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"Perfect" is highly subjective. And therein lies the issue when it comes to body mods. No author "wants" to have to make their mod for 3-5 different bodies. They want to build their mod, put it out there, and move on to the next thing. It's the very reason I removed the option for body variety from my FO4 Droids mod, and settled on Fusion Girl in the end. The mod originally used a variety of robotic custom body parts and textures for 3 different body mods. It just got to be too much maintenance, and I just wanted to move on to the next content feature of the mod. If a single body is "the" body, then everything maintains consistency across the entire SF modding scene because it's used for everything. Clothes, space suits, animation mods, everything. Because everything can reliably "align" to it without breaking a ton of other stuff. The key is to pack it with as much customization as possible so the end user can create their own vision of "perfect". Take "subjective" out of the equation completely.
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I can't say with 100% certainty, but I suspect the forearm seam is caused by mismatched morphs between the body and forearm meshes. Like trying to mix pieces of KZ's outfits with pieces of Z79's doesn't work. Not surprising since there isn't really anything universal to provide any consistency across different author styles like BodySlide did for Skyrim and FO4. 90% of everything worked together within a particular body type's style because the body used to create a given mod was the same base across countless other mods. This is what needs to happen for Starfield. But when you have thousands of assholes bitching and calling it a shit game because their specific expectations weren't met on launch day, it's not surprising that progress is slow still today. I strongly believe that if the Starfield IP had launched sometime between Skyrim and FO4, we'd likely be having an entirely different conversation.
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To help illustrate the issues I was talking about, I took some shots of a fresh character. Using the vanilla body with Starqueen textures, Extended Skeleton, BBL, Better Console, BMC and the config, I achieved this: I did not make ANY adjustments in BMC. Everything you see here is the product of solely using Chargen. Physics are handled by the Jiggle Physics mod. The face is using the vanilla head, Extra Face Sliders, and various beautification mods. I was quite pleased with these results. My disappointment came after equipping clothing: Back to the vanilla shape. This is obviously caused by the lack of consistency between the listed mods changing the morphs. Mostly the body in the clothing mods. The morphs used to create the nude body shape are not available to the clothing mod so it can retain the shape consistently. 1 vanilla body, and SIX external mods required to achieve basic results. This is why Starfield desperately needs a dedicated BodySlide body loaded with the full suite of what was required to create this "baked in"(except the skeleton of course). I truly believe the creator of SFF is capable of achieving this. Unfortunately, he is too focused on the "uniqueness" of his mod. So his mod is doomed to die when an equally capable modder decides to blow it off Nexus with a proper body that clothing and animation modders can focus their efforts on without breaking half the game. It will literally "change the game" and significantly advance the Starfield modding scene.
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Exactly this. All supporting mods (armor/clothing/animation mods) all working with the same base body, maintaining consistency across the board. No outfit texture oddities No misaligned animations No crunchy outfits or mangled textures Minimal issues with visible seams (this seems to be the #1 problem across the board) I understand the desire to make something "unique". But in the case of Starfield, that uniqueness causes more "limitation" than anything. Like SFF and it's plethora of problems playing nice with other mods, and in some cases, even vanilla DLC content. Fans of SFF praise it's earlier versions up and down. Very few like the later versions which include the facegen stuff. It simply breaks too much, and no one wants to work with a mod that breaks other things. Why? A vanilla compatible body with SFF's variety of morphs would be capable of creating a particular user's preferred shape. BBL was the solution with too few options. If it contained a wider variety of morph options, mods like SFF or MWV would not have been necessary. For the record, I'm speaking on this from the perspective of a user. I don't know how much work is involved with all this. My modding capability lies in a completely different area. I do know that it's likely not very easy. I also know that when you're creating something meant for this kind of widespread use, sometimes it's best not to let the quest for uniqueness get in the way of quality, function, or compatibility.
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This. Please, lets not get into the CBBE vs. UNP vs. FG vs. (place your proprietary body mod here) again. The right blend of sliders and any/all of those shapes can be created at the user level. No need for 6 different bodies for one game. And armor/clothing modders only need to create their work once. For a single universal body. Some combination of these three mods in a single BodySlide-able body would be about perfect: https://www.nexusmods.com/starfield/mods/15608?tab=description https://www.nexusmods.com/starfield/mods/11607 https://www.nexusmods.com/starfield/mods/6293 But I won't hold my breath.
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I'm not miffed by that honestly. MWV is "okay", but that's it. Just..... okay. Personally, I think just a proper vanilla body modification (with more morphs and good physics) would be good. A lot of clothing and spacesuit mods are already made for it. Even ones like KZ's and EIT have vanilla versions. And then there's StarQueen.
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I hope something shakes loose soon. I started mapping out the new Droids race I want to build for Starfield this week, and created the ESM. I suspect it will likely have much more depth than Droids of the Commonwealth had given the amount of native material to work with. Did a bit of research into texture editing, and it looks like everything can be handled using just GIMP and Paint.net. I'm currently looking over the Human Race form to identify all the places I can make edits and customize. Also looking into alternatives for managing the race swap. The terminal script method seems to be as do-able as it was in FO4. But that's all stuff for another thread. Once I have a prospective body/texture set to work with, I can seek out permissions and swap it in for the vanilla stuff after editing.
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Therein lies the problem. The level of customization is seriously lacking. SFF has morph customization down in spades, but as mentioned earlier, it's author doesn't listen to constructive feedback. No serious pool of clothing modders is going to touch it with all the facegen stuff he insists on including. Expand MWV's morph options, and it becomes a serious contender.
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Yep. That's what did it in for me. Cyberpunk was a prime candidate with a ton of potential for adult modding. Even with 900+ mods in my game folder, it simply couldn't hold my interest after the first year. I couldn't take sitting through another round of the Johnny Silverhand Chronicles to roll a fourth playthrough Outfits are a scarcity in Starfield, but I blame that more on the absence of a popular universal body mod. SFF has a lot of potential, but it's creator is too hung up on including facegen stuff for it to really take hold. The facegen stuff breaks more than it's worth. Shame, because there's plenty of beautification mods that can handle that separately, without the need for a baked in solution that holds a good body mod back from becoming more widely used.
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Nice. Things like this are crucial for motivational purposes. It's nice to see Starfield not being forgotten by everyone across the modding scene. Personally, I think the game got far too much flak at the onset. This is precisely the kind of game I've waited a long time for. Sure, there are other space games. But nothing on the level of potential moddability of a Bethesda title. Cyberpunk was another game I had high hopes for. Unfortunately, CDPR held it's moddability to close to the vest. So it was a "three and done" for me. After the third playthrough, and the release of CDPR's version of "modding tools", the best we could get was "joy toy scenes", so I lost interest. Thanks, and best of luck on this. Can't wait to see the implementation.
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I really want to bring Droids into Starfield because I think they could fit in very organically. But at present, Starfield doesn't have the depth of modability I want to see before attempting such a huge undertaking. Most FO4 players who ran the Droids mod likely don't understand how much went "under the hood". Adding things like Power, Firewall, and Temperature actor values would be difficult, because I'm not aware of anything organic to the game that could monitor and display them. FO4 had the PipBoy, which could display them, even if somewhat cumbersome because it still required an external mod. Starfield has nothing like that, that I'm aware of. Meaning I would have to develop something, or find someone to develop it for me. And with the current state of the game's modderbase, that's not likely to happen any time soon.
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I always expect that. It's potential F4SE updates that worry me. I don't plan on buying this "anniversary edition", because I already have all the DLC, and don't want the formerly paid mods they're including for free to add sales appeal. The reason I don't think we'll be seeing any interruption of the current F4SE version, is because some of the mods they're including require the current version as I understand it. So no engine or papyrus updates. To do so would break some of the mods they're going to include. It is possible that the new game version "might" need an F4SE update in order to run the current crop of mods (because F4SE is version specific), but functionally, it's likely to be no different.
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Doesn't it figure. I finally get back into the mood to start modding again, and Bethesda announces a new "version" the very next day! 🙄 Well, I'm not worrying just yet. I'm waiting to see if the latest version will be something "more". From what I understand, it's mostly just a repackage to bundle the official addons with some paid mods. It may end up not even needing an F4SE beyond the current latest version. We'll see.
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I gave up on FO4 because I was having issues resolving conflicts in every load order I tried to build. Load orders that earlier versions of the game ran flawlessly, got broken to hell and back with every subsequent update. Now that they're seemingly done fucking the game over with garbage updates no one asked for, I've been playing around with the Wasteland of Depravity Wabbajack modlist. It's been going well for the past few weeks, with no major crashes or glitches to speak of. But it contains a lot of stuff I neither need nor want. So I'm thinking I may make another attempt at building my own modlist without all the junk, and more of the stuff I actually want. If that goes well, I'll be fishing through my other rigs and a few old hard drives to try and relocate all of my backups. I know where the majority of the raw files are. It's the earlier ESP backups I need to find. I'll then need to determine the best point in Droids development history to pick up from. I may just go way back to one of the earliest versions, and roll all the addons into it, so I end up with just a single ESM. Once I determine that best point, I'll be able to build from there over the coming months. It will also allow me to resolve past issues and mistakes. I'm looking into ways to circumvent the engine timing issue to get rid of the Survival mode requirement. It's the one thing I could never resolve. But be advised, the next version I build will be built under the current Steam version of the game and it's Creation Kit. I have no desire to even attempt this for earlier/multiple versions. Though I doubt it will have any issues running on earlier versions since I don't typically use assets that require any specific version of F4SE. For the first time in a long time, I'm actually looking forward to getting back into this. We'll see how it goes.
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Yes. Been using them together for a couple of days now.
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