r/starfieldmods

▲ 5 r/starfieldmods+1 crossposts

Yet another Load Order post lol

Getting tons of crashes after beginning my journey into outpost building. Seems to be happening after entering/exiting build mode, or entering/exiting a crafting station. Also happens seldomly when fast traveling via surface map or star map.

PS5 Pro - base game no DLC

Bought Terran Armada and Shattered Space to be able to use Grindterra Gameplay Overhaul and reduce mod list. Didn't work. Refunded them.

MOD list:

Unofficial Starfield Patch - removed

STAR WARS Resources - NPCs and Props

​Betamax Outpost Framework

​Ship Vendor Framework

​Non Lethal Framework

​Gorefield Starfield Gore Framework

​SKK Fast Start New Game

Grindterra Gameplay Overhaul

​Grindterra Economy Overhaul - removed

​Grindterra Combat Overhaul - removed

​Peak Performance - Immersive Needs

​Real O2 - Oxygen Reserves

​Cost of Spacing

Soft Fuel and Maintenance System

​Shades Added Skills

​Shades Skill Points for Credits or Essence

​Shades Stealth Takedowns

​Better Bad Skills

​Skeleton Key Simple Auto Hack

​Case of Holding

​Starshards

​The Gangs All Here

​200 Ship Crew Slots

​Ramtech AI: The Prologue

​Complete Weather Overhaul

​Complete Weather Overhaul Rainy New Atlantis Addon

​Vanilla Biomes Enhanced - removed

​Darker Space

​Slightly Darker Nights

​Vanilla Flashlight Improvement

​Show Star Names

​Grindterra Planetary POI Generation

​Places of Intrigue Grindterra POI

​Buildings! A Grindterra Mod

​Encounters! A Grindterra Mod

​A Grindterra Sandbox Patch

​Peoples! Grindterra Expansion Pack

​Fauna Grindterra Mini Mod - removed

​Rocks! Grindterra Mini Mod -removed

​POI Variations - No Duplicates

​Fantastical Frontiers - Planet Pet Exploration Overhaul

​Random Creature Sizes - removed

​Mech Enemies

​Xeno Master

​Dark Universe: Takeover

​Mercs and Mayhem Grindterra Outpost Expansion

​More Outpost Raids Grindterra Gameplay Tweak

​Resupply - Immersive and Functional Outpost Exp Pack

​Bards Outpost Recruitment Beacon

​Better Buildable Walls and Doors v1

​Outpost Roads - Buildable and Modular Roads

​Nomad Spacesuit Weapon Player Home

​Ship Builder Categories

​Better Ship Part Snaps

​Better Ship Part Flops

​TNS Class M Ship Building

​Starfield Hair + Beards

​Star Wars Aliens

​Star Wars Alien Player

​All Trilogy Light Sabers

​The Perfect Recipe

​Darkstar Astrodynamics

​Darkstar Manufacturing

​SFV Comp Patch DarkstarAstrodynamics v5

​SFV Keyword Comp Patch Darkstar Astrodynamics - All Vendors

SFV Comp Patch Free Lanes

It's quite a few but I only had 2 crashes in 7 hours prior to starting outpost building and accessing crafting stations, now it's every 5-15 minutes.

Edit 1: turns out I had quite a few incompatible mods that I totally missed in my crazed download frenzy.

Fantastical frontiers, vanilla biomes enhanced, rocks!, fauna!, all incompatible.

I've removed the incompatible mods I found, consolidated various Grindterra mods by using the Grindterra Gameplay Overhaul instead of the individual mods included, and re-ordered some mods that were not in proper order. (At least to my knowledge after investigating)

Edit 2: I'm now encountering crashes when entering/exiting doors/areas, not related to auto save since it's disabled. It randomly crashes using the new Atlantis elevator, entering/exiting my ship, entering the UC security office, entering the lodge, and it even crashed after reading the museum plaque in the basement of the lodge.

Thanks in advance!

Edit 3: removed all the mods, did a hard refresh of the console cache or whatever it's called, re-installed a much smaller mod list at around 30 mods, all small-ish with grindterra gameplay overhaul as the main big one, game was still crashing.

I gave up and refunded the Shattered Space and Terran Armada DLCs and I'll probably be moving to PC.

reddit.com
u/Furyan9x — 4 days ago
▲ 371 r/starfieldmods+1 crossposts

COMING SOON as a PC mod: Seamless Landings without loading screens and 3D Planets

Video teaser can be seen here: https://youtu.be/L-E7tspL6-c

Hey everyone,

I've worked on this thing for roughly half a year at this point, and finally it's starting to look and feel ready enough for me to show it to you!

I'm bringing Seamless Landings on planets and moons without any loading screens to Starfield.

You can do it entirely autopiloted (as seen in the video above), and leave your cockpit seat and walk freely around your ship or enjoy the views while the ship flies from orbit to ground.

Or, you can fly manually too. Fly around in low orbit and enjoy the views, or indeed fly uninterrupted to land on the ground.

You can even land on water! If you ever wondered how it would look if you were allowed to select a spot in the ocean in vanilla Starfield, here's your chance to see that for yourself.

And during your trip to the surface, you'll be flying through real 3D layers of volumetric clouds, driven by climate data and weather systems, thunderstorms and lightning, auroras around the poles, airglow above the night-side horizon, physically-based atmospheric scattering based on the actual atmospheric composition the game data provides, city lights glowing from POIs on the surface, terrain and cloud shadows cast on a global scale, real biomes, oceans, and snowcaps, built from the game's own data and surface maps, re-entryeheat shield effects that fumes against the hull of your ship correctly and leaves a layer of ash, detailed new live cockpit monitoring, and rich new ship HUD elements.

It's still a work in progress, and it's PC-only, made for SFSE. But hopefully you can see from the video just how far along this is.

And now for some background:

After seeing the Seamless Grav Jumps and Seamless Planet Takeoffs mods, and especially after we got cruise mode officially in the game, not being able to also land on planets without loading screens really stood out to me.

I thought it would be a fun small project, but I quickly realized how wrong I was. Because, planet rendering in Space in vanilla starfield is very limited: A planet is represented by a texture, maybe a moving cloud layer, and maybe an atmosphere. Flying closer to it than the game allows will mean flying into a flat texture, and eventually also losing the atmospheric rendering.

So, to build actual seamless landings, I had to completely reimplement Starfield's planet rendering in space in 3D, in a way that looks detailed and sharp at every altitude.

Thankfully, Starfield is actually amazingly physically accurate, and in many ways a true space simulator - it just doesn't ever reveal this to the player, but I could leverage it in my design here. So, the planet rendering is based upon Starfield's biome data and exact surface maps, including climate data, atmospheric composition data, and takes into account things like orbital phase, distance to the sun, distance to the moon(s) orbiting the planet and how they contribute moonlight, and so on. The philosophy is: Starfield's data is the "truth", but we then modulate it by real physics.

I could go on and on about what I've learned from diving in here, and I promise I will - later. For now, I hope you like this teaser.

Oh, and you can support me by listening to my music!
https://youtube.com/frederikwessberg

https://open.spotify.com/artist/2PJfzpQE4QJeUDLOHBfxh0

https://wessberg.me

u/141_1337 — 5 days ago
▲ 4 r/starfieldmods+1 crossposts

Please help with my Star Wars Load Order on Xbox Series X

Hello there

I’m very new to modding and I’ve watched videos and have been reading up on how to convert my Starfield into Star Wars on Xbox, I’ve had mixed success but ultimately i am stuck. Not once have I managed to have Rebels and Imperials working at the same time. So as a last resort I am posting my load order here in the hopes that some kind souls will be able to point out any mistakes or have suggestions for me, many thanks in advance!

Edit- Although there have been so many bugs, a key recurring one is that a female player character has no arms unless wearing certain space suits, I’m not expecting an entirely seamless experience or anything, just functional would be cool

u/Cultural_Bid_4123 — 3 days ago
▲ 140 r/starfieldmods+1 crossposts

Dogs N Cats 0.81 now in Creations

Happy to announce I uploaded Cats N Dogs to Creations, with tentative console versions.

Alas, I don't have a console, so it's a by the documentation conversion of the mod assets. PC version is tested and works exactly as the Nexus one.

Please test in console and provide feedback.

creations.bethesda.net
u/tothatl — 6 days ago
▲ 42 r/starfieldmods+1 crossposts

To clothing mod creators,can we please get some bandana/headbands?

When I first started playing Star field creating my character I saw that old man preset and thought "oh yea lets go,space old man snake from Metal gear" only bummed to see no bandana or headband only head piece being that Marcus fenix durag and at the time that cool eye patch being locked to frank renick. Now the eye patch mod is there but no headwear.

Kind of surprised they skipped out in starfield ,fallout 3 and NV had bandanas,

even 4 had some but just the face,but mods added to the head later.

u/UncJJ87 — 6 days ago
▲ 60 r/starfieldmods+1 crossposts

Shantytowns finally released for all platforms

I was only twelve hours late...

Mod Description:

This mod was conceived as a logical continuation of Scrappy Structures and Sleep Crate Building Kit, which were my favorite outpost mods when they were first published. This mod adds all the color variant combinations of the Akila slum shacks (see known issues...), makes them sealed environments, and adds snap points so they can be fully integrated into the rest of the kit. Sleep Crate Building Kit presented problems when trying to build twenty story towers or other ridiculousness. This mod moves a lot of the decisions or actions the player used to make onto the snap templates and snap behavior. New frames, of varying size, have static floors and dynamic walls, which can be cycled through just like vanilla hab walls. Doors are snapped the same way as airlocks; in fact, you can just cycle the walls to one of three door frames if you don't want to bother building a door...Any piece that says "connector" attaches to both catwalks and platforms, and changes rails based on connection.

The end result is less clicks for bigger buildings.

Other things this mod adds:

Clutter

Furniture

Walls

Lights (Fire! Fire!)

Crafting Stations

Outpost Storage (both large capacity resources and containers for loot sorting)

A zero capacity transfer container - this is for loot sorting, to force loot to move through your storage chain but not make you wonder where <insert awesome thing> got off to...

Some tips for using the mod (I skip instructions, myself, but highly suggest reading this...):

This functions very similar to Outpost Framework and Sleep Crate Building Kit, as far as snaps. Snaps are directional and tend to want to align on the same axis. If something isn't snapping the way you want, change your camera direction, cycle what you're trying to snap to, or both. If something is particularly stubborn, build other things with connecting snap points adjacent to where you're having difficulty, to force a certain alignment.

Not all snaps in this kit work both ways, snap to self, or snap to everything else. Platforms don't snap to catwalks, connectors cannot snap to other connectors, only walls snap to walls. Platforms can serve as roofs, but can't stack on each other.

IN ORDER FOR ROOFS TO WORK PROPERLY ON MULTIPLE STORY BUILDINGS, THE BOTTOM FLOOR MUST BE SNAPPED TO SOMETHING, i.e. a platform or something similar.

Known issues:

Akila Shack 05's color variations decided to stop working. No ETA on a fix.

There are a number of typos. The second "Small Palisade" is the wood gate, number four in the wall menu.

The navmesh is pretty jank. I was really tired when I did it, the kit won't autogenerate the mesh for certain pack-ins, and it seems like what it did generate is generally a mess.

At least one wood ramp and possibly some metal stairs do not have the appropriate keywords for the "connector" rails.

Some catwalk snap points appear to be misaligned. This is probably more an issue with inconsistent pack-in height...

Foundations can be...unpredictable...but the wood ramp is definitely the cause of some weirdness...

Future additions:

Furnished ship habs, with snap points.

More clutter and furniture.

Better pictures and/or description.

Internal stairs.

creations.bethesda.net
u/1337Asshole — 11 days ago
▲ 176 r/starfieldmods+1 crossposts

Packing Heat 1.2 update WIP - Computer consoles

Other than a variety of minor tweaks and improvements, I'm starting to add some decor I didn't have time to get out in the original release. These are dark green and black computer consoles to continue with the re-purposed old school military vibe.

All seven consoles available in vanilla decor will be available in the new coloring. I may add a couple more new console varieties.

Will post more bits and pieces as I get to them.

u/cyberpsyche_mods — 14 days ago
▲ 6 r/starfieldmods+1 crossposts

Mods conflicting with Shattered Space and Terran Armada

It has come to light that Resupply by FecklessCowboy is conflicting with both Shattered Space and The Terran Armada's white security doors locking off the DLC's. You can still use the mod if you have already completed both dlcs you should be relatively fine but a warning to those starting new games wanting to do the DLC Resupply will need to be patched.

EDIT: Updated information from a solid comment that I completely missed last night is that Resupply is more than likely not the issue because it was updated just recently and would be less of the culprit.

EDIT 2: After getting back home and testing Nems and Resupply separately and testing from other commenters it Looks like Resupply did turn out to be the culprit after all so until a patch is released warning to any who install it as of 10/2/26

reddit.com
u/Icy_Judge8250 — 13 days ago