Uhh where do you craft the these? I have the requirements and research etc. and tried 3 different helmets on the bench but there's nothing? E: Nvm I found it.
I expected that PC gamers would use Nexus for mods in PC Is there any actual benefit for the user to enable it in BethesdaNet? There are a lot of mods that are simply available in the Nexus. That's the way I see it at least.
Yeah I know...and usually I would go for nexusmods when playing skyrim for example, but in Starfield I have all the mods I need in creations and it seems to work well for me, that's why I was wondering if you could enable it for PC also!
The mod is showing in my vortex mod manager for starfield. I play on PC when I check my inventory in game the teleporter is not there ? Any suggestions what I can do ? thanks
Yeah, you can do that in Creation Kit. In Creation Kit go to: 1. File > Login to Bethesda.net 2. File > Upload Plugin and Archive to Bethesda.net 3. 'Select Data to Upload' window will pop-up, in there, select 'Xbox' and 'Include Archives', and then proceed to select 'Generate' 4. 'Required files for altered forms' window will pop-up, in there, select 'Add...' 5. 'Select Files to Add' window will pop-up, in there, go to 'Scripts' and select all of your mod's .pex files and proceed to select 'Open' 6. It will take you back to 'Required files for altered forms' window, in there, select 'Pack files' 7. It will take you back to 'Select Data to Upload' window, in there, select 'OK' (If the 'Continue?' window pops-up just select 'Yes') 8. 'Bethesda.net Creations Admin' window will pop-up, in there, select 'Create New Creation' 9. 'Bethesda.net: Creating new content' window will pop-up, in there, name your mod, describe your mod and select at least 1 category, and proceed to select 'Create' 10. Go to Bethesda.net and select 'YOUR CREATIONS' and proceed to select your mod. 11. In your mod page, select 'MANAGE' and then 'PUBLISH' Done
Not sure if this is just me, but I can't seem to unequip the goggles (thermal or NV) without going into the inventory and manually unequipping them. For any vanilla piece of gear, and many modded ones I have installed, a favorited piece of equipment can be unequipped by pressing the shortcut button a second time; not so with my fun new goggles. If this was intended feel free to ignore me, but I have found it mildy annoying and it does break immersion somewhat.
EDIT: just noticed the update, gonna give it a shot and hope that is one of the changes made brb
For anyone else having this issue, you can work around it by making a hotkey to equip and unequip the goggles. Will need Starfield Hotkeys for this to work https://www.nexusmods.com/starfield/mods/1578
Then add the following to the hotkeys.ini
N=If player.getitemcount X > 0; If player.getequipped X > 0; player.unequipitem X; Else; player.equipitem X; EndIf; EndIf; EndIf
Replace X with the FORMID for either goggles, this can be found in-game if you're using StarUI Inventory and set bItemCardShowFormId to 1 in the config. N is the key the function is being bound to, change it to whatever you want.
Can thank https://www.nexusmods.com/starfield/mods/8013 for this, didn't even know this was possible to do until stumbled upon it.
I had the same issuewhile developing the mod, but I thought it was normal behaviour :s Glad someone presented a workaround. If I do find the reason as to why this is the case, I'll update the mod.
The people hating on this mod in these posts is ridiculous. Calling this mod a "cheat" or like what FrederickBurnham said;
The technology is limited because if you and the dense people like you couldn't understand from the story the entire galactic economy is borderline dead and populations are so small that resource gathering at any noticeable scale doesn't exist.
Okay, but before earth had the technology for space travel, they had night and thermal vision related devices. You mean to tell me that after the collapse of earth, the present corporations wouldn't have improved on that? Also, some suits have the chameleon effect that turns you invisible. Seems like something the corporations also would've developed a device to turn you invisible, or at least a similar effect. The parts of the mod about teleporting and materializing robots I can understand the skepticism. Considering there isn't anything in the game that does anything of the sorts.
Now onto the point of this being considered a "cheat mod." The NPCs in bethesda games are able to see you through walls, doors and even grass. They are more OP than the player. The only way to circumvent that is by having a crapton of health and decked out gear. Or become a stealth archer. You are literally the only person in the galaxy that can absorb powers from the temples. A lot of people would also consider that cheating.
I mean no ill will from this post, btw. Not trying to offend anybody. Just giving me two cents :P
Much appreciated! Indeed, the teleport to the ship is easier to be skeptical about 😅 The materializing was not meant to be materializing robots per se. I wanted to add the ability to craft a robot to follow the player for a lone scientist playthrough that I'm doing, as Vasco was not sufficient for me 😄 I ended up making them (dis)appear through materialization to make it more in line with the rest of the items in the mod in terms of equipping and unequipping.
Might be a conflict with either Void Form or Chameleon trait on legendary gear? The visuals might also take a bit to trigger as the game is very finnicky about it.
Since this one is based on texture replacement, it is easy enough for me to overcome it: simply duplicate the texture and add it on a separate folder so it is not overwritten. Will do it when I have the time
For some reason, a duplicated version of the texture is never loaded during my testing. I've tried to duplicate the Imagespace Modifier instead. Let me know if this works out for you.
This mod is a fancy name for nothing less than a well-packaged cheat. If someone using it needs a cosmetic excuse for it, that's fine. But I consider it wrong that this MOD is not in the Cheats category.
"This mod is a fancy name for nothing less than a well-packaged cheat. If someone using it needs a cosmetic excuse for it, that's fine. But I consider it wrong that this MOD is not in the Cheats category."
I agree. For me, this mod makes you even more overpowered. You have to give the same features to other NPCs and enemies. Or at least play with strong difficulty mods that at least balance things out.
Point taken from both of you I don't see how I could bring this into NPC perspective without breaking the difficulty of the game or changing the original direction of the mod. I'll think about it.
the player and npc abilities are already pretty asymmetric even in the vanilla game (e.g. infinite ammo or environmental immunity for npcs). the player character is as overpowered or underpowered as the player allows it to be - this is the nature of all the Bethesda games.
in my opinion it is not the purpose of this mod to counterbalance the added abilities. true, it greatly enhances combat possibilities. and as such it has a potential to work perfectly with AI combat mods, which improve AI combat behavior and perception (e.g. GRiNDY).
I did not try it yet, but my only suggestion regarding the "cheating wibe", would be to limit somehow the teleport (warm-up maybe?), but that is just my personal preference.
I really don't see how this mod could remotely be considered a "Cheat Mod" There are abilities available vanilla in game already that a player can readily use when they are able to unlock those abilities, fast travel, etc etc, and yet are we cheating in game by using the in game features? No. The only way I would see this as a cheat, is if it granted every single locked item in game as a short cut, rendered you Invulnerable indefinitely, like God Mode, or something of the like that made it impossible to die like overtanked armor, excessive damage on specific gun types. Does of any of what this mod does do anything like that, no it doesn't. Night vision, in the future, why are we dumbed down to only using a flashlight, which isn't the greatest btw, and even LED tech is a thing today which allows you to see far better than the clandestine light bulbs out of a space helmet, and ffs thank you for creating that. Thermal vision or scope, meh, could care less, game already does that when you get hit, or you're using the starborn ability to reveal npc whereabouts anyways, what's the difference, nothing. The model robot, is an okay idea I suppose, but for my character, I don't have any use for. Teleporter back to ship bypassing the over encumbered feature, is okay I suppose, but still wouldn't call it a cheat per say, just an ability that provides a sort of boost to what normally isn't allowed, but does it grant any special favors, not really no, just convienience. The cloaking device is also a niche kind of thing, because the Concealment skill allows you to cloak without needing equipment with the Cameleon features, Andreja for example already uses this skill, so there's your NPC argument, null and void. So does this mod classify as a cheat, no it doesn't. There. Solved it. You're welcome.
Ledgendary117, I didn't argue because I don't need to and I don't want to waste time on that, like you did with this huge and passionate defense.
I don't want to write a thesis pointing out the absurdities of the MOD proposal, how anti-canonical it is, its lore-unfriendly nature, and how it is outside the retrofuturism for which the game was designed. I could cite interviews from the creators, producers, etc. But none of that is relevant or important. What matters here is just you, and all the people who liked it and will use it, and the author's will.
I'd really like to here your defense in calling it a cheat though because you started this post accusing the author of making something that gives an unfair advantage somehow, and have failed to disclose exactly what those advantages are. I'm not defending the author, but I don't see how their creation gives any benefit or advantage in a way that classifies as a cheat. Since you're unwilling to go any further in making any kind of relevant point about this mod being a cheat, then you're just like those who like to put labels on things without any justification for it.
Ledgendary117, a curious observation, many of the first cheats that came out in trainers and .ct tables for Cheat Engine do exactly teleportation, invisibility, and spawning characters and items. Another curious fact, you only have 1 endorsement given, why is that?
And I went to look at your profile and the MOD you made, and I understood everything. You have been through this. You yourself in Skyrim made a cheat MOD that allowed players to level up to level 81 quickly. But there you don't call it a cheat, you call it a "trick."
I understand that for you things need to be easy and have tricks. There's no problem at all, my friend, be happy that way.
On a different subject and besides the point, the mod I made for Skyrim, an entirely different game altogether, is indeed a cheat, and was intended as a cheat specifically because it was designed to do so, level 81 is just a drop in the bucket compared to level 250 in Skyim maxing out everything, but that game aged like milk and haven't played it in decades. You're telling me that fast travelling in a way that bypasses being overencombered in Starfield, and the ability to cloak while sneaking as a skill or eqiupment ability is a built in cheat system, when it's a part of the very function of the capabilities within vanilla Starfield aleady. Spawning a robot as a companion isn't cheating, but I have no use for it so I don't use it. Even on the hardest difficulty settings, Starfield is far from perfect, and you make it as difficult as you want it, that's entirely up to you. Can I do it, yes, without mods, yes, my character is already beyond level 250 and that wasn't because of mods. Again, you're labeling this as a cheat when it isn't and can't justify why.
While I don't agree with the view shared by Ahplla and AwdeyshushGaming, I think this discussion is getting out of hand, so I'll lock the thread. If someone doesn't like the utilities that the mod brings, then don't install it. Better to keep it at that
65 comments
E: Nvm I found it.
Thanks in advance!
You mean in BethesdaNet?
https://creations.bethesda.net/en/starfield/details/ad23cfc6-3108-487b-b0a0-3677ce350280/Advanced_Technology
You need to craft the teleporter. Have you done so?
In Creation Kit go to:
1. File > Login to Bethesda.net
2. File > Upload Plugin and Archive to Bethesda.net
3. 'Select Data to Upload' window will pop-up, in there, select 'Xbox' and 'Include Archives', and then proceed to select 'Generate'
4. 'Required files for altered forms' window will pop-up, in there, select 'Add...'
5. 'Select Files to Add' window will pop-up, in there, go to 'Scripts' and select all of your mod's .pex files and proceed to select 'Open'
6. It will take you back to 'Required files for altered forms' window, in there, select 'Pack files'
7. It will take you back to 'Select Data to Upload' window, in there, select 'OK' (If the 'Continue?' window pops-up just select 'Yes')
8. 'Bethesda.net Creations Admin' window will pop-up, in there, select 'Create New Creation'
9. 'Bethesda.net: Creating new content' window will pop-up, in there, name your mod, describe your mod and select at least 1 category, and proceed to select 'Create'
10. Go to Bethesda.net and select 'YOUR CREATIONS' and proceed to select your mod.
11. In your mod page, select 'MANAGE' and then 'PUBLISH'
Done
EDIT: just noticed the update, gonna give it a shot and hope that is one of the changes made brb
Then add the following to the hotkeys.ini
N=If player.getitemcount X > 0; If player.getequipped X > 0; player.unequipitem X; Else;
player.equipitem X; EndIf; EndIf; EndIf
Replace X with the FORMID for either goggles, this can be found in-game if you're using StarUI Inventory and set bItemCardShowFormId to 1 in the config. N is the key the function is being bound to, change it to whatever you want.
Can thank https://www.nexusmods.com/starfield/mods/8013 for this, didn't even know this was possible to do until stumbled upon it.
*What you got Crimson Fleet? Nothin! You got Nothin!!*
Okay, but before earth had the technology for space travel, they had night and thermal vision related devices. You mean to tell me that after the collapse of earth, the present corporations wouldn't have improved on that? Also, some suits have the chameleon effect that turns you invisible. Seems like something the corporations also would've developed a device to turn you invisible, or at least a similar effect. The parts of the mod about teleporting and materializing robots I can understand the skepticism. Considering there isn't anything in the game that does anything of the sorts.
Now onto the point of this being considered a "cheat mod." The NPCs in bethesda games are able to see you through walls, doors and even grass. They are more OP than the player. The only way to circumvent that is by having a crapton of health and decked out gear. Or become a stealth archer.
You are literally the only person in the galaxy that can absorb powers from the temples. A lot of people would also consider that cheating.
I mean no ill will from this post, btw. Not trying to offend anybody. Just giving me two cents :P
The cloaking only works while crouching and you are still (i.e., not moving).
NaturaLUTs - Color Graded Filter Removal and Black Level Restoration LUTs at Starfield Nexus - Mods and Community
I agree. For me, this mod makes you even more overpowered. You have to give the same features to other NPCs and enemies. Or at least play with strong difficulty mods that at least balance things out.
I'll think about it.
in my opinion it is not the purpose of this mod to counterbalance the added abilities. true, it greatly enhances combat possibilities. and as such it has a potential to work perfectly with AI combat mods, which improve AI combat behavior and perception (e.g. GRiNDY).
I did not try it yet, but my only suggestion regarding the "cheating wibe", would be to limit somehow the teleport (warm-up maybe?), but that is just my personal preference.
I don't want to write a thesis pointing out the absurdities of the MOD proposal, how anti-canonical it is, its lore-unfriendly nature, and how it is outside the retrofuturism for which the game was designed. I could cite interviews from the creators, producers, etc. But none of that is relevant or important. What matters here is just you, and all the people who liked it and will use it, and the author's will.
And I went to look at your profile and the MOD you made, and I understood everything. You have been through this. You yourself in Skyrim made a cheat MOD that allowed players to level up to level 81 quickly. But there you don't call it a cheat, you call it a "trick."
I understand that for you things need to be easy and have tricks. There's no problem at all, my friend, be happy that way.
Better to keep it at that