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Everything posted by franebleu
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Looking for More passenger/cargo mission mods
franebleu replied to kosiam's topic in Starfield's Discussion
Missions Galore https://www.nexusmods.com/starfield/mods/9036 -
oops, yes you do it with the dedicated CK function in "file" menu of course
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Create an archive, set Xbox format, drag and drop your swf. Will work better for multiple sources if the root containing folders of your files are named 'data' if I remember well. I don't know if a dummy esm associated is mandatory but that would make sense for a basic creation mod manager.
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Damn... Good luck with that !
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Read about this somewhere, I think I remember Larannkiar managed to fix that in Starfield Engine Fixes
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For graphics quality, a good realistic starting option imho : Textures Starfield HD Overhaul https://www.nexusmods.com/starfield/mods/5124 Remove green filter NAS - NATURAL and ATMOSPHERIC SPACE https://www.nexusmods.com/starfield/mods/3649 NAS.R - NATURAL and ATMOSPHERIC SPACE RESHADE v0.1E https://www.nexusmods.com/starfield/mods/3660?tab=description Interior Lights Enhanced Lights and FX https://www.nexusmods.com/starfield/mods/54 Exterior lights Rabbit's Real Lights New Homestead Rabbit's Real Lights Neon Rabbit's Real Lights HopeTown Rabbit's Real Lights Paradiso Rabbit's Real Lights Akila City Rabbit's Real Lights Gagarin Rabbit's Real Lights Cydonia Rabbit's Real Lights Landing Pads Weathers Royal Weathers - An Immersive Starfield Climate Overhaul https://www.nexusmods.com/starfield/mods/7946 100 fps vsync is sufficient for your brain and may preserve your gpu
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Need help with companion mod
franebleu replied to VonLubeck's topic in Starfield's Creation Kit and Modders
Good luck ! -
I just discovered something thanks to nexusmods great DP system. I got a bonus XCOM2 and a Skyrim SE, so cool :P From long ago, I used MO2 which is great to micromanage, combine loose file mods, edit, and create mods. But I wanted to try Vortex as it is today. I tried right away to install a collection named "Gate to Sovngarde' for Skyrim SE. And that's when you understand what is Vortex. This was crazy. It was a 1633 mods collection. Vortex has an amazing beautiful UI, clarity and tutorials everywhere, an extremely efficient automation layer, a greatly ergonomic interactive notification system. It lets you supervise everything it does for you while it manages the tasks of downloading, sorting, solving conflicts as it goes on, everything in synergy with nexusmods site and LOOT. When conflicts are mysterious, it asks you, gives you a visual representation of of the conflicts, inconsistencies and cyclic references, you understand and edit them directly. So very quickly, right away, Vortex managed to teach me how to use it, install mods, install collections, let me discover its amazing interactive functions as it went on, until solving everything, every single conflict interactively when necessary. I could then launch a working Skyrim SE modded with a crazy 1633 mod quintessential collection of the Nexus community creativity. So Vortex is a masterpiece, as is nexusmods.com and its creative community and the whole informational and cultural entity it has created. So MO2 for micromanagement and creation, Vortex for everything else : )
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Need help with companion mod
franebleu replied to VonLubeck's topic in Starfield's Creation Kit and Modders
Cool mod I checked Gabbi's records. Perhaps it's because it has no combat style set. A solution could be to use Vasco's combat style as template, which is already tuned for companion bot shooter/melee, you could equip it with a bot middle hand for interactions and vasco's unplayable middle hand equinox as weapon. I'd duplicate vasco's combat style and rename it for Gabbi and set it active in Gabbi's NPC record to see what it does, perhaps it will change its default behavior and make it a good support bot ? There's also the 'agressive', 'foolhardy' 'help allies' combination that could make him act as a support bot like vasco. Once generally set with the ability to hold a weapon and interact, you will just have to keep Vasco's combat style or tune it if you want. the 'brave' setting could be nice too, so it will be moderately agressive and retreat when on low hp. -
Does anyone know how to export a cell in CK?
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
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Does anyone know how to export a cell in CK?
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
To understand what I mean, load your mod in xedit and browse the 'Cell' part, everything that is greyed is identical to the master, but it has to be there for the changes highlighted (orange, green) to be read and used by the engine. The sub-block is full of navmeshes and other byte hungry records and perhaps you can't do nothing about it (meaning that deleting the greyed parts will perhaps make the engine replace the corresponding identical master records by nothing at all and you will lose all functionality of the cell in game). That's an hypothesis but it seems plausible. So don't worry at all about some Mb, really -
Does anyone know how to export a cell in CK?
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
I don't know if it's the main reason but perhaps it's because cell records are whole packages. When changing 1 little parameter or placed object in one cell you have to save the full sub-block with all records and info it contains. It's a constraint of the format I think, it has to overwrites the full sub-block for your little changed/added info to be taken into account, not much you can do about this bloat imho, it is even probably 'cleaned to the max' by default by the CK. Honestly 62 mb is nothing, you should'nt bother about your file size, armor mods containing textures can take several Gb and are downloaded without question. People probably complain about the size of the complex but that's what makes your mod so cool. Don't worry about some Mb you can't compress further anyway and do your alternate version freely -
Does anyone know how to export a cell in CK?
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
Copy your esp and just delete the cells you don't need in it ? (and build your mod around it) -
Ah you're right it doesn't do that, sorry
- 4 replies
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- Swap and save
- Ship
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Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
Oh yes! I didn't catch it, the pics look very promising, great stuff ! Perhaps factions are not the problem but it seemed to make sense, I had to guess who was who with the info you gave, and I assumed they were the concerned NPCs with the little discrepancies I could find in the record view. I hope you'll manage to fix that, and I think I'm going to try this cool mod now -
Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
Your mod looks great ! Can't wait to try it when you release it Placed vendor container Betty's vendor container is not referenced by any cell record, and not placed in the world, so she has nothing to sell ? Factions VMR_Vendor_LISTFaction_BH is set to sell food instead of the vanilla Misc items category and it's referenced by Isabel the Nurse only ? Some shared faction records could mix up what Mariela and Cristina sell ? Some factions are not referenced by any record, perhaps a quick cleaning with the edited records isolating function could help globally ? That's all that appeared to me with a quick look on xEdit, I hope it will help you somehow. Good luck with this cool mod, really eager to see what it does in game -
Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
It worked, I have it, I'll have a look. It's a damn massive 65mb mod, i didn't expect that. -
Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
It works, use drag and drop or "choose file" option at the bottom of the message box. and Javascript must be allowed for nexusmods.com, you can even attach the file on this thread, it works the same. -
Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
The unresolved snap link references lead to 02xxxx records, this could be a part of your mod missing after the conversion (CK problem) or some phenomenon linked to the new shattered space dlc not registered as master. I don't have it to compare so I can't know if 02xxx lead to some extra BGS master that isn't there or just your mod. But it shouldn't work like that and I think references are missing from your mod, pointing towards useless records added by the CK perhaps. But xEdit is known not to be fully operational for medium and small masters and probabvly the new dlc, so it could also be a problem with xEdit itself. If you send me a full esm version in personal message (not captures, i can't see anything on them) i could have a look on the global structure, but I don't know if I will be able to help, especially if it's linked somehow to some of the new dlc records. -
https://www.nexusmods.com/starfield/mods/5236
- 4 replies
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- Swap and save
- Ship
- (and 10 more)
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Some vendors do not work when creating .esm
franebleu replied to vmroche's topic in Starfield's Creation Kit and Modders
Did you try to check your esm structure with xedit ? sometimes CK adds useless records, useless masters, perhaps a cleaning and a clear view of your record structure could help (use 'check for errors' for unresolved things, 'clean unused masters') -
Upcoming 1.14.68 notes alleges that load limit is fixed!
franebleu replied to Citadel535's topic in Starfield's Discussion
Damn I was looking for a nice "It works !" The statement is a little cryptic, did they implement the small esm support on distinct indices ? That at least should free a lot of space? -
I launched starfield with sfseloader.exe in the main starfield folder. It works. And my \steamapps\common\Starfield\Data folder doesn't contain any SFSE folder or sfse.ini. I can't find this file nowhere on my computer and everything works. Perhaps it's an old file and you don't need it? It's just a guess and perhaps I'm wrong but you can try that : make a backup of any existing \steamapps\common\Starfield\Data\SFSE folder somewhere and then erase this ini from it. Make sure you have this version of sfse installed : SFSE-106-0-2-12-1724443014 (v2.12) All I've got, good luck !
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sfse is pissed because your rig has too much specs and no pencil. You probably need a pencil.