Starfield
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  • Added mod manager button

    Use the mod manager button at your own risk. I have no clue on if it'll work or not, but I really cannot recommend manual install enough. 

    Copy the data folder after extraction, and paste it in your main game directory.  ...

  • Updating outfit mods with meshes from Starfield version 1.10.32.0 to version 1.11.33.0

    As of version 1.11.33.0 of Starfield, all geometry files appear to have been renamed by Bethesda. This will break most existing mesh mods that do not contain all of their respective nif and geometry mesh files, everything from ship modules to outfits to hair mods. Some of these reference huge numbers of geometry files, which unfortunately would be a major task for someone to manually fix. But others — notably outfit replacers — typically only have a single geometry file referenced per nif and so can be modified by either mod makers or users. Here I've focused on some of the popular (mostly) female outfit replacers.

    Geometry files are listed in the spreadsheet without their extension for ease of searching. So for example, b34c8240b25095610763\810f321ec241153eeb09 co...

  • Using txt presets

    WARNING: Console commands may disable achievements if you don't have mods that prevent this behavior.
    TXT presets are an easy way of applying specific morphs to a body without changing other appearance and details - like face, hairstyle, etc. All it affects is the body morphs, so, the body shape.

    How to use txt presets?

    Move txt preset to the game folder, not data.
    Open console in the game.
    Select an npc/player, ensure correct id of the selected actor in the console.
    Execute this, replacing presetname with the preset name without .txt extension:
    bat presetname
    Body preset should be applied correctly.

    What are .txt presets?
    Nothing new: txt preset is a regular file with console commands that are executed upon wri...

  • Morphs

    Morphs are actually so-called shape keys.
    This means that for such a key, all vertex points of a 3D model have a starting point and an end point.
    What ends up looking like a morph movement is just the path of the vertexes from their start to their end point.

    Here you can see that for the waist width:
    ...

  • Texture painting

    With texture painting, drawing is done directly on the 3D model and the whole thing is saved as a 2D graphic.
    With the right tool, you can "stamp" real photos of people onto the 3D model:



    As a 2D image it looks like this:



    Different shots of a person are used for different angles of the individual body regions:



    The whole thing requires a lot of work, but the effort is usually worth it....

  • Starfield Perks BAT: Unlock All Perks Effortlessly

    Automate perk granting in Starfield with this BAT file. Unlock all perks seamlessly for enhanced gameplay....

  • SF Civis Guards Banter Fix new in

    Long story interminable:

    New in version 1.11:
    1. Fix for issue #940
    2. 90% less likely of "having a Terrormorph as pet" dialogue line in The Key.
    3. Some pirates will probably change their suits with some clothing inside The Key.
    4. Minor fix for some inconsistency in Tracker Agents clothing.

    New in version 1.1:
    1. Booth will no longer wear his gas mask inside Cydonia. Use console commands resurrect then evp or resetai if he is still wearing it.
    2. Haddie Gustavsson (CY) is now Haddie Gustavsdottir since is declared "Female" in the GECK. For more info on the subject, loogle for Icelandic patronymic naming system.
    3. You can interact now with Hopetown security lady in front of Best Defense gun shop.
    4. You can happily ...

  • Reserved Mailbox Ids

    Player (StarSim)0
    Core (StarSim))1
    GateSystem (StarSim))2
    JobSystem (StarSim))3
    SimulationSystem (StarSim))4
    UnitysChosen313...

  • 3.1.0 Release - New Weapons inspired by McCovican

    After a long, very involved conversation with McCovican, we agreed it was wise to include his personal patched weapon ideas directly into the DarkStar Astrodynamics mod. With his inspiration, and permission, I introduce you to the Devastator Burst-Ballistic weapon, the Disintegrator Automatic Particle weapon, and the Peacekeeper Burst-EM weapon. These things are... amazing. Totally worth swapping them onto your ship.

    All three are available in NG+ and Pre-NG playthroughs, at the same scaling and unlocks as the existing weapons and from the same vendors.

    As with the other weapons, the NG+ versions also include EM damage where not obvious, and convert the critical effects to Starborn criticals.

    Check the images included on this mod page for more details on...

  • New in SF Civis Vendors More Credits Gradually Increased

    Interminable long story.

    New in version 1.51:
    1. Talia O'Shea will no longer follow you if you want to open the red door in her clinic (The Well).
    2. Removed modifications done to Tracker Alliance Agents - not related to the purpose of this mod.

    New in version 1.5:
    1. Starting with level 30 vendors will have x15 more Credits to barter.
    2. Madame Sauvage and Dietrich Sieghart (NE) will no longer follow you in their shops like those creepy psychic NPCs in Oblivion even if you were
    fully cloaked. If they're still following you, use console commands evp or resetai on them.
    3. Ship Service Technicians will no longer wonder that much if you landed with Starborn ship (less likely 80 -> 90%).
    Some of their Hello lines were rando...

  • Changing Sclera Type

    To change the sclera type of the eyes, copy the commands below into the console. The first command is for the left eye and the second command
    for the right eye. Each command must be entered separately, otherwise it won't work.

    Default
    Female
    14.cf "actor.ChangeHeadPart" "000640B8"
    14.cf "actor.ChangeHeadPart" "00012202"
    Male
    14.cf "actor.ChangeHeadPart" "00062F07"
    14.cf "actor.ChangeHeadPart" "0024A023"Jaundice
    Female
    14.cf "actor.ChangeHeadPart" "0003DDFE"
    14.cf "actor.ChangeHeadPart" "0003DE00"
    Male
    14.cf "actor.ChangeHeadPart" "00062F07"
    14.cf "actor.ChangeHeadPart" "0024A023"Bloodshot
    Female
    14.cf "actor.ChangeHeadPart" "00024CF7"
    14.cf "actor.ChangeHeadPart" "0003DDFF"
    Ma...

  • Super 17 Skills Plus Level 60 Character

    This bat file creates a level 60 Starfield character with the skills that I consider essential for general play, quality of life, and crafting/outpost/ship building, plus 1 million credits. I specify level 60 to unlock all non-quest ship parts. I recommend pairing it with the SKK fast start game mods....

  • Guide - Adding a new filter category or Converting your own workbench into a new category

    Please read the patch creation guide before proceeding

    Part 0: Is custom filter category really needed?
    Ask this question before you start.
    Good use cases:
    -You have a lot of recipes, say crafting of all misc items, that will spam any existing categories
    -You have many recipes not suited for any 10 categories in this framework, say you added recipes for IKEA furniture kits that can be assembled on site
    -You have many similar recipes that must be distinguished via category, say you added star wars armor crafting for both imperial and rebels
    -You already have a standalone workbench and all recipes attached to it, say you patched your mod for New Workbench Essential Framework
    -You are making a collection
    Rebuttal:
    -Unless you a...

  • Guide - Creating a patch with RTFP

    Part 0: What is RTFP?
    It's a SFSE/ASI plugin that enables runtime record patching.
    -It's esm-less, meaning you don't need to worry about 255 plugin limit and dependencies.
    -It's fast, it can patch 300,000 records in 0.5 seconds (yes this crazy mod added 100k weapon mods)
    -It's smart, meaning a patch will be skipped if the plugin to patch is not loaded
    -It's on-demand, meaning you can include your RTFP patch in your mod file and have it lay dormant until the user install RTFP

    Please read the guides from RTFP. You'll need to read at lease Part 1 and 2 to understand some concepts in this article.
    Also, lines started with a # will not be processed, use them as comments



    Part 1: Preps
    0. Download the patch template un...

  • ARMOR RESISTANCES

    SPACESUITS:
    Bounty Hunter – 88 (160)
    Constellation – 60 (130)
    Cydonia – 56 (125)
    Deep Mining – 56 (125)
    Deep Recon – 74 (145)
    Deepcore – 56 (125)
    Deepseeker – 74 (145)
    Deimos – 56 (125)
    Ecliptic – 60 (130)
    Explorer – 74 (145)
    Ground Crew – 56 (125)
    Mercenary – 88 (160)
    Navigator – 56 (125)
    Pirate Assault – 56 (125)
    Pirate Charger – 56 (125)
    Pirate Corsair – 60 (130)
    Pirate Sniper – 56 (125)
    Ranger – 88 (160)
    Shocktroop – 88 (160)
    Space Trucker – 56 (125)
    Star Roamer – 56 (125)
    Trackers Alliance – 88 (160)
    UC AntiXeno – 88 (160)
    UC Armored – 88 (160)
    UC Combat – 79 (150)
    UC Marine – 65 ...

  • List of available NPC presets within Ultimate Preset Collection for CharGenMenu

    ¦__/\  ________  /\_________/\  __________¦
    ¦      \/            \/                      \/                ¦

     Aaron Scott  
     Abbie Edding  
     Ada Lovelace  
     Adella Faheem  
     Adler Kemp  
     Administrator Rookes  
     Admiral Pascual Logan  
     Adrian Brasilia  
     Agent Plato  
     Aggie  
     Ahjong Sinclair  
     Aito Suzuki  
     Aja Mamasa  
     Akila City Security  
     Akila City Security  
     Akila Wall Guard  
     Alara Katrango  
     Alejandra Kane  
     Alex Shadid  
     Alex Vong  
     Alexis Pryce  
     Altagracia Gonzalez  
     Aludra Tahan  
     Amanda...

  • Crew Skill Changes

    NOTE: If some stats are in brackets and have the Letter: "L" at the end that means that that stat change applies if the PLAYER has LEADERSHIP skill at RANK 4.

    CREW SKILLS:
    Ballistics (1): Ballistic weapons do 10% (20%L) more damage
    Ballistics (2): Ballistic weapons do 20% (40%L) more damage.
    Ballistics (3): Ballistic weapons do 30% (60%L) more damage.
    Ballistics (4): Ballistic weapons do 50% (100%L) more damage.
    Concealment (1): Followers no longer set off enemy mines.
    Concealment (2): Running no longer breaks stealth.
    Concealment (3):  Follower gains a Chameleon-like effect when motionless and sneaking.
    Demolitions (1): Explosives do 10% (20%L) more damage.
    Demolitions (2): Explosives do 20% (40%L) more damage.
    Demol...

  • CharGen Resources Tutorial

    For most cases you only need to add to the AVM Simple Groups or AVM Modulation Groups. Skin Colors, Eyebrows, Jewelry, Hair and Beards require a bit morework. I also recommend you set the "minver" of your mod to the latest version available. At the time of writing the latest version is "minver=115"

    Example for a RTFP mod.

    minver=115

    SimpleGroup_EyeColor|add_entr(1:"nyvrak_eye_color_test":"textures/actors/human/faces/eyes/iris_test_color.dds")
    SimpleGroup_Chargen_EyeColor|add_entr(1:"nyvrak_eye_color_test":"textures/actors/human/faces/eyes/iris_test_color.dds")
    FormID List
    Adding to character options that use Headparts. The text below adds a new type of hair for male and female.


    Starfield.esm~0003D9B0|add(Test.es...

  • Quick Cheat Sheet to make your own RTFP file.

    RTFP File Creation Cheat Sheet
    This will be a brief overview of the simplest way I have found to turn large amounts of xEdit data into usable RTFP text files. I did this the tedious way (copy+paste and type out the last two characters while staring at xEdit) a lot - so don't feel silly if you've been doing it this way too!

    Tools needed:
    xEdit version supporting Starfield
    Notepad++ Or any text editor with regex find and replace.

    Overview:
    1: Download Mator's Automation Scripts for xEdit and extract the Edit Scripts folder to your main Starfield directory.

    2: Find your plugin in xEdit and right click your category of choice, and click Apply Script... Let's do some Armor for this example. You can run it on the whole plugin or ...

  • New body model - new UV map

    Because I want to keep mostly the original UVmaps in the game, I have to adapt the mesh of my own body model to the original UV layout.
    This is a complex and lengthy process.


    First you have to divide the body mesh into different regions that correspond to the UV layout (recognizable by the red lines on the body model).
    You can then place the individual regions over the original UV layout and then adjust them by hand to the original size (left).
    In some places vertex by vertex to avoid unsightly seams (bottom right).
    Finally, the texture areas that are not part of the original UV layout must be added using texture paint (in this case the penis).

    This is the fourth time I've gone through this process. But you do everything for a good ...