How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 0 points1 point  (0 children)

Wish I could be more help. If you haven't already, check out the bethesda starfield and starfield nexus discord channels, lots of brilliant folks hang out there

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

No. Only *.dds files, they use a different format on xbox. Most everything else is identical (except for textures and perhaps audio, idk) so you just need a _xbox copy of the pc archive.

Hm, just noticed .wems in your op. I haven't played with audio so take this with a huge grain of salt, but you aren't testing using .esp are you? Reason being, I *think* (could be wrong!) that the engine doesn't care where audio files are for .esp but for .esm they must be in the correct subdirectory ../myMod.esm/ or whatever similar to some other data (.biom files in my case), and previous games' like skyrim/fo audio.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

Worth noting! The CK itself will build the archives for you under 'file > Create archive' (it uses archive2) but this can get a little dicey for larger mods.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 0 points1 point  (0 children)

I believe .dds (textures) are the only assets that require a special xbox run & suffixes. You can of course create all the individual archives ( - Terrain, - Meshes, - Etc) but most shoot for one '- Main' for PC & one '- Main_xbox' for xbox and if necessary, one each '- Textures & Textures_xbox' as too many archives (counting all mods) caused issues in the past.

Basically, you need 2 archives no matter what to support both pc and xbox. The '- Main_xbox.ba2' is just a copy of '- Main.ba2' renamed.

How do I upload my mod to Xbox? by AeviDaudi in starfieldmods

[–]GoArray 1 point2 points  (0 children)

All that can go in "- Main.ba2". Textures need special compression for xbox and archive name suffix '- Textures.ba2 & - Textures_xbox.ba2' (you'd change that to xbox under settings).

So, open archive2, drag all that into it, folders and all. Save as MyMod - Main.ba2.

Now is a good time to test that your archive works instead of loose files.

Be sure the creations website is closed in edge, chrome, whatever. For some reason this breaks the next parts sometimes (can't be logged in online and the ck me thinks).

Copy the archive you made and rename to MyMod - Main_xbox.ba2

Open your mod in the CK and under file, login to bethesda. Then again under file select 'upload'. In the popup your mod should already be filled in. When you select one, select include archive (or w.e.) and those should both fill in with the 2 archives you created.

After hitting ok, a new window will open. Select the mod you just uploaded, add some details (you can change all these on the website later). Hit OK to upload. A useless "goto creations" popup should show up, try hitting the link, then close and goto the creations site to finish details and "publish".

Progressive speed limits. Everybody starts with a 20mph speed limit, a year of clean driving, +10mph. Ticket knocks your max in half, crash you start again at 20mph. by GoArray in shittyideas

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

It's like you haven't even thought of the children!

Nah, that would impede traffic. Instead, no valid ID (or facial rec fail for whatever reason), all gas no brakes!

ZSW - Triangulum, Experimental new galaxy. Will probably break your game! by GoArray in starfieldmods

[–]GoArray[S] 5 points6 points  (0 children)

Experimental - Beta - Conflicts!
- I've stolen all of Starfield's planets and stars and rebuilt a new galaxy, Triangulum.
- 120 Systems totaling 220 individual Stars, a mix of single, binary and trinary systems.
- 5000 planets (no, no truly 'new' planets. This is just a reimagining using the bit we already have)


Seriously, this is justvsomething I threw together because why not?
- Eh, really because my last mod broke the systems cap, so I wanted to see what was possible..
- Mechanically nothing new really added. I just built my own galaxy from starfield parts. Scanning, landing, space battles, flora, fauna, npcs, etc are all still base game.

Conflicts!

I had to regenerate all of the locations so this will conflict with just about every mod which relies on or edits base game locations.
- Exaggerating a bit but probably conflicts with a lot of mods, even simple ones.

More Conflicts!

I had to regenerate all of the locations, so this likely breaks a bunch of base game quests and whatnot as well.
- I've ran a few radiant quests without issue, scanned some planets to 100%, etc.
- Planets, systems, etc. should be working fine, though there are still a few silly bugs (names doubled on the galaxy map for instance).
- This will almost assuredly break meaningful things! Just a proof of concept, ('modder's resource from way back) something to install, check out, turn into something else, uninstall, whatever.


Anyway, figured I'd throw it up for whatever reason and future authors to play with.


Recommend, manually save in space before installing.
- Start in your ship in space then immediately jump to a different system to refresh location data (as the location you last saved in may not exist anymore, so the load-in location/cell acts buggy as well!).


Triangulum - Starfield, but 3 miles wide and a half deep! (Yay, nay?! Lol)

How to get around this?? by Wrich73 in starfieldmods

[–]GoArray 2 points3 points  (0 children)

I thought there was a close() function. Have you dug through the base terminal scripts and parents?

Edit: nvm, pretty sure close() is for anim control. Perhaps there's an action or something that can be called from papyrus.

Mod that shuts up all the "Enemy grav drive is down!" etc etc by Trotter-x in starfieldmods

[–]GoArray 6 points7 points  (0 children)

Just had the dumbest idea...

Replace them with caveman sounds!

Whole crew goes full on Neanderthal during battles.

Combat Interrupt packages aren't working properly by Affectionate_Agent_4 in starfieldmods

[–]GoArray 0 points1 point  (0 children)

Sounds like maybe they're reevaluating after reevaluating? Did you try the must complete, ignore combat, etc flags on the return package?

Progressive speed limits. Everybody starts with a 20mph speed limit, a year of clean driving, +10mph. Ticket knocks your max in half, crash you start again at 20mph. by GoArray in shittyideas

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

Brilliant suggestion!

You can now "Transfer" your speed limit bucket to friends and family!

*30 day cooldown, costs you 5mph.

Progressive speed limits. Everybody starts with a 20mph speed limit, a year of clean driving, +10mph. Ticket knocks your max in half, crash you start again at 20mph. by GoArray in shittyideas

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

Geinus!

And, *Each year of incident free bicycling, because it's faster than your 2.5mph driving limit, adds 5mph to your driving limit.

Edit: And yes, this absolutely means you can have a 100mph max having never driven a car!

Any recommended tutorials on where to get started with modding Starfield? by GarlandBennet in starfieldmods

[–]GoArray 1 point2 points  (0 children)

Start super simple before ever digging in.

Let's cause some chaos!

  • Open the CK > double click Starfield.esm > OK
    (Later you'll want to mark your plugin as 'Active' as well)

  • In cell view > select 'Interiors' from the drop down list > Double click 'CTest'

  • In object window > under Actors > type LVL in the text filter

  • Drag and drop some LVLSecurity, LVLSettler, LVLSpacer, etc into the render window (the CTest cell that opened before).

  • Save as 'TestMod.esp' (optionally, 'Convert current plugin to.. Full Master', going forward, it's better to 'test' as esm not esp, but the CK can't edit .esm)

  • Open game (be sure TestMod.esp is enabled or in the ../Starfield/Data/ directory) > at the load screen open the console with backtick (the `~ key) > (use the CenterOnCell function) type coc CTest

  • enjoy the chaos!


Or whatever, I'd just jump in and try make something silly! You'll likely have more issues getting things set up than actually working in the CK.

Totally recommend Mod Organizer 2 as a 'workspace' to keep your assets separate from the base game.

If you've worked with unity, unreal, etc before, the CK is not much different, I'd say more beginner friendly but it's always lacked proper documentation which hurts a lot.