r/StarfieldCreationKit

▲ 61 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.

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u/ChocoBabiChan — 1 day ago
▲ 4 r/StarfieldCreationKit+1 crossposts

Wwise Help - Using more recent Wwise versions

Hey, I don’t understand how Wwise works in regards to Starfield, I can’t convert local wavs atm, since the Starfield project file for Wwise was made in 2021.1.10. I don’t know how to proceed, and at the moment, I’m just wanting to add some voice lines, can anyone please help me and tell me your experiences with using Wwise on the CK?

reddit.com
u/Blayer98 — 3 days ago

Some information about how to do particle stuff

I was going to do a full on write up about what I found out about how the creation kit for starfield works, but I have issues with sticking to one project at a time. So, instead of having this just sit on my computer thinking "I'll get to it eventually", I'm going to post what information I currently have.

Particle files are stored in the data/particle folder of the game folder and are labeled as .psfx. You can get these files in the Creation Kit folder under Tools>ContentResources.zip.

Particles can be edited in the CK's Particle Editor under View>Particle Editor

You can save a particle project as the base name, or as a new name.

You must archive the .psfx file through the CK to make it a ba2 file so it can appear in game. However, even if the ba2 is properly allocated, you will still need a plugin for the particle to appear. Basically, have both the ba2 and plugin enabled.

On the Inspector:

The inspector gives you the ability to add Components to the form under Components in the Inspector. Particles, dubbed ParticleSystem\_Component, can be added to a form this way among other things. Effect Sequences can also be added via the inspector and are named BGSEffectSequenceComponent.

On the Particle System Define Collection (PSDC):

The PSDC is basically a collection that starfield references in regards to particles and what they will apply to. There aren't many of them, but you can make your own collection or alter ones already available.

The main thing you want to remember to input is the Name for the associated effect. Afaik, it's not a name you would use to reference your work or whatever. It's a name that the game has to look up so it can, I think, find the proper particle effects. If you're just making something for a weapon (typically a tracer since the PSDC is typically used for tracers), then just copy the appropriate name from already made PSDC's. I don't know much about this, but I'm sure that you dont need to do much else with the name if you're doing particle stuff similar to what's already in the PSDC's.

How to change particles for certain forms:

- For weapons

Weapons use multiple particle files for their effects. Generally, one is the muzzle flash, and another is the tracer for the bullet.

To change the muzzle flash, you must open the Inspector under View>Inspector.

Find the desired projectile and select it. It will appear in the Inspector.

Scroll down to the Particle Component Data.

Under Particle Defines, you can change the muzzleflash to the desired .psfx.

However, to change the Tracer particle, you must go to the Particle System Define Collection (PSDC)

You can find a list of weapons that draw their tracer particles under Weapon\_Tracers or Weapon\_Laser\_Tracers

I recommend you duplicate one of those define collections and only have the weapon you wish to alter in the new collection

From there, expand the Define collection for your weapon, then expand Attachment, and change the Particle System Path to your desired .psfx files.

Remember that the .psfx files MUST be archived to ba2 files before they will work.

- For Sequences

Alter the .psfx and archive it as you did for weapons.

Find the appropriate Effect Sequence (EFSQ) you wish to alter

Either alter what is inside the Effect Sequence timeline, or delete everything to add whatever you want.

Explosions - If the form you want to change is an Explosion (EXPL), then use the inspector to change the .psfx like you did for the Weapons.

- Enabling for in game

Simply make the changes you want in the CK, make sure to have both the plugin made and the ba2(s) made, and enable the plugin while also having the ba2 in the proper directory path (should be data/particles). If everything in the CK was done right, you'll see the changes in game. Make sure to repack the particle files if you make any further changes in the Particle editor to your particles that you want to keep.

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u/cinnaminiii — 7 days ago

How are effects given different colored particle effects?

I've been at this for hours and i can't figure out how to replace particle effects or visual effects with another effect or ones I've made. I've been able to make my own particle effect in the particle editor, but I have no idea how to even apply it to something.

Like I want to change the look of the Supernova explosion. Get rid of the mesh and change the particle it emits to something else, but I havent been able to figure out how to do that or how the particle effect is even attached to the explosion.

For weapons, i know changing the color of certain effects are possible. Like bub's railgun's have red lasers and the Watchtower Equinox have Orange lasers, but digging as much as i can into the CK leads me to nothing. Looking up how to do it is also bringing up nothing.

I know effects are attached to nifs and have actual meshes like the Supernova dome, but some use a fxemptynode nif. Looking at things like that in Nifskope doesnt 'really tell me anything.

If anyone has any leads or something to help me with this, please let me know.

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u/cinnaminiii — 11 days ago