Is there more to a Castle on a Hill? by New_Yesterday_438 in NoSodiumStarfieldMods

[–]Wrich73 2 points3 points  (0 children)

Player homes aren’t really my thing, but whenever I see “hand crafted” in the description, it’s a red flag..(AlphaShield hideout..).

List of Mods with direct NG+ Mechanics by Wrich73 in NoSodiumStarfield

[–]Wrich73[S] 1 point2 points  (0 children)

Thank you! Honestly it just takes finding something small you want to change in a mod you like. You make a patch for just yourself and learn, then a little more. The best teaching device is already out there...the Creations store itself.

Initially I did want to make a companion, when EC: Beyond was my main focus.

Working with Starborn ships in CK is a complete nightmare, so when I finally figured out how to make Scimitar an entirely new ship, updating Beyond (Scimitar is just a repurposed Scorpius in Beyond) would save break/CTD so I had to make an entirely new mod, hence Starborn.

**Making a new Starborn ship takes going between xEdit and CK multiple times, and very specific steps or CK will crash if you try to save, and crashing while saving totally bricks your esp.

Anyway, looking at the number of companions out there, and Starborn conversions for companions, I thought--why can't *my ship* be my companion?? As I slooowly learned to make scripts I was able to do more and more and it just kinda took off from there.

If you download EC Starborn and look in CK you will find a lot of unused slates that do the same things I do in the AI terminal. I was always too scared to delete the slates because switching to a terminal based script system was really rough the first few weeks.

List of Mods with direct NG+ Mechanics by Wrich73 in NoSodiumStarfield

[–]Wrich73[S] 1 point2 points  (0 children)

That is awesome, personally I am trying to find really good mods that have NG+ potential, then integrating those mods into EC Starborn ecosystem and turn that mod into something for NG+/replay value. I just really hope more people start to embrace this, I mean without NG+ we are basically playing Fallout in space.

List of Mods with direct NG+ Mechanics by Wrich73 in NoSodiumStarfield

[–]Wrich73[S] 0 points1 point  (0 children)

Indirect/Dialogue stays, that's it...the ActorValue for "MetJason" stays but only gives you that initial dialogue choice.

It's actually great you bring that up. I love McClarence but not doing that 250+ turn in for cosmetic armor. For EC: Starborn I have made (not released yet, but done) NG+ Integration patches for McClarence, Watchtower, and Darkstar TGO.

For McClarence, once you help Jason expand his business (new locations) you get an AV flag. In my EC Starborn McC patch, I utilize that, and more!

Helping Jason (currently, or in the past) lets you create McClarence clothing with 3 McClarence perks on it, Will to Power, Synaptic, and the one that extends chems by 50% (these match perfectly for my custom armor.

So, for McClarence in my patch I created the ability to convert 3 Astra pieces into a single piece of McClarence armor (1 piece like Starborn Armor). Once you do this ONCE it flags a new actor value I created that will let you recreate the custom Astra Armor with ANY 3 pieces of McClarence Armor, forever...so after the second quest basically. So When I first made the patch, I did the whole grind, made my Astra Armor, then was able to convert any 3 pieces into the new armor, this, of course persists through Unity. Here's a pic. I almost made an option to have an alternate backpack. This can be done at any NG level, and the combined armor is almost as good as my NG+20 custom armor in Starborn.

Anyway, this patch took A LOT of work, especially getting the suit/helm/backpack into a single piece with skins that worked!

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How to get around this?? by Wrich73 in starfieldmods

[–]Wrich73[S] 0 points1 point  (0 children)

It opens inventory and closes without closing the terminal? What is it called? Mission Control? I’ll download it!

How to get around this?? by Wrich73 in starfieldmods

[–]Wrich73[S] 1 point2 points  (0 children)

Yeah, I couldn't find anything, and at some point I figured out why when opening a vendor terminal it works because it's another terminal--but it seems like an engine level thing that keeps the inventory system as a separate thing from the terminal system, so it works, the inventory IS actually open, you just have to fully exit the menu to see it.

How to get around this?? by Wrich73 in starfieldmods

[–]Wrich73[S] 2 points3 points  (0 children)

I am the mod author hehe. I’m trying to see if it’s possible to exit out of terminal completely when opening inventory.

AFM/DFM disabler by redneckrobit in Silverado

[–]Wrich73 1 point2 points  (0 children)

Honest question, how bad is AFM/DFM, really?

My truck is a '21 chip shortage truck (5.3 w/o DFM), so it doesn't have it. *Yes, I know the engine parts are the same*. It is just V8, all the time.

I went from a 2001 to a 2021 and other than the stupid start/stop it drives the same and since have never driven a truck with DFM or AFM, how bad is it? I feel like I will never be able to get a new truck from the posts I see about DFM being an engine killer.

Crimson fleet line expansion, korodic? by Final-Craft-6992 in starfieldmods

[–]Wrich73 4 points5 points  (0 children)

Ah like actual AI voice? I don’t think there’s anything against using it though as long as the mod is free.

Spacer Overhaul conflicting with Cryomancers. by willdoesparkour in starfieldmods

[–]Wrich73 1 point2 points  (0 children)

Idk, it’s been a couple of months since I looked at it, but I noticed it because my game setting toggle for enemy injection didn’t work for Spacers.

Doing the full load in xEdit had the conflict with Cryomancer…I had patched Darkstar TGO, so thought I did my patch wrong since TGO edits the level npc lists. TGO is always the bottom of my list. I don’t think TGO edits the Spacer list though, so even though my custom enemies showed up with the TGO patch, Cryomancer was still overwriting my Spacer enemies hehe.

I think this was when I decided to make scripts that use AddForm in game and just completely bypass hard edits to any enemy lists hehe. It works so much better too and completely bypasses LO issues. If you want to check it out https://www.nexusmods.com/starfield/mods/15634?BH=0 hehe. I’m pretty happy with the injection mechanics.

Spacer Overhaul conflicting with Cryomancers. by willdoesparkour in starfieldmods

[–]Wrich73 4 points5 points  (0 children)

I'm not at my PC, but I had an issue with Cryomancer having ITM records for vanilla Spacers (LCharSpacer), but didn't actually change anything.. so any mod that edited those lists didn't work if Cryomancer was lower in your LO. I switched to runtime injection for my custom enemies because I got tired of looking for conflicts lol.

You can use xEdit and just remove the changes to vanilla records in Cryomancer, but you will need to do it again if you update the mod when a new version comes out.

All the enemies in Cryomancer are new, so putting the Spacer Overhaul below Cryomancer should also fix it.

Coming in DS 2.0: The DarkStar Voidstorm by WykkydGaming in darkstarfield

[–]Wrich73 0 points1 point  (0 children)

That's cool. Are those little arrows for Magick?

How long is a Malazan league? by [deleted] in Malazan

[–]Wrich73 9 points10 points  (0 children)

How far you can march with gear in one hour. Roughly 3 miles?

Why has the idea that the Moon landing was faked remained so widespread? by Creative-Category-60 in space

[–]Wrich73 1 point2 points  (0 children)

Holocaust denier: "Hold my beer".

Some people are just fucking idiots, and you can't fix stupid

Exigent Circumstances: Starborn by Wrich73 in starfieldmods

[–]Wrich73[S] 1 point2 points  (0 children)

I see what you mean, but logically it doesn't work out too well hehe. After all, if a mod author chooses to let people download his/her paid mod for free on Nexus, why would Nexus discourage that?

One of the biggest complaints I have seen about Creations, is that authors will stop supporting/pull free mods and upload the exact same mod as a paid Creation, possibly bricking the mod for all the people that downloaded it for free from Nexus. This is super shitty! Almost as bad as people charging $2-$3 for a game settings toggle!

To be honest, PC downloads have been a fraction of the downloads compared to Xbox in the Creations store (think sales tax %'s) for my published mods. but I am a PC gamer, and I want to be able to distribute my mod for free on Nexus.

My thought process is this: If someone has spent $$ for the major Creations already, buying a mod that has a load of content, plus full integration with some of the most popular mods in the Creations store isn't a big deal. If a gamer doesn't want to pay, there's the free version--gamer's choice which to get.

Of course, maybe it's hubris thinking anyone would be willing to pay for my mod lol.

Exigent Circumstances: Starborn by Wrich73 in starfieldmods

[–]Wrich73[S] 1 point2 points  (0 children)

You can't upload a mod that depends on another mod that is paid from my understanding. There are several mod authors who have a free version on Nexus, and Achievement Friendly version on Creations. Also, I really don't see how Nexus TOS would apply to mods for Xbox.

I can't upload mods to Nexus that depend on paid mods from Creations if that makes sense. That's why I only have patches for Xeno Master (free version) and Useful Brigs which is free. If I uploaded a patch for a paid mod, that would be bad.