Hi there, I would like to accomplish this with my own personal plugin that I have for personal changes to the game. I am a little confused on your terminology. I know that the CK has an object window and you said to edit the Object ID to NULL however in the CK there is only Form ID and Editor ID. Unless that is terminology from Xedit. I changed the Editor ID in the CK to null however that had no effect as the FURN items still used the keyword just renamed to NULL. Or is that all that is necessary ?
I made this mod in xEdit. Nulling the Object ID in the Default Object Manager prevents the game from recognizing the FurnitureScaleActorToOne keyword, so the individual FURN and TERM records that contain it don't have to be edited to prevent actor resizing. So far as I can tell, CK doesn't allow access to the DOM, so the only way to reproduce the effect of this mod in CK is to delete the keyword from all (~900) records in which it occurs, which will in turn create compatibility issues with other mods that touch those records (as well as mods that add new FURN and/or TERM records).
The NPC Height Variation Toolkit is recommended, but not required. Also, the core of the Toolkit is an esm plugin, just like this mod. To make proper use of such files, you really need the Plugins.txt Enabler, which in turn requires the SFSE. You can technically enable them by adding sTestFile entries to your StarfieldCustom.ini, but I wouldn't advise it.
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Great work ermakysion!
Can I run this withoutt NPC Height Variation Toolkit? Playing the Game Pass version so can't run SFSE plugins yet.