#modding-general
1 messages · Page 20 of 1
With the landscape not saving, wasn't sure if it's on their end or something weird with the new kit.
Ye ik, I was mostly asking to get more info on an unrelated issue.
Ah. Btw, do you know someone who may be able to help me out? Because I am struggling.
I do kinda but for what game?
Skyrim SE
I do kinda know someone but I don't think she'd be willing tbh, if anyone who's working on it has published mods before on the nexus, they should check on the modder forums
I can check the forums, but do you think you can ask her just in case?
No, sorry. Thinking on it more she probably won't be able to.
@mild olive I still don't feel the most comfortable doing it, considering bethesda has made parts of a series free before and the rest paid. I'd just rather avoid trouble, sorry.
Oh you're absolutely fine haha
Alrighty.
do any of you guys mod with a pc that only has 32 gb ram? what's that experience like? is it worth it to try and use the creation kit with only 32 g?
on starfield in specific
only 32gb... 
was my thoughts too ahahaah
only 32gb to idle teams in background
do we have to create an archive (ba2) with these esm/esp files to load them with mod manager or is there some simpler thing I am overlooking
made some changes to boost pack with ck, now want to see what it does in game
Hmmm, as far as I'm aware you'd only explicitly need to create an archive if you're on console; on PC you usually can just have the files loose, so long as the paths are correct. Although it's generally better to have files in archives for the purposes of controlling asset overwrites in your load order. I don't have Starfield so I can't say if anything changed in that regard for that, if that's the game you're asking about. 
thank you!
Hi friends
I was searching the web for information about the Papyrus script, used in SF by Bethesda - I'm looking for instructions or tutorials on how to install MVS + Papyrus on my machine, where can I find this to start learning this code?
Has they fixed the mod updating issue of having to uninstall and reinstall to update?
What game? Skyrim and Starfield updating are the same. Not really recommended to update on an ongoing save. Wait til you’re ready for a new character to change your load order. It’s easier to manage.
What is MVS?
Reading the comments on the native scripts included with the creation kit are a big help.
The unofficial elder scrolls wiki cloned the Fallout Creation Kit. You can learn papyrus with the Papyrus Primer tutorial there.
https://falloutck.uesp.net/wiki/Main_Page
For Starfield, there are some new functions but you’ll see them in the native scripts.
You cant update on creation club without first uninstalling them.. and then reinstalling them on console.
Only Fallout 4 has Creation Club. Creation Club is part of the game and is set up a bit differently than DLC as far as removal goes. They don’t have their own DLC section under the manage game options. You’ll need to clear your reserve if it’s getting stuck. I’d report the issue to Bethesda if you think FO4 is having an issue now.
Starfield and Skyrim have Creations, which are mods. To update them, you uninstall them and then reinstall. This has been the way it’s been done on Skyrim since it first came out for Xbox in 2016. This way you won’t get ghost space.
(You still can if you download two mods with the same name.) but it fully deletes any extra garbage the mod might have accidentally uploaded.
No.. I don't think you understand what I'm saying. Currently, especially after talking with mod authors and testing.. the only way to update mods via console creation club is to uninstall them and then reinstall to get the latest update on them. The update all button does not work.
Beth releases creation kit for any of their games.... 1.6 seconds later there's a controversy
Did anything of actual importance for making mods change in the new Creation Kit for Starfield compared to the old one?
The ability to upload ini files was removed.
lol
You'll need to submit a bug report to Bethesda if a button isn't working. There isn't anything anyone here can do about it. This is a chat room.
You've still not specified the game but you're talking about Creation Club User Interface so here's fallout 4:
https://help.bethesda.net/#en/home/product/695/fallout4cat/287/feedbackcategory/297
Starfield User Interface: https://help.bethesda.net/#en/home/product/1218/category/287/feedback/297
Skyrim User Interface: https://help.bethesda.net/#en/home/product/373/skyrimcat/287/feedbackcategory/297
Make sure you are not using any interface mods and let them know the interface is not working as expected and which button.
Do we have any info will we get a the documentation ?
I must admit, I'm keen to hear news of when we get creationkit.com for Starfield. Archived versions of documentation for earlier games only takes you so far, It would be particularly useful for those of us who haven't been out to Bethesda to ask questions of the dev team...
is there a basics for beginners for coding? i do know basic coding but i feel i miss something important to start defining and using varialbes in creation kit.
Are you defining Actor Values, Global Variables, or are you talking about Papyrus? And which CK are you using - Skyrim, Fallout 4, or Starfield?
I defined a global varialbe in CK, then tried to use it with short Papyrus in Quest. But i am missing something to use the varialble.
Did you see the Variable to a script property?
No i just used 1 line to set the varialbe. I am missing the stuff around that is needed. is there a tutorial for very basic papyrus coding stuff? Mainly where to put stuff.
I've got a weird thing happening to my mod on XBOX, it apparently uninstalls itself, any ideas why?
try playing offline
No, no what I mean is I'm getting reports from users of my mod saying it uninstalls itself.
Does it have required masters? If any of them is missing, the mod may hide itself from the Load Order menu.
Nope, no other Masters other than Starfield's esm.
Another mod author has the same issue so we're wondering if it's an issue on Bethesda's end.
Is it by any chance happening for users with more than around 100 mods installed, but not for users with fewer?
No idea, all I'm getting reported is that it uninstalls itself.
Even though I politely ask people to give me as much information as possible I still get these sorts of reports.
Which mod? I have a few of yours
It's All Trilogy Lightsabers.
Oh yeah, anything that is Star Wars related looks like they've been removed.
Probably copyright BS
Most definitely a copyright issue. I don't think Microsoft wants to end up at war with Disney over it.
The melee weapons replacer 🙈
Which game was/is affected?
So has anyone tried doing modding for the steam deck? How good is it?
not done it myself but shouldnt really be any different than on a pc since that is what it is anyways... only difference for one is that steamdeck is a linux system not a windows system that many might be use to... so navigating the os itself if your not use to it might be the real factor in that
Hello! Can somebody here help me with this: #697486187379556896 message ? I wrote to support, that`s the answer: https://help.bethesda.net/#ru/incident/id/26816357
I don't think it's a copyright thing or it would have been delisted from Creations.
Seems to me like it's an issue with Creations itself (again).
My Creation Kit (Starfield) no longer loads (stuck on the screen). No clue why, it worked before. Anyone an ideal? (did reinstall and verfified files).
Before it stopped working did you drag in a mod that may have edited your folders inside the data folder?
I personally think the wiki pages linked to from here are a great read to get started: https://falloutck.uesp.net/wiki/Category:Papyrus
Hi, I'm new to Fallout 4 modding and was wondering if anyone can point me in the directions of the Creation Kit documentation. The creationkit.com ones are not available/down for maintenance, is there another place I can find them?
In this video, kinggath introduces you to a new weekly series teaching you everything he knows about modding Bethesda Games, using Fallout 4 as the primary example.
Community Modding Tutorials to tide you over while you wait for the series to get to the topic you're waiting for: https://www.youtube.com/playlist?list=PL2g2oK5KhZT3L25H0FqJzSnFib9...
at first it all seems like a big mess, but little by little everything becomes clearer and you will become familiar with the interface
@woeful trout Thank you kindly. I'm familiar with CK from modding Skyrim a little but I like to RTFM with stuff before I get stuck in, guess I'll just WTFV this time lol
Do you think the docs will ever return?
just BGS can answer to this
So no then
it mean, i can't give this kind of info 🥸
This message implies its coming back #modding-news message
I’m having an issue where anytime I land on a planet and try to re enter my ship my game crashes. Happens on any planet I land on. If I dock with a station I can renter my ship without a crash. Any idea what could be causing this?
@proud plover try to deactivate mods recently added or load an older save and check
Sooo.. Idk what I should do. I don’t wanna leave everything and everyone in Starfield. Gahhh
Why would you have to?
I don't understand why games like fallout 4 and Skyrim are abandoned when they get broken. I'm tired of not being able to play Skyrim cuz my mods are broken af and I can't fix it. :/ idk what to do anymore.
Sorry for rant I guess. :/
Anyone here any good with load order? Apparently, I suck, even though been doing it for years. In particular, zone79's awesome outfit mods, as well as a plethora of others, textures not showing up. The paid creations, such as the water cooled mining outfit, the starborn one, and Konata Inoue's must-have NPC clothing mod. I've gotten all of these to work at various points, but can't make them play nice together, so coming here for help. I have the rest of console load order mastered, with 150 mods, but not new gear mods. Help?
It like like some of these go into new gear items added, and some go into leveled list, but nothing ever seems to work out when they're all there together. Maybe I'm doing something wrong...
Nevermind then.
does the spawn settlers work for yall?
please ping me if you know how to use it cause it’s letting me spawn but not increasing the selter
Anyone know a fix for the dumb bug that makes so that you can't run
The only fix is to unsheath weapon but during a fight that's a great way to die
what bugs do you have
I can't get any mods to download and can't find the ones I used to use. At the moment I need to clear my local console data to fix the no space for game save data issue.
what happens when you try and download a mod
From what I understand it won't download them if they are in a queue. - I will get pictures if I can figure out how to fix the space issue
have you tried downloading them one at a time
Yea and it didn't seem to work., :/
do you have any mods installed currently
No I just reinstalled the game after a long time. - Need to fix data issue first to even get into main menu. Gimme a minute to-do that pls
what platform are you playing on
X box series x
I'm wondering if there's a way to mark mods on Bethesda.net from my phone then autodownload them from my console
- update. Am slowly diwaoding a few of them and will try a new game.
when you are playing use go offline
Why.
mods can be disabled if playing online
So I have to play offline every time ? And Bethesda won't fix this why?
I use the gamepass version..
yes you have to only use online to download mods then when playing skyrim play offline,they said they would fix it around 6 months ago
they get paid even if they dont fix it,usually when we get a update somthing else breaks and the game does run alot better with the current version its just the store that is broken although f4 is broken in the city
My f4 works fine in the city
Also that makes the game less fun cuz it got boring without mods. :/
you can stil use mods offline
We shouldn't have to do it that way. I use gamepass and I can't use the game offline
have you tried
It let's me boot the game up but I'm not sure if it will work every time. :/
why wouldnt it work everytime you need to go online once every 30 days with gamepass
Will it not register I can play the game if I don't?
i dont use gamepass but when i looked it up it said it can play offline but you need to sign in every 30 days
Took to X and tried to ask em. All theh said was open a support ticket which doesn't help 😦
when you booted the game it loaded what were you asking them for help with
I'm looking to start modding skyrim but I have no clue where to start help
Anyone gonna buy the steam version along with the Microsoft version for mods?
I need help, i used to be able to download purchased verified creations i bought from xbox to pc, but now i can't. I don't know if this is suppose to be this way or there is something wrong.
Which game, Arathsl? Also, are you running the game pass version on PC, or the Steam version?
Sorry i should be more specific. Im playing Skyrim Anniversary Edition. I bought some of the new verified creations when released. I bought them on Xbox, then played them on PC without purchasing again. Im playing the steam version, but my account is supposed to be linked.
How to clear library
No quick way. Go onto the web site, select your Library and click on the Unsubscribe button for each one.
Hello. Please tell me the condition that is triggered when the player has a certain spell in his hands (in any hand). For Skyrim
If you mean a Condition, you could try GetCurrentCastingType or GetEquippedItemType. If you want an Event you could try using OnAnimationEvent and watch for the spell equipping animation. What are you trying to do?
I need that when I pick up my spell with a high mana consumption (5000), then I am given an effect that gives me this mana (5000). I want to do it only on this spell, not on everything.
how do I make the spell consume all the mana? not 100 or 200, but completely devastated. I want to make a very powerful spell, but because of the game mechanics, the mana consumption is reduced to zero. And I need all the mana to be used. I'm trying to attribute a mana draining effect to the spell, but because of the "target type aimed" it's impossible. I'm new to modding, and my limit is to do cool spells and effects by changing the game, so don't judge strictly
I am writing in case the translator has translated incorrectly. Even if I have 300 mana, the spell will spend that 300 mana and will be 0/300. even if I have 50 mana, it will be 0/50
Okay, I understand what you are saying. We call it Magicka in Skyrim, not Mana, but same thing.
sorry, I love rpg games, and the words are mixed up in my head)
I would suggest reducing the spell cost to zero, but then add an extra scripted effect to the spell that drains however much mana magicka the caster has.
that's what I originally wanted to do, but I don't have enough knowledge, so I'm asking for advice. How do I add an effect to a spell that will drain the caster's magic, not the enemy's?
You could do it with a magic effect with a script that does GetCasterActor().DamageActorValue("Magicka",100000)
How are you implementing the spell itself? Does it already have a scripted effect?
I have a very simple spell (I'm still learning). The spell kills all enemies left and right, consuming all the magic as planned, and if I hit an enemy, the enemy steals magic for the next shot, but if I don't hit, then I have 0/100 magic left and I can't replenish it for another 30 seconds. In the realities of combat, 30 seconds is a lot.
How would I go about making a KBM Support mod for all versions of Skyrim on Xbox? Would it better to just petition for KBM Support from Bethesda through Change.com?
What is KBM?
Keyboard and Mouse
Ah. I believe XBox supports keyboards, though I've never tried it. Don't know about PS. I know you can run Skyrim on your XBox but do it through your PC without a controller.
Wait huh?
Route my xbox to my PC and use the KBM?
A user updated list of keyboard and mouse compatible games on Xbox. Feel free to browse or contribute in Xbox KBM!
Yes, I've done that before. Not recently, though.
There’s a whole list for it, but Skyrim’s not there. You have a video on it?
No, no videos. It didn't need any changes to Skyrim itself it was all done through the XBox app on the PC. I think it was a previous version that is no longer supported, though.
Ahhh damn.
So back to the drawing board, what’s the easiest way to contact someone at Bethesda that could make this a reality?
Can you help me write a script? As I wrote earlier, I can't do anything... Please, I beg you very much!
I almost have. That was it. It's a one-liner. But okay. Tell me how you are creating the spell and its magic effect.
I create a magic effect from a template, modify the script, add a magic effect to the spell... the problem is that I can't write scripts
Okay, that modified script, can you post it here?
It's going to be problematic because there isn't one. I Can't write Scripts)))
??
This is confusing what language do you speak?
Ah. Well, I can't teach you from the ground up, it would take too long (about six months). Give me an example of a scripted Magic Effect that you are thinking of modifying.
I wouldn’t mind taking you up on that
My fee for the six-months course is, let's see ... professional rates ... $500 a day ... call it 180 days ... $90000 a head. Who wants in?
It's all a translator. I speak Russian
Hmm. in that case, it's 10000000 Roubles
https://www.deepl.com/en/translator use this
I'll accept 4kg of gold bars.
I'll teach you how to break stuff for free
What is the proper method of updating mods on Xbox. The update all button I presume not to work.
I see some mods in the recent update category however the listed version is the same. And I know I didn't update it.
So is there even a way to check. Or just redownload the list the only sure fire way of being up to date on all mods.
Unfortunately, the version listed is always the current version even if your download is out of date. The Update button sometimes appears but not reliably. If the mod appears in Recent Updates, assume that's true but the only way to be sure is to delete and re-download. Yes, it's annoying.
Does deleting and redownloading mess up furniture placed in house mods?
Because I really want to start decorating these houses that I downloaded but I know they’re gonna get updated soon
My creation kit is running again thanks to that tipp from a another person: "I have see this happen due to a corrupt QtCreationKitSavedSettings.ini. But also creating a dir the data\meshes directory which does not exist in the bae structure will cause CK to crash on start up." deleting .ini and \meshes in starfield folder and documents, then reinstall/verify files did the job 🙂
Curious to know if anyone has made a Mass Effect space suit mod for starfield?
(If so you may DM me, or even if there's not)
I just love the look it has
There are multiple Mass Effect Armor mods on Nexus. Not from me, thought.
Just out of curiosity, is creations down right now? It keeps sending me to the create an account thing
Doing the same for me but the website says everything is operational so idk
Well, I guess we'll just wait
So annoying when the mods goes down 😂 I wanted to check my FO4 mods lol
I was gonna look for any mass effect mods for starfield but I doubt they've been uploaded to console yet still, I get it, star wars is cool, but I'd like to see some other things, but I should be getting a pc eventually anyway
Did any cool big mods come out for Witcher 3 since the devs released the tools? Just curious
I'm logged in and it seems pretty unstable currently. Errors loading the pages of creations to list them and things like that
Is the creations and modding pages back up? Or still being troublesome
Thank you for letting me know
Aw man, hopefully they work their way to console
Ideally contact them, tell them you like there work and you would love to see it on xbox.
Hello everyone does anyone know a vanilla script like DLC1DawnguardRuneAxeIncrementKills "Increment Updater", but which works on all creatures? I want to make a weapon that increases its damage depending on the number of kills, like the Dawn Guards rune hammer, but for all enemies, and update the kill counter every day. Is there a mod that does the same? there is nothing like this on the Internet.
I will definitely do that! Thanks UC 🫡
Is there any way to slow down the rotation of objects? I want to place a lot of rocks and the rotation speed is too fast
I am asking for starfield, however do previous versions of the creation kit have this function?
Anyone here up for making a mod? Specifically outfit/NPC related
describe the mod someone might know somthing similar
It's essentially a outfit replacer mod
Another author by the name of Getpunjiiboard created basically what Im wanting, but all attempts to contact them were in failure, the mod is a B1 battle droid skin that replaces the greaser jacket. I was wondering if anyone here can do one like it but with a different droid model
Well create and port it, I'm stuck on Xbox temporarily since the storm in TX fried my PC. I gotta get a new one 💀
Hello everyone does anyone know a vanilla script like DLC1DawnguardRuneAxeIncrementKills "Increment Updater", but which works on all creatures? I want to make a weapon that increases its damage depending on the number of kills, like the Dawn Guards rune hammer, but for all enemies, and update the kill counter every day. Is there a mod that does the same? there is nothing like this on the Internet.
Is anyone else experiencing crashing on Fallout 4 Xbox when you hit over a certain number of mods?
I’ve only hit 1.2GB and the mods definitely aren’t conflicting, they’re just Dak weapons, but as soon as I hit a certain number the game crashes and crashes on load there after. I’ve cleared my reserve cash and tested extensively. The number of mods is definitely the issue.
Could be your load order possibly.
I've had max amount of mods on fallout 4 on my xbox and never had a a problem so it doesn't matter about amount of mods
Could be bad ports and/or injection scripts not shutting down.
I only have munitions and Daks weapon mods. Can you have too many weapon mods?
which xbox one are you on?
it could just be an old gen thing with the # of mods or heavy scripts but it also depends where u crash at
i sometimes crash in the mod menu but in game it runs fine lol
https://cjcoolpants1s-organization.gitbook.io/the-starry-flight
Check out this Vanilla+ modding I guide I spent this week making for Starfield
I’m on Series X!
The game crashes when I exit the mod menu and it’s loading the new load order. Once it crashes I’m back at the Xbox dashboard and any attempt to relaunch the game results in a crash until I clear the reserve cache.
This only happens when I hit 44/45 mods, up to then it’s fine.
I’ve also reinstalled the game twice to no avail. It’s a strange one.
oh that's strange 🤔 you might have to post your entire LO because that sounds like a specific mod causing it
or go thru enabling/disabling every mod to see which one triggers it
Literally just:
Munitions
The Attachment Pack by Degenerate Dak.
And all of Dak’s weapon mods.
hmmm seems like they're from the same porter
could be worth contacting them about this issue if its confirmed to be from one of their ports
Yeah, and all of the stuff is polished and good quality - hence why they’re the only few mods I use, nice and lore friendly.
Could be a dodgy port?
Thank you for your help 😊
yeah its likely, usually the game should let you back in if you crash when leaving the mod menu but seeing how its crashing when you try to get back... its prob a mod issue
do the enabling/disabling test first to see if you can pinpoint which mod is it
anyone know whats up with the creation engine? I have never used it before but was trying to recompile a mod script i had to improve and i cant seem to find a working download link for the creation engine.
The Creation Kit is a free downloadable editor that allows you to make Creations for Starfield and then share them with other players across Bethesda.net. It's the same tool that we use to create the game and we're putting the power to create new content in your hands - new quests, environments, characters, dialogue, weapons, and more.
The Creation Engine is downloaded as part of the game. We do not download the engine separately.
oh sweet, so what should i look for to find my papyrus compiling executable?
C:\Program Files (x86)\Steam\steamapps\common\Starfield\Tools\Papyrus Compiler\PapyrusCompiler.exe
skyrim 1.6.640 btw
should have mentioned that lol ill check for similar naming convention
https://store.steampowered.com/app/1946180/Skyrim_Special_Edition_Creation_Kit/
But the compiler is a slightly different path at Skyrim\Papyrus Compiler\PapyrusCompiler.exe, same idea though.
The Creation Kit is a free downloadable editor that allows you to create mods for Skyrim and then share them with other players across Bethesda.net. It's the same tool that we use to create the game and we're putting the power to create new content in your hands - new quests, environments, characters, dialogue, weapons, and more.
much obliged.
Refer to it as the Creation Kit aka CK for now on 😛 No problem.
will do! web dev by trade so the script was easy enough to deal with but was sitting here like ok now what.. lol
nope, scanned the code, identified common syntax and variables, made a quick conditional
just trying to get a certain mod to stop hiding clothing slot 52
Should be an easy recompile unless you changed an property. Here is the compiler reference. https://ck.uesp.net/wiki/Papyrus_Compiler_Reference
juice aint worth the squeeze, creation kitis not working due to my game version, tried downloading the achieves from the steam depo commands. i'll just delete the mod
Is it possible to add the value of a varialbe into a conversation in creation kit? Like "Hello i am Tom and you already givted me <<varialbe>> Gold"?
If it's a player line (i.e. unvoiced) you can use text replacement to display globals. But not in a voiced line, because the sound files are statically created.
That is: <Alias=ObjectName> or <Alias=varialbexyz> in the text? thx. okay yeah voicd needs a differnt solution (which is a bit more work but i know how in that case.
I'm trying to make a (hopefully) simple mod for Starfield that adds some minor debuffs when wearing a spacesuit. I've got some MGEFs set up that I think should do the trick, but could someone tell me how to apply/remove them when the player puts on/takes off a suit? Much appreciated!
Dear modding community, this is my first try creating a one mod for starfield. I want to create some POIs. To get used to the craetions kit, I started with an fixed location expanding New Atlantis with a cliff valley. I just duplicated some objects nearby in a new layer for a new railway station. My problem is, that when I'm loading my mod, creations kit tells me about many object loading warnings. I went back to a backup of my .esp file and it is loading without warnings. But when I safe again doing nothing it will show me the warnings! What am I doing wrong? (I started with a new file for so third time now. I can even build, save, load without failures. But at different states with same workflow the warnings will appear.)
Are they warnings for your esp specifically?
I dont't know for sure? I will check if i can see any detailed informations. When i remember me wright it lists objects that couldn't be loaded.
It's an important warning message box. MASTERFILE: File Looking4BGS_NewAtlantis_CliffValley.esp contains forms wich generated warnings.
I copied the warning text belonging to the current plugin:
MASTERFILE: <CURRENT> CELL 'Surface' (00012547) Reference (01005AEA) attached to wrong cell for its location: 'Surface' (00012547) (4, -4) in WorldSpace 'NewAtlantis' (0001251B)
I have to corrct me. I found a setting in the preferences to change the coordinats form world to a selected object (because New Atlantis is designed with an offset to the world coordinats). Maybe this could be the failure, but it makes working so much faster.
OK ... dive into warning text and I found the bad reference object. Don't know why, but deleting and bringing back in as new solved the problem. Thanks OldMansBeard getting me on the way 🙂
good day folks😄
did fse get updated yet
My scripts and papyrus fragments refering to them, do not do anything in game, even thought they do compile fine. no message box displayed, no variables changed (when checked with the quest condition only global initialized values result in being true). do i need to copy my script to somewhere? or what is there to do?
Solution(s). I tried a lot of things, and one of them worked. adding "bInvalidateOlderFiles=1" in the starfield.ini. copying my scripts to like everywhere where i saw script directory. creating a new script referencealias to an actor(while i don´t think that was the issue). and now everything of the quest script works.
Aaaaah everthing is working fine. it was the "bInvalideOlderFiles=1" to use lose files /scirpts. I did delete the starfield.ini a few days ago to make creation kit run again. adding bInvalidateOlderFIles=1 again solved it alls cripts working fine 🙂
After all that i think i can make quest-making tutorial for absolut noobs like me.
Good day everyone im just curious if someone is making a camera view mod ? Im looking for a view further back then original 3rd view
There is one but that one is not what I want
This channel is for modding all BGS games: fallout series, elder scrolls series, and Starfield series. Please specify the game you’re wanting to mod and which platform. You’ve listed two platforms on your role choices.
Sorry I'm talking about Starfield this is not my language I did not understand it was to all
Camera is adjusted with ini if I’m not mistaken which is no longer possible on Xbox.
You can make adjustments yourself on PC with your StarfieldCustom.ini. You can fine tune exactly how you like by adjusting the values.
If the mod you like has an ini included with it, copy the camera settings into StarfieldCustom.ini and then fine tune the values by looking at each adjustment in game until you get it exactly like you want. Make a backup of your StarfieldCustom before doing anything though so you can return to normal camera settings when you’re ready.
You can also make a blank esm with either Creation Kit or xEdit and name a new ini after the new mod and copy the settings into your new ini. Tweak the settings until you get exactly what you want.
Thank you 👍
I heared A.I. Voice over are not allowed by Bethesda in Verifed Creator program for payed creations. I would love to know the rules for non-commercial mods. I know disclosure that a.i. voice over was used is a requirement for nexus/steam. I wonder what other rules there are, especially what Bethesdas stand is on it. (As i consider making a quest mod with A.I. Voice over with software/A.I. like this: https://platform.openai.com/docs/guides/text-to-speech/overview OR this: https://micmonster.com/micmonster-sale/?affiliate=itsgodwin etc.
Hey, guys! Could you help me find Skyrim mod, that recasts self fire & forget spells (like iron flesh) for player? I don't recall it's name 😦
@spare wedge It really is. Life is much better when you work with other mod authors instead of against them, but if you have burned enough bridges, it gets really hard to find those opportunities and all your interactions are fights. I was very fortunate and some people gave me another chance back in 2022 ( ❤️ ) and I've been mending ties ever since, but anyone less popular tends to just get cut loose and boycotted. Given that the people in the worst state are those who need their mods the most, I wouldn't be surprised if someone did something not child friendly. 😦
Well, I'm good at "asking for help" part of working with other modders, so I'm halfway there
Glad, you are rebuilding them bridges
It Is sad, that less fortunate have less safety nets 😦
Is this Ocato's Recital from Apocalypse?
I don't think so, but I might be misremembering 😦
Thank :3
Hey, guys! Skyrim help pls
My summon became invisible
I was editing Conjure Familiar. Wanted to change starting health and magicka. Didn't want to edit original race, though. So i copied and edited it, and set as a race of Conjured Familiar.
Conjured Familiar is 100% transparent, when my new race is set. When i return original race, Conjured Familiar looks like in vanilla.
Solved: Armor Addon should have set new race
There's also the weaker Ocato's from Odin and the perk from Vokrii. 🙂
@sweet valley I should have elaborated on that in our conversation: people typically download the most popular mod and only look for alternatives if they don't like that one. Wintersun is the most popular, so people download Wintersun. If they don't like it, they download the next most popular mod which is Pilgrim. They will get to yours if they don't like Pilgrim either, and don't like Religion, and don't like the next one, etc.
Your shrines are well made and they fit within the world, but that only means something if people uninstall Wintersun because they dislike the shrines, which as far as I can tell does not happen.
I'm in indie game dev now and I see a lot of people with objectively good games headed for a flop because the segment leaders are good enough and nobody is looking for an alternative.
Tl;dr improving on a system only matters if there is unmet demand for improvement.
Guys I'm on vacation and will only login sporadically
Go enjoy your vacation. Don't worry about logging in here.
Enairestiaion
Btw, mod i was looking for is, probably, Smart Cast
https://www.nexusmods.com/skyrim/mods/43123
_But I made the mistake of bringing my laptop 😭 _
Does anyone know how to generate LOD without using the "full lod" option?
Question I'm asking before attempting to do it can these mods from Skyrim be ported to fallout 4 & Starfield:
Joy of perspective (visible body)
Aso Pixar version - (Artistic Skyrim overhaul)
Aso oil version - (Artistic Skyrim overhaul)
Aso armor and clothing add-on
Aso oil textures add on
Borderlands retexture overhaul graphics pack
Can these mods from fallout 4 be ported to Starfield:
First person camera - see your body
Jedi's Humans only Falloutsama animerace
Can these mods from Skyrim & fallout 4 be ported to Starfield:
Joy of perspective (visible body)
First person camera - see your body
Jedi's Humans only Falloutsama animerace
Aso Pixar version - (Artistic Skyrim overhaul)
Aso oil version - (Artistic Skyrim overhaul)
Aso armor and clothing add-on
Aso oil textures add on
Borderlands retexture overhaul graphics pack
If I wanted to “remake” a OG Xbox/Ps2 non Bethesda game from 2005 in either FNV or FO4 would that go against Bethesda’s TOS?
If you're creating all of the assets from scratch I don't believe so. There have been a handful of reproductions over the years that have gone without contest.
Concerning skyrim.. has anyone else felt reservations about using non-achievement friendly creations and if so how did you justify buying/using them? I want so badly to buy the content but I enjoy achievement integrity. Thanks!
I care nothing about Achievements (I've only gotten 3 or 4 during thousands of hours of game time, lol). So, no.
For those of us on PC who want them, we have SKSE plugins to get around that issue. It all depends on how much you want them I suppose.
Anyone know why I can't restore my load order
I'm playing through the new Legendary dungeons Creation. How do I make Morayon vulnerable? Nevermind, found it.
Where can I find documentation for Starfield Creation Kit? I'm a bit lost, because it has been years since I have used Creation Kit in any capacity. Official Wiki doesn't seem to have Starfield version. In fact the whole wiki seems to be down at the moment.
not available yet you can try watching tutorials or using the skyrim/fo4 ck wiki
Hello! does anyone know when the Creation Kit landing page / starfield space will be available?
Currently it seem that my best bet is to try and reverse-engineer mechanics I want to use from the base game.
As my first task I chose to try and figure out how to add a new spaceship to an orbit, make it dockable and figure out how to link it to my custom interior.
After couple of hours of humbling fumbling, I have decided to try something easier 😄
Is it just me or the option for mods in fallout is disabled?
Who do I have to kiss to get the Creation Kit 2 Wiki?
Has the Creator for the Enforcer Pistol still not fixed audio completely crashing with his mod?
It's been fixed for some time, sometimes it takes clearing the mod storage to get rid of old files though.
I just re downloaded it and it broke my sound completely as it did day 1.
There's no way to do that on xbox.
If your talking about deleting all mods and re-download from bethesda I literally just did that an hrs ago.
It must be conflicting with something that it shouldn't be then because the mods I have today weren't even around then.
The only other thing I can't even imagine being the case, which honestly would be insane, is that since I played with it and went through unity at least once with the bugged sound version, that the bugged files are hard-coded into my game and would only fix it if I reinstalled starfield altogether. That would be insane.
Not how it works, there's a way on console to clear the space reserved for mods. For some people that fixed it and not many people experience the bug anymore since the file causing the issue hasn't been present in the mod for over a month.
Yeah I found that, I'll try it right now and see if that works.
does the bethesda.net wiki just not exist anymore I see a message in there saying its down for backedn maintence but that was posted back in february.
guys help. my CK platform etender isnt launching
it just crashes every time i lunch it
hey all, idk if this is the right place to ask but.... no idea why I cannot get wthr output in console. All weathers are apparently gone from console, but if I FW/SW using xedit formids they work. Anyone experienced this?
https://ibb.co/Kb9fh09
i need help with f4se and the downgrader, when i downgrade, it just instantly crashes after running f4se, im using vortex mod manager, i just want to play with mods but nothing is working
what is the button map key for mouse button 4?
where i can find key ID's
Good news for Xbox - the Mod for invisible Bays is on Creations now: https://creations.bethesda.net/en/starfield/details/2fd0acc4-7e71-4e75-a1d2-9efdefa7c91a/WT_Flexible_Dockers_and_Landing_Bays___Hope_11_Rea One for Xbox and one for Desktop. This allows spaceship to look as if floating with no need for landing gear. Yay
Mod Author: JMPZ11 Mod Link: https://www.nexusmods.com/starfield/mods/8805 Permission: OPEN Improved and more flexible dockers and bays, OmniDock all-orientation; Stroud Fore Docker, Stroud Stability-Pro top-loader and more! Build the ship of your dreams. Only at WorthlessTech WorthlessTech (Formerly One-of-A-Kind Ships) - Flexible Ship Docker...
Is the screen Door Ladder bay that shows invisible. Also no obstruction inside the hab.
Any news on the creation kit wiki?
Hi
i want bring to Starfield Star Wars franchise galaxy as a new solar system, can someone help me?
the tools to do that aren't available yet
Anyone have any recommendations for AI voice gen? I want to add some color to my quests.
Hi I am making a quest mod right now, I want to advance to the next stage by reading a terminal entry. All the vids I’m watching and forums I’m looking at say put… name of quest.SetStage(number of the stage you want to set) in the papyrus fragments box. However when I hit compile it brings up a papyrus error box. So in Starfield how do I set a stage on a computer terminal entry? The vids I’ve been watching are Skyrim and fallout 4 and don’t seem to translate even though I see that quest.SetStage(n) in the other computer menus in Starfield when I view them in the creation kit. Any help would be awesome
This is the error I see
I can't actually see the error there because it needs to scroll over, can you copy and paste it? Without seeing that my first thought is did you add the quest to the script as a property?
Hi, its:
Papyrus Compiler Version 4.7.0.5 for Starfield
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "Fragments:Terminals:TERM_001ST_Lucy_Computer_M_0102258D_1"...
C:\Users\fudge\AppData\Local\Temp\PapyrusTemp\Fragments\Terminals\TERM_001ST_Lucy_Computer_M_0102258D_1.psc(7,3): required (...)+ loop did not match anything at input 'STRegretsQuest'
No output generated for Fragments:Terminals:TERM_001ST_Lucy_Computer_M_0102258D_1, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on Fragments:Terminals:TERM_001ST_Lucy_Computer_M_0102258D_1
I tapped on properties and selected quest, then i double clicked on that and selected the name of my quest but I couldn't see anything else there i could interact with
Is 'STRegretsQuest' the name of the quest or is that what you named the property?
The quest name as far as editor id goes is 001STRegretsQuest and in the properties drop down i just selected 001STRegretsQuest
Aside from the dropdown there's a spot where you name the property, it just defaults to "NewProperty" is that just using the same name?
I didn't name that, it just says new property still, if i name it should that match the quest name?
If you want to leave it as is you can, you'll have to delete it and recreate it to rename it if you want to. But that's what you'll refer to in the script, so it'll be NewProperty.SetStage(150)
Ah right i will give that a try and see what happens, thank you
No problem! Hope that solves it for ya
you can also use varible = neweProperty.getstage() and use an if to check if it worked. also sometimes chaning aliases can mess things up when you try it with the same savegame. linking video in a 2nd (in case it´s that or you stumble accors that later). https://youtu.be/hcq9YefUnuY
Ever created a quest that wouldn't start? Here are a few tips to troubleshoot the quest.
Awesome thank you, its my first time working with creation kit, and the only other mod I made was a box full of every clutter item for Starfield. Being a sucker for punishment though I have embarked on a quest mod but it has a mass of alias items, across 5 locations and its a steep learning curve lol
Hey sometimes those big, interesting projects are fantastic to learn on, you do so much
That works perfectly thank you again, I’ve just tested it in game, have a great rest of your evening/day
Hello, is this the best place to get help with CK? Are there any discords out there for CK specifically?
There are dedicated modding discords. They may offer troubleshooting assistance w the CK.
yeah ideally game related CK questions, skyrim, fallout, starfield, as there might be minimal difference in CKs versions.
here in modding in general people are also helping if they can.
there's still been no fix to the several issues with the new Creations menu, on the website itself.
the most frustrating one being that searched terms cannot be sorted by different settings (Most Popular, New, Recently Updated, Highest Rated.) those settings are just entirely greyed out if you search for something lol
i actually can't even tell what system of organisation it DOES use.. searching for USSEP results in patches being displayed before the actual mod, and after it.. so it's not sorted by upload date. same with popularity (downloads, favourites, etc.)
In Oblivion, is there a way to shut off the notifications every 25 skill levels?
Has there been any progress on verified creations getting achievement friendly status? I would LOVE to play them this way it would actually blow my mind. I haven't made a comment about it for many months, and I hope it's still in the works. These creations look wonderful!
You’ll know when we know.
What achievements from Skyrim are you missing? The game has been out 10 years. I think I got most of them on 360. I don’t have a need to get them now.
It's a save preference, I'm not specifically hunting for achievements. I prefer the save integrity to be unmodded.
Does anybody know on the creation kit, how to set a perk into an enchantment?
Through an MGEF.
@chilly prism I don't really get it? Do I start in perk, Magic Effect, or Enchantment Menu?
Is that a type of script inside something?
In the MGEF form, there’s a “Apply Perk” option. Use that to choose the desired perk. Then in the Enchantment form, choose this MGEF.
MGEF Form, oh you mean Magic Effect?
Yes
wondering, stats page on Beth.net was showing 190+ downloads on my mod, now showing 70. is this due to day reseting? which day will the remaining downloads count for
will creation mods still work if i use mo2 or vortex?
Yes. You’ll need to check the documentation for either of those in order to use them.
Any idea how to use the Creation Kit for UI label translations? The manual way to do it is to adjust Data/Interface/translate_en.txt
Is there a mod to stop settlers using power armour?
Remove the Fusion Core from the frame.
I could use some help with a scene that won't fire.
I had arthmoor a ussep dev take a look at it, and he thinks by all rights it should work. But for the life of us, neither can figure out why my scene wont fire
Is anyone here quite knowledgeable of Scenes for Skyrim SE?
Hey guys new to modding Skyrim and I got a question, I installed a mod on MO2 but now the number for it is Red (3.0) is this bad?
Maybe, maybe not. All it means is that the version text it has entered for it doesn't match up with the data it pulled from Nexus. Whether that's bad is up to you. Sometimes it means the version you have installed is out of date, other times it may mean you have one of multiple optional versions and/or the author didn't set up the versioning right and/or the system just doesn't know how to handle it. It's simply calling your attention to a possible error and it's up to you to either update the mod or change the version string to something correct or just flag it to Ignore Update. 
Alright so I can’t send a pic, but my “Nordic UI Interface Overhaul” mod is highlighted red when I click on “Experience” Mod. I’m new to modding so idk how to fix it or what it even means, If it helps any I’m using MO2
Can’t wait to see what everyone will cook up with the vehicle coming
It will be a thing for a while
Why would a mod be available on the creators website, but not the in game menu?
Can be a couple reasons. Some mods go to a queue for checking. But most likely the author uploaded it and put it on hold.
May want to see what happens with the update !
I can't interact with anything . Once I load into my save I exit the ship and try to get into the land vehicle. Nothing no input. Any suggestions on what mods can do this?
Are there any plans in place to fix the mod shuffling issue on Xbox?
So, I'm getting a new laptop at the end of next month that will actually be able to run the Starfield CK (I usually game on Xbox), and had an idea that I'd like to run by someone with modding experience to see if this is viable before baby's first mod turns into baby's first nightmare.
There are a couple of 'always play landing animations' mods, but even the Series X isn't powerful enough to handle their scripts flawlessly. Thinking outside the box, would another solution be to disable the 'Location Discovered' script that turns map icons from grey undiscovered to white discovered when you get near a location, or implement a script to wipe the discovered state of landing zones / cities when you take off.
The transition from orbit to standing outside the ship without the animation only happens because the game detects that you've already discovered the landing zone, and so prioritises the fast travel route over the landing route. Making every location perpetually 'undiscovered' would effectively trick the game into playing the animation as it thinks it's your first time there. You'd still be able to fast travel back to your ship on planets, I think, as it's the LZ and POIs that need to be discovered, not your ship.
Would this be even possible? Would it have any implications regarding 'clearing' locations and enemies respawning, or any quests that require you to kill enemies at a location? Would it repeatedly play the first time visit scenes such as the refugees you see the first time you visit New Atlantis / the guy with the heat leeches in his engine in Cydonia?
Would be grateful for thoughts from people more familiar with the CK and modding.
Power has nothing to do, the consoles are powerful enough to handle landing animations since they are in the game to begin with.
The scripts on the mods for these do cause performance issues though, one putting you on the ground after being fast travelled, then teleporting you back into orbit and running the landing animation, and the other with an extended loading screen before a janky, juddering landing animation.
It's the added scripts of the forced animation that are exceeding what the Xbox is capable of. My thought is that returning the landing zone to its undiscovered state will run the vanilla landing animations without the need for forced play scripts.
That's an issue with the implementation of the mod then, not the hardware
Which is why I'm trying to think of outside the box solutions that reach the same outcome through a different route. I've seen videos of those mods working flawlessly on powerful PCs, so no issue with the modders work, just looking for an alternate, elegant solution.
Just because a different hardware can brute force the lack of optimization doesn't mean there's no issue with the mod.
I redownloaded fallout 4 to play fallout london and the game will not accept any inputs in the main menu. ive tried unplugging my controller, i tried turning off controller in the ingame settings but it wont accept controller inputs either, i tried setting gamepad to 0 in the prefs.ini file, i tried getting rid of overlays, i tried a full clean install and i tried downgrading the game version (which i needed to do anyway for london) no matter what i do i cannot manage to get the game to accept an input
if anybody has any ideas feel free to give some advice! thank youuuu & sorry, i know this is like kinda off topic but i figured since i was doing this for fallout london it was at least a little relevant 
Hello everyone, I play Skyrim with mods on the PS4 and my question is why my mods deactivate themselves without me doing anything. I go into a new game and then notice that the mods are deactivated. I hope someone can enlighten me because I have no idea why this happens.
If miss_o is in here, there’s a problem with the buildable walls and doors v1, even if I haven’t built anything, the habs don’t show.
Any experienced modders in here that could help a brother out?
I've never modded before but would like to start and I was watching youtube tutorials to mod starfield but I was having trouble with it
Basically I'm having a problem with creating the custom ini that all the tutorials on youtube say to do. It will only create itself as a text document. Also, in all the youtube tutorials I've watched, one of the files in the starfield folder in the my games folder is labeled as "StarfieldPrefs.ini" and mine is only labeled as "StarfieldPrefs" and i assume that has something to do with it
Ok I finally found the solution to this so I'm good lmao. File explorer wasnt shwoing the file extensions. It all makes sense now lol
Can we get an update on the status of this? #modding-news message
Especifically the part " we are also looking into an option for Verified Creators to set their content as friendly for achievements and trophies, so they are not disabled when using this content."
How do you add custom music to Starfield? I've never made mods before and the creation kit is killing me. Is there a tutorial somewhere?
i too could use help with this, it doesnt seem to work like skyrim/fallout, even with the files i want to add in wwem the ck doesnt seem to see them, but i might have the files in the wrong folder? audio picker only lets you select from a list
#518048160526893057 message
4.1.5h released for xEdit. Support for the Starfield Vehicles Update, plus a host of general definitions cleanup/fixes
Does anyone know where the ship module geometries are located? I have all the files extracted. Nifskope doesn't have a mesh path listed.
The missing .mesh paths are likely because 'Convert Starfield meshes to internal geometry on load' is checked in the general settings under NIF. Turning that off keeps the mesh paths, although it also disables much of the geometry editing functionality.
You can extract the .mesh files and other assets used by the currently opened model with 'Spells/Extract Resource Files'.
🙌🙌💯 Thank you!
This is the Bethesda Game Studios Discord. Star Wars: Outlaws was developed by Massive Entertainment. You should direct your question on social media belonging to Ubisoft or Massive Entertainment.
i need some help with quest-related things in fallout 4 creation kit. is this the right place to ask? the wiki is still down...
You can make a post in #1087805680829857822
Anyone know if Indiana Jones will have mod support?
I have applied to review this game, from what I know it wont have mod support as its developed by Machine Games, Bethesda are the publishers.
I'm seeing a weird top down view when I load a cell
In the Kit. I can't post a pic of it, though
the individual game channels accept screens
having trouble reinstalling the creation kit, keeps crashing as soon as I launch it. this is a fresh install of it. It opens to the creation kit logo and immediately crashes
I wonder what is meant by "editor location". It is referred to by many (ai) packages, but I have no idea where exactly this editor location is. Does someone has an explanation fot it? 
I think it's just where the reference is placed. So if you placed them in Akila City then they walk into Galbank, their editor location is still Akila City. Not positive but that's how it seems to work to me.
Hello! I was wondering if someone could help me with editing vendors in the Creation Kit for Starfield
What type of edit are you looking to make?
Hey modders, question for you all who are working on Starfield, what is the current issue/situation with body models? I’d love to have cute females and handsome males with better clothes instead of what was given to us😂
Was trying to make each vendor sell items at varied prices from one another. I figured it out for the most part, just need one small bit of advice regarding how to make an object’s value unique to a vendor
Ah gotcha, sorry I don't know of a way to do that normally by item.
No problemo
Question, anyone know how to edit a directory path for Xedit, so it will load into a custom directory, instead of the steam one? Currently getting a continous error that there are no modules in the path. Figured it out, solve one problem, create another
Thanks for the answer. 
Any tips for people starting into modding?
Start small. While the official wiki is still down as far as I know, there are alternatives such as UESP that mirror a lot of the currently-available information. The CK can be a bit overwhelming for a time as you get comfortable with how it works, so don't get discouraged when something doesn't work out quite right the first go around.
Thanks so much! I haven't used any mods until Starfield where I have like 20+ mods. kinda of inspired me to try my hand at it
Nice thing is you test is on your desktop. No worries.
could anyone teach me how to make a completely new book model with new textures and everything?
I tried to do it on my own, but it just isn't working. I opened CK, used the song of pelinal as a base book, changed the id, name, text etc.
I added a texture set, then added that texture to a new static, then assigned that static as the environment for the book to (in theory) retexture the base book (I used basicbook04)
But, that didn't work, only the world art was textured properly, while in the inventory, it appeared as the non textured version.
Then, I created a 'new' model by copying the basicbook04 from vanilla files, creating a new folder following paths like in vanilla, then adding my texture paths to it in nifskope. But that also didn't work. And, I am out of options, I don't get what I did wrong
SOLVED
I copy pasted book04 from vanilla files, renamed it and assigned my textures to it, in place of vanilla files [This is for the inventory art model for which I made the static, I had to assign the model in the static to be the 'new' model]
Hoping an experienced mod author can help a desperate person who’s being driven potty by a compile error report that’s popping up every time I save and apply, swap to stages or any other page. It started with me trying to enable an initially disabled map marker, I followed a Skyrim tutorial. Anyway I tried making several types of properties and CK said no. It never let me make MapMarkerExit 04 that it mentions. Anyway I’m attaching all the photo’s in the hope someone can help me out, I deleted the original map marker and replaced it but that didn’t do anything either. The folder the warning mentions is empty as well unless it’s all hidden. Anyway here are the photo’s of what I was trying to do and the offending pop up. I can live without the map marker being initially disabled just so long as I can get rid of the compiler error report pop up, many thanks in advance, here’s the link to the photo’s: https://i.imgur.com/6F5Xmqx.jpeg. https://i.imgur.com/XJrjO2a.jpeg. https://i.imgur.com/3Rru8wX.jpeg
I'm not sure exactly the cause for the compile error you are experiencing but as a tip for the future the Print Screen key on your keyboard will make it easier for others to read your code. Edit: Also #skyrim-se-mods is probably a better place to troubleshoot your issue.
Yep apologies about that, I’ve got a mini keyboard without that button. I think it might be assigned to a function key if you press the steel,series button at the same time but the writing is too small for me to see lol, I’ll def try to remember to use the snipping tool or something next time 👍 Thank you for the link to the Skyrim mods thread I will give that a try, thanks again
Go to the advanced tab there and edit the script source, you might find the properties you tried to declare before are still there trying to exist
Hey guys, I’m having an issue whenever I land on Akila and I either try to save or disembark my ship the game crashes. Either it’s a vanilla bug I ran into or it’s one of my mods. Can anyone point me in the right direction of how to fix?
I’m on Xbox.
Thank you so much, I will give that a try as soon as I jump on 👍
Hi, when I’ve had crashes I was always advised to turn off “save on travel” to disable that auto save and make a manual save before loading into a cell/location. It definitely helps but I can’t help with what causes it.
@valid mason that's a mod conflict
Hi, sorry to trouble you again, I have had a look and in the bit bellow where it says do not edit between top and bottom comments there are a list of items it wouldn’t actually let me make properties for, I tried to make some more and the compiler error just got longer. Is it safe to delete the matching bits and how much do I delete? Sorry this is so far out of my comfort field. Here is what I’m looking at and the compiler report after trying to make other properties but it won’t make the properties since this started. My workaround was to script my “enables” through dialogue but I can’t do this for the final stage of the quest. Any help would be fantastic, many thanks in advance https://imgur.com/gallery/Zg65Gdb
You should be able to delete any of those that are doubles or you aren't using, or if you want to play it safe and just delete the fragment and start from scratch you could do that.
Thank you, really appreciate it
No problem at all! Hope it all comes together!
That’s what I’m thinking as well. I’ve skipped akila to go to the unity and rearrange some things. I had 114 mods so I trimmed that down to 99. Unfortunately I don’t have any mods that are specific to akila or akila city so idk if doing that is what fixed it or not. I was able to land just fine in next ng+.
Hi everyone, does anyone know if Elrich is able to generate crash logs? Been trying to convert a custom .nif file but the little box keeps turning blue and the whole Elrich instance crashes without generating any kind of error log.
Here's how to set up elric to generate logs. Once set up, any logs will be where you specify the .elf log.
https://falloutck.uesp.net/wiki/Elric
Just a quick question, so with a new complete download for fallout 76 I would assume that every unsupported mod should be removed from the installation to prevent any problems or installation errors?
Is there a better way to apply price adjustments to a group of items other than editing them via the ck? Like using scripts for example?
Hi there, good afternoon everyone, I was wondering if anyone could help with a scripting compiler error (photo attached). I have no scripting knowledge and cobbled this together for Starfield from bits of code I have seen by googling. What I want to do is set a quest stage once the player leaves the npc ship and goes back on board their own ship. Lao need to shoe horn a GetStageDone in there too. Here’s what’s causing the error and a link to the photo, many thanks in advance,
Event OnLocationChange(Location LucyShipInside, Location PlayerShipAlias)
if (Game.GetPlayer.GetCurrentLocation() == PlayerShipAlias)
STRegretsQuest.SetStage(350)
endIf
endEvent
Script fragments like that are all inside a function, Events like that run outside of functions. You probably want to put that functionality in another script attached to the quest. The stage check is easy to add in, on your existing if just add a " && " and then the condition. I think you'll need to register for the event, too, but you can put that inside another function that gets called when you reach the required stage and then unregister again after the event runs, that should also keep it from looking for this before you want it to.
Thank you, I admit I will have to head to YouTube to search for vids on making functions but I had no idea where to start before so thanks again
UESP has the CK wikis for Skyrim and Fallout, enough is the same that you should be able to work off those even for Starfield if you want reference material. Youtube will be better for tutorials so starting there is good but you'll probably want to see the info UESP has too because it's pretty thorough
Fantastic thank you
Hi🖖, can someone help me find the perfect loading folder, mod positioning crash free would be excellent, for xbox series x. Thanks
It's a shame that there is no mod for the xbox where the mods are sorted automatically.
Hey guys, sorry to bring up a dumb question, but what is the correct way to edit my ScriptCompile.bat, and make it work with MO2? Here is my setup, and it keeps giving me errors when I try to compile during the creation kit process. Please HLEP😅 https://imgur.com/HJebDBr
It's a shame that there is no mod that can switch on your console /PC, start a new game, 100% it, turn off the console / PC, and cook you a really nice meal
I had a question about porting, I notice that when packing files manually you have the option to select Default or Xbox for compression. I've tried both on Xbox and have not noticed a difference other than a slight file size change. I also ran Get-FileHash on the two types and the archives are different, I also ran it on one packed by the Creation Kit and that is also different, I compared the archive made by the CK to one with just none compression set and the archives had the same hash, does anyone know for sure what's going on there? I assume I should use Xbox but I'm not sure which I should be using, thank you.
Not sure why your so upset... yes mods impact game experiences. These can be positive or negative and how longer your mod list the quicker it wil mess up.
This isnt a creations issue this is user error. None in their right mind would use a mod list of 3500 mods. One mistake in 1 of these mods and yes it likely wil cause issues ingame.
This is a risk you take with any mod you add and you be warned it can do so before you start adding them. The fact you may or may not have payed for a mod does not mean it can not mess up
All i see is someone whom fails into understanding modding or creations at all👍 Might be worth reading up some more. Either way it is obivious we agree to disagree 😆 im sure someone else wil chime in later on in the day, over here in europe its early morning and out in america they are heading for bed or are well into their sleep cycle 😄
It is always "fun" to see people devalue the labor of others. At least it gives me greater impetus to work harder on my own paid creations.
Bethesda isn't threatening anyone's hobby. Free mods will continue to exist both now and in the future. No one is forcing you or anyone else to buy paid creations.
Try getting rid of necessity.
nope that wasnt it :/
I had to censor Mist Watch for goodness sake :/
Oh. I see why.
in another mod I mean
Try annals.
BINGO! and thank you! ;()
Does anyone know if its possible to have a helmet display case display a skill magazine instead?
Thank god I can restore my mods from the saved load order
Reinstalled the game and the order was gone lol
Are Skyrim or Starfield mods more popular?
Skyrim probably from sheer volume and it having been around longer
Thanks 🙂
I don’t know if anyone can help me but if someone can I’d much appreciate it, been stuck for 3 hours
Saint, I think you need to say what form of stuck you are stuck in?
Hi everyone. I'm having issues with snap points in Nifskope. Apparently, in game, the house walls snap to the roof but not vice versa. Perhaps someone knows more than me about the naming conventions of snap points? (I just mimicked the way snap points act with workshop doors (P-Door-Dif) and workshop doorways (P-Door-Dif2) because the roof is supposed to snap to the walls and not otherwise).
https://imgur.com/a/6l6VXFk
It's been a while since I made a build set but you should just only need roof-dif, as the only thing it will need to check for is that you aren't trying to combine it with itself.
I've tried that too but in that case none of them will snap together
I like the idea of madz dream house overhaul, don’t like that it requires the dream house trait.
Alright I figured it out. For anyone else running into a similar problem, just play with the CreationKit's actor values of 'WorkshopItemOverlap' and/or 'WorkshopSnapPointRadius'. The first one helps the snap points to override two or more objects' collisions in order for the item to ignore intersecting collisions and snap anyway, while the second one increases the radius of all the snap points by the value you set, potentially helpful in cases where the snap points struggle to come together in game.
why do you want to know which game is more popular for modding
To be able to build experience in the most relevant game for later.
why do you need experience
VC application.
I do have some Skyrim modding experience, but only recently brought a mod to release because the VC program now makes it worth it compared to freelancing or selling on the Unreal Marketplace. It may be that Skyrim is too old to attract much interest in new mods or creations, in which case I should focus on Starfield.
Create for whichever game you love the most to play and mod. It will show through in your work. Experience in Skyrim Creation Kit gives you experience in Starfield Creation Kit. Experience in Fallout 4 Creation Kit also gives you experience in Starfield.
hello, does anyone know how to use the stamp tool in the landscape editing/landscape brush window in the CK? it seems like itll do what i need (precise 90 degree square cuts into landscape which i can't seem to achieve with the normal square brush), but i can't seem to get the "stamp" bounding box to cut, it just disappears whenever i hit pretty much any key after resizing. thank you for any help! (my goal is simply to have a square building countersunk into the ground.)
Hello, for the Ancient Mariner Extended mods: it is not possible to dye the exterior of the cockpit @subtle marlin
oh strange. I'll double check that asap.
some help would be nice. I can't seem to get my custom follower to part ways. I do the "we need to part ways" part of the dialogue but he doesn't part ways. Also, I am trying to troubleshoot my follower mod questline. For example, I completed one quest but the dialouge for the next quest deoesn't show up. I think I have the startup stage and dialogue condidtions correct, but now I am not super sure anymore
Man, why is nexus not responding to me lately today? My internet is being spotty or something
Maybe it’ll be better tomorrow
thanks
I've been trying to create a perk in Starfield that lets you bypass lower locks but the script won't trigger on some doors. It shows the new prompt but does nothing:
Placed a debug notification in the script to let me know I'm activating stuff right. One is successful for a safe/container, but for a door it does nothing.
Xbox archive requires a specific .dds type? I tried uploading it to Creations would it said my textures were invalid. Works perfectly on PC though.
copy and paste the file names of your archives, you probably haven't got the _xbox part you need
Hey all, Sorry for the ping @short grove lmk if there's a better way 😬
Can we get an update on these matters? First that SF creation kit/creation club simply doesn't work with audio replacers on Xbox right now and you can have only **one **creation like that on PC. Can we expect an update soon, has this been acknowledged by the teams or is there a better place to report and talk about this?
And lastly it's been about 10 months since the talk about supporting achievements with user made creations, can we get an update on that? It has been radio silent with both subjects. Thanks
it will be easier if just tell you this
Modname.esp
For Xbox
Your BSA archives need to be named as follows
Modname_xbox
Modname - Textures_xbox
I am trying to make a mod where you press a hotkey and it unequips the currently equipped helmet regardless of form id. And then another hotkey then reequips the last equipped helmet. And another hotkey does the same for armor. How would I do this?
Off the top of my head, you would want to start with a Perk on the player reference, use Actor.UnequipItemSlot() to unequip the helmet, and on the event Actor.OnItemUnequipped firing, store the Form and Objectreference (note that the ObjectReference may be none) for later use with Actor.EquipItem.
Note that this depends on which game you are working with (I'm looking at Starfield PSC source) regarding some of the Actor functions.
I am working on starfield
Hi, I edited a record I shouldn't have in the CK and I've read that the only good way to revert it is to remove it in SFEdit. Thing is, it seems SFEdit doesn't offer the possibility to remove the record from the esp file. Should I work on the esm file? But if I edit the esm instead, once I go back to the CK (I'm not finished with my edits) it's going to create a new esp, which will create an unnecessary chain of children.
What am I doing wrong or not understanding?
When loading your mod in the CK there is a 'Details' button that allows you to delete specific changes in the mod. You will need to find the changed record and delete it using the DELETE key on your keyboard.
Thanks for your answer. But I'm afraid that doing this would override the master with the information that this reference should be removed. Am I wrong?
No, it should just delete the changed reference in your mod.
Very cool and simple. Thank you very much 🙂
Happy to help, good luck with your modding 🙂
what is the slot id for helmets and what is the slot id for spacesuits
36 and 35 respectively
Now that my CK is loaded i realize I didn't ask : what Details button ? 🤭
In the Data menu on the left bottom corner.
Can't I just delete it from the Object window?
No, this is before you load the mod.
Deleting (vanilla) objects from the Object window is generally a bad idea, for future reference.
Awesome. I find that trick especially helpful when I accidentally touch a reference when in the Render window.
This has now been fixed in today's update 😁
thank you 
I've created a new item and resized it. It stays that scale when picked up, used or equipped. However, the item loses any scaling changes when added to a leveled list. Is this something that can be fixed or should I cut my losses?
@hazy snow I'm assuming it's not but if that's you in your avatar, I love the color of your hair.
Did you resize it in the .nif?
thank you 
I did not, I've only tried scaling in CK. I wasn't sure how to add a custom .nif so I tried to work with one already ingame, but clearly it isnt working as I intended.
I don't think scaling it in the CK will work unfortunately for that case, you might need to edit a nif
I appreciate the information, I'll do that instead. Thank you!
So I watched a vid by Joseph Russel on putting custom audio into Starfield and in the ini tweaks section it was said you need to put this in your custom ini
[Audio]
bProcessAudioForPC=1
bProcessAudioForXB=0
sPathToVoiceOutputPC=
sPathToVoiceOutputXB=
He said change the PC=1 to 0 and change XB=0 to 1 if you later want to release your mod on Xbox. My question is once you’ve changed these values what next? He didn’t say. Is it just as simple as opening your es, hitting the process local wav’s again and then packaging up your mod in the usual way to upload to creations. I published my mod for pc last night but would love to make it available to Xbox too, many thanks in advance
I was wondering how can I actually spawn ships with the Creation Kit as I tried but the ship is not there when I go to check it, don't know if I need to do anything special
I managed to put the ship but I can't get them to land, they're just floating with the ramps closed
Do you have a timestamp on that part?
Found it nvm
Anyone know script on how to set a random stage within a quest? Let’s say I have stage 0, 10, 20, 30, 40, 50, and 60. I want to be able to set stage 20, 30, or 40 but not all at once. Like set stage 30, complete it and then make the quest repeatable?
Sorry only just saw this, I’m in the U.k so was probably in bed lol
Hi, I need help with creation kit audio problem for Starfield.
I changed the
CreationKitCustom.ini:
[Audio]
bProcessAudioForPC=1
bProcessAudioForXB=0
From PC=1 to PC=0 and Xbox=0 to Xbox =1
Stripped out my wem’s that were generated for PC, hit process local wav’s again to make Xbox ones or so I thought, tried to upload with archive through creation kit. All my scripts, terrains and audio ended up in a -Main_Xbox.ba2. When I test on Xbox the terrains and scripts are all working but the audio voice lines for my character is silent. What am I doing wrong? Have I missed a step? The .esp is called STRegretsQuest.esp, the newly made .esm is called STregretsQuest.esm, the archive for Xbox was auto named to STRegretsQuest-Main_Xbox.ba2. The PC version works fine but I want to port to Xbox and the audio is the only thing holding me up. If anymore can shed some light I would be eternally grateful. Many thanks in advance.
I recently asked about this here and was ignored by Bethesda.
Audio replacers are not working as they should on PC and they straight up do not work on console (anything you replace becomes silent). They also didn't offer any lipsync tools or guides for the creation kit AT ALL, so is that even officially supported languages beyond english just use the original english lip sync animations, which is completely out of sync.
I guess the lack of communication is simply because they do not have an answer, audio tools and support are simply not ready, same for proper documentation for modders.
I went with having my character wearing a hazmat suit because of the lip sync and my audio replacement is working on PC, I’m guessing I’m going to just have to be happy with that for the moment and think myself lucky lol. Frustrating thing is I can see in creations the D.E.R.E.K robot companion that’s voiced appears to be available for both Xbox and PC so there must be a way to do it, anyway thank you for the reply hopefully we all get some clarification soon
Yeah see, it's so limited that people are forced to just do robots or characters wearing helmets so you don't see them not animate.
Audio REPLACERS on PC can work but just one at a time, if you have more than one there will be problems for whatever reason, and on console just one will be completely silent.
Now, if it's a new NPC with new audio files it can work with that limitation of no facial animations. And yeah hopefully because it's been a few months of radio silence, not a single word acknowledging the problems.
Well if I see anything mentioned anywhere else I will bring it back here to Discord
I asked in starfield mods but I think I'm asking the wrong question. Does anyone know if it's possible to make a gun with in the field optional firing mods? Like a rifle with under mounted grenade launcher in starfield?
News flash, can’t believe it but managed to do it, went back and repeated deleting all wem’s in both the .esm and .esp, then opened up the quest, hit apply and save, saved plugin, then hit process local audio wav’s, then saved again. Then uploaded as a full master this time instead of medium (don’t know if that helped or not). Then closed CK, downloaded to the Xbox from Creations, ran a test run and all the audio is there. I’m nothing if not stubborn lol
New character right? Let me know if you ever manage to replace any audio at all for Xbox
It was my character I created for the PC mod I released on Friday. Although she is new in the sense that I didn’t try to replace the voice of a vanilla character. I haven’t tried that yet and tbh I will probably be making new characters each time
Check that the sound files in your ba2 have .esm in their path and not .esp
Thank you, yep I think I only stripped out and replaced the esp sound files the first time, then the 2nd try I stripped out and replaced the esm sound files aswell, after the 2nd try it worked but I wasn’t sure why and whether it was that so really appreciate the reply and I will make sure next time the esm has the right files and the ba2 has the right path, many thanks again 👍
I don't know if this is the best place but the Fallout 3 GECK website is broke with an SSL mismatch
All of the official CK/GECK wiki sites are currently down. Until they return, the UESP has mirrors of the old sites you can use. The FO3 GECK wiki mirror is found here: https://geck.uesp.net/wiki/Main_Page
Thank you
What's wrong with account linking on bethesda.net? I can't link my account to upload mods there, says account linking failed
iam looking for the hotkey codes
where can i find it? I already checked the modding-news but cannot find it
Hi, I'm having trouble finding specific lines of dialogue in the Starfield CK. I don't understand the Dialogue window at all and it doesn't seem to include the dialogue I want to edit. My plan is to edit the [Pay 500 credits] in Enhance! to 399 credits, for reasons. Does anyone know how to find a dialogue line easily?
Hi, does anyone know the exact accent that belongs to House Va'ruun? I am seeing guesses across the internet with everything from Romanian to Croatian. If I decide to go with any audio logs or a voiced npc for a Va’ruun themed side quest mod after Shattered Space drops I’m going to need to teach myself the accent so just wondering if anyone knew what it was for sure? Just thinking ahead. Many thanks in advance
Can you only mod on a PC? I play on Xbox Game Pass. Also does it matter what load order I use and if so can someone help me to make sure my load order is correct?
in order : yes (creations from main menu before you load your game), it can do but depends on the mods, possibly but maybe no as we may not choose the mods you choose
some mods are tagged 'load order neutral' so typically best to put those last
You need a PC to create mods; you can play published mods on an XBox.
Is there a software or program that will tell me if my load order has any issues?
Thank you for answering
The short answer is "no". As you are playing on XBox, and XBox mods are opaque, only the mod authors can tell you what goes on inside their mods and guess if your other mods (which are opaque to them too) might conflict. Basically, you have to test your LO yourself and look for problems. You need to do this by addition, not subtraction: add one mod at a time, test if it works with your existing mods and that they all still work correctly with it, then move on to the next mod.
A vendor on Neon and a vendor on Akila both pay the same rate for a Chunk. Is it possible to edit the value they pay per vendor? I would assume with some keyword but I'm not sure.
Hi, I'm having an issue with the CK (Starfield). I want to add/move/remove some objects from the world. So I select them in the render window, edit them to have them "Initially disabled" and untick "Respawns" and then I move them or put them under the ground (I dislike deleting them as I might want to have them around in case I change my mind). Then I save my ESP, start a new fresh game and go to the cell. My added objects do show up, but nothing from vanilla has moved. It's pretty annoying.
What is it that I'm doing wrong?
You'll probably have to remove it from the cell item list.
But if I do that, it's going to be deleted won't it?
It would, yeah. I've had issues when testing .esp files and default items still showing where they shouldn't be, but it works fine with the .esm.
I did try with an esm too and same problem...
Is there a step I'm missing? I've read stuff about Precombine from FO4 but I don't see it in the CK for Starfield
I wish I could tell you, I'm still learning how the CK works myself. Is the item a junk or misc object, or is it like a weapon or armor? It could be that its included within a leveled list to spawn somewhere, so removing the object in the render view wont "plug the leak" so to speak
It's a non-interactable terminal that I'm replacing with an interactable one. And there are pencils and papers that I need to move around
You could render the items invisible?
How? "initially disabled"? didn't work
That is a fantastic question that I unfortunately cannot answer off the top of my head. When I get off work, I'll boot up the kit and see if I cant find how to toggle it. But render the items invisible should make it where they spawn but the player cant see them, and you can undo the visibility change if you dislike it.
That would be awesome of you!
OK I think I've solved it so I'll explain in case someone is having the same problem:
The item should have these checkboxes : Initially Disables, and Allow Permanent Object Decals (not sure what this last one is but it was checked initially so I'm leaving it). Also; the most important IMO, I was testing my mod on a save. The problem disappeared when I tested by starting a new game.
Can you have Mod Organizer 2 and Vortex installed on the same system?
I think you can but I'd avoid using them on the same game install
@fervent oxide okay, so if I wanted to use MO2 to manage Fallout New Vegas, I'd have to remove it from Vortex, correct?
Okay thank you for helping. I have another question if you’re able to answer. My game won’t even load now. I try to continue my game but it keeps loading and when I try to add or delete any mods from my LO it’s keeps telling me the game data is loading I can’t modify the files but it keeps loading for hours. How do I delete the mods so I can continue or even start a new game if I have to?
Does anyone know if there's a version of the Wasteland Looter Armor mod for Fallout New Vegas that doesn't require JIP LN NVSE PlugIn or the NVSE?
would yall say a rtx 3060ti can handle 4k textures everywhere? or should I stick mainly to 2k? (skyrim se)
Not sure. Just uninstalling all mods in vortex would suffice imo. Not deleting, uninstalling
If you plan to go back and forth between vortex and mo2 it would be faster to create a new profile in vortex and set all mods to off in that profile so you can switch faster
Well, I went ahead and cleared both Fallout 3 and New Vegas out of Vortex already. Don't plan to switch between the two. Though now my next question is in regards to MO2, what is the difference between a Global Instance and a Portable Instance? Also, can you manually manipulate the load order in MO2 like you can in the Creations Load Order?
I don't une MO2 so I don't know but I'm pretty sure the creations load order overrides the load order from your mod manager, but you will have to set it every time you open the game
How do I delete mods on Xbox cloud gaming if my game data won’t load? Every time I try to edit my Load Order it tells me I can’t modify it while game data is still loading. What do I do? #modding-general #1146517559340978276
You have to wait for the game data to finish loading before changing load order. I'm on PC but it's the same thing, I usually have to wait around 30 secs-1 minute, and it probably depends on how many mods are installed.
I was waiting hours earlier before I finally gave up. I can’t even start a new game because it won’t load. Is there a way to delete the mods so I can at least start a new game?
Maybe unsub from them on the creation page? idk how xbox works
I can’t even download or disable any mod or creation till the game data loads apparently
What I mean is before entering load order there's the creation catalogue. Isn't there a means to unsub from there?
Idk if mods are related but I’m doing the Echos Of the Past and Delgado is NOT unlocking The Key, is there something I can do?
I can’t do anything with the creations or mods until the data loads.
I am trying to find the Creation Kit EULA, it is no longer downloaded with the program since it switched to Steam distribution.
On the Steam page for each Creation Kit (Skyrim SE/Starfield/Fallout) is a link to the EULA. Should be highlighted under "Features".
Is anyone working on expansion mods like new quests or new maps, such as Fallout London?
Probably
I'm in the final stages of preparing to mod Fallout 3. I have 4 mods that don't have installation instructions. The mods are DC Interiors Project, Better Balanced Backpacks, DLC Weapons, and Weapon Animation Replacer FO3 Edition. In the absence of installation instructions, is it safe to assume that I can just drag and drop them into the data folder and then check the activation box in the launcher?
Starfield related questions. I've been looking at the feasibility of modding the digipick interactions. However, it seems there is a bug because the onActivate() event for the locked door never fires. I tried to c
accidentally hit enter. Sorry. Basically, I just need to get a ref to the locked door when it is actived by the player. Nothing seems to work.
I tried the Game.find... methods but they do not work during digipick mini-game. I also could not find the message that is displayed when you fail the pick and try to exit the menu. The message that tells you its going to cost you a digipick to exit and re-enter. Is all this stuff buried in the .swf files? Just wondered if I'm travelling a well worn road and others might have been here before me.
Probably but ofc HIGHLY depends on the mod
I’d also use LOOT for load order or just use a mod manager
@magic echo I'm useing MO2. A bunch of mods I'm going to use have installation instructions. The ones that don't are the ones that I listed. I really wish that Nexus would make it a mandatory thing to include installation instructions. I'll check them and see if they have a readme file included.
Definitely gotta consider nexus was a VERY different site when FO3 dropped
I haven’t modded FO3 since like 2010 lol
Is there any documentation regarding the enderal mod? I would like to try my hand at creating a much much smaller version to get accustomed to such things, like a standalone mod, like what skywind would be
There was this fallout 4 mod I can’t remember the name of but it added the pickup, consume and equip function from starfield into fallout 4 does anybody know the name of it?
Every time I've tried to get on the starfield creation kit wiki, it says it's down for maintenance. Has Bethesda given any updates when it'll be up?
They went radio silent with Starfield modding (regarding the creation kit, documentation or the promised achievement support)
damn
Part of me thinks, they are putting a hold on the creation kit stuff til they are done with SS
Bethesda, the console modding community is urging you to add a new version of Skyrim or Fallout 4 (as separate game downloads) to the Xbox store front. This new version should implement Starfield's 100GB feature for modding space. It could be called Skyrim Creations Edition or Fallout 4 Creations Edition. I'm not sure about the logistics of how the servers work and if they could handle 2 additional games, but doing this would earn a lot of goodwill from the community.
I don’t think it’s as simple as that. FO4 already has at least ~7 different versions: Steam, Steam Deck, Xbox on PC, Xbox One, Xbox Series, PS4, PS5. Releasing a new version w additional mod space would be adding an additional 4 versions of the game: Xbox One, Xbox Series, PS4, PS5. You can argue that the PS versions won’t need an increase unless Sony relaxes the restrictions a bit. However, having 9 different iterations of a single game to support is an undertaking on its own.
I would love to have a larger modding partition. But releasing two more versions of the game may not be the best approach.
Honestly, at this point, there should just be like a secret code or something that has some UI pop up and asks the user if they want to adjust the size of the allowed modding storage with the warning (with three yes/no popups or whatever) that recreating it will remove everything including their save games in their local storage due to having to recreate it. The sort of thing the user only really has to do like once or twice in the lifespan of playing the game.
With the upper limit tied to their storage limitations and whatever else filesystem cruft would reduce it to.
While we're talking pipe dreams, I would also like the .csg and .cdx file types to be allowed for Creation Kit uploads to Beth.net, specifically for Fallout 4, as the CK currently isn't aware we have the ability* to generate the associated support files (part of precombines) and shrink mod filesizes on the XB1 platform considerably.
* We've always had the ability to do so, but only in the last few years have we been able to do so correctly and without crashing. Making them proper is a RAM intensive process, though.
or they've put all their effort into Castles 
They got a different team for their mobile games, from what I hear
You know, I’m really surprised nobody is making mods that brings fallout weapons to SF
Is there a reason why all the Pandorable's NPCs replacers on XB are not in ussep supported version, I can't see any patches either. Maybe they aren't needed?
they'd have to fully remake the mesh, Bethesda doesn't allow asset porting from one of their games to the other.
so people probably just can't be bothered to lol

Any experienced modders here?
Been looking at finding a way to stop weapons from being holstered when entering dialogue, can't seem to find in creation kit where I might be able to change this behaviour
They aren't needed. They will work fine with ussep regardless
Ussep patches/versions just forward a few records from ussep to those NPCs.
As to the reason I didn't put the ussep versions on Xbox, using Serana as an example I already have 12+ versions up and people still asking for more. So I chose the one that people with and without ussep can both use fine. Instead of having only people that use ussep able to use them or doubling everything.
Ta, if it's not needed then I am happy to save on space, I just saw them being discussed on nexus.
Is there a mod in creations kit that changes the outpost Build Limit..?
For Xbox
Yeah will work fine
anyone know how racemenu works in starfield? script is on spawned npc and im only getting my own racemenu open. Game.ShowRaceMenu(self as objectreference, 2) tried this many ways and have check marked for face in ck actor. worked in fallout4
Anyone know the name of the mod for fallout 4 that lets us equip and consume items without needing to use the pipboy? Please @ me with a response, also what does the BESM do?
So I got a laptop that can run Skyrim with some mods but when I tried to install all the mods that are required for the vicar Amelia follower mod it kept crashing when every I try to start a new save
Guys where are the good mods ?
No custom anims nothing why isnt it like Fallout where are the mod packs
For starfield i mean
check out npc spawner dangerzone
CK is free, get to work!
https://imgur.com/a/fdLsuTp I pushed the body weight on some characters in the CK and sometimes their skin overlaps through their clothes. Does anybody know how I can fix that?
hey all. I'm feeling my into CK modding for starfield. I'm trying to add superior quality to a vanilla set that misses it but i get a red 'pathfinding' error in the esp. google doesnt give much hint on that, what am i missing or doing wrong? my steps to a minimal change failure: copy the ll_*quality04 entry, change the keywords chances to quality_05_restricted and add that LL_*quality_05 to the 'highest quality' LL entry for testing. I'm testing in a custom loot box with vanilla armours that scale to highest as expected.
italics not intentional 😛
in game the tested part (just backpack in my example) comes up with no quality at all because of the error, but the sets helmet and body get advanced as expected
dont think the error was it, pathfinding was due to a clash in the BSG esms but the change still fails 😦
nm, i think i see it, i missed an expandable field in object template
Which forum is the best for suggestions to Bethesda? I'd love it if there was a way to 'hide' already seen creations or creations we don't like, so we don't have to go through the same 50 pages each time, especially since you literally can't jump further ahead of page 5. These are cave-men era functions lol
I think the best place would be #starfield-suggestions as I think that is the only suggestion channel for a game with a Creations menu.
I was thinking of Skyrim but I guess it doesn't matter
Yeah we don't really have a suggestion channel for Skyrim or Fallout 4, but since it is about Creations, I think that channel should cover it.
Hey everyone! I'm new to the creation kit and I need help! I'm having an issue where when I hold shift to navigate the camera in the render window, the x axis of my mouse suddenly become inverted for some reason! I tried to look at all the settings but couldn't find anything. I also checked online for information but came back emty handed! Anyone has an idea about what could cause this?
thanks in advance!
Hi, I'm new to modding on pc and want to know how to mod Fallout NV. Currently I only have the XboxGamepass PC port of the game and want to know if there still is a way to mod it. If anyone knows how please dm me and show me. I feel like a lost child redownloading the same mod and opening random files that lead me nowhere. I've tried to use YT tutorials but they just make me more lost. If anyone is willing to teach me I'd really appreciate it🙏
Game pass doesn’t really allow modding, get it on steam or GOG.
That isn't entirely true. You can use anything that's on Bethesda.net with a Game Pass copy. You'd essentially treat it as a console with more space.
A TES VI suggestion channel would be welcomed.
We discuss TES VI in #elder-scrolls-general-chat Feel free to post suggestions there. Quite a few people post ideas there. 🙂
You are also free to request that in #discord-suggestions
Hi everyone! I hope this isn’t a common question, but I’m feeling a bit lost. I’m a full-time creator in a game called Second Life, where I’ve been making and selling my own content for years. I’m also a big fan of Fallout 76 and have always wondered if I could create my own items to share with others who might enjoy them.
I’m curious about how to get started with modding Fallout 76. I’ve looked into it and noticed there’s a modding kit, but I’m not sure how to access it. I checked the Bethesda site, and it seems like I need to apply for something.
Can anyone recommend where to start or any resources that might help? Thanks so much!
Hey! If you take a look here https://help.bethesda.net/#en/answer/51731 you can see how to get started
Oh thank you so much!!
You should be aware though that 76 does not support mods
Any ideas why the Wiki is in maintenance? 😮
I have no idea about wiki
Okay ty !
Have any tools been released yet for editing animations for starfield?
There is the native animation framework on nexus
I'll look at it. would you happen to know where this animation might be though
We arrive in New Atlantis and speak with some of the locals before taking the transit car to The Lodge, where we meet Sarah, Noel, and several other Constellation members.
This playlist: https://www.youtube.com/playlist?list=PLxVCT8htDB0cTA1TGAcbGzKZvQmgVvax7
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Question for you : How do you feel about Zero Period Productions regarding your Morthal Creation, and I quote "I didn't have all that much interest in the Morthal one."?
Who?
Oh thanks
They say shattered space gonna have full dub in japanese or subtitle in japanese, its mean we gonna have more language in audio option ?
I wait this since day one 🥲
I wish, they "brag" about that while ignoring a bunch of other languages. Not to mention how they brag about the japanese localization while the game doesn't even have proper lip sync animations beyond english
French dont have lip Sync and we have it lol
I don't pay a lot of attention to what Youtubers say about mods. Never have.
For UI Modding in Starfield and others which use SWF files, where can I find documentation about the events and functions available to BSUIDataManager?
What data sources are available to subscribe? What actions can be dispatched?
Has anyone had an issue pushing updates to bethesda.net mods? I had to update my mod and I saw that the mod was "published" as the status when I archived and such through the CK. But no update on the site. Sadly not as straight forward as updating on the Nexus. Any help would be appreciated. You can message me so we don't fill general chat with this if needed.
Does anyone know how to make specular maps for Fallout 4? I noticed the game does not use traditional grayscale maps to dictate a material's specularity but rather red/green gradient textures.
My external hard drive broke and I have to purge all my mods I had 87 mods
i just updated Mod Organizer, anyone know what an ESH file is?
An incorrect term for a "Medium Master" in Starfield.
They are kinda like an AIO installer and depending on the type you can run shell commands through it.
Is there anyone here that can help me please. I'm creating a mod and right now I'm creating a player home that's huge and would maybe be considered a coastal ranch. I picked a spot that has mountains surronding it. So I'm setting things up in my custom worldspace. I'm making edits to the terrain. Raising some up and flattening some. I have these set up stairs that theres no collission on for some reason and I've been trying to fix it. One of my tried fixed is to raise the land in that area. So I raised the land past the stairs then lowered it just enough for you not to see through the stairs. Me thinking I solved the problem with the stairs I cannot figure out how to get collission on, I logon to the game with the nexly exported Master and some of my terrain changes are there and some aren't. Some of the terrain that I flattened is flattened but other areas are not and then the spot I raised for the stairs is not raised. I have created navmesh hoping this would force update the terrain but that didn't work. I removed the mod played for a couple hours saved, shut down for the night added the mod back restarted and still the terrain is not right. Can anyone tell me what I may be doing wrong? I'm editing my worldspace, and I assume that this should update the terrain on the planet even if it's just an overlay but I may be wrong. Please elnlighten a first time mod maker.
Interesting. Assuming this is for Starfield right?
No idea, I don't mod starfield
Bethesda.net Down ?
Listen I neeed my mods man.
I have a structured mod list and I need mods now
🎶 🎵
Ps. Elder Scrolls 6 needs like 5 or 6 mullet options and sub options. It's was written in thr ancient scrolls
It's working for me
I keep getting thr couldn't connect error for skyrim
Let me test fallout real quick. Ik reports are spiking on downdetector
Issue is only via skyrim
Yep
Yes it's down for maintenance
It might be your region then, bc its working just fine for me
Nope still can't get into skyrim mod page bethesda.net what's going on
There are remnants of a hurricane passing through the east coast. I'm sure that's got something to do with it.
@covert pelican not where I am
@covert pelican I know it happened but I was just saying I'm not getting that weather and I'm not even on the east coast
The whole game just bugged on me, kicked me out of creation club and deleted all my saves and all my mods
We are aware of the issue with Creations and are working on a fix. Please keep an eye on https://status.bethesda.net/en for updates.
I'm in UK and it's happening unless bethesda doesn't have a UK server I don't k ow what's happening
@knotty rootthey finally put out a statement they are working on the issue
Good
You're missing the point. Bethesda is on the east coast. It's very likely that the servers and the personnel maintaining the servers are on the east coast as well.
@lunar lake then why don't they just say that instead of being mysterious about the problem and putting out a vague statement that the server's are down
Because obviously the moderators don't know that for certain. It's a best guess based on available information.
Because the situation is out of there hands
@chrome cypress it's back up
Ik gonna work on it tmmr I got a 200+ load order I'm working on its a redux of my first load
Would anyone know how to add the "none" keyword for my custom habs to be compatible with the "place doors yourself" mod? I'm kind of stumped and I think the mods description is pre CK.
Just realised I won't be able to update my mod for a while if shattered space breaks it 😦
I can't really afford to get it on steam, and I have the special edition on the Microsoft store
Shatered space casting crash after a few seconds series s
Shatered space is Modulee I deleted till I can find a fix
Servers acting up
Large volume of ppl I'm guessing rip I thing I got a solid lo for xbox just waiting in cities Expanded to complete the look and feel
I think there's a Must be online function to the dlc I can't get on the servers and it causes a insta crash
Isn't it just right click > add keyword > select keyword from the popup?
Hello everyone. Posting here to see if someone can give me a hand.
I need a hand with some timing or parallel processing issues, not sure how to describe it. Long story short, created a terminalmenu that, when clicking a button calls Show() from a Message variable that, unsurpisignly shows a message, and then a local function that uses .cast to cast a spell that's supposed to buff the Spaceship. The button itself is an action that's supposed to bring me back to the desktop, but the problem is that, after showing the message, inputs are kinda frozen (and doesn't return me to the desktop), only by holding TAB I can exit the terminal. THEN after exiting the terminal, the local function runs and applies the buff (I know this since I tested it with some debug.messagebox to see what was doing at the time)
The question is, why doesn't the button returns me to the desktop and kinda freezes the terminal? and why only after exiting the terminal does the function that casts the spell runs? If I don't run .cast on the local function and just a debug.message to verify that at least it reached that point, it does shows the message and it does returns me to the desktop, but I can't figure out why using cast there would break that "return to desktop" functionality
this is all called on event OnTerminalMenuItemRun
Yessir. I reddit user showed me how. Thanks for the reply though.
Why is the game stuttering after shattered space DLC upload?
Hey @covert pelican for the mod live another life, who voices Mara? great mod btw!
I don't remember off hand what her real name was - she's credited as "Nikkita" for the mod.
Wish I could play the shattered space DLC, but since after installing it is constantly stutters which you didn’t do before this DLC 🤬
you picked a great voice actor. she seems like someone who could easily do ASMR lol
Do you plan on adding more start options to live another life?
Sounds like you should probably open a support issue with BGS for that. It's not a modding issue.
Does anyone know how to get rid of creation club stuff they don't want to use anymore without messing up Skyrim SE?
If you mean the 4 free ones that came with 1.6, you don't. They're base game content. You'd most likely break not only your save, but loads of mods which have those listed as dependencies too.
I'm mainly meaning the ones you have to pay to get them such as Tundra Homestead and the other CC stuff. I don't mind keeping the free ones though
what are the 4 free ones that we got? I know fishing is one of them
Fishing, Rare Curios, Saints & Seducers, and Survival.
oh I love those ones! they are great. I really enjoy the fishing one alot
hopefully its possible to get rid of the paid CC stuff from skyrim without ruining the game though. I might have to look up a youtube video on it
So long as when you remove them you don't attempt to continue on an existing save.
Do you know how to remove them?
If you're on PC, delete them in Windows Explorer. Just be mindful they'll come back on a game update when Steam validates the content.
hmm now I need to figure out if I can pause skyrim updates. Thank you for letting me know & thank you for making such wonderful mods for us
There's plenty of tricks people post, but in the end, Steam will get you whether you want it to or not. I've been seeing a lot of people saying it did that for Starfield despite their efforts to block it.
May I add you as a friend on here? it would be easier to text you if I spot any problems with your mods.
hey, is this the place for asking for mod making help?
I believe this is the place to talk about it but I'm not sure exactly. I like your profile picture btw!
Will they make a elder scrolls.film?
thanks morgyn 🙂
i'm very new to this. cant for the life of me figure out how to get my tatos on the flippin' table.
Hi everyone 👋 Just came to ask if there is any sense of life for the creation kit wikis? They seem to have gone down for maintence in February and still haven’t returned? Could especially use some documentation on Starfield creation kit! 😊
I hope you can figure it out!
does anyone know where I can find amazing follower tweaks for Skyrim AE PC?
Nexus or Bethesda.net probably
anyone willing to mod so that whenever you upset an npc, they raise their eyebrow at you like The Rock?
What game and what platform?
Starfield? Both platforms?
(Preferably steam)
I will check if there is something on Nexus, but I don't think that it would be on Bethesda.net
And if there are for any other bethesda games, do let me know
umm, ok
I don't see anything
seconding this, now that starfield has a creation kit I want to make some mods, but I am coming from different engines with no prior creation kit experience, documentation would help
Not sure it’s helpful in this case but the Papyrus source code is well documented.
That is helpful! I meant more like I’d like to have quick access to the wiki like it used to to see how systems work, especially important now that starfield has totally new systems in place (literally star-systems lol) and I’d love documentation so I can navigate it all!
sadly, not enough for me as I am after making new worldspaces, points of interest etc.
I'd like to learn more about performance, technical limitations, navmeshes, different types of assets, things like that
Any plans for the wiki to come back up? It's bad enough the forums were nuked, I don't want the CK and CS wikis nuked too.
If someone could make a blacked out standalone UC Marine spacesuit (maybe with some blue LED lights but not necessary) I will give you my left kidney
So what's the legality of someone monetizing a creation using IP from other Bethesda games?
Pretty sure it's just "Don't."
That's what I figured. Someone made a nuka cola mod and is selling it, but that's probably a big can of worms.
If anyone could possibly get me the item codes for the nomad armor from creation club i would really appreciate it idk where to get it. I wanna use console commands and change the armor but I need the item code
You can use the console to search for items
Perfectly good if you want to be strung up in court and go into MASSIVE debt
The starfield wiki should help
I am putting this question here because I am not sure where to put it. If there is a better place to put it please tell me where I should put it and I will move it there. What is one thing that you think bethesda has done better in "xbox series x starfield" than "xbox one skyrim special edition"? I love that starfield has improved creations aka starfield has more mod storage limit- xbox one skyrim special edition limit "2 gb" and xbox series x starfield limit "100 gb".
While more mod storage space for Xbox is generally a good thing, it wasn't Bethesda's decision (certainly not for Skyrim at least) but instead Microsoft who made that decision for Bethesda (Edit: Rather MS had the final say because it is their platform)
so I am running into an issue where I remove a mod and unbookmark it and it remains in my library/bookmark tabs. I even remove them from the website and they still remain when I reboot the game. I play on pc with the steam version.
I have two mods stuck on bookmarks too.
And every mod I have downloaded is stuck in my library. The website allows the removal of these mods but they appear in the in game creations menu.
its an annoying bug, I've got about a dozen mods just permanently stuck on my bookmark/library. they are not enabled, but it bugs me that I cannot remove them.
Hopefully some future update will remove them
hey what are markers used for in the creation kit ?
Generally to mark a location where something needs to happen or spawn. Like XHeadingMarkers can be used to position NPCs in quests and such
is it for actors to know where to go or it like comments in code to tell the user of the CK what is happening?
The former. Markers are invisible objects that mark spots that other objects can relate to.
thank you
Hey are any of you having any issues with the mods for Fallout 4 or Skyrim? Some reason the mods in Skyrim keep disabling and I can't even access the Mod selection for Fallout 4.
I'm on the PS5 for this.
i dont know personally but i do know that it might fix if you redownload it
anyone here know some very basic scripting?
No, but I know some very complicated scripting?
whenever i launch Starfield's creation kit it gets stuck at initializing FaceGen
Run it as admin and give it some time
also, how do i get rid of the selections in a world space?
I need someone to really explain this Const Keyword in scripts
const meaning persistent
I can't necessarily speaking authoritatively on Papyrus. But in most programming languages, const means that the value can't change once it has been set
I dont know all the rules to certain methods in papayrus is the issue
i just learned i need idle as that is the value used in animations
I know nothing of animations, sorry 😬
me either i cant seem to make an activator object and then place an animation inside it thats not a thing in the kit or i dont seem to know how to do it
My guess is that the animation is stored inside the model you give to the activator?
but chairs are clearly activator objects that play a sitting animation when activated
Ohhhh
Maybe you want to make a furniture object?
but right but I see nothing that lets you place an animation in said object
I'm loading up CK. I'll take a peek around but it's honestly not my thing 😅
I think I found something that a guy name brad wrote that looks like Animation on Activate, but im not sure
So I see that most furniture has a 'template' that it uses, and the template has a 'Marker Model'. I'm wondering if the marker model has the animation?
Or maybe that's just to render the circles and ghost-npc
maybe
i could not find a way to place an animation in there
that is why i tried scripting it
Have you looked at this? https://www.nexusmods.com/fallout4/mods/41209
Very often Fallout/Skyrim stuff is applicable to Starfield as well
im not trying to make animations
oh, what exactly?
I touch an object and an animation plays
i was somethat able to do it for an FX effect, but i could not turn the object off
ok there is a method called play animation, but then i read somewhere else that it was called something else
damn i have no clue what PipeArt is
I guess I was confused and thought you wanted to make an actor pose in a certain way. Otherwise... unsure, sorry 😦
i want to have the player or actor touch an object and an animation plays
anim on the object, right?
anim on the player when its touched
like you touch a static book and a animation plays on the player
Oh, hmm... I wonder if the 'hold up chronomark watch at lodge door' animation that plays the first time you go to the Lodge would be useful 🤔
that is probably something completely different more like a trigger if anything
maybe the trigger is connected to a script tho?
maybe
unfortunately you cannot just linkref the Activator to the furniture marker
i disabled it being a marker in the BaseEdit and then linked it to the activator item still nothing
why is this seeming so complicated for no real reason
Any chance wiki.bethesda.net will come back from the maintenance?
From what I see, it's been down for a few months. But if it hasn't been down, Hurricane Helene might be causing issues.
It's been down close to a year now. There's been no official word (iirc), so the presumption is they (Bethesda) simply have higher priority things on their plate to deal with (Starfield, etc). The UESP wiki set up mirrors of the old wikis so people are able to use those in the interim. In theory the official wikis are likely to return at some point, @woeful finch, as there was a brief window where an updated version of the official wikis was available and there were noticeable improvements to its design.
its been 8 months since they took that down for backend maintenance
would be nice if they did bring it back, ideally with starfield documentation so some bigger mods can be made
It’s not wrong to RP a DZ nade to spawn a large group of NPCs to guard something right? 🤪😅
I’m on Tau Ceti II and spawned 24 marines to guard a building lol
...
well now I understand why if you want something done your self you don't just open Creation the kit and just do it. You run into dumb issues like this that stump you for hours and make you want to quit.
if only we had documentation to help with this...
indeed indeed
I just finished a playthough of shattered skyrim world eater, if yall havent already I highly suggest making a modlist around it, I seriously havent had this much fun with a skyrim mod on SE in a longgg time. I was running as a breton necromancer and I ran it with "The path of transcendence- lichdom" mod along side "The dark arts". All of those gave me 55 hours of gameplay, potentially more depending on difficulty. Couldnt recommend more
Any mods that change the building limit for outposts?
On Xbox
I need help…? I tried getting the community patch and was told “Lacking permissions to write to folder of download. Operation Cancelled.”
Does anyone have a guide to add items to the Outpost tabs? I've added some paintings that I want players to be able to place in their outposts. Thank you in advance.
Can anyone tell me if there is a cyberpunk like mod for clothes and lighting plz
What would be really extremely good, a mod that takes over the order of the mods in the loading folder, so many saved games and creations are lost, please for the Xbox series X
Im modding Fallout new vegas (as a base ive used the viva new vegas guide and his extended stuff) but i want to add the another Millenia mods and there addons, also hit - Millenia Animations - part 2
So my question is, what load order is correct for the following mods:
Another Millenia
Hit - Millenia Animations - Part 2
Another Millenia Gun Addon
Another Millenia Shop Addon
Another Millenia CaliberZL Addon
Alas, I wish it were possible.
Okay also schwer umzusetzen, schade
For a specific load order it would be possible to make a dummy mod mastered to all your other mods in order, upload it, download it, and install it at the bottom. That would force an order on all your other mods but you wouldn't be able to add or remove any mods without rebuilding it.
sorry to interrupt guys, i just went to the wiki website, and I'm getting a login screen?
https://wiki.bethesda.net/wiki/creationkit
At least its not a maintenance screen lol
anybody else having issues creating an account on beth.net? when i hit Sign Up it just closes the pop-up window, nothing else.
Anyone know when Creation Kit website will be back up?
I accidently messed up my fallout 4 and it crashed so i had to reinstall it back. I still have have my archive mod folders in vortex so is it possible if i reinstall it back with the archive files?
Like manually dropping it back into vortex
Anyone know why the warthog and the other alternate vehicle mods were removed from creations? Just realized today.
The warthog was a WIP. So maybe it needs a touch up for some reported issue. It not being on the list can mean the author turned it off. Slim poss - Once a mod is Creations published - a patent type legal challenge can be lodged against the mod - The author has to respond - It can be turned off by Creations until resolved.
It happened for the Batman mod. That is why we can't get it anymore for Starfield.
I thought the MA had full permission for the Batman mod tho?
I guess the lawyers had more weight from the studio owners.
I didn't even know there was a batman mod haha
It was real nice. You might find pics of it still. Very accurate gear. It was in some mod reviews.
Does anyone else's ship mods break crew capacity?
Like my current ship I built should have way more then 3 capacity just from the reactor itself, but apparently it doesn't actually add crew capacity.
You need crew seats to go witht he crew capacity.
hey all, if in creation kit I have an object that says count 1 uses 2 can I see where its being used, worried I might have accidently placed it in a cell I took something from
Right click on it and select Use Info
Yeah there is a count for how many people can be on the ship. Then the Crew count. So like a Cockpit with 8 seats is 8 Crew. If I have a hab with 3 beds. I have Crew 8 and total possible people 11 passengers (example total - it would be different). You can experiment. I get my Crew up to 24. so my passenger can be like 30.
thanks, had a miniheart attack for nothing, seems both 'uses' are just the one use from the hab Im making
Please re-release skyrim with zero modding restrictions for concole called creations edition
I'm working on a fairly simple MCM/Spell based mod and am having a heck of a time getting the settings to work/persist using a GlobalVariable to store enable/disable info for a spell. Ultimately, I want the system to add/remove spells based on settings, but for now, just enable/disable. Every time I open the MCM, the setting is disabled...
What's the appropriate way to share code on here? Pastebin?
And is there a better channel for this question? Thought this was mod-author specific, but looking up, I'm guessing not.
From what I understood from all the tutorials I’ve seen so far, basically CK is the same for Skyrim, Fallout and Starfield, right? So, theoretically, I can learn from a tutorial for Fallout and use what I’ve learned in Starfield (of course the forms are different but the way we make the mods are the same. Am I wrong?
Yes. The layout and basic functionality has remained pretty consistent since Morrowind's Construction Set. Learning how to get around in one iteration of the editor caries over pretty well into another.
anyone know how to switch out what AnimObject is used on a specific piece of furniture in Skyrim?
please @me if you have answer, i am usually in another server so i will not see
anyone else having issues uploading mod updates?
Hi, anyone made lakes in Starfield before? I have just realised in game. Instead of swimming across the surface my character is walking across the bottom of the lake bed. There is some sort of underwater audio reverb happening automatically but I was expecting my character to swim across the surface. Is there a setting somewhere that needs to be changed or a script on the water that needs adding? Many thanks in advance.
haven't done it myself but might want to go look at a natural water source in the game like the one in New Atlantis and see if theres anything active there that you're missing from your water source
Look up "Joseph Russell follower" on youtube
A wonderful tribute to my old friend Emma, a superstar in the world of Elder Scrolls modding, and to her ground-breaking companion mod, Vilja, one of the finest Elder Scrolls companion mods ever created. https://www.youtube.com/watch?v=dBI4GmshqZE&t=184s
Explore the untold story of how Discworld author Terry Pratchett became an unexpected contributor to the world of The Elder Scrolls IV: Oblivion. This video delves into Pratchett’s love for gaming, his contributions to the modding community, and the unique partnership that emerged around Vilja, one of the most beloved companion mods in Oblivion....
Hey all I play Skyrim on Xbox and was wondering if there is a way to make a mod that includes several mods within it. As an example I use a mod that is called bushcraft and it has all hunterborn mods and campfire patches as well as scrimshaw etc. I have tiny mods that I use for qol but hate the fact that the ER y take up several slots
Mods can be merged, yes, but publishing a merged mod requires the explicit consent of all of the authors involved. Also, it makes organising your load order more difficult because you can't order each part to avoid possible conflicts with other mods. Testing is also harder. The preferred solution is to convert each mod (where possible) into an esl, so that you can have many times more of them in your load order.
Hey yall! Anyone have any good resources for collaborating on a Skyrim mod with a team? Trying to set up creation kit version control and Perforce for it, but I'm a little fuzzy on how we hook up out version control to the same repo
Hey, Guys, a quick question for CK: The option “Make static collection” in Fallout CK it the same as “Create pack-in” in Starfield CK? Tks!!
Similar purpose, different mechanic.
For folks on Nexus, what's the best method for messig with load order? The Plugins.txt, Creations, or should I enable that nexus option?
Are you talking to me? If yes, I saw now that the Static Collection is like a grouping of static objects. Pack-in, in the other hand, not. I can put anything in there. When I tried to create a Static Collection, I got a message that this feature had been disabled and “Try creating an “Instanced Static pack” instead, or re-enable with the “bAllowSCOLCreation INI” setting” I could not find it. (I’m using a Fallout CK tutorial for Starfield CK)
How do I contact a mod? I got a scam bot DMing me from here.
To create a packin in the SF CK, select the objects you want to include in the render window, right-click and select 'Create Packin'.
Tks, but I know how to create Packin. My question is about Statc Collection, if this is relevant to Starfield CK
I use Wrye Bash to sequence my load order. There might be other options out there but I've been using Wrye for 20 years and I'm used to it. It's become second nature to me.
When are the new BS hypercharges coming out
If I'm running mods in Vortex, should I be concerned with load order - and if so, how do I adjust it? 🤔
I think I got my answer. What used to be “Static Collection” what it was used for, how it was created, is now “Instanced Collection”. The purpose is the same.
I don't suppose anyone has a handy link to the BGS EULA or license document for Fallout 4 modding? I'm cleaning up my mod's development repository and just need a reference link to include for it's license.md file.
Might these be what you are looking for?
Bethesda.net Modding Guidelines - Mods/Creations: https://help.bethesda.net/#en/answer/51731
Bethesda Softworks Community Standards: https://bethesda.net/en/article/27gkMO8RS6PPItVrenpbuC/bethesda-softworks-community-standards
I don't think that's a license, but it'll suffice for now. For my purposes it's just so the repository has a license file or something tagged in it and the open source ones don't work well for this context, I think.
The Community Standards link has some links that might have the info you are looking for
Found the eula subsite, Fallout 4 isn't listed in it
I'll just link to the community standards page and call it a day.
Could try this one for the CK EULA: https://store.steampowered.com/eula/1946160_eula_1
That's what I was looking for, thanks.
Anyone know a good combat animation mod to change dual wielding and just all fighting animations overall?
For Xbox
Just a tip - this is a general channel so it might help if you say which game you are asking about: Skyrim? FO4? Starfield?
is there anymods that put Dean Martin on the radio? FO4
Look at Old World Radio - boston and see if any of the 30 radio stations have any. Unsure if anyone has licensed Dean Martin music for use in FO4, but OWR has professionally produced stations.
ANyone know the keycode for the LB button on a controller for skyrim? Need to bind it to a mod.
NM
I'm wanting to start making mods I just don't know how to start
If anyone has advice on how to do this please let me know I'd appreciate any advice I'm honestly just trying to make dogmeat bigger on Xbox so it matches the shadow demon reskin
Well, first you need a copy of the game on PC and the corresponding CK downloaded from Steam. Are you okay with that part?
I have fallout on my computer I just can't play it
If that is because your computer is not powerful enough, it's probably not powerful enough to run the CK anyway. You might be able to make some mods using xEdit but you will need the CK to upload them for XBox.
No just the game freezes it runs fine just freezes
thank you for the answer. Out of interest Do you know the answer to this? I have been using Elden Ring UI (Updated) and decided to use the Elden Ring UI that includes the main logo replacer and music replacer. I deleted the "updated" version and installed the alternate version, Now before I even exited the Creations page the "updated" UI reinstalled itself and now I can't delete or move either mod, in addition, when you load the Creations page it show only 2 placeholders for one mod each and says to update but it never loads so I can see what they are. I can't delete either mod even though Skyrim on the Xbox states I should delete them. Since this has happened it has become quite unstable and I am rebooting the game nearly everytime I enter a loadscreen. So before I enter a new cell or fast travel I try to save my progress which sometimes works and sometimes CTDs
You have confused the system. I suggest you disable and delete the one you don't want, exit to dashboard and reset your console. Then launch the game and try downloading the one you want. If that doesn't work, clear your reserve space, exit, hard reset, and download the mods you actually want.
alright thank you, I'll try that, wish me luck
Hello? I'm hoping that there's someone here who can help me out?
I was invited to be part of a large modding project as an animator, and I work in Maya!
Unfortunately the Niftools plug-in for Maya has not been updated or maintained in 13 to 17 years so I have no way of importing the models to even begin to rig them to even do animation for the project.
Now I will not be shy in saying that I have been wanting to do modding personally for Skyrim for years! But I could never figure it out on my own!
So now that I have the opportunity to work with people to put things in Skyrim, I have the chance to figure things out right?!
Wrong!
because I do not have access to the correct tools!
So I saw in a video where they immortalized the “gaming grandma” for elder scrolls six, that they were using Maya for their modeling/rigging
So I want to politely reach out to Dev's and ask if they would kindly share the plug-in's or tool that they use to get their FBX models and animations to-and-from Maya and the creation kit so that I will be able to contribute to the community that I adore, around the game that I love so much!
Because of my autism I cannot get a handle on working in blender and there are no adequate tools in Maya to do the same thing as the home-brewed tools in blender
I'm really hoping somebody here can help me out!
thank you for your time!
Heyo
I was wondering if someone would be willing to make a quick patch for the CC Hellfire Power Armor to rename it to the X-03, as the rest of the PA suits have numerical designations yet the Hellfire does not, and please put it on Xbox as well, thanks
It would be greatly appreciated
Anyways if anyone does this please tell me
you might wanna post in a fallout channel? it doesen't look like anyones checking this channel at all right now
Alright
If during upload to Creations via the Creation Kit I choose "Upload as Light Master", does the user downloading the mod need to do anything specific or have concerns different to downloading/using .ESPs?
Oh https://falloutck.uesp.net/wiki/Data_File
Be sure to save ESP files after running Compact Active File, because otherwise compacting again with new forms might give different Form IDs for forms already in a game save. As long as development is done on compacted ESP files that match released ESL files, forms can be added under the 2,048 form limit, and existing forms can be edited without issue.
Yo you don't think that by any chance, you could make that quick patch?
What do you mean?
The mod I requested
I'll see if I have that
Thanks so much
Correct
So based on this https://fallout.fandom.com/wiki/Hellfire_power_armor_(Creation_Club)#Armor_parts which would be the proper naming scheme? I'm not sure
- X-03 Hellfire left arm
- Hellfire X-03 left arm
- X-03 "Hellfire" left arm
Or something else?
Yeah the naming scheme would just be X-03
So it's "X-03 left arm", no "Hellfire"?
Yes
Alright, I could get to it sometime later this weekend hopefully
3DS Max will better suit your needs as there are official tools for the process. Unfortunately means getting a different license but then you should look into asking for 2013 after that from Autodesk.
The plugin in Fallout 4 tools file will allow you to export for Skyrim.
Otherwise your best alternative that is free is to go to Blender and use the existing Blender Niftools to do the work you need to do.
Learning a new workflow can be daunting with Blender but it's not as bad as it seems.
anyone have any idea how long the creation kit wiki will be down?
*Pending such time it is updated sufficiently enough to be legible.
do we have an alternative?
Guess-work, reverse engineering, and pain as you by sheer osmosis disassemble and reassemble matter with your mind to learn complex processes.
*Nexus Mods has a wiki that is extensive in many processes, and steps.
Skyrim has many tutorials on Youtube.
Darkfox127 is the tutorial deity there.
Thanks.
I’ve tried getting older versions of Maya from autodesk before (I wanted 2016) and that’s not a viable route unfortunately
If you get an Indie License for 3DS Max they can get you older versions of it upon request with their agents.
Should not be too different for Maya, but blender is a well documented alternative if the funds / expendature isn't something you'd prefer to do.
I’m not going to be able to work with Blender! That program is 100% not compatible with my brain and I refuse to look like a alopecia victim again by using it!
Also I don’t know how long ago you requested and scored a 2013 copy of 3DsMax but when I tried just getting a 2 year old (at the time) copy of Maya? I was SOL!
Maya is the software I’m trained in and most comfortable with! I know that Bethesda themselves use it (I saw it running in the BG of a video where Bethesda immortalized the gaming grandma Shirley Curry in it)
If you're looking for the CK wikis for Skyrim or Fallout 4 there are mirrors of the old CK wikis set up by UESP:
Skyrim: https://ck.uesp.net/wiki/Main_Page
FO4: https://falloutck.uesp.net/wiki/Main_Page
I tried submitting a ticket to talk to a Bethesda person directly but there seems to be no way to do so!
Yeah they don't exactly seem to like to chat with fans lol
You may be limiting yourself to much not being software flexible. There's a lot of free content that can help you learn blender quick and it has gotten significantly better to work with since its 3.0 update.
But I digress. Hope you find a solution that works for you.
Can Maya export in formats that AssetWatcher can convert to the game formats?
As long as I have a plug-in for it then yeah!
I can do FBX for example which...well I don’t have to explain that one
You might be alright going that route. Do a test.
As long as I have the correct import/export plugin then I can do everything blender can do
I sent a animated FBX file to the modding team I’m working with to see if it can be implemented into Skyrim SE on their end
@silver badger actually could you name it the X-03 Hellfire? Sorry about that change and ping btw
So it'll be "X-03 Hellfire left arm"?
X-03 Hellfire Mk.V Leg Armor
X-03 Hellfire Mk.IV Helmet
etc.
@lost apex
How do i mod comic books and bobble head effects?
Starfield question: Hope someone can help, I have a quest stage where you are given the objective to harvest some plants. The counter scripts are done but watching a kill quests vid by Sedson I saw him condition each alias with GetDead=0 so the quest marker disappeared as each enemy was killed. Would like each quest marker to go when each plant is harvested but I tried GetPlayerActivated=0 and that doesn’t work, they stay lit up until the required number are picked to move the stage on then they all disappear. So my question is what condition do I need to put on there or can anyone think of a Starfield quest where multiple quest markers requesting activation of something come up so I can look at how BGS have done it, I would like to do it without stages so the plants can be harvested in random order, many thanks in advance
I think you would need to have a separate objective for each plant, and SetObjectiveDisplayed to false when its own plant is harvested.
Hi there, thank you for that, I just found this on the Nishina quest which looks similar to what you mention so really appreciate being pointed in this direction,
;Hide all other lab objectives.
SetObjectiveDisplayed(700, False)
SetObjectiveDisplayed(710, False)
SetObjectiveDisplayed(720, False) I will give this a go, I'm very new to all of this so had no idea where to start, or that this was a way to do it, much appreciated 
I hope someone makes a predator mod that is on par with Skyrim predators updated
A doctor who mod that on par with fallout who remastered
A Star wars mod that adds instead of replaces
A portal mod that adds Glad0s, Wheatley, and portal gun from portal 2
Can anyone advise me on how to make collision for a custom mesh?
What game?
Kinggath goes over how to for fallout 4 in two if his mod school videos. You’ll need 3DS max 2013 and Havok 2014.
It’s similar with Starfield but the export is totally different and setting up materials is slightly different as well. Bethesda released the tools for 3DS max 2021. You can still request 2021 if you’ve got a subscription. (I was able to get it a couple months ago.)
Skyrim, we’re waiting for an official addon for Blender they announced a while back (hopefully collision will be a thing), but there are community tools available for max and blender.
Thank you! ☺️
The tools can be updated / moved to 2024 with some doing, I believe.
Oh good to know! Thank you.
Any reference for how? 3ds 2021 started dying on me today with either an nvidia update or windows update I got both this week
I will see if I can dig up the steps for that. (Guess I'm lucky I'm still rocking W10)
Can't seem to find the posts now after searching.🙁 can't remember who I saw had got it to move to 2024.
I think it involved having to manually move the installed files from 2021 and I think there were some txt file tweaks that needed changing.
Was actually going to move over myself just cause 2024 loads a bit faster.
Ya I think I’m going to give it a try also
Ya don't goto 2025 they completely redid the menu scripting system.
Ended up failing on 2024 sort of havok tools worked but the exporter doesn't its a DLL loader that is trying to call a missing subroutine so not easily fixable.
this new vegas (ik its not bethesda but id assume a lot of fallout 3 modders would also have experience with it) player on the obsidian discord is having ammo recipes not show up and they use mods, any ideas how to help them?
Why is there so many updates for starfield mods literally every day I log in.
Like what’s the reason? There’s updates everyday, but nothing changes.
i dont think mod updates work you could try and delete and redownload
On that note, Luxury ship habs aren’t letting me download it again 🙄🙄🙄
Could be bug fixes. There should be update notes in the version details but not every author supplies them.
If there is I can’t see them, unless I have to read them off the nexus, I’m on Xbox.
Make a note of the version numbers of your mods. See if that changes. If it hasn't changed, ignore the update notice.
does skyrim have a dismembering mod for body parts and such?
Maybe this one:
https://www.nexusmods.com/skyrimspecialedition/mods/126203
The Dismembering Framework enhances Skyrim combat with real-time dismemberment, realistic blood splatters, and adaptive sound effects based on armor and weapon types. It operates directly through the
i dont have special edition and i tried that one it wont let me boot my game thanks tho
i tried that one it wont let me boot my game thanks tho
Why wouldn't it?
Also, why don't you have SE?
Has anyone used the Den Astrodynamics or Owl Tech Habs? I’m debating on adding those mods.
i have original skyrim on pc and ae on switch i use to have se but refunded coz the co op mod didnt work with it or w/e and it worked with the original so i saw no point in having 3 games
Are you see that in the creation menu? If so are you using a mod organizer? Lie for example with MO2 you need to install creations with MO2 closed so they get properly ignored/treated as creations club content.
I like owl tech but the link to blueprints.esm is causing my problems with it.
hey so i am fighting with my life with the creation kit. i’m trying to pull a few hairstyles from ks hairdos.esp, put them into a new .esp and port onto bethnet for personal use - i put up a post on reddit requesting a port but i tried to do it myself and Cannot manage
does anyone know if this is even possible, or do they have any advice? i can’t find any tutorials for specifically what i want to do, everything seems to show how to port the whole mod with all files included
please ping me if you have any wise words 🦭🦭
After talking with Saydr I am waiting on owl until the issues are fixed.
Been really bummed seeing creations that are non-achievement friendly. I'm hoping a solution is still being worked on.
Hey! Working on a new melee weapon mod. Loaded everything into the creation kit after following a tutorial. The nif file im using appears in the preview and lets me place it into the world, but doesn’t show up in game. The first time I placed it, a giant red exclamation mark appeared but disappeared after. Any help is appreciated?
Made my first Starfield Creation Kit Tutorial on Packins! Check it out
https://youtu.be/beH5e0DNHos
Hello everyone, in this video I will show you my process for creating Outpost Habs using the Creation Kit Packin Tool. We will go over the important aspects of the packin and pivots; also how to add the objects in your game without altering the vanilla category lists! Check it out!
Contact
SomethingWicked3 (Discord)
Be sure to hit like and ...
@junior glade I think Bethesda should evaluate any paid creations, and determine if they are balanced and lore friendly, and flag them as achievement enabled if they are.
Seems silly they have that option, and already check the mod, and don't do it
I completely agree. I want to see and will pay for continued updates. I feel like achievement friendly mods will represent a solution to my problem.
Actually if I knew that current creations would be evaluated for achievement friendly status. That later I might be able to purchase them achievement friendly it would make my whole year.
@junior glade yep. Being able to add lore friendly mods without wrecking achievements would be nice 😄
Though I think one purchase is enough. Devs just have to flag them and make it so they don't lock out achievements
I'm still waiting for achievement friendly creations, because I want to play an expanded version of the game with integrity. I'm a very willing customer for new content. I'm thinking that if it never comes to pass I might have to settle with only buying "lore friendly" tags. I just feel like mods are a slippery slope in terms of performance and content integrity.
I guess I'm saying that achievement friendly creations would feel like the game is being naturally updated by the developers. I'd eat it up all day.
Does anyone know if there is a mod for base game skyrim to play co op??
