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PanConKeso

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PanConKes0

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  1. PanConKes0
    PanConKes0
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    Changelogs

    I've been reading the comments, and honestly, this mod is not, nor does it intend to be, a replacement for CharGenMenu. This mod was more of a mini-project to explore the differences between Fallout 4's Creation Kit and Starfield's Creation Kit. It was mostly a scenario to test if everything still works the same as before in terms of scripts, items, quests, etc, etc.

    Spoiler:  
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    Version 1.4.2

    • [Bug Fix] The missing weapon icon has been added to the weapon workbench.
    • [Bug Fix] Fixed an issue where the weapon had to be unequipped and re-equipped if the player's appearance was changed to that of an NPC of the opposite gender.

    Version 1.4.1

    • [Change] Weapon renamed to Starborn Makeup Shotgun.
    • [Change] Legendary effect renamed to Makeup Shotgun.
    • [Change] Legendary effect description updated.
    • [Change] Ammo renamed to Makeup Shotgun Shell.

    Version 1.4.0

    • [Bug Fix] A bug has been fixed that caused the shot to not work when editing the player or an NPC in Enhance mode.
    • [Bug Fix] A bug has been fixed that could cause NPCs to become hostile when hit by multiple shots or when receiving a critical hit.
    • [Bug Fix] Icons have been added to the crafting menu at the Industrial Workbench station.
    • [Change] The shotgun and its ammunition are now crafted at the Industrial Workbench to be consistent with base game ammo crafting.
    • [Change] The spell that allowed modifying NPCs has been removed. Now the spell is fired from the shotgun.
    • [Change] Bullets will only be added to the player if the player has fewer than 10 in his inventory.

    Version 1.3.0

    • [New Feature] Added option to change NPCs equipment.

    Version 1.2.1

    • [Bug Fix] Fixed a bug that caused the weapon to be added infinitely if you were below level 2.

    Version 1.2.0

    • [New Feature] Added a new spell that allows changing the appearance of NPCs without triggering an impact event, useful for preventing certain NPCs from becoming hostile. The spell can be used while the weapon is equipped and can be cast like any other Starborn spell.

    Version 1.1.0

    • [New Feature] Added option to use Enhance on NPCs and the player.

    Version 1.0.0

      Release version.

  2. thecommabandit
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    This mod is well-made and extremely useful but what makes it for me is the absolutely impeccable comic timing of the message box pop-up after the shotgun blast. Makes me laugh every time! 
  3. Ahplla
    Ahplla
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    Thank you! How did I not know about this mod before? I cracked up laughing at the last image!
  4. ghouliish
    ghouliish
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    Interestingly, the power doesn't seem to work on Cora. I installed a killable children mod just to see if the game had its wires crossed (ie it was preventing me in some way from "attacking" Cora) but she just kind of blithely stands there and stares at me 😂 I didn't try the actual gun but I assume the only difference between the gun and the power is that the power doesn't register as an attack. Is there something I can do to make it work on Cora, or is it just a limitation of the game?
  5. mlmlars
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    i like this mod. simple convienent
  6. shane1039
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    I want to try this but can anyone confirm if this works on NPCs that are tied to quests? With the NPC Enhancer Gun mod, I tried to modify Commander Kibwe Ikande (found on the UC Vigilance) but the entire UC Navy started attacking me. Does this mod prevent such occurrences?
    1. PanConKes0
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      Hello!

      It works, but you need to use the spell. When you equip the weapon, a spell is automatically equipped, which is cast in the same way as you use Starborn powers. When you unequip the weapon, the spell is also unequipped. Both shooting and using the spell have the same effect, but the spell does not trigger the "hit" event that the weapon does.

      Regards!
  7. jatilq
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    Just tested this out and I love it. I love CharGenMenu and think this is the perfect companion mod for it. I can load one of the CharGenMenu presets on my character and then transfer it to an NPC. I have the game locked down to not auto update because of busy the author is for CharGenMenu and how long updates come. Save the save file just after char creation or the start new game mod. Load some custom presets on some NPCs and then use them from the start of the game (wherever you backed up that first save). I been doing that with only one preset (Jade), but now I have several options.
  8. eldiabs
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    Don't suppose there's a way to force some of the female characters who use walk animation 1 (masculine) to utilize the more feminine walk animation is there? The enhance option doesn't seem to force this change.

    Ok so there's actually more than just the two character movement animations. There's some weird tough guy/girl walk a handful of pirates and bounty hunters have. Beyond the scope of this mod. Disregard.
  9. zeldar
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    I like this mod a lot but idk if I can keep it in my LO after the latest update.

    With the update, every time I enter an interior/load a cell, the game gives me the Makeup Gun.

    Every. Time.

    With the game's loading screens, I am constantly hearing the popup and "Legendary acquired!" sound and it gets annoying very quickly.

    I miss the pre-update functionality that gave you the gun once and only once.
    1. PanConKes0
      PanConKes0
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      Hello!

      I've re-uploaded version 1.1.0 as an old file. The bug you describe is strange. I'll try to reproduce it.
      Did the bug appear after updating from 1.1.0 to 1.2.0? Or after updating from 1.0.0 to 1.2.0?

      Regards!
    2. zeldar
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      It happened when I deleted 1.1.0 and started a brand new game/character with 1.2.0. All mods deleted and redownloaded. This is the only mod I use for changing NPC appearance ingame.

      Every time it happens, I notice it always unequips the Makeup Gun from my character's hands. I don't know whether that is related to the recent spell equip change. Also it still happens even when the Makeup Gun is not equipped; keep getting the "Legendary drop!" notifications when I load into a building.
    3. PanConKes0
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      I'm sorry, a small error caused the weapon to be added infinitely only if the player was below level 2. Fixed on 1.2.1 >_<

      Regards!
  10. StackGX
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    Does it do anything different than the NPC Enhancer Gun Mod? Or is it exactly the same, just with a different asset?
    1. PanConKes0
      PanConKes0
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      Hello!

      I haven't tried NPC Enhancer Gun yet, but it seems that the difference is the presets that can be saved to apply them more quickly to each NPC. However, I would say that both mods aim for the same thing.

      Regards!
    2. Natsukashii1111
      Natsukashii1111
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      I use both, npc enhancer gun is now redundant as this has this makeup gun also open enhance while having the preset system.
      Worse is npc enhancer gun now has a bug where npc can get hostile for shooting them (when they are linked to a quest mostly)
    3. StackGX
      StackGX
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      Good to know, then I'll probably try this version. Thanks for the info
  11. Apis4
    Apis4
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    Would this conflict with Crew And Companion Overhaul by Senterpat which has a Companion Enhance feature? 

    The newer version of that mod has some critical game breaking bugs that are still being fixed, so I like many rolled back to the old version based on xEdit instead of the SFCK, but you lose the ability to use that feature on crew (as opposed to companions), but I've just gotten so used to spending 5 minutes making every NPC I ever work with in an ANY way, even just Outpost and Ship crew, look normal, I cannot play properly with them looking like mutant c*ntbeasts anymore, it destroys the game. 

    I am assuming if this does not conflict, I can shoot said disgusting mongs in the face with this, and make them look like real people once more? I really hope there's a way I can use this and that mod, so I can stop my eyes bleeding every time I try to recruit crew or visit an outpost.
    1. PanConKes0
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      Hello!

      To be honest, I don’t know how the Crew And Companion Overhaul mod works, but my mod only copies the appearance of one NPC to another, deactivates them, and then reactivates them. In theory, it shouldn't interfere with any of the NPCs' functionality.

      Regards!