▲ 58 r/StarfieldCreationKit+1 crossposts

Expanding on the pointer handle issue: How we can actually move past it with ship mods

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Hey everyone,

I know the infamous "pointer handle" limit has been discussed to death on this sub, so I’m definitely not claiming to drop brand-new information here. We all know the drill by now: Starfield has a strict internal limit of roughly 2 million pointer handles, heavy mods eat into that cap, and landing a heavily modded ship at a major hub like New Atlantis triggers an instant crash to desktop.

The reason I’ve been doing so much deep diving into this lately is because I’m actually starting my own hab modding journey. I’m trying to learn the ropes, figure out the do’s and don’ts, and make sure I don't build something that breaks people's games. I’ve spoken to several people in the community about it, and after looking into the technical side of how these custom spaces are constructed, a lightbulb really went off.

I wanted to throw a thought-provoking idea out there about how we build these mods moving forward, because it feels like it's time for the community to shift away from old habits.

To get those incredibly unique, non-vanilla shapes inside a ship (like custom industrial piping or heavily padded sci-fi corridors), authors traditionally rely on "kitbashing." They take a blank room and manually layer hundreds—sometimes thousands—of tiny vanilla pipes, wires, wall panels, and clutter pieces to reshape the environment.

The problem isn't the aesthetic; it’s the fact that each of those individual loose pieces requires its own tracking handle. When a single custom hab uses 500 loose pieces to make an amazing wall layout, it forces the engine to carry an immense data load.

Modding has a massive learning curve, and when Starfield first launched, it didn't have the official empty hab system or ship decoration menus. Authors had to find clever workarounds just to give us cool interiors. It was brilliant for its time. But now that the pointer handle bottleneck is common knowledge, it's worth asking: why are we still using that specific, unoptimized trick?

As I've been researching how to build my own project safely, I've realized we don't have to sacrifice high-end, eccentric designs to get a stable game. The community could easily phase out loose-piece kitbashing altogether and achieve the exact same look by leaning into optimization workflows:

  1. Static Collections: Instead of leaving hundreds of individual pipes and wires floating as separate objects in the editor, authors can highlight them and "bake" them into a single file. To the player, it looks like a hyper-detailed wall. To the engine, it goes from 100 pointer handles down to exactly one.

  2. Custom 3D Mesh Rooms: Designing the custom room shape as a single imported 3D model rather than pasting together thousands of tiny vanilla parts. One room shell = one handle.

  3. The Native Ship Decor System: Instead of hardcoding every piece of clutter directly into the hab data, authors can release their custom walls and themes as free-placement decor items. Players can buy an official empty hab and place the assets themselves using the built-in build menu. Bethesda's native ship menu automatically flushes this cache from memory when you walk away, protecting your save file.

This isn't a callout post to bash creators. The artists making these mods are doing incredible, and they paved the way for what ship customization looks like today.

But since we've diagnosed the pointer handle issue a thousand times over, the logical next step for someone like me entering the scene is adapting how we build. If we start encouraging and normalizing optimization tricks like static collections and native decor packs, our favorite high-detail mods can finally become stable enough for everyday playthroughs.

What do you guys think? As I kick off my own modding project, is it time for the modding scene to collectively retire the loose-piece kitbash trick for ship interiors? I would honestly, like to hear some ship mod authors weigh in as well.

reddit.com
u/ChocoBabiChan — 1 day ago
▲ 5 r/NoSodiumStarfieldMods+1 crossposts

Ship Builds Crashing When Confirming?

If you're using Falkland and are on Xbox cloud, you're already pretty much between a rock and hard place since Bethesda still hasn't fixed the load order save issue. However, if you insist on playing with Falkland like myself, and you notice that every time, you're done building your ship, or if you like to play it safe like me and build in pieces, confirm, save, and then go back in, and then suddenly the game crashes when you confirm when you're almost done, you may want to try removing the cargo hall first. 

If after removing the cargo hall, the game allows you to confirm the build, it's actually not the hab itself, it's either the Cargo Reconsidered mod or the Immersive Cargo Halls mod. 

Both Immersive Cargo Halls and Cargo Reconsidered heavily modify how ship inventory scripts, clutter items, and physical storage spaces calculate cargo capacity.

When you use the Falkland 2x2 Cargo Hall hab, the game engine is trying to stitch Falkland’s unique structural data together with the overhauled inventory logic from your cargo mods. The moment you hit "Confirm," the engine tries to instantly register hundreds of modded interior clutter items and container scripts all at once, totally shattering that Form ID ceiling and forcing your cloud session to crash.

Removing that specific 2x2 hab completely cuts the broken link, allowing the ship builder to save successfully.

After disabling or uninstalling those cargo mods, you should be able to safely re-add the cargo hall and confirm your build with no issue.

reddit.com
u/ChocoBabiChan — 10 days ago

Cannot get the CK to Run with Xbox Game Pass Starfield

Everything on Google tells me that it is possible to use the CK with an Xbox Game Pass installed version of Starfield. But every time I try to run it on Steam, it says its missing several .dll files. Two of those files (ssce55964.dll and sl.interposer.dll) are missing from the Steam directory completely.

Apparently, the problem stems from the fact that the CK is not installing the required files because it recognizes that I am running an unowned version of Starfield? It somehow knows this even if I uninstall both the CK and Starfield and reinstall the CK first, then reinstall Starfield; which makes zero sense to me.

I have utilized Google Gemini to walk me through trying to locate, copy, and move the appropriate files in order to make it work, but again, two of these files are completely missing. One of the error files, libxess.dll is already in the Xbox directory, so I dont know why it comes up as missing. The fourth file, steam_api64.dll is hidden somewhat in the steam directory.

Does anyone who uses both platforms have any advice on how to get CK working?

reddit.com
u/ChocoBabiChan — 10 days ago
▲ 10 r/starfieldmods+1 crossposts

Regarding the Anteras Mods

Over the last last few weeks, sprinkled throughout several different conversations, I have seen multiple people complaining about the mod 'Anteras Supra' not working for them. I have not used this mod personally because it doesn't spark my interest, but I noticed that someone I find to be reliable (Crimsonflyboy), when it comes to reviewing paid mods, made a recent video about it.

If you have this mod on your maybe list, or have tried to use it in the past with no success, or are somehow lucky enough to have gotten it to work for you, I encourage you to watch his video about its mod author, Desqell.

youtu.be
u/ChocoBabiChan — 12 days ago

Is the Unity truly worth it?

Im on my third play through due to bad mod corruption, and have accumulated almost 2000 hours of play time, and I have never gone through the Unity, solely because I dont like having to go into anything empty handed. I dont like the fact that there isnt an option to return to your own life. Am I truly missing out? What are the benefits on becoming a starborn?

reddit.com
u/ChocoBabiChan — 15 days ago
▲ 9 r/StarfieldCreationKit+2 crossposts

[Mod Request] Ship/Outpost mod for the NASA Launch Pad & Museum retro assets (with file info)

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Hey everyone,

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I’m looking to see if any experienced modders who are good at pulling static objects/meshes from the Creation Kit would be willing to tackle a decoration project.

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I am absolutely in love with the "Old Earth" retro aesthetic found at the NASA Launch Pad and the NASA Museum POIs, but it breaks my heart that we can't build any of it in our outposts or ships.

I’d love to request an outpost/workshop mod that brings those specific assets over into the build menus. Specifically looking for:

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**The retro NASA desks and matching sittable desk chairs with typing animations.

NASA museum pieces (the model rockets, display items, etc.)

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**The clutter/set dressing (NASA notepads, notebooks, NASA coffee mugs, NASA pens, computers, desk phones, both styles of the NASA pamphlets.) I know the computers and phones exist in other mods, but it would still be great if they all existed together in one mod.

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**The vintage, square 20-inch box fan found on some of the desks/counters there.

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***Some extras that I thought of: NASA Propaganda & Space Posters. Blueprint Hangars / Racks - The wall-mounted clamps holding massive physical blueprints or engineering schematics.

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To help save some hunting time, I managed to track down the exact file names and editor paths for that specific static box fan asset so it doesn't get confused with the lootable ones:

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**Editor ID: Prop_Fan_Box_Static_01

NIF Path: meshes\props\office\deskaccessories\prop_fan_box_static_01.nif

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**Mesh Geometry: geometries\props\office\deskaccessories\prop_fan_box_static_01.mesh

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I know pulling architecture and static clutter out of specific cell layouts and setting them up with proper workshop recipes/snap points takes some real CK wizardry, but a dedicated "NASA Retro" pack would be an absolute game-changer for outpost and ship builders.

Huge thanks to anyone willing to look into this or point me to an existing project if someone is already working on something similar.

reddit.com
u/ChocoBabiChan — 16 days ago

F**k! I broke Sona!

Someone suggested using the recruit anyone mod on Sona so she can come with you on your ship. We'll I tried it, and now she is MIA. Shes not on my ship, not at the lodge. I was hoping it would eventually resolve itself, after removing the mod, but it hasnt and Im too far past a save reload to go back. Im sad...😭💔

reddit.com
u/ChocoBabiChan — 16 days ago

First Battle Ship Encounter

Nearly 2000 playing hours and I just had my first encounter with the Ecliptic Battleship Camulus. Oh how I wished I could board that ship, take out everyone on board and takeover ownership. 😫😮‍💨 Damn you Bethesda!!

reddit.com
u/ChocoBabiChan — 16 days ago

WTH is this thing?

This is the second time I've seen this thing poking up into one of my Habs. I can't seem to find it when I go into ship edit. Anyone know?

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u/ChocoBabiChan — 18 days ago

Ship Door Mod Request

Can someone for the love of shipbuilding please create a mod that blends the complete control of PDY with the variety and aesthetic of Hatch22? I've tried my best to get Hatch 22 to work. Relinquishing pathing control back over to the vanilla system is a hotass mess. Doors being created where you dont want them, falling through floors and walls because of the mod, only to end being trapped in a room without any doors at all. I really wanted to like it because of the sliding doors, but it has to go. A mod that combines the two would be the pièce de résistance!

reddit.com
u/ChocoBabiChan — 18 days ago
▲ 1 r/starfieldmods+1 crossposts

A question about ASC Deimos and Ship Configurator

I just installed both, started building a ship and the parts started gliching. More like turning invisible. I would close out of build mode, go back in, and sometimes that would resolve it for a bit, but it would happen again. Restarting the game didnt help either. The camera keeps gliching as well. PDY doors become invisible when im working with them. Sometimes habs wont click together and look ghostly.

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It only started when I started clicking through the ASC Deimos parts and adding them to my ship. Then all the time. I disabled ship configurator, and it still happened. It didnt stop happening until I disabled ASC Deimos as well. Is this a common or known issue? Could one of my other mods be conflicting with either of these mods? If so, does anyone know which ones specifically are known to conflict?

reddit.com
u/ChocoBabiChan — 19 days ago
▲ 13 r/StarfieldCreationKit+1 crossposts

I have a challenge for mod makers

I’ve been wanting to delve into mod making but can’t afford a pc and with a game like starfield there’s so much that could be done ship building wise I’ve been trying to recreate a ship from a uk to series called red dwarf and I was wondering if any mod makers would even attempt to try and make a mod pack to allow people to build there own or even build one to buy from a vendor or if it was out of the realms of possibility there is a couple other ships in the show such as starbug and the blue midget I will attach photos I’m just curious of how far the engine can be pushed.

u/ChocoBabiChan — 20 days ago

My Delta is gone.

One day about 2 weeks ago, I landed at one of my outposts, and right away I saw a message that said, Delta is no longer following you. I didn't think it was a big deal because I figured he was preparing for another challenge or something. But nope. He straight up left and disappeared into the ether. I cannot find him. He's nowhere on my ship, or any of my outposts. He's not at Anchorpoint with Roxanne. He's not at that creepy homestead that Google suggested. Hes not at that Terran Starstation that Google suggested. He's not in my crew list. Dude is completly gone and Im out of ideas on where to look or how to get him back.

reddit.com
u/ChocoBabiChan — 21 days ago
▲ 266 r/Starfield

Found the Face of Mars Snowglobe.

Its on that big mountain behind Cydonia, in the right eye socket. So the farthest eyesocket from Cydonia.

u/ChocoBabiChan — 21 days ago
▲ 125 r/NoSodiumStarfieldMods+1 crossposts

A request to all ship hab modder's

Please for the love of God, turn off NPC sandboxing in the captians quarters. Or at least give us the option to. There is no reason for crew to be chillin in our private space. Thanks in advance.

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reddit.com
u/ChocoBabiChan — 24 days ago

Terran Onboard My Ship

Did a latent Terran Incursion and when I got back on board my ship, there was a Terran robot shooting up Cora. All my crew is armed, and not one of them came to her aid. 🤣💀

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u/ChocoBabiChan — 26 days ago