO3. They were not missed, because FO3 brought its own influx of modders who made names for themselves.
aw the message i was replying to got deleted for rudeness 
True, and no one was worried when Skyrim modders had no interest in Fo4 and vice versa
right, but.. what does that have to do with what i'm saying?
ive said since the start of this conversation, people's apprehension towards modding starfield has been (at the very least partially) as a result of a lack of interest in the game itself, rather than the official tools not being out.
you then reinforced my point. so how am i wrong?
Because your examples are a few unnamed "modders" in opposition to thousands of active modders
how is that wrong
i spoke about why people who are already against modding starfield, are against starfield modding. your response has been "yeah but they're not the majority! so it doesn't matter!"
Because those who wonm't mod Starfield won't matter. It's not about who WON'T mod it, but rather who WILL.
it is about the ones who won't mod it. that is literally what i'm talking about. you are arguing about something i am not saying.
i like that you spit out the exact same sentiment right after this lol
Why does anyone feel strongly about what people think the interest level is in Starfield? The only way I see this mattering so much is if one has begun to make the commercial success of Starfield at part of your personal identity.
Starfield's just not their game. That's fine. Maybe they'll keep modding whatever they've already been modding, and maybe some of them will mod TES6 when it comes out. But those not modding Starfield don't count unless they have been actively modding Starfield already and then decided to stop, for whatever reason.
why do x people not interested in modding starfield, not count in a conversation about how/why x people don't want to mod starfield?
they should fix the tools before es6 launchs
Because they don't matter when all the chips are down. They haven't ante'd up. They have placed no bets. they're not in the game.
you keep going back to "well it's their choice! no problem!" but that's literally not relevant to what im saying at all lmao
And? How is that wrong? Your response is "a couple modders i can't name won't mod so it matters"
Ya think? 😄
yes especially for textures
yes, random people's choice to not mod something matters when discussing random people's choice to not mod something.
Plenty of time for that...
100+ modders working on it don't count, but two random ones that you can't name do. That's your argument right there
so.. again, my point stands. you've reinforced it. what are you disagreeing with me on?
hopefully they stop trying to change the engine so they can say its a new engine and use the older engine and its tools
It doesn't matter because odds are they wouldn't have gotten involved anyway. Because they aren't interested.
it's really not tho 
Then quit failing to elaborate, because that's all you said so far
what are they building
my entire statement at the beginning of this was about why they are not interested
"A couple i found passing by the sidewalk said they were not going to watch the new Dune movie, damn i guess people are really uninterested in that"
I get your point. I really do...But MY point is that there ARE people actively modding Starfield now. They are very interested. And constant inquiries about CK2 indicate folks waiting in the wings to get involved, because for whatever reason, they prefer to wait fore the OFFICIAL tools. I am not interested in which people won't mod Starfiel. O'm interested in the people who will.
i get your point. i don't see why you're using it to contradict mine, because it is not a contradiction.
"yeah these people ARE interested!" cool, im not talking about those. i'm talking about the people who ARENT interested.
"i dont think most people's avoidance is fear. a lot of people just don't care about modding starfield lol." your response has been "yeah but the people who do care about starfield are the ones who matter!"
Because you say the modders who won't mod Starfield matters. I say they don't. That's an opposing viewpoint. One which we are at an empasse on, so let us agree to disagree and move on... Otherwise, we might as well be a coiple of children going Did not, Did too, Did not. Did too...
"two is bigger than hundreds, here's why:"
doesnt seem very empty if me and the person i'm conversing with can acknowledge eachother's point 
speaking of.. DID TOO! 
I will be handing out timeouts if people continue being rude to each other. Please be polite in your arguments.
me and greb are already done
argument over
Let's look at it like this. Say there are 100 runners in one marathon. When the next marathon happens, 20 of those runners opt out, but are replaced by 20 more runners. Their reasons for opting out don't matter. The nex marathon is run, and the runners who opted out have no score to compare to any of the ones who returned or those who came in in their place. Maybe they'll run in the next one, but they didn't in this one so their lack of participation carried no weight in the face of everyone else's participation.
That's how I look at it.
Dont you dare try to make me do math 😡
lol
what if only 10 people show up for the 2nd maraton they should ask why,look at f4 most of the mods were gun ports from other games they should improve the tools and make them similar to older titles
I've got a funny feeling that at some point over the next decade, some of those who opted out of Starfield modding will opt in for it, even if it is just to get experience with the latest CK version and any new features in preparation for TES6, which they may really be interested in. The window of opportunity to get involved is a very long way from closing.
getting into hypothetical parallels takes the focus away from the actual point. but let's do it i guess.
100 modders (runners.) 20 leave, leaving 80. where are the other 20 replacements coming from? your assumption that they'll "step in" relies on the notion that before the first 20 left, the new 20 were sitting on the sideline doing nothing. why would they do nothing, and then when other people start leaving, then show an interest?
there is a finite number of people interested in modding. there will not always be a replacement 20 modders (runners) ready to fill the void. that is how and why modding communities, and gaming communities in general if we look at youtubers and other content creators' influence, die out.
Then the scores are based on those 10 who will rather than the 90 who won't. But that's not what we are looking at here.
modding isnt somthing with scores,what do you view as the advantage of modding a game
What's the point if nobody's watching the race ?
what?
Well to see if anyone is watching the race, go to Nexus Mods web site and look at how many mods for Starfield have been posted, and look at how many people have downloaded them. If people are downloading them, then the race is being watched.
I think you meant to direct that at Grebjac
i wonder if that number is hyperbolic or actually true.. ima go check
330 sse and 30 for the original starfield is around 30/40
well that's weird.. i got 553 for SSE, and 41 for starfield. 
On NexusMods.com "New This Week".
- Skyrim SE: 460
- Fallout 4: 196
- Starfield: 41
Of course there are... Skyrim has been actively modded for over a decade and is not slowing down. it has the benefit of its own official CK and xEdit and all the resources that have manifested over that time. Starfield is at the very beginning of its journey, still waiting on its official tools.
i think i blocked certain types of mods so your number could be correct
yeah weird, mine says 553 for SE 
f4 is similar in number to starfield
I have the lewd mods filtered, so that may skew my numbers.
ahhh that'd make sense actually
the tools should be improved they should go back to the way meshes and textures worked with skyrim
We're dealing with a lot of unknowns here. We can't really know what will happen with Starfield's modding community. It will either explode or stagnate. It really can go either way.
Let us wait until CK2 and official mod support actually goes live, and then we can look at real numbers.
Things wont pickup immediately, there still needs to be official content added from bethesda like dlc and other tweaks
Hopefully CK2 and official mod support will come with the official Blender Exporter. I don't want to learn Maya
I remember having to use maya for college last year, was terrible
I'm anticipating a large upsurge in activity, both on the modding side and on the playing side. A lot of factors will have a role in how long the surge lasts, and when it plateaus, whether it does so at a high or low point.
It' still gonna be some time before things start picking up again
I think they already mentioned that they will be releasing an exporter.
for Skyrim*
I see them establishing official mod support parity between Skyrim, FO4 and Starfield as we move forward. That being the case, it is logical to assume that the tools Skyrim is getting will also be available for FO4 and Starfield as well. Skyrim seems to be the testbed. It's the oldest of the three, and as the numbers show, it's still a modding juggernaut. It wouldn't make sense for them to not give the same treatment to FO4 and Starfield. Particularly Starfield as they are on record as having said they want to see it enjoy the same level of success Skyrim has enjoyed.
It will ultimately be what it will be.
I can’t watch the race because it makes my back hurt watching them run like that lol
@real sphinx Not sure if anyone on Bethesdas side can help with this, but would appreciate it being looked into/any insight
Check your cubemaps. One is listed as 8.4 MB in the 2x1k version while the other is listed as only 65.7 kb. That's inconsistent enough to maybe eyeball and see if they're holding things up.
Whats bizarre is it crashes if I upload any textures at all. I tried brute forcing to see if it was a specific texture doing it, doing just half of the textures folders and then the other half, then just one folder at a time, and it still crashes. Kynkaid noted the cubemap as well, but the frost glass cubemap is just uncompressed. And prior to the CK update I had no issues with that texture, that hasn't changed at all in the interim
How would I go about making shouts for the FemaleYoungEager voicetype?
Will bought creations be updated automatically or do i have to update them manually? Reasion i ask when i try to download a creation i already own i get the error message "Couldn't connect to Bethesda Servers" and then it takes me back to the main menu of Skyrim AE.
You may be interested in subscribing to this article. This is an issue that the team is aware of and updates will be pushed as they are available https://beth.games/3OOLn2B
Thanks for the heads up. Didn't know that it was a known issue which is being investigated. Subscribed to that article and will try the workaround.
Update: Workaround functions perfectly. No error messages upon downloading Creation Club content or from the new creations. 🙂
@ruby burrowlmao got an error
What error?
"Missing Mandatory Paramenters"
The webpage won't display
Nope. Still an error
Please open a @maiden gale ticket so we can try and offer additional help without filling the channel
There's no doubt it is planned; for the time it was up recently it was visibly redesigned beyond its former state it had been in for years. Until it returns, there is a mirror that UESP has of the old wiki that can be used: https://ck.uesp.net/wiki/Main_Page
where can i ask about mod creation help? is it here?
Preferable in the channel that says GAMENAME-Mods, but no one will get mad if you ask here.
Alright thanks
Do everyone get this creation mod error network connection or something?
Or it just me
"there has been a network problem, operation failed"
I was going to ask the same thing
Yes that's
I've been getting that message since yesterday every time I try to download a mod
I try fix my mod load order lmao
Bethesda being real quiet about the next update, what is going on?
Next update on what
Modders resources? I’d settle for them fixing Ini uploading and being able to see more than the last 100 records in CK.
Ever since they gave us _resourcepack.esl I have been hoping for even more content from it to use in my mods, like weapons, armor and other stuff
If we had mithril armor or bonemold and chitin weapons
I hope we get a proper Ayleid crown model because The Cause didn't have one
There are so many armors and weapons that weren't given to us from Morrowind and Oblivion in the CC
The Diadem of Euphoria would be so neat to have on PS4
Given how long between resources they’ve gone, it might be best to simply use what we have. The last resources were the roots and Ayleids. Did you happen to create anything with those? I’d love to see a dungeon or house made with them.
they added a resource pack with a recent update it is a seprate file it is called resourcepack esp
Yes I know. It’s great. I’m making heavy use of it in a project
What does resourcepack do?
I made an Ayleid ruin and a root dungeon
Also there is no way they would not give us any more resources
Bethesda is probably taking so long with the next update because they are going to give us more resources
I used their feedback page to request a bunch of stuff
Also the Ayleid ruin exterior assets they gave us are broken
In what way are they broken, out of mere curiosity?
No collision and the additional door has no anims and doesn't function as intended and also has no collision
I had a fellow modder add a patch that hid a Dwemer door behind the Ayleid one
I reported this bug
If your talking about the portcullis activator, there's setups in the second Reille cell that you can reference. They used collision planes.
https://wiki.bethesda.net When will the Creation Kit website be open again? He used to help so much in creating mods, but now I have to look for information on all sorts of third-party pages.
Home
I have the same question
There is no ETA on the wiki sites, but they are coming back eventually. If I was to guess I'd say that the sites will return alongside the release of Starfield Creation Kit. For now, use the UESP wiki clones. These are the Skyrim and Fallout 4 wikis, but they have the others too for GECK and Construction Set.
- https://ck.uesp.net/wiki/Main_Page (Skyrim)
- https://falloutck.uesp.net/wiki/Main_Page (Fallout 4)
How long have they been down?
Since February #modding-news message
Damn, isn't that too long? I've been wondering when it'll come back up so i can check stuff since the uesp wiki doesn't have everything
The UESP wiki has more than the originals. What are you looking for?
All good things in due time, as they say. Until it comes back online the uesp mirror of the old ck wiki is sufficient. What information are you looking for, anyways? Someone here might know the answer, after all, so you might as well just ask. 
I'm fine, the thing i was looking for didn't even exist lol. I just got into mod development
I see. Well, welcome, regardless. ||You're trapped now.
|| How goes it so far? 
How do I make a tonal lock like in Arkngthamz?
hay where could i find a list of the key numbers to change key inputs in inis for dodge mods
question is it harder to make mod with creation club or easyer
You mean as a dependency on a CC plugin?
ya
neither harder nor easier. process is literally the same as any other mod.
Anyone know what to do when your mod page bugs out? Every time I make an edit it tells me "internal service error" then says "publishing not allowed. binary pending".
Nexus mods or Bethesda's service? If Nexus Mods, should see about that issue on their discord for help.
Bethesda.
I’ve run into that before, sometimes editing the description (even literally just add a space somewhere) can fix it
I've tried that, but it just throws up the aforementioned errors, even when I replaced everything with 'text'.
hey Bethesda, now been 4 months on Xbox of being impossible to mod .ini files, and impossible to use mods marked as WIP.
Sounds like what happened to one of mine when it got stuck in Editing mode. If you haven't tried it already, try to clear your cookies/cache for bethnet entirely e.g. go into your browser's cache settings, search up the cookies for bethesda / creations.bethesda.net and delete them, then log in and try to see if you can clear away the edits and/or exit "Editing" mode. If that doesn't work, then you'll probably either want to submit a support ticket and/or ping Carto.
Hmm, I'll keep that in mind for the future. For now, I just uploaded as a new mod and deleted the old one.
Thanks, though.
that seemed to happen to me whenever i'd left in a ToS term from the Nexus page's description. ie mistwxtch (with an a) etc.
Hello guys I'm new here and I'm fairly a novice with mods since I haven't played Skyrim for over 7 years I recently decided to start again I have a big issue no matter how I try to run the game even with mods or without I even tried uninstalling and fresh install the game still opens only in the small window if somebody has a similar experience problem or he has experience all together with stuff like that please help

that's something I did not know