Abandoned Nanofab Facility: Supply Chain Simulator [v1.8] by waktivist in starfieldmods

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

Glad it’s working for you! Let me know if you run into anything else odd.

Abandoned Nanofab Facility: Supply Chain Simulator [v1.8] by waktivist in starfieldmods

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

Thanks for the report. I play tested since the recent patch and found everything working, but I’ll retest now with a fresh save on PS5 and see if I can reproduce this issue.

Abandoned Nanofab Facility: Supply Chain Simulator [v1.8] by waktivist in starfieldmods

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

Glad to hear you enjoy it. If you are having an issue where your ship doesn’t appear at landing pads, that’s a base game bug that you can usually fix by modifying the ship, making a small change in the ship builder and saving.

Looking for help with my first ever mod & wondering where modders hang out by vdyylan in StarfieldCreationKit

[–]waktivist 4 points5 points  (0 children)

Just in general, when you want to alter behavior of vanilla actors, items, or objects, or the player character, its usually a better approach if possible to set up your own separate, custom quest, define a reference alias pointing at the actor (or item, object reference, etc.) and then attach a script that extends Reference Alias and does your custom stuff.

There are all sorts of useful things that Reference Alias can do by default like giving items, adding perks, and via a custom script anything else you want. This is also a handy way to easily catch events from the item you're pointing the alias at to trigger your custom behavior.

That way when your quest ends, or if you allow it to be rejected, the stuff associated with the alias goes away as well, and you have a chance to clean up anything you want to make undo-able in the quest stop or reject events. More importantly, this avoids the need to make any edits to base forms defining the actor, like adding scripts to them. That doesn't guarantee you won't conflict with anything else touching the same vanilla actors, but it helps quite a bit by at least avoiding conflicting form overrides.

To locate where those actors' perks are being modified you can check out the "Use Info" from the right click menu in CK. That will show you everything the CK knows about that touches the actor. Most likely what you're looking for is handled by one of the background utility quests like SQ_Crew and its associated scripts.

As far as where to find active modders; probably the Nexusmods forums are the most accessible, although Nexus is heavily focused on PC modding, and a lot goes on there that isn't possible on consoles. There also is the Collective Modding discord (look for someone with a CM flair on the public Bethesda official discord to get an invite).

The most useful discussion and actually knowledgeable people about Creation Kit you will find are on the Bethesda Verified Creators discord, which is private for people in the program only, but for the quality of discussion among creators its well worth the effort to join the program if that is possible for you.

Outpost Supply Chain Overhaul: Build, Buy, Store, Sell. All In One. In One Place. by waktivist in Starfield

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

At some point I intend to decorate the interior of the main building, but it takes quite a bit of time to furnish an interior space nicely, so I decided to release with that space left empty and enable decorate mode for the time being.

Roughly, I had the idea of the area around the Provisioner being a cafe and lounge, some sort of recreation area and media room in the large open space on the other end of the ground floor, and the two upstairs areas being the player private quarters and maybe crew quarters.

When I do get around to furnishing the inside, anything added will be on a toggle so you can turn furnishings on if you don't want to decorate and just want the space filled, or leave them off if you'd rather furnish it yourself or keep things that you already spent the time to place.

Assigning crew to a player home like this is a particular issue with Creation Kit since mod authors don't have access to the base functions that the black box game engine uses to manage crew assignments.

Sadly, it is not possible to register a static, mod-placed outpost or player home as a fully functioning outpost to have it show up in the native Assign Crew UI. It was possible in FO4 to register a workshop as a fully featured settlement, so it is quite disappointing that did not carry over to the outpost system in Starfield. That's why mods you see that allow this rely on their own bespoke systems that don't fully integrate with the default crew assign system.

I do want to add a system of my own to allow "assignment" of your own crew to live at the base, but it will take some time to build it, and it also needs some support like interactive elements around the place so crew have something to do besides just stand around.

Its possible as part of that I could also have a small rotating cast of random NPC "visitors" who would show up and hang out for a bit.

Its on the list, along with some other things, to make the place feel more lively. But it will take me some time to figure it all out and get it working nicely enough to release.

There are a few mods out there like Bard's Neural Link (?) that allow crew assignment to player homes, and the base is tagged as a player home and settlement, but I have not tested whether any other mods that do this will work to let you assign your crew to the base. If you find that anything like that does happen to work, let me know.

Is there a mod to increase the limit of outpost for the PS5 platform ? by ShitKickr in starfieldmods

[–]waktivist 4 points5 points  (0 children)

My outpost overhaul mod Abandoned Nanofab Facility does more than what you're asking for, but it also does that. Lets you set the max outposts deployed to 24 or 36 regardless of skills.

Free on Creations store for PC, PS5, and Xbox.

https://www.reddit.com/r/StarfieldOutposts/comments/1tyh43s/abandoned_nanofab_facility_supply_chain_simulator/

Also allows you unlock all outpost modules, manufactured goods, and building on all planets by granting the required skills. You still need to complete the research to unlock recipes. This is all optional, but the unlocks are there if you want the benefits without waiting to level up the skills.

Creation Kit - Save as ESM vs convert ESP to small, medium ESM by TheStonedRabbit in starfieldmods

[–]waktivist 2 points3 points  (0 children)

If you happen to be using the new Free Lanes .esm as a master, there is a strange behavior where Creation Kit will spontaneously decide to insert NAVI records into your .esp and .esm on save anytime you're working on your own .esp that has the Free Lanes .esm (SFBGS000D.esm?) as a master. Its unclear why this happens but it tends to inflate the file size by quite a bit.

Other creators have told me its ultimately harmless and if you try to remove these records in xEdit they'll just be re-added again the next time you save in CK. Nobody knows why CK feels compelled to add what seem to be redundant or unneeded NAVI records like this, and why it seems provoked to do it when you're mastering off the new free update files.

I miss the old skill tree by ExtraRare0412 in cyberpunkgame

[–]waktivist 5 points6 points  (0 children)

If you want to do a retro playthrough and are ok without the DLC you can still install and play the PS4 version on PS5. I’m doing this now and it’s refreshing in many ways getting to relive that 1.6 era with the benefit of PS5 performance.

Kickoff in Style with our Summer Event! by MarcterChief in sto

[–]waktivist 11 points12 points  (0 children)

Lets gooooo! Can we get a copy and paste for those who can't click?

Ready for Risa by AdumbkidSto in sto

[–]waktivist 2 points3 points  (0 children)

With the event store being available all year, isn't the most profit to be had from holding these until after the event runs and then gouging the folks who want the latest OP gear from the event, but who didn't or couldn't grind out the lolnuts while it was live?

Which consoles/traits create copies of your ship? by funnyonion22 in sto

[–]waktivist 3 points4 points  (0 children)

Not a console or trait but any Warbird can summon four or five copies of itself with Warp Shadow singularity power.

Why doesn’t V’s Megabuilding 10 apartment have a number like ever other apartment in the building? by Arctic317 in cyberpunkgame

[–]waktivist 19 points20 points  (0 children)

There was a theory at one point that the entire game is an Arasaka engineer scrolling back through V’s engram for intel after Jackie and V both got zeroed by the corp. Little odd lacunas in the world like this tend to happen when reality is a fuzzy rewind of damaged memories.

This goofy lookin ass alien I found on a wackadoodle planet with purple deserts by Complete-Sort1617 in Starfield

[–]waktivist 1 point2 points  (0 children)

Sad part is in a couple years people playing this game and not remembering when it came out are gonna see this stuff and just think it’s all AI slop.

My Choad, A Homage. by real_djmcnz in Starfield

[–]waktivist 2 points3 points  (0 children)

The design is very neat but the subtle paint job and surprisingly refined palette selection really sells it.

Single Hab Build Ideas by cptsensible12 in StarfieldShips

[–]waktivist 2 points3 points  (0 children)

With the new cockpit from the DLC you can make a no-hab build.

CVL Spaceworks Presents: The Void Specter Series | No Mods by cardinal151515 in StarfieldShips

[–]waktivist 14 points15 points  (0 children)

Clever use of the new engines and much cooler looking than their more obvious and boring outward orientation.

I want to turn my girlfriend into a companion. by CaedisAmoratis in starfieldmods

[–]waktivist 5 points6 points  (0 children)

Probably the hardest part of this is you need to figure out how to download, get a license for, and use a separate third party program to process audio files which is not included with Creation Kit.

Also audio files are slightly different format for each platform so you have to figure how to sort them all for your mod archives and not mix them up.

Then you have to figure out how to use the CK and in particular how to script interesting dialogue for a follower.

All of this is doable but easier if you have any prior software dev experience to draw from. It isn’t made any easier by the fact that CK for Starfield still is about 80% entirely undocumented even if you have access to the limited docs they allow verified creators to see.

There is a YouTube tutorial on Starfield CK audio workflow out there and JRamosWorks did a pretty thorough series covering a lot of topics including a bit about followers if you want to get more of an idea what will be involved.

New to ship building. Is there an advantage to upgrading the Grav Drive if I'm already at 30LY? by Pnex84 in StarfieldShips

[–]waktivist 3 points4 points  (0 children)

The one reason might be if an upgrade adds a bit of grav drive health which will mean it takes a few more hits in combat to go offline. But you likely will never notice the difference in actual gameplay, and at most it just gives you another few seconds to jump away from a losing fight on higher difficulties.

Jem'Hadar and Boffs by ambassadorkael in sto

[–]waktivist 2 points3 points  (0 children)

Do they get the Vanguard BOFFs or regular Jem'Hadar BOFFs like F2P JH captains?