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ArchAngelAries

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About ArchAngelAries

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  • Website URL
    https://www.deviantart.com/archangelaries
  • Discord ID
    ArchAngelAries
  • Country
    United States
  • Currently Playing
    Baldur's Gate 3, on a retro emulator kick lately,
  • Favourite Game
    Skyrim

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  1. First of all calm down , I can understand your frustration , I am a modder myself, releaed lots of mods and I am mostly into new meshes add ons ... that said I modded long ago skyrim and fallout so now I do not remember much of the new updated stuff... yes bae should work fine for extracting, the textures can and need only to be replaced inside the folder with proper path and the ini file must be created ... starfieldCustom.ini to add the following lines in it. [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= That said this is where I stopped checking how to mod , I made a small test of texture replacement but it took so much time updating the saves from xbox ( where I play ) to pc that I gived up trying for now . I basically only edited the patch of constellation spacesuit as a test. I think we need a modding subsection ( for guides, help and tutorials ) in this Starfield Forum . Not gonna calm down, I have every right to be pissed off. I already understand how to add mods to the game, that's not the issue. Not being able to create mods due to knowledge gatekeeping and authors refusing to share how to create them, and some cases straight up lying, is the issue. You mentioned you've created texture mods for Starfield, but no one, not even you, have explained what the new texture compression is or how to export it in the new format, people are editing nifs and deleting whole sections of the mesh and saving them back as nifs again, people are making ESP mods, AND ABSOLUTELY NO ONE is sharing how they are accomplishing this.
  2. If there's no nif tools, then how are they editing nifs? Literally deleting sections of spacesuits to make them skimpy, literal nif replacers. You can't have edited nif mods without a tool to edit nifs. Tell me again how I'm wrong, or the author isn't lying? Care to explain the screenshots proving the nif was edited and that they say there's no tools to do so, yet their mod is an edited nif replacer?
  3. Everyone I see releasing mods like texture replacers, mesh edits, and Esps says that Starfield assets/modding is completely different from previous Bethesda titles, from texture compression methods to nif structure to even Esps, but yet almost every author that has such mods released has a dozen or so comments questioning on what tools they are using to do so or how they are doing it actively refuse to give any answer as to how beyond a very brief explanation like they are somehow using Fallout CK/xedit and that there is a new compression type to save textures. I've searched everywhere on how to do things myself but can't find any mention of tools or methods, and every author being asked seems hell bent on hoarding the f*#@ing knowledge. This is f*#@ing bullshit. There used to be a f*#@ing decorum on linking the tools/methods you used to f*#@ing make mods or at least giving them a mention in a credits section on your description page. The only tool i've seen is BAE and that doesn't really help without knowing how people are editing meshes and textures properly, and every author releasing Esps doesn't even respond to questions on how they created the damn thing. Why the f*#@ is everyone keeping their methods secret??! I s#*! you not, I saw a comment on a skimpy spacesuit mesh edit that was LITERALLY A f*#@ING NIF REPLACER and the author was asked if there are tools to edit meshes and if the mod is a mesh edit and the f*#@ing author says, "Sadly not"!!! f*#@ing lying POS!!!! How the f*#@ did you edit the nif then if there aren't tools to do so??! Even if the tools aren't Starfield specific tools people should be sharing their methods! This is f*#@ing bullshit! I'm not being a whiny entitled brat here, well maybe a little, I'm literally just pissed because I'm trying to learn the current working methods, and everyone refuses to give any real answers. This "figure it out on your own" perpetuating in the Starfield modding community is selfish and f*#@ing toxic. If you took the time to read this, thank you for hearing me out and taking the time to read this.
  4. That would be a massive project comparable to the scale of Skyblivion, but would be so amazing!
  5. I saw the SFSE, really excited that tools are coming faster than usual. Thanks for the links :smile:
  6. I know we have to wait for xEdit or CK, but I'm excited to see if we can implement Star Wars and Star Trek mods. What weapons / armor / clothes / spaceships / planets / aliens / etc from Star Wars or Star Trek would you like to see? Essentially this can be a wish list thread for anything Star Wars/Star Trek. I'll start: Star Trek Ships------------------ Star Trek Enterprise - Enterprise NX-01, Vulcan Surak-class Ship, Andorian Kumari-class Warship Star Trek TNG - USS Enterprise-D, Klingon Bird-of-Prey, Romulan Warbird, Borg Cube Star Trek DS9 - DS9 Space Station, USS Defiant, Cardassian Galor-class Warship, Ferengi Marauder Star Trek Voyager - USS Voyager, Delta Flyer, Borg Sphere Star Trek Discovery - USS Discovery----------------------------------------------------------------------------------------------------------------------------------------- Star Wars Ships--------------------- (EP 4 - 6) Millennium Falcon X-wing Starfighter TIE Fighter Imperial Star Destroyer Death Star (New/Damaged) (EP 1 - 3) J-type diplomatic barge "Naboo Royal Starship" Jedi Starfighter Venator-class Star Destroyer (EP 7 - 10) Resistance Bomber Supremacy - The colossal First Order capital ship Starkiller Base--------------------------------------------------------------------------------------------- I hope we can see a couple of these with explorable interiors and working weapons systems. I know that would also mean we'd need to be able to disable ship building limits, but would still be cool.
  7. Sad that Bethesda went with the silent protagonist voice instead of adding in a settings toggle for voiced/silent player, mods will come like in Skyrim, but AI voice mods don't quite measure up to real voice actors yet.
  8. Has anyone heard if the xEdit team will be releasing a tool, soon (or at all)? I know Todd Howard said that modding support will happen at official launch, but xEdit is so much easier for so many types of mod creation than CK.
  9. Agreed. Would love this! Duplicate any section, snap more places, build in red, disable error, etc
  10. +1 ... Can't believe that Bethesda didn't implement this, didn't they do it in FO76? Don't get why they reverted to disembodied floating arms...
  11. I would like to request this as well, idk about 1000x speed, but a faster running speed mod would be nice. Please and Thank you.
  12. why this is hidden, is it broken ? Literally came here looking for answers as well, I downloaded it a couple hours ago and didn't hop in to test yet. Now I'm worried whether I should uninstall or not. Update: I reached out and spoke with the mod author and they said they hid it because it was causing game breaking bugs like infinite dialogue loops and they are working on trying to fix it. I didn't pry more, was just happy for further clarification. The author is really kind, hope they're able to fix whatever's going wrong. Might just be one of those types of mods that ends up needing to be implemented with a script extender or something.
  13. I accidentally missed one of the upgrade tools and didn't save prior to or during the sewers, so I ended up missing the tool. By the time I realized I missed it, it was too late to turn back. If anyone has a save game with all current tools picked up, either after the sewers or just when you meet Tommy at the hydroelectric plant, I'd greatly appreciate it. I don't want to download a NG+ save, but I don't want to have to slog all the way back through the story just for one tool. Any help is greatly appreciated.
  14. I know a couple editors have surfaced... but wanted to let you know, you can change your character's voice pitch in the sound settings.
  15. So I figured out what it was, I stupidly didn't realize I have WS+ installed and forgot I was wearing an invisible jetpack.... I feel stupid now. Ended up updating WS+ and realized in the description the author says not to wear a jetpack in workshop mode bc it causes wonky movement behavior with their mod :sweat:
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