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bbypaarthurnax

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bbypaarthurnax

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36 comments

  1. recuringwolfe
    recuringwolfe
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    it seems like very few mods are touching crafting stations, different variants or anything. 

    I'm asking because I dont know who else I could ask, would you be able to make a small placeable object, such as a spatula or a pan, which we can build and use as a cooking station? I'm happy for it to require normal cooking station resources. That way we can put it down on top of any stove, camp fire, grill etc, in a buildable zone, and use it as a cooking station? Then, rather than editing a load of existing objects, we can just place the one object onto any static hob/oven/grill and be able to use it. 
    1. bbypaarthurnax
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      I can try. Haven't meddled with workshop keywords in Starfield CK, but I imagine the principle is the same as for Fallout 4.
    2. recuringwolfe
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      Good luck! It would be pretty epic if it worked
  2. kingdark
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    I think you may have forgotten about something?

    It says that my local version is newer than the version currently available on nexus? I've got 1.1. But when I delete it and re-download it, it keeps that version?

    Anyway, it's just a minor nuisance but if nobody mentions it, then you don't know and if you don't know, you can't fix it.
    1. bbypaarthurnax
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      I forgot to flag it as a main file. Should be solved now.
    2. shinji257
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      I just downloaded this and it still says the 1.0 version is the "latest" one.  I've seen this on other mods and just ignore that status but figured I'd at least let you know that either it never got fixed or it came back as an issue.
  3. Samvegames
    Samvegames
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    Awesome! Now can you make "Toilets are for ...sitting" please? It's mind-boggling that only usable toilet in the game is in Frontier hab...
    1. bbypaarthurnax
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      It's doable, but I'd have to mess with object swap. I don't think it's a good idea yet, Starfield and mods are still a mystery.
    2. wyllravengard
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      I didn't even know the Frontier hab toilet was usable lol... I gotta check that out ;)

      It's funny with all the stuff we had in FO4 for settlements etc., with this, you need nothing.  Your outpost crew don't need anything.  Like all the characters in the game are robots.
  4. middy10
    middy10
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    Any chance you could put this up on the creation store? Be a lot more convenient plus helping out console players. This mod is great. I don't know why they didn't make stoves functional... Really annoying needing to make a cooking station to clog up space when you have a full fledged kitchen...
    1. bbypaarthurnax
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      I planned to but had trouble logging into my Bethesda account in CK. It’ll be there someday.
  5. thegrand13
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    Hey would you also make toilets showers and sink work someday? I just got the apartment in akila and seen all this stuff dead makes me feel depressed. 
    1. bbypaarthurnax
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      That would require making custom animations, and I did not enjoy the process when I tried it for FO4, so no. Surely someone else will though. 
    2. thegrand13
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      Thanks for the reply. No worries. Hopefully someday.
      I was able to install your mod with Vortex and it works perfect. 
  6. casildak
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    Thank you so much. This was such a pet peeve of mine. 🙏
    1. bbypaarthurnax
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      No problem! My first thought when I bought a player home for the first time and realized the stove is just decoration was "my first mod for Starfield is going to be usable stoves", and so it is.
  7. Apis4
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    Know nothing about coding, any kind of programming anything at all... even my TV....  so I could be wrong....

    ....but I think this crashed me. 

    I only have a few mods installed..... some clothing, some art, and Vasco as a sheila.... maybe... like... 10? And maybe... like 5 from the Creation Club.... 

    .....and suddenly, after installing this and one other mod, I always crashed, without fail, entering my ship. 

    I uninstalled all mods... worked my way back through, install.. test... install... test....only when I installed this, did it happen. Uninstalled...  works fine. 
    1. bbypaarthurnax
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      The mod on its own, at least the current .esm version available should not be causing crashes. It's been tested multiple times on both existing and fresh saves and touches 0 vanilla records. Unless you experienced crashing with only my mod loaded on a previously unmodded save, it's probably something else.
    2. Apis4
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      Hmmm might be something baked in and left over... but removing this, removed the crashes. I guess I had a mod which conflicted with this. Ah well, not about to trawl again, disabling and reenabling, even with such a short mod list. I am guessing all mods will be updated now the CK is out, repackaged and streamlined in terms of their contents and files.... at which point, I will try this mod again, when everything else has caught up. 

      Thanks for the reply. 
    3. bbypaarthurnax
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      It's probably a conflict but still quite strange since I used cooking stations with a new FormID. So even if another mod changed any records of the vanilla cooking station it shouldn't be conflicting with mine. If you don't mind sharing your mod list, I'd actually like to try to reproduce the crash.
  8. Ninja2dan
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    I'm guessing this is just a newer and cleaner version of Working Stoves? Due to the CK release, I assume it's a lot easier to add functionality to the stoves without the issues seen in viperlord's mod.

    And do you know if these stoves are working with SKK Universal Stash?
    1. bbypaarthurnax
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      Yes, exactly.

      I don't use SKK Universal Stash so I am not sure. If it's not, I'm open to making it possible. Let me know if you decide to try.
    2. Ninja2dan
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      I'll definitely try it out. If it works, awesome. If not, then shouldn't be too difficult to figure out why. Worst-case scenario is a patch would be needed.

      I'm currently doing a Unity run, but I should be able to go buy the Core house in Akila without any requirements so I can test it out.
    3. bbypaarthurnax
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      It depends on how SKK works. My mod just adds the cooking station as an invisible marker to various locations. Just a word of warning to redownload in case you have the esp version already since it was pointed out to me that no esp should be loaded in-game.
    4. DAD214
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      Only if it works with “SKK Universal Stash” is the mod usable for me, otherwise I still have to build a stove. 

      Addendum:
      It works with SKK Universal Stash
      At least once in New Atlantis in the Tower

      Further addendum:
      Unfortunately, it doesn't work in Akila in the core residence, but it  work in the Strech apartment and in Neo in the Sky Suit doesn't Work
    5. bbypaarthurnax
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       I placed identical cooking station markers to all apartments. So if 2 work out of the box, the others should too. 
      Have you tried using [ Switch to Stash ] or  [ Reset Outpost Transfer Container ] in the apartments you couldn't get it to work at first? I'll have to test it myself but I can't promise it will be anytime soon.
    6. DAD214
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      It's like in the spaceship in one module it works in another again not that in the same ship
    7. Ninja2dan
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      You aren't using a universal stash container on your ship, are you?

      I'm almost done with this NG+ run, will give the mod a try once I finish. Waiting until I'm done with this Unity run before installing a few mods. Just need to do the temple run, so shouldn't take long.
    8. bbypaarthurnax
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      Then this isn't a compatibility problem with my mod but either something to do with SKK or just pure user error. 
  9. Deebz96
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    Just FYI, any mod being released for Starfield should be in ESM format. ESP files are intended for the Creation Kit only, and are not loaded properly by the game itself under the hood. Can lead to issues down the line.
    1. bbypaarthurnax
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      Mind linking the source to that info? I'm not trying to be petty or anything, just want to learn why since I was under the impression those warnings regarded esps made with unofficial tools.
    2. Deebz96
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      Largely word of mouth in the xEdit community, so I don't blame you for not knowing. You can find some stuff about this in the xEdit Discord server, and ask for clarification there. One of the lead developers of that program went into great detail about this in a voice call I was in the other day, kinda wish this stuff was published somewhere.
    3. bbypaarthurnax
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      Thanks for the pointer, I'll go ask. Boggles my mind how Bethesda released CK in this state if your statement is true.
    4. Deebz96
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      Well ESP files were always intended for development only. Past games will open a handle for every record within an ESP, whether they are needed or not. This can lead to crashes and other issues if too many handles get opened at the same time, from too many ESP files. ESM records only have handles when they are needed. The fact that ESP usage was widespread in past games is something of a point of contention among the xEdit devs lol.

      There's a lot more to the whole issue, so yeah, xEdit Discord server is a good place to check if you're curious about this stuff.
    5. ermakysion
      ermakysion
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      Mind linking the source to that info? I'm not trying to be petty or anything, just want to learn why since I was under the impression those
      warnings regarded esps made with unofficial tools.
       Here you go. And the instructions for how to convert to esm.
    6. bbypaarthurnax
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      I already got an answer on Discord but thank you for the links nonetheless! And thank you Deebz for pointing it out in the first place! The download file has been replaced.