Just as an FYI to any users of this mod, the latest Starfield patch broke meshes and now the terminals added by this mod are invisible in game. They still work, but you can't see them. Fortunately, the fix for this is simple: the four meshes just need to be updated to be compatible with the current (1.11) version of Starfield. I don't know if SkinnyPig2 is still working on this mod or not, but in case not, users can fix the meshes themselves. You just need two tools, both of which you can find here on the Nexus:
1. Manually download both of the above tools and extract them wherever (or just run them from the compressed file; it doesn't really matter). 2. Open the Faction Requisition Kiosks .zip file and extract Faction Requisition Kiosks - Main.ba2 to somewhere convenient, like your desktop. 3. Run BAE and use it to extract the ba2 file - it's pretty self-explanatory. I put the extracted contents into a new folder on my desktop. 4. Open the .nif Mesh Path Migration Tool. Follow the instructions found on its Nexus page to update the extracted meshes folder. Ignore the other extracted folders (textures, materials, etc.). 5. Drag and drop the updated meshes folder into your Starfield Data folder. You do not need to copy over all the other folders.
That's it! The next time you run the game, you should be able to see the mod's terminals again.
thank you for your concern and this detailed guide, but i think you're mistaken. i updated the meshes not long after the may update came out and have been using this mod myself without issue since. i'm on game version 1.11.36 and mod version 1.0.3 and the kiosks appear as they should.
For anyone experiencing a similar issue to Tantalus010, version 1.0.3 of this mod, which updated the meshes, also packed the loose assets into a .ba2 archive. i think the problem could be that version 1.0.2's loose files are still present in your Data folder and its older meshes are overwriting the updated meshes from the .ba2. if that is the case, i'd recommend just deleting all the old loose files and reinstalling the latest version. I should have made that clear in the 1.0.3 changelog.
Ahh, well, crud, that is likely the issue then. I thought I only had the loose files in the Documents\Data directory (which I had deleted when I updated to 1.03), but maybe Vortex also had links to the loose files in the game directory and I was unaware of them. Sorry!
Can you add "Mark I" into Constellation kiosk? It make sence cause advanced\superior version of the suit ialmost impossible get via standart way and without this grades this suit getting useless at the late game even comparing with superior standart Constellation spacesuit
sorry, but I don't think I will. I think, lore-wise, it's locked away for a reason, and I don't want to make any duplicates available or provide an easier alternative way of acquiring it.
however, the lists don't really scale with your level. not saying it's an issue with the mod, but seems like a carried over problem from the shops in the base game. for example, the ranger station is only offering one suit piece of each kind and they are woefully under my level. since asking to fix the shops is a bit too much to expect from this mod, is it possible for it offer more than 1 of each to give it a higher chance to spawn a properly leveled piece of gear?
yeah, i think i see what you're saying. in vanilla, the scaling works by unlocking new quality tiers after reaching certain levels, but you could still come across lower quality gear at higher levels even though you've already crossed the relevant thresholds. this mod uses that vanilla system to keep consistent with the base game; i don't want my kiosks to feel out of place by consistently offering overpowered gear and potentially throwing off the base game's balance. update 1.0.2 increases the quantity and chance of freestar spacesuit spawns and vanguard spacesuit spawns, so hopefully you'll come across gear you'll like more often.
What a wonderful and fair idea, factions should give you gear and its supported in the quests they give; I liked the UC terramorph mission they let you gear up like the OG Aliens movie before the battles :)
Question before I download: Does the gear you can get from these kiosks scale (in the calibrated\refined\advanced\etc. mold) with your level? For example, basic level Constellation gear is basically useless compared to standard looted gear by the time I hit level three, and even on a fresh start I tend to reach that before leaving Krete. (Edit: Okay, I missed a couple of the pics the first time I looked through them, and when I saw those the answer was obviously 'yes.' So... never mind)
Yep! Every item that scales in vanilla scales here. So things like clothes don't scale, but spacesuits, boost packs, weapons, etc. do. Part of why I wanted to make this mod was to make higher level Constellation gear easily accessible because the gear you get at the beginning of the game obviously just stays the same as you progress. The only thing that's lacking with the scaled items in the kiosks, which may be subject to change, is that unique equipment with rare traits will not spawn. But they'll still get better as you level up.
Just a quick note: The placement of the Constellation kiosk will conflict with the placement of the Starborn Services kiosk added by DarkStar Astrodynamics, if attempting to use both mods.
Thanks for letting me know, but, frankly, I'm not intent on moving the Constellation kiosk. I wasn't aware that it'd conflict with your mod, but I do like where I've put it. I think its current location is best, if not for roleplay and immersion purposes being placed squarely next to its counterpart, then simply for aesthetic cohesion with the other terminal, as opposed to being placed elsewhere in the room. If you'd like, I can make a patch for DarkStar Astrodynamics that moves your terminal somewhere close by.
Fantastic idea. Only suggestion would be to add UC Vanguard Captain uniforms to their kiosk. Right now the only way to get them is through console commands or... Murdering another Vanguard Captain...
if you like to have a suggestion for ryujin kiosk, it would be apparel. the ryujin campaign is about speech and stealth and not about combat and health regen. so apparel would be nice to have. +speech and +stealth is the most valueable of ryujin. another one would be +research apparel. would love to see the kiosk sell stealth suit from the ryujin campaign for NG+ after completing ryujin once. another content can be +stealth chems which lowers noise as well as +speech drinks.
for TMD i qwould recommend EM weapons, after the campaign the generic TMD missions require them. mines would be nice to, since alien fauna seems to be made for them.
as mentioned on frontpage ryujin have serval vendors around them, but stuff noted above is not really there as it listed, as well as TMD not selling those noted here.
at least thje crimson fleet i agree. the only thing which come to my mind to be nice to have i think would not be makeable at this point of modding. spoacesuits with extra pocket traits for +carry weight. maybe grenades might fit into the brute theme, amp or even aurora as of chems.
glad you like it! i just added kiosks to Ryujin Tower, thanks for your viewpoint on that suggestion! i have left the TMD hq alone so far, but i did add EM weapons to the Vanguard kiosk.
31 comments
Just as an FYI to any users of this mod, the latest Starfield patch broke meshes and now the terminals added by this mod are invisible in game. They still work, but you can't see them. Fortunately, the fix for this is simple: the four meshes just need to be updated to be compatible with the current (1.11) version of Starfield. I don't know if SkinnyPig2 is still working on this mod or not, but in case not, users can fix the meshes themselves. You just need two tools, both of which you can find here on the Nexus:
1. Bethesda Archive Extractor: https://www.nexusmods.com/starfield/mods/165 - this tool unpacks the BA2 file containing the meshes for the mod.
2. Starfield .nif Mesh Path Migration Tool: https://www.nexusmods.com/starfield/mods/9234 - this tool updates meshes for the current version of Starfield.
Here's what you do:
1. Manually download both of the above tools and extract them wherever (or just run them from the compressed file; it doesn't really matter).
2. Open the Faction Requisition Kiosks .zip file and extract Faction Requisition Kiosks - Main.ba2 to somewhere convenient, like your desktop.
3. Run BAE and use it to extract the ba2 file - it's pretty self-explanatory. I put the extracted contents into a new folder on my desktop.
4. Open the .nif Mesh Path Migration Tool. Follow the instructions found on its Nexus page to update the extracted meshes folder. Ignore the other extracted folders (textures, materials, etc.).
5. Drag and drop the updated meshes folder into your Starfield Data folder. You do not need to copy over all the other folders.
That's it! The next time you run the game, you should be able to see the mod's terminals again.
For anyone experiencing a similar issue to Tantalus010, version 1.0.3 of this mod, which updated the meshes, also packed the loose assets into a .ba2 archive. i think the problem could be that version 1.0.2's loose files are still present in your Data folder and its older meshes are overwriting the updated meshes from the .ba2. if that is the case, i'd recommend just deleting all the old loose files and reinstalling the latest version. I should have made that clear in the 1.0.3 changelog.
however, the lists don't really scale with your level. not saying it's an issue with the mod, but seems like a carried over problem from the shops in the base game. for example, the ranger station is only offering one suit piece of each kind and they are woefully under my level. since asking to fix the shops is a bit too much to expect from this mod, is it possible for it offer more than 1 of each to give it a higher chance to spawn a properly leveled piece of gear?
Another great and immersive idea that fits right in with the base game, thanks for stopping the murder of well dressed allies!
if you like to have a suggestion for ryujin kiosk, it would be apparel. the ryujin campaign is about speech and stealth and not about combat and health regen. so apparel would be nice to have. +speech and +stealth is the most valueable of ryujin. another one would be +research apparel. would love to see the kiosk sell stealth suit from the ryujin campaign for NG+ after completing ryujin once. another content can be +stealth chems which lowers noise as well as +speech drinks.
for TMD i qwould recommend EM weapons, after the campaign the generic TMD missions require them. mines would be nice to, since alien fauna seems to be made for them.
as mentioned on frontpage ryujin have serval vendors around them, but stuff noted above is not really there as it listed, as well as TMD not selling those noted here.
at least thje crimson fleet i agree. the only thing which come to my mind to be nice to have i think would not be makeable at this point of modding. spoacesuits with extra pocket traits for +carry weight. maybe grenades might fit into the brute theme, amp or even aurora as of chems.