I added a new update file that uses the CK script injection to properly add the items to specific vendors. The old method stopped working during the last major game updates.
If textures are not loading (they are black) copy your Textures folder from the mod into your data folder within the MyDocuments section for the game.
Items can be found the originally intended vendors per the mod description but a quick review:
New Atlantis - Jemison Mercantile: Leather belt/holster and standalone pack. New Atlantis - Outland: Tactical rigs, related accessories and compatible pack New Atlantis - UC Surplus: Tactical belt/holster, tactical pouches, armor vests with related accessories and compatible pack Neon City - Trade Authority: Tactical belt/holster, tactical pouches, plated vests with related accessories and compatible pack
All Clothing style vendors have a chance to sell the tucked variants of clothing just like the way vanilla clothing outfits are available randomly.
There's a bug with items using UNUSED item slots like Tactical Bag/Grenade Holder (slot 58). It causes facial hair to disappear. I probably can't fix this and bug free item slots are at a premium so they will stay in this slot for now. If you use facial hair color 12 or higher it seems to fix this though.
For those who ask about why .esp I just whipped it up quickly with CK while re learning some of the skills I was rusty or now having to learn from scratch with CK.
This update was solely for personal use for a new playthrough. It is what it is and I wanted to share.
Also, I have no intention of making this available for Xbox or creations. I have pretty strong opinions about creations and it ultimately goes against the spirit of modding in my mind. From a logical standpoint though if I'm not able to actively update and create a polished mod then I have no business uploading it there anyways. It would require, in my mind, a commitment to continuely ensure the mod is running as intended.
This and my other mods have always been from the start a project of personal passion. Sharing it with the community in an "as in" state was always the goal. My personal time, like most of you, is limited.
Can you please make it so that the pistol shows up on the leg holster like the magnet mod one? Id use that one but his conflicts with other clothing mods
Hi, just wanted to ask about a possible future update wherein the straps and such are fully textured on the "inside"; the leg straps for instance are only textured on one side, and it's easy to spot the mesh just cutting off and being invisible at many angles (especially apparent if the character isn't wearing anything). Even just making the backsides a dithered dark texture would be okay, so long as nothing is see through.
bhardy345, my man, this mod of yours is great. If I could put together a mod for myself, your Belts & Holsters mod is what I'd make. Better, actually. No surprise then, Belts and Holsters was the 1st mod I wanted to add to my game. But no such luck. I had most of your other mods downloaded, too, so I tried to add a couple of those. Didn't happen. Didn't work. After reading some of the other posts here and learning that others were having problems, too, I found myself really annoyed that Bethesda made such a hash of the modding structure/protocol. Modding is 3/4 of what makes Bethesda games fly. Do they really understand that?
Anyway, . . . when the modding for Starfield settles down (and people aren't posting 4 different ways to add mods), how about adding a banner saying "Works now!" <lol> Something like that. And pls include detailed info on how to install, just in case. I'll be keeping an eye out. It'd be just great to have your mod in my game.
Tx for posting your work. Hope you continue making new stuff, too.
Hey thanks for the message! I am thrilled yoi love this and my other mods.
This mod works still. You may have to copy and paste the textures to MyDocuments for them to show. Modding Starfield compared to Falloit 4 has a lot of "why the hell did they do it like that" things happening with Bethesda. It was certainly a struggle and learning curve. Coming back now I found everything got jacked up hard from a big update. I had to repair my jacket mod. The Bandana is broken still. Remeshes of vanilla items got switched too. A lot of my personal mods got wrecked too.
Anywho. I did a fresh install and used Vortex then copied my textures to MyDocs. Activated it Creations after. Make sure the injection mod is installed too. All working.
@bhardy345: Thank you for taking the time to respond. (I pretty much always assume that the mod authors get more mail or posts than they can handle. No complaints there. But a reply is great. Encouraging! <lol>)
No fooling, I think I've now read 5 different instructions from mod authors on how to Manually install Starfield mods. Seriously. And a lot of modders are now blowing off the manual-install folks with a note that only a Vortex install is supported. Kind of a downer, that. As for all of the different instructions, I'm guessing that the mod authors are just dashing off a note without giving it much thought. I wanted to use Vortex. But the security on my machine won't allow it. (Steam and Nexus are both very invasive connections.) Anyway, the IT guys say no, so I'm stuck with Manual install.
And now, guess what? You, my man, have just added yet another route for Manually installing the mods. You think I should add the texture files to MyDocuments?? Maybe you meant MyGames? Other mod authors say to use MyGames. But they vary on the details. Some examples: MyGames\Starfield\textures\(modFiles) MyGames\Starfield\date\textures\(modFiles) MyGames\Starfield\data\contents\textures\(modFiles) Then there are other suggestions on how to add the modFiles to C:\...\Steam\steamapps\common\Starfield\Data\(modFiles) Next are the special files for Starfield: SFPluginsTxtEnabler.dll, plugins.txt, and StarfieldCustom.ini.
I was thinking that your suggestion was #6, but maybe it's more like #10. <lol>
I've tried all of the suggestions, and I've not been able to add a single mod to my game (except for the good ol' trusty .bat files). Most days I give it another go. I don't hold this against the modders. I think Bethesda really let me down with this sloppy mod structure. And it's not even the the mess that gets me--it's the fact that I've yet to find a single, clear, unambiguous, and complete set of instructions from Bethesda on how to add mods Manually.
A couple of weeks ago I paid US$60 for a Starfield "Bundle" that sounded like it included everything. (Steam was having a sale.) This wasn't supposed to be a US$15 early-release beta game served up with lots of bugs!
So, . . . my bad. I shouldn't be blowing off steam on you mod posts page. But I typed it out, so I'm leaving it here. Duh. But I won't mind at all if you toss it. :)
Maybe I just need a couple of gin fizzies! . . . I'm off. Tx for reading. (And I'm not always such a crank. I don't think.)
Manual installation of mods is one of those things where you need to know what you are doing. Can't really blame anyone but yourself, no offense, especially if you are still not able to install a single mod. Maybe watch a few youtube videos if you are a visual person. Besides that why game on a company controlled device, get your own gear and tell IT to f*#@ off and game/mod in glorious peace with mod organizers.
I do sympathize so here is a general answer.
For manual install you need to put the entire contents of the Data folder into your installed directory. So when you do open up your steam folder you will have everything in the directory path you mentioned in your comment looking like this: C:\...\Steam\steamapps\common\Starfield\Data\(modFiles). You should see the .esm for my mod in your data folder.
To make sure textures load in game you'll want to also copy the contents of Data/Textures into your Starfield folder within your MyDocuments area. That directory will be the same path just like the steam install so it will look like this: MyGames\Starfield\Data\textures\(modFiles) (in your example you forgot the Data folder).
You then need to activate the plugin. Launch the game, go into the creations menu before loading/starting a game and select your load order. Make sure my mod is checked off. You shouldn't need the plugin.ini thing that used to be needed. I don't use it anymore myself.
Also if you want the items to be loaded to vendors and don't want to craft/cheat them in you'll also need to download and install the optional addon in my files for script injection. This gets dropped into the main starfield directory too under Data, just like the main mod (nothing here goes into MyDocuments though this time, no textures are with this .zip). Make sure you activate it in creations ingame too.
Um, my MO2 is seeing the "Script Injection" mod as an .esp, NOT an .esm like it's supposed to be. I have removed the script injection mod. I'll letcha know if it works or not... hopefully.
currently there are no mods that actually make your pistol visible when holstered. apparently not a lot of ppl mind pretending there pistol isnt invisible lol
There is a creation club content that does that, but it costs 100 credits. Still game comes with free 100 credits which I just spent on it. Starfield Creations - Magnetic Weapon Holsters
216 comments
If textures are not loading (they are black) copy your Textures folder from the mod into your data folder within the MyDocuments section for the game.
Items can be found the originally intended vendors per the mod description but a quick review:
New Atlantis - Jemison Mercantile: Leather belt/holster and standalone pack.
New Atlantis - Outland: Tactical rigs, related accessories and compatible pack
New Atlantis - UC Surplus: Tactical belt/holster, tactical pouches, armor vests with related accessories and compatible pack
Neon City - Trade Authority: Tactical belt/holster, tactical pouches, plated vests with related accessories and compatible pack
All Clothing style vendors have a chance to sell the tucked variants of clothing just like the way vanilla clothing outfits are available randomly.
This update was solely for personal use for a new playthrough. It is what it is and I wanted to share.
Also, I have no intention of making this available for Xbox or creations. I have pretty strong opinions about creations and it ultimately goes against the spirit of modding in my mind. From a logical standpoint though if I'm not able to actively update and create a polished mod then I have no business uploading it there anyways. It would require, in my mind, a commitment to continuely ensure the mod is running as intended.
This and my other mods have always been from the start a project of personal passion. Sharing it with the community in an "as in" state was always the goal. My personal time, like most of you, is limited.
Anyway, . . . when the modding for Starfield settles down (and people aren't posting 4 different ways to add mods), how about adding a banner saying "Works now!" <lol> Something like that. And pls include detailed info on how to install, just in case. I'll be keeping an eye out. It'd be just great to have your mod in my game.
Tx for posting your work. Hope you continue making new stuff, too.
Warm regards.
This mod works still. You may have to copy and paste the textures to MyDocuments for them to show. Modding Starfield compared to Falloit 4 has a lot of "why the hell did they do it like that" things happening with Bethesda. It was certainly a struggle and learning curve. Coming back now I found everything got jacked up hard from a big update. I had to repair my jacket mod. The Bandana is broken still. Remeshes of vanilla items got switched too. A lot of my personal mods got wrecked too.
Anywho. I did a fresh install and used Vortex then copied my textures to MyDocs. Activated it Creations after. Make sure the injection mod is installed too. All working.
No fooling, I think I've now read 5 different instructions from mod authors on how to Manually install Starfield mods. Seriously. And a lot of modders are now blowing off the manual-install folks with a note that only a Vortex install is supported. Kind of a downer, that. As for all of the different instructions, I'm guessing that the mod authors are just dashing off a note without giving it much thought. I wanted to use Vortex. But the security on my machine won't allow it. (Steam and Nexus are both very invasive connections.) Anyway, the IT guys say no, so I'm stuck with Manual install.
And now, guess what? You, my man, have just added yet another route for Manually installing the mods. You think I should add the texture files to MyDocuments?? Maybe you meant MyGames? Other mod authors say to use MyGames. But they vary on the details. Some examples:
MyGames\Starfield\textures\(modFiles)
MyGames\Starfield\date\textures\(modFiles)
MyGames\Starfield\data\contents\textures\(modFiles)
Then there are other suggestions on how to add the modFiles to C:\...\Steam\steamapps\common\Starfield\Data\(modFiles)
Next are the special files for Starfield: SFPluginsTxtEnabler.dll, plugins.txt, and StarfieldCustom.ini.
I was thinking that your suggestion was #6, but maybe it's more like #10. <lol>
I've tried all of the suggestions, and I've not been able to add a single mod to my game (except for the good ol' trusty .bat files). Most days I give it another go. I don't hold this against the modders. I think Bethesda really let me down with this sloppy mod structure. And it's not even the the mess that gets me--it's the fact that I've yet to find a single, clear, unambiguous, and complete set of instructions from Bethesda on how to add mods Manually.
A couple of weeks ago I paid US$60 for a Starfield "Bundle" that sounded like it included everything. (Steam was having a sale.) This wasn't supposed to be a US$15 early-release beta game served up with lots of bugs!
So, . . . my bad. I shouldn't be blowing off steam on you mod posts page. But I typed it out, so I'm leaving it here. Duh. But I won't mind at all if you toss it. :)
Maybe I just need a couple of gin fizzies! . . . I'm off. Tx for reading. (And I'm not always such a crank. I don't think.)
Best to you.
I do sympathize so here is a general answer.
For manual install you need to put the entire contents of the Data folder into your installed directory. So when you do open up your steam folder you will have everything in the directory path you mentioned in your comment looking like this:
C:\...\Steam\steamapps\common\Starfield\Data\(modFiles). You should see the .esm for my mod in your data folder.
To make sure textures load in game you'll want to also copy the contents of Data/Textures into your Starfield folder within your MyDocuments area. That directory will be the same path just like the steam install so it will look like this:
MyGames\Starfield\Data\textures\(modFiles) (in your example you forgot the Data folder).
You then need to activate the plugin. Launch the game, go into the creations menu before loading/starting a game and select your load order. Make sure my mod is checked off. You shouldn't need the plugin.ini thing that used to be needed. I don't use it anymore myself.
Also if you want the items to be loaded to vendors and don't want to craft/cheat them in you'll also need to download and install the optional addon in my files for script injection. This gets dropped into the main starfield directory too under Data, just like the main mod (nothing here goes into MyDocuments though this time, no textures are with this .zip). Make sure you activate it in creations ingame too.
Hope that helps.
Cheers, Aqvarivs
Update:
So it works but only craft... "specific vendors" do not spawn those items on thir trade list
Thank you
Starfield Creations - Magnetic Weapon Holsters