Before you post any issues/questions/concerns/complaints, please read the description and FAQ first.
Yes, I mean the whole description. ALL of it. Even if you already read it. Read it again. Things may have been updated.
Use the built in nexus bug report feature for reporting bugs as I am more likely to see it then here! Please note that when I respond to your bug report (and is still unsolved): I will give you 3 days to a week to respond back otherwise I will close your bug report from inactivity.
Any complaints about invisible animals will get their comment deleted, I'm completely done with stupid comments like those. This issue has already been addressed in 1.1.2. If you haven't updated, then UPDATE.
Notice: If you ask a question already answered in the FAQ, then I may/will mock you for it.
If you use discord, you can join my discord server where you can talk to me, like minded people, see teaser updates for upcoming versions of Xeno Master, and etc: https://discord.gg/TVR2qPE
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
Happy Xenoiversary! One year of Xeno Master!
I'd like to say thank you to everyone who have been enjoying Xeno Master and giving the shoutouts/praises/support and the contiuned appreciation!
Special Thanks to all of the Xeno Content Creators/Streamers! THANK YOU!
New Features: - More Name Choices - New ship decoration/outpost buildable catagory: Xeno Master! - Icons for the Xenobox and it's QOL items!
Changes: - Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing! - New sounds for equipping/unequipping the Xeno PROD! - Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet. - Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory! - Removed Slug Creatures from the egg hatch pool
Fixes: - Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!) - Fixed where filling the Fauna Compendium Entry for Leafstrider would "fill" two blank entries instead of one in Mantis Creatures. (Which makes it look like it's 16 instead of 17 entries if you haven't filled the Rockhound entry)
However is there a way to adjust the damage output of our beloved Xeno's? My Siren pretty much one shot level 100+ enemies now. It's taking out the fun in combat. Fully upgraded her (legendary, abilities etc) btw.
Also, is it possible for them to engage enemies within a certain range of player? Like what Dogmeat does in Fallout 4. By default Dogmeat will only attack enemies within melee range unless you use the command feature to attack a specific actor.
Happy Birthday XenoMaster! Had so much fun with this since release, keep up the great work :)
also just a quick heads-up that the simple rundown image needs updating, now that meals are made at the xeno warfare workbench and not the cooking bench :)
Heya, I was curious if the 1.1.3 update was still in the works for the achievement friendly version on xbox? As far as I can tell the free version was updated but not that one. Aside from that im enjoying having pets!
Hello there! It takes a while for that version to get its update pushed since it goes through a review process, but it has been pushed to live now, so that version is now in 1.1.3!
Started using recently, I love this mod, unfortunately I have a similar problem that was listed by Pixix.
It doesn't matter whether I dismiss creatures by talking to them or by using the Xenobox they always return whenever I travel anywhere, even if I tell them to stay they follow me; I even tried the failsafe, hasn't made any difference. Admittedly, it's becoming a bit of a drag, especially as they block corridors ._.
I've only recruited three creatures so far: A Siren from Niira; XL069 Interloper from the Colander and a Twistfin just now from Nesoi. I have only tested this with the Siren so far, as all creatures were caught today, I summoned the Interloper once earlier on the Almagest then quickly sent her away when Iwatched her slaughter everything in about a minute (lol) thus robbing me of needed zero-g kills but as her species is a Glider it seems an appropriate place to summon her, as she does indeed glide quite beautifully in zero-g.
I need to test this issue more by dismissing the Siren again, and summoning say the Glider and seeing whathappens when I travel around, but I expect the same issues.
Point to Note: I am using the 'Swiftly Order Squad' mod, which is part of the Constellation Collections list downloaded from Nexus. Instinctually It's nagging me that perhaps this is somehow interfering because the mod is designed to work with companions, so I may attempt to test this by dismissing creatures via that mod instead of Xeno Masters in house way as its possible a conflict arises from both mods attempting to manage companions, as im assuming Xeno masters pets are flagged as companions once caught right?
If that's the case, a ready solution maybe to NOT use Xeno Master to dismiss stuff, but instead use 'Swiftly Order Squad' for those who use it.
Thoughts?
But outside of this, one of the best mods I've seen, respect mate, keep doing what you're doing! Thumbs up.
Hello there! Yeah they reported that exact problem, I asked them and there was no responses.
OK that sounds absolutely like an external issue. Mod compatibility. Because if you dismiss the xenos without other mods they will actually get dismissed. I did look at Swiftly Order Squad and looks like pre-ck (which is not recommended) as it says it still requires plugins.txt enabler which is not required anymore. Somehow one of those mods is picking up my xeno pets when they shouldn't be.
Mods like The Gangs All here and Liga should work fine.
So if the situation is right: you would have to dismiss from Xeno Master first and then dismiss them from the other mod.
Xeno Pets are only flagged as companions when they are one of your active xenos. When you dismiss them it removes them from the active slots which removes their companion status.
I will update the FAQ accordingly with this
Hey I'm glad to hear you are liking Xeno Master, keep on rocking! I went through a lot to get this where I wanted it, so thank you!
Problem is they are both .ESM files, and Swift Squad was installed as part of the Constellation Collection, so I had no involvement in choosing to install it, and I don't know if it is OK to turn it off or whether it's enmeshed into the Constellation list, I have zero problems with the Constellation list [a feat in itself considering its 300+ mods] so hesitant to do anything.
I guess I could trial turning it off in vortex, and see if there's any havoc, the reality is more than one companion is a pain anyway, and Xeno master will become unplayable in the end, due to the amount of time you have to waste manually xeno boxing creatures every time you enter or leave your ship.
Do you have any recommendations? I checked out The Gangs All Here, and it seems like the better choice anyway...
Also, ADDENDUM:
Take on board what folks are saying about cages. Not a single ship module is capable of holding these cages, I put an empty cargo bay on my ship to test this, and even your smallest cage doesn't fit. If this was real, pets would be transported in cages and/or specific modules designed for zoology, and cages should be available for your ships not just land bases. You know you clearly have the talent, you could always [probably very quickly] design a zoology module that players could put into their ships, which they could then put cages in so that they can visit their pets in their cages during space flight. It's a good idea and a good concept, and as Starfield is supposed to be as realistic as possible there should be modules available for transportation of xeno buddies.
Just a headsup for future reference: Please use the built in Nexus bug reporter for reporting issues. There is a good chance that I don't see these as I don't have notifications setup for comments.
I might have to debug Swiftly Order Squad later today, but something tells me that is the cause. Since it is a pre-ck mod which is a red flag. If I'm getting the same problem as you are describing, I will for sure put that in the disclaimer at the top of the comments section.
By the way, what version of Xeno Master are you using? Are you using 1.1.3? If not, I recommend updating.
Besides The Gangs All Here, there is also Liga of Followers that lets you order companions around with ease as well. So those are good replacements for Swiftly Order Squad.
Perhaps type this in the console and see if there is anything in the activefollowers:sqv d773
IF there is a Xeno Pet in ActiveFollowers, then there is another mod that managed to put a Xeno Pet in there.
Hi ghostrider. I watched your YouTube release video. If I add the cages at my outpost and then assign pets I capture to the outpost can I somehow keep them locked in the cage and harvest materials from them manually? Like a farm where I have non native creatures to that planet.
Xeno Pets will come and go when it comes to cages. However they are more likely to stick around in the cages if it is the XXL variant. There is no mechanical system for harvesting materials off of them.
287 comments
Yes, I mean the whole description. ALL of it. Even if you already read it. Read it again. Things may have been updated.
Use the built in nexus bug report feature for reporting bugs as I am more likely to see it then here!
Please note that when I respond to your bug report (and is still unsolved):
I will give you 3 days to a week to respond back otherwise I will close your bug report from inactivity.
Any complaints about invisible animals will get their comment deleted, I'm completely done with stupid comments like those. This issue has already been addressed in 1.1.2. If you haven't updated, then UPDATE.
Notice: If you ask a question already answered in the FAQ, then I may/will mock you for it.
The PC version is also available on creations for convenience, but know that I am mainly supporting the PC version here on Nexusmods.
DLC Support addon, for taming creatures found in DLCs:
https://www.nexusmods.com/starfield/mods/11822
If you use discord, you can join my discord server where you can talk to me, like minded people, see teaser updates for upcoming versions of Xeno Master, and etc:
https://discord.gg/TVR2qPE
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
Happy Xenoiversary! One year of Xeno Master!
I'd like to say thank you to everyone who have been enjoying Xeno Master and giving the shoutouts/praises/support and the contiuned appreciation!
Special Thanks to all of the Xeno Content Creators/Streamers! THANK YOU!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!)
- Fixed where filling the Fauna Compendium Entry for Leafstrider would "fill" two blank entries instead of one in Mantis Creatures. (Which makes it look like it's 16 instead of 17 entries if you haven't filled the Rockhound entry)
However is there a way to adjust the damage output of our beloved Xeno's? My Siren pretty much one shot level 100+ enemies now. It's taking out the fun in combat. Fully upgraded her (legendary, abilities etc) btw.
Also, is it possible for them to engage enemies within a certain range of player? Like what Dogmeat does in Fallout 4. By default Dogmeat will only attack enemies within melee range unless you use the command feature to attack a specific actor.
Had so much fun with this since release, keep up the great work :)
also just a quick heads-up that the simple rundown image needs updating, now that meals are made at the xeno warfare workbench and not the cooking bench :)
It doesn't matter whether I dismiss creatures by talking to them or by using the Xenobox they always return whenever I travel anywhere, even if I tell them to stay they follow me; I even tried the failsafe, hasn't made any difference. Admittedly, it's becoming a bit of a drag,
especially as they block corridors ._.
I've only recruited three creatures so far: A Siren from Niira; XL069 Interloper from the Colander and a Twistfin just now from Nesoi. I have only tested this with the Siren so far, as all creatures were caught today, I summoned the Interloper once earlier on the Almagest then quickly sent her away when Iwatched her slaughter everything in about a minute (lol) thus robbing me of needed zero-g kills but as her species is a Glider it seems an appropriate place to summon her, as she does indeed glide quite beautifully in zero-g.
I need to test this issue more by dismissing the Siren again, and summoning say the Glider and seeing whathappens when I travel around, but I expect the same issues.
Point to Note: I am using the 'Swiftly Order Squad' mod, which is part of the Constellation Collections list downloaded from Nexus. Instinctually It's nagging me that perhaps this is somehow interfering because the mod is designed to work with companions, so I may attempt to test this by dismissing creatures via that mod instead of Xeno Masters in house way as its possible a conflict arises from both mods attempting to manage companions, as im assuming Xeno masters pets are flagged as companions once caught right?
If that's the case, a ready solution maybe to NOT use Xeno Master to dismiss stuff, but instead use 'Swiftly Order Squad' for those who use it.
Thoughts?
But outside of this, one of the best mods I've seen, respect mate, keep doing what you're doing! Thumbs up.
OK that sounds absolutely like an external issue. Mod compatibility. Because if you dismiss the xenos without other mods they will actually get dismissed. I did look at Swiftly Order Squad and looks like pre-ck (which is not recommended) as it says it still requires plugins.txt enabler which is not required anymore. Somehow one of those mods is picking up my xeno pets when they shouldn't be.
Mods like The Gangs All here and Liga should work fine.
So if the situation is right: you would have to dismiss from Xeno Master first and then dismiss them from the other mod.
Xeno Pets are only flagged as companions when they are one of your active xenos. When you dismiss them it removes them from the active slots which removes their companion status.
I will update the FAQ accordingly with this
Hey I'm glad to hear you are liking Xeno Master, keep on rocking! I went through a lot to get this where I wanted it, so thank you!
Problem is they are both .ESM files, and Swift Squad was installed as part of the Constellation Collection, so I had no involvement in choosing to install it, and I don't know if it is OK to turn it off or whether it's enmeshed into the Constellation list, I have zero problems with the Constellation list [a feat in itself considering its 300+ mods] so hesitant to do anything.
I guess I could trial turning it off in vortex, and see if there's any havoc, the reality is more than one companion is a pain anyway, and Xeno master will become unplayable in the end, due to the amount of time you have to waste manually xeno boxing creatures every time you enter or leave your ship.
Do you have any recommendations? I checked out The Gangs All Here, and it seems like the better choice anyway...
Also, ADDENDUM:
Take on board what folks are saying about cages. Not a single ship module is capable of holding these cages, I put an empty cargo bay on my ship to test this, and even your smallest cage doesn't fit. If this was real, pets would be transported in cages and/or specific modules designed for zoology, and cages should be available for your ships not just land bases. You know you clearly have the talent, you could always [probably very quickly] design a zoology module that players could put into their ships, which they could then put cages in so that they can visit their pets in their cages during space flight. It's a good idea and a good concept, and as Starfield is supposed to be as realistic as possible there should be modules available for transportation of xeno buddies.
I might have to debug Swiftly Order Squad later today, but something tells me that is the cause. Since it is a pre-ck mod which is a red flag. If I'm getting the same problem as you are describing, I will for sure put that in the disclaimer at the top of the comments section.
By the way, what version of Xeno Master are you using? Are you using 1.1.3? If not, I recommend updating.
Besides The Gangs All Here, there is also Liga of Followers that lets you order companions around with ease as well. So those are good replacements for Swiftly Order Squad.
Perhaps type this in the console and see if there is anything in the activefollowers: sqv d773
IF there is a Xeno Pet in ActiveFollowers, then there is another mod that managed to put a Xeno Pet in there.