Jump to content

aurreth

Members
  • Posts

    1393
  • Joined

  • Last visited

Everything posted by aurreth

  1. I've been trying to figure out what marks a location as "outpost not allowed". OutpostBeaconScript sets the keyword LocTypeOutpost when you place it, but I haven't found out what blocks that from happening yet. Maybe I can trace it backwards from the "you can't put that here" message.
  2. It's stupid that they aren't already in the game. Humans and dogs have been together for 30,000 years, there's no way we'd have left Earth without them.
  3. Drag the mounting bracket off the ship. Attach the weapons. Double click on the bracket so you select it plus the weapons. Drag the bracket to the position you want it. This is how I stack reactors and grav drives. Just use a fuel tank as your "grabber", then delete the fuel tank. Also, check your StarfieldCustom.ini, make sure you have [Spaceship] fShipBuilderModuleOverlapTolerance=-20
  4. The mod requires both SFSE and Address Library. You need the ones that match your current game version (Bethesda just patched, again, which means new versions of those mods will be necessary if you updated). The error you posted says there is a mismatch between your mod and SFSE. Looking at the mod comments and bug list this mod has a lot of trouble staying current, so it seems likely the author hasn't updated it to the newest version of SFSE and Address Library. There's nothing you can do about that except wait for it to be fixed by the mod author. Sorry, wish I had better news.
  5. Did you update SFSE after the latest patch?
  6. Because there aren't any. There are just places where they are supposed to be. I've been looking for some sort of water level setting, you know, raise it until the streams fill in, but so far haven't found one.
  7. It's due to the meshageddon, the update before the CK one. The mod NIF Optimization Tool contains a version of Nifskope that works properly. Try using that one instead of the official release.
  8. When you converted it to ESM, did you go to your Starfield Data directory and remove the ESP file? The CK does not actually "convert", it makes an ESM with the same name. The ESP doesn't go away. As I understand it the ESP is for development. You use the ESP until you are ready to finalize the project. You then create an ESM from the ESP for upload, and archive the ESP someplace safe, because you can't edit an ESM with the CK. It's a very stupid system. So yeah, do the conversion then remove the ESP file from the Data directory.
  9. Erm, there are already mods that do that, allow you to have multiple reactors. Mods that remove all ship builder limitations. I like Ultimate Shipyards Unlocked. Add fShipBuilderModuleOverlapTolerance=-20 under [Spaceship] in StarfieldCustom.ini allows you to stack parts. It takes a little practice, but it's not hard. I've been stacking my reactors and grav drives forever. There are mods with extended weapon ranges, or new weapons with ridiculous ranges and damage. Or spend five minutes with xEdit and you can do it yourself. Here's the thing. Since the CK dropped we are seeing a ton of "new" mods which just repeat things that were done ages ago. There's very little "new" about the majority of them. Go look at the older stuff. Everything you are asking for is already there.
  10. A long time ago There's a long, rambling thread here titled Stellar Engineering which chronicles my attempts, what I found works, and what doesn't. I have two proof of concept mods posted, Terraformed Venus and Rogue Stars. Rogue Stars is an entirely new star system, it's just incomplete because planets require a matching .biom file, and without that you can't land on them. Additionally, two patches ago Bethesda did something which prevents jumping to any system which has a non-vanilla planet/moon/station. All of that was pre-CK of course. I'm slowly going through the new tools, seeing if they add the missing pieces.
  11. For Bethesda games different things need different DDS formats. Some images have to be BC5, some BC7 (or whatever the letters are lol). There's probably a guide somewhere. If not, look for one for Fallout 4, since most of the base structure of Starfield is taken from it directly. Not sure what image editor you are using. I use Paint.net, which has built in DDS support, and it seems to handle the conversions really well.
  12. Are you signed into your Microsoft account with Edge set as your default browser? Just kidding. The DDS format on that file is probably one that Xbox doesn't support. No idea which one you should be using, sorry.
  13. Paint.net. Has native DDS support. Open the DDS, Save As PNG.
  14. I like the capes on my World of Tanks armor. They make my tanks look absolutely fabulous!
  15. There's an interim release of xEdit, 4.1.5g, available on the xEdit Discord.
  16. So homophobia, transphobia, racism, victimization and a raging sense of entitlement. Yup, I'm done here.
  17. Should they also delete working mods by the same author, that any number of people may be using? And who decides what constitutes a working mod and what does not? What if the author has a dozen working mods for, say, Skyrim, but one not-quite-finished mod for Starfield. Do the Skyrim mods get automatically deleted too? And "don't start something you can't finish"? What if the author had every intention of finishing? Your argument is that no one should ever start on a mod, because they may experience a crisis in their life that prevents them from finishing. Your lack of compassion is Brobdingnagian.
  18. What if the author died? Should they leave instructions for their executor to delete their mods? How about if they became homeless when their job got downsized? Should they find a way to steal power and internet access to delete their mods? Maternal mortality rates are way up post-Dobbs. Should a dying mother beg the nurses for a laptop so she can delete her mods? When I got hit by a hurricane a couple years ago I was forced to give up my Fallout modding. Should I have deleted my mods? Or would it possibly be better to leave them there for people to download, alter, and fix as they desired? As long as you don't upload someone else's work you can make all the local changes you want. Now, instead of thinking about how this affects you, try thinking about the author who had something tear up their life.
  19. Oh I've been working on planets and star systems for ages. My problem, other than not being able to create new *.biom files, is that I keep getting right up to the point where brand new, custom systems are possible and then Bethesda patches things and screws it all up. A couple patches ago they made it impossible to jump to a non-vanilla system (CTD when you try). I'm working my way through the CK, figuring out where everything is, then I'll try again.
  20. Another issue, you can not modify Creations to suit your personal preferences, or create an override for them because they are all ESLs which can not be used as a master. I'm trying to fix the Observatory (free) because the maximum build height is ridiculously small, and I may end up having to rebuild the entire mod to achieve that.
  21. No idea, but I'm not going to. I prefer to use mods from Nexus and support free modding, rather than Creations which encourages the rapid release of small, low quality, paid mods. Additionally, as far as I can tell, Creations does not provide a way to contact mod authors to provide bug reports, discuss new features, or freeze a mod at version 1.0 when version 2.0 adds features or dependencies that you don't want.
  22. xEdit is throwing fits with the new Starfield.esm. Throwing errors on every SFTR record, leading to out-of-memory errors.
  23. I doubt mods will suddenly stop working just because the CK dropped. SFSE will be broken for a day or two, and mods based on that. The big question is whether or not Plugins.txt Enabler can be removed, i.e. did Beth fully implement mod and load order support.
  24. The interface is a major change from the Skyrim and Fallout CKs. Gonna be a steep learning curve. Hopefully they can use the CK to bring xEdit up to date, it will be easier to lay out the initial structures there, then finish them off with the CK. I do see that indeed most of the settings in Planet Data that I thought were not used are, ta da, not used.
×
×
  • Create New...