I got this mod over Creation Club. I must say I enjoy this more than other player home for the sheer reason that this is Paradiso and we get a prime view of the beach. Sadly, Paradiso is rather stupid of a resort to overlook a boring pond (or very small lake). I don't see why they can't simply make it a beach overlooking the ocean? I got a few beach outpost like this. Anyhow, this is not a criticism for the mod.
Curious question: would it be better to install mods through Creation Club or NexusMods if we have a choice? Which place do mod authors prioritize with update?
I also must commend DownfallNemesis for having several free mods along with the paid mods on Creation Club. It doesn't feel like the author is greedy. And I gladly pay for the reasonably priced mod to support the author.
For that shuttle service mod, I only wish we get a nicer looking shuttle, lol. Not saying I hate the mod, but I came in with higher expectation, like a bar to buy food, and eating animation at the table. More scenery to look at. Maybe, just maybe, let the shuttle ride goes on indefinitely and the player control when the shuttle lands. A bit like the tram system in Cyberpunk, I ride it for the scenery. Sorry for speaking so much about this mod. Creation Club has no comment section for us to talk about it over there.
I do not know how to make this work as that requires a lot of scripting and understanding of the outpost system and that is not something I'm very good at just yet.
What would be the use of assigning a crew here? For aesthetic? This is the only reason I would do it. You get 1 NPC that doesn't despawn. You can fully customize him/her with their look/outfit. I tried spawning NPC using console command, but most cases they just stand around like an idiot (like 24/7 standing in 1 spot). So crew would make sense as they have scripts to walk around.
sadly doesn't work for me. Tried with Vortex, did manual install and launching the game with sfse, even tried to put mods into the MyGames...Data folder that exists for some reason. This and all the extra deco mods don't seem to work for me. Only running several mods, the rest are simple mods that does work.
EDIT: after many issues with manual install and using Vortex, this works when using MO2. Thanks!
Clearly you did something wrong. I started with Vortex (because its overly advertised), but ended up regretting it and migrated everything to MO2. Best decision ever. I have been using MO2 since Skyrim and Fallout 4 era as well. Can't go wrong.
With MO2, I only manual installed SFSE and Address Library. Everything else is handled by MO2. Oh, I use Vortex to handle Posters and Billboards because Vortex has a more robust selector/conflict handler among 5-6 different mobs. But it's strictly for texture replacer.
Nice. I always wanted a home in paradiso. i like the outpost version too. i have been using it along with another mod that adds many extra crew beyond the vanilla companions. It is a much nicer home than the stock vanilla habs for my character when visiting my outposts, and I love that it can be built just about anywhere.
Okay. In version 2 I have to buy the cabin (I already had it), but now the basement is missing. I know it made no sense, but it was useful. Did I miss something in the Vortex installation?
The home is not there for me. The POI shows on the map and I get the message that I've arrived at the home when running to it, but all I see is a single door floating above the beach. When I fast travel to the POI, I end up in a small hab somewhere in the ether lol.
I'm not having any other issues with the game/mods I have. Any ideas as to what the issue could be?
I keep reading that the small .ESMs (ESLs) can be wonky at times and the games read their data wrong sometimes, so I've uploaded a a full .esm version which should work without issues. But it takes up one of the 253 plugin slots.
Make sure you remove the small esm version, save the game, then install the full esm version!
Yeah the small esm really F'd my game (Paradiso would not render properly and would change each reload!) and I had to not only un-install, but also go back to a save from before I installed this mod. Then I found this:
From Elminster's notes on the release of xEdit for Starfield: "Fragility in FormID Formats with ESL FlaggingCompared to previous games, changes in the format of file-specific FormIDs have been observed when any masters are flagged as ESL. This alteration significantly compromises the internal structure of all affected modules. Should the ESL flag status of a master change in either direction, dependent modules will become misreadable—unless all masters revert to their original ESL state.
To elaborate on the term "misreadable": While the file remains structurally valid, allowing the game, CK, and other tools to read it, the association between the contained records and their respective modules becomes scrambled. As a result, a FormID that once referenced, or a record that overrode a record in ModA, may unexpectedly appear to belong to ModB. This shift could potentially lead to overriding or referencing entirely different records of completely different types.
In addition to this fragility, this new design lacks clear advantages and adds a layer of complexity for any tools designed to support Starfield module files with ESL-flagged masters. As of the time of writing, no known tools support this new format. Consequently, no files that would be affected by this change are currently in circulation, offering Bethesda an opportunity to reverse this ill-advised alteration."
So, using a full master sounds like the right way to go and I'll try your mod again using that. :)
With the full master version, I don't get the messed-up textures anymore, but the cabin is still not appearing, and also the NPC's in Paradiso just stand around and don't move. I don't have any other mods that affect Paradiso (supposedly), so I'm wondering if it's a load order issue at this point. I have no idea how to test that efficiently with over 120 mods installed.
With 120 mods it sounds more like the game is causing you issues. There have been reports about the game going wonky at a certain mod count for some people. Someone on another mod of mine commented this a while ago:
Just wanted to post an update regarding my issues, bit of a long post incoming, apologies for that but I figure it may help someone else..
After a lot of testing and troubleshooting, I've come to the conclusion that going above a certain plugin limit (after some research it seems to be a different number for different people, some people say it happens ~120-150 plugins, others report no issues - for me it's ~90 active plugins) causes the game to not load certain data from plugins above that number. One of the new SFBGSXXX.esm's has updated location data for some of the cities and my suspicion is that this data no longer loads correctly as they're loaded in ESL/ESH space, which I believe happens after "normal" plugins. After trimming and merging a few mods together in xEdit everything is as it should be.
I'm no expert on this matter, so I may have come to some wrong conclusions, but trimming my load order down has fixed my issues regarding NA or The Well and I can finally now see the furnished home.
Yes, I have heavily tested my game and gotten it to a stable state with the mods I have loaded. I have specific tests I look at to determine if I've loaded to many mods. Even within that, this mod is not working. So I think it is not the number of mods, but where this mod should fit in the LO. Doing more testing.
EDIT: The latest MO2 version (dev3) takes care of the issue of the new SFBGSXXX.esm not loading at the top of the LO.
For anyone having anything missing, make sure there are no esp's in your load order first of all. Could be an easy oversight when people are tired and want to add one more mod before going to sleep f.ex.
Secondly, as long as mods are made in Creation Kit and new form count matches the type esm there should be no issues. DownfallNemesis has thousands of users, if his mod was the cause this forum would be flooded with reports. It's nice to see DN try and accommodate users of course.
As an FYI, this mod and "Terrifying Terrormorphs" seem to have a conflict. With both mods enabled, I cannot even travel to Paradiso without the game crashing. Don't know how there could be a conflict, but at least in my setup there is.
I'm having the same issue and not sure what could be causing it. I don't have any other mods that alter Paradiso and my mod list is at 108. Corrupted save maybe?
Nicely done! There is a quirk though. When I put plants and other items around the bed. The backdrop color colored the plants as well. Weird. But very nice job!
The wall uses a decal marker, but those markers are all rectangle shaped in the CK. Placing those at round walls causes that issue with item right in front of it.
Adding a version that can be purchased turns out to be harder than I thought. Adding a purchasable key to the Paradiso vendor for some reason doesn't work and creating an dialogue for that neither so far. If I figure it out I'll add that, but so far no luck.
I was thinking about that but I have not quite figured out how dialogue works yet. I will probably take a look at that again after the Dream Home furnished version is done.
I think you need to use a script to add dialog. The author of "Immersive Landing Ramps" added dialog to Vasco. You might want to pm SkinnyPig2 on what to do.
https://www.nexusmods.com/starfield/mods/8093 - the mod for ref
75 comments
Curious question: would it be better to install mods through Creation Club or NexusMods if we have a choice? Which place do mod authors prioritize with update?
I also must commend DownfallNemesis for having several free mods along with the paid mods on Creation Club. It doesn't feel like the author is greedy. And I gladly pay for the reasonably priced mod to support the author.
For that shuttle service mod, I only wish we get a nicer looking shuttle, lol. Not saying I hate the mod, but I came in with higher expectation, like a bar to buy food, and eating animation at the table. More scenery to look at. Maybe, just maybe, let the shuttle ride goes on indefinitely and the player control when the shuttle lands. A bit like the tram system in Cyberpunk, I ride it for the scenery. Sorry for speaking so much about this mod. Creation Club has no comment section for us to talk about it over there.
However, there is a mod that allows you to assign crew to houses. Try it out, maybe it works here too!
CaCAO - Companion and Crew Advanced Overhaul
EDIT: after many issues with manual install and using Vortex, this works when using MO2. Thanks!
With MO2, I only manual installed SFSE and Address Library. Everything else is handled by MO2. Oh, I use Vortex to handle Posters and Billboards because Vortex has a more robust selector/conflict handler among 5-6 different mobs. But it's strictly for texture replacer.
I'm not having any other issues with the game/mods I have. Any ideas as to what the issue could be?
Make sure you remove the small esm version, save the game, then install the full esm version!
From Elminster's notes on the release of xEdit for Starfield:
"Fragility in FormID Formats with ESL FlaggingCompared to previous games, changes in the format of file-specific FormIDs have been observed when any masters are flagged as ESL. This alteration significantly compromises the internal structure of all affected modules. Should the ESL flag status of a master change in either direction, dependent modules will become misreadable—unless all masters revert to their original ESL state.
To elaborate on the term "misreadable": While the file remains structurally valid, allowing the game, CK, and other tools to read it, the association between the contained records and their respective modules becomes scrambled. As a result, a FormID that once referenced, or a record that overrode a record in ModA, may unexpectedly appear to belong to ModB. This shift could potentially lead to overriding or referencing entirely different records of completely different types.
In addition to this fragility, this new design lacks clear advantages and adds a layer of complexity for any tools designed to support Starfield module files with ESL-flagged masters. As of the time of writing, no known tools support this new format. Consequently, no files that would be affected by this change are currently in circulation, offering Bethesda an opportunity to reverse this ill-advised alteration."
So, using a full master sounds like the right way to go and I'll try your mod again using that. :)
I'm about to try the Full ESM.
EDIT: The latest MO2 version (dev3) takes care of the issue of the new SFBGSXXX.esm not loading at the top of the LO.
Secondly, as long as mods are made in Creation Kit and new form count matches the type esm there should be no issues. DownfallNemesis has thousands of users, if his mod was the cause this forum would be flooded with reports. It's nice to see DN try and accommodate users of course.
EDIT: I did finally get it to work (using full master). I've been making so many changes that I honestly don't know what fixed it.
https://www.nexusmods.com/starfield/mods/8093 - the mod for ref
and thanks for your mod! :)