Gameplay
4 files
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GenderBender - Ervin To Cassandra
By Wolfe6900
GenderBender (Ervin To Cassandra)
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Features:
-Changes Barrett’s spouse from Ervin to Cassandra across 100+ lines (text, voice, and facial animation).
-Alters the "Break of Dawn" quest: Hilda (female) replaces Hugo (male).
-Updates romance options to focus on heterosexual relationships.
-Adjusts companion romance logic to reflect these changes.
-Updates Cora Coe’s hairstyle to align with her character's ethnic background.
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How It Works:
-Barrett’s voice was analyzed across 16 emotions (consolidated into 8 categories).
-Each emotion group was used to generate seamless voice replacements (e.g., Barrett Happy, Barrett Angry).
-Supporting NPCs (Helgi, Pauline, Ellie) were also voice-cloned to ensure dialogue consistency.
-Subtitles were updated in the Creation Kit to reflect these text changes.
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Installation:
-Install like any other mod: includes .esp plugin, .wav / .wem audio, and .ffxanim animation files.
-If the plugin is disabled, audio overrides will still work but subtitles will not update.
-To uninstall: remove the files, and your game reverts to normal.
Compatibility:
-Generally compatible with most mods.
-Only conflicts with mods that directly edit Barrett’s dialogue.
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Requirements:
-Base game Starfield only. No DLC required.
Permissions:
-Free to share, redistribute, and modify.
-Once downloaded, it’s yours—mod your game however you like.
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A Note on Availability & Player Choice:
-It does not contain hate speech or target any specific group.
-It offers an alternative experience for players who prefer different romance options or character designs.
-This mod exists to provide players with more customization choices, similar to other mods that adjust gameplay difficulty, appearance, or other narrative elements.
-If this mod is removed from one site, you should be able to find it through a simple search on other hosting platforms. I also plan to mirror my mods on additional sites to ensure continued availability.
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Looking Forward:
-The techniques used in this project have opened the door to broader modding possibilities. With the same process, any NPC could be fully re-voiced and re-styled—whether you want Rick Sanchez instead of Sam Coe, or entirely different personalities for companions. This mod is just the start of experimenting with Starfield’s voice, dialogue, and animation systems.
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Final Thoughts: This was beneficial to a tool I created to replace any Companion with anyone you want. In a trial, I was able to completely replace Barrett with Uncle Ruckus from the 2005 TV show "The Boondocks" changing 6707 voice lines to Uncle Ruckus's cloned voice and comments. Unfortunately, due to copywrite errors, this mod can not be posted anywhere without being taken down immediately. If you would like to use this tool to create any character, feel free to download it at:Â
95 downloads
Updated
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Lost In Space (Ship combat defeat mod) Version 0.1 (02.27.2025)
By Gray User
Lost In Space (with enemy boarding groups). Added/Updated 02.27.2025
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Credits/Thanks:
Hiroshi (my ex, for translation help)
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Features (status):
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Defeat in spaceship combats
This mod triggers when player ship is damaged in combat (threshold is 60% and can be changed with debug terminal). This will cause combat to stop, enemy ship that damaged PC ship to dock with you, and you will exit pilot chair.Â
If boarders are turned on, enemy boarders will come through hatch to attack you.Â
If you kill all of boarders or boarders are turned off, you can go through hatch to attack enemy ship (and take it over if you have correct pilot skills). Or you can undock (this will restart combat).Â
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Version detector and updator
This should compare the script version against the version in your save, and if they are different it should restart the main combat script.
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Debug/QA Terminal and Room
If you coc 'aaLostCell' you go to a debug room with a terminal. This terminal lets you set options for mod (damage threshold up or down, enemy boarders on or off, max waves of enemy boarders).Â
Warnings/Problems:
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Ship weapons do a lot of damage. Threshold is set to 60% because when it was lower, often the enemy ships would destroy the PC ship before mod could trigger. If you set it lower, might not work well.Â
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Boarding enemies may not have good pathing. They should spawn at your hatch and attack if they see you or crew, but if your ship has large or complicated layout they might just stand there and wait for you.Â
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If enabled, mod should register your home ship when mod loads. After that, it will register new ship any time you change home ship (by sitting in pilot chair of new ship, using ship builder, etc).Â
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Future Features (status):
Maybe better boarder AI. Troubleshooting/bug fixes.Â
Installation:
Copy the contents of this mod to your Starfield directory (the contents of the 'data' folder should go into your 'data' folder) or with mod installer. You must enable mod for it to work.Â
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Uninstallation:
I think mod can be deleted without problems, it does not change any vanilla records.Â
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Usage/Permissions:
You may use this files as base for your own mods, but you may not charge for anything that uses these files. Donations is fine as long as it is totally optional and users get the same functionality without giving money. Please do not repost these files elsewhere (unless LL is shut down and I am unable to put them back up on whatever replaces it). Please do not post mods that use these files to Nexus or Creations.Â
896 downloads
Submitted
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Vanilla Landing Animations
By azvampyre
Tricks the engine into thinking every landing is the first landing so the animation will play once again.
This will disable fast travel to landing zones
194 downloads
Submitted
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GalBank+
By ag12
GalBank+
(& Lovers Utility Library)
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Disclaimer: the CK has only been out for a short time and thus everyone is still trying to figure out how to do things and package mods properly. I've given it my best shot. There is a small library (only containing some time-keeping functions and a small workaround for removing the player's home ship) which is a full master, and the actual mod which is a "small" master. No idea if this will work. Please let me know. Fyi: the reason why I made that separate library is because I'm working on a different mod that needed the exact same functions, so I figured I might as well try to be smart and not have code duplication.
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I. Concept & Introduction
GalBank+ is a mod that aims to flesh out the financial side of the game. GalBank is a very present entity, but has barely any interactions apart from some debt collector quests. However, you should note that this mod is not the "invest your money and make money" kind of bank mod, quite the opposite. While there are some upsides to using GalBank+, it mostly makes your game harder. It's a money sink and made a little in the spirit of something akin to SexLab Survival (or other "license"-type mods). Of course, a lot of the consequences and such aren't really there, but I figured why not make a proof-of-concept and get the heavy lifting done, so that I have an easier time integrating it with the fun kind of mods later.
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II. Requirements & Installation
- Lovers Utility Library (LUL) (packaged with mod - load before GB+)
Use your mod manager or unpack directly. Nothing special. You do not need to start a new game, but I recommend it. I also think this mod makes more sense with a Survival mod added to your game. Please be aware that this is very early stuff - and so you should not put this mod on your main savegame and then do a bunch of progression. I'm not guaranteeing anything here...
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III. Features & Mechanics
-ATMs & Managers: You can speak to a GalBank manager in New Atlantis or Akila City to discuss your account. The ATMs around Starfield are now interactable. Ignore the "crime" symbol, I decided to go the non-intrusive route for now and just replace the activation entry. Bring your GalCard.
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-Bank Account: GalBank+ adds a fully functional bank account to Starfield. It offers multiple tiers (Basic, Pink, Green, Gold, Platinum) with different rates, fees, upsides and downsides. The credits you see in your inventory are, going forward, treated as CredSticks - so basically futuristic, but physical currency. Money in your bank account is purely digital - and subject to a lot of regulations. One of the most important things will be that if you lose to enemies and they rob you, they won't be able to steal your banked money, only what you carry on you. That doesn't matter for now, but will come in handy (I assume).
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-Digital Purchases: When interacting with Vendors, you have access to a certain amount of additional Credits from your bank account. This is based on your account tier and daily allowance. When you purchase things, it will always use your physical currency first. You must have your GalCard with you!
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- Sales Tax: When you sell goods to Vendors in any of the major controlled areas, the controlling faction will levy a sales tax. The sales tax is based off the actual monetary value of the transaction, so if you e.g. sell goods worth 2000 but also buy goods worth 1500, it will only apply the sales tax to the 500 differene.
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- Spaceport Fees: When you land at a Spaceport controlled by one of the major factions, they will charge you fees per hour you occupy the pad. You can pay your bill with the Spaceport Services person. If you forget to pay your bill, they will send you an invoice after you launch - but charge an extra 15% remote transaction fee!
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- Ship Mortgage: you can talk to the GalBank representative and ask for a mortgage to either buy or modify your ship. If they agree, you will be handed a credit slate. If you open the Ship Services sale/modify window with this slate in your inventory, you'll have the extra credits available. After you purchase or modify a ship, the mod checks if you used any of the additional money (it uses your physical creds first) and if yes, it adds the respective loan to your account and the ship as collateral.
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- Loans: there's a full loan system including collateral (spaceships) that get seized if you default - currently only used by the ship mortgage system.
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IV. Additional Information
You always start with a GalBank Basic account. If you start this on a new game, it will add a 75k load with 0% interest to your account after you complete the prologue quest. Later on, you will simply start without ship - but that requires a lot more fun mods that allow you to actually earn some meaningful credits in New Atlantis and get from place to place without a ship - so for now Constellation still gives you the ship, but they make you pay it off with a very generous 0% loan. If you default on this loan, the ship still gets seized, though. You can get stranded. If you do, get fucked. Smile.
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This is basically a proof-of-concept kind of mod. Don't expect it to be everything you ever wanted in a finance overhaul - it's just a step and will be more interesting once there is more interesting content. The idea is to develop it into a license kind of money sink framework and lead into "fun" events - once they are available.
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V. Compatibility & Permissions
This mod should be compatible with virtually anything else. I don't think I actually edited any entries, just used aliases to do my work.
Let me know if it doesn't play nice with something.
Do not reupload anything anywhere. If you want source code for GB+ and are a contributor here on LoversLab, send me a PM. I'll gladly share it.
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This is my first Starfield mod so this might not work at all. I'd be grateful if you could tell me if it works.
Also, please keep in mind that this mod is designed to play into more interesting scenarios -that don't exist yet- and I will update it later, I just felt like putting something together to test the workflow and get something going for SF. Please report any exploits - there's probably a ton of loopholes and such.
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Oh, and the balancing might be off, so give feedback for that too, please.
379 downloads
Submitted