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Everything posted by aurreth
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Need help fixing my water
aurreth replied to DirtyDan86's topic in Starfield's Creation Kit and Modders
Hm. Kk, I'll have to strip down your last release, get rid of the overwrites, then I'll take a look. Might not get to it today, having a bad day (health) and have no energy. -
Need help fixing my water
aurreth replied to DirtyDan86's topic in Starfield's Creation Kit and Modders
You can rescue it, you'll just have to take time to replace the overwrites with duplicates and change where things point to. Trim it back to basics. Get the two story hab set, with proper doors/connectors. Then place the furniture and decorations. Once you have a solid base we can work on the water issues. -
Need help fixing my water
aurreth replied to DirtyDan86's topic in Starfield's Creation Kit and Modders
Looks like there's an issue with coordinates. The water needs to be centered on the hab, not the ship or the outpost. Let me load it up in xEdit and take a look. Oh wow, I'm sorry, this is a mess. You are creating a new hab, but your mod overwrites vanilla values. Anything that loads after your mod and overwrites those same values will cause your new hab to malfunction. I mean I see overwrites for Siren of the Stars, which may make a core quest not work right. You have an overwrite for PoolMudMicrobialMiasmaStorageCell where you remove the Position/Rotation values, making it at best not get placed, and at worse causing a crash. You even blanked out the Keyword for that environmental hazard. Let's see, you altered vanilla containers instead of creating new versions. You changed something like 20 biomes, altering dozens of planets; blanked out a Book record which was apparently used as a display in one of the Nova cockpits; altered the object bounds on a vanilla Door; changed a vanilla Vendor by altering the Faction record; altered a Planet to make the water safe; changed the SQ_ENV quest to remove a hazard; changed two vanilla Reference Groups; and changed the Worldspace OutpostOverlayTemplate. And there is way more, I didn't dig into all the Cell records. Hey, I'm more than willing to help you, but this is NOT the way to go about things. A swimming pool hab is a great idea, I love it, but this goes way beyond a ship hab, making changes throughout the game in order to facilitate one ship part. It's almost impossible to troubleshoot because any of those changes that affect the entire universe may be linked to other effects that are causing you issues. -
I feel like nobody knows what game you are talking about.
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They've dropped hints along the lines of "well if the rest of the world keeps supporting Ukraine we might have no choice." Don't think anyone takes them seriously because if it happened Russia would cease to exist.
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Most mods don't add the armor directly to your inventory. Either you have to use the console to add them in, or go to the vendor or container the mod author chose to put them in game. Try reading the mod description, it will tell you how to get the armor.
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BILLIONS of years, with a "B". The sun is a middle-aged, main sequence yellow dwarf, roughly 4.5 billion years old, with enough fuel to burn for another 5 billion before it expands into a red giant. Pseudo-science claims about "the sun is getting hotter" is just another attempt to deny climate change is being driven primarily by humans.
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Suggestion: Buildable functional lights like in FO4
aurreth replied to DorsaiDragon's topic in Starfield's Mod Ideas
Must be your settings because I find the vanilla lighting in outposts to be annoyingly, glaringly bright. But yes, the lighting in the game generally sucks. B.A.S.E., Outpost Construction Expanded, and my own Starborn Furniture all have placeable ceiling lights. I'm sure there are others. If I can ever get wall lights to actually stick to walls I'll probably put together a mod with nothing but lights for outposts and ships. -
PLEASE BRING GORE & DISMEMBERMENT TO STARTFIELD!
aurreth replied to awareunlikeu's topic in Starfield's Discussion
Define "woke". -
Problems with trying to edit water depth
aurreth replied to DirtyDan86's topic in Starfield's Creation Kit and Modders
NIFs in Starfield are more a reference than anything else. You can use Nifskope to add or remove bits (sometimes) but that doesn't change collision. For example I've removed the huge machinery block on the left side of the large landing pad, but I still can't walk through that spot because I have no idea how to use Blender. So for your water you need to export the nif, import to blender, stretch it, then export both the nif and the geometry. You actually need three files for any one item, the nif, the geometry (mesh), and the materials (mat). NIF is visual, MESH is the physical, MAT is the textures. Honestly the whole architecture is incredibly frustrating. Double check your paths, the geometry file for that water should be Data\meshes\c01f952f33f9e8fc5f39\6298960fd210ff2a6892.mesh. You're probably better making your own water object so you can give it a sane name. -
Problems with trying to edit water depth
aurreth replied to DirtyDan86's topic in Starfield's Creation Kit and Modders
When you stretched the Z axis did you create a new geometry file? The NIF doesn't contain collision. -
I'm trying to make some wall mounted lights, but I can't seem to get them to stick to the wall. I've tried the vanilla "generic wall attachment" snap template, the ones for other wall mounted things like backpack mounts or weapon racks, nothing seems to work. The lights just want to be placed on the floor. Any ideas?
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https://forums.nexusmods.com/forum/8893-mod-ideas/ Number 6 has been done to death.
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Need help - attaching keyword to cockpit but it never registers
aurreth replied to COCayneT's topic in Starfield's Discussion
It's the middle of the day on a Tuesday, might want to wait until people get home from work. -
The CK is incredibly slow and resource hungry. I remember there were some INI settings for the Fallout 4 CK that vastly improved things. Are there any similar suggestions for the Starfield CK?
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Mod Idea - Stop gangs from attacking you while driving
aurreth replied to toddhd's topic in Starfield's Mod Ideas
Umm, there are no vehicles in Starfield. I think you meant to post this someplace else, like the Cyberpunk forums. -
HELP: How can I duplicate a POI?
aurreth replied to PlatinumPoster's topic in Starfield's Discussion
The game will load ESP files (or how else would you test them?). It's just, from what we understand, they don't mix well with the load order mechanics and should only be used for testing, then finalized into one of the ESM versions. -
4.1.5g works fine for almost everything. It is still limited in its handling of Medium and Light masters, but it opens everything pretty well so you can have a look around.
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Despite what some mods may claim, if there was no load screen you didn't change orbits. Every planet has an associated orbit cell, and to change from the location SSol_PMercury_Orbit to to SSol_PMars_Orbit you have to change cells, which means a loading screen. Think of it in terms of bubbles. Each planet is surrounded by a space bubble. Mechanically there is nothing between these bubbles. The space between them does not exist as far as the game is concerned, you have to teleport (load screen) from one bubble to the next. Yes, this is stupid, the entire solar system should be one bubble so you can fly anywhere you want between planets, but that's not the way Bethesda built the game. There is evidence in the game files, tons of planet data that is never used, that the "one system bubble" was considered, but instead they went with extra loading screens. So it is baked into the game. The only way you are going to see all the stuff around Mars is for the game to move you into the Mars orbit bubble, which means a load screen. I'm not going to say that some clever modder might not figure a way around this, but it's very unlikely given the way Bethesda built the game.
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It's a problem with the mod(s) you are using. A lot of mod authors think you can just point a Constructible Object at an existing item and it will magically work in-game, when the thing they want to build frequently takes adjusting, having keywords fixed, being placed in a PackIn, etc.
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One possibility is I decided early that the two different Data folders, and trying to figure out what should go where, was stupid, so I got rid of the one in My Games and created a hardlink to the actual Data folder in the game directory. I've never had problems installing mods or getting them to work since then. LOOT may be trying to look for mods in two places, but since both those places are logically the same folder it is getting confused. I could remove the link and see what happens, but since LOOT is the only thing not working I'll just stick with what I've got.
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I can't get LOOT to work. Error message every time, including something about needing Plugins.txt Enabler, which is no longer a requirement for Starfield.