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On this, there was a major update (May?) that changed the names of all the mesh files in the base game (I think that's right), meaning all .nif files in any mod released to that point which referred to base game meshes needed to be remapped. As predicted around that time, someone made a tool to auto-fix them (https://www.nexusmods.com/starfield/mods/9234),
Some mod authors updated their own mods and re-uploaded new versions, but not everyone.
If the mod you're talking about is old enough (which one is it?) running this tool across it might just fix it. I had to run it across a couple that I use, worked flawlessly.
As for the other points in your post...
We want xEdit, but we shouldn't give up hope. From early on in the games release it was clear this would take some perhaps extraordinary work, but I don't for a second think it's been abandoned, we just need to be patient.
And the saves issue? Could be any of a number of things. There's definitely been some odd behaviour, but most unloadable saves have been due to older mods AFAIK.
https://www.nexusmods.com/starfield/mods/9234 <4moreInfo
idk if you've come across this thing... it's easy to miss, i mean, at least i was surprised *g*
I can't say anything about xEdit, I didn't know that the author had released the source code. Maybe I'll look it up in the future.
And the biggest problem with the CK is probably the missing description, which is probably not allowed to be published for copyright reasons - I assume.
Perhaps I should clarify that I replaced the Mantis helmer with the Varuun helmet mesh and the Mantis Booster pack (backpack in file names) with the model for the Deepseeker booster pack. I even extracted NEW models from the game archives and renamed them and put them as the files for the Mantis helmet and booster pack. Perhaps it's not as simple with Starfield, but considering it worked before, something else must've changed.
The original mods I based these changes on were https://www.nexusmods.com/starfield/mods/2558 for helmet and https://www.nexusmods.com/starfield/mods/2172 for booster pack.
Oh I know it hasn't been abandoned, but due to the fact that other people now have to learn how to make it makes the process so much slower. And I doubt Bethesda's seemingly anti-modding changes are helping. xEdit isn't that important for me at the moment, it's just a useful and easy tool to use to troubleshoot mod conflicts.
What bothers me is due to the modding scene seemingly being on life support, people who created the mods don't come in and delist their problematic mods.
To be honest, I kinda held back on the more advanced mods just for that reason, because I knew they wouldn't necessarily keep working until modding tools became more usable.
But, even then, how come sometimes they load just fine and there are no issues, and then next time I load a save it gets stuck in infinite loading screen? Seems very inconsistent.
If the saves just didn't work, period, then I'd be more understanding.
But, yeah, if you can find a solutionfor my armour replacer mods, then feel free to tell me.
It should work, but it's not, so idk.
Does capitalisation in the folder names (for example 'Meshes' instead of 'meshes') affect how the mods work? I mean, my Neon Security armour replacer for the space suit seems to work fine, but the helmet and booster pack are invisible.
Ah, my bad. You're talking about your own modifications not working. Probably need someone who's more familiar with the new CK than me for that.
I've used xEdit more in the last few years than the official editing tools (in fact it hasn't been since GECK and Oblivion days that I've used the Bethesda tools - I just haven't created mods in that time). I do know that the people working on xEdit have been doing it for years already though, so hopefully the hurdle isn't that big for them.
I've just been using, not creating mods, with Starfield so far. Before and since the CK release. I think I've only encountered a couple that needed to be cut from my load order due to not being keep current by the authors.
Hopefully your thread grabs the attention of other people currently working with the CK - alternatively, if I were in your shoes I'd likely pop into the BGS discord and see if someone (not BGS, but another modder) could provide any assistance.
It could cause big issues if I choose to uninstall an armour replacer mod.
Hopefully, this isn't the case, though.
I've used xEdit more in the last few years than the official editing tools (in fact it hasn't been since GECK and Oblivion days that I've used the Bethesda tools - I just haven't created mods in that time). I do know that the people working on xEdit have been doing it for years already though, so hopefully the hurdle isn't that big for them.
I might have to... For now I installed a different mantis replacer that I know works. But it uses a plugin so I'm doing it reluctantly.
There have been substantial changes in the CK and engine. I would suggest maybe watching some CK tutorials and rebuilding from vanilla on up, abandoning old, non-working saves.
It appears dead, because if it wasn't the modders would come back and deal with their mods, but many have done nothing since last year. And if you wanna argue about at what point it should be considered dead, but at the very least it's dying.
20 mods a day is definitely an exaggeration. I see on Nexus, 64 mods the last week, that's maximum 10 per day. And that's only cause CK is new and SOME people have returned.
Many of those mods are simply language translations. I wouldn't expect this to keep up either.
Nexusmods allow you delist your mods, I've seen authors do it MANY times.
I find it ludicrous that a update after the game's full release would break a save, and until anyone can prove that my limited use of mods has broken anything, I refuse to believe my saves are beyond saving.
I have actively tried to keep my saves and few stability relevant mods up to date to avoid these issues, because I know sudden extreme changes caused by waiting too long will break saves.
Through my careful methods I have been able to keep my save files working flawlessly. This is the first time they break.
Are you suggesting Bethesda's update actually broke our save files? I don't think many NG+ players will be very happy with that.
What I noticed was that most mods, are textures replacers, some are model replacers, a few UI editors, then a few have .esm files which could actually affect stability, but most of them only do minor changes that I doubt would break a save, it's all very simple stuff.
And unless they fundamentally changed the way plugins are structured adn read, I doubt it would cause any issues.
The only real one that could potentially cause issues is a mod called 'Summoning of Ship - Ship Remote Control - Land - Take off - Set gravity' https://www.nexusmods.com/starfield/mods/6216. It has scripts, and it hasn't been updated since last year, but it has worked fine for me all the way until last update, so I doubt it's that.
And if it is, I want someone to prove it to me.
I'm not about to throw away hours of work in-game because of someones assumptions that I am some mod hoarder.
I want to make it abundantly clear that I have no CTDs. My game is stable. Only real issue are the mantis helmet and backpack replacers not displaying properly mentioned above as well as the saves having trouble loading. That's it. No crash when loading save, no crash while in-game, nothing. Only loading.
The missing resources can cause infinite loading screens, but, I haven't seen crash while saving yet.
They're essentially just renamed files of deepseeker backpack and varuun helmet.
If the paths and references in the .nif files themselves is the issue, I guess I'll have to use the tool people linked above.
https://www.nexusmods.com/starfield/articles/411