#modding-general
1 messages · Page 19 of 1
That will do it!
Heard some folks mentioned you cant add new systems with the CK, is it true or people are unexperienced or donno how yet?
i just wanna make a massive star base to dock my massive ship forget planet building lol all the planets are empty and copy/paste with the same 2-3 structures on em. i really feel they missed a massive opportunity to make earth way cooler than it was. i was expecting full cities all post apocolytic not endless miles of sand lol maybe CK can make some improvments lol
Ok
i don't know how you expected earth to be like that despite everyone leaving earth behind. if it was post apocalyptic why did everyone leave the planet and not some people stay behind
just seemed very barren even without atmosphere there should of been way more there seeing as how much was built all over the planet
also why would they have it be post apocalyptical when they have fallout for that
just a descriptive word not fallout style just more POI i guess
and unlike it fallout it didn't happen over night
yout hink youd see some roads busted up buildings fallen skyscrapers stuff like that
Just curious is it worth checking out tutorials for CK on how to make just quest mods? Don't have much experience but I heard its similar to Fallout 4 so far
Does anybody have any mods they suggest staying away from temporarily on Xbox?
Unofficial patch from what I heard due to unbalencing
on what game?
Sorry Starfield
And I may have broken my audio and have to find out what mod broke it
I saw some people talking about that last night. A buddy of mine uninstalled and reinstalled the game fix the problem.
I did something today that broke it was fine last night
Gotcha.
Think I might wait a week or two. Sure they’ll be a patch out before too long. Like they did with fallout four recently.
Going to disable then one at a time figure out which one broke it if not I'll reinstall
By all means, please post whichever one you find it was.
I heard good things about the community patch though
I’m new to modeling. Especially on console. Appreciate the help. Big fan of this discord so far. Does the slow mode go away after sometime for the comments?
Couldn't tell you I don't think it will due to how spammy it could get they added Mando armor and Boba fetts armor going to see how they are once I fix my audio
That is so sick. I knew it was only a matter of time before they brought Star Wars in. I’m waiting for somebody to create a damn death star.
I'm sure it'll get ported since there is a uc empire mod that will get ported
😂😂 dig it🤙🏻
Also we have a 100gb limit now
I saw that that’s amazing. Should make run and everything much smoother than on fallout four.
I'm just waiting for the xp cheat or something along the lines I'm on ng+7 and ngl kinda got old and I wanna make a fresh start instead of a speed run with all the mods
Couldn't figure out the mod issue so reinstalling
Let me know how it goes if you don’t mind
Will do should only be less than an hour to download
I heard there was a cheat room available. I’m not sure what it’s for. I thought that might have some sort of XP cheat. Yeah right now I just resourced grind. I’m still on my first play through. I don’t wanna lose everything. I’ve built up moneywise and what not.
Like so the sound I got was if I was in a vacuum but with even less sound if that makes sense
Wow that’s weird. I wouldn’t be surprised if there’s a few glitches. With Yesterdays update. Not uncommon with Bethesda.
I made a back up save for my first play through I'm just waiting for a chest or something you can put your items in or a ship saver
So that way I can ng+ while everything saved
Exactly. I’m waiting for something like that to get modded.
Uh oh @thorny lark naughty step you go 🤣🤣🤣
USMC? You former service. Former army recon myself.
Thank you for you service
My pleasure 🫡
My father was USMC in California in the late 80s
Outstanding. Glad to hear it. 5th generation myself. My son is enlisting next year.
Yes sir 19-21 was 3531
Best of luck to him
Thank you for your service brother and your sacrifices.
Good on him what's he thinking of doing and thank you for you service bud

Think he’s going to avoid the combat like I didn’t . His eventual goal is to have a career in network design and cyber security. The army has really beefed up at cyber security MoS’s So he’s looking into those.
Good field to get into decent pay in the civi world meanwhile I'm over here like I drive big truck
Right. My plan was to go law-enforcement after the cavalry. But after I got hit in Iraq and retired. I mostly just volunteer at my local VFW. They have me 100% T&P.
Thank you for your service, all of you vets.
Glad to hear they got your findings all in order and it's nice to give back they got me at 30% due to complications from covid but still able to drive semis once I fix my blood pressure from constantly dropping
Yeah, they didn’t have much of a choice. I spent over six months in Walter Reed. They were forced to do right. Keep challenging that percentage. Don’t give up on what you deserve.
The VA in general needs a damn overhaul like the lack of treatment they give to bothers much more deserving of me is disgusting
For sure. They just cut more psychiatrist. The psychiatrist I’ve had for the last five years literally was just forced in retirement. There’s an overhaul coming, but it’s due to budgetary cuts. Nothing that’s really gonna help us.
Hell, I slipped a disk a little over a year ago and they just replaced it on 1 May. I slip disk for 11 months before they finally got me into surgery. Granted fantastic surgeon and he did an amazing job. But still a long wait. That slip was from a bulging disc that was caused by an IED explosion and Iraq back in 07.
You are goated for this, thank you very much!
Someone helped me find it. Wish we actually had documentation for this CK. But early days always are a bit wild west.
Jesus I'm glad it got done but it's just sick that they made you wait so long I still have my nebulizer and combivent from being down half a lung from the scar tissue caused from the pneumonia from covid
Also on starfield took longer to download but audio works gunna check my mod load order to see
That’s the life of a disabled vet. Welcome to the club. Let me know how it works. I’ll be hopping on soon myself.
TK dodge keycode site is down. does anyone have a copy?
Amen to that and ooo alright so with mods they got this....
"This save relies on missing creations......
Download now? Yes.... No
That's a nice feature instead of having to search em
And with the new game plus thing I wonder if that does a fresh save for you
That’s awesome. So smooth.
I've got an issue, I've been unable to install The Vulture Creation all day. Tried numerous times but the download always gets stuck, except for two times when it said I have no storage space (which obviously isn't true). Any ideas or am I just waiting for a fix? Has anyone else got the same issue?
Audio broke again weird oh well gunna just wait for mods to be better functioning in a month or so
Did you install the Enforcer Pistol Creation? It causes the audio bug on Xbox
Yes that makes sense then
That's the source of your problem. Disable or uninstall it and your audio will return
The trackers alliance?
The second part that you have to pay for yeah. The download gets stuck and won't finish
Audio fixed ty and mine installed fine last night I'm not sure all I can say ot was the 3rd creation I installed when setting up my console
No problem! Hmm, looks like I'll be waiting for a fix then haha
I noticed that Starfields art tools says it's made for 3ds max 2021 but the plugin itself says 2017. So it's possible it might work with 2017
I'm not gunna mess around with mods until I finish my ng+ just to get a fresh start you know? And fully do it from scratch
Fair enough. I'm happy to just slot mods in as they come out for the most part
Right? Ik some of them work really well just waiting on a xp booster one or something along the lines since certain perks will be tedious to grind and already beat the game so just want to experiment and it works with ng+ if you ever get bored you just clean save right before you go on the next tier but without needing a new character like fallout like I did a star wars then halo etc.
Given the release of the STARFIELD CK, would it be possible to get the CK help site (https://www.creationkit.com/index.php?title=Landing_page) back up and running?
Any word on SFSE???
Anyone figured out if it's possible to generate lipsync animations with the creation kit for Starfield like it was with Skyrim's?
No, important question thought.
Yeah... didn't find anything similar in the tools folder like the old one used to have
Also, Bethesda. Why isn't there a single verified creation with achievement support?
https://www.youtube.com/watch?v=DxN5b6Q7W6A is -35 minutes something where the voice stuff might be?
Let's see if we can make a companion mod in Starfield! Maybe, maybe not! Probably not! Let's try!
Watch The Treacle People: https://www.youtube.com/watch?v=TXn3ZER85zI&list=PLE9AD7A22FF2D33EF
Buy Lonely Worlds: https://amzn.to/3UVvA3i
Download Lucien, my Skyrim Mod: https://www.nexusmods.com/skyrimspecialedition/mods/20035
#creationkit #starfie...
more like -39 minutes by now
SFSE looks to b updated 🙂
The menu in question might be: "topic info" doublecklick on one of the responses window "Edit Responses" then button "Animation" or "record voice" or "Update FaceFx Textfile"?
And before that "Actor" "Dialogue" of course.
Is there a scripting wiki yet, or is someone working on one that I can contribute to?
My CK is 'initializing facegen' for ages, what's the issue?
nvm, running as admin fixed it
I've heard sometimes it gets super stuck on that and killing it to restart it "fixes" whatever it got stuck on.
Did anyone have this issue when packing files? Mine went the full list of files, progress bar is at like 5% despite running through all of it and it says "Validating lastfilepathfrommylist"
Basically, "Validating Files" forever
In my case it was a popup asking permission to associate plugin file types, but the popup was in the background at the desktop level
Damn, that's probably it but i can't find it anywhere
Any help? Tried to restart everything and even run in different compatibility modes, stuck in validating files after all the process
Alright fellow moders we need to start pouring mods I would like to see the Star Wars over haul on Xbox I’m currently working on te e11 blaster model from new hope
Did you buy the license from Lucasfilm? Curious to know how much it costs. Did you have to sign an NDA or anything?
Yeah there were today a bunch of mods come out for xbox series x/s that ship parts one is pretty cool
Now it's stuck in "Converting Files" at the last one 💀
It's not handling well long lists of files
NDA wouldn't necessarily apply here, and so long as they aren't trying to profit, typically creative fan-works are allowed. Claiming ownership or creative attribution can be a no-no zone, but generally, unless the owner of an IP is wound very tight (see: Pokemon), owners of a given "thing" don't mind. In fact, it can be free advertising, so long as their works/IP aren't represented in a way they aren't cool with. Like, making a porno with their stuff for example.
Wasn’t sure. Also they’re going to have to get permission from Bethesda if they don’t have a written agreement. Trademarked items aren’t allowed without which is why I was inquiring what they had to do to secure permission. It’s in their ToS on the website
Maybe. It happens. Alas, that would mean just about every trademarked "thing" in any mod should be catching your attention, which I can only imagine leaves you quite exhausted! Things like renaming types of ammunition, changing some decorative items to show the Nike swoosh, Coca-Cola cans, Playboy pinup posters, on and on and on. Do you have a spreadsheet going or anything?
What it tends to come down to with these things, is popularity, monetization, and malice.
Well, I'd like to make something without get a DCMA which is the whole point of inquiring. If they got perms, I'd like to know what channels they went through for licensing.
It certainly wouldn't hurt for them to get EWP, to avoid a DMCA notice. It probably falls under fair use, as a fan-made work. As usual.
Ah. Not something I'm going to risk then. I'll just make regular things. It's posting to the site that is the prickly thing because you have to have the written stuff first before the post. Beth will pull it without. They're pretty strict about that.
It'll be interesting to see how that pans out. I gave up trying to wrap my head around the minefield of "fair use" affirmative defenses, IP infringement versus parody, non-monetized fanfair, bla bla bla... The general rule a lawyer will give is: don't do it. If you have to, assume a big entity won't waste their time, money, and face to go after someone with no money to be made. So if someone just HAS to make a mod using a trademarked thing, intellectual property, etc... There just isn't a safe way to go about it. Most don't sweat it, and there a gazillion Star Wars mods or themes or (insert anything here) that Disney/Lucasfilm hasn't beat into extinction.
As far as IP goes, Star Wars seems to be a "safe" space. No pun intended... Just don't add Mario or Zelda or Pikachu into your mod, and you probably can sleep at night?
Lol skkmods ship unleveled unlocked mod he said u still need caps 🤣
It would b3 cool to have a starwars ship set
Like parts type deal
I can't dow loaf it
Hi I'm making a companion mod in creation kit for fallout 4 and I could really use some help as no matter what dialog I code for the npc they never say anything or enter cutscene/dialog mode. The companion is a clone of codsworth that I'm modifying as my companion is a Mr Gutsy so I thought it'd be a good starting point. I've been watching Kris Takahashi's mod skool video but there's a big cut in the middle where his recording cut out and it's right before he sets up dialog etc so it could be that I missed a step there
Just seen the Star Wars Outlaws gameplay. I really hope modders see it too and get inspired to make the clever loading transitions between space and planet and viceversa. Or even more! To stations too
Sooo, anyone find a fix for the freezing while trying to get into the creations menu?
I am still looking for tutorials for CK. It will probably take a while and the skyrim CK guide from bethesda did not help with what I wanted to do. I cannot find unowned interiors. But sooner or later I will figure it out
Are you playing on pc or xbox?
PC
Oh, I see. Hmm. 
Is this important? I want to make the mod aviable for both pc and xbox
Oh, I only asked so I can give the correct advice for the system. On xbox you'd be able to view a cell's owned status via a submenu in a mod, but since you're on pc you'd need a different method. If you've ever done any scripting or tweaking of spells and magic effects you could, say, make a spell with conditions that only trigger when in an unowned interior cell and go around checking for them that way in-game.
Has anyone been able to download skkmods ship part unlocker
I see it on Beth net but not on xbox
Ah I see. Thanks. 🙂
Oh, wait, it seems there isn't a condition function for checking cell ownership. I guess script is the only way.
Okay. Well I figure it out sooner or later anyway. I never scripted before and actually this will be my first mod. I will do some more diggin around online and see what I can find
been having the same problem
I wonder if whoever made OCDecorater for fallout is making it for starfield.
i have been trying to mod the hud ui noises for the incoming missile warning inside ships i replaced the sound that was used but it never took effect ?
Any help appreciated I downloaded mods for starfield started game but says mods not installed. Help I'm on xbox
If it's like how it works in Skyrim and you want to replace the sound outright it has to have the same filename, extension, and I want to say it has to have a particular format/bitrate as well, but I'm not 100% sure on the last part. For example I use a mod to silence some of the sound effects in Skyrim and it's just empty wav files: https://i.imgur.com/YxNt548.png
"Id": "13231876",
"Language": "SFX",
"ShortName": "UI\Menu\Shield\v3a\UIMenuShield_Power_Maxed_01.wav",
"Path": "SFX\UI\Menu\Shield\v3a\UIMenuShield_Power_Maxed_01_FA3FE343.wem"
},
so instead of naming the wem 13231876 i should name it UIMenuShield_Power_Maxed_01_FA3FE343.wem ?
Yes. That or the .wav. One of the two.
i will try this as i thought it would have to replace the id name
No, you want everything else to be the same. You're just replacing the contents of the file it reads so it thinks it's reading what it should.
and this will go into the sound/soundbank folder ?
It will need the same file path as the original file.
i assume i will have to make this folder SFX\UI\Menu\Shield\v3a
Correct.
thank you i will try this now and let you know if it works ty
can anyone help me with my mod issue? I posted a thread on #1067467528353370152
here's the ID : 1250146220618289153
I just want my dragonborn to speak 😔
What's the difference between the Starfield Community Patch and the Unofficial Starfield Patch? Are they the same? Are they different?
One is made by the community, one is made by arthmoor
More correct: Both are made by the community (both allow public submissions and contributions).
One is managed by me and my team. The other is managed by Nexus.
That would be so cool
My friend told me u can build in your ship is that true
Yeah
Is there any word on the Creation Kit wiki being brought back up?
or does anyone know of any good tutorials for learning it? Kinda new to shenanigans.
I put together a starfield load order yesterday with most of the "first batch" of Xbox mods including the unofficial patch by Arthmoor and team, no problems whatsoever, only one issue I had was with the SKK Fast Start but I know what that was now so everything I had installed worked fine
Is there no way to just jump into the world and "play" in the kit?
Or is it always just save changes and open game to test?
Yep, save changes and then open game to test
i wish someone gets permission to port
Have you tried just asking the author
dont know how
With words is usually a good start
I need an adult. My game freezes when I try loading up Creations from Main Menu on Series X
-
The devs behind Nifskope for creating the tools for this (link: https://github.com/hexabits/nifskope#nifskope-20dev9)
-
The author behind skyrims "Lightsabers (Magicka Sabers)" (link: https://www.nexusmods.com/skyrimspecialedition/mods/92440)
i clickedthe link but its getting blocked for some reason
There's muliple mods I can't get on xbox that say there on xbox anyone having same issue
Ooooooh put it in your library on the phone and download all library creations and it will download the mod u can't find
when will the wiki be back up :((
Anyone know if SF1Edit is broken after the latest update?
did creation kit drop or am i confusing this with creations the bloated pay to get mods thing bethesda did with fallout 4 (btw id never pay for mods...ever lol) while i dont make them for bethesda i do make them and entire maps for dayz and never ask for a dime i do it cause its fun and its enjoyable there shouldnt ever be money involved. i just dont have the time to learn a whole new game engine atm but i did wanna play around with it to see whats similar/different between the 2
Creation Kit is out on Steam for Starfield.
then off to steam i go lol
Sim settlements starfield edition 😛
That would be awesome
So, I'm going to assume that since .ini file modding for Skyrim Xbox still isn't fixed after 6 months, that we also have no way to edit starfield .ini files on Xbox
ini editing is broken on Skyrim?
since the update in December, it hasn't been possible to package/upload an .ini file in a way that the Xbox client will actually read it
of course you can do it on PC, just not through the creations/mod portal anymore
Anyone know the best place I can go to ask for a mod for Xbox? I’ve been trying to see if there is a mod that will let me remove Sam Coes hat.
presumably #starfield-mods
Trying to find a mod location in game quantum stealth operations Safe House supposed to be in neon but the mod does not give exact location or a quest marker wanna find it to play ...
In what way is it broken? Cause with my alt-start, it would be pretty obvious if the ini fragment it uploads isn't working and nobody has said it isn't.
Hello, was wondering if anyone had any insight that might be helpful for me encountering an issue since the latest update. I'm using Mo2 and it seems like the crucial mods have been updated for the new patch properly, but when I try to launch the game I get a crash and SFBGS003, 006, 007 and 008.esm toggle as disabled in the plugins. Anyone have any helpful input because I'm not sure what I should do.
Good question, I think I posted in the wrong channel, woops!
If you ask about modding in generl i´d say yes. i do have a question actually: There are tools to clone a voice. However i do not want to clone my voice but other peoples voices. that rises legal questions. are there sites/produces offering voice samples (of real people or synthethic) that can be used (cloned) for modding?
I am trying to convert a mod from the nexus with approval from the author
basicly i am asking for "voice profiles or presets" providers (free or paid) that can be used, modfied for any purpose (e.g. starfield mods, non-commericaly)
convert from what to what? pc to xbox? skyrim to starfield? format x to format y?
Well it's a pre CK mod but yeah Starfield from PC to Xbox and probably just make it a proper esm.
Don't want it to replace the existing hats either.
Sorry don´t have a solution ATM i am to new to this. But i asked a nice A.I. giving this answer to get an overview:
Just more hats
But If I in theory also wanted to transfer the bomber jacket from Fallout 4 to Starfield
Unfortunately, there is no direct way to convert a Starfield mod from Nexus to a Creation in the in-game Starfield Creation Kit and make it compatible with the Xbox version. Here's why:
- Mods downloaded from Nexus are not compatible with the Xbox version of Starfield. The Xbox version uses a different file structure and does not support mods that require external tools like the Starfield Script Extender (SFSE)[4].
- The Starfield Creation Kit is a separate tool used to create new content and mods for the game. It is not designed to import or convert existing mods from other sources like Nexus[1].
- To make a mod compatible with Xbox, it would need to be rebuilt from scratch using the Creation Kit tools. This includes recreating all the assets, scripts, and configurations required for the mod to function[1].
- Even if you could somehow import a Nexus mod into the Creation Kit, the resulting Creation would still not be compatible with Xbox. The Xbox version has strict limitations on mods and does not allow external assets or scripts[4].
The only way to use mods that require external tools like SFSE is to play the Steam version of Starfield. Mods created with the Creation Kit can be shared as Creations and used on Xbox, but they are limited in scope compared to Nexus mods[1].
Citations:
[1] https://www.youtube.com/watch?v=NIE4WI0aYVY
[2] https://www.youtube.com/watch?v=PCLqHSGTF8w
[3] https://www.reddit.com/r/Starfield/comments/171jmai/mod_for_money_on_pc_then_back_on_xbox/
[4] https://wccftech.com/how-to/starfield-guide-on-how-to-convert-your-game-pass-microsoft-store-save-to-steam/
[5] https://www.reddit.com/r/Starfield/comments/16vjbyr/is_there_any_possible_way_to_convert_xbox_game/
We've all seen guides for installing mods on the Steam version of Starfield... But how do you install mods on the Xbox Gamepass/PC Gamepass version of the game? Well, it's mostly the same except for a few differences. This video explains everything you need to know.
=== Related Starfield Guides ===
- DLSS Mod: https://youtu.be/A5iDDx4SwCk
- Ski...
Need to convert save games for Starfield from Steam to Xbox Gamepass? Well, this video shows you everything you need to know and more!
Starfield XGP Import: https://github.com/HarukaMa/starfield-xgp-import
Python: https://www.python.org/downloads/
=== Related Starfield Guides ===
- DLSS Mod: https://youtu.be/A5iDDx4SwCk
- Skip Intro: https://y...
Here's how you can easily convert your Game Pass/Microsoft Store Starfield saves into the format used by Steam.
So hopfully that hat mod does not require SFSE. Edit: it doesn´t. So maybe there is an easy way. the citations from above as sources for further enquiry is here: Hope some of them can help give more clearity.
Thanks!
Errr...wait. Xbox mods cant have scripts now? That's a real bummer.
Scripts yes, but SFSE is raw code injection
Ah ok
They can have papyrus. Both my creations use them.
I don't use Reddit that often but if it is saying you have to have the Steam version of the game to use the CK, it is an outright lie. There's a batch file included in the CK to allow you do so.
Ive been wanting to tell people that it just needs to be able to read the files, therefor needs the game installed. Not necessarily steam only
@covert pelican is there a Alternate Start for Starfield?
yes
Ok cool. That's good. Thanks
There's a full batch file that does voodoo to bridge things. The devs definitely put a lot of thought into making modding as accessible as possible. There is a learning curve with some things but I'm enjoying modding this as much as other games so can't complain.
Tried searching for this but couldn't find anything. Is there a way to change the author field for .esm files in the creation kit? I can do it for a .esp but when I convert to .esm it goes back to saying Bethesda. Looks like I can't post images here to show what I'm talking about.
No. That's how it functions. If you want your name in it, use the description box.
Thanks, that's exactly what I'll do.
Is there any guide on how to alter the looks and apearance of companions and NPCs? Thanks in advance!
for which game?
Starfield
guides are pretty sparse right now
Thanks anyway, then I will patiently wait. 😉
you can always ask specifics in the starfield-mods channel if someone knows the answer too and would help ... but as for a full guide, it may take some time for those to roll out .... the CK really only landed in most our laps a few days ago 😄
Does anyone know where I can find a guide to using existing clothes assets to create new outfits? Aks nif bashing,?
Wait SF on Xbox can’t have external assets?
Where did you read that? I've literally seen batman and the mandolorian armor lol
Number 4 from UC
I think there's some outdated/incorrect info on some of the pages about it. I've read that too but clearly it's not the case.
Could you just imagine… Xbox gets 100GB of mod space but not allowed to use external assets? That’d be the definition of wasted potential.
Matteo Khatri companion mod?
Is it possible to make him a companion plus romanceable with voice lines? Like how Serana from Skyrim has a Dialogue Add-On mod?
And possibly Lane Garza as well
Has anybody figured out how to make weapons with custom animations yet?
Not that I know of.
Pretty sure SKK put one out but I don't have the link handy.
Thanks for the reply. Perhaps you have some insight into this. As far as anyone can tell, pre-existing mods with .ini files still work, but Creation Kit appears not to upload ini files for new mods. So when creating a new mod, if you've got mymod.esp and mymod.ini, the ini file simply won't be uploaded by Creation Kit like it used to be. (or if it is, it isn't being read by the Xbox client).
I've updated LAL recently enough that if the CK wasn't uploading the ini file, people would have noticed by now.
The problem is there's no way to actually tell from the PC side what files are being uploaded. At least as far as I know.
The game can clearly still read the file if it's present which would be the only way you could tell if it's missing on XBox.
I wonder if maybe they're confusing that various ini settings no longer work on xbox with thinking the file is not being uploaded if the file only contains settings that are no longer viable. 
Could be. I have no idea what those settings are though.
Likewise. I never bothered to look into it; I just remember it vaguely having to do with FPS. 
FPS settings are completely locked out on Xbox. So is graphics settings like shadows and whatnot. Something like Easy Lockpicking's setting are still fuctional.
You mean they *blocked" people from making 60FPS mods for Series S?
[Starfield]
Does anyone know of a guide that would teach me how to make a mod that runs commands when the player first loads into there save? I want to make the mod in the creation kit
Any Starfield MODDers willing to do 2 request?
Depends on the request.
I have a request
Is it possible to make simeon Bankowski romanceable and able to be married and stuff?
I would imagine it is possible - I personally have not looked into the mechanics for something like that though.
I hope someone could figure it out cause he’s the best companion who has the best abilities and can snipe all enemies and is also very fine and good looking
It should be on both xbox and pc on creation kit if someone makes it
I’ve intentionally uploaded files with ini settings previously that would have exploded book view zoom and it did not edit anything in game
Since the December update. But I have uploaded OnInit quests with papyrus function to change those same settings that has worked.
The ones I ones I have uploaded that have not worked as an ini file include map view changes, grass density, note and book view zoom, notification reminder delays, and the bForceNPCUseAmmo settings
As Skyler suggests, that may just mean whatever settings you put into the fragment don't work anymore.
In my case, i'd know without a doubt if my fragment wasn't working anymore.
Are the ini settings for console the same ones from the source files from LAL? And are you uploading them the same way as previously prior to the update?
Yes, and yes. What you see in the PC copy is what gets uploaded for both platforms.
Minus the readme file of course.
Interesting. Also did you have any plans to update the gear distributed by LAL to incorporate AE content?
Such as a level list edit for all possible Orcish gear from the base game and alternate armors? Where you would have a randomized chance at one of the 3 sets?
And if not, would you allow a patch to be published to do so with LAL as a master?
What does it mean buy "Publishing not allowed - Binary pending"?
Close out the CK and maybe reboot your PC and try again. That error comes up from time to time.
If it doesn't resolve itself by tomorrow then I'd get in touch with Cartogriffi and let him know. Sometimes they have to kick things on the back end.
It's from the website. I have tried updating the description from both my laptop and cell phone. Been getting this error since about 6pm EST.
As far as LAL, no, I haven't given any thought to doing that but it's not a bad idea.
Since that would require patching the core scripts that's not something I'd be comfortable having a 3rd party patch for.
It would be a great addition for several of the starting choices. And fairly easy to implement, aside from editing the scripted distribution.
So a friend just tried another ini upload today, after having tried the same one unsuccessfully back in February, and now it works. I'm curious if Bethesda changed something in the backend previously preventing it, and now has reverted that change?
That's entirely possible.
Yo arthmoor you're on my favorite creators.
Anybody know if it's possible to make holding cells in your ship usable, like maybe through a dialog option and it's telports them inside it. Maybe make the bounties able to be captured?
I made a reference to an Robot Type A, he uses generic greetings, in Filtered Dialogues, Misc. When i right-click to delete nothing happens. how do i get rid of it? Are there other places to ask noob questions?
Hi Everyone, I'm looking to make a mod that adds already existing starfield items into the decoration tab for ship, home and Outpost and also allows for the transformation of gab wall sections into wall or hatch where allowed.
The entire premise of being able to decorate your ship and use blank jabs is epic and blank habs are a solid fix for the whole door dilemma when building a ship. But there is no way of populating those now empty spaces with items that were already there before. I use the Cargo Bay as a prime example, you get an empty one and that's great but you don't have any Cargo to put down.
The other thing is changing door / wall sections to either be a door or a wall.
I apologise for asking, short story is disability bamboozled my brain and well I could have done this with my eyes closed 7 years ago.
Happy coding 👌👌
hello im here just to ask 1 question and thats if someone is able to make a power rangers mod ive seen a couple but not the og mighty morphin. so if someone is curently working on it or can make it i think that would be awsome
What do I do with a Starfield .Mesh and how do I get it into the Creation Kit?
one of forks of nifskope can convert it into .glTF and export it back yeah
im still figuring how to properly import meshes into game itself to add some custom items
Hey I was just curious is there a mod where you can build space stations does starsim allow that
thats a good question but a few of us speculate that Bethesda might be adding space stations themselves at some point since its "techincally" in the game
Ahh okay thanks for reply my man
I got 2 more paid mods I am buying starsim and the secret agent one because supposedly there's gonna be a new armor and weapons plus a quest
This game had so much possibilities!!!
I been using all starfield expanded mods there really good
https://www.nexusmods.com/starfield/mods/9299 anyonw willing to rebuild this mod for xbox it has open permission?
Thank you!
Will there ever be new BGS made creations added to fallout 4? 🤔 I'm asking about achievement friendly.
No matter the mod I have, even if it's just one, or only just the achievement friendly ones, I cannot start, or load any game saves
Do you have any npc behavior mods enabl3d
That's what happened to me they just break my game
Nope, starfield on xbox, Only have the mysterious graviplas spacsuit, and the drumbeat skin
Hmm u have room on xbox correct
Yee
That's odd man idk what to tell you
I would ask in support channel tho
Second thought since there is none this is a good place ig
Question for the modders. Is it possible to have triggered dependencies? Say for example, if mod X is present then also display item B, otherwise it just displays item A or nothing at all. Or would I need to make a second mod that adds to my first one with dependencies of both?
Remember to use community unofficial patch 🙂 not the other one.
Yeah, no. Miss me with that noise. 
interesting
One maybe simple. Something like always hide the spacesuit but have its effects so if I go onto a planet where I cant breathe it would still be there just invisible. The other is hairs. I need better hairs. lol. Maybe a transfer from Nexus to XBox? Guess there is 4. A better color options and gloss lips.
You can try to use Game.IsPluginInstalled("modfilenamehere") and the name is a string.
Also Im assuming this still applies: https://falloutck.uesp.net/wiki/Inter-mod_Communication
So I have been out of it for a minute, I'd like to make an outpost object, but I dont know what form to look for in the new creation kit, I havent touched proper modding since Skyrim first came out lmao
Hey guys. I made an automatic grenade launcher. I updated the mod several times. First 2 updates went okay however at the 3rd update, my mod is now only showing on bethesda.net but not in the creation menu. Does anyone know why? I reuploaded it as a new update and on the internet site id says its published but it is not showing up in the creation menu on xbox and pc
Hey I'm on xbox I was wondering if it was possible to make it so your stamina does not deplete out of combat I am talking about starfield
Starfield got mods on Xbox. Just wondering if there’s a structuring template yet?
Hey Guys!
Does anybody has the corresponding key code list for the TK dodge RE mod DodgeHotkey section?
I ask it because the web page of these codes is under maintenance. 😔
Hey, hope this is relevant for this channel for this.
But if anyone needs/wants custom audio/music for their mods i can gladly help! Just want to get in to modding, so any project could be interesting.
Just dm me if interested🙏🏽
You a composer?
Yessir, i do both producing, mix and somewhat sound design
Third day trying to get someone to make an AR-15 from space, I won't give up.
It's strange that no one makes weapons, how complicated is it?
a lot. starfield has a very hifg quality models so if you put something mediocre it will be like sore eye
just give it a time, i think some F4 modders might port their guns into starfield
iit always looked pretty silly to have such high quality modern weapons in F4, it just didnt look well there but in starfield ooh
I understand
So, the CK wiki has been down for maintenence for like... 4 months. Anyone know what's going on with it?
Also, if anyone know a good papyrus tutorial/resource document, that'd be super appreciated
Thank you
interesting that there are no patch notes..
https://forums.nexusmods.com/topic/13203033-helpful-links-references-and-news/page/16/#comment-130447380
Okay, what am I doing wrong? I'm trying to change the players persuasion dialogue for the random scanner bounties but when I open the dialogue editor, literally nothing is loading
Can players ask questions about modding Fallout New Vegas here?
Either here or #classic-mods are acceptable. 🙂
Oh also Im talking about Starfield. Guess I forgot that.
hello guys n gals just wondering for Ck2 can you compile save multiple Plug-ins into one?
There are three different file types and while using them you can have up to ~4060 plugins, why would you want to compile into one?
full master take up the 253 slots though.
Its just basically stat and unlocked habs n thrusters n cargo.. I ve been testing stuff so i just want to compile all of those into one plugin.. 😅thanks ill just save it as small master i guess?
I misunderstood what you were asking. I thought you meant taking more than one plugin and merging them, not asking what to save them as.
merging all my plugins saves into one..
If I understand that right(merging data from multiple plugins into one single plugin), you'd have to use something like xEdit to merge records.
You can also not load the individual files as active and batch select all records you want, duplicate and rename and it then save it as a new plugin. As long as you duplicate and rename and do not miss any files or copy the original records into the new plugin, you can do it that way. It totally depends on what the original plugins were doing though.
Hello everyone.
When will mods be released on Xbox consoles ?🤔
Lol. 4 or 5 days ago bud.
Does any know if i can use this mods togather??
*Infinite Boost Pack
*Deluxe Dynamic BoostPacks
*Simple Dynamic Boostpacks
I'm pretty sure deluxe dynamic replaces the need for simple dynamic
Anyone know what master the new trackers alliance stuff is under? Specifically looking for the dialogue
Yes, they should be fine. Mod Author states you can use Deluxe Boost Pack alongside Simple Boostpack within the Simple Boostpack's description.
Though I think Infinite Boost Pack would render the latter 2 obsolete. But test them out if you're curious, just don't save if the results are unfavorable.
I downloaded a 5 mods from creations but only two are showing installed. I closed and opened game but no dice. Any ideas?
@brittle loom may be you have downloaded and accidentally deactivated in the load order or in the page of each mod, check it
anyone know why my quest wont show up as a quest in the menu in starfield?
like its working. the quest is changing stages and is defo doing things. but when it changes stages to my first 10. it does it silently
ive tried
changing the quest type to side, main, ect.
ive tried ticking "ready to display on ui"
ive tried ticking "run on start"
the command im using is : "SetObjectiveDisplayed(10)"
in the papyrus fragment tab.
my aliases are fine as the only alias is a character that has dialogue that triggers the quest its self
quick question. hopefully this has a reply that i can use to fix my robot follower i am working on.
So, i made a robot using base game assets, specifically using the model and textures only, i created a brand new I.D form in the actors list, i then proceeded top add the various ai packages that a robot should have. i added it's name and shorthand name, it is also in New Atlantis security office on a patrol route round the lobby. it is physically there as i tested that bit after saving the plug in file. it has the relevant factions i wanted it to have added also, including player ally and United colonies Marine factions. it is set to essential. it will ignore friendly fire, as it is a combat bot able to shrug off small arms fire. my question is, how do i get it to follow my player? As it is intended to be a follower combat robot, i'd also like to know how to have it take up a crew slot on my ship too, as i want to publish this for those that want another combat robot with full capabilities. thank you for any advice given. this mod i am working on is for starfield
My friggin binvalidateolderfiles wasn’t done correctly. I wasted 5 hours on that shiz when it wasn’t even my codes fault 
anyone on that can inform me of how to fix this problem i am having?
Could I request a mod here? Hies this work ive seen someone do that but idk. My idea is basically just a ship. Either the millennium falcon or mandos razor crest. Currently idk if you could make it base game with the current modules and stuff but idk if you can make ot exact woth CK
begginer question, but is the tool to recolor spacesuits, clothes, etc. in the creation kit or do i need to export and then import from a different program?
can someone point me to a quick run down tutorial on how to implement edited weapons/items into the game for testing? having a hard time finding reliable info with the new creation kit
Im having the same issue with this. Quests (including story manager quests) do start and do what they're supposed to do..but wont show up in any category you set them to.
For me it was just the binvalidateolderfiles
Making sure it’s in a newly created falloutcustom.ini
Anyone else that's using the Nomad spacesuit and weapons mod notice odd zebra print shadow textures every now and then on the armor? The textures will load in fine on first loading but the longer I play the more the odd shadow texture begins to show. I am running the Pitch Black Nights mod as well and I have tried messing around with my load order but the problem persists. Sometimes it will fix itself when passing through a load screen or I have to shut the game down from Xbox home and then boot it back up. With the current audio bug that happens when you have mods/creations running makes this process even more of a pain...
Anyone experience this and figure out how to stop it?
Edit I'm also using the colour filter remover mod but as I said I've messed around with my load order, no changes.
Hey so I figured it out. Despite them saying not installed, they are installed. 👍
@drowsy mortar hey man sorry to ping you randomly, did you ever figure out how to fix the landscape POI?
Well, no one else has replied to you and I don't know exactly how it's done in Starfield, but it is probably going to very similar to the process of creating a follower in Fallout 4, and there are plenty of step by step guides for that out there. You could try checking one of them out and look at how the followers and crew are set up in the SF kit to compare.
Any starfield devs in the house? And modders too... Just wanna ask if the ship lock on. Is hard coded into the game? Or any chance for me to know the prefix to access it? Thank you..
Are you editing weapons to make a new weapon? 1. Create a cell for testing. 2. Add weapon to cell. 3. coc to cell in game. 4. Grab weapon and shoot stuff. You could also make a little shooting range with NPCs in there if you want. Are you editing weapons to edit every existing copy of that weapon already in the game? Probably need to use Xedit, and then you can use the same shooting range type cell if you want a controlled environment to test things. Or go somewhere where the updated item can be found to grab one and see how the NPCs handle it.
I have not tried for a few days. Also the creation menu is bugged for me since last night so I want to wait until that is fixed
Ah that’s a shame, thank you for getting back to me. I was hoping while I was away someone may have figured it out
thanks for the reply. I'm editing weapons to make a new one/variant. the issue im running into right now is, i'm unable to load the mod in the game (i cant check the box in the creations menu). I apologize but i am 100% new to bethesda creation kit, when you say create a cell for testing, do you mean a whole new area or just a new line of text/cells in the editor?
A new stand alone location cell that you can put the weapon in and stuff to shoot at. But you can also use the console command in game to an add item to your inventory and then test it by shooting at whatever. This is quicker and easier if you don't need a shooting range type location for lots of indepth testing.
ok thank you. Will probably just do the console command for now. Any idea why im unable to activate the mod i made in game though? it supposed to be .esp for testing and the .esm for public use, correct?
Assign it the Player faction. In the Actor form for the robot. Dunno about how to assign it to a crew slot yet i still need to test the new editor.
Do I upload the esp or the esm
Just want to make sure I’m uploading the right one, trying to fix my mod not working.
Did you do the standard archive invalidation to enable mods? Are other mods working? .esm is a master file and .esp is a plug in.
that is where you add the line "bInvalidateOlderFiles=1" in the starfield.ini, correct? I dont have any other mods downloaded at this time
Do I have to use xedit to create skin for a certain weapon in game? I don't want to replace default just add the option of the skin. I can add it to my files and it works just fine (as a default skin). I am just really struggling to when it comes the the AVM data and object modification. Can anyone lead me in the right direction?
create the references obviously not the skin***
Ty for the information
Already have it set to player faction in the actor form. I have tested the esp and the robot itself is present where I placed it, I just cannot get it to interact with my test character to get it to follow me about
Might need to setup dialogue to be able to recruit the follower.
hewo
Hats off to you guys with a bunch of mods and stuff. I’ve been trying for several days now, can’t get a dialogue mod to work, can’t get the audio of a weapon to change. Idk man
https://www.reddit.com/r/starfieldmods/s/gee7h7yMA8
warning for some people
Sounds like they've encountered the PCM bug, but they didn't list their mods so no way to know. Right now you can only have one mod edit PCM.
It's not a plugin limitation. It's a mod conflict.
The Rule of One hasn't gone away just because there's three different types of master files.
I thought they said that was a design decision and not a bug?
Who's "they"?
I'm sorry sir but I decline to answer that for I feel it wise that I do for both of us. Enjoy your day.
Yeah. This guy goes through the formats and activating mods etc. for SF: https://www.youtube.com/watch?v=fXNgjT409K0
Description
In this video I will be showing you how to create a very basic mod in the Starfield Creation Kit before explaining the difference...
Live anothe life would be cool for starfield. Start off as a var'uun zealot or something
What would the best way be to quickly test a mod? In Skyrim you coc riverwood and tmm 1 and you’re on your way, but Starfield with all the unlocksble systems seems harder?
You can do COC in Starfield too, but just as in Skyrim it doesn't initialise the game properly, so your tests are not necessarily valid. It depends what you are testing for.
Having a spaceship, mainly. You don’t start with one. 😕
did they leave immediately after this lmao
I was curious about the 'they' as well. I'm not up on the latest official news. I'd like to know who said what and a link to the tweet or interview with the devs. I don't want to give out misinformation. If that's the case, the PCM and several other things can only be edited once.
take everything you read on the internet with a grain of salt. Including this message to take everything with a grain of salt. 😛
Well it's true that the PCM currently doesn't allow multiple mods to edit it, what I wanted to know was who supposedly said it was a design decision.
Cause I've seen no official statements on the matter anywhere.
yea, ive watched this video numerous times (among others).. he skips over the most important part that im looking for. Is it necessary to use MO2 or would vortex work? I can see the mod in the creation menu of my game, I installed another mod from creations and it works, shows the mod with a green check under the creation menu above my mod, though my mod doesn't have a green check mark and i am unable to 'activate' it.
I've looked into various methods and no one touches on this specific issue...any idea?
I've made sure its .esm, it's set to the last load order via vortex, though i never was able to set the description and version when i exported it from CK2.
Do I need to create an archive in CK2 and pack the file? When I try to do that, my mod doesn't even come up in the files to open/add. Not the .esm or .esp.
always esm. ESPs are for testing only.
Pack with the CK if only PC, archive 2 for Xbox after you use asset watcher to convert your .tif to .dds Xbox format. Neither CK nor archive do the texture conversion. AFAIK, Asset Watcher is set up for .tif only.
You can use Asset Watcher to convert your .tif to normal .dds for PC as well.
For Asset Watcher to see how to convert - look at the names of the textures that come with the game. _color, _normal, etc. Normal maps are DirectX, not OpenGL. You may or may not have to flip your Green channel before conversion, but it may do it for you. The normal map files I've been playing with were downloaded as DirectX.
I don't think MO2 or vortex are required. If it's still like F04, you would not need to create an archive for an edited weapon that doesn't use any new assets. No custom files used, CK has no files to suggest putting in the archive, so that sounds normal.
Do yall recommend mods on FONV that is a must have for immersion ?
also is there a camera mod where i can move my camera like in skyrim ?
can anyone help me edit NPC appearance in the CK?
trying to change Andreja's appearance 😂
Is it simple to move where a packsits on the back? trying to make a mantis replacer but the pack is floating when its the mantis pack and not attached to the spacesuit model.
I'm slowly learning on the go lol, Have yet to get a mod to work right but i feel like im close with this one.
So are we still not able to generate .lip files? What is going on with that? Can you generate a lip file in Fallout 4's CK and move it into the same folder as the .wem and it might recognize it? Or is lip file generation totally deprecated? Because there's a FaceFX option but it currently does nothing. I assume we are still missing some tools. Any help would be appreciated.
What are you trying to change?
face. Havent decided if a full replacer or just adding cosmetics but yeah
Find her actor in the CK and click it, and go to Face Customization. Go to base head parts and you will find various cosmetic options. If you're trying to change makeup, or add freckles or tattoos and stuff, go to the Post Blend Face Customization section to the right and click one of the types, from there, you will see a subtype dropbox below it which has the various options.
how tf do i find her?? i tried to do that but this stuff is harder to explore than the skyrim one lol
I know, right? Something must be going on because they didn't even generate lip sync animations for the languages they support beyond the original english audio
Go to all in the object window and search Andreja and you should find her but i'll check myself as well haha
They didn't even announce when they were going to drop it. How absolutely weird is that? They rushed it out, dropped a few more tools in, and it's still missing a lot of really crucial functions. You'd think if they really had the community in mind that they'd write some simple secondary tools to compile custom shaders and all that other stuff. It sucks that official support for art tools is only supported by 3DS max. Autodesk is the most anti-consumer company ever, and it's not exactly something everyone can afford. Nobody wants to pirate it if they don't have to. Blender tools would be great. Hopefully someone figures out a way to do that soon. Nifskope devs are struggling with textures and materials right now.
there is a LOT of stuff, not even sure which is her
Starfield doesn't use .lip files as such, it uses .ffxanim files and they are not the same. If you export an ffxanim from the game's ba2, rename it to match a wem and put it in the same folder as the wem, it will actually play in-game. It just won't match what is being said. But the mechanism is there, we just need the tool to generate custom ffxanims ...
Yeah I noticed the FaceFX option in place of the lip generation button we had in previous games. That's good to know though! Might be able to do that for simple things like "okay" or "sure" or whatever. I figured maybe they'd have kept the LIP generation thing in there as a legacy option since there's still a tick box for "Has lip file" and "alternate lip file text".
LOL i wonder if renaming a .lip as an .ffxanim does anything. I am willing to bet it simply generates mouth movements based on text like before, but maybe not. Hopefully it isn't more complicated.
I tried that with a Skyrim .lip; it just does nothing. The game ignores it.
My guess, is that since the vertex data is different, it just says nope.
The way the face deforms is just plain different.
Found her. Companion_Andreja. Make sure to highlight All just as before in the object window. But she will be in the actors tab as well of course.
Hey this is my first time trying to mod new vagas, can someone point me in the right direction for new vagas GECK, like a proper download somewhere
When is the creation kit wiki planned to be back up?
ty
Make sure to download the last link since the geck for nv is specific. That page should have basically everything you need.
I'm looking for the Fallout 4 version at least lol. I just need the last papyrus reference
The creation wiki is down for maintenance presumably for startfield's stuff so just wondering when that will be back up in general
Ahhh yeah. I THINK you can get the Fallout 4 Creation Kit via Steam.
I need the documentation lol. Not the CK. Specifically looking for the papyrus reference 😛
And archive.org is no help because they got blocked
Ohhh dang yeah. I wonder if ChatGPT has a copy lmao.
Well it was definitely trained on it because it knows papyrus
Yeah ChatGPT knows a surprising amount about Fallout 4 and the CK. It has basic (and I mean REALLY basic, and outdated) knowledge of Papyrus. It's getting better though.
I have access to 4o and damn, it's good.
So, FaceFX software is like $899. Yiiikes! Makes me wonder if and how they'd be able to provide any support at all. Super alarming.
Did you have any success with .wem files? I tried to get some of them to replace existing ones but they're muted in-game
Yes, I have wem files working, both on PC and on XBox.
Hopefully someone will create a batch exporter that can convert to wem so we don't have to use wwise.
I have no problem using WWise. Takes a bit of setting up, but once it's set up it's just click-and-done.
I just created my first two mods. a bullpop that shoots missles and a vendor npc
congrats
Thanks, this kit is so complicated but give it a week and you'll be alright
Mmm. Most/all of the modding tools are like that. Intimidating at first, but with use it becomes normalized.
So, my Creation Kit keeps crashing when loading. What's requirement configuration to get it to launch? (Starfield)
32GB ram
nvm I think I figured what the issue is (found on Reddit). I'm running game pass version of starfield. I need to copy files over and run CreationKit.exe https://www.reddit.com/r/Starfield/comments/1dc87x1/fixed_running_creation_kit_with_the_game_pass/
are there any methods on importing guns models from different games?
Just dove into creation kit and made a small mod to make Chasmbass oil and raised some contraband and vendor credits.
Goal is to learn how to make skins and new armors
Good stuff! same here
One day I’ll find resources on how to do the fun stuff! But got me interested in the game like never before
Eh, just got the Creation Kit to load without crashing.. 2 hours of work.. feeling productive today...
is there any community sessions for newbies for this stuff? Or is it just googling everything?>
Mostly google. There are wikis for the Creation Kit you'll want to refer to a lot, especially if/when you start creating/editing scripts. I don't know if the Starfield version of the CK wiki contains any tutorials but it might - the CK wikis for prior games had a few basic tutorials for how to make some things that might be useful. YouTube will probably have the most tutorials for things outside of places like forums and wikis. Presumably some discords such as this one will be repositories of information, due from linked resources, prior conversations, and the various authors/etc that are/will be around.
Can someone please, show me how to mod, i watch the highest rated videio, and just get lost, im trying to install the RU556 Assualt Rifle mod, but im just lost. I need help.
im on struggle street trying to learn the ck rn
My custom NPC has nothing in his inventory
Really? Do you have any idea what i'm doing wrong? I just packed some .wems into a ba2 and uploaded to creation club (they work as loose files on PC), but all they do is mute those audio files i replaced
I can’t even get replacing weapon attack audio with another weapons attack audio to replace it.
I suppose you changed the path from esp to esm?
What do you mean? Converting the plugin to esm instead of .esp? Or if you're talking about the .wem files within the BA2? The paths seem correct, if they were off i believe the game would just play the original voice lines instead of the ones i uploaded
I meant, you need to have the voice files in sound\voice\<plugin>.esm before embedding them into the ba2 for upload.
Well, in my case i'm just replacing some of the existing voice lines, so shouldn't the path be the same as sound\voice\starfield.esm\audiofiles.wem?
For another similar mod for Skyrim that's what i did, with the difference being that they're .fuz files there instead of .wems, and that worked
Yeah, okay.
I'm kind of lost, don't know if i did something wrong or it's actually a current problem with the Starfield CK
Are you uploading for PC or XBox?
I tried both, same result: They're muted in-game on PC and Xbox
Try extracting the original wems from the game and uploading those instead of yours. If that works, it must be your wems; if it doesn't it's something to do with the packing.
Hmm, that's a good idea
Might narrow it down.
That was very helpful. So here's what i did, i extracted ALL Sarah Morgan's voice lines (wems), packed them up in a ba2 and uploaded them to the creation club. Loaded up the game on Xbox (same result on PC) and her lines are muted. So at least it's not my mod's files, either something with the creation kit or i packed them incorrectly, any ideas?
Are you letting the CK create the archive, or doing it manually with Archive2.exe ?
I used Archive2.exe, i believe i tried with the internal CK archiver before to the same result
Presume you have unpacked the ba2 again to check the files are all there with the right paths and the right sizes?
I had not before, just did and it's the same files and sizes 100%
Okay, we're narrowing it down.
The paths has to be right because it's as if they are correctly placed (muted, otherwise the originals play), they just don't play back correctly for whatever reason
Is the archive compressed?
Another thing i did was like, replacing half of Sarah's voice lines, the result was the ones i replaced were muted but when she said something that i didn't replace it played normal
I tried leaving compression at DEFAULT and XBox, same results. Didn't touch maximum archive size, save string table checked as default, max chunk count 4 as default and 1 for alignment also as default
I have a thought: suppose the game won't play sounds that belong in one esm (in this case, Starfield.esm) but are re-defined in another one (in this case, yours)? In other words, you can't override?
That the esm in the path has to match the filename of the ba2?
The plugin and ba2 do match in names, with the exception that the ba2 needs "- Main" and "- Main_xbox" at the end of the file name. The first part i didn't get about overriding, it's a suggestion or a guess? If suggestion what could i do different?
It's a guess.
Did you try it with no compression? I could've swore at least for Fallout 4 you can't have an archive that contains audio be compressed or they don't work. I don't know if that was changed for Starfield or if it has the same issue.
I feel like i'm doing everything as it should be (at least i think). Judging by the fact that the same idea worked for Skyrim, with the difference that there it's .fuz files inside the ba2 instead of .wems
Any new/recent scripting tutorials using creation kit 2 for starfield?
Oh god, maybe! I don't think i tried NONE as the option for compression
Yes, it worked in Skyrim. I remember doing it. But it might be different in Starfield.
Well, give it a try then. Hopefully that's the issue. 
I'm gonna try that, will get back to y'all in a few mins
Meanwhile, I can do a test. I have a mod with working voice files. If I make a test mod with a different name that overrides them, will it work?
I'm a bit skeptical because the only difference in the ba2 in comparison to the one with default compression is 1 single kb 😂
Mmm. Still, debugging means trying things to rule them out, even if it seems unlikely. 
Didn't work, still muted in-game 😭
rip
Did anyone successfully replace any sounds whatsoever with the creation club at the moment?
This has to be a bug because i can't see anything different being required, should be as simple as that like it was
Like this?: https://www.nexusmods.com/starfield/mods/9855
I guess yeah, but that one is just loose files (which my mod on PC does work if unpacked without the ba2)

There's no way to upload mod files directly to the creation club without them being packed in a BA2, right?
Correct. It's also not creation club, btw.
Yeah.
Also, I haven't watched this video, but have you tried this one to see if it has info that helps with the current issue? https://www.youtube.com/watch?v=x7y4knnvhzE
I did, in this case in specific doesn't help much because it's more for adding to a new character so not a replacement
Ah, I see. 
Also, would the master size/type matter in this case? Do i have to convert to small, medium or full master?
Well, my theory is disconfirmed. I took a working esm/ba2 with working voice files and made a test mod mastered to it with just a dummy record in it, converted it into a small master and gave it a ba2 that was a renamed copy of the original one, so the voice files were being overwritten. And they still worked in-game. So you can override voice files from a master in a dependent mod.
What would make sense for me to be missing?
I'll try doing what you are doing - override vanilla voices.
Thanks!
Edit: I'm wrong, apparently there are scenarios where files don't work when packed - in Skyrim this was always disproven and I assumed it would be the same in Starfield
What mod should someone not do? Cmon. I've said above, i'm uploading audio (wem) files to replace some vanilla sounds/voice lines
Edit: seems to be a regression?
Yeah, but at least the issue seems to be on the creation kit side so far. In a way it makes sense, some mods there have broken the game's sound as a whole, like that earth restored mod, that one verified pistol and things like that. Also, suspiciously the lack of lipsyncing animation tools in the new creation kit..
🤔 In Skyrim there was this issue where new dialogue voice lines didn't work well if the quest started on game launch
Okay, I've emptied my test - main.ba2 and inserted Sarah Morgan's voice files from Starfield - Voices01.ba2, so they are overriding vanilla and ... wait for it ... she doesn't speak. Just like you have found.
How did Bethesda do it 😮
Amazing 🫠
They don't override their own files.
The animations work fine, right? The facial animations are normal but nothing comes out in the audio side
Yup. And subtitles play, just no sound.
I don't see a good reason for that, not working i mean. C'mon Bethesda, help us out here
You aren't doing anything wrong. The game just won't let us do it.
😦
At least that, they're not letting us do quite a few things for now sadly
I don't have the game at hand here, but doesn't the vulture DLC come with voice lines?
Sorry, I'm trying to remember how the voice line import process worked in Skyrim but it's late. 😦
Yes, does it replace anything from the game? Nope
BTW, Enai, the SEQ bug is still there in Starfield but it doesn't support seq files, so if you have a dialogue quest you have to kick-start it by some other mechanism.
Maybe (conspiracy theory) they fixed the game so the vanilla npc's can't be made to say naughty things as straight replacers?
Doubt it, probably a bug or unimplemented feature. Like damn, they have no lipsync in the creation kit or a single new documentation page
I know. I've tried faking lip sync by borrowing vanilla fxanim files and it works but it looks silly because you can't match the words.
By the way, changing subject a little while that one seems to depend on Bethesda for a fix.
If i have a published mod, how can i update it? In my case i need to just reupload and replace the ba2 archive i uploaded first (for a Skyrim mod)
By the way, where do they go? I'm only familiar with Skyrim which used to be the audio file + .lip file with the same name inside a .fuz, where are they for Starfield and are they named the same as the .wem?
To update, in the CK upload the new files but select the original entry in your list of mods. Let it do it then go onto the web page, edit as appropriate and hit publish.
ffxanim files go in the same folder as the wem's they correspond to, with the same filenames but different extension, obviously.
Ohh they're in the 'Starfield - FaceAnimation'.ba2s? Hmm
But same folder as data/sound/voice/character/filename. when extracted?
Yes, same folder as the wems. There's nothing corresponding to fuz files that packs wem with ffxanim.
hello i found 2 mods i wanted called Unique Artifacts for Unique people and something else
both of them say to deactivate some esp and import them into the bashed patch
Now im not sure what specifically im supposed to do and i would appreciate some help
I just activated all my esps and rebuilt my bashed patch but it did not automatically disable those esps
now that my bashed patch is built do i just disalbe those esps and im all good?
Think there's any chances they're not working as replacer because it needs the respective ffxanims? Well, i guess it wouldn't make much sense tbh
for oblivion btw
No, I don't think the replacer problem is connected to our inability to generate custom ffxanims.
I mean, back to the audio replacer problem. It crossed my mind that maybe it detected the replacer .wem but it was looking for the respective replacer .ffxanim in the ba2 archive, since it didn't find and went to revert to the vanilla file maybe something gets lost and the .wem simply doesn't play as result.
So like, to replace Sarah's lines we'd have to repack all the ffxanim files along with the wems ba2, but yeah doesn't sound more likely than anything we tried so far
Well, you could try but I don't think it's worth the effort. How about if you edit the scenes with the dialogue you want to replace, to give them new infos with different FormIds and lock off the vanilla ones with impossible conditions?
😦
I agree. About the suggestion, i don't think it would be very practical to do that for 5.000 voice lines or so 😂
Sorry I can't help you 😦
At this point only Bethesda can, the game and ck doesn't seem to be supporting that or many other audio related features
I was wrong then 😦
Everyone wears a space helmet now!
🤔 Farfetched, but if there exists an audio file that is corrupted and crashes the game, one could try packing that and seeing if it also crashes the game, if so, the file at least gets read as intended and the issue is further down the line
I'm too tired to think clearly. Have a great night and I hope you find a solution. ❤️
How do I select the neon security outfit for a model replacement? All I get is the generic blue one and I can NOT figure out how to switch it lol
How much does "Difficulty Effect Magnitude" change the magnitude of effects?
can anyone make a fix for the player.setscale command used to be a mod to fix it but it's abandoned
For what game and what do you mean?
Starfield I want to be able to shrink my player, but the command for that is broken
The command in its current state will simply change your camera but not your actual player height
Anyone know how to add snap nodes to parts in starfield? Like if i have a modeled part? Do ineed another software to do that?Thanks..
Snapping is done inside the CK. You can snap to model or packin.
Like the ship part snap nodes?
You will find SnapTemplates, SnapBehavior and SnapTemplateNodes in the Miscellaneous sction in CK, this can be edited, assigned, whatever...
Looking for someone willing to make a custom economy overhaul mod for Starfield. I will do as much of the work as I can as far as providing the values for each item, I just don't have a computer that will run CK. I know exactly what I want, I just don't have the means.
Is there any tutorial or something that details how to get a custom model into the starfield creation kit? Made a couple in blender but I have no idea
( just a Thought ) I Wish Bethesda would Hire a modder to be their Youtube person, and they just help people on this discord , Mod for a day. I would Watch that
@wise ingot chek Elianora lives on this channel:
https://www.youtube.com/@Elianora
Thank you! for the directions
Hi! I can’t wait to install your Nidaba mod! Thank you for making my Xenobiologist play through dreams partially happen.
Every modders dream
@thorny lark Thank you! i've just update Nidaba and now have a little background story, search for a datapad in the constellation lodge, today i've planned to add a dedicated combat style (if the form work for an alien creature) and Magazines if i can link it to "Nidaba's lore" somehow.
The combat style is ready, must be just tested on field. For the Magazines i must understand somethings 🫠 but it's only a matter of time.
I have a question about the JIP LN NVSE Plugin mod for Fallout New Vegas. It says I need to download JIP LN Settings INI if this is a fresh install of this plugin, which it is. My question is do I have to do anything or will JIP LN Settings INI automatically make the changes when I activate it in Vortex?
I cannot wait!
Got an infinite loading of mod lists. Also gameoptions cannot be clicked as its infinitly loading. How to deactivate a mod? I tried restarting, verifing files, deleting mods, but the mods are loaded again - infinite. Solutions?
Maybe i can deactivate all mods, so that none is loaded.
Deactivating mods not possible. Time for a bug report.
Clear your reserved space if on Xbox. It’ll remove the mods
I am on pc, i´d delted all, but they where reloaded. I now reinstall the entire game and hope for the best.
I hope it works!
thx. if not i´ll try that: Delete or edit the StarfieldCustom.ini file in "Documents/My Games/Starfield" to remove any mod-related settings. Set bInvalidateOlderFiles=0 and remove the sResourceDataDirsFinal line
@winter aurora It would probably be a good idea for you to give a watch to a video tutorial for how to set up MO2 for FNV on YouTube, to answer that question and others.
Can you read deleted messages? My message got auto deleted but it was really important
I cannot, no. Only moderators and admins have that level of access.
Such a pity
Well, you could always try asking it again rephrased. Just be careful of certain words potentially containing other words the bot may filter. Obscenities and the like. 😅
Writing it in a notepad file and then copy-pasting it would help you narrow down the problematic word being filtered so you don't have to keep re-writing the entire thing.

Why can't I reply with an emoji to Skyler's posts?
Reasons.
I don't know what I did to you specifically but my apologies
... 😭
How long does mod validation take?
Usually not that long, if it remains stuck for multiple hours, ping Cartogriffi (I think he's still the SPOC?) to have the server hamster replaced. I don't know about Starfield, but in Skyrim, if your mod fails to upload, people trying to download it get stuck downloading indefinitely, which if the mod is popular is serious enough to escalate before everyone has their load order broken and runs you out of town on a rail.
Okay beginner question. Do I NEED blender or a similar program to alter the color of textures? Specifically trying to change the orange of the vanguard spacesuit and I figured I’d try it in the CK before I asked.
Yeah, I can't do anything right now. "Creation is currently being validated, Please check back later"
Blender, Nifskope, Paint.Net, GIMP, SF1edit, BAE, and CK is my full lineup.
So I have to have one or more of those to just change the color of a spacesuit then?
If you plan to publish, yes. If it is just to throw into local files for just you, then you can use any image editor that supports .dds file type. You will still need BAE to extract texture files though. I use Nifskope to view my changes on model almost immediately which is nice.
Good to know, thanks
It was something from a number of years ago, not gonna bother bringing it up. Either way I appreciate the apology. The block is removed. 
🫂 Yeah, I was an ass a few years ago. I'm sorry about all this. ❤️
Isn’t everyone at one point or another?
Paint.Net and GIMP? 🤔 Why?
What’s the hardest thing to mod
Could someone tell me why my custom textures look perfect in the CK but blacked out in game? I have the pathing for my .dds and .mat files all worked out. LMS for the suits I am modding. In the CK everything looks good, textures are applied, but when I load the game the spacesuits are black and no texture is applied.
paint.net is amazing
gimp is mediocre in my experience, but it is good for working on pixelart style textures, i used it a while back for modelling out some particle effects
I prefer GIMP Bethesda compresses their _color.dds with BC1 so you can just open and export
Sounds like compressed in wrong format or packed incorrectly. At least for Fallout, you have to manually change the settings in packing from General to DDS.
Are you doing something like that?
Also, are you packaging them separately?
Not familiar with Starfield, which I assume since you said Spacesuit lol
But it's probably the same way. Make sure you're compressing in the correct format and make sure you're packing in the correct setting.
Hope everyone is doing well.
Does anyone know, and I am aware this is specific to individual load orders or just incompatibilities but what causes ether New Atlantis terrain to not load or the floor in the Lodge to not load resulting in the carachter falling trough over and over.
This has happened to me on numerous occasions with different mods.
I was just wondering if it is a load order issue or mod incompatibility.
Any info would be appreciated.
Thank you.
EVerything is packaged properly. THey show up in the CK. WHen I put the textures in the Document/MyGames/Starfield/Data/Textures folder the textures appear in game.
I thought you said the spacesuits were black and no textures were applied?
If it works foldered but not in a ba2 then the way you're packaging it might be wrong
I don't pay for Adobe lol. GIMP works just as well as PS. Paint.net is really good once you get used to it.
Should I install someone elses modlist or make my own? (FO4)
make your own
Thank you for the help and clarification. I was able to solve my issue and got my first mod working.
The part I was missing, was creating a mod archive with winrar/7zip when injecting with vortex and then setting the mod to active thru the in-game creation menu load manager window.
Of all the tutorials I read, no one specified or covered that for some reason. Thank you to all who helped, I still learned a ton!
Hey everyone happy Saturday!! I have finally made the jump from XBOX one to PC and Skyrim. Wow are there alot of mods!! I have installed a couple of mod packs from nexus as well as some new world spaces but when I start the game it goes as far as the picture I'm using as a menu replacer and that's it. I have tried disabling and rebooting the computer. Looking at Vortex there doesn't seem to be any conflicts and it doesn't CTD it just sits there. I did manage to get to the creations page once butI couldn't install anything. It acted like it was doing something in the background and was waiting to install the cheat room mod I wanted to use in tandem with the extension I found on Nexus. Any suggestions. The first time I booted the game it did the hardware check and stated I could use Ultra Quality(assuming that's good) So, I assume I can run the game.
Those mod packs with hundreds of mods could be a pain sometimes, it’s best to install your own mods
yeah I'm finding that. I am installing just what I need and trying from there
I've just installed a few mods using vortex and I was able to get into Skyrim but all mods from Vortex were disabled. Even though I have USSEP in Skyrim and SKSE In Vortex and Steam
Worked. If someone encounters the bug of not being able to access game options due to a loading icon, or mods loading infinitly long: Delete starfield and reinstall. Just verifing files does not work.
@cerulean lake Add your textures and materials to a archive using the creation kit. Starfield doesn’t seem to like loading loose files.
Also asset watcher will automatically convert textures to the proper format. No need for gimp.
Is it possible to mod crew to be assigned to a certain item/post? I'm getting real tired of looking for my doctor on my citadel of a ship when I'm two huffs from death
@twilit glen Do you know of a way to change a planet's biome mapping? Like say I wanted to add an ocean area to the earth map or draw certain biomes on the earth surface
https://i.imgur.com/PeXVPNs.png <- I see this but have no idea how to edit it
Anyone able to give me some feedback on my WIP cell? visually I mean
working on a Chasmbass research facility - this room will be the holding tanks for the Chasmbass
So the problem was that I didn't place the starfield custom ini in my starfield install folder, just in the My Games directory. Once I copied the custom .ini file over to my install directory, everything worked
Great! I’m glad you go that resolved.
for now...lol
Has there been an issue with creations today? People one Reddit said that my Creation is not showing up in-game just one the creation website
@chilly parrot i like it, but put somethink not on simmetry just to avoid confusion on the player,just my opinion, but the general design is pretty good
Thanks. Im planning on padding it out with alot of stuff to guide the player ect so that can be done later. Just attempting to get the bones in
@chilly parrot ultimately it must appeal to you above all and reflect your vision of the game 
Thats very true!
Hey, I hope everyone is doing well
I would like to ask you a question regarding esm plugins and how they start acting all kind of weird after I would say 120 to 130 plugins.
This has been happening since Starfield was released.
I have an extensive load order, which stands at 380, with many mods being sound,textures, and replacers.
Out of those, 141 are esm plugins. I have had full 80 - to 90-hour playtroughs without a hitch but wouldn't be able to add any new plugins on said playtrough past the 140 plugins.
Game woulden load, geometries wouldn't render or CTD on save load. Removing the newly added plugin would fix the issue.
I had resorted to creating multiple different playtrough profiles, each containing about the same amount of plugins if I wanted to play with different mods.
I thought that with the official CK release and mod support, we are, and here is a quote:
Full Master - This is what all mods containing ESMs have been using up to now. A full master takes up one of the 253 slots in the plugin load order (excluding the base game and DLCs).
The same as it was in Fallout 4, disregarding the medium and small esm counts.
What am I missing? Why can't we get past 140-150 plugins if the limit is 253?
This was a long wall of text. I apologize, but I can't seem to find any answers.
If you can give me some advice, I would greatly appreciate it.
Thank you.
If the cause is actually the number of plugins it's something you can easily test: make a dummy plugin then make 140+ differently named duplicates of it and try to load them all and see if you experience the same issue. If not, then there may be something else going on, such as possibly hitting the reference limit, etc.
How is everyone doing?
@rich kiln🫶🤙🫵
Your quote of what ESM files contain is out of context and is therefore, misleading. Bad form.
Now, since you mentioned Starfield a couple of times, I am assuming the game in question is Starfield.
Here is the whole definition with context (from https://www.nexusmods.com/news/14993):
The latest version of Starfield includes a major shift in how plugins are shared which has some important implications for how load ordering works in the game. The Creation Kit provides options to export your completed plugin in three different formats:
Full Master - This is what all mods containing ESMs have been using up to now. A full master takes up one of the 253 slots in the plugin load order (excluding the base game and DLCs).
Medium Master - This is a new plugin type for Starfield. Medium masters are ESM plugins combined into the 254th (FD) load order slot and can consist of ~65,535 new records each. You can load 256 medium masters at once. These are suitable for mods that add new locations, planets, etc.
Small Master - This is the same as the "Light" masters in Skyrim and Fallout 4, these plugins are combined into the 255th (FE) load order slot. These ESM files can hold 4,095 new records and you can load 4,096 small masters at once. These are suitable for mods that add new items, ships, weapons, or small interiors."
So, not all ESM files are the same. The type of ESM is determined by the mod maker when the file is saved in the CK. As far as I know, there is no way to determine the type of ESM plugin by looking at it. I wish there was.
(Continued)
(Continuation)
The bug you may be encountering is with mods which are NOT ESM files, but are ESP files. Starfield does not behave well with ESP files and can have issues up to and including CTD. Many mods created before the CK was released are in fact ESP files. This is because the tool used to create those mods did not have sufficient development to produce the proper files formats. So it fell back to the ESP format as a standby. That tool is now hidden on Nexus Mods and support for that tool has been withdrawn for Starfield until it is sufficiently updated to support the new file types.
Futher, the referenced article contains the following:
The Creation Kit enforces a clear distinction between the two for Starfield. All mods being shared with the community should be using ESM format plugins. ESPs are intended to be "work in progress" files for use with Creation Kit. While this has been technically true for previous titles, there are some additional drawbacks in using ESPs with Starfield in that it currently causes bugs in normal gameplay to load ESPs.
My suggestion, take any mods you are using which were created before the CK was released and dump them in the bin. Then start over.
SPACESHIP AND WORKSHOP BUILDER EXTENDIT can some one help me
Okay just hear me out this is just a stupid idea that I don't know how to do it otherwise I do it create an item in the name of a player that never got to play Bethesda already honored the kid by putting a note in Starfield it'd be awesome as a community if we made a downloadable mod that we could display in the game just a random stupid idea..
https://www.xbox.com/play/media/K7LFsDVnH7
Okay, so suddenly my Creation Kit won't launch. It just says its launching and then stops. I reinstalled Starfield and the Creation Kit, still same issue. Anyone know what the issue might be? Worked fine yesterday.
Hey everyone! Do you guys recommand "Starfield Unofficial Patch" or "Starfield Community Patch" ?
restart computer maybe
Unofficial Patch.
Another vote for Unofficial Patch.
Put the names in a hat and pick one to use
Try using both and see what breaks?
Hi everyone. Is there any way to view the load order online for "xbox series x starfield"?
Hypothetically could you use an Xbox 360 controller recognition section of a game's ROM program in order to make a mod that allows full controller support for it's PC version.Wondering as all controller support mods I found don't work right.
anyone know if the ms Gutrings has discord?..im not getting a answer and it kinda annoys me sorry..if no one knows please say so
Ok
do u know?
No I do not. I'm asking as Bethesda neglected to add controller support to Morrowind and Oblivion when other games of similar age got the in Bethesda's lineup.
k
I actually use both, I see no difference. Literally have both installed and enabled. My game runs fine, on Xbox Series X btw.
Starfield
Xbox series
Where does immersion go in the mod order?
Hello everyone I’m having an issue where my game doesn’t load sounds after I download a mod unless I restart my Xbox. Is anyone else having this issue.
(In Starfield)
Many are. There is something up with the Xbox itself. It hasn’t been figured out yet but it’s pretty clear it’s the Xbox since none of the pc versions of the exact same mod have difficulties
So it’s not the kids it’s the Xbox that’s annoying I guess it will probably get fixed soon Bethesda has been pretty quick to fix things recently thanks Freya
Depends what mod you're talking about, there's a few that are known to cause that issue atm
I recently downloaded a couple starvival mods where could I find a list of mods which affect it
yall how do I get mods to work with game pass using MO2?
Can I use the archive tool in the for windows ba2 or just xbox ba2? Cause I like it waaaay better since I can select whole folders.
You can drag and drop into the CK window.
What’s the best way to get my mods on the Xbox main page? For fo4
Does anybody know why my textures only show up as black when uploaded to Xbox for Starfield?
I tried packing with Archive2.
I tried packing with the standard tool.
Both nothing :/
With Archive2. Did you select XboxDDS in the settings?
I did, however it still borked.
I'm guessing I should have the textures in the PC format, but just archive them with the XboxDDS flag in Archive2?
Good question. I wish I could answer. However, I lack an Xbox to properly test. Try that and find out?
I used a Skyrim texture converter to give them the Xbox encoding, so it's probably outdated.
I'll try with without then then and go the Archive2 method ^_^
Anyone know if there's an easy way to "undo" touching a record in the creation kit? I know I can remove records from my mod with xEdit, but it'd be easier for me if I could do it through the CK.
@thorny lark follow this instructions:
#starfield-mods message
and, if you have problem on xbox packing process, pack it for PC only, after make a copy and rename the .ba2 copy with _Xbox suffix (both main and textures)
and go 👍
wrong place but does anyone know a discord for fallout 1 or 2?
Starfield Modding question. I am trying to make spacesuit skins. I get the AVM setup to point to textures in the texture folder make the constructible object and object mod to point to the item i put in textures for. They show as an option in game for me to apply the skin but the color of my suit does not change. This happens with textures as a .ba2 and loose along with esp and esm.
@drifting cloud never done on a spacesuit, but may be you need only a material swap, just an idea
can i get some help from someone who knows new vegas modding? i cant send images in this chat or classic mods chat so i sent them in #fallout-4-mods
its about stting up bug fixer mods in the root folder
Thanks, I will look into how that works.
@drifting cloud just filter by "swap" to see those kind of files and understand how they works, but basically you have to create a new .mat for a suits texture or textures you want to "reskin/recolor" than create a form for this swap operation like "constellation_mk1_to_constellation_mk5_swap" or similar, check it may be a solution, than apply the new material as a swap material
Thanks! I see the patterns for swapping them out. Im going to learn how to make that .mat file for my needs.
Has F4SE been updated guys?
I GOT IT TO WORK! Thanks for your time.
@drifting cloud nice, share it 👍 and help the next one
I am praying for the next Skyrim update to release soon, and not in December because I want some new stuff to mess with.
Something of the colorless gem or sash variety mayhaps?
Can someone point me to a resource that explains how to see what files are modified or added when I open an existing mod?
In the CK, select the plugin but don't load it yet. Click on Details and you will see all the forms in the plugin. If you see any spurious ones, ctrl-del the ones that shouldn't be there, then load and save. For external assets, open the bsa or ba2 (depending on the game) and expand the folders to see what is in there. Is that what you wanted to know?
Yep that's a good starting place
Just want to check if I am doing something wrong or need to be patient and wait for my RAM upgrade to arrive. To see an interior of a cell, for example the Lodge's interior, in the CK select "Cells" from the World tab. Then filter using "lodge" this gives me an entry whose EditorID is "CityNewAtlantisLodgeInt". Great, now do I double click on that for the interior to show up in the Cell(None) Gizmo mode: Absolute window? Or am I doing it wrong or there is there a better way?
EDIT: Figured it out. I needed to select "Cell View" from the View tab, filter for the lodge, and then doubleclick THAT.
i'm not very happy with the current storage system so i'm making storage boxes for each resource type (S/M/L)
Any of you know if its possible to paint ship parts in CK? I.e I am using the Prison Shuttle, I know in game it spawns as yellow and orange, but I can't find how its created in the CK or used to paint individual pieces
@exotic zodiac again, without crating a ship i think no
you want like a Default color on taking the module?
ships are->module>module have properties like mesh nif mat...->forms creation to manage the module in the ship editor and in game-> change color of your module on ship editor.
Wait then what is verified creators discussion for?
I was under the impression its for discussing Verified Creations.
That's what I was thinking to as it has discussion in its name but idk
Gentlemen, don't fight in here. This is the war room.
Does anyone have any idea how I can display my own categories and lists for the outpost in the Starfield CK? It really doesn’t look good when I put my objects in existing categories.
I can find the forms for the individual lists, a list of the categories, and the categories themselves in the CK. I can also create them myself, but I don’t understand how to link them or display them in the game. Does anyone have experience with this?
Update: After 2 hours of searching in CK and testing in game, I found out how to create lists for the constructible objects so that it looks cleaner. It also worked great in game. Problem: I also know how to create basic categories and add to the recipe category list. Everything is also displayed as it should be in the recipe manager, but the new category does not appear in game. I have searched again for 1h, but can't find anything. unfortunately there is no wiki or something and I'm modding for the first time. Maybe someone knows how to solve the category problem or if I have forgotten something.
Some time ago, before CK, I had created what you are trying to do. But I did it in xEdit and I didnt have yet time to convert into CK. But you can open in xEdit and take a look. https://www.nexusmods.com/starfield/mods/8631?tab=description
thanks, I'll take a look at it!
Update: I've looked at 2 mods that add categories without using the RTFP. In both cases, there were extra DefaultObjects that I can't create or edit. I'm not sure if they're relevant either. In one of the mods, I also saw Papyrus scripts adding a perk to the actor for the category. Unfortunately, I don't see any logic behind it and I'm stuck. I can imagine that other settings have been modified here that I'm not familiar with
@fair oriole will your Ultimate Stealth Ring be available for PC in the future? I play on PC more than Xbox due to my line of work. Thanks!
yeap, in my mod I had used the DefaultObjects, but it is obsolete, not needed anymore. Just the new Keywords and override the FormList for the categories it will be more than enough. Then in each contructible object you can point to the news keywords defined
I've already done the following:
- Created a new keyword with a recipe filter and named it "OutpostCategoryXYZ".
- Added the keyword to the form list "Outpostrecipecategories".
- Assigned the keyword as a category in the COs.
- Checked in the Recipe Manager to make sure everything is correct (and it is).
Unfortunately, the category doesn't appear in the game
May this can help https://freeimage.host/i/d344jEX
then in your mod: https://freeimage.host/i/d34PEWN
Hmm, it looks like you created a keyword, assigned it to the form list, and then assigned it to a CO. That's what I did. Or am I missing something?
yes, indeed. When you edit the CO in your mod it should appear the new keyword in the FNAM record. There is no more than those steps.
reccomend AWOP? havent p0layed NV in awhile
Depends, if you don't care about adding lore unfriendly stuff to your game and or is looking for a more action oriented gameplay and exploration then maybe
Not even sure which game you're referring to, since this is Modding General (and I've made that mod for both FO4 and Starfield). In both cases, I'm not currently planning to publish it to PC, but I may consider it in the future. Thanks for letting me know there would be interest.
is there a way for me to change the colour of ship parts when they are individual pieces in the CK or do I distinctly have to make them in the ship builder, and there is no way for individual parts to be painted to be placed as is?
hey how to edit the Aligned Options of a mod when its already in the load order
did f4se get updated yet
I got perms from the mod autor on Nexus to port Star Wars Ship SFX Overhaul and i got perms for Star Wars Blaster SFX over to Starfield on xbox, the only thing is that i dont have PC at the moment. Do any want to port them over to Xbox for me?
does anybody know when tns all in one thing is going to come to xbox
Guys I hope you all have a great day today
i hope you are having a great day today, enai
I'm trying to get adoring fangirl to work..she looks fine but I don't get any audio voice on xbox.
Uh oh
did they re add the poster design frame mod? It looks like its asking me to pay for it again
I've downloaded MCOXADCP and i've downloaded other ATTACK ANIMATIONS that dont seem to be functioning ... any advice ?
Not me either. It's only a audio bug in the Main menu, and it's quick fix for it.
that's a separate bug.
the bug I'm talking about is the one that prevents you from uploading audio to an Xbox mod.
it's specifically a creation kit issue
Ah, ok. I dident know that i thought he tall er about the Main menu sound bug. My bad. So this bug make ported sfx mods not work?
My boi zone did it again with the Mantis suit
yea, the guy that made the star wars blasters mod.has been tirelessly trying to import the audio of the blasters. for whatever reason there is no audio directory in the creation kit. seems like a huge oversight if you ask me lll
Wrong, audio replacer don't work on console at the moment. And they are erratic on PC
If it's not a replacer, they work it seems. But still, lots of audio issues like the game going mute and things like that
hey im new to this but. I want to learn how to make mods and port them to Xbox for Fallout 4 because i have a good idea for a modded follower. If anyone here can teach me the ropes on how to do this please let me know. Thanks
Any of you know how to get ship load doors to work appropriately and to remove the random invisible barriers that appear on ladders?
is the wiki for oblivions construction set temporarily down for maintainance or is it being shut down?
Is there a mod for the Xbox version of Skyrim that allows you to begin quests without actually meeting the requirements? I was using the alternative perspective mod and I can’t start the main quest because the script completely broke for Helgen and I’m locked out of the main quest
Hi everyone. Help, for xbox series x starfield, I cannot un-bookmark/remove the bookmark for the "Adoring Fangirl" mod.
https://creations.bethesda.net/en/starfield/details/710f2423-1aa2-4624-83e9-e106a21a7f01/Adoring_Fangirl
Well I can’t remove anything from library, not even on the website, which you can do with the Skyrim section easily.
🤷🏼♀️🤦🏼♀️
Hello I would like to start modding for xbox. Do you guys know of any helpful guides that I can use to learn how to mod?
Are you on PC, you can only create mods if you’re on PC
i have a pc that is can use to make them @simple laurel i gotta double check to make sure my specs are up to par though
Sweet, i saw the reqs on steam and i don’t think my gpu is good enough for it at the moment
16gb is fine for mod creation, only Starfield states minimum 32gb but I've not had any issues with only 16gb for Skyrim, Fallout 4 and Starfield.
Hmm. Where does one put in a request for a missing vanilla behavior file?
How do we know it’s missing? Is it referenced by the CK or anything like that?
I kept getting ANIMATION related lines referencing the FalloutShelter.hkx while working on the precombine mods and wondered if I needed to report it
Lemme get a fresh log to reference
There we go
ANIMATION: Failed initializing behavior graph on 'PulowskiPreservationShelter' (001F9ACB). If no more specific warnings, could not find project file.
ANIMATION: There was a problem loading the project data or behavior graph for SetDressing\FalloutShelter\FalloutShelter.hkx
ANIMATION: Failed initializing behavior graph on 'PulowskiPreservationShelter' (001F9ACA). If no more specific warnings, could not find project file.```
The file being present is non essential from what I've seen (I can build previs fine without it), but I figured it's about time I say something about it, as I think it's supposed to be in the Animations .ba2, but it's not present.
Cut content at this point?
Not sure
Don't those shelters have an animated door on them?
I believe they do, and the relevant animation file is embedded in the shelter mesh, but not in the animations.ba2 for unknown reasons. I think the CK was trying to find it for collision reasons while doing the usual previs calculations at the time and failing.
do we have a new decent method of navmesh generation for large cells or any specifics i should abide by?
Bethesda, the inability to upload .ini mods on your platform is TRAGIC. I don't think you understand how demoralizing it is to mod on your creations platform. Editing .ini settings has been a staple of modding Bethesda games for over a decade. This announcement really comes across as tone deaf. Really debating if I want to continue the mod I've been working on.
is there scripting wiki for starfield yet? like for fallout and skyrim
What's an announcement? I thought they would keep quiet because they can't fix it.
Wait, before I hit enter I searched ini here and read it. It's about Starfield, but this informed me that blocking Skyrim ini mods is a feature, not a bug.
Can’t blame them to make this decision when it’s claimed that it’s ini editing that affect selling one of the creations 
@covert pelican so I guess Alternate Start LAL won't have ini support on console moving forward?
I cant access any of my online games. And i have gamepass and a really good fast internett. I dont understand why does we Xbox Gamers have issues with this now. This is just stupid. Damn it!
i think xbox online is down currently
Correct, just google Xbox Live server status. It states the accounts and profiles section is down for it👍
We are aware that some users have been disconnected from Xbox Live. We're investigating! Please follow here and on our status page for updates. https://t.co/kQKp1MgssY
It is sadly, I think it’s getting fixed tho
Anyone know of a tutorial or have the knowledge of triggering a quest stage by unlocking a door with a key? Looked everywhere.
Hey I’m still new to modding and had a question about some interface stuff. How could I remove all my HUD but keep the pop up menu when looting stuff? Idk if that would be in the game files I could change
The Crisis is ended. Microsoft is investigating what happened. All Green across all servers.
ok so i have a question if there was a mod that was made with script extender and you just wanted the animations for that mod so you could port it you wouldnt be able to right?
like if the script extender made the mod it made the animations to so it would be a requirement and would be impossible to port right?
Since i took a long break from modding i forgot so much, just curious. What mods uses INI files?
I'm modding my game and using the high physics mod, but every time I launch it, the FPS is stuck at 60. I've set it to 120 FPS, but it keeps capping at 60. Any ideas on how to fix this?
Which game and what platform are you playing on? Fallout and Skyrim are capped because of Havok. Starfield is capped because there were too many harmful ini settings uploaded.
Fallout 4, PC
Did you follow all the troubleshooting instructions on the first pinned comment of the mod page? And what other troubleshooting have you done? Are you using ENB?
No, I'm not using ENB. I've tried restarting my game and computer, and double-checked the mods' settings. As for the first thing you mentioned, I believe I have but I'm not 100% sure
I’d go through it again. There are also two comments on the first page that might be helpful to your situation. I’m not sure what your mod setup, mod manager, or rig is so I’m not sure which to direct you to.
How long does it take for nexus to post your mod? Its been hours since i published it and still dont see it
a lot of mods do. to list them is like listing retextures that have textures in them; we'd be here all night.
Check that the antivirus hasn’t flagged it and also check their status page. If the size is over a certain amount, a real person has to review it, if I’m not mistaken. Check their upload policy to be sure. There are steps in their policy page that you have to check if the anti virus has flagged it.
its up now, i guess it takes a few hours
I know thst would take time. Buf If i rembermber correctly from my Skyrim days with modding. INI files in mods, alter water files , Godrays , lens flare and that kind of stuff
Guys I'm on xbox and haven't changed any mods in my load order but when accessing creation kit menu my dpad and left stick won't move but LT and buts work .
This channel is for all supported modding for BGS games. Please specify the game you’re having trouble with.
And I assume you mean creations or creation club menu so that’s three different games to choose from.
Auto saves for survival mode, shadows, npcs ammo, hair tinting, face tinting, animations, camera angles, field of view, grass density, resolution, Vsync, fps, volumetric lighting, time scale, vanity camera, UI modes, etc.
Hi - a Fallout 4 Creation Kit question:
I added a trigger box to my own new layer in Sanctuary. But now just moving the trigger box around the world increases the # column in the layers window. Doesn't the # column indicate how many objects are in that layer? I moved my trigger box like 10-feet in-world and now my # column shows 223.
Huh? Why would the object count go up just by moving the trigger? This doesn't seem to happen when I add furniture. The # stays just 1 since I only added 1 piece of furniture.
Adoring Fangirl will get an update on PC/Xbox over the next few days. That might fix the audio issue. Fingers crossed!
It’s just a visual bug. When you open the kit again, it will be fine.
Hi guys, I'm still pretty new at this. I figured out how to create armor skins with the AVMS window today, but I'm having trouble with creating a weapon skin. When I right click the sub-type in the right window, the weapons don't have the little drop-down for "Set texture" like the armor pieces did.
Any idea what I'm doing wrong?
Hello guys I am trying to build a workshop with animated hammers but I am not sure how it works... It is an activator but I already saw these things are moving in other mod but it doesn't move in my mod... what should I do to make it move? nif file does have animation on it already... I want to upload some images but it seems not possible here.... the game is oblivion.
Announcement "With today's update to the Starfield Creation Kit, we are also removing the ability to upload Creations with altered ini files, since some altered ini files are resulting in more negative effects". I thought editing my starfield.ini to include bInvalidatesOlderFiles = 1 is nessecary for scripts to compile. Is it still allowed to add this to my ini file? Or is that something that should no longer be done, too?
So does this update remove the ini files already uploaded with mods as well?
Can I have a modded and vanilla file?
Not 100% sure what you mean. But ingame you can have a list of mods and activate/deactivate them. When you load a save game you can choose if you activate the mods the savegame has, or change it to a current modlist. If you refer to creation kit: each mod is a seperate plugin file. if you do not activate a .esp mod file your starfield.esm is a vanilla file uneffected. hope it helped.
Uploaded creations cannot have:
MyModName.esm
MyModName.ini
Starfield.ini is something you alter on your end and not downloaded from Bethesda.net. However, StarfieldCustom.ini is better to have in most cases so that when the game updates, Starfield.ini can overwrite as necessary if there are official changes and it won't be a pain to go back in and update. (Depends on what's changing though.)
i mean i want to mod fo4 with a new save, but i want to keep my vanilla playthrough untouched
hey does anyone have the hotkeys stuff. I want to change TK Dodge dodge key
Posted this in the skyrim channel but posting here to try to get a response:
Hi everyone, I've started to work on my first mod and just wanted to ask if something is even possible. I don't think it is.
I'm making a little BYOH Farming mod, and I've already got a destroyed shack that can be rebuilt via a workbench.
I'd like to be able to do more than just disable/enable statics though.
Is it at all possible to disable/enable different landscape quad changes? Both ground texture and also the ground mesh?
I want to be able to expand the farm in stages, which would require swapping landscape textures mid-game.
This definitely isn't possible is it?
You can flatten the area, have your landscape as the dark dirt and then disguise it with trees and debris and flora. There are cliffs and such. Bury them enough that it looks like unleveled ground and decorate with rocks.
Thank you!
Hello everyone! Do any of you want to help me port 2 mod to Xbox from Nexus?
It has Open perms
Which one ?
Hello 🙂 I sent you DM 👌
thx. Yet have a follow up question: thought uploading .esp is the problem and .esm is required? Edit: Should be .esp as you implied. thx. Unless worldspaces are created, i read...then create .esm and rename to .esp. would changing my starfield.ini (binvalidatesOlderfiles=1) to compile scripts be okay and then no need to upload my starfield.ini? Did i understand it correctly now?
willing to pay someone to fix up these 3 objects in model editing software : HotelRestBalconyA & HotelRestCeilingA & HotelExtWallWinCurveCustomB (The last one just needs the glass fixed) Don't have much money, I might try doing it myself If it's not overly complicated
I'm so sorry. I'm not exactly sure what you're asking, and we may be having two totally different conversations.
Modifying Starfield.ini is what you use to test your mods on your end on your PC that have loose files or you need to add the files to BA2s you've already created. It has nothing to do with any mod you upload because you are not re-uploading Starfield.esm - as you know that is the game's base plugin. The player already has that. You are also not uploading CreationKitCustom.ini or any other .ini setting file.
Starfield plugins are .esm only for gameplay. The .esp is the editing version for you to edit on your end and then check into the main .esm when you convert it for upload (or sharing elsewhere). This is similar to how CK Version Control works for both Skyrim and FO4 but it is only for a single user instead of a team, we don't have to set anything up to use it, and we do not have to take it through the check-in and check-out steps.
It is a good habit to convert your .esp to .esm to test so that you know what to tell your player base to expect since the game expects you to play with an .esm and not an .esp. Be sure to make backups because unlike CK Version Control for Fallout 4 and Skyrim, there is no Merging Data folder or Perforce connections to hold your backups.
Hopefully that answers your question and clarifies what was said the other day?
Hey, does anyone know the name of the Red Mile cell (of the building)? I can't find it
There's no interior cell, the inside of the building is part of the settleredmile worldspace where cells have co-ordinates rather than names.
Has anyone had issues with the Darkstar Mod? I’m on Xbox and some won’t even show up
Certain research either won’t show up or the Slots for weapons just don’t work despite having the necessary materials
I’ve quit my game, disabled and reenabled the mods, and then went back in. Same issue
You are right. Its the same cell like settlement . Got it, thx
Are you using other mods? Replied to wrong post. Dark Star requires new game per the mod author.
It is a new game
My old save all the mods are there and working fine which is what makes this weird
Hey everyone, i'm new to making mods so i'm starting by patching my own game. I have The Great City of Solitude that i'm starting off with. I currently have some lanterns floating and a missing piece of the floor at the dock but in Creation Kit everything seems fine. not sure if i'm not properly loading the mod i'm trying to edit, any advice or can someone point to me the right direction?
i did disable all my lantern mods and it's still floating so i'm pretty sure it's TGCO Solitude
Are you using other mods to test your fixes? Did you start a new game to test any persistant references?
i'm using Alt Start and starting new games, that begins me at the dock
If you're using other mods, you'll want to patch your full load order and not just the Solitude mod.
not sure if there's required modding resources i need to do what i'm trying to do
what are you trying to do?
i figured it would be as simple as getting in creation kit, see the missing floor and duplicate the right piece from the dock. but i'm not finding floating lanterns so i'm doubting i'm loading in the mod i'm trying to edit. i've looking on youtube for videos on how to create patches and how to edit landscapes but i'm having the doubt that i might be missing something
is there a modding resource i may need?
Given you haven't told me what it is you're doing, I haven't a clue how to assist you. You said you disabled the lantern mod. Sounds like you are still using the lantern mod.
Please give people information so they can help you. What steps are necessary to reproduce? What two or more mods are you patching and what edits are you attempting? What mods are active in your CK and what mods are active in your game?
Are you creating a replacer patch or are you creating a patch of two mods?
Is your data folder set up for modding or for gameplay? If for gameplay, you need to set up a modding folder that is strictly vanilla. Then add your patch assets to it.
@grizzled torrent one of the research is “DarkStar Propietary Research” on the object like a backpack but it’s not in the research terminal
Since my lanterns being disabled did not make the floating lanterns disappear, i re-enabled them. (Mods: Dovahnique's Diverse Dark Elf Lanterns - BOS, Dovahnique's Diverse Dark Elf Lanterns - BOS - Nocturnal Moths, Eld Beri - Yet Another Wearable Lantern Mod (With ENB Light) - Eld Beri, Eld Beri - Yet Another Wearable Lantern Mod (With ENB Light) - Aternate Lantern Position)
I saved a esp patch that i'm setting as active while calling the TGC Solitude esp, Skyrim.esm, and update.esm. in world space i select Tamriel and select Solitude Dock 01. In the viewport i see the dock but the floor isn't missing where it is missing when i start a new game. there is a lantern floating in the game that in CK is being held by a light post. even though it appears there is nothing to fix, i replaced the floor at the dock.
I am using vortex, where i enabled my created patch although, as expected, no change to the dock occurred.
I did make an interior before this patch to learn to make an esp and be able to access it in the game, which worked flawlessly. it just seems to me like this time i'm not looking at the same map in CK that i am in the game. only thing different this time is that i'm editing an existing mod, not one that i made
i'm not sure how to answer the second to last question. i'm just trying to move and add items in an existing mod by making my own esp. my Data fold is mostly set up for playing. only 2 modding resources i've downloaded are
JContainers SE, PAPER,
Nemesis Behavior Compatability- Main,
RaceCompatability All-in-One Scripted Installer,
PapyrusUtil AE SE - Scripted Utility Function,
Papyrus Extender,
All in on Address Library.
and i manually added TES5Edit
I didn't think i could have 2 Data files without losing my mods. I'll look into that to try it out
I don’t play with or mod with the script extender so am pretty useless with the script extender stuff.
I just have my data folder set up for modding atm so I don’t touch vanilla files. The less you touch of vanilla when modding, the less you have to patch.
As far as the dock: look and see if the ref is flagged as initially disabled as well as the lantern and post. Some things are scripted. If it isn’t disabled, you’ll need to check for an enable parent to see if it is initially disabled, then you’ll need to fix the link refs. They may have gotten borked if you don’t know what you’re doing or if you are unfamiliar with how the mod is set up.
Unless I’ve read the description incorrectly, it has a level 10 requirement. But I’m uncertain if this the behavior or if I’ve read it correctly . The author has a discord link on their mod page. You may wish to join to ask them directly.
Also according to the description, it is also not compatible with mods that add extra workbenches.
Unfortunately the mod is too large for my load order so I don’t know what it would be incompatible with.
I couldn’t find the discord link
Are we not talking about this mod? https://creations.bethesda.net/en/starfield/details/db27740a-fcae-4a7a-9b9d-a33177cc29c9/DarkStar_Manufacturing
The link is at the top of the description within the first 3 lines. For support, join us on discord... link
We are, for some reason I couldn’t find the link unless I went to the YouTube video
Their mod website and their discord is in that description. I'm sitting here looking at it.
OH! I was on the actual website 😅 sorry
lol no worries. xD
But yeah, I can send you a picture and video of the issue if you’d like to see what’s going on lol
As I don't play with the mod, I'm kinda useless in that aspect. You'll want to reach out to the mod author directly. You'll need to reproduce the steps for them to see if it is a bug or if you've not gotten to the correct level. 🙂
Good point
Hi Everyone, I'm working on my first Mod and it has been amazing getting to know the tools. So far I have expanded 2 locations, created another and added a questline. However I have finally become stuck. I am trying to create an area just outside of New Atlantis for a new location. I can easily build but I want to disable Proc Gen in a small area. I have found 3 things in the kit so far. The 1st is the landscape tool and the Proc Gen mask, this seems to be how the city is built on, however when I make my edit, and try to save, I get a Perforce error regarding the kit .ini preferences. The 2nd is a ProcGenCut primitive activator, which does nothing, and 3rd there is a default object with no reference. Any guidance would be appreciated
Ok the reason my question is so unclear is because it´s basicly: "How to mod correctly?" without me knowing more precisly what to ask. Okay so i need modifly starfield.ini only if i have loose files to test. .esp is the mod file to constantly editing, until uploading an .esm (or testing an .esm localy). thx for clearifing. A concret issue/question i have is how to compile scripts? I tried a simple line and compile but it always results in errors. how to add/compile scripts? And are they then packed into an BA2 file for upload?
UC, If you are working on scripts they will be loose files while you are developing them, so you will need to have the right settings in your two custom ini files to allow the game to see loose files, otherwise you can't test them. Once they are working, you will need to pack them into the main ba2 for upload.
There are two simple ways to compile scripts - with the CK or with VSCode. They both use the same compiler so it doesn't matter which way you do it. If you create a script in the CK, you will have a compile button right there.
If you are writing a script and you get compiler errors, that's a different matter. It means you are not writing correct papyrus.
UC, the scripts for Starfield are very much like Fallout 4. There are some new functions, however if you’d like to learn how to create basic scripts, you can review the basic “Hello World” tutorial. The functions are defined on the wiki as well as the native scripts you unpacked from your tools folder.
If you haven’t unpacked the source scripts, you should do that. They are in the zipped file under tools. Drag the scripts folder from the zip file into your data folder.
https://falloutck.uesp.net/wiki/Bethesda_Tutorial_Papyrus_Hello_World
Unlike previous CK’s source script unpacking for Starfield is manual and not automated
My friends I have a request if it's at all possible. I'd try to go for it myself but I don't have a pc. Hear me out. A Chunks Cannon! It's like a junk jet but uses chunks as ammo and when you draw it, it plays Neon's Chunks advertisement "Chunks! Chunks! Choose your Chunks!"
I’m eagerly awaiting to see if M150 will be making such a thing. They have such fun cannon ideas for Fallout 4. lol
I just wanna blap a spacer in the face with a chunks cheesesteak
lol Yussss
What settings are nessecary in which ini files? I did unpack the source scripts. the result is:
Debug.MessageBox("Hello World!") alone does compile and creates a script file. with a lot of "null" thought. +"Hello World"
While other lines like MGlobalVariable.SetValue(4) does not (variable not found. Created in Miscounilous, Glob, with same name and inital value of 1. not a constant. I did that line in a quest.
Make two files in same folder where you have installed Starfield.exe and CreationKit.exe and call them StarfieldCustom.ini and CreationKitCustom.ini
Put this text into each of them:
bInvalidateOlderFiles=1
Now learn about properties in papyrus.
Changing the orignal files would work too but would be overwritten by starfield updates? Only put in Archive+1 line or the whole file + bInvalidatesOlderFiles=1 under [Archive]? Is it CreationKitCustom.ini or CreationKitPrefsCustom.ini?
ok for get/set to work i need to define that somewhere: ScriptName MyScript extends ObjectReference
Int Property MyIntProperty Auto will take a closer look another day https://falloutck.uesp.net/wiki/Variables_and_Properties
I asked this twice under the starfield modding tab but haven't got an answer yet.
I'm trying to build the millennium falcon but I can't get the fuselage to snap using an xbox any help would be appreciated
Do you have evansys ship tweaks?
What worked for me was activate the mod, close out game entirely, reopen and reload with active mod.
I have a question, I`m trying to get into mod creation for Starfield and Fallout 4 but the creation kits I downloaded from steam are not launching? How do I fix this?
That isn’t enough information to be actionable. There’s a whole list of reasons something could fail. Please tell us what you did to get to the point where they did not load.
Questions:
Did you run the games first to make sure the CKs know what directory to install to? Did you set up your CreationKitCustom.ini to initialize modding?
Is your game folder a fresh install or are you just adding willy nilly?
What tutorials are you following to set everything up?
I dont have the games installed on my PC which is what I am going to create the mods on but when I look in the files for the kits I downloaded it appears to have created games files for Fallout 4 and Starfield is that okay or do I need to actually have the physical game downloaded to my PC as well?
The Creation Kit is the editor. There are no game files themselves.
Uninstall the CK, then buy the games, and reinstall the CK. Kinggath has Bethesda Mod School on YouTube, it will walk you through the full set up process
Well that`s unfortunate that I have to buy them on PC when I already have them on console 
@grizzled torrent sorry to bother you but you make mods..like can you edit stuff in mods?
I don’t see how it’s unfortunate. I have them on both as well as all the DLC and all the CC. For Skyrim I have purchased every version of it from LE on 360 to LE on Steam. And I have it on Switch and PlayStation.
Modding is only free to the end user.
I guess I just don’t know too much about mod creation when it comes to Bethesda games I’ve only ever done stuff with Sims
-_- i really dont know anyone who would do it..tbh i hate you ban from your discord server from no reason and that upset me alot and it got me ban from another server..but i want help
@flint copper what about you..can you make changes to a vampire mod?
I do not have time to edit other people’s stuff other than the stuff I already have up. Start Me Up Redux is languishing in update hell atm. I’ve been in the process of gutting the scripting to optimize it for Xbox for I dunno how long now.
There’s a whole Reddit dedicated to Xbox porting. Might be someone there who has permission to edit what you want.
k..id ask for the link but im not sure if thats allowed
what about the reddit link..if its a reddit discord server then maybe i can get to it if i get the reddit link
if thats ok
Has anyone got an idea as to why (for fnv) the mod Functional Post Game Ending cant find xNVSE, Johny Guitar NVSE and JIP LN NVSE plugins?
It says that it requires all of them in LOOT and even tough they are activated as packages in FOMM and show up in the package manager list, in the esm/esp list they dont show up nor do they show up in LOOT.
nevermind fixed it
had to use a newer version of xnvse and to manually copy the contents of johny's and jip ln to the nvse plugins folder
just had someone message me
Could someone help me figure this out for how the materials work in Starfield?
I'm trying to get my lightsaber blades to work and I'm going round in circles trying to get the emissive effect I need (a white core emissive with a coloured edge emissive).
I’d like to ask you a question and it’s ok if you can’t answer it, do you guys continue to have talks with Sony on the assets thing or have they said no in the beginning of mods going to consoles and that’s it? I know you said you want to keep relations friendly with Sony but PS players are getting bent. I just wondered if you guys ever have periodic talks with Sony or they’ve made their decision and it’s over don’t ask again. @real sphinx
Like other games allow external assets like farm sim and Minecraft with their add ons so I just want to know why Beth games get treated differently.
So I have 2 trait mods “Increased Trait Count” and “Inquisitor’s Special Forces Background and Traits” but when I try to edit my traits at an “Enhance!” Store I IMMEDIATELY drop dead..?
The increased traits is under the inquisitor (assuming that means the increased loads first) so idk why I’m dying because they’re the ONLY trait mods I have
Do you end up with negative HP perhaps?
Just gonna say it, Starfield needs more sex appeal, needs a more hostile, threatening environment, and SSNN NEVER REPORTS ANY SUPER HERO ACTIVITY in New Atlantis. I’ve gravi glided all over even smashing into bystanders by accident dozen of times
Why isn’t there notoriety on our Starborn activities?
And also, Starfield needs sex appeal. New romance options like that chick at the bank who talked about being necromancer in her fantasy or something alike … needs sex appeal
Don’t hate me
Have you seen the iridescent teletubbies in the club though?
(For all the memes about the club, I like the Frutiger Aero aspects of it. It looks like the box of a TNT2 graphics card.)
Maybe instead of a small radiation/heat/chemical danger an larger zone of that stuff. Romance are always good.
Well the game is pretty tame. For a space game it wouldn’t be as safe as it is because once humans go multi planet who knows what people would do for pleasure
Think anyone will get the SetRace command working without immeadilty crashing the game due to an access violation? I want to turn into a terramorph and reck havoc accross the universe.
Anyone know how to grab a reference to a constructed object using papyrus from another object? Specifically I am trying to activate a switch that then activates another switch. I'm about out of ideas to google. lol
Does anyone know if there's a list of what file name corresponds to what Creation it's associated with? I'm having an issue with the starfield executable CTDing when I have creations enabled when launching from MO2. I've narrowed it down to at least The Vulture for certain (sfta01.esm) but I also have sfbgs00a_d.esm that causes a CTD when it's enabled as well. I uncheck it, and the game works normally.
Answered my own question. MO2 can scrape the data and decipher it. One of the weapon skin packs from BGS is causing the crashing issue. 
Hello everyone! 🙂 I have, on some links that should be valid on bethesda.net mods (redirected to https://wiki.bethesda.net/Main/Maintenance/):
"
This wiki is currently down for backend maintenance.
Any news will be posted in the official Bethesda Game Studios discord, in the #modding-news channel.
Thank you for your patience!
"
I can't see news about this, could someone enlighten me? Thanks! 🙂
Seems like it’s been down since 2nd July?
I was reading the FAQ for becoming ‘Verified’ and it said under benefits of becoming a verified creator “There is no restriction on including voice over”. I have an idea for a quest, I’m still learning and have only made a simple mod so far (The Clutter Bpx with accompanying dead NPC and note) but my quest will need voice acting for its final stage and I’m wondering if without verification I can upload this future mod if it has voice files in it after reading the FAQ’s. I would hate to work on this for weeks and then find I am not able to put it out on creations so Xbox can have access too. Does anyone know what that sentence in the FAQ means, many thanks in advance.
I believe what that sentence is referring to is the fact that in the Creation Club program voice files were forbidden. The sentence is merely informing folks that there is no similar restriction on voice acting in this new program.
Thank you, that’s great 👍
Is the New Starfield mod "Starluminous - Lighting Overhaul" any good?
So ark survival evolved can have 3rd party assets but FO and Skyrim can’t. I wonder why Bethesda is the only company that isn’t allowed to have external assets for PS. I bet they had a fallen out with Sony.
im having a really bad nv problem, can anyone help me rq?
I think Sony is just worried about the scripts....
Am I doing something wrong when converting a starfield esp to esm? Every time I do it, it just creates an empty esm file...
any wizards out there who could make the freestar ranger badge a real and useable item? with npc's reacting to it in positive and negative ways, maybe tied into the bounty system so we can "arrest wanted crimers" a full Law mod would be great, including handcuffs npcs escorting to "cells" as simple or complex as you like, if this does or kinda exists already My bad...
Look into https://www.nexusmods.com/starfield/mods/7812 + the linked mods at the bottom for Useful Brigs. Someone's already got arrests and cells and so on going
It’s been down since February, the format is different
Yea, they are lacking on this to be honest. However, me and a couple YouTubers made a few tutorials to help you get started. Just search “starfield creation kit tutorial” on YouTube!
Ooooh ok lol
Any tutorials on the particle editor?
And that doesn’t make much sense because other games can have 3rd party assets but not Beth games. It’s weird. @pliant tide
Pretty sure that was a Sony decision. Obviously BGS is fine with third party assets as we have them on Xbox. So you need to throw spears at Sony not BGS in this case.
Yeah I’m not blaming Beth. It’s Sonys fault. But why let one game have external assets but another game no external assets? That doesn’t make sense
Yea it is odd.
#verified-creators-discussion message
It does when creators have the choice now to make mods they are happy with. Some mods will work on PS, some will not. It’s creator choice. Why limit possibilities just because of the Sony limits? Those creators that want to support PS still can.
When it comes to console PS is bigger than Xbox so more money can be made on ps. I’d try to get Sony happy than I would Xbox.
PS is bigger than Xbox? Wdym?
More console out in the world.
But again it’s creator choice. Now there are less limits and more choices. That is a good thing.
Yeah but only for PC and Xbox. It doesn’t do anything for ps players.
75% of the VC content would not have ever happened if they had to follow Sony limits. So you would rather those just not exist?
Well Fallout 4 sold more on os4 than it did on pc and Xbox combined. All I’m saying is Beth should try to get more on the ps than Xbox. PC usually do their own thing.
I’d rather everyone get everything
It’s not a Beth decision. It’s a creator decision. If Beth gets 10 proposals for quality mods and only three of them work on PS they will approve all 10 not just 3.
The opposite perspective from yours is that we should not limit PC and Xbox options just because of Sony. Again which will have no affect on options for PS. Likely you would get the same limited choices you already have. Really no difference for you.
I continue to tell Sony about it but it’s hard to get anywhere when it’s just me. That’s why I wished Beth would continue to have talks with Sony but it seems as if all talks are over and won’t ever continue
If Sony hasn’t changed after all this time i would not think they ever will. If it’s that important to you all you can do is get an Xbox or PC.
I’d go PC if I could.
I would too if I wasn’t so attached to my couch.
Same so I’ll stay with PS. And I’ll just play the games as they are.
I have my gaming PC set up next to my bed. It's even more comfortable than a couch.
Hi everyone, not sure if this is the right channel to ask this, but I am having a challenge creating a preview transform for outfit pieces (FO4 CK). When I see them in game they are gigantic...when I try to rescale them in the transform window, it doesn't seem to stick...am I missing something? I am not sure what all the buttons do and the wiki is blank on the topic.
which game
Sorry just updated my post...FO4 CK
Is this a new model? Models are scaled in centimeters
Thank you for the responses, I figured it out! 
Mind sharing? Someone else may have a similar issue
Is there a guide somewhere for the text formatting/markup that Bethesda uses for Creations? I know for example * and - produce bulleted lists, but I've seen other Creations with bold text, etc.
Of course! Happy to share. The issue was my understanding of how to use the transform window. When creating a new transform preview, you select the ground object from the pick list and click "Set Preview Transform on Selected Object". This loads the ground object in the preview window to be adjusted and scaled. My issue was thinking I had to click one of the other buttons like "Get Transform" or "Set Transform" to save or commit my changes and it was just resetting it over and over. All you do once you have it adjusted to your liking is click "Ok" to close the window. 
im curious what is the weight measurement in for fallout 4
it just says weight then a number no LBS or KG or anything so im curious
Looking for help getting the FO4 Creation kit running, when i try to open the main game ESM file the who program crashes to desktop and i don't get an error message
I highly recommend getting "CK Platform Extended" helps with stabilizing the CK and has a lot of QoL fixes
Can someone please port some mass effect mods over to console
Little dry out here 😂(starfeild )
Assets from other games are not allowed to be posted on BethNet.
Thanks your the first person who has actually given me advice and hasn't just shrugged their shoulders or tried to get me to commission them lol
It works thank you so much
if that's accurate then there are absolutely a fair few of mods up that are currently violating that rule lol
is the wiki maintenance ever going to end? not having access to any of the documentation or tutorials for the creation kit make it really un-approachable, and the maintenance was started on the 7th of february supposedly?
There are mirrors available w the CK tutorials and documentation.
is the wiki maintenance ever going to end?
Eventually, presumably. As mentioned, there are mirrors of the old CK / GECK / CS wikis available in the meantime:
there is no mirror for starfield since its documentation has never been made available, and the sf creation kit has a had a link to a maintenance page in it since release, i know only a bethesda rep can actually answer this question so if they never read this channel its sort of like shouting in the void but like honestly it seems kind of silly at this point for them to have not even at least updated the message on the wiki or said anything about the wiki or the sf ck docs at all even after publicly releasing the kit
If you’re interested in the SF Papyrus, the source scripts included w the CK are well documented within the PSC files.
There will come a point where that information will become irrelevant since there are systems introduced in SF's CK that don't exist for the past games.
Considering they didn't even mention the game and this is a catch-all channel for multiple games, how is anyone supposed to know to post information specific to Starfield? 
The question was general because i want access to a general resource that used to be available, I didn't ask for any starfield specific information, no one was expecting anyone to provide specific information about it, and I didnt ask for the mirrors, they show up in google, but I appreciate you trying to help, I just want to know if there is an ETA on the wiki from someone that actually knows about it
If/when they decide to post an ETA on the matter, it'll most likely be posted in the #modding-news channel, among other locations.
lots of games let assets be ported most of the gun mods for f4 are ports
Hiya there. Does anyone by chance take commissions? Looking to request a small mod for starfield
No one is allowed to accept commissions for mods per Bethesda’s TOS. That being said, if you have a request, you can make the request and maybe someone will develop it. It’s rare but you won’t ever know unless you ask.
as per what muddy said, what is your ideal and if I like it i'll do it as a warm up lol
cause I gotta derust my mod making skills as I haven't published anything in 5 years
and if its a modification for someone else's mod or an addition to it @ them if they are here or give me their name and i'll reach out to em if they are in the nexus's mod author server
the last published mod was mostly for personal use, it just added more ammo types to the dead money vending machine (which in turn could be broken down and converted to other ammo types ect)
this goes for anyone lol, if you got an ideal just @ me or DM me and i'll consider it, cause I need ideals to help derust that aren't from my lil mod ideals notebook as those are a bit too ambitious
Basically I'm looking for a blackout version of the va'ruun inflictor, similar to what Bethesda did for the shotty and drumbeat
That's not too hard to do, but im not the best texture artist
Also, are the shotgun and drumbeat mods paid?
I'm asking bc since it's something bethesda started, they might make their own and if those are paid I'm not gonna risk it with that lol
Is there legit anyone here who can do landscaping for a new land mod I am making? Progress literally cannot continue without the land.
Nah they're not iirc
Is it bc of the landscape not saving at all?
Because no one on my team including myself can landscape. I am desperate ;-;
Double checked - nope, they're free
Was asking bc someone was having a similar issue