How safe is it to install this currently? I want to decorate the lodge room but I'm worried that this was created with an experimental version of xEdit
Internally it only places the decorator, it doesn't do any other modifications. Literally only one entry in the entire ESM, honestly it would be better to grab the newest edition of xEdit (what I use over the CK, works better for me) and place the modification into another ESM (less than 30 seconds of work).
IF you are truly worried, the process is a bit more involved. Still requires xEdit. - Download it - Send it through [Starfield Plugin Bridge at Starfield Nexus - Mods and Community (nexusmods.com)] - Open in xEdit - Clean unused masters (right-click menu) to remove the BlueprintShip-Starfield.esm from a dependency. - Save - Send it back through the Bridge again. - Drop the outputted ESP into your data folder. - Load it into CK - Create a new Master.
Through this is just wasting an ESM space, considering the engine does have practical limits a lot lower than the theoretical ones.
When this mod is used alongside the Legendary Module Recycler mod or the "Christmas Gifts" mod, the lodge interior fails to load, causing me to load into a grey void where I can see silhouettes of the constellation members and the silhouettes of some of the furniture. Is there any chance you could make a compatibility patch for either or both of these?
Well, maybe the forks could work. I have not seen any rapier, but a dagger can do it, right? A few pokes and poof, a perforator! Just a very low tech one I suppose. Lasers might be considered that too. Hmmm. I suppose you mean a perforating specific tool though.
I am totally kidding making a play on the interesting way you described the mod. I actually meant to say transubstantiation but I looked up substantiation and saw it meant having or adding more substance. I thought to myself, well, it is a virtual lodge, so surely it could use some substance so as to be more "realistic." So I stuck with substantiation.
Still I was just kind of complimenting you on your interesting mod description.
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IF you are truly worried, the process is a bit more involved. Still requires xEdit.
- Download it
- Send it through [Starfield Plugin Bridge at Starfield Nexus - Mods and Community (nexusmods.com)]
- Open in xEdit
- Clean unused masters (right-click menu) to remove the BlueprintShip-Starfield.esm from a dependency.
- Save
- Send it back through the Bridge again.
- Drop the outputted ESP into your data folder.
- Load it into CK
- Create a new Master.
Through this is just wasting an ESM space, considering the engine does have practical limits a lot lower than the theoretical ones.
Still I was just kind of complimenting you on your interesting mod description.