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aherk

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aherk

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21 comments

  1. beaverfeaver12
    beaverfeaver12
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    Is this mod safe to uninstall? Relatively?
    1. aherk
      aherk
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      Well, tough to recommend removing a mod mid playthrough, but as long as you don't have any of the items in your inventory, I think relatively.  Make sure you don't have any powers active, then quicksave, remove mod and reload. If you can open the powers menu and if it looks/works how you would expect, you should be fine.  Keep a backup save around for a little while of course.
    2. beaverfeaver12
      beaverfeaver12
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      For sure! I appreciate the response ill do just that. I do really like what you've built here. I really really dislike the space magic in this game and I would want to just keep your mod in the game forever. Rumor has it though that the next DLC will be focused on the Starborn so I can see us needing to be able to access the space magic menu haha.
  2. LTD22
    LTD22
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    Quick question: there is a part in the main quest where you have to demonstrate your magic powers. How do i go about that with this mod ? 

    also is it compatible with extended powers menu ? 
    1. aherk
      aherk
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      I haven't tested, but it should be the case that if you toggle the nightvision, that it passes as "magic".
      Yes, should work with extended powers menu as long as you load that mod after this mod.  But keep in mind that I've removed the power icon keywords from the Starborn power records themselves, so even with extended powers menu, I don't know for sure if you'll be able to access the vanilla powers at all.  This mod wasn't really designed with the main quest in mind.  It's meant to be more of a "Unity doesn't exist" mod.
  3. aherk
    aherk
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    Warning: I'm hearing that this latest update with the new vehicle is having issues with mods that contain UI elements, specifically that you can't interact with objects/doors/NPCs.  Not clear if it only affects Xbox, or PC as well.  But if you have any trouble, please reply here!

    EDIT: I've removed the interface file, as it was definitely broken.
    1. aherk
      aherk
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      Power name on HUD feature now fixed for Starfield 1.13!
  4. BlueGiant24
    BlueGiant24
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    does this mod have something like the sense star stuff skill?
    1. aherk
      aherk
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      It does not.  While that was my favorite Starborn power, it still felt like cheaty space magic to me.  I might play around with adding some thermal highlighting to the night vision, but no promises.
    2. BlueGiant24
      BlueGiant24
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      okay, i mostly use that skill to navigate the maze of enemy class b and c ship to find where the enemys are
  5. taimajozi
    taimajozi
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    Quick one if you do play the main quest how will this mod affect the temple power quests.
    1. aherk
      aherk
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      For the most part it won't.  It should act like you got the power, but it won't be selectable.  You should still be able to complete the main quest if that's what you want to do. If you want to skip main quest and/or temples, look into any of:
      SKK Fast start, Revelation, No More Temples.
  6. wetblanket
    wetblanket
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    Quick test with SKK Fast Start and worked great as far as I can tell. Still setting up a load order so no extensive testing or comment on mod interactions or suggestions for changes/tweaks.

    I was gobsmacked on my first Starfield play-through when I realised I was the Dragonborn and could use shouts (already played that game Beth...), cleared one temple in a 450 hour playthrough and stopped without doing the whole NG+ multiverse bollocks.

    So thanks enormously for helping me play the sort of game I want to.
  7. Jormungand24
    Jormungand24
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    This only removes Starborn powers from the player character?  NPC Starborn still retain their powers and usage?
    1. aherk
      aherk
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      Correct.  I also personally don't play the main quest (SKK fast start mod).
  8. VirtualChrisM
    VirtualChrisM
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    Interesting, I might try this on a future play through. 

    What does your night vision look like? Are you just applying a filter or doing something more?  It would be great to have a good stand alone night vision mod if you've got something good in this regard.
    1. aherk
      aherk
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      It starts with the night vision photo mode as a base, then throws in some brightness/contrast changes.  I tried to balance it so that it's really a situational tool, not something you'd want to just keep on at all times.
  9. FSNovask
    FSNovask
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    Congrats on the release!
    1. aherk
      aherk
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      Thanks!
  10. darkekun
    darkekun
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    This is brilliant and I love it. 

    I hate the space wizard nonsense this game felt the need to peddle, and always thought some cybernetics would be more fitting.  That could also be the solution to the night vision problem, in that maybe its not a helmet mod, but something installed in your head.  Neuroamps are a thing, so it fits, and it also plays better with mods that let people not wear spacesuits in breathable areas.

    Between this and Revelation, its a step towards jettisoning the dumb main quest this game has and giving it a better story overall.
    1. aherk
      aherk
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      Appreciate the positive feedback, thank you!