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Place Doors Yourself and Creation Kit builds?


RoccatScientist

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I don't know. I run the hole show via Mod Organizer 2. But i always thought by installing and setting up CK for the first time that the two of them would be "linked" together. Otherwise the Mod or Plugin wouldn't be loaded in the CK. Or am i wrong? But if SFSE is missing while running CK, couldn't it be added otherwise? I mean, i added so many things by just editing some of the .ini files, also in CK. Is it possible to add SFSE somehow?

And yeah, PDY is one of the best mods for shipbuilding. I "wasted" so many hours by rearranging habs, to get a decent working interior. It was fun thou and demanding but it's so much more comftable to build it right away the way you want. 

Aside from that, PDY is indispensable for my future projects. To bring some functional M-Class ships into play. But the Habs are forcing so many doors to open to the empty spine.

Here's a little reference on what i'm trying to do. https://www.nexusmods.com/starfield/mods/11423 (don't download that, it's no longer maintained, just for the pics)

I was finished and almost ready to publish, than i discovered 3 bugs in my final CK build. Matilja's weapons for his Battlestations, they sit backwards. The Rev-8 moved while rendering. And the ladders won't work. Kinda sucks for me, i don't know how to proceed otherwise.

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In previous version, you would rename the SFSE_loader.exe file, to something else, so that it would know it was loading the CK.... (don't remember exactly what it was, that was from back in my oblivion days....) It's possible that MO2 ISN'T loading SFSE, as it simply doesn't know how with the CK.

I would be tempted to copy/rename the SFSE_loader, to whatever the documentation says, and firing THAT off, instead of via MO2, and see if things work properly.

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On 11/4/2024 at 6:03 PM, RoccatScientist said:

That is quite possible. and I have to correct myself, the two don't seem to be linked to each other. MO2 starts either SFSE or CK. I have to choose what to start. One excludes the other.

Ok, I got that, copy/rename part, but what kind of documentation do you mean? (sorry)

I also discovered this post here about apparently the same problem, but with Skyrim. But this is all pretty exhausting for me, it will probably take me days to translate and understand it properly. But that's the same topic, right?

I know this is a hell of a lot to ask, but are you willing to help me with this any further?

What irritates me is the fact that some script mods are seems to working/loaded in CK. Espacially talking about StarUI shipbuilder and clean ship builder mod. As far as i know these two don't create a plugin and are only running by scripts. But, they are working more or less correctly.

 

 

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9 hours ago, RoccatScientist said:

 

Actually, they aren't even scripts, they are SWF files. Adobe flash applets, basically. They override the stock menues, and aren't dependent on SFSE.

 

That said, I am NOT seeing the method to start the CK with SFSE enabled..... Not on the description page, and not in the readme....... Probably need to post on the Mod's page, to see if/how you can get it goin'.

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On 11/4/2024 at 6:03 PM, RoccatScientist said:

Wow, thanks for the heads up on Scripts and Adope flash applets. I just have started this hole modding thing and have to learn so many things, well about like everything. On different mods and how they interact with the game. Well like i said i already wrote on the Mod page from PDY. In the meantime i try to build it anyway. But i'm not sure how to publish. Guess i will have to put up a video as well that shows how to fix the ladders and arm the Battlestations after the purchase.

 

 

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Ok, i'm pretty stupid sometimes. Once i buy the ship, the ladders won't work right away. But i even don't need to replace them. Just rendering the ship thru the game fixes the ladders. Assigning a weapon to another group is sufficient. Sorry that i have made such a big deal about that. Closing this, more or less.

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