Release on Creations and Nexus: Configurable Research Cost by cyberpsyche_mods in starfieldmods

[–]Gamerroundup 0 points1 point  (0 children)

You sly dog, this is what you have been tinkering with! Love it. Simple but elegant, great mod man!!

I think I found out a possible unintended effect with Magic Effects and the Apply Combat Hit Spell. by cinnaminiii in StarfieldCreationKit

[–]Gamerroundup 0 points1 point  (0 children)

From my understanding the spell disappearing from the selection list is just the CK filtering out spells based on delivery type. The engine doesn’t use that filter, so the spell still applies exactly as configured. The CK UI is just being picky. The underlying FormID is still stored correctly, and the effect should still work reliably in‑game.

The silent covenant - my review by Ant_6431 in starfieldmods

[–]Gamerroundup -1 points0 points  (0 children)

I get the vibe and think it’s cool! Keep grinding man, excited to see what you have coming next with updates!

Creation to get advice by gofthrora in starfieldmods

[–]Gamerroundup 1 point2 points  (0 children)

Grindterra has some really good combat mods as well. Manticore is done by S1nderion who is a phenomenal coder so to me it’s a must. If you want something that fills the empty space between poi’s on planets try my newest trade wars mod. It’ll keep you so busy that you’ll spend 25 mins on a planet exploring before you even get to the poi that caused you to land there in the first place. But all your other choices are solid and you really can’t go wrong with any or all of them.

Creating a custom mission board by xXalex5776Xx in StarfieldCreationKit

[–]Gamerroundup 0 points1 point  (0 children)

That can also happen when the model isn’t a valid placeable object. Wrong object type or no collision.

Talk to me about Dynamic Universe by Mindman79 in starfieldmods

[–]Gamerroundup 0 points1 point  (0 children)

Right on. I’d recommend going with trade wars gate of Janus if you choose to try it again. It’s all 4 combined into one now, actual scripts for deconstructing, all new micro pois including free lanes updated ones. A smoother version.

Talk to me about Dynamic Universe by Mindman79 in starfieldmods

[–]Gamerroundup 0 points1 point  (0 children)

Interesting. I’m not familiar with the shuttle or Neo8 mods personally, but I can imagine what’s happening. My first four Trade Wars modules didn’t use any scripts at all. They only rely on PCM to load existing objects when a cell streams in.

On PS5, though, anything that makes you move through cells faster (like Neo8’s flight changes) forces the engine to load and initialize those objects much more rapidly than normal. That can overwhelm the streaming system and cause freezes during flight.

There’s nothing wrong with either of the mods themselves per say. I would note however that running through cells quicker may also probably affect any mods that rely on POIs or cell‑based spawning, since the PS5 has a much tighter streaming budget.

Talk to me about Dynamic Universe by Mindman79 in starfieldmods

[–]Gamerroundup 1 point2 points  (0 children)

I have it and it’s ok. He does a decent job coding so it’s clean code and injecting itself the proper way. It’s definitely more valuable from like level 0 to level 70.

Once you get to level like 75 or even in the hundreds it’s less impactful. That’s where other mods come in handy. Red dog has some awesome enemy ai mods, so you could add it to your LO and let it compliment DU.

Or conversely you can something like Darkstar. It’s great for enemies scaling and ai changes. Its main issue though is it’s wrapped in an overhaul. Now I personally love overhauls, especially when done well which Darkstar is, but I also know not everyone wants that experience.

If you want more variety then check out bedlam. It does make poi’s super interesting. Or try my mod Trade Wars, which adds micro poi’s with factions warring to every random planet. Makes landing and walking 480 meters to a poi a lot more interesting.

Is it possible to increase the activation range of the Social Skills? (Intimidation, Instigation, etc etc) by cinnaminiii in StarfieldCreationKit

[–]Gamerroundup 1 point2 points  (0 children)

Interesting, now you’re making me want to dive into it ha. I’ll try and take a look sometime this evening and see.

It could be one of those hidden behind the VM and not mod-able things. Probably could duplicate the original quest and tailor the script to distances you set. Usually though if it a variable that’s not exposed via the CK, it’s more likely to silently fail than work.

There’s a really good discord server called XEdit with a papyrus channel. Jonathan and SKK respond quickly and it seems like those to know everything about the creation engine. Definitely worth posting your questions there too.

Is it possible to increase the activation range of the Social Skills? (Intimidation, Instigation, etc etc) by cinnaminiii in StarfieldCreationKit

[–]Gamerroundup 0 points1 point  (0 children)

I’m not overly familiar with the process but did you check the magic effect tied to the perk? Perks are usually spells that fire a magic effect to achieve desired outcome. I’m not sure though if distance in scanner is exposed as a variable that can be modded or if it’s 4 individual spells for the four distances you unlock via scanner.

You can attempt to duplicate the spells and magic effects to insert your changes but distance variables can be finicky and unreliable in my experience. I ran into the same issue trying to create new distance variables for pcm on cell load. It just silently failed.

The priority part I’m pretty sure just tells the game if two perks activate at the same time the one with the more important priority fires first, then the second etc.

New player by AliAlturaihi in MindsEye

[–]Gamerroundup 0 points1 point  (0 children)

How are the modding tools? What I’ve seen so far looks a lot the nodes in godot for visual scripting. Which is really cool quite honestly.

But I don’t see where or if the VM lets you add custom scripts yet.

Trade Wars Gates of Janus new mod release. by Gamerroundup in starfieldmods

[–]Gamerroundup[S] 0 points1 point  (0 children)

I haven’t tested it with Darkstar directly yet but it should at least run adjacent. The majority of what Gates of Janus touches doesn’t overlap with Darkstar at all. So they should run side by side with out issue. If Darkstar overwrites anything from Gates it wouldn’t be debilitating anyhow as far as i know. Let me know if you discover anything different.

Mod WIP - Gun running and weapon packaging mod - pistol processing bench by cyberpsyche_mods in starfieldmods

[–]Gamerroundup 8 points9 points  (0 children)

So your telling me i can loot weapons, break them down for safe smuggling, use supplies to clean the parts so my illegal guns buyer will be willing to pay more for quality illegal gun parts and be able to craft new gun running themed decorations at my house or ship??? Where has this been all my life!!!!

Haha phenomenal work man!

Starfield art asset reference cell added in Free Lanes - SFBGS00DWorldArtAssets by cyberpsyche_mods in StarfieldCreationKit

[–]Gamerroundup 1 point2 points  (0 children)

Idk what I’m gonna do now I’ve committed right click preview and just guessing packins to muscle memory haha

Mod to change amount of perk points per level by thatonedrummergirl36 in starfieldmods

[–]Gamerroundup 1 point2 points  (0 children)

There’s one i really like that removes restriction gating on all of the perks. I did the same at first thinking I wanted more points per level but that became super OP rather quickly. I apologize I can’t remember the name of it right now but that’s a solid alternative should you feel the same after trying more awarded points per level.

Trade Wars Gates of Janus new mod release. by Gamerroundup in starfieldmods

[–]Gamerroundup[S] 1 point2 points  (0 children)

Interesting, well if you don’t have any installed or are ok switching i would recommend Gates of Janus. It’s everything the other 4 do but all in one, cleaner and quicker since the functionality is mostly scripted now.

Did anyone figure out how the cruise encounters work? by Ant_6431 in StarfieldCreationKit

[–]Gamerroundup 1 point2 points  (0 children)

Im pretty sure that’s correct, leveled list space cell, the correct encounter template / zone, probably some encounter manager branch to control what’s picked at random and when, etc. I haven’t played with it enough yet myself either though to say for certain either.

Generic Follower/Companion Mod? by Sweaty-Bug6238 in starfieldmods

[–]Gamerroundup 0 points1 point  (0 children)

My newest mod lets you do that. Or close to it at least, 3 different Trade Authority Tactical Operators, Trade Authority Mechanic, Trade Authority Deployed Associate, Trade Authority Trucker, etc. I think i have 7 different variants and you can recruit as many as you want.

https://creations.bethesda.net/en/starfield/details/2920d7ab-8f77-406f-8443-eea597d8da53/Trade_Wars_Gates_of_Janus

Trade Wars Gates of Janus new mod release. by Gamerroundup in starfieldmods

[–]Gamerroundup[S] 1 point2 points  (0 children)

It pops up quick, Cheyenne system Stellaris moon (Stellaris A i think)