Starfield
0 of 0

File information

Last updated

Original upload

Created by

xatmos

Uploaded by

xatmos

Virus scan

Safe to use

Tags for this mod

112 comments

  1. xatmos
    xatmos
    • premium
    • 291 kudos
    Locked
    Sticky
    2023-10-14 v3
    - Added legendary slots to all playable clothing even if can't spawn normally.
    - Increased rarity slightly.
    - Fixed a mistake in 2 items, whoops.

    2023-10-11 v2
    - Added swimsuits to shop at Paradiso.
    - Nearly all loot tables (with clothing) now affected.

    Work in Progress
    - Do any kind of balance pass.
    - Handle unique clothing better.
  2. LisbethSAO
    LisbethSAO
    • premium
    • 153 kudos
    Does anyone know if this is compatible with Legendary Module Recycler?  (  * 3*)
  3. LogicSequence
    LogicSequence
    • member
    • 1 kudos
    Is there a trick to adding modifiers to apparel?  I have some custom clothing items i'd like to add the modifiers my current outfit from this mod has.  I tried getting the ID for the outfit, and using <Apparel ID>.amod <modifier ID> but it doesn't do anything.  How did you get the modifiers to attach to apparel items?
  4. Battousai124
    Battousai124
    • supporter
    • 72 kudos
    Please remake your mods with xEdit.
    1. Battousai124
      Battousai124
      • supporter
      • 72 kudos
      Took the liberty to simply do that, untested but since they do the exact same thing, there shouldn't be a problem.
      https://drive.google.com/drive/folders/14YPVOx14Od8Sn2FA6vvcJm8aupHjtle9?usp=sharing
      The Legendary Drip file in this google drive folder requires Craftable Quality by Gambit77
    2. RaoRazgul
      RaoRazgul
      • member
      • 3 kudos
      Thanks! for some reason the .esp one stopped working, I guess because I installed a lot of esm mods or because I started to use plugin.txt instead of sTestFile method, was about to try to replicate it with xEdit but you saved me a lot of time since I am a noob at it so thank you so much!
    3. Battousai124
      Battousai124
      • supporter
      • 72 kudos
      no problem, but you have to put every file into the plugins.txt, and keep the order of esm->esp->esl, ONLY esp and esl files arent exactly supported by the game, yet.
    4. Remsiv
      Remsiv
      • member
      • 0 kudos
      Thanks for remaking these mods, they have been a worry for me since use them since I'm still even with all the warnings about esp mods.
      Out of curiosity why is Craftable Quality a requirement for this version?
    5. Battousai124
      Battousai124
      • supporter
      • 72 kudos
      Sorry my mistake, it's Power Cutters that has that requirement, not Legendary Drip.
    6. Remsiv
      Remsiv
      • member
      • 0 kudos
      Thanks and with that no more .esp for me
    7. staberind
      staberind
      • member
      • 6 kudos
      You Star, thanks.
    8. xatmos
      xatmos
      • premium
      • 291 kudos
      Do not ask for support or post a bug if you use a bootleg version of my mods.  There may be fields I've changed that are not yet visible in xEdit or other such issues.
    9. DezyNinetyFive
      DezyNinetyFive
      • premium
      • 0 kudos
      does it mean that I get to remove the xarmoslegendarydrip.esp in my plugin.txt and my Data folder and replace it with the .esm file in both the folder and plugin.txt?
  5. PH34R13
    PH34R13
    • premium
    • 0 kudos
    dose any one know how to make lege.Drip work with Plugins.txt Enabler? 
    1. OriginalValegor
      OriginalValegor
      • supporter
      • 0 kudos
      Install it as per normal, except instead of adding the "sTestFile" stuff, you need to add
      *xatmosLegendaryDrip.espas a new line in Plugins.txt.

      You also need to move ALL "sTestFile" lines from your Custom.ini to Plugins.txt and then remove ALL "sTestFile" entries, otherwise it won't read Plugins.txt
    2. Daeris819
      Daeris819
      • member
      • 0 kudos
      This is a super solid reply, thank you.

      Quick question if you're aware, what makes using plugins.txt in the AppData folder "better" than us just adding the "sTestFile" .esp load lines into our .ini? At least via the .ini everything was in one folder, now if we all start using plugins.txt in the AppData folder we are going to need to jump back and forth from AppData into Starfield Data folder it seems...
    3. daemonis
      daemonis
      • member
      • 1 kudos
      The number of mods you can load using the sTestFile method is very limited and you can't load from both .ini and Plugins.txt at the same time. If you want to add more mods as they keep coming out the Plugins.txt method is the only one that will allow you to keep adding them up the 255 limit for .esm right now. Mods like this that use .esp are also made with non-Starfield specific tools (.esp can't be done with xEdit right now), meaning that for game stability it would be awesome if the creator remade them to .esm mods using the Starfield xEdit version.
    4. lhynn51
      lhynn51
      • member
      • 0 kudos
      I did exactly that: invalidated the Test Files in StarfieldCustom and migrated them to Plugins.txt... Unfortunately, now all my plugin-written mods work (xD) EXCEPT this one...
      Any reason why?
  6. SimonSezo
    SimonSezo
    • member
    • 0 kudos
    Well, I added the mod and when I loaded the game back up it can't find other mods I have installed. 
  7. irlydontcareatall
    irlydontcareatall
    • member
    • 4 kudos
    Is it possible to allow this functionality on standalone outfits from other mods or would it require the mod authors of said outfits to change their mod in order to have this functionality?
    1. Keth
      Keth
      • member
      • 5 kudos
      At this point it entirely depends on whether the outfit mod was made with a hacked ESP or the through the current release candidate build of xEdit. In the case of the former, it seems that type of mod is no longer going to be supported by xEdit (plus it's bad for your save) and with the latter it can easily be done yourself if you grab the current dev build of xEdit from their Discord.
    2. irlydontcareatall
      irlydontcareatall
      • member
      • 4 kudos
      I am totally for trying to edit the .esm for the mod I want to have the functionality on myself, however despite my schooling I do not know how to actually get myself a usable version of xedit.  I can download the project from github but I'm not sure how you actually compile that into a usable format and my attempts to get on the discord have resulted only in "Invalid invite."  Any information on how to do this would be appreciated but I don't want to clog up the comments section for this mod with too much off topic discussion. 
    3. Keth
      Keth
      • member
      • 5 kudos
      So the xEdit you can get from github is only version 4.04, which is the current full release version that still only handles previous games like Skyrim and Fallout 4. The release candidate version of xEdit I'm talking about is 4.14 and that's what can create and modify ESM plugins without the need for workarounds like hacked Fallout 4 ESPs. It's not on github because it's currently still experimental and it can be obtained from the xEdit Discord.
    4. xatmos
      xatmos
      • premium
      • 291 kudos
      This mod won't automatically add legendary slots to clothing added by other mods.  It would require manual edits.
    5. staberind
      staberind
      • member
      • 6 kudos
      Brother, it took me two days to learn how to compile xedit using delphi and so on, but xedit literally just got released, so Yay, use that
    6. Gnomenclature
      Gnomenclature
      • member
      • 2 kudos
      Since most people have been creating esm mods with xEdit for a while now and this mod is an esp (which I believe still needs to be loaded after an esm), I don't think it's possible to create a patch for another mod and yours unless you change to esm as well. Is that correct?
    7. xatmos
      xatmos
      • premium
      • 291 kudos
      The file extension, ESP or ESM makes no difference.
  8. Frumph
    Frumph
    • member
    • 2 kudos
    *changed the value of all clothing to be proportionate to the amount of hate i'll get for it
  9. axelfang
    axelfang
    • member
    • 1 kudos
    I already have one of your other mods with the test file line. How would I go about using multiple mods of yours? Do I need to add a new line for each mod, or do I have to add the mods to the current line I have?
    1. staberind
      staberind
      • member
      • 6 kudos
      Please use Plugins.txt
  10. Daeris819
    Daeris819
    • member
    • 0 kudos
    I was transferring my mod files from My Games/Starfield/Data over into my common/Starfield/Data folder, as I've heard that is the recommended Data folder to use.

    Anyways, I've noticed that in My Games/Starfield/Data folder, I have a "strings" folder which seem to have some .STRINGS files from this mod. I was wondering if I can go ahead and transfer this folder over into my common/Starfield/Data folder.
  11. caazego
    caazego
    • member
    • 0 kudos
    I'm getting about 10% of apparel now named "Lookup Failed!". Is this possibly caused by this mod?
    1. Laup26
      Laup26
      • premium
      • 31 kudos
      all my apparel is that. I dont know why.
    2. xatmos
      xatmos
      • premium
      • 291 kudos
      Strings files aren't installed correctly.