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Sex Mod Framework - Development Discussion


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Posted
On 10/6/2024 at 4:04 PM, Trykz said:

 

Impatient fan? Hardly. I know well how long many mods take. I've made quite a few myself. All of which I

released right here on LL.

 

I was referencing Todd Howard's own statement that Starfield would be their "most modder friendly title to date".

 

If it were, then why release the CK to "verified creators" months before everyone else? And why is there STILL no

documentation for it? Why is it all locked away behind NDAs and other such nonsense? Starfield HAS created new

modders. But very few who actually build the types of mods that add longevity and lasting replayability like other

Bethesda games.

 

No one is "assuming" anything when viewed in the context of Todd's claims about how modder

friendly Starfield was supposed to be. A year in, the CK should have been out for 6 months already.

And with a full wiki site detailing it's functions and capabilities. Character presets,  reshades, and skin-tight

clothing and space suits won't be enough to sustain it on the level of Oblivion, Skyrim, and Fallout 4.

 

I've been making mods for Skyrim and FO4 here for 10+ years. Starfield was the game I've been waiting

for. But when I can't even bear to open it's CK due to how uninspired I am by the game, and the lack of

CK documentation, it's quite hard to see what you see coming to fruition over the next 5 years.

 

I had fun with the game and DLC, yes. But the longevity just isn't there yet, and I find myself playing other

games or just playing nothing at all.

 

Dude's got a point. There's 2 explanations here imo

 

1) The new CE is so convoluted and complex that it's not really accessible.

 

ORRRR the more likely...

 

2) They're keeping the documentation behind and NDA to stifle free modding so their "Creations" become more attractive.

 

What really grinds my gears about this whole situation though is those stupid Bethesda credits. They're trying to skirt the law by making you buy credits when then buy mods so there's no refund window and no mercantile warranty to prevent you from being hosed by creators who have zero understanding of the legal requirements to sell a product, nothing is "as is". The product sold must be fit for the intended use.

Posted
14 minutes ago, DIYDeath said:

 

Dude's got a point. There's 2 explanations here imo

 

1) The new CE is so convoluted and complex that it's not really accessible.

 

ORRRR the more likely...

 

2) They're keeping the documentation behind and NDA to stifle free modding so their "Creations" become more attractive.

 

What really grinds my gears about this whole situation though is those stupid Bethesda credits. They're trying to skirt the law by making you buy credits when then buy mods so there's no refund window and no mercantile warranty to prevent you from being hosed by creators who have zero understanding of the legal requirements to sell a product, nothing is "as is". The product sold must be fit for the intended use.

its a bit of #1 plus they are A) incompetent or B) lazy

  • 2 weeks later...
  • 2 weeks later...
Posted

New account, lurker, not really interested in sex mods these days, but was curious to see progress.

Thought I'd come and comment on this because I saw a lot of complaints about the Starfield CK docs being non-existent for non-verified creators.

If you aren't aware, the beta version of the CK docs from last year leaked a couple days ago. The site is gone now, but here is a link to the data. Seems like it's missing some photos unfortunately, but hopefully should help.

https://drive.proton.me/urls/4VSVJG77A8#8rrtUJzyxI2Q

Hopefully won't get taken down by the guys in Maryland, but if it does, then so be it. I'll keep it on hand.

Not sure if there is anyone relevant to ping :P

Posted

A rather depressing thread, this. It appears like Starfield modding is truly dead or at least in its death throes. Maybe TES6 will be better, LOL. (It probably won't be)

Posted
7 hours ago, darkangel2041 said:

So if we read behind the lines, Skyrim will be the last game from Bethesda truly modable. Maybe it will be better to do a "starfield mod" in Skyrim ! lol

no wtf have people forgot about Fallout 4 lol

Posted

*sigh* Starfield modding isn't "Dead". There are new mods uploaded to Nexus and Creations everyday.

 

The new CK has bugs, but has some big improvements when it comes to quest design and scenes setup.  Lack of lip sync was an issue that is now working.  

 

The biggest issue, in my opinion, has been lack of documentation and official tutorials by BGS for the CK. Whether this is gatekeeping to favor Creators (who did get some instruction, but nothing like a proper wiki) or just plain incompetence on BGS' part, both, or something else, I don't know. However, they are fixing stuff (if slowly) so eventually this should change and make creating mods easier for new authors.

 

Keeping things on topic. Whatever sex framework we end up with, I just want clear instruction how to set it up, with whatever bodies, out of the box. It would be nice to have an integrated or companion arousal and relationship system. We can make conditions now. Instead of burns, joint pain, whatever...they can be aroused, highly aroused, cum covered, whatever and be "cured" by various means.  

Posted
1 hour ago, Reigor said:

*sigh* Starfield modding isn't "Dead". There are new mods uploaded to Nexus and Creations everyday.

 

The new CK has bugs, but has some big improvements when it comes to quest design and scenes setup.  Lack of lip sync was an issue that is now working.  

 

The biggest issue, in my opinion, has been lack of documentation and official tutorials by BGS for the CK. Whether this is gatekeeping to favor Creators (who did get some instruction, but nothing like a proper wiki) or just plain incompetence on BGS' part, both, or something else, I don't know. However, they are fixing stuff (if slowly) so eventually this should change and make creating mods easier for new authors.

 

Keeping things on topic. Whatever sex framework we end up with, I just want clear instruction how to set it up, with whatever bodies, out of the box. It would be nice to have an integrated or companion arousal and relationship system. We can make conditions now. Instead of burns, joint pain, whatever...they can be aroused, highly aroused, cum covered, whatever and be "cured" by various means.  

last is easily made with condition forms

Posted
40 minutes ago, Reigor said:

*sigh* Starfield modding isn't "Dead". There are new mods uploaded to Nexus and Creations everyday.

^^^ double triple plus

 

Starfield does things differently than skyrim and fo4, the tools are in very early stages, and documentation is extremely (i.e. basically doesn't exist) sparse, but modding is far from dead.  It just takes some getting use to, but, if you check your preconceptions at the door, the basic starfield.esm is super moddable (it's almost like they designed modding into the game, and assume a rather high skill level).  I'm nowhere near good enough at this, but looking at how starfield is doing things, as we learn, people writing mods are going to be able to make starfield do back flips.

 

Side note: As I poke around, I'm beginning to appreciate that starfield "vanilla" is much more powerful than I supposed, but using that power is going to require loads of knowledge.

 

Second note: I don't get accusations that BGS isn't supporting mods. It's not their primary goal, and as long as they don't actively prevent modding, they are supporting it.  It's not incompetence if BGS doesn't provide public documentation (it's unrealistic to expect they'll dump their internal records/institutional memory which are never complete or fully organized), because writing public documentation is *expensive* and not related to their core business.  Any tidbits we get are real treats.

 

Back to sex mods: I agree with Reigor that they are almost designed into how the game is built.  The hard part is figuring out and standardizing on the best way to use the vanilla tools (conditions, perks, and actor values, oh my).

Posted
On 11/29/2024 at 11:55 AM, eatsy said:

A rather depressing thread, this. It appears like Starfield modding is truly dead or at least in its death throes.


Absolutely not - My first rebuttal to that would be this: 

Even if 90% of the plans I have for that fail, it still will be the best body mod for any bethesda game, only for the reason that much more is possible in starfield, by a considerable margin.  I don't say that to brag or claim to be a better artist than anyone else - in fact, I'd say that I'm far less talented, which is why i've opted to make a framework for people to make what they want, instead of making a body + set of morphs.  That way, if it looks bad, its the user's fault :P

There are some really cool features I have planned for that I've not mentioned, which i'm still figuring out.  For one, you know how when people walk, the skin + cellulite on the butt sort of puckers and folds slightly as it compresses, like so?  (No this isn't a video, fall for the play button lol)

 

image.png.98dc63622f402994fd328782258f3ff5.png

 

This is possible via BMOD records (a morph driver, copying the L/R_Butt_Backwards BMOD's data for the driver, driving a morph with mesh normal data).  Starfield also has native, engine level CBP, literally as records you can edit.  Those will be used too.  And cloth physics possibly, but less likely, since that's more difficult to work with.


 

1 hour ago, Reigor said:

Keeping things on topic. Whatever sex framework we end up with, I just want clear instruction how to set it up, with whatever bodies, out of the box. It would be nice to have an integrated or companion arousal and relationship system. We can make conditions now. Instead of burns, joint pain, whatever...they can be aroused, highly aroused, cum covered, whatever and be "cured" by various means.  


Also in development is a framework that keeps track of whatever stats, AVs, etc. and uses those to drive NAF blend graphs, apply morphs, possibly apply SAM adjustments, and adjust other stats based on user input events, triggers, or variables.  Think something like rad morphing redux, but with far more complex relationships between stats/morphs/etc, and the ability to edit those at runtime, as well as adjust more than just morphs.  Adding arousal to that would be as simple as making an "arousal" AV.  This is still in super early alpha, however, and I am not the developer of that, though I am in close contact with those that are.
 

 

Posted
On 11/29/2024 at 5:55 PM, eatsy said:

A rather depressing thread, this. It appears like Starfield modding is truly dead or at least in its death throes. Maybe TES6 will be better, LOL. (It probably won't be)

 

Let's just think about the age of Skyrim for once. The OG game was released over 13 years ago! And I for myself can't really remember, but I have in mind that it took quite some time for truely groundbreaking mods to come to light. The first SL framework was released in April 2013, about 1 1/2 years later and I honestly can't tell what it was able to do at that time, but probably way less than now!

 

Now when it comes to Starfield, we have three big differences: for one, Bethesda created quite a few new concepts for this game for modders to adapt to. Like the procedural generation of stuff, so you're not forced to hand place everything anymore. Modders now need to think more in concepts than facts for some parts.

Second, it's not only one game, but several that intertwine. You have the role-playing part, the base building part, the ship-creation part, the exploartion part, ... and all of those haver their own features and concepts to mod.

At last, and that's a big flaw I have to admit, for now the CK wiki still isn't public for everyone, only creators have access to it. "Normal" modders have to learn all that new stuff by themselves in their free time, which takes a lot of it and they're probably still on it.

 

Once all those guys are really used to some in-depth possibilities, Starfield promises to provide much more potential for REALLY big stuff, eventually with- or outstanding some of the big Skyrim mods. I truely believe, somewhere there's already a team working on a full planet Nirn (with its continent Tamriel on it...).

Posted
6 hours ago, Mister X said:

 

Let's just think about the age of Skyrim for once. The OG game was released over 13 years ago! And I for myself can't really remember, but I have in mind that it took quite some time for truely groundbreaking mods to come to light. The first SL framework was released in April 2013, about 1 1/2 years later and I honestly can't tell what it was able to do at that time, but probably way less than now!

 

Now when it comes to Starfield, we have three big differences: for one, Bethesda created quite a few new concepts for this game for modders to adapt to. Like the procedural generation of stuff, so you're not forced to hand place everything anymore. Modders now need to think more in concepts than facts for some parts.

Second, it's not only one game, but several that intertwine. You have the role-playing part, the base building part, the ship-creation part, the exploartion part, ... and all of those haver their own features and concepts to mod.

At last, and that's a big flaw I have to admit, for now the CK wiki still isn't public for everyone, only creators have access to it. "Normal" modders have to learn all that new stuff by themselves in their free time, which takes a lot of it and they're probably still on it.

 

Once all those guys are really used to some in-depth possibilities, Starfield promises to provide much more potential for REALLY big stuff, eventually with- or outstanding some of the big Skyrim mods. I truely believe, somewhere there's already a team working on a full planet Nirn (with its continent Tamriel on it...).

somebody is making Nirn btw its on Nexus

Posted

Its true what others said above, it took time & many hands to build the wiki's & modding guides we have for Elder Scrolls & Fallout games.
Id like to help too, if I can, I will try for sure. I only just purchased Starfield yesterday, had to wait for hardware,

I am great with blender, & can code a bit, though coding is not my strong point... Im also a good designer, enjoy CK, & a vicious digger/tinkerer, so if I find & create things, ill be sure to share them here & nexus, as a community, we can build out the starfield modding wiki's & goodness over time.

 

I love that Starfield is going to be using something like NAF? its quite wonderful in Fallout4!

Anyhow, I just wanted to chime in, If I can fine or make anything useful enough, I will contribute it, like animations, male body stuff, & gay stuff, because it makes games more fun for me🤷🏻 & many other things besides.

With starfield creation engine upgrades it looks like things can potentially be better than ever for mods, it just takes time, we cant expect Bethesda to "officially" give us tons more proprietary info's & everything we need, they never do, probably cant..., but they've always had a way of getting thru the underground in past games, or basically discovered, its a sub-sub-sub game mechanic with bethesda games, lol hunt & dig & discover, then make sweet mods.

Posted
On 11/30/2024 at 2:08 PM, drp23 said:


Absolutely not - My first rebuttal to that would be this: 

Even if 90% of the plans I have for that fail, it still will be the best body mod for any bethesda game, only for the reason that much more is possible in starfield, by a considerable margin.  I don't say that to brag or claim to be a better artist than anyone else - in fact, I'd say that I'm far less talented, which is why i've opted to make a framework for people to make what they want, instead of making a body + set of morphs.  That way, if it looks bad, its the user's fault :P

There are some really cool features I have planned for that I've not mentioned, which i'm still figuring out.  For one, you know how when people walk, the skin + cellulite on the butt sort of puckers and folds slightly as it compresses, like so?  (No this isn't a video, fall for the play button lol)

 

image.png.98dc63622f402994fd328782258f3ff5.png

 

This is possible via BMOD records (a morph driver, copying the L/R_Butt_Backwards BMOD's data for the driver, driving a morph with mesh normal data).  Starfield also has native, engine level CBP, literally as records you can edit.  Those will be used too.  And cloth physics possibly, but less likely, since that's more difficult to work with.


 


Also in development is a framework that keeps track of whatever stats, AVs, etc. and uses those to drive NAF blend graphs, apply morphs, possibly apply SAM adjustments, and adjust other stats based on user input events, triggers, or variables.  Think something like rad morphing redux, but with far more complex relationships between stats/morphs/etc, and the ability to edit those at runtime, as well as adjust more than just morphs.  Adding arousal to that would be as simple as making an "arousal" AV.  This is still in super early alpha, however, and I am not the developer of that, though I am in close contact with those that are.
 

 

see with body mods like this we need to really see some sexy outfits, i am surprised no one has made any short short booty shorts yet 

  • 4 weeks later...
Posted

So... one thing I have learned from reading this thread is that Bethesda might be giving up on the modding community. And, I guess I do not have enough evidence to reject that possibility.

 

But another thing I have learned from reading this thread is that Bethesda might be using the tight feedback loop from paid modders like some sort of beta test group for their modding tools.

 

And, while I do not have enough evidence to choose between those possibilities (nor to eliminate some third or fourth hypothetical possibilities which I have not thought of), it occurs to me that the UI for Skyrim's creation kit had a lot of complexity, like stuff had been strapped on with duct tape and it also felt like some parts of it were just too ill-described to use like I would want (like: we could not write our own shaders, despite widespread public domain support for incredibly creative shaders outside of the game). And then there's the past instabilities of the creation kit wiki (which seem to have been somewhat sorted).

 

So, anyways, while I am frustrated by the current state of modding and modding documentation, I'm thinking it's quite likely that when they pulled together the various projects and took a look at releasing them, they decided that it would be worth their while to spend more time developing them and fixing the worst of the problems.

 

But, for that to happen - for them to invest months of employee time (burning however many millions of dollars every month on something that was not in their budget paying however many employees (dozens? hundred(s)?)) they would need to boost their income to keep them alive.

 

And ... since their current approach fits that "more work" pattern .... well, I'm certainly not going to reject the possibility that they're working on making the creation kit be better for modders (with the NDA to maybe prevent people from whining about how much they have to study it, in its current form, but maybe also so that when it's released only a few people will have to adapt to whatever changes they come up with).

Posted

The doom and gloom in this thread is just horny people who want a sex mod right at this moment to get their rocks off, pure and simple. Starfield modding is not dead, the game has only been out for a year and change. Skyrim didn't have a robust modding environment for at least 2 years after initial release (2013 is when mods really started to take off, and ramped up from there), same for Fallout 4.

 

Starfield's modding potential is way higher than Skyrim or Fallout 4, partly due to how mods work (SF supports thousands of effectively "full mods" compared to both Skyrim and FO4, which only support up to 254), and partly due to the setting. Sure, you can explain away a bunch of stuff in Skyrim as being magic, and you can explain away a bunch of stuff in Fallout 4 as being sci-fi experimental craziness, which a lot of mods do. In Starfield, you can do both, plus a theoretically almost infinite number of play spaces and sandbox features that make modding much easier, from a creative standpoint.

 

The technical issues will get resolved by Bethesda. They've literally stated that a sequel to Starfield is a long ways out, absolutely after TES6 is released (which itself is probably 4-6 years away still, imo, I'd love to be wrong about that), and that they intend to support and keep Starfield updated and with fresh new content for several more years to come, at the least.

 

The only real issue with SF modding is actually an extension of FO4 modding: mod author's refusal and disinterest in moving from Skyrim. I don't know if it is the old and thus well-supported modding environment or the fantasy setting, but Skyrim has tons of talented mod authors (both on Nexus and here on LL) who haven't bothered or wanted to try creating anything for FO4, and even less have expressed an interest in Starfield. New mod authors are few and far between, so it's a huge loss to the modding community when these venerable folks stay put with Skyrim. I mean... look at the refusal, even now in 2025, by tons of mod authors to even move away from LE! An objectively inferior version of the game, and yet they are still creating exclusive mods for LE. This is a real detriment, I'm afraid to say, to the Bethesda modding community.

 

Just as we started to see an influx of new mods and new mod capabilities after the initial release of the CK for Starfield, we'll continue to see new mods being created until there is a critical mass. Bethesda (again imo) really nailed the core gameplay loop of Starfield, it is very fun, the game just needs more content. And I think there are lots of players like me who are primed and ready to play through the game again, after we feel like the mods and content are sufficient. Is SF perfect? Nope. Was Skyrim perfect a year and 4 months after release? Absolutely not, it was a bug-ridden hell hole of a game.

 

The doom and gloom is entirely unwarranted. If you really need to fulfill your incel desires, there are plenty of mods for Skyrim and even FO4 to satisfy your needs, but please stop infecting this thread and community with your ignorant takes and needless moaning.

Posted
14 hours ago, MysticDaedra said:

The doom and gloom in this thread is just horny people who want a sex mod right at this moment to get their rocks off, pure and simple. Starfield modding is not dead, the game has only been out for a year and change. Skyrim didn't have a robust modding environment for at least 2 years after initial release (2013 is when mods really started to take off, and ramped up from there), same for Fallout 4.

 

Starfield's modding potential is way higher than Skyrim or Fallout 4, partly due to how mods work (SF supports thousands of effectively "full mods" compared to both Skyrim and FO4, which only support up to 254), and partly due to the setting. Sure, you can explain away a bunch of stuff in Skyrim as being magic, and you can explain away a bunch of stuff in Fallout 4 as being sci-fi experimental craziness, which a lot of mods do. In Starfield, you can do both, plus a theoretically almost infinite number of play spaces and sandbox features that make modding much easier, from a creative standpoint.

 

The technical issues will get resolved by Bethesda. They've literally stated that a sequel to Starfield is a long ways out, absolutely after TES6 is released (which itself is probably 4-6 years away still, imo, I'd love to be wrong about that), and that they intend to support and keep Starfield updated and with fresh new content for several more years to come, at the least.

 

The only real issue with SF modding is actually an extension of FO4 modding: mod author's refusal and disinterest in moving from Skyrim. I don't know if it is the old and thus well-supported modding environment or the fantasy setting, but Skyrim has tons of talented mod authors (both on Nexus and here on LL) who haven't bothered or wanted to try creating anything for FO4, and even less have expressed an interest in Starfield. New mod authors are few and far between, so it's a huge loss to the modding community when these venerable folks stay put with Skyrim. I mean... look at the refusal, even now in 2025, by tons of mod authors to even move away from LE! An objectively inferior version of the game, and yet they are still creating exclusive mods for LE. This is a real detriment, I'm afraid to say, to the Bethesda modding community.

 

Just as we started to see an influx of new mods and new mod capabilities after the initial release of the CK for Starfield, we'll continue to see new mods being created until there is a critical mass. Bethesda (again imo) really nailed the core gameplay loop of Starfield, it is very fun, the game just needs more content. And I think there are lots of players like me who are primed and ready to play through the game again, after we feel like the mods and content are sufficient. Is SF perfect? Nope. Was Skyrim perfect a year and 4 months after release? Absolutely not, it was a bug-ridden hell hole of a game.

 

The doom and gloom is entirely unwarranted. If you really need to fulfill your incel desires, there are plenty of mods for Skyrim and even FO4 to satisfy your needs, but please stop infecting this thread and community with your ignorant takes and needless moaning.

In general, I definitely agree that there's an unnecessary amount of negativity when it comes to people dooming over the future of this games modding landscape, but at the same time a fair bit of it is warranted given how modding has been handled so far by Bethesda for Starfield, as well as the relative lack of popularity for the game compared to both Skyrim and even Fallout 4. 

I still suspect that once we get proper documentation, as well as a few bright minds leading the way in terms of more robust mods for the game that it'll start to flourish, but its pretty difficult to say if it'll ever catch fire like past games did due to public perception of the game, and just how much some actually dislike it compared to BGS's previous titles. It definitely lacks what made Skyrim for example as popular as it is to this day, even if I think Starfield does have its own strengths and has pretty huge potential for what can be done with mods, it'll just take an actual desire on the part of modders and players to get there. Even with Fallout 4 it took us a good chunk of time to get really anywhere when it came to a sex framework and similar mods from memory, and I still remember back then kind of going through the same thing that players are now with thirsting for good mods for Starfield back with Fallout 4. It'll take time, both for the resources to be made available to make the barrier of entry to modding Starfield a bit more approachable, as well as the community to actually properly form.

Realistically though, I'm just hoping to have a hedonistic Star Wars collection in say, 3-5 years time from now once the game has a built up library for modding, so here's hoping that will all become a reality.

Posted

Of all partys involved, the "Haters" did the best job. I had a great time doing my vanilla run.

Sure, the are flaws. But I think, it can be fixed. If we give up, the haters won.

 

Are the streamers/youtubers that defended Starfield? In Germany, there is Starmemos, but his range is limited.

Posted
On 1/6/2025 at 12:25 AM, MysticDaedra said:

The doom and gloom in this thread is just horny people who want a sex mod right at this moment to get their rocks off, pure and simple. Starfield modding is not dead, the game has only been out for a year and change. Skyrim didn't have a robust modding environment for at least 2 years after initial release (2013 is when mods really started to take off, and ramped up from there), same for Fallout 4.

 

Starfield's modding potential is way higher than Skyrim or Fallout 4, partly due to how mods work (SF supports thousands of effectively "full mods" compared to both Skyrim and FO4, which only support up to 254), and partly due to the setting. Sure, you can explain away a bunch of stuff in Skyrim as being magic, and you can explain away a bunch of stuff in Fallout 4 as being sci-fi experimental craziness, which a lot of mods do. In Starfield, you can do both, plus a theoretically almost infinite number of play spaces and sandbox features that make modding much easier, from a creative standpoint.

 

The technical issues will get resolved by Bethesda. They've literally stated that a sequel to Starfield is a long ways out, absolutely after TES6 is released (which itself is probably 4-6 years away still, imo, I'd love to be wrong about that), and that they intend to support and keep Starfield updated and with fresh new content for several more years to come, at the least.

 

The only real issue with SF modding is actually an extension of FO4 modding: mod author's refusal and disinterest in moving from Skyrim. I don't know if it is the old and thus well-supported modding environment or the fantasy setting, but Skyrim has tons of talented mod authors (both on Nexus and here on LL) who haven't bothered or wanted to try creating anything for FO4, and even less have expressed an interest in Starfield. New mod authors are few and far between, so it's a huge loss to the modding community when these venerable folks stay put with Skyrim. I mean... look at the refusal, even now in 2025, by tons of mod authors to even move away from LE! An objectively inferior version of the game, and yet they are still creating exclusive mods for LE. This is a real detriment, I'm afraid to say, to the Bethesda modding community.

 

Just as we started to see an influx of new mods and new mod capabilities after the initial release of the CK for Starfield, we'll continue to see new mods being created until there is a critical mass. Bethesda (again imo) really nailed the core gameplay loop of Starfield, it is very fun, the game just needs more content. And I think there are lots of players like me who are primed and ready to play through the game again, after we feel like the mods and content are sufficient. Is SF perfect? Nope. Was Skyrim perfect a year and 4 months after release? Absolutely not, it was a bug-ridden hell hole of a game.

 

The doom and gloom is entirely unwarranted. If you really need to fulfill your incel desires, there are plenty of mods for Skyrim and even FO4 to satisfy your needs, but please stop infecting this thread and community with your ignorant takes and needless moaning.

I've staved off doom and gloom by relacing my inner horny and just spouting Ideas

Posted

Did anyone try out the new Gore mod in Starfield?  Works right in with with the game now with just an option setting.  We got violence now!  Maybe things are looking up.

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