For the love of everything please post bugs in the designated, entire channel, dedicated to that exact thing.! 1. So I can be notified 2. So I can respond to it better 3 So I can give details regarding your issue If you do not do this I will remove your comment Respectfully <3
I would love to feature user-made creations!!!
Disclaimer: "While I did have this mod tested, it wasn't as heavily tested as I'd like and there's bound to be something somewhere. This game is super inconsistent when it comes to operation and function and there are 1000s of mods already out there. understand modding is also not fully and officially supported please save your game often and keep this in mind.
Side note: Myself and the people I've managed to poke with a fork to test this out have not experienced much in terms of issues."
I made this for all of you beautiful people out there <3 please enjoy and endorse it really goes a long way.
Quick sidenote here:
The only thing I did to the Companions and listed NPCs was giving them an inventory view translation and I added 3 keywords that make them craftable on my benches and allowes them to be menu items. It shouldn't cause any issues and should integrate seamlessly, if it doesn't I'll fix that.
Sarah Adoring Fan Sam Andreja Barret Crew I don't see how a few extra key words related to inventory sortment tags would break anything so it should be safe.
As for everything else speaking for my own mod, realistically all it does is add to the vanilla build menu. All of my stuff is contained within it's own formlists and everything else is added in as new, so I don't think there will be conflicts.
If there is conflictions however, please do list them in the bugs section so I can squish them right away and update this monster mod so it can be as seamless as possible.
The spaceport landing spot is stuck where it is ATM, I'll update it as soon as I can, at the moment the game crashes when I edit it.
Be advised: the NPCs only have a package to wander their current location, they will not do much else, however you can still hire crew and place crew stations in structures and they will use the station. For a creative idea you can take the colonist dwellings and place a crew stations inside of them to give your crew their own houses.
As it says in the description, for some people the outpost walls require a blank outpost and a flat surface why this is for some people and not others I have no idea, I personally have 0 issue placing the walls. A flat surface should fix the intersection issues also use top down mode
Piggybacking off of that, the larger structures are not navmeshed, doing so with the current tools would take literal months to implement I do have ideas around this but haven't implemented those yet. With that being said, if NPCs are place in the larger habs/buildings they will disappear, but not permanently, they will move to the nearest nevmeshed area. The smaller structures don't seem to have this issue.
Once again, to summarize, there should not be conflictions with other outpost mods as all mine does is add formlists to the vanilla menu
If you are confused on where things are and how to find things I do have something in the description that lays out the build menu and what is in there and an explanation of what things are Tbf I didn't add a description to where is says Slot 1: All Ingot smelters ..... So, in the build menu, where it says BUILDERS you'll find "Ingot smelters" that uses vanilla ore to smelt into ingots
For the love of everything please post bugs in the designated, entire channel, dedicated to that exact thing.! 1. So I can be notified 2. So I can respond to it better 3 So I can give details regarding your issue If you do not do this I will remove your comment If you are having an issue that means its a bug, put in the right channel so I can address it directly IF YOU HAVE MISSING TEXTURES / BLACK TEXTURES / MISSING MODELS / THINGS WONT LOAD / THESE ARE INSTALLATION ISSUES AND THINGS I CANNOT FIX ON MY END. I constantly get these comments and 100% of the time they end with "Oh something wasn't installed in the right location" etc For black textures try installing the data folders contents in both your games root file and the documents folder.
If things are difficult to place, try flat ground, if that doesn't work try the top-down view I've outlined some models will be a bit picky in the description. Don't worry this massage isn't directed at anyone it's directed at everyone lol.
Imagine if I was able to do this full-time.... maybe one day either way if you're feeling generous please feel free https://ko-fi.com/tankgirl444
Anyone who has problems with the walls. There ar a custom ini line u can use. [Workshop] fClosestPointTolerance=-100.0000 fClosestPointToleranceLargeItems=-100.0000
I tried this now it works for me. the original is set to 0,04
Yes I am aware there was an update, yes I know it's removed models and menus. PLEASE DO NOT POST MORE BUG REPORTS REGARDING THIS
I've had several DMs about this and have removed 13 or so individual reports regarding this on this mod page alone as well as across all of my mods, I am very much aware
I have a better fix for this I'm just waiting on being able to post the fix. In the mean time use the method below.
I guess I'll write this here for the 3rd time If you are confused you can read the post directly above this If you post a bug in my comment section I will remove it. My comment section is not tech support and I do not get notified of it either. I kindly ask that people use the bug channel for bugs. Thank you.
Understand that mods were not and still are not supported and the use of mods in this timeframe while unsupported are subject to change and can and will be effect by game updates that are not designed with supporting mods in mind. Please install and use while understanding this.
Jlong3618 May 2024, 2:44PM https://www.nexusmods.com/starfield/mods/9234?tab=description
I used this and the items work fine again.Open NifScopeGo under the Spells tab->Bulk Update to SF 1.11.33 Mesh PathsSelect Meshes folder then the Select Folder button.You may get a bunch of scary looking popup windows saying sanitize name, or something similar, but its fine. Will take a while it may look like it froze, but its still working. Just be patient. There are a lot of files.I went back in and it worked.
Avatarlostinwhere
19 May 2024, 3:48AM To use the bulk method with the mesh path migration tool, don't try to use it on a folder that has many subfolders within it. This mod has 837 nif files and 55 folders. The folder Meshes/TankGirl, contains 21 subfolders and 795 nif files. Do each subfolder individually. It goes faster than you think.
Anyone who has problems with the walls. There ar a custom ini line u can use.[Workshop]fClosestPointTolerance=-100.0000fClosestPointToleranceLargeItems=-100.0000I tried this now it works for me. the original is set to 0,04
Try this if this doesn't work, don't use the item that doesn't work. It's one of those problems that's not the same for everyone and therefore hard to fix, some people have 0 issues putting down anything in the mod and others can't seem to place specific things.
Due to Nexus's current stance, the future of my mods on this site are in limbo and may be removed. " To be perfectly clear, this is not regarding nexus and their policies regarding anything socio-political I absolutely do not care about that. "
Their unwillingness to support patches for BGS content is my reason. This makes things impossibly difficult on both ends ergo, I won't be posting mods here anymore.
A lot of the really talented modders like her are veering away from Nexus with their policies and stance. Basically taking full rights of anything they upload. Plus they got political and block and ban mods that fix modern agenda related stuff in games.
I liked Sim Settlements in Fallout 4. I hope she comes back and finishes this with the CK. Regarding the stance. This is straight from the source: "Nexus Mods, a platform for hosting computer game mods, has a policy against mods related to US sociopolitical issues, aiming to maintain a positive and inclusive community by avoiding controversial content that could cause division."
I don't see this as a divisive mod. I don't know why it would be a big deal for her.
@Siruston Even then afaik mod authors are babies. The change in TOS doesn't give Nexus the rights to mods uploaded. The TOS gives them rights to distribute your mods and does not bar authors from uploading their mods elsewhere.
In the last pinned comment, the mod author specifically said that it has nothing to do with politics nor did the author say it had to do with this change in ToS. The author says it's due to, "Their unwillingness to support patches for BGS content is my reason. This makes things impossibly difficult on both ends ergo, I won't be posting mods here anymore."
as also stated on TG's pinned), if you do this entire folder, NifSkope will throw an error and CTD because of syntax errors in two JSON files. If you open the files individually, the error will appear, but the file will still open, not that it matters, because this fix happens outside of NifScope. The errors are in two .mat files, which are just JSON (read: text) files. You can just open them in Notepad or any other basic text editor that shows the line numbers and then just save it (ensure that it doesn't save as .mat.txt). The two files are as follows (the bold text is the file you need to open and change in your text editor):
When attempting to open Colony_Pyro_lowerbody_f.nif, NifSkope will give a "syntax error" on line 990 of the corresponding .mat file, located at Data\Materials\TankGirl\Armor\Colony\Pyro_LowerBody_Assault_Mill.mat, it is missing the opening " (double quotation mark) before Data\\Textures\\, so it changes from this:
"FileName": Data\\Textures\\TankGirl\\Armor\\Pyro\\Skins\\Mil_spacesuit_assault_lowerbody_01_metal.dds" to this:
"FileName": "Data\\Textures\\TankGirl\\Armor\\Pyro\\Skins\\Mil_spacesuit_assault_lowerbody_01_metal.dds" (just copy and paste the second one, and replace the entirety of line 990 if you can't see the difference), and also:
When attempting to open Operator_Vest_F_Merc.nif, NifSkope will give an "unexpected end of line" on line 181 of the corresponding .mat file, located at Data\Materials\TankGirl\Armor\Gunslinger\ShogunShoulderPlates_BLK.mat, it is missing the closing " (double quotation mark) after armor_platings_color_Base.dds, so it changes from this"
"FileName": "Data\\Textures\\TankGirl\\Gunslinger\\GS_Armor_01\\armor_platings_color_Base.dds to this:
"FileName": "Data\\Textures\\TankGirl\\Gunslinger\\GS_Armor_01\\armor_platings_color_Base.dds" (again, just copy and paste, replacing the entirety of line 181 if you can't see where the character goes).
If you change these files first, then you can run the entire mod folder through the NifSkope mesh updater, although I recommend doing it one subfolder at a time, it'll go pretty quick and be a lot less likely to lock up on you. Some other errors will pop up, a few meshes that can't be opened (you'll have to click the error away to continue going through the files), and a few complaining about the size of a texture (merely informational, don't worry about it). You click away these errors at the end, and you're done! No more (far fewer?) invisible bodies and buildings and all the other mesh stuff that broke with the 1.11.33 update. Enjoy, fellow mod addicts! Maybe one of these days I'll be done tweaking my mod list and actually play. :P
Hello ive been rather interested in this creation of yours. i have a few questions and i ask them as least offensively as possible. 1 does this mod work after the updates? 2 you are making a new mod from the ground up how is that going? 3 should i wait for this new mod [that you have the creation kit for] to release ?
414 comments
For the love of everything please post bugs in the designated, entire channel, dedicated to that exact thing.!
1. So I can be notified
2. So I can respond to it better
3 So I can give details regarding your issue
If you do not do this I will remove your comment
Respectfully <3
I would love to feature user-made creations!!!
Disclaimer: "While I did have this mod tested, it wasn't as heavily tested as I'd like and there's bound to be something somewhere.
This game is super inconsistent when it comes to operation and function and there are 1000s of mods already out there. understand modding is also not fully and officially supported please save your game often and keep this in mind.
Side note: Myself and the people I've managed to poke with a fork to test this out have not experienced much in terms of issues."
I made this for all of you beautiful people out there <3 please enjoy and endorse it really goes a long way.
Quick sidenote here:
The only thing I did to the Companions and listed NPCs was giving them an inventory view translation and I added 3 keywords that make them craftable on my benches and allowes them to be menu items. It shouldn't cause any issues and should integrate seamlessly, if it doesn't I'll fix that.
Sarah
Adoring Fan
Sam
Andreja
Barret
Crew
I don't see how a few extra key words related to inventory sortment tags would break anything so it should be safe.
As for everything else speaking for my own mod, realistically all it does is add to the vanilla build menu. All of my stuff is contained within it's own formlists and everything else is added in as new, so I don't think there will be conflicts.
If there is conflictions however, please do list them in the bugs section so I can squish them right away and update this monster mod so it can be as seamless as possible.
The spaceport landing spot is stuck where it is ATM, I'll update it as soon as I can, at the moment the game crashes when I edit it.
Be advised: the NPCs only have a package to wander their current location, they will not do much else, however you can still hire crew and place crew stations in structures and they will use the station. For a creative idea you can take the colonist dwellings and place a crew stations inside of them to give your crew their own houses.
As it says in the description, for some people the outpost walls require a blank outpost and a flat surface why this is for some people and not others I have no idea, I personally have 0 issue placing the walls. A flat surface should fix the intersection issues also use top down mode
Piggybacking off of that, the larger structures are not navmeshed, doing so with the current tools would take literal months to implement I do have ideas around this but haven't implemented those yet. With that being said, if NPCs are place in the larger habs/buildings they will disappear, but not permanently, they will move to the nearest nevmeshed area. The smaller structures don't seem to have this issue.
Once again, to summarize, there should not be conflictions with other outpost mods as all mine does is add formlists to the vanilla menu
If you are confused on where things are and how to find things I do have something in the description that lays out the build menu and what is in there and an explanation of what things are
Tbf I didn't add a description to where is says
Slot 1: All Ingot smelters .....
So, in the build menu, where it says
BUILDERS
you'll find "Ingot smelters" that uses vanilla ore to smelt into ingots
For the love of everything please post bugs in the designated, entire channel, dedicated to that exact thing.!
1. So I can be notified
2. So I can respond to it better
3 So I can give details regarding your issue
If you do not do this I will remove your comment If you are having an issue that means its a bug, put in the right channel so I can address it directly IF YOU HAVE MISSING TEXTURES / BLACK TEXTURES / MISSING MODELS / THINGS WONT LOAD / THESE ARE INSTALLATION ISSUES AND THINGS I CANNOT FIX ON MY END.
I constantly get these comments and 100% of the time they end with "Oh something wasn't installed in the right location" etc
For black textures try installing the data folders contents in both your games root file and the documents folder.
If things are difficult to place, try flat ground, if that doesn't work try the top-down view I've outlined some models will be a bit picky in the description.
Don't worry this massage isn't directed at anyone it's directed at everyone lol.
Imagine if I was able to do this full-time....
maybe one day either way if you're feeling generous please feel free
https://ko-fi.com/tankgirl444
[Workshop]
fClosestPointTolerance=-100.0000
fClosestPointToleranceLargeItems=-100.0000
I tried this now it works for me. the original is set to 0,04
PLEASE READ THIS
Yes I am aware there was an update, yes I know it's removed models and menus.
PLEASE DO NOT POST MORE BUG REPORTS REGARDING THIS
I've had several DMs about this and have removed 13 or so individual reports regarding this on this mod page alone as well as across all of my mods, I am very much aware
I have a better fix for this I'm just waiting on being able to post the fix. In the mean time use the method below.
I guess I'll write this here for the 3rd time
If you are confused you can read the post directly above this
If you post a bug in my comment section I will remove it. My comment section is not tech support and I do not get notified of it either. I kindly ask that people use the bug channel for bugs. Thank you.
Understand that mods were not and still are not supported and the use of mods in this timeframe while unsupported are subject to change and can and will be effect by game updates that are not designed with supporting mods in mind. Please install and use while understanding this.
Jlong3618
May 2024, 2:44PM
https://www.nexusmods.com/starfield/mods/9234?tab=description
I used this and the items work fine again.Open NifScopeGo under the Spells tab->Bulk Update to SF 1.11.33 Mesh PathsSelect Meshes folder then the Select Folder button.You may get a bunch of scary looking popup windows saying sanitize name, or something similar, but its fine. Will take a while it may look like it froze, but its still working. Just be patient. There are a lot of files.I went back in and it worked.
Avatarlostinwhere
19 May 2024, 3:48AM To use the bulk method with the mesh path migration tool, don't try to use it on a folder that has many subfolders within it. This mod has 837 nif files and 55 folders. The folder Meshes/TankGirl, contains 21 subfolders and 795 nif files. Do each subfolder individually. It goes faster than you think.
If you are having a hard time placing a large object .
I found if you adjust the settings,
Can modify the starfield.ini with the following workshop items.
[Workshop]
fWorkshopItemConnectPointQueryRadius=.35
fWorkshopItemWouldBeSnappedDistance=.30
fWorkshopBreakSnapRadiusMult=.5
fOutpostSnapPreviewHoldSnappedTime=-50
fOutpostSnapPreviewWaitForPreviewTime=-50
fOutpostSnapWaitForPostSnapCycleTime=-50
fClosestPointToleranceLargeItems=-100.0000
fClosestPointTolerance=-100.0000
Anyone who has problems with the walls. There ar a custom ini line u can use.[Workshop]fClosestPointTolerance=-100.0000fClosestPointToleranceLargeItems=-100.0000I tried this now it works for me. the original is set to 0,04
Try this if this doesn't work, don't use the item that doesn't work. It's one of those problems that's not the same for everyone and therefore hard to fix, some people have 0 issues putting down anything in the mod and others can't seem to place specific things.
Their unwillingness to support patches for BGS content is my reason. This makes things impossibly difficult on both ends ergo, I won't be posting mods here anymore.
Also why not on creations?
I don't see this as a divisive mod. I don't know why it would be a big deal for her.
In the last pinned comment, the mod author specifically said that it has nothing to do with politics nor did the author say it had to do with this change in ToS. The author says it's due to, "Their unwillingness to support patches for BGS content is my reason. This makes things impossibly difficult on both ends ergo, I won't be posting mods here anymore."
https://www.nexusmods.com/starfield/mods/9234?tab=description
as also stated on TG's pinned), if you do this entire folder, NifSkope will throw an error and CTD because of syntax errors in two JSON files. If you open the files individually, the error will appear, but the file will still open, not that it matters, because this fix happens outside of NifScope. The errors are in two .mat files, which are just JSON (read: text) files. You can just open them in Notepad or any other basic text editor that shows the line numbers and then just save it (ensure that it doesn't save as .mat.txt). The two files are as follows (the bold text is the file you need to open and change in your text editor):
When attempting to open Colony_Pyro_lowerbody_f.nif, NifSkope will give a "syntax error" on line 990 of the corresponding .mat file, located at Data\Materials\TankGirl\Armor\Colony\Pyro_LowerBody_Assault_Mill.mat, it is missing the opening " (double quotation mark) before Data\\Textures\\, so it changes from this:
"FileName": Data\\Textures\\TankGirl\\Armor\\Pyro\\Skins\\Mil_spacesuit_assault_lowerbody_01_metal.dds"
to this:
"FileName": "Data\\Textures\\TankGirl\\Armor\\Pyro\\Skins\\Mil_spacesuit_assault_lowerbody_01_metal.dds"
(just copy and paste the second one, and replace the entirety of line 990 if you can't see the difference), and also:
When attempting to open Operator_Vest_F_Merc.nif, NifSkope will give an "unexpected end of line" on line 181 of the corresponding .mat file, located at Data\Materials\TankGirl\Armor\Gunslinger\ShogunShoulderPlates_BLK.mat, it is missing the closing " (double quotation mark) after armor_platings_color_Base.dds, so it changes from this"
"FileName": "Data\\Textures\\TankGirl\\Gunslinger\\GS_Armor_01\\armor_platings_color_Base.dds
to this:
"FileName": "Data\\Textures\\TankGirl\\Gunslinger\\GS_Armor_01\\armor_platings_color_Base.dds"
(again, just copy and paste, replacing the entirety of line 181 if you can't see where the character goes).
If you change these files first, then you can run the entire mod folder through the NifSkope mesh updater, although I recommend doing it one subfolder at a time, it'll go pretty quick and be a lot less likely to lock up on you. Some other errors will pop up, a few meshes that can't be opened (you'll have to click the error away to continue going through the files), and a few complaining about the size of a texture (merely informational, don't worry about it). You click away these errors at the end, and you're done! No more (far fewer?) invisible bodies and buildings and all the other mesh stuff that broke with the 1.11.33 update. Enjoy, fellow mod addicts! Maybe one of these days I'll be done tweaking my mod list and actually play. :P
May I ask is there any way for an updated version? The various comments make it seem that there are currently many issues?