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Has anyone considered doing this? I didn't see any scope mods that include the Magshear or Magpulse, which sorely need some (holographic/reflex) sight attachments. As I'm on XBox, I'd only ask to include Creations for us console players.
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mod request [REQUEST] Outpost Building Foundations
Mournblood replied to Mastersgt1's topic in Starfield's Discussion
None of which are available for console players last I looked. -
For the architects in our mod community.... Has anyone considered making this as a player home (would LOVE to have that ship too for planet side exploration). While certainly a challenge, it's a mod I would happily buy if done right.
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Disable jumping to the Unity when Armillary is built at outpost
Mournblood replied to MojFPS's topic in Starfield's Mod Ideas
Is there a way to endorse a mod if you're a console player who downloads mods via Creations and not directly from Nexus? The endorsement button is greyed out if you haven't downloaded the mod directly from Nexus. EDIT: Never mind. It doesn't appear that you posted this mod (yet) to endorse it, so I gave you "Kudos" instead. It was the least I could do. -
Disable jumping to the Unity when Armillary is built at outpost
Mournblood replied to MojFPS's topic in Starfield's Mod Ideas
Understood. Wall panel looks great, btw. Good work. -
Disable jumping to the Unity when Armillary is built at outpost
Mournblood replied to MojFPS's topic in Starfield's Mod Ideas
Downloaded/installed. I built the Armillary at my military outpost first, then built your Unity tablet and enabled normal grav drive jumping. I then made several grav drive jumps to test it and am happy to report it appears to be working as intended. Thank you again. (On a related note, it would be a good idea to add a wall-mounted version of your tablet. It doesn't sit flush on some surfaces, and useable surface space may be more limited in some outposts versus others. A wall-mounted alternative would give players more placement flexibility.) -
Disable jumping to the Unity when Armillary is built at outpost
Mournblood replied to MojFPS's topic in Starfield's Mod Ideas
Thank you! I even made a military outpost in the crater of a dormant volcano (with close to 30 mk. III turrets to defend it) for the sole purpose of building and protecting the Armillary. I'm very much looking forward to not carrying around 25 artifacts anymore. -
At the risk of derailing your mod suggestion, one could easily argue that without the mod community, Bethesda wouldn't do as well or be as popular. To be fair, BGS did introduce the feature to import and use mods on console (PS/XBox). Unfortunately, they also have a sordid history of completely and irretrievably breaking modded saves - they did so both in Skyrim and FO4 (the FO4 mod library is still broken on XBox last I checked). Getting back on topic, I fully support your idea for more variety in outpost building and hope to see more mods in that category, but I agree that Bethesda likely won't be offering any content or additional mod support to help make that happen. In the end, this mod community will be the primary source for Starfield's longevity in spite of Bethesda's propensity to sabotage that.
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Shattered Space DLC Madri Sharon is bugged for some players and does not give the 'dead drop keycard' necessary to open Ochim's dead drop box after passing the Persuasion check, and thereby complete the (secret) ending to the "House Divided" mission. The keycard cannot be pickpocketed either as it's not in her inventory. This is easy to fix on PC with a console command, but for PS/XBox players it represents a dead end. Rather than attempt to fix the NPC bug, I suggest a mod that simply adds the 'dead drop keycard' to one of the nearby sleep crates. While this would allow players to bypass the conversation with Madri about her brother, I don't think it's necessary because there doesn't appear to be any follow up with her once you retrieve the dead drop box contents. Interaction with her therefore seems only required to obtain the keycard, and once you have it the mission can progress. If you're interested in fixing the bug, my theory is that a condition check for Madri fails to set if you can't interact (and decrypt) the encrypted slate on Ochim's nightstand which contains a letter to his sister. Fixing that may likely fix Madri. UPDATE: This mod is no longer necessary as Bethesda recently fixed the bug in their latest update.
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Just discovered a mod today called "Make Erick Recruitable Again" by @xtcrefugee. Not sure if I somehow missed the mod or if it was just recently added to Creations, but THANK YOU!
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Disable jumping to the Unity when Armillary is built at outpost
Mournblood replied to MojFPS's topic in Starfield's Mod Ideas
Still encountering this bug as I resumed playing again for the Shattered Space DLC. The problem with your proposed console command solution is that it only works for PC players. PS/XBox players have no means to fix this, and I don't see the "Disable" mod in Creations that would address it for console players. -
This might be a bit niche, but I was wondering if anyone considered placing a robot alcove on the lower deck (between the stairs) of the Cabot bridge for Vasco. He very much gets in the way on a ship, especially if using a mod that changes his body type (e.g heavy security robot), and it would be a nice QoL feature to have a robot alcove he can go to while in space. The Cabot cockpit is large enough and has the perfect dead space to accommodate an alcove where he would stay until landing.
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Preface: This unique crew companion is easily missed and permanently locked out if you do so. For PC players, this can be fixed via console commands - for console players, no such luck. Premise: Very simply, add a slate to the player inventory that when read, executes the necessary console commands to enable us to recruit Erick. You could even add some message from Erick for RP immersion. Idea Details: Console commands needed are setstage 00196BAE 1 and setstage 00196BAE 600. Probably wise to either include a condition flag in the slate or at least a warning in the mod description that Erick's mission, "Start-up Stopped," must be completed before using the mod. Obviously, this mod would need to be ported to Creations for PS/XBox players. Thanks in advance to whomever does this.
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Preface: There's a number of players (myself included) who refuse to do NG+ because we'll lose all our gear, ships, outposts and companions in the process. The problem is that eventually you'll be forced to do NG+ due to save file bloat. Premise: We need a mod that can carryover all gear, owned ships and outposts. There is a mod out there that carries over gear only, but it's broken. Given the difficulty of this idea (and the scripting likely required), we need a skilled mod author who can make this work on ALL platforms. I'm excluding companions because it wouldn't make sense and many of them are tied to specific missions and story arcs. Idea Details: Gear could be deposited in a designated (limitless) storage container, which could be retrieved from the Lodge in NG+. Owned ships could be offered for sale at the NA Ship Services (or via a specific terminal in the Lodge). This way you wouldn't need to recreate their designs and could simply buy them back. Outposts would become unique POIs that are now occupied by someone, or something else. You'd need to clear out the hostiles and then could reclaim the outpost. It should be clearly stated that any mods being used for gear, ships, and outposts would need to be maintained, otherwise this mod idea won't work (and would likely CTD). I realize this suggestion is a tall order given the difficulty, but I'm certain I'm not the only player who would love this, and I have nothing to lose by at least asking our relatively talented mod community (many of whom have created some truly spectacular mods). I sincerely hope someone is up for this challenge.
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Preface: To my knowledge, this mod suggestion hasn't been done, so it should be fertile ground for a competent author who wants to do something new that hasn't been done yet. Premise: Vanilla outpost watchtowers in Starfield are cool but useless. They do not assist with outpost defense even though that is their implied purpose. Adding turret emplacements (or turret stands) to a watchtower would not only make them an extremely useful addition to outpost defense, it would also solve numerous issues with turret placement and security robot pathing*. (*Security robots patrol between turret locations but given that turrets can't be placed on such things as storage containers, most players place turrets on their habs which inevitably leads to security robot congestion inside airlocks and habs.) Idea Details: Add either turret emplacements directly on the watchtower, or add turret stands to the watchtower that allows players to place turrets of their choice. Or do both versions so that players can pick from the watchtower version that best fits their needs and playstyle. There should be at least 4 turret emplacements/stands (one on each side) on each watchtower, but there is room for up to 8 (two on each side). Turret stands would be on the sides of the watchtower, whereas turret emplacements could be placed on the underside of the observation deck. The turret emplacements (which are already integrated on the watchtower) should NOT count against the default 6 turret limit so as to not force players to download/install another mod to increase outpost turret limits. Turret stands (which would allow players to place their own turrets) would potentially require an outpost limit increase mod. If you add a power requirement to the watchtower with turret emplacements, it should be reasonably small. I would not recommend basing that on the default power requirements for turrets (e.g. mk. 3 @ 8 power each X 4 turrets = 32 power per watchtower) simply because it would quickly become impractical to place more than a few watchtowers. If you're doing turret emplacements, they should be the best available, which are mark IIIs. I will mention that even mark IIIs scale poorly against higher level enemies in level 50+ solar systems. It would therefore be a bonus if the watchtower turrets were a bit better than vanilla mark IIIs. I'd also suggest increasing the detection/engagement range for the watchtower turrets. That's it. Fairly straightforward, and I'm betting there would be high demand for this since outpost defense seems to be a largely neglected area for Starfield modding. I hope someone takes this on, and I'd ask if you do, please port it to consoles (I'm on XBox). Thanks for your time and attention.