New version released with some fixes and file format updates to keep in-line with the Creation Kit release. This mod was also included in the Bethesda.net Creations launch (for free) on both Xbox and PC for those who don't want to use Nexus or mod managers.
As the game now officially supports mods - there is no longer any SFSE or other mod dependencies.
Thank you all for your continued support of mod authors and helping each other.
This is not a big deal, but the icon background used in the Physical Skill Tree isn't the same shape as the other icons in that tree so it overlaps out of the border. Just wondering if you could simply select another icon from that tree to use that would have the correct shape to fit within the borders?
(This is clearly visible in the 2nd screenshot you supplied.)
Otherwise, this is a great mod that adds so much to my stealth playthroughs. Great work!
i tried your mod and i got the 1st level of the takedown skill, but i can only non lethal takedown the lethal power attack doesnt work it just does normal sneak damage
I didnt know where else to post this. I saw that you made an achievement friendly on creation. Can you make this mod achievement friendly too on creation
I have just become aware of this mod and find it quite interesting. Please can you explain what is meant by 'stealth field' (skill rank 4). If it's what I suspect it is (aggro radius), would it not be better to just increase the radius of this 'stealth field' as skill level increases rather than mucking about with oxygen and health (skill levels 2 & 3 respectively). Regards
Hello.Thanks for the mod but vould you please change the version in the main page so the version is the same as the last update in the File Tab. MO2 thinks that : the newest version seems to be older than the one installed
After installing this mod about a week ago I finally started using it in game the last few days along with another 106 mods and I have to say I really enjoy the way it works. I enjoy stealth in all my games and Starfield is no exception. Your mod adds something that makes it that much better. Kudos.
Other mods should still be ok to depend on it, but if the mod was to become a medium or full ESM file (changing the plugin type) - then it could break the dependent mod. Since this is a small mod, there will be no need to change it's plugin type.
xEdit will hopefully be updated in future to work with ESL flagged files as well.
As I understood the thing, small esms can get variable formIDs from the engine and therefore can't be relied upon as masters (the dependent mod will end up overriding the wrong formIDs sooner or later). I saw that written from ElMinster, asking BGS to 'reconsider' while they can :D. I can't retrieve the source page, i'm sorry, but it was not long ago so it's there. Small master support is not fully implemented in the present engine state and any small master takes 1 mod index / 255 anyway just like full masters, so they are not useful in any way at the moment. (and who knows when they will release a serious update of their engine, could be in 3 years for a 'special edition' :D ) If you kept your esp on hand, you'll be able to update the file as ESL on the fly and publish it right away.
Therefore this esl plugin type should just be avoided for the time being, especially if you want to allow dependencies to your mod to exist ?
59 comments
As the game now officially supports mods - there is no longer any SFSE or other mod dependencies.
Thank you all for your continued support of mod authors and helping each other.
I'll try to find a workaround or fix in a future update.
(This is clearly visible in the 2nd screenshot you supplied.)
Otherwise, this is a great mod that adds so much to my stealth playthroughs. Great work!
Regards
xEdit will hopefully be updated in future to work with ESL flagged files as well.
As I understood the thing, small esms can get variable formIDs from the engine and therefore can't be relied upon as masters (the dependent mod will end up overriding the wrong formIDs sooner or later). I saw that written from ElMinster, asking BGS to 'reconsider' while they can :D. I can't retrieve the source page, i'm sorry, but it was not long ago so it's there.
Small master support is not fully implemented in the present engine state and any small master takes 1 mod index / 255 anyway just like full masters, so they are not useful in any way at the moment. (and who knows when they will release a serious update of their engine, could be in 3 years for a 'special edition' :D )
If you kept your esp on hand, you'll be able to update the file as ESL on the fly and publish it right away.
Therefore this esl plugin type should just be avoided for the time being, especially if you want to allow dependencies to your mod to exist ?