Starfield
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ciathyza

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ciathyza

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44 comments

  1. atatassault
    atatassault
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    Your mod description is slightly wrong. The mass numbers are not unitless. Each whole unit in game is a kilogram. The Weightlifting skill, and quick encumbrance rating seen on the primary tab menu, describe your weight in kg.
  2. Dadditude
    Dadditude
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    Love the mod, but many of the resources that this mod makes changes to no longer get their relevant icons from IconSortingTags. Can you please fix this?
  3. fcoenriqueperez
    fcoenriqueperez
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    Nevermind, missed the update
  4. VirtualChrisM
    VirtualChrisM
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    I would also like to put in a request for a more modular mod :)  I would appreciate separate crafting, mass, and outpost mods.
    1. ciathyza
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      Yes, I think it will be split into their own mods. So far I didn't think the few changes for each warrant their own mod. But as the features increase it makes sense.
    2. VirtualChrisM
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      Thanks… when do you think you might have just the crafting mod? I don’t want the mass adjustments as I think vanilla mass is fine and I’ve adjusted play to that.
  5. TheLich
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    Can we have a version where resource names were not changed?
    1. ciathyza
      ciathyza
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      How did they change? I didn't rename any resources.
    2. TheLich
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      After installing this mod, those resources which were changed by it look like this


      Besides this, everything else works fine. Disabling this mod returns names to norrmal.
    3. ciathyza
      ciathyza
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      your screenshot isn't showing.
    4. TheLich
      TheLich
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      Looks like something is blocking it from your side. My nexus shows it just fine.
      Try this - https://jmp.sh/s/jIAwbGMCW2ejFOTHYtEq
    5. ciathyza
      ciathyza
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      I see! It looks correct on my system (as in Vanilla) and I'm using a standard US-English set system and game. Can I ask what your System/Game language is?

      Also, are you sure it is caused by this mod? It literally makes no changes to the names or other texts compared to vanilla, as this screenshot shows in example:


      That being said, I'm a bit puzzled by the messy-looking non-ASCII name properties but they are like that already in the default ESM so I suppose this is just some issue xEdit has right now in its current version. Maybe somebody can confirm if they see the same non-ASCII chars in names (e.g. ïƒ¡ï¦ Amino Acidsï™ï™ï„ï…Œï™ï…¿ïž‘). This looks like it would be the cause of this issue but then why do they look like this in Starfield.esm already?
    6. TheLich
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      Game is US-English, system is Russian.
      I'm sure that this is caused by this mod, because as soon I disable it - all names become normal. If I enable them back - there are those blocks appear.
    7. ciathyza
      ciathyza
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      Found the issue! new version is in the making.
    8. TheLich
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      Now names are normal. Thanks!
  6. Codyjack215
    Codyjack215
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    Is there something specific we need to do to work this mod? I installed it via Vortex but it does nothing
    1. ciathyza
      ciathyza
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      If the ESM file ends up in your Data folder and is active in Mod Organizer/Vortex it should work without any additional steps. You might want to put it high in your load order in case another mod is overriding the records of this mod.
    2. TheBaconDragon
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      I had to add "sTestFile1=CraftingOverhaul.esm" under [General] in StarfieldCustom.ini to get it to work. Note that you'll need to make sure to change sTestFile(X) to the appropriate number of the order. I just put CraftingOverhaul at the top and anything else as far as esps or esms I had below it.
    3. ciathyza
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      If you're modding manually, that is. I'd recommend to go with Mod Organizer 2.5 instead. Makes modding a lot less of a headache.
    4. Codyjack215
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      I'll try that, many menu mods seem to need it so it makes sense to me
    5. Codyjack215
      Codyjack215
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      This worked, thank you for the assistance Dragon!
    6. sharpie2011
      sharpie2011
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      Does the "uncraftable" vanilla items have to be crafted at an outpost industrial bench? I cannot make any of them after I have installed them in the Constellation house bench
    7. sharpie2011
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      @ciathyza I am using Vortex and cannot control the load order.  LOOT does that and I am unsure how to change the load order.  I cannot get this to work with just installing it thru vortex.  Could you assist please?  I really want to use this mod.
    8. sharpie2011
      sharpie2011
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      Checked in-game.  using a outpost bench does not fix.
    9. sharpie2011
      sharpie2011
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      [Archive]
      sTestFile1=CraftingOverhaul.esm
      bInvalidateOlderFiles=1
      sResourceDataDirsFinal=

      Is this the order in the StarfieldCustom.ini file?  Definitely need a video for this.
  7. Soxxie
    Soxxie
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    YESSSS!!! I CAN FINALLY CRAFT POLYMER!!! Mod works as stated, especially for those that have the PC Gamepass version like I do.
  8. Larandar
    Larandar
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    I don't think it fits the "realistic" as advertised: 1 ccm is a minuscule quantity; it might make sense for AID / CHEM / FOOD, but it makes no sense for weapons or armour, and even less for outposts. Therefore, using it as a basis for weight is a significant error.

    For example, an aluminium foil roll (using Reynolds Classic Kitchen Foil on Amazon UK) is 304mm x 9.14m (area) x 16.3 um (thickness), which is 45 cm3 of raw aluminium, ignoring air and packaging. Since 1cm3 = 1mL by definition, it means about a little more than a standard soda can for a weight of 122 grams, so the ingame weight would be 0.112 kg (the unit is confirmed to be kg at multiple places, it does not make sense to have the same unit magnitude for a ship and player inventories but whatever).

    Now let's take, for example, the most essential craft: Industrial Frame; it's said to weigh 1.6 kg and is crafted with 1 aluminium + 1 iron, and I'm convinced that anything less than 1.6 kg of framing would not allow to make a "Storage - Solid" from just 3 frames + 6 Aluminium + 5 Iron.

    If anything, I think that number would make more sense if resources used a standard volume unit depending on the rarity (common -> Rare = 1 dm3 / 1L, Exotic 500 cm3 and Unique 100 cm3), the rationale being that you use less of the expensive resources when crafting than the common ones. Obviously, 1L of adhesive is a little excessive for making bandages, but it seems adequate to use a few when changing the lining of a spacesuit.

    Now, on the other hand, making "fantasy" materials less dense than IRL ones is another error, as if anything, they would be either past the atomic weight of all known materials or, at best, a crystalline form of IRL materials in the upper half of the periodic table. (Exception forCealumine, which is known for anti-gravity properties)

    And all that is, without all the economic implications of all the above, I wish for you to find a realistic-ish equilibrium, but for us nerds, it's not here yet

    Sources:
    - Wolfram math https://www.wolframalpha.com/input?i=304mm+*+9.14m+*+16.3+um+*+%092.70+g%2Fcm3
    - Wiki https://starfieldwiki.net/wiki/Starfield:Industrial_Workbench https://starfieldwiki.net/wiki/Starfield:Outpost_Building
    1. ciathyza
      ciathyza
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      You seem to be overthinking this. Nothing in-game uses ccm. All the materials are unit-less, for better or worse. Basing their weight on a calculation that involves ccm was to give them some weight that doesn't overencumber the player instantly and which is based on a measurement grounded in reality. I could have set all resources to have 0 weight like some other mods do but that feels a bit like cheating to me. The weight calculations weren't used for the realism part, otherwise everything would get really heavy very quickly.
  9. loloh35
    loloh35
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    Good work.

    • Memory Substrate was really a missing craft , Endorsed
  10. 0xDezzy
    0xDezzy
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    Just to let you know, the value for the maximum outposts will probably get overwritten by the papyrus script that manages the perks for outposts. The script itself needs to be modified to my knowledge.
    1. ciathyza
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      That's what I was thinking. Interesting though, CCR mods that change this property seem to stick, even if they are run at the title screen before getting into the game.