1.13.61 Update Patch released A new update patch is out to address the issue where you are unable to purchase a vehicle in game version 1.13.61. The patches can be found in the "Update files" section of the download tab. Override ExoRacePlayer.esm when prompted. You do not need this update if you are not playing as an Exo.
Exo Race V2 V2 rework is out! Here are some highlights: Exo Race Setup Package A new aid item will be added to player inventory when loading an existing save or entering a NG+ through Unity. This allows the player to remove human head part leftovers with "Reset appearance" option and customize appearance on the fly, without using console commands. Since the vanilla bug is still present where player appearance is reset after unity hopping if using custom races, you can use it to customize again immediately after NG+ starts. This item can be crafted at industrial workbenches for 5000 credits. CharGenMenu mod is optional Starting from V2 the CharGenMenu mod is no longer required to fully utilize all customization options. Face decals are now in Jewelry category Face decals were using "Facial Hair" category before which made them inaccessible to female Exos. They are moved to Jewelry category and are available for any Exos. Body type switching Switching between two body types now works in chargen menu. Texture and material optimization All materials are remade with the new CK and most textures are optimized for lower memory usage. Unfortunately this optimization kinda breaks 7zip compression algorithm so the download file size has increased...
XBox release The mod is now on Creation platform for PC and XBox! Due to technical limitations for uploading creations, it is split into 2 creations there: Exo Playable Race Play as an Exo
Can I have Exos in game but still play as human/other races?
Yes. Just deactivate/delete ExoRacePlayer.esm
Can I use human armors/apparels as an Exo?
Yes. All spacesuits, helmets and backpacks are automatically compatible with Exo race. All apparels can be equipped, but some apparels have exposed arms/legs that will be invisible/rendered wth wrong textuer on an Exo. See Known Issues #4 for more.
You have 2 options: 1. Patch SimpleGroup_EyeColor [AVMD:ExtraglaticalEyes.esm|804] and add all changes from SimpleGroup_EyeColor [AVMD:000377DC] to it 2. Patch SimpleGroup_EyeColor [AVMD:000377DC] and add all changes from SimpleGroup_EyeColor [AVMD:ExtraglaticalEyes.esm|804], then disable ExtragalaticalEyes.esm If you opt to #1, also make sure no other mods that overrides SimpleGroup_EyeColor [AVMD:000377DC] is loaded after ExtraglaticalEyes.esm, or the game will crash randomly.
Yes this sounds confusing, lemme explain. The ExtraGalactical Eyes mod does not override vanilla record SimpleGroup_EyeColor [AVMD:000377DC] to add custom eye color options, it instead uses its own record with the same name to overshadow the vanilla record (same YNAM field, last occurrence is always referenced). A patch to vanilla AVMD loaded before this esm will be overshadowed, and loaded after this esm will crash the game at random point...
You need to use the "Reset appearance" option by using the "Exo Race Setup Package" item in your inventory.
From pinned comment: A new aid item will be added to player inventory when loading an existing save or entering a NG+ through Unity. This allows the player to remove human head part leftovers with "Reset appearance" option and customize appearance on the fly, without using console commands. Since the vanilla bug is still present where player appearance is reset after unity hopping if using custom races, you can use it to customize again immediately after NG+ starts. This item can be crafted at industrial workbenches for 5000 credits.
If you can't find the crafting option in an industrial workbench, then it's likely you did not enable ExoRacePlayer.esm properly. The item is in the main ExoRace.esm but its workbench recipe is in the ExoRacePlayer.esm as it's only useful if you are playing as Exo.
hey there i dont know if it is abug or if im doining somthing wrong but icant find/it didnt give the item to me and i cant find it in the crafting thing (in non of them) do i need another mod or is the a way to give it to your self with commands (player.additem)? thanks allot
To be honest, it's now possible to port the actual exo body to starfield, but it's extremely annoying to restructure the skeleton and bake skintones, I'm not sure I have enough time to commit to this. Will let you know if I do fint the time for this idea.
Remove any other mods that adds chargen options, or make a patch using SF1Edit.
There is a newly discovered way that seems to improve this kind of compatibility with CK (AVMS extension) but I'll need more tests and a lot of time to rebuild the mod to utilize it.
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A new update patch is out to address the issue where you are unable to purchase a vehicle in game version 1.13.61. The patches can be found in the "Update files" section of the download tab. Override ExoRacePlayer.esm when prompted.
You do not need this update if you are not playing as an Exo.
V2 rework is out! Here are some highlights:
Exo Race Setup Package
A new aid item will be added to player inventory when loading an existing save or entering a NG+ through Unity. This allows the player to remove human head part leftovers with "Reset appearance" option and customize appearance on the fly, without using console commands. Since the vanilla bug is still present where player appearance is reset after unity hopping if using custom races, you can use it to customize again immediately after NG+ starts. This item can be crafted at industrial workbenches for 5000 credits.
CharGenMenu mod is optional
Starting from V2 the CharGenMenu mod is no longer required to fully utilize all customization options.
Face decals are now in Jewelry category
Face decals were using "Facial Hair" category before which made them inaccessible to female Exos. They are moved to Jewelry category and are available for any Exos.
Body type switching
Switching between two body types now works in chargen menu.
Texture and material optimization
All materials are remade with the new CK and most textures are optimized for lower memory usage. Unfortunately this optimization kinda breaks 7zip compression algorithm so the download file size has increased...
XBox release
The mod is now on Creation platform for PC and XBox!
Due to technical limitations for uploading creations, it is split into 2 creations there:
Exo Playable Race
Play as an Exo
If you are using ExtraGalactical Eyes- Custom Eyes Framework v1.2 or below, please follow these steps to make a patch and avoid crashes:
You have 2 options:
1. Patch SimpleGroup_EyeColor [AVMD:ExtraglaticalEyes.esm|804] and add all changes from SimpleGroup_EyeColor [AVMD:000377DC] to it
2. Patch SimpleGroup_EyeColor [AVMD:000377DC] and add all changes from SimpleGroup_EyeColor [AVMD:ExtraglaticalEyes.esm|804], then disable ExtragalaticalEyes.esm
If you opt to #1, also make sure no other mods that overrides SimpleGroup_EyeColor [AVMD:000377DC] is loaded after ExtraglaticalEyes.esm, or the game will crash randomly.
Yes this sounds confusing, lemme explain.
The ExtraGalactical Eyes mod does not override vanilla record SimpleGroup_EyeColor [AVMD:000377DC] to add custom eye color options, it instead uses its own record with the same name to overshadow the vanilla record (same YNAM field, last occurrence is always referenced). A patch to vanilla AVMD loaded before this esm will be overshadowed, and loaded after this esm will crash the game at random point...
From pinned comment:
A new aid item will be added to player inventory when loading an existing save or entering a NG+ through Unity. This allows the player to remove human head part leftovers with "Reset appearance" option and customize appearance on the fly, without using console commands. Since the vanilla bug is still present where player appearance is reset after unity hopping if using custom races, you can use it to customize again immediately after NG+ starts. This item can be crafted at industrial workbenches for 5000 credits.
There is a newly discovered way that seems to improve this kind of compatibility with CK (AVMS extension) but I'll need more tests and a lot of time to rebuild the mod to utilize it.