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  1. MrZHDarkstar
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    Sticky
    Previously stated information regarding the optional files cleaned up and put into a sticky post for easy reference
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Remesh Compat Patches are named with the following structure: Starborn Space Suit Visor FX Plus - (Name of Armor Set, abbreviated if needed)(H or S, depending on which Starborn helmet model is used by the remesh)

    H patches are for the "Starborn Hunter Helmet" used by The Hunter, as well as the Materia, Locus, Tenebris, Vi, Avitus, and Venator suits
    S patches are for the "Starborn Helmet" used by generic Starborn enemies and The Emissary, as well as the Gravitas, Tempus, Solis, and Astra suits

    I know that they look similar because the difference is the existence/absence of a single word. However, I opted to write them this way so that you can tell which one the remesh uses based on filenames for textures that may be included alongside the remeshes, as they also have that single word difference in filenames.

    The only armor entry overrides contained in the main file are those for the Starborn spacesuits in the base game. The optional files are plugins to be used alongside mods that replace other suits with some variant of the Starborn suit that do not contain esm plugins themselves. An example of this kind of mod is in the description page, as it was instrumental in making iterative testing just a little bit more efficient and served as inspiration to expand on Krevil's previous work.

    If you don't plan on using a mod that replaces Spacesuit X with Starborn Suit Y, then you don't need the optional files. If you do, then you need to do a little digging into that mod's files to see which optional file you'd need, unless that mod's author says exactly which Starborn helmet they used for their mod. If you see the word Hunter in any of the filenames or the mod's description/comments, then you would need the H variant of the replaced suit's optional file, and using the S variant if no such mention exists. If you're not sure, link the replacer mod in question, and I'll tell you which you need, if it's even compatible*.

    *Any mod that mashes together bits of other pieces of equipment to change the mesh of the Starborn helmets themselves might not work with this mod until we have tools that can decode the reflection data contained in the NPC Starborn helmets that allows them to do the animation.

    Only reply to this particular post if you need clarification on which optional file to use with a linked replacer mod. All other replies to this post will be removed.
  2. xman563
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    omg thank you. it works
  3. NeoKingArthur
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    Hi, I think this mod needs an update since the latest patch. The script doesn't seem to work anymore. Also, is the new script fix ready to auto-apply the translucent effect when the helmet appears when going into a non-breathable zone?
    1. MrZHDarkstar
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      I haven't played the game in a couple months and haven't even installed the latest update. Been busy playing and making mods for Marvel's Midnight Suns. I'll update Starfield over the weekend and see what's going on.
    2. phinix
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      Oh snap! I bet that happened one of those times I hit "mark all as read" when my tracked mods list got massively inflated recently while the site was doing the update, causing me to miss the notification. Thanks for steering me right. :)
    3. MrZHDarkstar
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      Just booted up the game for the first time in months, and the mod is still working just fine with the latest game update. If you're having any issues since updating the game, you might want to double check your load order and any new mods that you may have installed. Remember that any mod that overwrites the records of the Starborn helmets or any of the helmets within the compat patches will cause the mod to malfunction.

      As for tweaking the script to address the issues you mentioned, I'm gonna be completely honest. It's way at the bottom of my priority list. Trying to keep a rekindled Midnight Suns modding scene from puffing out and getting my computer ready to return to streaming are pretty much all I'm focused on right now when it comes to gaming work. Since the issue is more of a minor annoyance than anything else, I don't see an emergent need to work on it. At least, not until the CK comes out and we have full documentation of what's available in this game's version of Papyrus. Last thing I want to do is spend time and energy trying to find a workaround with the currently available knowledge, only to find out that there was a far simpler solution using some as-of-yet-undocumented scripting functions that were added for Starfield.
    4. NeoKingArthur
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      Ohh yeah, you're right. Sorry. It was caused by Simple Immersive Helmets mod. I wanted to have the helmet overlay filter when in first-person mode. And loading that mod last is the only way to get it to work with the Starborn helmet I'm wearing. It just happens to be a coincidence that I applied that mod order after the patch update. When I reorder that mod to be before the Visor FX mod, the visor FX mod works again now. But now I'm losing the helmet overlay filter when using it. Oh well, it's fine. I guess it's just not compatible at all between the two mods.

      I do have one question about something that I noticed, When wearing "Constellation Helmet" that has been replaced by the Constellation Starborn mod, the helmet visor effect looks great with the lighting inside the helmet. But when I used the TN's modular Staborn helmet Venator, which has the same Hunter Helmet design, the interior lighting doesn't appear. This is the comparison between Barrett wearing the Constellation Helmet, and my character wearing the modular Starborn Helmet Venator. Note that Barrett has interior lighting while my character doesn't.

      I already tested by adding the Constellation helmet to myself and wear it straightaway, and the lighting works there, just not on the Modular Starborn Venator helmet. It's not a big deal, I can just use the Constellation helmet instead. But I'm just curious as to why that's happening.

  4. phinix
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    Not really a bug per say so I thought I'd post here rather than a bug report...

    It appears the script that handles syncing NPC helmets with the player's current setting may need an exclusion for the actual Hunter NPC. I just ran into a situation in a new game where you see the Hunter walking into the Viewport in New Atlantis before you even know who they are, and their helmet was cleared to match mine which could be considered a bit of a story spoiler for people who don't know their identity.
    1. MrZHDarkstar
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      That was fixed in version 1.1.2. You need to update your installed mod, as it shows that you only downloaded 1.1
  5. DragonDude01
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    Why can I see a gray cap clipping through my Venator spacesuit helmet? any idea how to fix?
    1. MrZHDarkstar
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      I can't diagnose what I can't see. Please provide a screenshot.
    2. DragonDude01
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      It looks like the cap that keeps the characters hair from freely flowing, like a hairnet kinda. It almost looks as if the helmet pushed downwards from the mod, or conflicts with the vanilla suit somehow.
      This is a link to the picture below
      Screenshot of cap glitch starfield
    3. MrZHDarkstar
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      What you're seeing is the flight cap that prevents hair clipping out of the helmet. However, that's the first time I've seen that kind of clipping with the Hunter helmet mesh. The mod used to take the screenshot used in the header image uses the same Hunter helmet mesh, but there's no clipping through it, as you can see. So obviously, my first thought is going to be to figure out if it's something on your end that's causing this to happen.

      Do you have any mods installed that affect the size scale of characters, like one of the height randomizers? When making your character, did you set the sliders to make the head exceptionally longer? Have you tried clearing your shader cache?
    4. DragonDude01
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      Turns out my character head model was using the thin side, and for some reason it makes the head stretch upwards, I changed it down a little bit and the problem is solved. Good thinking about the head size slider, I never even thought about that, thanks. 
    5. MrZHDarkstar
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      Glad that I was able to help you figure it out.
  6. Jaywray98
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    Hi first of amazing mod, ive gotten it working as ive tested the standard starborn armor.  But i cant get it working with The Wanderer of the Starfield Suit -Constellation Spacesuit Replacer mod.  Even using the ConstellationS and ConstellationH Addons.  Am i doing somethiing wrong or is this armor mod just incompatible?
    1. MrZHDarkstar
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      Compatibility with that mod would require the changes laid out in the second section of the Adding Compatibility document in the Articles section of this mod page. Because of the permissions of the replacer mod in question, the author would have to publish the necessary modified .nif themselves or grant me permission to do so alongside the compatibility patch required to use this mod with it. 
  7. NeoKingArthur
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    Is it just me or is the one with the compatibility with remesh-only replacers made the visor practically non-existent? I mean, looking at the first screenshot, we can still see that the face is behind the glass visor. The glass effect is still visible. But in the second screenshot, which is what I experienced myself as well, it doesn't look like a glass anymore, but looks like the visor completely removed like they're not wearing any. Is this expected?

    Also, Barrett's face is still hidden behind the helmet with the visor completely blocked out when meeting him the first time on Vectera. Not sure how to toggle this since I don't have the aid item with me. How do I spawn the aid item?

    UPDATE: Actually, I find that the missing visor glass comes from the Constellation Replacer - Starborn mod itself. If I don't have it installed, the visor glass still looks correct. The moment I installed the replacer, my normal starborn helmet visor just disappears when I toggle the effect. There has to be some way that the to stop the constellation replacer to affect the glass effect.
    1. MrZHDarkstar
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      Not sure how to toggle this since I don't have the aid item with me. How do I spawn the aid item?
      The aid item gets added to your inventory the first time you equip something with the ManufacturerStarborn keyword attached to it. That part was carried over from the original VFX mod, and it didn't dawn on me to update it to automatically put it in the player's inventory immediately when I added support for Starborn replacers. I'll update this soon.

      For now, you can add them to your inventory via additem console command. Here are the FormID and EditorID of the items, with the XX being dependent on your load order.
      ShowHideVisorItem - XX000809
      AutoVisorToggleItem - XX00080C
    2. NeoKingArthur
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      Thanks for the reply, I actually spawn the starborn spacesuit via console commands and I get the manual and auto visor toggle item automatically upon equipping it, but yeah the NPC aid item is still missing and I'll wait for your update.

      Also, have you manage to investigate why the glass visor effect is totally missing when I had the Constellation - Starborn spacesuit replacer installed? I even specifically exclude the texture file from being replaced, making the helmet to look like the vanilla starborn helmet, but the moment the effect toggle is turned on, the entire glass disappears instead of having a translucent effect like in your first screenshot.
    3. NeoKingArthur
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      I found the root cause of the missing glass. There are two files in the Replacer mod that caused it:
      Data\Textures\Clothes\spacesuit_starborn_01\spacesuit_starborn_visorfx_opacity.dds
      Data\Textures\Clothes\spacesuit_starborn_01\hunter\spacesuit_starborn_hunter_visor_transparent_opacity.dds

      If I remove those two texture files, the effect from your mod works great. Like so:


      But you can still see that NPC Barret's visor is still solid here. And might need that NPC reset aid item soon. For now, this is my workaround to prevent the completely missing visor glass.
    4. MrZHDarkstar
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      There are only three aid items in the mod. The manual and auto toggle items control the FX settings, which is applied to everyone who isn't a Starborn NPC and are currently given to the player when equipping Starborn gear and you don't have them in your inventory, scripted that way in case you accidentally transfer the toggles to another container.

      The third aid item in the mod, NPC Reset FX, is craftable at a pharmaceutical station and is used to fix situations when a nearby NPC isn't following the Visor FX settings for some reason. The way this works, in the simplest terms, is that it replaces the player's "aura" that attaches the FX Status monitoring script to NPCs with an aura that removes the script from NPCs and then turns back on the original aura after a few seconds have passed. This actually might have been the easier solution to use in your new game situation now that I think about it. Going to make sure one gets added to the player inventory OnQuestInit, in addition to the toggle items.
    5. MrZHDarkstar
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      Just to make sure, you're using the ConstellationH optional file, correct? That's the one which was designed for use with the the Constellation replacer you're using, as that replacer uses the Hunter helmet mesh.
    6. NeoKingArthur
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      Yes, I am using the optional ConstellationH helmet file and I already added the .esm into the StarfieldCustom.ini file. But for now, I'm doing some clean-up of the texture files myself anyway to make sure the effects work. I dislike the blue visor from the replacer mod so I'm changing them anyway.
    7. NeoKingArthur
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      After tweaking a few texture files, I got it to look pefect now. The Visor FX looks great and actually can still see the glass in front of the face instead of removing the entire glass. The colour looks great, and I can live with having Barrett face behind the opaque glass for now at the start of the game since I don't have access to the pharma station yet. But it would be nice to have the third aid item added at the start of the game for those using the replacer mod which replaces Barrett's spacesuit from the beginning.

      For now, I can live with this, and it looks great:
    8. MrZHDarkstar
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      NPC Reset item is Reset NPC Visor FX "Reset NPC Visor FX" [ALCH:XX00080F]

      This console command should tell you the exact FormID for your load order
      help "Reset NPC Visor FX"
    9. MrZHDarkstar
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      Latest update pushed
    10. NeoKingArthur
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      Thanks for the update, I got the NPC reset aid item now no problem. But it doesn't seem to do anything for Barrett in the opening scene, but it's probably because he's just an NPC and not a "companion" yet. But that's okay, thanks for the update anyway. I'll progress my playthrough a bit more to see how it behaves.
    11. MrZHDarkstar
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      Last thing I can think of is to take everything from Barrett and use the resetinventory console command on him.
    12. NeoKingArthur
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      Yeah, that's all right no problem. It's only at the start of the game anyway and he's just there in that one scene. So it's not a big deal. But the mod works really well now after removing those two files I mentioned in the comments above. And with the modular starborn spacesuit mod, I actually have the liberty to equip it as separate suit and helmet.
    13. NeoKingArthur
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      Weird. I've progressed enough to have Sarah as my companion, and the effect is still not applying to her hunter helmet.
      I gave her both the replaced constellation helmet, and also the TN's modular starborn helmet. Both of which don't have the effect applied.
      This is my load order:

      TNModularStarbornSuits.esm
      Mordular Starborn - No Unity Requirement Patch.esm
      TNModularStarbornNPCVisor.esm
      StarbornSpacesuitVisorFX.esm
      StarbornSpaceSuitVisorFX - Constellation Hunter.esm

      I have used the NPC reset aid item multiple times, as well as toggle both auto and manual effect items, and it only works for the player, but not to the NPC. Am I missing something here?
    14. MrZHDarkstar
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      I don't know why I didn't notice before, but I think I know the root of your issues. 
      I already added the .esm into the StarfieldCustom.ini file
      Don't use the testfile method because load order is not guaranteed with that method. Only using the Plugins.txt Enabler can guarantee a consistently working load order.
    15. NeoKingArthur
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      Yeah, I'm not using that method anymore for the last few days. I already use Vortex to handle everything now. I already have plugins.txt enabler. That list I mentioned on my load order in my previous comment. That's from my plugins.txt alongside around 36 other ESMs in my load order which they are all working fine. So it has to be something else causing it.
    16. NeoKingArthur
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      The interesting thing is, I remember when I met the Hunter in New Atlantis Viewport bar, and when I talked to him, he has his visor translucent, making his face visible. But it's not working when I use it on Sarah or any other companion.

      Note that I'm using the separate helmet that I crafted in the workbench from the TNModularStarbornSuits.esm. And I crafted the identical helmet between my player and the companion for them to equip.
    17. NeoKingArthur
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      Another thing I noticed is that when I transition from one map to another like from a settlement then onto the outside, the helmet always started as solid, regardless of the setting whether using Auto or manual. I always have to use the aid item to cycle between OFF then ON for the effect to trigger. I wish the script could have happened every time we load into a map or to detect whether the area is breathable or not.

      Also, I'm using these mods as well, not sure if they're impacting the effects or not:
      Hide Spacesuit in Breathable Areas at Starfield Nexus - Mods and Community (nexusmods.com)
      NPCs Take Environmental Damage at Starfield Nexus - Mods and Community (nexusmods.com)
      Show Spacesuit When Taking Environmental Damage at Starfield Nexus - Mods and Community (nexusmods.com)
      Linked Companion Spacesuit at Starfield Nexus - Mods and Community (nexusmods.com)
    18. NeoKingArthur
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      Okay, here's another weird thing. I gave a constellation helmet (the one replaced with starborn hunter helmet) to Supervisor Lin as a follower. This time, the transparent FX worked on Lin. It actually triggers automatically even when transitioning between breathable area which hides the helmet and the space suit, and when going out to unbreathable area, the suit and helmet appears, and the translucent effect applies to Lin. But my player helmet stays solid. Only when I need to click the aid item again to cycle between off then on again, my helmet visor becomes translucent.

      But this only works on non-companion NPCs like Lin, and I guess to some extent the Hunter NPC when he appears. But not on companion NPCs like Sarah or Barrett.
    19. MrZHDarkstar
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      At this point of getting to the root of your issues, I'm gonna be referring to some of the nuts and bolts of the mod that are only visible in xEdit. If you don't have xEdit set up on your computer, I need you to install it so you can check up on these things by loading your plugins.txt in xEdit. Part of me thinks that this issue lies within other mods you might have installed, and I have no plans of downloading and recreating your load order to test this, especially if you have altered any of your installed mods yourself or have installed mods that aren't available here.

      The PreMQ106_StarbornHunter [NPC_:0021C5B4] being affected was a long-unnoticed oversight I corrected in version 1.1.2 because for some reason they didn't include the NPC_Starborn_Perk [PERK:0012A089] in his record, which is the primary part of the conditions section of StarbornVisorApplyEffect [MGEF:XX000801]. If you have installed a mod that may have added that perk to the Constellation companions, then that would prevent StarbornVisorMonitorEffect [MGEF:XX000802] from being attached to them. To check if the aforementioned perk is attached to someone it shouldn't, use to FormID search box to pull up its record and then click the "Referenced By" tab on the bottom of the right window pane. Other than the record that starts with "MQ401h_", you should not see any record that doesn't have Starborn in its name. If you start seeing the names of companions there, the esm file listed on the right is the problem.

      Also, for the NPC Reset item to work properly, you need to use the toggle items to turn off both fx first and have the Reset set to a hotkey to use it outside of the inventory screen.
    20. NeoKingArthur
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      Hmm, I see. If an NPC starborn perk is causing issue, it could be coming from this mod that I added: Badass Constellation Companions (Added Starborn Version). I'll see if I can test using your recommendation to make sure, but that could be the first step since I did install the variant that gives starborn powers to companions. (And I also have starborn power myself that I added via console with the PSB command).

      I'll try to change it to a variant without the starborn power to see if that makes a difference. But this companion mod is installed fairly new, and I've had the same NPC visor issue since before installing this mod.
    21. MrZHDarkstar
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      You could still use the version that adds Starborn powers if you edit the .esm yourself in xEdit. Just remove the NPC_StarBorn_Perk from the mod's record overrides. Honestly, I don't know why that mod even added that in, as the perk isn't needed for the NPCs to use Starborn powers and tactics. Starborn Companions 2.5 does so without the NPC perk. The only thing that perk really does is make them immune to EM damage and affects fall damage.

      After editing/uninstalling Badass Constellation Companions (Added Starborn Version), you will need to make sure that the companions don't have the perk anymore by using the "hasperk 0012A089" console command on them. If the result is anything other than 0, then use "removeperk 0012A089" on them. Then use the NPC Reset item after you've verified that your companions no longer have the perk.
    22. NeoKingArthur
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      Ahh geez, THANK YOU!! It really was that mod. I switched it to the non-starborn powers variant and when I load in checked with the hasperk command towards Sarah and it was flagged as 0. Then I flew to Vectera and lo and behold, it works. Thanks for helping out pointing me in the right direction about this. I really appreciate it.

    23. MrZHDarkstar
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      You're very welcome. Glad to finally put this support saga to rest. And like I said, you could still use the Starborn power version of that mod if you edit it yourself to remove the Starborn perk from the record overrides. Although, I would go with the other Starborn power companion mod that I mentioned since it lacks the Starborn perk in its overrides and adds the Starborn powers to all of the named companions, not just the Constellation ones.
    24. NeoKingArthur
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      Just one more question. When we change area to a non-breathable zone either through a transition airlock or a loading screen and the helmet spawns to become visible, is it normal that the visor is always solid? I have to manually cycle either the Auto or Manual FX toggle aid item just so the visor can become translucent again?

      It doesn't seem to happen to NPC anymore after that last fix, for NPCs now they automatically have translucent visor whenever we load into a non-breathable atmosphere zone. But the main character always starts solid. Is it normal, or is there something I need to do for the script to always load for the player every time the helmet appears so the visor is always translucent all the time?
    25. MrZHDarkstar
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      Looking at the scripts, I know what tweaks I'd need to make to fix those issues. However, it may take a while to get to it, as my focus has been on a mod I'm working on for Marvel Midnight Suns. Unless you or somebody you know can interpret the .mat/.props.txt files spat out from umodel and recreate the materials* I need in UE4.26 for my mod, I probably won't be getting around to the fixes needed here until at least the weekend.

      *In order to have a chance of my remesh mod working with the outfit's in-game material and palette swapping, I'd need to recreate that material, its parent material, and the parent material of the previously mentioned parent material.
    26. NeoKingArthur
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      Yeah, not a problem. Take your time.
  8. kraww
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    I am really struggling with finding clear instructions on how exactly to use this... I have tried spawning some suits using the .additem command and I dont see the effect working. Really struggling, could anyone explain step by step what I need to do in game to see this in action? Thank you!
    1. MrZHDarkstar
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      When you first install the mod, items to toggle/reset the FX are added to your inventory and the default Visor FX states are Automatic = On and Manual = Off. Automatic mode opens/closes the visor based on whether or not you're currently in combat. Turning Manual FX on opens the visor regardless of combat state. 

      If you are using a mod that adds the NPC_Starborn_Perk to your companions, like Badass Constellation Companions (Added Starborn Version), the effect won't work with your Constellation companions because that mod needlessly adds the aforementioned perk to your Constellation companions and this mod only works on NPCs that lack that perk.
  9. KryoZet
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    I tested this with my mod and it absolutely looks sick! Well done mate 👍
  10. unirevenge
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    thanks for the mod it's awesome.
  11. nadukrow
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    First had to say you deserve this endorsement. Really enjoying the mod!

    I also use the Constellation Replacer mod and curiously I saw this mod needed an update. I'm sorry for the confusion on my end, but I find it hard to know which optional download I should go for.

    Starborn Space Suit Visor FX Plus - ConstellationH 
    or
    Starborn Space Suit Visor FX Plus - ConstellationS
    1. MrZHDarkstar
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      ConstellationH is the one you need, as the replacer mod uses the Hunter helmet. I changed up the naming and description to make it more of a general catch-all compatibility patch with other replacer mods that may come in the future. I'll update the description to clarify the nomenclature used.
    2. nadukrow
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      Thank you!
    3. katalysis
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      I'm still confused. The description for ConstellationH and ConstellationS are exactly the same...?
    4. MrZHDarkstar
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      H patches say "Starborn Hunter Helmet" used by The Hunter, as well as the Materia, Locus, Tenebris, Vi, Avitus, and Venator suits
      S patches say "Starborn Helmet" used by generic Starborn enemies and The Emissary, as well as the Gravitas, Tempus, Solis, and Astra suits

      I know that they look similar because the difference is the existence/absence of a single word. However, I opted to write them this way so that it's you can tell which one the remesh uses based on filenames for textures that may be included alongside the remeshes, as they also have that single word difference in filenames.
    5. katalysis
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      Oh I missed that word. Thanks for the clarification. I'd say it's rather difficult to parse out that one difference in a long sentence that is otherwise identical, so you may run into more cases of confusion. Not to mention that I'm willing to bet 99.999% of players won't know the difference between a Hunter Starborn Helmet and non-Hunter Starborn Helmet, or which their other mods may be modifying/replacing. I certainly didn't, until this moment.

      Quick question: does the optional "auto toggle fx based on combat state" mean the visor will turn opaque during combat, and return to translucent when out-of-combat?
    6. MrZHDarkstar
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      I'll try to find a shorter way to get the point across and update the descriptions again.
      Quick question: does the optional "auto toggle fx based on combat state" mean the visor will turn opaque during combat, and return to translucent when out-of-combat?
      That's exactly what it means, although the out-of-combat transition may take a couple seconds to kick in
    7. nadukrow
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      I just came to the update you made with the main file.

      Does the 1.1 file render the 1.01 ConstellationH unnecessary?

      And if the optional files remain necessary, would it make sense to download both ConstellationH and ConstellationS (it looks like each speaks to different Starborn-type armor)
    8. MrZHDarkstar
      MrZHDarkstar
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      Does the 1.1 file render the 1.01 ConstellationH unnecessary?

      And if the optional files remain necessary, would it make sense to download both ConstellationH and ConstellationS (it looks like each speaks to different Starborn-type armor)
      The only armor entry overrides contained in the main file are those for the Starborn spacesuits in the base game. The optional files are plugins to be used alongside mods that replace other suits with some variant of the Starborn suit that do not contain esm plugins themselves. An example of this kind of mod is in the description page, as it was instrumental in making iterative testing just a little bit more efficient and served as inspiration to expand on Krevil's previous work.

      If you don't plan on using a mod that replaces Spacesuit X with Starborn Suit Y, then you don't need the optional files. If you do, then you need to do a little digging into that mod's files to see which optional file you'd need, unless that mod's author says exactly which Starborn helmet they used for their mod. If you see the word Hunter in any of the filenames or the mod's description/comments, then you would need the H variant of the replaced suit's optional file, and using the S variant if no such mention exists. If you're not sure, link the replacer mod in question, and I'll tell you which you need, if it's even compatible*.

      *Any mod that mashes together bits of other pieces of equipment to change the mesh of the Starborn helmets themselves might not work with this mod until we have tools that can decode the reflection data contained in the NPC Starborn helmets that allows them to do the animation.
    9. nadukrow
      nadukrow
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      Thanks again!