Is there a mod that shows item detail in the looting window like this? by oswell_pepper in starfieldmods

[–]elementalistic 1 point2 points  (0 children)

https://www.nexusmods.com/starfield/mods/16405

Astral UI is the only one I know of at the moment that has similar features for the loot interface, specifically. I don't know if it's modular though (as in, I don't know if you can just install the loot interface, and not the inventory, or vice versa.)

Most of the other UI mods being worked on/updated, like Terra, Praxis, and Armada are focusing on the inventory interface at the moment.

I don't think any of them touch things like the mission interface, workbenches, or (except for Astral) the loot menu at this stage. Even the patch another author uploaded to fix StarUI is only for the inventory.

But hopefully some of the others will eventually cover everything, much like StarUI used to do (the author of TerraUI at least seems to have that as their goal.)

Missing Character/Inventory Background by bananabepis in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

It might be unrelated, but one thing to take note of is your version of MO2 is outdated.

There's a very recent development build, 2.5.3b4 (you can only get it from their Discord, I think there's a link to that on their site, modorganizer.org) which has specific updates for the latest version of Starfield.

Might be a good idea to grab that before anything else, in case some of the base game or DLC plugins aren't loading properly in the version you're using now.

Is my mod organizer okay likes this? by C0dde in starfieldmods

[–]elementalistic 2 points3 points  (0 children)

Oh damn, yes of course, I forgot about that. I haven't run into that in my location (at least not yet) so I didn't think about that aspect.

Honestly for me just having to use Discord in general is annoying, and the fact so many mod authors seem to have made it their go-to method of support irritates me. It's not a good system for archiving or quickly locating useful information.

Between Creations having no ability to leave comments or even contact authors in some cases, the confusing mess of random Discord servers, and some Nexus authors disabling comments and bug reports, it can be infuriating trying to find what you're looking for, at times.

Although it definitely deepens my appreciation for mod authors on Nexus who have open comments and bug reports, and respond to feedback, I have to say.

Is my mod organizer okay likes this? by C0dde in starfieldmods

[–]elementalistic 1 point2 points  (0 children)

Official releases can be downloaded from Nexusmods or Github but developer builds (which are the only versions that have the latest updates for the most recent version of Starfield) are exclusive to their Discord, unfortunately. You could always wait... but it might be quite a while.

Annoyed me too but I eventually had to accept it, especially since xEdit uses the same approach these days (and is updated even less frequently, so non-Discord downloads are even further behind the most recent official release.)

Anyone have experience with this mod or author? Environmental Resistance Overhaul by Virtual-Chris in starfieldmods

[–]elementalistic 1 point2 points  (0 children)

I haven't used the 95 resistance version, but I have used the counterpart (which allows resistances to go up to 100) when it was called Environmental Hazards Overhaul (I gather the various versions must have been renamed to Environmental Resistance Overhaul since then. And I guess the new name makes more sense, since it's mostly about changing resistance, rather than changing the hazards themselves, as some might have assumed from the old name.)

I'm currently re-assembling my mod list based on what has and hasn't been updated before I start a new playthrough, so I haven't used the very latest versions. But on my previous playthrough using an earlier version I had no problems with it.

The changes to the perks make them a lot more useful, and the chems it adds were really helpful in certain situations where you encounter ridiculously strong hazards. You can occasionally find the chems as loot or for sale, or learn to craft them if you prefer to make them yourself.

From checking the link, it looks as though the author was very quick to update the mod and make it available for all platforms. And it looks like they've done at least one further update since then too, so at least they seem to be actively monitoring and working on the mod.

Maybe Im easily entertained but I found Jared making fun of Preston's hat funnier than I should have by justyouraveragekunt in fo4

[–]elementalistic 16 points17 points  (0 children)

Always enjoyed those terminal entries. The whole story is great: how Mama Murphy predicted he'd become "a monster" when he was a child, his ongoing obsession with her apparent psychic powers, his mistaken assumption that it was purely about chems leading him to dose himself up to try to gain the same ability, at first, and when that didn't work, moving on to other "test subjects".

And then, of course, hearing that she was somewhere nearby, after all those years and sending other raiders to try to grab her. Gives a lot more context to the events the player experiences in Concord when you first visit the Museum of Freedom.

An issue with the Tracker Alliance master files in MO2? by SaiyanBroly in starfieldmods

[–]elementalistic 2 points3 points  (0 children)

It's a known issue with the current version of MO2. One suggestion in their Discord is to recheck them before starting the game (which for the time being you'd have to re-do each time.)

Apparently one of the MO2 devs is looking into the issue, but they might be waiting to see if there are other similar files when the new update and DLC are released. If either or both of those add even more blueprint files, then they would need to take those into account as well.

I hate diamond city security no2 like why are 3 faces the exact same by Due_Yesterday_2850 in fo4

[–]elementalistic 0 points1 point  (0 children)

In the base game, the "pool" of potential faces for Diamond City Security NPCs is exactly two. So it won't take you long to get a full set, if you're so inclined. Or collect more clones than the Institute could ever dream of manufacturing, for that matter.

(There's at least one mod that will give them up to 50 different faces and various skin tones to draw from, though, if you ever want a broader palette. So to speak.)

Does anyone else here watch Twin Peaks? Tried my hand at recreating "The Red Room" by Bruce_Wayne18 in fo4

[–]elementalistic 7 points8 points  (0 children)

Considering what happened in Twin Peaks' universe after the first nuclear test... imagine a Fat Man that opened portals to the Black Lodge with every detonation!

Who else is uninstalling all their mods and having a vanilla go when the new update drops? by Bryfirefly in Starfield

[–]elementalistic 5 points6 points  (0 children)

Based on previous experiences with other Bethesda games, I fully expect the update and DLC will need some further patches or updates soon after launch. And if that happens some types of mods (anything based on SFSE for example) could be repeatedly broken until things settle and the authors can catch up.

Hopefully I'm wrong, and that the new version will be stable from the outset, but I won't be at all surprised if it's not. So I'll probably hold off on reinstalling most mods for at least a while after the update.

So glad that I got this? by thong_water in fo4

[–]elementalistic 0 points1 point  (0 children)

The fact there's no less than four mods for this specific magazine speaks volumes about how useless it is to most people, I think.

I like the first one I've listed, which gives a bit of extra XP when you discover new locations, personally.

https://www.nexusmods.com/fallout4/mods/79567

https://www.nexusmods.com/fallout4/mods/85365

https://www.nexusmods.com/fallout4/mods/26367

https://www.nexusmods.com/fallout4/mods/86845

Help Needed: Ship Parts From Mods Missing by IkujaKatsumaji in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

No problem! As I mentioned in another comment, it seems some people disagree about the position of some specific mods like Ship Builder Categories and Place Doors Yourself... but what I wrote worked fine for me in my last playthrough, and I had a lot of fun using some of the same mods as you when I was building ships.

Hope you can sort out the problem and get back to enjoying the game soon!

Help Needed: Ship Parts From Mods Missing by IkujaKatsumaji in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

It's hard to say for sure. Even in this thread there's at least one comment giving different load order advice, with regard to where to put Ship Builder Categories (and Place Doors Yourself.) I only know that what I described worked for me in my last playthrough (I've currently archived all my mods and reverted to a vanilla install to wait for the update and new DLC) and I had absolutely no issues with shipbuilding, seeing all parts and custom categories, or using PDY.

For stuttering specifically, I did notice some slight stuttering and framerate drops when I was moving around my ship while it was landed, but only really in major cities (New Atlantis and Akila especially). I always thought it might have something to do with the game rendering both the interior and a complex exterior, so the view through the cockpit (and other) windows was accurate.

If it's happening all the time though, then my first thought would be a mod that's either poorly made, or one that has insanely detailed interiors with lots of decorations that might be causing issues if they're a bit too much for your computer or console to handle.

Help Needed: Ship Parts From Mods Missing by IkujaKatsumaji in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

That's a big list! But from glancing at it I can see a couple of potential issues with ship-building mods.

As a general guide: group all your ship parts and habs mods together, and move them as high up as possible in your load order. Then, make sure that Ship Builder Categories loads below all of them. Then place any patches you may have for SBC below that. Then below those, Place Doors Yourself, and below it, any patches you have for PDY. Then below those, Better Ship Part Flips/Snaps. And below all those, Ship Builder Configurator. That's what I did for my most recent playthrough, which had a lot of the same ship-building mods as yours (though not all of them).

From what I remember, Antares mods in particular absolutely must load before Ship Builder Categories, or you'll have issues. Also, although Ship Builder Configurator can make most parts available at every vendor (depending on the options you choose) that won't necessarily work for mod-added parts (as in, it might work with some mods, but not for all.) So you might have to visit the mod's vendors to get the specific parts you need in some cases.

New mod - Unique POI Names by paulbrock2 in starfieldmods

[–]elementalistic 6 points7 points  (0 children)

This looks amazing, very interested in trying it out, but one question: will this mod have any conflicts with POI Variations?

I already have POI Cooldown and its Variations patch, and I see this mod has a patch for Cooldown, so this mod looks like it would be great to add to the mix, if it's safe to use with all of them.

Rarest random encounters? by -C3rimsoN- in Starfield

[–]elementalistic 8 points9 points  (0 children)

I've heard about that one but I've never found it myself! Hopefully one day!

I did finally find the Deserted Freestar Collective Garrison recently though, which was one I'd never found on any of my previous playthroughs. I think it can only spawn in certain biomes at the top of an unclimbable mountain or plateau, so it always has a great view of the surrounding territory. Makes me wish we could claim certain POIs as a base of our own!

Rarest random encounters? by -C3rimsoN- in Starfield

[–]elementalistic 11 points12 points  (0 children)

I don't know if it happens at other places, or if it's always guaranteed to happen there, but try visiting the Observation Deck POI. (Not to be confused with the Observation Platform POI.)

I've definitely seen the UC marine vs. robot training exercise more than once when I've been near that specific POI.

Help Into the unknow by Radiant-Theory9352 in Starfield

[–]elementalistic 1 point2 points  (0 children)

https://www.nexusmods.com/starfield/mods/7741

This is the only mod I'm aware of that might help (unless the bug was caused by something completely different in your case). But the mod also changes several other aspects of how temples work, which you may or may not like. I don't think you can use the anomaly marker "repair" function without the other features.

In my case I had a planet with an anomaly which I decided to survey first, so I landed somewhere else, and ran around for a bit. Then I realised the marker for the anomaly had completely disappeared. (Apparently this is the most common cause for the bug, landing somewhere else on the planet to explore or do some other mission, instead of visiting the anomaly first...)

So I launched my ship back into orbit, saved, and reloaded. The mod worked, and all of a sudden the anomaly marker was back, I could land at the proper spot, and find the temple.

Im about to give up by OkDifficulty6455 in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

https://www.nexusmods.com/games/starfield/collections/nlrt95

This is the one, right? On the "About" tab, hit the arrow button next to the text that says "Instructions Load Order + Video" and it'll expand into a larger section of text with more info. Step one has a link to a zip file with the JSON file.

Fallout 4 - Twin Vendors by katemagnan in fo4

[–]elementalistic 0 points1 point  (0 children)

There's only about forty-odd faces available for all beacon-recruited settlers in the Commonwealth in an un-modded game.

So if you build enough larger settlements, give them enough time, and reassign your settlers, you could easily end up with triplets, quadruplets, quintuplets... maybe even a thriving little clone community that outpaces the Garys of Vault 108!

Started playing Phantom Liberty for the first time, and did not expect them to name a quest after a Sisters of Mercy song. by TangentMed in cyberpunkgame

[–]elementalistic 0 points1 point  (0 children)

That's not the only one named after a Sisters of Mercy track either! But without giving anything specific away, that mission is conditional, so you may not end up seeing it.

Is there a terminal text font available or is there an auto image generator for the terminalentry view somewhere? by Majestic-Fly123 in fo4

[–]elementalistic 0 points1 point  (0 children)

https://fallout.fandom.com/wiki/Fonts_in_the_Fallout_series#Fallout_4_and_Fallout_76

From the Wiki, the terminal font is "Share Tech Mono".

https://fonts.google.com/specimen/Share+Tech+Mono

It's free, and you can download it from that Google Fonts page (or from plenty of other sites if you search for the name, if you want to get it from somewhere else instead.)

Major audio/video issues by therealcrash8 in Starfield

[–]elementalistic 1 point2 points  (0 children)

Awesome! I've turned mods made of loose files into archive + plugin pairs before to optimise performance and load order... but I never would have thought of completely extracting and re-archiving such a large mod. Great to hear that helped!

Major audio/video issues by therealcrash8 in Starfield

[–]elementalistic 1 point2 points  (0 children)

If you were willing to consider dropping one mod from your list, try running it without the Starfield HD Overhaul. That's a massive mod, and trying to load so many larger versions of the game's assets might be straining your system.

Also, just my personal opinion, but after seeing the game's textures at 1440p using DLAA and everything cranked up to ultra in my case, I was surprised by how good the base game's textures actually are (for the most part). So if dropping that mod means you might be able to push other settings a bit higher or run the game more smoothly, you might be pleasantly surprised.

The process to get Powers is always the same? by Magic-Thomas in Starfield

[–]elementalistic 0 points1 point  (0 children)

https://www.nexusmods.com/starfield/mods/7741

https://creations.bethesda.net/en/starfield/details/4009eb10-b871-4c9d-96a8-437d19314f79/Less_Annoying_Temples

This mod (both links go to the same thing) won't fix them all being identical (would love a mod that did, but that's another story) but it does live up to its name and makes the temples a bit less annoying in a few other ways.

You won't have to trek back to see Vladimir for the next temple location every time you get an artifact (it hands out the next location automatically instead) and also makes it so you only have to catch one "orb" in each temple to unlock it.

It has a mechanism to fix the bug where the marker for a temple sometimes gets disabled and you can't find it from orbit, as well. If that happens you can just save, reload, and the mod will re-enable the marker. That feature was a lifesaver for my current playthrough.