r/starfieldmods

Request to port over ZY20042's biome mods
▲ 22 r/starfieldmods+1 crossposts

Request to port over ZY20042's biome mods

Hello!

I would like a modder who has a nexus account to port over ZY's biome mods over on creations. Us console peeps would enjoy his biome mods.

Screenshot is for the mod author's requirements if you are interested.

u/mustafao0 — 4 hours ago

There seems to be some kind of "engine poison" on my modded ships: none-to-low engine power; and red engine bars, despite no damage.

I'm running into a really interesting bug. It seems like ships with significant mods develop an "engine poison", wherein they gradually lose power, until you get little or no speed at all after some number of jumps. Swapping out some of the hubs & engines gets maybe 10% power back Currently afflicting ships I have (re)built with Falkland, ASC-Deimos, and VTI Habs; not affecting my main ship that only has some ASC-Deimos scanners added.

Anyone else ever run into this particular kind of issue?

reddit.com
u/unquietwiki — 11 hours ago

Seamless planet takeoffs, coming soon... ish

i spent days trying to figure out why the stars weren't aligning properly, turns out its a vanilla issue, not much i can do about that. I will be trying to fade in the space imagespace so the lighting change wont be abrupt. Also need to figure out how to fade out the atmosphere and clouds, then it should be pretty seamless.

youtube.com

Cyromancers - A New Faction - Regret buying this damn thing

This mod has been bugged ever since the Free Lane update, with your companion, in my case currently VASCO, missing all of its textures.

It's been months since Free Lanes came out; fix this damn mod already, it cost us enough!

reddit.com
u/SgtSilock — 22 hours ago

Pointer Handle Totals for reference.

I wanted to help console users who want to add mods but are afraid of what might cause their game to crash. I have been working on this mod list for a while. And im only sharing it as a guide. This is what my log stated starting a new game with Roleplayers alternate start on Neon. Keep in mind if i had saved on New Atlantis you might see higher totals. Ideally to avoid instability it should be lower than the number i have which is 1,917,913. I wouldnt go higher than 1850000 if you want a stable game.

Again this is my experience and your rig and mod preferences may differ. I dont use a lot of outpost mods unless its to decorate. If you are going to decorate choose 1 or 2 that have the majority of what you are looking for and try not to have overlap.

If you are building ships having both Stroud and Falkland wont allow you to have others with habs. If you want to use Watchtower you are probably hosed. I hope this information helps someone.

u/JournalistOk9266 — 21 hours ago

Issues with Holster and Astra-19

Trying to get the astra-19 to work with mag weapon holsters.

any advice? Google AI was a waste of time.

doesnt work when i load the game.

u/steveofblades — 20 hours ago
▲ 61 r/starfieldmods+1 crossposts

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

​

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

I can’t hover with my jet pack in genesis, please I’m desperate

I have all the mods installed, I am pretty far into the story and I have tried a lot of times but it doesn’t seem to work, does anyone know how to?

reddit.com
u/Emergency_Barber_368 — 19 hours ago
▲ 46 r/starfieldmods+2 crossposts

July 2026 Spaceship Build Challenge 🚀 | Starfield | “Frontier Explorer”

We think it’s time to introduce our first spaceship build challenge, so here it is!

Your task: Design a spaceship using the vanilla Starfield ship builder (= NO mods).

Theme: “Frontier Explorer”

Rules

  • Create a vessel that looks ready to venture into the unknown in Starfield
  • Vanilla ship builder, no mods
  • It can be small or large, practical or luxurious, but it needs to fit the theme somehow
  • The main factor that will decide the winner is originality. Keep that in mind.
  • Use the Build Challenge Entry Post Flair to share your spaceship on r/spaceships

Share screenshots from multiple angles and, if you'd like, tell us a bit about your ship's role and backstory in the body of the post or in the comments - it can help in the final decision process of who will be chosen as the winner of this build challenge.

Speaking of the winner, they will be rewarded with a unique User Flair they will be able to show off on this sub. For this first build challenge, we will consolidate the best entries (according to the mod team) and put them into a poll post where you will decide who should win.

You all have until Tuesday, July 21st, to post your Starfield spaceships.

Big thanks to u/UnspeakableBadger for letting us use their incredible spaceship build for this announcement.

Let’s start!

(Note: We are beginning with Starfield because those are the ships we are getting here the most out of all the spaceship building games. If this challenge is successful and you all like it, we will introduce bigger prizes and more games + themes.)

u/Vondrr — 1 day ago

In Place Doors Yourself, is there a way to remove doors?

Like if I just want one point of entry to a hab that is side by side with another one. Instead of both entryways, I just have one. Is this possible?

reddit.com
u/Rhoeri — 1 day ago

Rangers, Writing, and Starfield v Skyrim

A few years ago, when I first played Starfield, it felt like a typical Bethesda release. Rushed, buggy, with a lot of bad writing that we would rely on modders to fix, like we had with games like Skyrim and Fallout 4.

I wasn't as negative on Starfield for this reason.

I'm currently going through it again because of the Terran Armada release. I figured "By this time, I bet there are all kinds of great mods to fix all the poor or contrary writing, lots of better quests, etc.," just like going back to Skyrim. In Skyrim, I barely touch vanilla content these days, because the mods are just that good.

I am at the end of the Freestar Rangers questline and it's probably the most glaring piece of bad quest-writing in the entire game. There's a post from three years ago that sums it up here: https://www.reddit.com/r/Starfield/comments/17wnpaj/freestar\_ranger\_ending\_not\_satisfying/#:\~:text=I%20wanted%20to%20arrest%20the,wanted%20to%20arrest%20Paxton%20Hull.

In a game where your main purpose is to belong to a group of explorers, where you're pushed towards being "good" at each turn, murdering everybody is just a bad way to go. It feels unfinished. Even the one GOOD part of writing, finding out that in the sort of "libertarian" utopia of the Freestar Collective, the capitalist is just as forced into corruption as he is in the real world, doesn't shine through because you're forced to kill him. Then you get your ship with a prison cell in it like the game is mocking you.

My question, though, is why haven't modders made better versions of these quests? Is it impossible to do? Is it just a showing of people mostly giving up on Bethesda with this game? Just not as many modders as there are for Skyrim or FO4?

Help me out, guys. What's going on here?

reddit.com
u/Richiesusername — 1 day ago

Currently working on giving laser weapons a mod slot so you can customize their beam colors

Is this something people would be interested in having? I was making it for myself, but if people want something like this, then I can upload it to Nexus. Currently, I only have 2 weapons with the ability to modify their laser beam colors: the Equinox and the Cathode.

Right now, the colors are pink, green, red, orange, white (sorta), cyan, and purple. The default laser beam is also there to choose.

youtu.be
u/cinnaminiii — 1 day ago

Video trailer for Unbound: An upcoming story quest mod from AlmightySE, creator of Everbright

The trailer was uploaded a couple weeks ago and I missed it, but apparently the mod's in QA testing and should be releasing soon.

Description: Frontier Mining was once a thriving mining hub. Now it sits abandoned, without power, without a crew, and with a reputation for being haunted. For Leona, its new owner, it was supposed to be a fresh start.

What begins as a simple job to restore power and investigate the mine soon turns into something much larger. The mine has its secrets. So does Leona.

As Frontier Mining slowly comes back to life, so does the life Leona thought she had left behind.

youtube.com
u/Capn_C — 2 days ago

WIP Mod ⚠️ Galaxy In Flux

I’m currently developing Galaxy in Flux, a new Starfield mod focused on making POIs feel genuinely inhabited and reactive. (Safe to use with Trade Wars or as a standalone mod).

The mod injects expanded leveled NPC populations into a wide range of locations: outposts, science labs, bio labs, research sites, and similar POIs. So these areas no longer appear empty when you arrive.

Civilians, workers, and local security will spawn organically and behave as if they’re defending their homes, creating a more lived‑in atmosphere and adding real stakes to exploration.

The goal is to make the Settled Systems feel active, populated, and worth protecting.

Features
* Dynamic NPC population injected into a wide range of POIs

* Outposts and labs that feel inhabited, active, and worth defending

* Organic encounters that evolve the tone of exploration

* A more reactive, lived‑in Settled Systems

Step into a galaxy that’s no longer empty and cold, it’s alive and fighting to survive.

Hope to share more when it's closer to release and hope you enjoy!

Thank you to the many of you playing my mods. The support is incredible, I truly mean it!

u/Gamerroundup — 2 days ago

Are there any cybernetics eye mods that give the reflective glow effect some characters from movies like riddick and sinners have?

Always loved that reflective effect and I'd love to have it on my character. Does anyone know of mods that do this? Are there any mod creators I could contact to see if they could make it? For free is the hope but I do not expect anyone to work for free or bend over backwards for me so I won't beg or poke at people to do it and I do not expect anyone to jump because I said to 😅

Btw, sorry if the pictures look low res or cropped, reddit auto filtered and took down the last post I made because of these pictures. Maybe blood is just a no go even if it’s from a movie?.. who knows

Thanks in advance for the help!

u/TheSilentTitan — 2 days ago
▲ 60 r/starfieldmods+1 crossposts

Is this the result of staying in the first universe?

Been playing a lot of Starfield lately and loving it but recently the combat has got very boring. I’m level 130 and still in first universe as I don’t like the idea of losing my custom ships. I play on extreme difficulty for ground combat but every enemy dies in 1-2 shots and I barely take any damage at all. What little I do take I get back very quickly from the bloodthirsty effect and rejuvenation.

I play with Royal Galaxy mod as well as a mod to keep enemies scaling with my level so I thought this wouldn’t happen? All my gear is max quality.

Do I just need to get to high NG cycles for the damage dealt and received debuffs?

EDIT: As some have suggested I just installed Dark Star (instead of royal galaxy) and a mod to limit my HP gain per level to 5 (my total HP went from >3000 to 1015), boarded a ship in Serpentis and instantly got killed! This is more like it!!

reddit.com
u/LeeFrost1975 — 2 days ago

Preview-2 Custom Icelandic Terrain

Made this as a concept to test how the game handles large flatlands

u/Jaccku010 — 3 days ago
▲ 163 r/starfieldmods+3 crossposts

Starfield Co-Op Mod Is Here

Today, on Starfield Essentials, I show the new co-op mod by Ramisotti.

Does it work? Is it fun?

00:00:00 Intro

00:00:12 Background

00:03:21 Installing the mod

00:05:02 Starting a game

00:06:16 Playing co-op

00:06:48 Conclusion

00:07:04 Thank Yous

00:07:55 Outro

If you want to download the code, visit this GitHub repo:

https://github.com/ramisotti13-eng/pulsar-tool

UPDATE: Cosideci provided a link to the Starfield Together code from 2023, which is NOT related to the project in my video. Unfortunately I did not get this link in time for the video.

https://github.com/tiltedphoques/TiltedEvolution/tree/starfield_together

youtu.be
u/taosecurity — 3 days ago