nIn nIn nIn Posted July 1, 2024 Posted July 1, 2024 4 hours ago, Djlegends said: its the gameplay options section its literally this but for Starfield https://www.nexusmods.com/cyberpunk2077/mods/4885  ???  This one ?  Game Settings GMST ini bat modding tool at Starfield Nexus - Mods and Community (nexusmods.com)
Djlegends Posted July 1, 2024 Posted July 1, 2024 8 hours ago, nIn nIn nIn said:  ???  This one ?  Game Settings GMST ini bat modding tool at Starfield Nexus - Mods and Community (nexusmods.com) fuck no
Djlegends Posted July 1, 2024 Posted July 1, 2024 8 hours ago, nIn nIn nIn said:  ???  This one ?  Game Settings GMST ini bat modding tool at Starfield Nexus - Mods and Community (nexusmods.com) heres an example https://www.nexusmods.com/starfield/mods/9885
nIn nIn nIn Posted July 2, 2024 Posted July 2, 2024 4 hours ago, Djlegends said: heres an example https://www.nexusmods.com/starfield/mods/9885 Â Ok. Thank you. Â I wouldn't have had to try and guess if you just shared that in the first place instead of the Cyberpunk link. Dude.
Halstrom Posted July 2, 2024 Posted July 2, 2024 (edited) On 7/1/2024 at 11:45 AM, nIn nIn nIn said: Â Starfield is an evolution of the changes BGS did in FO4. Â It took 3 years to get sexlab for skyrim. It took over a year with fallout 4, I predicted it could take a year with starfield. Just having a console method of activating random animations isn't the same as Sexlab for skyrim or even aaf for fallout 4 (which is an inferior experience to sexlab - personal opinion). *StarLust (or whatever name Ashal settles on) will be whatever Ashal can make it I guess, I hope for a framework more in line with Sexlab for it's ease of use for non technical players. I managed ok with AAF but found it less intuitive than sexlab. Â ps. We need a working MCM first though. BGS: "The most important thing about using the same engine for any new game is to screw up modders somehow every time so animations cannot be easily transferred or done the same way as any previous game." I'm sure it will happen again with the next Elder Scrolls Edited July 12, 2024 by Halstrom 1
Djlegends Posted July 2, 2024 Posted July 2, 2024 4 hours ago, Halstrom said: BGS: "The most important thing about using the same engine for every new game is to screw up modders somehow so animations cannot be easily transferred or done the same way as any previous game." we either have that or the jankyness of what we called Havok animations...
Djlegends Posted July 2, 2024 Posted July 2, 2024 since they yeeted that now we can have untapped potential of animationsÂ
Vallsz Posted July 3, 2024 Posted July 3, 2024 Anyone can help this dude with his male body? it's high quality but he seems to be struggling with seams on multiple parts of the body especially after the update. https://www.nexusmods.com/starfield/mods/8020
DocClox Posted July 5, 2024 Posted July 5, 2024 On 7/2/2024 at 4:25 PM, Djlegends said: we either have that or the jankyness of what we called Havok animations... Â I'm not entirely sure that's an either/or proposition. 1
Djlegends Posted July 6, 2024 Posted July 6, 2024 21 hours ago, DocClox said: Â I'm not entirely sure that's an either/or proposition. oh you never seen the meme of skyrim intro being broken with over 100 mods? 1
DocClox Posted July 6, 2024 Posted July 6, 2024 Yes, yes, yes, you're very smart.  Do you remember when Skyrim launched? Back when we couldn't make mods for it AND we had Havoc animations?  It's not an either/or proposition. 1
Djlegends Posted July 7, 2024 Posted July 7, 2024 16 hours ago, DocClox said: Yes, yes, yes, you're very smart.  Do you remember when Skyrim launched? Back when we couldn't make mods for it AND we had Havoc animations?  It's not an either/or proposition. well thing is we still have intro bug still goin on even with the most stable modpacks hence why we needed mods like Alternate Perspective to make it even watchable with big modpacks 3
knots1353 Posted July 7, 2024 Posted July 7, 2024 On 7/1/2024 at 6:27 PM, Djlegends said: heres an example https://www.nexusmods.com/starfield/mods/9885  Having been waiting for an MCM for several reasons, I did some detailed investigation based on your comment, including pulling in the Gameplay Options Extended mod you linked into Creation Kit to figure out how it worked.  For the curious - CK now has the ability to add a Gameplay Options object into an ESM which provides a property controllable via a new setting in the main Gameplay Options menu. You can define a list of setting names and values and optionally assign an XP penalty/boost to each one.  Sadly, the Gameplay Options support in Creation Kit is woefully inadequate as an MCM.  Sure, you can add options to the menu, but it's purely linear.  While it has a second object type in the CK for grouping gameplay options by category, those groups are only used to determine order, and have no UI to break up the menu into multiple pages.  Instead, what you end up with is a single scrollable list of options jumbled all together with no indicator of what category each option is in.   And it's very limited in the type of settings you can have -- don't expect sliders or editable text fields or drop down lists.  Now, consider StarUI Configurator: https://www.nexusmods.com/starfield/mods/5467  That is a stand alone app which configures all the StarUI options OUTSIDE of the game, necessary because there was no CK or MCM yet.  Just a simple glance at the huge list of options and how it categorizes them by mod, and then includes multiple pages per mod, and you can see that if all of those settings were put into the flat Gameplay Options list, it would quickly become utterly unmanageable.  I have mods for Skyrim and Fallout which have over a dozen pages of options with 20-30 options per page -- putting all that into a single flat list would be insane, and that's just for ONE mod.  It's clear from some of it's contents that M8R intended eventually to turn StarUI Configurator into some kind of generic MCM at some point, but he never did, and the Starfield Community Patch group, while they have a project template on GitHub defined for an MCM project, has none of the actual UI worked on yet - just a few papyrus modules needing filling out, and probably needing SFSE to include some still missing features.  I expect Gameplay Options will be used by some people in place of an MCM with very minimal settings, especially for Console compatible mods, but anything complex, like a Sexlab type mod here, will need a proper MCM interface. Â
Djlegends Posted July 8, 2024 Posted July 8, 2024 5 hours ago, knots1353 said:  Having been waiting for an MCM for several reasons, I did some detailed investigation based on your comment, including pulling in the Gameplay Options Extended mod you linked into Creation Kit to figure out how it worked.  For the curious - CK now has the ability to add a Gameplay Options object into an ESM which provides a property controllable via a new setting in the main Gameplay Options menu. You can define a list of setting names and values and optionally assign an XP penalty/boost to each one.  Sadly, the Gameplay Options support in Creation Kit is woefully inadequate as an MCM.  Sure, you can add options to the menu, but it's purely linear.  While it has a second object type in the CK for grouping gameplay options by category, those groups are only used to determine order, and have no UI to break up the menu into multiple pages.  Instead, what you end up with is a single scrollable list of options jumbled all together with no indicator of what category each option is in.   And it's very limited in the type of settings you can have -- don't expect sliders or editable text fields or drop down lists.  Now, consider StarUI Configurator: https://www.nexusmods.com/starfield/mods/5467  That is a stand alone app which configures all the StarUI options OUTSIDE of the game, necessary because there was no CK or MCM yet.  Just a simple glance at the huge list of options and how it categorizes them by mod, and then includes multiple pages per mod, and you can see that if all of those settings were put into the flat Gameplay Options list, it would quickly become utterly unmanageable.  I have mods for Skyrim and Fallout which have over a dozen pages of options with 20-30 options per page -- putting all that into a single flat list would be insane, and that's just for ONE mod.  It's clear from some of it's contents that M8R intended eventually to turn StarUI Configurator into some kind of generic MCM at some point, but he never did, and the Starfield Community Patch group, while they have a project template on GitHub defined for an MCM project, has none of the actual UI worked on yet - just a few papyrus modules needing filling out, and probably needing SFSE to include some still missing features.  I expect Gameplay Options will be used by some people in place of an MCM with very minimal settings, especially for Console compatible mods, but anything complex, like a Sexlab type mod here, will need a proper MCM interface.  we have this too btw https://www.nexusmods.com/starfield/mods/3683
Bluegunk Posted July 8, 2024 Posted July 8, 2024 Just a note. Star UI is dead. The author appears to have abandoned it.Â
Aiakos Posted July 8, 2024 Posted July 8, 2024 2 hours ago, Bluegunk said: Just a note. Star UI is dead. The author appears to have abandoned it. Based on what ?
Bluegunk Posted July 8, 2024 Posted July 8, 2024 16 minutes ago, Aiakos said: Based on what ? From the May Starfield update, the StarUI mods remain unchanged and some have issues, despite pleas from users. For example, using the Star HUD mod on the latest updated game causes some items to become impossible to pick up. Other users have supplied some fixes to Star HUD, restoring part of its functionality.  The author (m8r98a4f2) has made no effort to communicate with commenters. We don't know if he has Real life issues, or has other problems - these things happen.  https://www.reddit.com/r/Starfield/comments/1cspepf/starui_with_new_update/  https://www.reddit.com/r/Starfield/comments/1ctxwg3/what_could_be_causing_this_lookup_failed_issue/  If I am incorrect, please let me know. 1
Djlegends Posted July 9, 2024 Posted July 9, 2024 10 hours ago, Bluegunk said: From the May Starfield update, the StarUI mods remain unchanged and some have issues, despite pleas from users. For example, using the Star HUD mod on the latest updated game causes some items to become impossible to pick up. Other users have supplied some fixes to Star HUD, restoring part of its functionality.  The author (m8r98a4f2) has made no effort to communicate with commenters. We don't know if he has Real life issues, or has other problems - these things happen.  https://www.reddit.com/r/Starfield/comments/1cspepf/starui_with_new_update/  https://www.reddit.com/r/Starfield/comments/1ctxwg3/what_could_be_causing_this_lookup_failed_issue/  If I am incorrect, please let me know. the guy is on an extended break lmfao he does this all the time
Mr. Otaku Posted July 9, 2024 Posted July 9, 2024 8 hours ago, Djlegends said: the guy is on an extended break lmfao he does this all the time  I'm not saying a modder is obligated to update a mod for no compensation or motivation but it would be nice if he made a sticky note somewhere and say "ay man i'm on a break don't ask for updates" so people stop wondering if it's abandoned or the modder is on a break. That'd be kinda nice.
Bluegunk Posted July 9, 2024 Posted July 9, 2024 8 hours ago, Djlegends said: the guy is on an extended break lmfao he does this all the time Lol. Can you tell him to hurry back? There's a lot of people wanting his assistance! 1
NotDiscoDragonInAWig Posted July 9, 2024 Posted July 9, 2024 I mean, I'm really hoping an MCM doesn't get tied into star ui as I prefer the vanilla UI and that's always been a gripe I've had with Skyrim modding
Omaker Posted July 9, 2024 Posted July 9, 2024 29 minutes ago, NotDiscoDragonInAWig said: I mean, I'm really hoping an MCM doesn't get tied into star ui as I prefer the vanilla UI and that's always been a gripe I've had with Skyrim modding i think it was mostly a requirement because it added extended functionality that allowed for MCM to work Â
Aiakos Posted July 10, 2024 Posted July 10, 2024 On 7/9/2024 at 5:05 AM, Djlegends said: the guy is on an extended break lmfao he does this all the time exactly this lol, stop making things up.
Tunaris Posted July 17, 2024 Posted July 17, 2024 (edited) On 7/8/2024 at 5:37 PM, Bluegunk said: From the May Starfield update, the StarUI mods remain unchanged and some have issues, despite pleas from users. For example, using the Star HUD mod on the latest updated game causes some items to become impossible to pick up. Other users have supplied some fixes to Star HUD, restoring part of its functionality.  The author (m8r98a4f2) has made no effort to communicate with commenters. We don't know if he has Real life issues, or has other problems - these things happen.  https://www.reddit.com/r/Starfield/comments/1cspepf/starui_with_new_update/  https://www.reddit.com/r/Starfield/comments/1ctxwg3/what_could_be_causing_this_lookup_failed_issue/  If I am incorrect, please let me know.  The problem is easily solved, with not being able to pick some things up in game, with going to interface Settings and turn "Show item Information on HUD" option off.  was easy to find the solution with a google search for me. Edited July 17, 2024 by Tunaris 2
roohx Posted July 22, 2024 Posted July 22, 2024 For you people who started to work with the CK, is creating custom standalone NPCs possible like in Skyrim?
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