r/StarfieldCreationKit

Does anyone know wtf these boxes are?

Does anyone know wtf these boxes are?

Most of the leafy shrubs in the kit have these white boxes around them, and when I try to build them I get “Cannot build item: Nothing is selected.” I can build other things from the mod.

I have tried:

Making the bush part of a list

Making the bush directly constructible

Changing the outpost category

Making a pack-in with it

Making an archive with the model

Clicking things at random

There’s clearly something I’m missing…

u/1337Asshole — 1 day ago

Creating a custom mission board

Hello,

I wanted to create a custom mission board based on a terminal in which you can select the mission board you want to access and clear your bounty on your ship so i don’t need to clutter the ship with multiple large terminal mods.

I have already set up the terminal with the relevant entries but now looking how to access the mission boards. I scrolled through the all object while filtering for mb_ but didn’t find anything related to the factions. Could someone point me in the right direction?

reddit.com
u/xXalex5776Xx — 2 days ago

Error 00000ff1 when creating navmesh

Whether I create navmesh manually or have it auto-generated, I always get a string of errors with the same code:

example: PATHFINDING: <CURRENT> NAVI '' (00000FF1) NavMesh in cell (Unknown Exterior Cell (3,3) should be refinalized, there are navmesh bounds missing

Those always pertain to cells I havent even touched, not even opened to take a look.

Does this always happen?

reddit.com
u/Jeandlewis79uk — 1 day ago

Modify outpost collision on structures?

I made a small, placeable cave but cannot get it to be placed on significantly uneven terrain. The pack-in pivot point is near the top, so it will clip into the ground, and I can raise and lower it, but the ground still needs to be flat enough to accommodate the footprint…

What do I need to do here?

reddit.com
u/1337Asshole — 2 days ago

Can spline end points be deleted? I was experimenting with creating a rotary clothesline decoration, and it's left me with excess splines. Deleting them doesn't seem to remove the marker.

u/Stacks_of_Cats — 5 days ago

Adding text to a dataslate via papyrus script?

I'm trying to create a script that dynamically updates a dataslates text contents when the slate is read.

Everything I can find says that it should work like this:

MySlateBook.SetText(MySlateMessage)

However, compiling it ends up with 'SetText' is not a function

I also tried SetBodyText and SetDescription but those fail too. Anyone know the correct way to do this for Starfield CK?

reddit.com
u/jtzako — 5 days ago
▲ 33 r/StarfieldCreationKit+1 crossposts

Starfield Creation Kit Tutorial - Quick edit Layered Material Swaps by scrolling

Hey all! Trying my hand at video tutorials. This is my first one, just got setup with my tooling so I'll have to refine as I go along.

This tutorial shows you how to quickly edit layered material swaps on statics and packins when editing in the render window, using some handy hotkeys!

Basically, change the color and texture of objects quickly when they have prebuilt options to do so.

Most of my tutorials will be on CK basics, and then some specifics around POIs and dungeon setup.

youtube.com
u/cyberpsyche_mods — 9 days ago
▲ 108 r/StarfieldCreationKit+2 crossposts

Free Lanes update brought randomized loot placement to many locations

Good news! Hadn't seen anyone mentioned this yet, and I'm not sure it was mentioned in any of the official change logs.

It looks like how it works is the loot on a map (or any item really) is assigned into three groups. One of which will be randomly enabled when the map loads, and the rest will be disabled (not visible for players)

So if you noticed the placement and variety of loot differing on many of the new POIs you were not crazy!

Observations:

  • I didn't see this added to any old locations, so it only appears to be the new POIs.
  • Some key loot like boss chests are not included in the random placement, which makes sense to me. If you wanted to do something like that and make it make sense you would need to design locations around that which adds more complexity. That is because you want the boss near the boss chest and levels often are designed to flow a particular way around a boss location/boss fight if they are combat focused.
  • In some maps it seems like the three groups of loot are sort of a low, med, high value loot type arrangement. I haven't looked at a ton of the maps though so could just be the way I'm interpreting the loot selection.
  • The three groups of items to enable/disable include lootable things such as credsticks, containers and displays of all kinds, corpses, and some associated things such as blood decals associated with the corpses/scenery and stuff.

Technical, for mod authors, if you want to inspect:

  • Look for the SFBGS00D_RandomizeDummy activator in a cell on a map, this has a script which performs the random roll OnCellLoad, and chooses a set (number is set by property) number of enable markers to enable. The markers are in a linkref chain. I recommend looking at the script, although I don't think it de-compiles fully via Champollion.
  • Right click SFBGS00D_RandomizeDummy in the object window and look at Use Info to see every location using it currently.
  • To see all the loot in a given group, right click an enable marker, and choose Select Enable State Children. Set your cell view to Selected, (keep in mind cell view only shows you whats in the current cell, not the whole map in an exterior worldspace)

If you want to add it or use it to your POI:

  • There is a packin that has the "kit" of the activator and enable markers, already linked up. "SFBGS00D_RandomizerPackin" to make it easier to place.
  • Looks like you would drop this in, then select groups of loot and items, use batch reference actions to set enable parents on those items to one of the three enable markers, rinse and repeat. At a glance I think that is it?
  • I haven't tested any of this out on a custom POI yet, but I will soon!
u/cyberpsyche_mods — 13 days ago
▲ 6 r/StarfieldCreationKit+1 crossposts

Is it possible to increase the activation range of the Social Skills? (Intimidation, Instigation, etc etc)

Hello, I've been toying around with the Creation Kit as of late. So far I've just been making my own changes to perks, but one thing I haven't been able to figure out so far is how to increase the range in which you can use one of the Social Skills on people.

I know the scanner can have its range increased via a playerskill quest stage, but simply adding that quest from Surveying into the entry table for one of the social skills perks doesn't do anything.

So, I'm pretty much at a dead end for figuring out how to get the Social Skills range to increase. Searching around for any tutorial usually just results in how to import weapons or make quests and such - nothing related to what I'm trying to do.

Ideally, I want the activation range for the skills to go up as the Surveying skill goes up.

(also, so as to not need to make another post, what does the priority in a perk's entry table mean and how does it work? I haven't been able to figure this out.)

reddit.com
u/cinnaminiii — 10 days ago