Before you post any issues/questions/concerns/complaints, please read the description and FAQ first.
If you are posting issues for older versions of Xeno Master, then I will just tell you to update to the latest version! Also make use of the built in nexus bug report feature as I am more likely to see it then here! (Please note that when I respond to your bug report (and is still unsolved), I will give you 3 days to a week to respond back otherwise I will close your bug report from inactivity.)
Q: Animals are invisible! And it's your fault! blah blah blah A: If you are enabling/disabling mods from the in-game load order menu or just downloaded some new mods from creations, then you need to restart your game completely. Which means closing out of the game (For XBOX users this is closing the app and for PC you need to quit to desktop) and then relaunching Starfield again. This issue is not unique to Xeno Master. TLDR: Quit out of Starfield completely and restart it again. (I WILL DELETE YOUR COMMENT IF YOU EXPLICITLY COMPLAIN/MENTION ABOUT THIS. I AM COMPLETELY DONE WITH STUPID POSTS LIKE THIS.)
Rest of the FAQ is in this spoiler to reduce wall of text in the comments section, click SHOW to see the rest
Spoiler:
Show
Q: Why is the plugin file so big? A: This mod holds FormIDS of the many layered materials for each biome skin variation for each creature species. There was no other way I could do it, sure there was AVMS, but that thing wasn't my cup of tea and the process behind it was even more tedious. Oh and yeah, the 300 different slots you could have are all separate actors, and having to reference them 2 times because Bethesda doesn't allow array text replacements.
Q: Does that mean I can have a Terrormorph as a pet now? A: That's something for you to find out, but if you don't care about spoilers:
Spoiler:
Show
Yes you can, however you will need to use CCD MK V to capture them, any lower tiers will always fail. Beware, Terrormorphs are very difficult to capture, so come prepared. A reliable place to get Terrormorphs is Toliman II.
Q: Help! I keep crashing everytime I load in with Xeno Master installed! A: Check your load order, disable all of your other mods except this one. And if your game doesn't crash, then it means that you have a mod that is making the game not play nicely with my mod. While this may be very tedious, but try to enable your other mods one by one until your game crashes again so that you can find the culprit. A2: If you are running a chunky load order, then there is a very good chance that you may have hit your soft mod limit. Which means you will need to remove some mods in order to stop crashing.
Q: Does my pet's hunger go down when they are stored in the Xenobox? A: No. Pets stored in the Xenobox don't lose hunger. Only pets that are currently following you.
Q: Ridable Xeno Pets? A: I wish. Unfortunately that one is a strict engine limitation jacked up broken by BGS. Nothing I can really do on that. A: With the rovers/cars being out, I would have to break that down and figure that out. As of right now, it's not a priority feature for Xeno Master right now.
Q: Can you add alien floaters as tamable creatures? A: I cannot. Due to technical issues, they are currently in the backburner for the time being.
Q: Could you add cages where you can put your pet in for outposts/ships? A: Cages? We don't live in the stone ages anymore! We live in the future, we just shove them back into the Xenobox! Just kidding, that is one of the features that I plan on adding in the future. It should be feasible just because the cage assets already exist in the game. It's just the matter of accounting a separate catagory for the Xenobox and implementing it in properly. A: Added.
Q: Is there anyway you could assign your pet to an outpost? A: You have to dismiss your xeno pet via dialogue and then you get the option to assign them to something.
Q: Where do I find/make NCI MK VII adapters? A: You can find them by making them in the same bench where you would normally make CCDs. They are found under the N catagory since the Industrial Workbench sorts craftables by alphabet.
Q: Does having a xeno pet following you affect the extrovert and introvert traits? A: Nope, having xeno pets following you does not affect those traits, since they are afterall not humans.
Q: When can I be able to catch the new creatures from DLCs? A: The DLC just came out, I'm currently looking at it, just be patient. A: You can, its an addon for Xeno Master. Look in either one of my pinned posts or this link: https://www.nexusmods.com/starfield/mods/11822
Q: Do Xeno Pets level with you? A: Yes, everytime you level up, you will notice that their health increases. This stops once you hit level 100. However their Power Level and Health Power Level need to be increased by you via Upgrade Meals and such.
Q: Can you feature/make a translation for [Insert non-english language here] A: I don't do translations, however if you are willing to volunteer and know how to use the Creation Kit/xEdit/modding tools and have some basic modding knowledge to do it yourself, then go for it! Just remember to refer to my permissions.
Q: Does Fauna Compendium progress persist in NG+? A: Yes and no. Fauna Compendium progress will only persist across universes if you have fully completed it. You will know when you get the bonus perk for completing the Fauna Compendium.
Q: Does having a xeno pet following me prevent the isolation skill from taking effect? A: Nope. Which means you can have xeno pets and still have the effects of the isolation skill applying.
Q: Do Xeno Pets have morals, judgements, or any of that stuff? A: Are you serious? No! I thought them being alien animals was obvious enough for you. Your xeno pets don't give a crap on what you do. Their morals are the same level as Vasco. They don't care!
Q: How do I skin color swap a Xeno Pet? I don't see the dialogue option! A: Make sure you have a Xeno Skin Color Morpher in your Inventory (You need to make one from any Industrial Workbench first) and then unequip any accessories your pet is wearing! After that, you will see the dialogue option! Please note that not all Xeno Species are capable of skin color morphing!
Notice: If you ask a question already answered in the FAQ, then I may/will mock you for it. :P
If you use discord, you can join my discord server where you can talk to me, like minded people, see teaser updates for upcoming versions of Xeno Master, and etc: https://discord.gg/TVR2qPE
This major update introduces the Xeno PROD! A new melee weapon that can serve as an alternative (and somewhat different) main method for capturing wild xenos! This also introduces the Xenoweapons Lab where all of the craftable items from this mod must be made from now on! Two new Special Xeno Pets! Quick Xeno Selection Menu! Heatleech morphin time! Besides those major additions, this also adds: more outpost stuff, quality of life changes/additions, Xeno Gifts, More options, and a slew of changes and fixes.
New Features: - More Name Choices - New Workbench: Xenoweapons Lab! - Gift from Xeno Pets! - New weapon: Xeno Prod! (This also serves as an alternative main capturing method) - You can now Size Morph your Currently Selected CCD Xeno - Small versions of the rugs and a new rug variant! - New Outpost Only Buildable: Extra Extra Large Xeno Cage! - New Xenobox Setting: Quick Xeno Selection Menu! - New gameplay option: Relocating Active Xeno Pet Auto Follow - New option in [Current Xeno Management] from the Xenobox: Manage all Active Xeno Pets - Heatleech Pets can now Morph under certain conditions! - Introduced Special Xeno Pet: Zaagmets! - Introduced Special Xeno Pet: Vismar! - New Tip message for leaving your Xeno Pets completely starving - New Xeno Pet Accessory: Monocle (also includes a Monocle & Top Hat combo) [Creature selection is VERY limited at the moment] - You can now check a Special Xeno Pet's Mutations and Traits from the [Special Xeno Friends] menu just like you can with regular Xeno Pets.
Changes: - All of the craftables from this mod has been moved to the new Xenoweapons Lab. - Xeno Pets are now immune to tesla legendary weapon effect. The visual effects will still be there, but the damage is now nullified. - Most of the "Kiosk" submenus of the Xenobox now use the "Long Kiosk Entry". - Buffed most of the Mutation Attack Types in terms of damage output. - Mag Pressure Tanks are no longer needed for crafting CCDs. - Slightly buffed Terrormorph Manipulation Assistance's persuasion boost from 70% to 80%. - BUFF: Having the Terrormorph Manipulation Assistance ability now allows you to remanipulate a previously manipulated target as many times as you want. - Terrormorph Manipulation Assistance is now shown as an active effect. - Terrormorph Pets are now able to be fed range changing treats! - Getting a Xeno Pet from an animal husbandry will no longer transfer over their traits/mutations. - The Ghost Trait Update failsafe is now considered deprecated and should no longer be used. - Updated Tips to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station. - Updated Instructions to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station. - All Xeno Pets are now able to fight while they are swimming. This also serves as a fix for the Aquatic Pets not being able to fight while swimming. - Mutation Attack Type Electromagnetic now additionally: Knockdown if the target is a roach/slug creature.
Fixes: - Fixed where all of the Xeno Pets (and Special Xeno Pets) counted against your crew capacity when dismissed as a crew member. - Fixed where going into the Mutations topic with Vrakgon wouldn't show his current Mutation Attack type. - Fixed where you were able to shoot [Send Out] CCD Kits and they would act as Tesla mines. - Implemented an automatic fix for Flyer and Manta Pets whenever they lose their flight ability. - Fixed where you could still select and send out Vrakgon even when he's fainted or angry. - Fixed where selecting Vrakgon would select him twice. - Fixed where you couldn't change combat styles of your Special Xeno Pets when they are dismissed as a crew member. - Fixed typo for the tips popup (and the instructions menu) when you run out of CCDs. - Fixed a very rare exploit where you could successfully capture the same creature multiple times at once.
This mod is amazing. I managed to capture an Ashta and named this lovely creature Fang. Back in Vectera, we faced an ambush by two Terrormorphs. Thank you, Ghostrider! I'm eager to see the faction you're hinting at during the loading screens.
Stealth hotfix of 1.1 deployed because I know how to check for things. Apologies in advance.
What's fixed:
- Version Check now activates the Special Xeno Friend Givers failsafe automatically for the newer Special Xeno Friends (originally, you had to go into the failsafe maunally to trigger them) - Fixed where Vismar was referred as a male in some of her dialogues.
I post updates in my discord server often (you get to see all of the update posts). If you haven't joined, then I strongly recommend joining my discord server!
What is the Xeno P.R.O.D.?
Xeno P.R.O.D. (Photon Retractable Obstinate Device) is a melee weapon that serves as either a pure EM weapon or a physical and energy weapon hybrid.
This weapon serves as an alternative main capturing method (which means you can use this method instead of CCDs)
Since the Xeno Prod is a melee weapon, you will be able to upgrade it and attach different weapon mods on it. The highlight of this weapon is the Xeno Taming attachment. Which goes from MK1 to MK5. The tiers work exactly like the CCD tiers.
Upgrading the tier of the Xeno Taming attachment is way more expensive than crafting CCDs, but the tradeoff is that you only need to do it once.
The Xeno Taming Attachment requires special batteries (they are called Xeno Taming Prod Battery) in order to capture creatures just like the CCD.
Capturing creatures with the Xeno Taming attachment on the Xeno Prod works differently from the CCD. Instead of throwing a special grenade at the target directly to capture, you now have to strike the target to capture. Which will require you to get up close to the creature and smack them. The capture attempt itself follows the exact same rules as the CCD.
For every capture attempt, you will use up one Xeno Taming Prod Battery.
That's something I do have noted down in my docs, though it's not going to happen overnight lol. In the future? Something I do have planned! Just don't expect it soon in the future, but it is in the mind!
Spoiler:
Show
I have thrown numerous hints of an obscure faction (via loading screen texts) and such which does suggest something like that in the future.
I will be posting updates from time to time on here as well. Mainly just the youtube videos that I upload to showcase for upcoming things. I post updates in my discord server often (you get to see all of the update posts). If you haven't joined, then I strongly recommend joining my discord server!
Context:
Upcoming major addition/major change for Xeno Master regarding all of the craftable items.
The main reason why I start doing this now is because when I begin adding more stuff, I will end up cluttering the vanilla workbenches. So I have decided to move all of the craftable items into this new workbench I have created to keep things organized and isolated from the vanilla workbenches.
Due to this upcoming change, you will need to create a Xenoweapons Lab via outpost/ship deco mode in order to craft all of the Xeno Master items.
Been playing with this for a bit, really fun. Now that it hit 1.0 I am gonna update this, looks like a lot of nice changes and fixes! Having to start over my saves anyways so on a clean save this should be awesome. Surprised ninten-doh doesn't try and put a patent on throwing grenade shaped objects at creatures to capture them, lol.
One of my favorite mods in game. I've never done the xeno solider thing so thought this save I would give it a go. I feel really stupid but I can't figure out how to create a xeno solider. Ive completed the research in the both the weapon section and the outpost section. I can place an egg incubator, put an egg in it and have the egg hatch. I am not able to find any building in my outpost menu that I can think might be related to splicing alien genes. I'm sure that I'm missing something pretty obvious so I will prepare for the worse, any help appreciated.
I haven't played Starfield in a while, but mods like this will bring me back eventually.
I was just wondering if you think you will in the future maintain one master for both the base game and the Shattered Space DLC? I have no intention of restarting this game, so I'm currently being very picky about the ESMs I'm keeping in my main save.
That was originally one of my intentions before the idea of the DLC Support Addon came into material instead. Ideally as of right now, I prefer to only maintain one branch alone since the idea of maintaining two branches that are near identical to each other to be a nightmare.
In the future? Maybe. If there is a quick n easy and safe way to merge plugins together. It would obviously be its own version of course.
250 comments
If you are posting issues for older versions of Xeno Master, then I will just tell you to update to the latest version!
Also make use of the built in nexus bug report feature as I am more likely to see it then here!
(Please note that when I respond to your bug report (and is still unsolved), I will give you 3 days to a week to respond back otherwise I will close your bug report from inactivity.)
Q: Animals are invisible! And it's your fault! blah blah blah
A: If you are enabling/disabling mods from the in-game load order menu or just downloaded some new mods from creations, then you need to restart your game completely. Which means closing out of the game (For XBOX users this is closing the app and for PC you need to quit to desktop) and then relaunching Starfield again. This issue is not unique to Xeno Master.
TLDR: Quit out of Starfield completely and restart it again.
(I WILL DELETE YOUR COMMENT IF YOU EXPLICITLY COMPLAIN/MENTION ABOUT THIS. I AM COMPLETELY DONE WITH STUPID POSTS LIKE THIS.)
Rest of the FAQ is in this spoiler to reduce wall of text in the comments section, click SHOW to see the rest
Q: Why is the plugin file so big?
A: This mod holds FormIDS of the many layered materials for each biome skin variation for each creature species. There was no other way I could do it, sure there was AVMS, but that thing wasn't my cup of tea and the process behind it was even more tedious. Oh and yeah, the 300 different slots you could have are all separate actors, and having to reference them 2 times because Bethesda doesn't allow array text replacements.
Q: Does that mean I can have a Terrormorph as a pet now?
A: That's something for you to find out, but if you don't care about spoilers:
Q: Help! I keep crashing everytime I load in with Xeno Master installed!
A: Check your load order, disable all of your other mods except this one. And if your game doesn't crash, then it means that you have a mod that is making the game not play nicely with my mod. While this may be very tedious, but try to enable your other mods one by one until your game crashes again so that you can find the culprit.
A2: If you are running a chunky load order, then there is a very good chance that you may have hit your soft mod limit. Which means you will need to remove some mods in order to stop crashing.Q: Does my pet's hunger go down when they are stored in the Xenobox?
A: No. Pets stored in the Xenobox don't lose hunger. Only pets that are currently following you.
Q: Ridable Xeno Pets?
A: I wish. Unfortunately that one is a strict engine limitation jacked up broken by BGS. Nothing I can really do on that.A: With the rovers/cars being out, I would have to break that down and figure that out. As of right now, it's not a priority feature for Xeno Master right now.
Q: Can you add alien floaters as tamable creatures?
A: I cannot. Due to technical issues, they are currently in the backburner for the time being.
Q: Could you add cages where you can put your pet in for outposts/ships?
A: Cages? We don't live in the stone ages anymore! We live in the future, we just shove them back into the Xenobox! Just kidding, that is one of the features that I plan on adding in the future. It should be feasible just because the cage assets already exist in the game. It's just the matter of accounting a separate catagory for the Xenobox and implementing it in properly.A: Added.
Q: Is there anyway you could assign your pet to an outpost?
A: You have to dismiss your xeno pet via dialogue and then you get the option to assign them to something.Q: Where do I find/make NCI MK VII adapters?
A: You can find them by making them in the same bench where you would normally make CCDs. They are found under the N catagory since the Industrial Workbench sorts craftables by alphabet.
Q: Does having a xeno pet following you affect the extrovert and introvert traits?
A: Nope, having xeno pets following you does not affect those traits, since they are afterall not humans.
Q: When can I be able to catch the new creatures from DLCs?
A: The DLC just came out, I'm currently looking at it, just be patient.A: You can, its an addon for Xeno Master. Look in either one of my pinned posts or this link: https://www.nexusmods.com/starfield/mods/11822
Q: Do Xeno Pets level with you?
A: Yes, everytime you level up, you will notice that their health increases. This stops once you hit level 100. However their Power Level and Health Power Level need to be increased by you via Upgrade Meals and such.
Q: Can you feature/make a translation for [Insert non-english language here]
A: I don't do translations, however if you are willing to volunteer and know how to use the Creation Kit/xEdit/modding tools and have some basic modding knowledge to do it yourself, then go for it! Just remember to refer to my permissions.
Q: Does Fauna Compendium progress persist in NG+?
A: Yes and no. Fauna Compendium progress will only persist across universes if you have fully completed it. You will know when you get the bonus perk for completing the Fauna Compendium.
Q: Does having a xeno pet following me prevent the isolation skill from taking effect?
A: Nope. Which means you can have xeno pets and still have the effects of the isolation skill applying.
Q: Do Xeno Pets have morals, judgements, or any of that stuff?
A: Are you serious? No! I thought them being alien animals was obvious enough for you. Your xeno pets don't give a crap on what you do. Their morals are the same level as Vasco. They don't care!
Q: How do I skin color swap a Xeno Pet? I don't see the dialogue option!
A: Make sure you have a Xeno Skin Color Morpher in your Inventory (You need to make one from any Industrial Workbench first) and then unequip any accessories your pet is wearing! After that, you will see the dialogue option! Please note that not all Xeno Species are capable of skin color morphing!
Notice: If you ask a question already answered in the FAQ, then I may/will mock you for it. :P
https://creations.bethesda.net/en/starfield/details/5df8999e-ebed-49f4-98e4-968b56b26269/Xeno_Master
The PC version is also available on creations for convenience, but know that I am mainly supporting the PC version here on Nexusmods.
DLC Support addon, for taming creatures found in DLCs:
https://www.nexusmods.com/starfield/mods/11822
If you use discord, you can join my discord server where you can talk to me, like minded people, see teaser updates for upcoming versions of Xeno Master, and etc:
https://discord.gg/TVR2qPE
This major update introduces the Xeno PROD! A new melee weapon that can serve as an alternative (and somewhat different) main method for capturing wild xenos! This also introduces the Xenoweapons Lab where all of the craftable items from this mod must be made from now on! Two new Special Xeno Pets! Quick Xeno Selection Menu! Heatleech morphin time! Besides those major additions, this also adds: more outpost stuff, quality of life changes/additions, Xeno Gifts, More options, and a slew of changes and fixes.
New Features:
- More Name Choices
- New Workbench: Xenoweapons Lab!
- Gift from Xeno Pets!
- New weapon: Xeno Prod! (This also serves as an alternative main capturing method)
- You can now Size Morph your Currently Selected CCD Xeno
- Small versions of the rugs and a new rug variant!
- New Outpost Only Buildable: Extra Extra Large Xeno Cage!
- New Xenobox Setting: Quick Xeno Selection Menu!
- New gameplay option: Relocating Active Xeno Pet Auto Follow
- New option in [Current Xeno Management] from the Xenobox: Manage all Active Xeno Pets
- Heatleech Pets can now Morph under certain conditions!
- Introduced Special Xeno Pet: Zaagmets!
- Introduced Special Xeno Pet: Vismar!
- New Tip message for leaving your Xeno Pets completely starving
- New Xeno Pet Accessory: Monocle (also includes a Monocle & Top Hat combo) [Creature selection is VERY limited at the moment]
- You can now check a Special Xeno Pet's Mutations and Traits from the [Special Xeno Friends] menu just like you can with regular Xeno Pets.
Changes:
- All of the craftables from this mod has been moved to the new Xenoweapons Lab.
- Xeno Pets are now immune to tesla legendary weapon effect. The visual effects will still be there, but the damage is now nullified.
- Most of the "Kiosk" submenus of the Xenobox now use the "Long Kiosk Entry".
- Buffed most of the Mutation Attack Types in terms of damage output.
- Mag Pressure Tanks are no longer needed for crafting CCDs.
- Slightly buffed Terrormorph Manipulation Assistance's persuasion boost from 70% to 80%.
- BUFF: Having the Terrormorph Manipulation Assistance ability now allows you to remanipulate a previously manipulated target as many times as you want.
- Terrormorph Manipulation Assistance is now shown as an active effect.
- Terrormorph Pets are now able to be fed range changing treats!
- Getting a Xeno Pet from an animal husbandry will no longer transfer over their traits/mutations.
- The Ghost Trait Update failsafe is now considered deprecated and should no longer be used.
- Updated Tips to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station.
- Updated Instructions to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station.
- All Xeno Pets are now able to fight while they are swimming. This also serves as a fix for the Aquatic Pets not being able to fight while swimming.
- Mutation Attack Type Electromagnetic now additionally: Knockdown if the target is a roach/slug creature.
Fixes:
- Fixed where all of the Xeno Pets (and Special Xeno Pets) counted against your crew capacity when dismissed as a crew member.
- Fixed where going into the Mutations topic with Vrakgon wouldn't show his current Mutation Attack type.
- Fixed where you were able to shoot [Send Out] CCD Kits and they would act as Tesla mines.
- Implemented an automatic fix for Flyer and Manta Pets whenever they lose their flight ability.
- Fixed where you could still select and send out Vrakgon even when he's fainted or angry.
- Fixed where selecting Vrakgon would select him twice.
- Fixed where you couldn't change combat styles of your Special Xeno Pets when they are dismissed as a crew member.
- Fixed typo for the tips popup (and the instructions menu) when you run out of CCDs.
- Fixed a very rare exploit where you could successfully capture the same creature multiple times at once.
This mod is amazing.
I managed to capture an Ashta and named this lovely creature Fang. Back in Vectera, we faced an ambush by two Terrormorphs.
Thank you, Ghostrider! I'm eager to see the faction you're hinting at during the loading screens.
What's fixed:
- Version Check now activates the Special Xeno Friend Givers failsafe automatically for the newer Special Xeno Friends (originally, you had to go into the failsafe maunally to trigger them)
- Fixed where Vismar was referred as a male in some of her dialogues.
strongly recommend joining my discord server!
What is the Xeno P.R.O.D.?
Xeno P.R.O.D. (Photon Retractable Obstinate Device) is a melee weapon that serves as either a pure EM weapon or a physical and energy weapon hybrid.
This weapon serves as an alternative main capturing method (which means you can use this method instead of CCDs)
Since the Xeno Prod is a melee weapon, you will be able to upgrade it and attach different weapon mods on it. The highlight of this weapon is the Xeno Taming attachment. Which goes from MK1 to MK5. The tiers work exactly like the CCD tiers.
Upgrading the tier of the Xeno Taming attachment is way more expensive than crafting CCDs, but the tradeoff is that you only need to do it once.
The Xeno Taming Attachment requires special batteries (they are called Xeno Taming Prod Battery) in order to capture creatures just like the CCD.
Capturing creatures with the Xeno Taming attachment on the Xeno Prod works differently from the CCD. Instead of throwing a special grenade at the target directly to capture, you now have to strike the target to capture. Which will require you to get up close to the creature and smack them. The capture attempt itself follows the exact same rules as the CCD.
For every capture attempt, you will use up one Xeno Taming Prod Battery.
I post updates in my discord server often (you get to see all of the update posts). If you haven't joined, then I strongly recommend joining my discord server!
Context:
Upcoming major addition/major change for Xeno Master regarding all of the craftable items.
The main reason why I start doing this now is because when I begin adding more stuff, I will end up cluttering the vanilla workbenches. So I have decided to move all of the craftable items into this new workbench I have created to keep things organized and isolated from the vanilla workbenches.
Due to this upcoming change, you will need to create a Xenoweapons Lab via outpost/ship deco mode in order to craft all of the Xeno Master items.
Best mod for Starfield right here.
I'm sure that I'm missing something pretty obvious so I will prepare for the worse, any help appreciated.
Splicing Alien genes? Xeno Soldiers? That sounds like from an entirely different mod completely unrelated to Xeno Master.
I was just wondering if you think you will in the future maintain one master for both the base game and the Shattered Space DLC? I have no intention of restarting this game, so I'm currently being very picky about the ESMs I'm keeping in my main save.
In the future? Maybe. If there is a quick n easy and safe way to merge plugins together. It would obviously be its own version of course.