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I could be mistaken but xedit even on 4.1.5f needs to be updated for Starfield's file format as well newer updates that changed elements. My understanding is it's still very much a work in progress.
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Hello! I'm searching the name of that dress!
Citadel535 replied to Messina13's topic in Starfield's Discussion
I believe that is Black Aurora Dress from: KZ Gravitic Armoire at Starfield Nexus - Mods and Community Kryo also has a mod that has all their items in it: KZ Aggregation of Scraps at Starfield Nexus - Mods and Community -
I didn't realize your title can change depending on what choice you make in the into quest. Apparently in unmodded games, you have to set global variables not by their string names but by their hex. If anyone finds the global variable for the Va'ruun outpost decor, please share! For any who is fine with editing their games and wants to change their Va'ruun title: find SFBGS001_PlayerTitle For me, it returned: GLOB SFBGS001_PlayerTitle (010AAC58) Then I set it to 1 through 7: set 10aac58 to 1 1 Harbinger 2 Vindicator 3 Diviner 4 Reverent 5 Armiger 6 Adherent
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Running Vortex 1.12.6 and Starfield extension 1.10.2. Suddenly the load order section is sorting mods alphabetically despite restarting numerous choosing to sort with loot. Does anyone know how to fix this? This seems to have just started on its own.
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shatteredspace.esm is missing when continuing save
Citadel535 replied to jakereid's topic in Starfield's Discussion
There's a vortex update that fixes native plugins apparently. -
shatteredspace.esm is missing when continuing save
Citadel535 replied to jakereid's topic in Starfield's Discussion
It's my understanding the plugins text file is deprecated so not used anymore. Core mods do not show on the plugins text file (ship blueprints, shattered space, etc). However Shattered Space should show on the load order list in Vortex on the left side. If not, if you go to extensions are you using Starfield extension 1.10.2? I think it's been updated twice since Shattered Space came out. -
Starfield mods become disabled in load order when launching
Citadel535 replied to royzorz's topic in Starfield's Discussion
Are you running a mod that uses an old patch version meshes possibly? Try running the nifskope bulk mesh update: https://www.nexusmods.com/starfield/mods/9234 (I usually run the bulk process on the entire staging mod staging folder). If you're on pc, I would also recommend installing loot and running it, it may point out a note against a mod known to create havoc if they community flagged it on there. LOOT: The Load Order Optimisation Tool -
Just noticed on the upcoming 1.14.68 patch notes: Resolved an issue that limited the number of loaded creations to 255 If that is a working fix, it's great news for us that had to disable mods to prevent issues with that limit! Rest of notes: Starfield’s September Update contains fixes for Quests, the REV-8, the ship builder, and more. Read on for the full update notes. If you would like to opt in to the Starfield Beta update, please follow these instructions: 1.) Open your steam Library and navigate to Starfield 2.) Right click on "Starfield" and select "Properties" 3.) In the new properties pop-up window, select "Betas" 4.) In the beta drop down to opt into, select "[beta]" 5.) Wait for app to download new build and launch For those participating and interested in providing us feedback, please visit #steam-beta-feedback on our official Discord Server. Thanks for playing! Features Creation Kit: The automated process used to create models for Distant LOD is now available General General performance and stability improvements Resolved an issue that limited the number of loaded creations to 255 Lighting changes and enhancements have been made throughout the game Made several visual improvements and bug fixes for weapon models Improved player headtracking when exiting dialogue The player's camera should no longer be jostled when jumping Gameplay The Annihilator Particle Beam damage-over-time effect no longer affects Companions Robots and Turrets will now take damage from EM weapons Crafting: Addressed an issue with The Boom Pop! Dynamite recipe Elite Crew: Autumn Macmillan no longer repeats herself when asking about her sister Addressed an issue with Crowd behavior near The Well elevator in the New Atlantis Spaceport when combat is initiated Quests Brownout: Addressed an issue with progression after speaking with Joyce Osaka in New Homestead Due In Full: Addressed a rare issue with The Delinquent Space Ship appearing Eye Witness: Player can no longer enter the destroyed ship on the spaceport landing pad Hostile Intelligence: Addressed an issue that could cause the door to the Security Office to be inaccessible if they fast travel away and wait during this quest objective In Memoriam: Addressed an issue that could prevent progression during the "Speak with Sarah" objective that takes place near the waterfall In Memoriam: Fixed an issue that could prevent the objective "Proceed to Cassiopeia I" from completing if the planet had been visited previously Leader of the Pack: Addressed an issue that could prevent the Ashta Alpha from being aggressive Legacy's End: Addressed an issue that could prevent interaction with Delgado if siding with SysDef Legacy's End: Released Crimson Fleet prisoners will no longer target Ikande after obtaining weapons Managing Assets: Addressed a rare issue that could prevent Tomo from appearing at Paradiso One Giant Leap: Fixed an issue that could cause incorrect music to play during the Unity Scene One Giant Leap: Addressed an issue with Audio that could occur during the credits One Small Step: Resolved a rare camera issue that could occur if the first Crimson Fleet ship in the tutorial is boarded Revelation: Addressed an issue with Quest Target consistency in the final encounter Rook Meets King: Dmitri Moldavski will now respond as intended if Austin Rake is killed during the encounter Rook Meets King: Addressed an issue where one of the Ragana crew was using the incorrect weapon animations Rough Landings: Fixed a rare issue with Milena Axelrod's ship to appearing The Best There Is: Addressed an issue that could prevent Huan from moving to the Jade Swan after the first meeting The Best There Is: The Jade Swan is now accessible if the player still has the "Search and Seizure" quest active The Best There Is: Addressed an issue that could make the UC Vigilance difficult to locate because it was very far away The Showdown: Resolved an issue that could cause the door to the Strikers Hangout to remain locked Locations Akila: Updated some textures in the Slums Akila: Resolved a collision issue with bunk beds Deserted Biotics Lab: Fixed missing panels on the exterior floor Lair of the Mantis: Resolved a minor texture issue that could appear on some panels Londinion Steam Tunnels: Fixed collision in an area that could allow players to get out of bounds Maheo I: Closed an open gap on the roof of Sonny Di Falco's Mansion Neon: Nyx's Apartment: Fixed an issue with collision in the area Neon: Addressed a collision issue with grated panels in Ebbside New Atlantis: Addressed small areas where water in the lake North of New Atlantis could appear to intersect terrain Stroud-Eklund Staryard: Addressed collision in an area The Clinic: Addressed a visual issue that could appear in Dr. Cassidy's office The Red Mile: Addressed a collision issue under the platforms in the final area Ships Ship Builder: A new option has been added to the game settings to allow for toggling Flip Merge behavior use Ship Builder: Fixed an audio issue that could occur when deleting a hab Ship Builder: Fixed a crash that could occur when modifying a ship that contained a live mine Addressed an issue that could allow non-sellable ships to be sold to vendors Vehicle Addressed an issue with Set Active in the Vehicle menu when using a gamepad Fixed an issue with the position of Wheel VFX Addressed an issue with opening the Favorites menu while entering the vehicle Name plates and health bars will now display consistently while in a vehicle Settings for look sensitivity will now affect the vehicle camera Kaiser and Vasco will no longer both sit in the Rev-8 when following the player The vehicle icon will no longer display in interior maps The vehicle lights will no longer be automatically on when loading a save The fast travel distance for the vehicle is now in-line with other POIs and landed ships UI Xbox Display Settings: Resolved an issue where setting the frame rate target to 60 would automatically revert the priority back to performance Removed a debug string that would display when uploading saves on Xbox to Customer Service Updated the Skills menu to resolve an issue in Large Font Mode for certain languages Resources with long names are now truncated for Large Font Mode when scanning Resolved an issue with Large Font Mode in the Barter Menu when selling higher quantities of items Temporary text will no longer display if you quickly select the "Continue" option from the Main Menu Ship registration costs will now display the accurate amount both on vendors and the hangar menu Addressed Mass display when selling items from ship cargo Skill Challenge pop-ups will now have truncated text instead of shrunken text where applicable Resolved an issue with gravity wells appearing on the Missions Menu when opening it from the Starmap Location names and quest objectives will now truncate properly on the planet map Creations store title displays fully in all languages A message prompt will appear when trying to load a save where a Creation is unavailable on the current platform Weapons will default to their original skin in menus if a weapon skin creation is disabled Addressed an issue with sorting for Best Results in Creations menu Addressed an incorrect notification of insufficient credits when an exceptionally large number of credits are available Ammo counts should now display correctly for values over 100,000 The damage popup can now display numbers larger than 4 digits Addressed an issue caused by aiming down sights while pickpocketing a character Crew menu will now correctly display when someone is assigned to the player's home The repair button is no longer visible in the hangar inspect menu Resolved an issue with waiting that could briefly cause unintended text to appear Healing items now preview the amount of health restored Storage containers will now have their weight updated when all items are cleared from them The ship marker in the scanner will display at the correct location when docked at a space station Crafting completion confirmation prompt will now be spaced correctly for longer titles Tunneling creatures will no longer show their nameplates or quest targets when tunneling Scanner Anomalies can now be a landing target while piloting a ship in orbit Audio Increased center channel audio usage for surround sound setups Addressed an issue that could cause power allocation audio to play repeatedly while the engine system is damaged with one power allocated Ecliptic Mercenary voices now use the same filtering in all languages
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If you go to your Starfield folder (which looks like D:\SteamLibrary\steamapps\common\Starfield), is skse_loader in that folder? That happens to me with Vortex as when I add a mod, it adds it, and deploys, but doesn't fully deploy all my mods. I have to do a manual deployment to get the files deployed.
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Can also confirm this, the stutter appears to have cleared up when removing the fleet expansion. However my old saves crash on removal I thought it was only 1.1 that had this but 1.0 was what I was using. I should've known when ships had like 10 guns in one location that something was off with that mod...
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Wow, I have this too now that you mentioned it. It's less noticeable on my game but it's definitely there, a weird brief pause like every 3s. I run a Ryzen 7 5800x with 4070 super. Going to dig around and see if mod changes impacts. If you happen to figure it out, please share. Update: So starting a new game with no mods and coc to Cydonia isn't doing the periodic stutter. That means it's either gameplay (maybe time played) related or mod related. Going to test some more.
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I don't get why Vortex is turning off all my mods in the latest extension when I add/remove a mod. Super annoying have to go in game to use the enable all option, then leave to sort it with loot otherwise checking all my mods one by one. It's like one step forward, one step back sometimes.