New game recommended to get the full equipment, but can work mid-game with a manual reset operation.
bat VOC Use the console command ' bat VOC ' to manually reset Vasco when needed. Useful to reset Vasco stuck in T-pose, or to restore Vasco's stats.
CAUTION: Will reset inventory content and may only restore Vasco's armor and outfit (i.e. keep the rest of Vasco's inventory before manual reset and transfer it back afterwards).
4 Vasco presets will be listed in CharGenMenu available presets. (Female/Male x Zone79Hair/VanillaHair)
Vasco sex switch
When switching sexmodule mid-game, Vasco will keep its inventory but its skeleton will be messed up :
>> Apply the includedpreset with CharGenMenu to fix it.
Vasco make-up/scars bugfix
If Vasco appears without scar, make-up etc., use the sst 4 command on Vasco (or bat VOC reset command).
> Or just Install LarannKiar's Starfield Engine Fixes - SFSE to fix this engine issue permanently for all your mods.
VOC.txt batch file tweaks (OPTIONAL)
Spoiler:
Show
VOC.txt is a customizable batch file that you can find in the mod folder.
It is used to reset Vasco by giving several console commands.
57be = Vasco's reference
prid 57be > Selects Vasco's reference for the next commands.
recycleactor > Deletes Vasco and its inventory from the world.
resurrect > Respawns Vasco with its starting equipment.
setav health 999 > Vasco will have 999 HP.
setav carryweight 999 > Vasco will be able to carry nearly a ton.
sst 4 > Resets Vasco's skintone to fix make-up and scar layers.
You can duplicate the base VOC.txt, rename it, and create a one time batch file with additional tweaks, or simply give the commands one at the time, the changes will be stored in your next save :
* To tweak Vasco's height, use this command or add this line to VOC.txt :
setscale X (with X = 0.9 > Vasco will be set at 90% of its present size)
* To create a specific perk build for Vasco, search perks codes here and use these commands : addperk 00147E38 addperk 00147E38 > will give 2 levels in 'Heavy Weapons' perk to Vasco. removeperk 0027DF96 > will remove 1 level in 'Incapacitation' perk to Vasco.
* If bat VOC doesn't work right away for you,
- Try to replace this ' 57be ' reference by the actual Vasco reference stored in your save. (enter console, click on Vasco, browse with mousewheel to find its reference)
- You can also simply remove the first line from VOC.txt ( prid 57be ) but you will have to select Vasco's reference in the console before you give the bat VOC command. (i.e. having Vasco on screen before the operation will be necessary)
Is it possible to get this ported to Xbox? My PC isn’t able to run Starfield and this mod seems really well made and I’d love to be able to play with it.
- To get the full mod working, resources and functionalities may be missing : Zone79's hair mod is on Creations but KZ's outfit mod probably needs some time before being released on Creations if ever, and I'm not sure about the voices mods availability. Reset command won't be accessible so a new game will be mandatory to get a functional Vasco (may stay stuck in T-pose otherwise). The vanilla version isn't worth a standalone release imo.
- I have been kept out from Creations access due to my PC specs (with a PC on which the game runs smoothly on high + FSR3 60+fps). Another PC with the same account could access it. That was also the BGS support response : "You don't have sufficient specs to be allowed to connect to Creations" (sic). That means that for the same price, some PC configurations can run the game but not have access to creations, dlcs etc.. That's sad, and also a world scale illegal scam. So they can gtfo with this shit.
- I consider Creations to be a PIA and a treason (BGS could simply have made a nexus friendly app, made money with it in direct cooperation with nexusmods and released cool massive dlcs on the side) I may put a symbolic price (1-10 credit) on any mod there. They will be however kept completely free on Nexusmods and that will be stated explicitly on every creation mod description, mainly to stir reactions, debate and cognitive shift. It's an ideological stance. I don't like monetization of mods, its principles and its consequences. An endorsed download as a thanks and a reward is the most virtuous incentive system, mathematically : it's a configuration where a free and volontary act from beneficiaries as a reward produces an actual gain for the sharing creator (social gratification and free games), sustains the site's infrastructure and human resources, distributes actual money to charity programs and the country that hosts the infrastructure. So the day I will post something on creations, it will be all my mods with this double standard. It could favor the beginning of a viral tendency and the platform's downfall (widespread adaptative community console hack making it optional/obsolete), and also the beginning of a well deserved intense stigmatization campaign of greedy modding fuckers (sometimes ex-free modding nexus heroes that everyone admired) keeping this crap alive by putting their best mods there behind a paywall and throwing the rest of their useless crap here on the mod motherland for pennyless plebs. And I find that's not really the moment to think about these futile things.
- The mod will work as it is on Xbox if you manage to put it in the game's Data folder somehow without Creations (use vanilla version or Vasco will be nude). An alternative mod manager/file manager for your console giving you free access to nexusmods/external drive resources could do the trick. I hope you will find a way to achieve that.
So, with all my respect and my gratitude for your interest, I'm very sorry, I won't port it to Xbox on Creations. Not now anyway. I hope you will understand my points, and will accept my sincere apologies.
That’s completely understandable, thanks for the explanation and for your time. I really appreciate it, modders like yourself (imo) are a big part of what’s keeping the video game industry alive and well.
Oh? KZ must have changed voidtrooper stuff references, i'll have a look as soon as i can.
For the time being here's a workaround : search for the relevant references and equip vasco with them with these console commands :
help KZ search for Voidtrooper armor and outfit references, the reference is the XXXXXXXX hex number associated with the object name once you found them, equip Vasco with them using this command :
57be.equipitem XXXXXXXX
You need voidtrooper tactical armor pieces (helmet, pack, armor, outfit) and the weapons (Zephyr, Tanto, if they also changed references)
Technically this mod converts Vasco to human race, letting you apply any human preset on it whether it is male or female, because it adds facial animations for the female character. It also tweaks its stats and combat style AI to make it a worthy companion. This Vasco is more like a non mortal Blade Runner replicant cyborg in this perspective. And that's it, and yes, that's the only point :)
If you want a more robotic style Vasco go for other mods that I suggested in other posts. If the mod's bot skin is female and is applied to a human race Vasco, you can combine it with 'Vasco Old Cyborg' to give it facial animations, by loading VOC before the desired mod. This can be another potential use of this mod.
If additional cybernetic 'skins' are added to the game for humans, you could apply them to Vasco. But the way the game works will imply that it would replace at least one skin tone for all humans (some humans you will encounter will have a cyber skin, which could be a potentially cool mod btw), or to create another dedicated non-human race. With a non human race you may not be able to get facial animations and may not have the ability to use Chargenmenu to edit its looks.
When creating cyborgs in Skyrim, I always used custom races and custom skins so no other NPCs would be affected. And as custom races were just cloned from normal races, there weren't any problems with animations. Isn't the same possible in Starfield?
Yes, as I understand it, it's just as you describe it and it should work but you may not get all functionalities exclusive to human race skeleton (chargenmenu, facial anims, weapon use...etc. etc.). You may compensate that by duplicating, renaming and linking to this race record every single record and data involving these functionalities if by chance none of them are hardcoded with an exclusive human race link.
So since facial animations may work for bots and humans (robot Vasco seems to move some facial parts when speaking), perhaps what you described could work 100% if there's no hardcoded interference and a direct skeleton transferability like in skyrim. (but it's just a guess)
When I tried to create dedicated terrormorph races for Red Mile Terror I was confronted with this kind of race problems for more basic stuff than facial animations etc., so that's why i'm not sure it will work for Starfield, but hey they were creatures and it could be worth trying anyway with humans/cyborg, yes. (but I wont :P, give it a try, and use facial anims files from this mod directly too if you need them (you can also generate them directly with the CK))
As idea is good but the models taken are too human like, you need to make them more machine like but maintaining the human body form. Like a terminator for example.
Yes that was the point, a human form Vasco cyborg. For what you are looking for you need to create at least dedicated textures and i'm not such an artist :)
There are some cool mods that make Vasco more like a robot : the star wars version with a detective coat is really cool (ND-5 Vasco Replacer (Star Wars)) , there's also the 2 bots from Mass Effect (Vasco Replacer. Edi from Mass Effect ; Mass Effect - Legion as VASCO Companion Replacer) etc. If EDI or any other mod has human face skeleton animations you could even give here facial anims by loading VOC before the mod. And someone will probably port synths from Fallout at some point. But for a bot version the one I prefer is Alternate Vasco, it's bulkier but can become a real killing machine with its double gun & mounted XPL launcher (really fun but a little too much tbh :))
87 comments
Replaces Vasco by an old cyborg that still looks good, can fight and pull its weight.
Male and Female versions, facial animations, presets included.
2 default presets for Vasco as a massive agile cyborg.
Facial animations working for male and female version.
Starting equipment :
(fully playable)
VoidTrooper Tactical Armor and Outfit,
Zephyr sniper rifle, VoidFall Tanto,
additional cyber eye for female module.
Combat :
For versatility, added some initial perks :
- Stealth
- Incapacitation
- All basic weapon perks 1st level
(melee, pistol, shotgun, rifle, laser, particle, demolition & heavy weapons)
- Vasco has a good aim, a good throw, and its AI will favor support combat style unless being equipped with melee only.
Preview & associated mods
:)
Associated mods for the main versions :
Outfit by KryoZet : KZ Tachyonic Core Arsenal
Haircut by zone79 :Starfield Hair and Beards - RTFP
Voices by 63OR63 : Vasco's New Voice - Harbinger from Mass Effect (recommended for Male Cyborg)
Female Vasco Voice (STS) (recommended for Female Cyborg)
FYI, the captures you can see in the image section were made with these additional customization mods :
Retina - Photorealistic Eyes Overhaul by ShuraSlayer
Pekoe Brows by Avarantia
Female Eyelashes HD by luxor8071
New game recommended
to get the full equipment, but can work mid-game with a manual reset operation.
bat VOC
Use the console command ' bat VOC ' to manually reset Vasco when needed.
Useful to reset Vasco stuck in T-pose, or to restore Vasco's stats.
CAUTION :
Will reset inventory content and may only restore Vasco's armor and outfit
(i.e. keep the rest of Vasco's inventory before manual reset and transfer it back afterwards).
CharGenMenu presets available in game.
How to apply presets :
SFSE , CharGenMenu , NPC Enhancer gun, EFS (optional), BBL (optional)
4 Vasco presets will be listed in CharGenMenu available presets.
(Female/Male x Zone79Hair/VanillaHair)
Vasco sex switch
When switching sex module mid-game, Vasco will keep its inventory but its skeleton will be messed up :
>> Apply the included preset with CharGenMenu to fix it.
Vasco make-up/scars bugfix
If Vasco appears without scar, make-up etc., use the sst 4 command on Vasco (or bat VOC reset command).
> Or just Install LarannKiar's Starfield Engine Fixes - SFSE to fix this engine issue permanently for all your mods.
VOC.txt is a customizable batch file that you can find in the mod folder.
It is used to reset Vasco by giving several console commands.
57be = Vasco's reference
prid 57be > Selects Vasco's reference for the next commands.
recycleactor > Deletes Vasco and its inventory from the world.
resurrect > Respawns Vasco with its starting equipment.
setav health 999 > Vasco will have 999 HP.
setav carryweight 999 > Vasco will be able to carry nearly a ton.
sst 4 > Resets Vasco's skintone to fix make-up and scar layers.
You can duplicate the base VOC.txt, rename it, and create a one time batch file with additional tweaks,
or simply give the commands one at the time, the changes will be stored in your next save :
* To tweak Vasco's height, use this command or add this line to VOC.txt :
setscale X (with X = 0.9 > Vasco will be set at 90% of its present size)
* To create a specific perk build for Vasco, search perks codes here and use these commands :
addperk 00147E38
addperk 00147E38
> will give 2 levels in 'Heavy Weapons' perk to Vasco.
removeperk 0027DF96
> will remove 1 level in 'Incapacitation' perk to Vasco.
* If bat VOC doesn't work right away for you,
- Try to replace this ' 57be ' reference by the actual Vasco reference stored in your save.
(enter console, click on Vasco, browse with mousewheel to find its reference)
- You can also simply remove the first line from VOC.txt ( prid 57be )
but you will have to select Vasco's reference in the console before you give the bat VOC command.
(i.e. having Vasco on screen before the operation will be necessary)
KZ has changed the content of his mods.
KZ AIO is no more needed by this mod.
However, sorry :
Xbox means Creations, and that's problematic :
- To get the full mod working, resources and functionalities may be missing :
Zone79's hair mod is on Creations but KZ's outfit mod probably needs some time before being released on Creations if ever, and I'm not sure about the voices mods availability.
Reset command won't be accessible so a new game will be mandatory to get a functional Vasco (may stay stuck in T-pose otherwise).
The vanilla version isn't worth a standalone release imo.
- I have been kept out from Creations access due to my PC specs (with a PC on which the game runs smoothly on high + FSR3 60+fps). Another PC with the same account could access it.
That was also the BGS support response : "You don't have sufficient specs to be allowed to connect to Creations" (sic).
That means that for the same price, some PC configurations can run the game but not have access to creations, dlcs etc..
That's sad, and also a world scale illegal scam. So they can gtfo with this shit.
- I consider Creations to be a PIA and a treason (BGS could simply have made a nexus friendly app, made money with it in direct cooperation with nexusmods and released cool massive dlcs on the side)
I may put a symbolic price (1-10 credit) on any mod there. They will be however kept completely free on Nexusmods and that will be stated explicitly on every creation mod description, mainly to stir reactions, debate and cognitive shift. It's an ideological stance. I don't like monetization of mods, its principles and its consequences.
An endorsed download as a thanks and a reward is the most virtuous incentive system, mathematically : it's a configuration where a free and volontary act from beneficiaries as a reward produces an actual gain for the sharing creator (social gratification and free games), sustains the site's infrastructure and human resources, distributes actual money to charity programs and the country that hosts the infrastructure.
So the day I will post something on creations, it will be all my mods with this double standard.
It could favor the beginning of a viral tendency and the platform's downfall (widespread adaptative community console hack making it optional/obsolete), and also the beginning of a well deserved intense stigmatization campaign of greedy modding fuckers (sometimes ex-free modding nexus heroes that everyone admired) keeping this crap alive by putting their best mods there behind a paywall and throwing the rest of their useless crap here on the mod motherland for pennyless plebs. And I find that's not really the moment to think about these futile things.
- The mod will work as it is on Xbox if you manage to put it in the game's Data folder somehow without Creations (use vanilla version or Vasco will be nude). An alternative mod manager/file manager for your console giving you free access to nexusmods/external drive resources could do the trick. I hope you will find a way to achieve that.
So, with all my respect and my gratitude for your interest, I'm very sorry, I won't port it to Xbox on Creations. Not now anyway.
I hope you will understand my points, and will accept my sincere apologies.
For the time being here's a workaround :
search for the relevant references and equip vasco with them with these console commands :
help KZ
search for Voidtrooper armor and outfit references, the reference is the XXXXXXXX hex number associated with the object name
once you found them, equip Vasco with them using this command :
57be.equipitem XXXXXXXX
You need voidtrooper tactical armor pieces (helmet, pack, armor, outfit) and the weapons (Zephyr, Tanto, if they also changed references)
I'll fix that when i can, thanks for the feedback
KZ Tachyonic Core Arsenal
https://www.nexusmods.com/starfield/mods/13032
According to KZ this should be stable so I'll update the mod with this new dependency.
For the moment, you can install this new KZ mod and equip manually the found references in your console.
Thanks for your feedback :)
Not feeling like downloading additional more than 4 gb just for this to work.
Technically this mod converts Vasco to human race, letting you apply any human preset on it whether it is male or female, because it adds facial animations for the female character. It also tweaks its stats and combat style AI to make it a worthy companion. This Vasco is more like a non mortal Blade Runner replicant cyborg in this perspective.
And that's it, and yes, that's the only point :)
If you want a more robotic style Vasco go for other mods that I suggested in other posts. If the mod's bot skin is female and is applied to a human race Vasco, you can combine it with 'Vasco Old Cyborg' to give it facial animations, by loading VOC before the desired mod. This can be another potential use of this mod.
If additional cybernetic 'skins' are added to the game for humans, you could apply them to Vasco.
But the way the game works will imply that it would replace at least one skin tone for all humans (some humans you will encounter will have a cyber skin, which could be a potentially cool mod btw), or to create another dedicated non-human race.
With a non human race you may not be able to get facial animations and may not have the ability to use Chargenmenu to edit its looks.
And as custom races were just cloned from normal races, there weren't any problems with animations.
Isn't the same possible in Starfield?
You may compensate that by duplicating, renaming and linking to this race record every single record and data involving these functionalities if by chance none of them are hardcoded with an exclusive human race link.
So since facial animations may work for bots and humans (robot Vasco seems to move some facial parts when speaking), perhaps what you described could work 100% if there's no hardcoded interference and a direct skeleton transferability like in skyrim. (but it's just a guess)
When I tried to create dedicated terrormorph races for Red Mile Terror I was confronted with this kind of race problems for more basic stuff than facial animations etc., so that's why i'm not sure it will work for Starfield, but hey they were creatures and it could be worth trying anyway with humans/cyborg, yes. (but I wont :P, give it a try, and use facial anims files from this mod directly too if you need them (you can also generate them directly with the CK))
Maybe I'll try something too, as you say :)
For what you are looking for you need to create at least dedicated textures and i'm not such an artist :)
There are some cool mods that make Vasco more like a robot :
the star wars version with a detective coat is really cool (ND-5 Vasco Replacer (Star Wars)) ,
there's also the 2 bots from Mass Effect (Vasco Replacer. Edi from Mass Effect ; Mass Effect - Legion as VASCO Companion Replacer) etc. If EDI or any other mod has human face skeleton animations you could even give here facial anims by loading VOC before the mod.
And someone will probably port synths from Fallout at some point.
But for a bot version the one I prefer is Alternate Vasco, it's bulkier but can become a real killing machine with its double gun & mounted XPL launcher (really fun but a little too much tbh :))
Thank you for sharing this!