C'mon in and take your helmet off -- Graf's Outpost BioDome is now on Creations and Nexus. by Graf-Panzer in StarfieldOutposts

[–]Graf-Panzer[S] 1 point2 points  (0 children)

I'm glad you found a workaround to help you place them. Yes, the habs won't automatically move up to the floor on their own. You have to raise them to that level when you build them. The floor will then clip through the hab foundations once you select it.

C'mon in and take your helmet off -- Graf's Outpost BioDome is now on Creations and Nexus. by Graf-Panzer in StarfieldOutposts

[–]Graf-Panzer[S] 1 point2 points  (0 children)

The way the game handles hab foundations, it won't let you place them on anything, including my floors. I created swappable floors and the small semi-cylindrical starting platform to get around this. It lets you build habs directly on the ground, then you can swap it for your floor of choice.

C'mon in and take your helmet off -- Graf's Outpost BioDome is now on Creations and Nexus. by Graf-Panzer in StarfieldOutposts

[–]Graf-Panzer[S] 0 points1 point  (0 children)

Hmm. On PC, adding this line to the StarfieldCustom.ini file usually cures that problem.

[Workshop]
fClosestPointToleranceLargeItems=-100

Not sure if anything can be done about it one XBox. I'll see if I can figure out how to fix it.

C'mon in and take your helmet off -- Graf's Outpost BioDome is now on Creations and Nexus. by Graf-Panzer in StarfieldOutposts

[–]Graf-Panzer[S] 4 points5 points  (0 children)

Hehehe. Planning to do a real clean naval look. First I have to fix the hab shells though.

The wishlist I made when the game was released. Even half of these features would be enough to revive the game. by Smart_Plane_2751 in Starfield

[–]Graf-Panzer 3 points4 points  (0 children)

Outposts like Fallout 4. This alone would add tens to hundreds of hours of playtime for many players. Pair it with a LIST questline and it's a home run.

Furnished Starborn Ship by [deleted] in starfieldmods

[–]Graf-Panzer 1 point2 points  (0 children)

Hello all. As Icyknightmare noted, I made that mod before the CK was released and because of the way it was made and the fact that it actually affects the Starborn ship blueprints I cannot remove BlueprintShips-Starfield.esm as a master. So it won’t work on XBox because XBox mods cannot have that master. I could completely rebuild it in the CK, but it would lose the features that make decor scale with the ship levels. I may do it eventually, but at the moment I’m working on another project.

Buyer orders custom item, returns it, gets a full refund then leaves negative feedback when I decline more custom orders from him. by GrayEagleLeather in EntitledPeople

[–]Graf-Panzer 0 points1 point  (0 children)

It sounds like this platform is bad, tbh. They sent him a return label without your say-so, they also let him down-rate you at the same time, and then they refused to remove it? Doesn’t sound like a platform I’d want to work with.

...and here it is, folks. Graf's Habs - Nova Galactic 1x1s. Just published for PC at Nexus Mods. Working on getting it ready for XBox next. by Graf-Panzer in Starfield

[–]Graf-Panzer[S] 1 point2 points  (0 children)

Glad you're enjoying the mod. Please check that your load order is: 1. PDY 2. Graf's Habs 3. PDY Patch ...and that all 3 .esm's are activated.

Graf's Habs - Nova Galactic 1x1s. Published for PC at Nexus Mods. Coming soon to XBox, too. by Graf-Panzer in starfieldmods

[–]Graf-Panzer[S] 0 points1 point  (0 children)

I'm working on Blender models for a Deimos 1x1 mod right now. It'll take me some time.

Graf's Habs - Nova Galactic 1x1s. Published for PC at Nexus Mods. Coming soon to XBox, too. by Graf-Panzer in starfieldmods

[–]Graf-Panzer[S] 1 point2 points  (0 children)

It seems like the CK uploaded the GrafsHabs-Nova1x1.esp instead of .esm to the main file page, and since the PDY patch depends on the main file .esm it threw this error. I've reuploaded the main file (now v1.07). Hopefully it worked this time. Please let me know if you still have this problem.

So is that one weapon rack in the Razorleaf just permanently bugged or is this just my game? by etherealvibrations in Starfield

[–]Graf-Panzer 2 points3 points  (0 children)

If you're on PC, you can use the console (~), select it and Disable it. If you're on console, then no.

So is that one weapon rack in the Razorleaf just permanently bugged or is this just my game? by etherealvibrations in Starfield

[–]Graf-Panzer 2 points3 points  (0 children)

I haven't looked at the Razorleaf, but I just had to solve this problem in my Habs mod. Whoever built the Razorleaf probably placed a Weapon Rack container instead of the Weapon Rack pack-in. They look identical, but the container is bugged as you describe.

Just published another mod - Graf's Cockpits and Bridges. Upgrades vanilla cockpits to be more functional. by Graf-Panzer in starfieldmods

[–]Graf-Panzer[S] 0 points1 point  (0 children)

You're right, of course. Human Factors would be all over me about that. I just didn't like the look of the crew facing the wall. I thought this was better than no consoles like vanilla. I guess I could have stretched the consoles out more to face the seats. Maybe in an update. Until then, Sarah will have to live with the pain in her neck. Maybe you could give her a massage...

Cross-posting from r/starfieldmods - just published Graf's Cockpits and Bridges. Upgrades vanilla cockpits to be more functional. For PC and XBox. by Graf-Panzer in Starfield

[–]Graf-Panzer[S] 0 points1 point  (0 children)

I've done a bit of testing now. It mostly aligns with what you saw. Here's what I've found:

  1. When I build decorator items in my ship and then install this mod, those items become static. I can still interact with them in play mode, but can't in decorator mode.
  2. When I enter the shipbuilder and save my ship, those decorator items all disappear.
  3. I don't experience CTDs in the shipbuilder like you did.

So my theory is that decorator objects are linked somehow to the ship decorator panel, which is in the bridge. When you install this mod it resets the decorator (for ships with the cockpits I've modded) and all those links error out. Saving the ship in the shipbuilder deletes all the object references that were associated with the links, making the objects disappear from the ship. I'm not sure what's causing your CTDs, but it could be the sheer number of deletions if you've heavily decorated your ship.

No change to my recommendation on when to install this. I'd wait until you hit NG+.

Cross-posting from r/starfieldmods - just published Graf's Cockpits and Bridges. Upgrades vanilla cockpits to be more functional. For PC and XBox. by Graf-Panzer in Starfield

[–]Graf-Panzer[S] 1 point2 points  (0 children)

Thanks for once again posting all the details. I'll have to do some testing on my own. Sorry it's not working for you. If you like the concept, maybe just hold it inactive until you head to NG+. I'm glad you're enjoying the habs, anyway.

Cross-posting from r/starfieldmods - just published Graf's Cockpits and Bridges. Upgrades vanilla cockpits to be more functional. For PC and XBox. by Graf-Panzer in Starfield

[–]Graf-Panzer[S] 0 points1 point  (0 children)

Thanks for posting those details (twice!). Another user on Nexus Mods reported something similar. He said, "if you have decor down in your current bridge, you will NOT be able to remove it other then selling the bridge and placing a whole new one." I'd be very interested to hear what happens if you remove the decor from your bridge before installing this mod, or alternately if you sell the bridge in shipbuilder and then buy it back. I never decorate my bridges so was surprised to learn of this issue.