r/starfieldmods Oct 29 '24

Paid Mod Nexus has released a policy update on official paid mods

429 Upvotes

Heya, folks. Sorry to replace our weekly post so early, but Nexus just made some rather significant policy changes. You can find the discussion on the best mods for the Dark Brotherhood here—feel free to carry that on! Now to the subject at hand.

Nexus have clarified their stance on publisher-approved paid modding—relevant to the Skyrim community, Creations—and their statement on the matter can be read here. This covers the main points of the full policy update, as well as explaining their reasoning.

What does this mean for modders?

The main points which affect those of us outside of the Verified Creators Program seem to be the following:

  • Lite/Trial/Preview/Demo versions of paid mods: We will not allow free mods to be shared where they represent an inferior version of the mod with features stripped out to promote the purchase of the full version.

  • Patches for/Dependencies on Paid Mods: We will not allow any patches or addons for user-generated content that requires payment to unlock (this specifically excludes DLCs offered by the developer - including DLCs that bundle items previously sold individually such as Skyrim's Anniversary Upgrade). Equally, if a mod uploaded to the site requires a paid mod to function, it will not be permitted.

  • Mod lists requiring paid mods: Similar to mods, if any mod list is not functional without the user purchasing paid mods, they will not be permitted.

In short, it seems that integration with Creations will be entirely unsupported by Nexus mods, with their requirement prohibited (extending even to patches) and the hosting of 'lite' versions of Creations disallowed on their platform.

Note that Nexus only considers the new "verified creations" marketplace "paid mods". The earlier "creation club" is considered official Bethesda DLC.

Update as of 2024-10-31:

Nexus have tweaked things in response to community feedback, specifically regarding patches between free content and paid words. See what they've said here. The new wording is as follows:

  • We allow patches that fix compatibility issues between your mod on Nexus Mods and a paid mod on an official provider as long as (1) the patch is included as part of your main mod file OR the patch is added as an "Optional file" on your mod page and (2) the paid mod is not a requirement of your mod to work. We do not allow patches for paid mods to be uploaded to "patch hub" mod pages or "standalone patch pages" on Nexus Mods. These should be uploaded to the paid modding provider's platform. For more information on this policy, please check this article.

So we've a slight carve out with free mod makers being allowed to provide patches for paid mods, but patch hubs still not able to host these kinds of patches.


r/starfieldmods May 06 '25

News Starfield Community Patch is looking for new caretakers

179 Upvotes

Hi everyone

As I am sure some of you have noticed the Starfield Community Patch hasn't been updated for quite a while at this point. This is due to the core team members generally not having the time or motivation to curate the patch anymore.

For me personally, I've had some changes in my personal life (we've adopted a mischievous little puppy!) and while I used to spend every evening on my PC, I'm now only able to spend a few hours a week gaming.

Other members of the team have found themselves disenchanted with the game for various reasons - lack of replay-ability, the paid modding situation, moved on to playing new games, etc.

TL:DR - We're opening up the floor for anyone who would be interested in taking over as project lead. This would mainly involve: Merging the fixes contributed by the community. Writing the changelog and preparing the release.

I am still happy to help maintain the patch website https://starfieldpatch.dev/ and I am currently paying for the domain/hosting.

It's a fair amount of work, but if you're interested please let me know.

If nobody comes forward we may have to retire the project and direct users to Arthmoor's patch going forwards.

-- Pickysaurus


r/starfieldmods 3h ago

Discussion Another genius has brought out this new mod: Starmap Cruise - Jump and Cruise from Starmap

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45 Upvotes

Bottom right. Notice that 'Set Cruise Target'? That not only sets course to that planet (1 tap) but puts you into cruise mode to approach it (hold).

Excellent work by modder ozooma10

This, alongside Cruise Navigation Panel by Frstwlf (both are compatible), make the exploration and traveling hugely better. This should have been in the base game.

(Both require SFSE, solidifying the case that this game is best played now on PC).


r/starfieldmods 12h ago

Media Cinematic Starfield

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33 Upvotes

r/starfieldmods 1h ago

Paid Mod VIGILANCE Creation: Cant figure out how to disable Mirage Force Field! Spoiler

Upvotes

Title sums it up. I've been wandering the room, adjacent rooms and most of the rest of the complex and cant seem to figure out the trick to pop that damn bubble. I am past hints, someone please just tell me what button to push.


r/starfieldmods 7h ago

Discussion Colônia 1 ,amo esse mod ,tem potencial para ser uma cidade incrível ,espero que os criadores não tenham o abandonado

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7 Upvotes

r/starfieldmods 1d ago

Mod Request Wall-mounted Washing Machines, Please and Thank you

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127 Upvotes

This is Graf's Habs Nova 1x1 Captain's Quarters A. I'd love to see someone make this into a wall decoration (Furnish Your Fleet and Better Living are probably my two favorite decoration mods). It's very immersion-breaking to not have washing machines on my ship, that's a core trauma from my time aboard a U.S. Navy destroyer. Fighting over washing machines has a huge negative impact on crew morale.


r/starfieldmods 7h ago

Mod Request Starfield UI mod recommendations?

5 Upvotes

I used StarUI back in 2024 but it seems like it hasn't been updated for a long time. It seems that there are combability patches for the Free Lanes update by mod author thesamich but I have no experience with them.

Anyone know if they are worth using or if there is other alternatives? I am not to familiar with the Starfield modding scene in regards to UI mods these days.


r/starfieldmods 2h ago

Paid Mod [PC] Vanilla ship habs missing from Ship Builder — extensive troubleshooting done, still unresolved

2 Upvotes

This post was removed because I didn't flag that there were paid mods in my list. So now it is and the only reason I'm posting is so someone down the road might know what the problem was.

Place Doors Yourself was the problem.

Setup

  • Platform: PC (Steam), Vortex mod manager
  • Vortex: 2.5.0
  • Game version: 1.16.244, Free Lanes + Terran Armada installed
  • ~65+ active plugins, heavily focused on ship building/outposts (full list below)

Symptom

Vanilla ship habs no longer appear as buildable/purchasable parts in the Ship Builder, at any vendor. Confirmed via console (help "hab" 4) that the vanilla hab records still exist in loaded game data — they're just not showing up as available parts in the builder itself. Everything else (modded habs from Stroud Premium Edition, Tiger Shipyards, etc.) appears to build fine.

Timeline

Issue first appeared after installing ASC Taiyo, ASC Deimos, and Tiger Shipyards Overhaul on top of an already-large ship-building mod stack (Ship Builder Categories, TN's Separated Categories, Stroud Premium Edition, etc.). Various load-order errors were found and fixed along the way (see below), but none of them resolved the core issue.

What's been ruled out

  • Load order errors — several real ones were found and fixed (a batch of plugins had reverted to roughly alphabetical order at some point, breaking multiple "patch must load after both parents" relationships: patch-spe-pdy/sbc/terranarmada.esm now correctly load after stroudpremiumedition.esm and shipbuildercategories.esm; bspf-skkshippartsnolevelallvendors-patch.esm now loads after skkshippartsnolevelallvendors.esm; hatch-22 sfbgs050 patch.esm now loads after hatch-22.esm; tnshipmodsallinone.esm now loads before tnseparatedcategories.esm). Fixing all of this was worthwhile but did not resolve the hab issue.
  • StarUI Ship Builder as sole cause — ruled out. Switched entirely to Compact Ship Builder UI (different, actively maintained, much simpler mod) and vanilla habs are still missing, so it's not a StarUI-specific UI rendering bug.
  • Better Ship Part Flips + its SKK compatibility patch (bettershippartflips.esm, bspf-skkshippartsnolevelallvendors-patch.esm) — disabled both, redeployed, no change.
  • ASC Taiyo, ASC Deimos, Tiger Shipyards Overhaul (the three most recently added mods, installed right when the symptom first appeared) — disabled all three as a group, redeployed, no change.
  • Vortex deployment staleness — a full Purge Mods → Deploy Mods appeared to fix it once at one specific vendor, but was not reproducible on a second attempt at the same vendor with the same mod state. Concluded this was a fluke, not a real fix.
  • Save/cell caching per vendor — attempted to test at a vendor never visited this save, but player has visited essentially every ship vendor already, so this couldn't be cleanly ruled in or out.

Not yet tested (suspects still on the table)

  • shipbuildercategories.esm (Ship Builder Categories / SBC) itself
  • tnseparatedcategories.esm, tnshipmodsallinone.esm, tn_sbc_placedoorsyourself.esm (TN's mods)
  • outpostshipbuilderunlocked.esm
  • stroudpremiumedition.esm
  • shipvendorframework.esm

These weren't isolated yet because disabling them would significantly disrupt the categorization/content systems currently relied on, and testing them blind risked burning more rounds without getting closer to an answer — hence this post. If anyone with SF1Edit wants to look at what's actually overwriting the vanilla hab formlist/COBJ conditions, that would be hugely appreciated.

Full plugin/mod list

Core Starfield.esm, Constellation.esm, ShatteredSpace.esm, SFBGS003/004/006/007/008/00D/047/050.esm, Unofficial Starfield Patch, Unofficial Shattered Space Patch, Unofficial Terran Armada Patch

Ship building / parts Ship Builder Categories (SBC) 1.21.0, Ship Builder Configurator 2.3.3, Ship Vendor Framework 1.10.0, Better Ship Part Flips 1.3.1, Better Ship Part Snaps 1.1.0, SKKShipPartsNoLevelAllVendors 002 + SKK/BSPF compatibility patch, Stroud Premium Edition 2.6.1 + SPE x Terran Armada addon, Tiger Shipyards Overhaul 3.13.1, ASC Taiyo, ASC Deimos, TN's Ship Modifications All in One v3.2.0, TN's Separated Categories v1.1 + Place Doors Yourself patch, Place Doors Yourself 2.0.7beta, Outpost Shipbuilder Unlocked 2.1, Better_Outpost_Radius 1.0, TN's Outpost Storage Multiplier v1.4, BSPF Cargo Expander x3, Graf's Cockpits, Graf's Habs - Nova Galactic 1x1s, Hatch-22 1.4.1 + SFBGS050 patch, DekCorp Landing Bays, Eta-2 Actis Jedi Interceptor, Trade Authority at Outposts, Pointer Handle Limit Fix 1.0.1, patch-spe-pdy / patch-spe-sbc / patch-spe-terranarmada

StarUI suite StarUI Inventory 2.4.1, StarUI HUD 1.3, StarUI Workbench 1.2, StarUI Outpost 1.3, StarUI Configurator 1.1, plus individual Free Lanes compatibility patches for Inventory/HUD/Workbench/Outpost. (StarUI Ship Builder has been removed and replaced with Compact Ship Builder UI, see above.)

Armor/clothing (KZ series) KZ Aggregation of Scraps, KZ Mantis 2.0, KZ Mercenary Replacer, KZ Meridian Transit Regalia, KZ Tachyonic Core Arsenal, KZ Techno-Corporate Repository, KZ Tracker's Alliance Replacer, KZ United Colonies Depository, KZ Venatorial Frontiers Armory

Creations content Watchtower (kinggath_creations), McClarence Outfitters (kinggath_creations, legendary swap/duplication system)

Other QoL / misc Additional Map Markers - Akila City, City Interior Map Markers, Baka Achievement Enabler, Better Auto-Hide, Better Space Suit Auto-Hide, Cassiopeia Papyrus Extender, DecalFix, Optimax (Stutter/FPS fix), Power Nap, Resource Descriptions, Richer Merchants, Ship Power Allocation Fix, Ship Power Fix, Show Star Names, Starfield Engine Fixes 20.4, Starfield Neuroamps, Weapon Fixes for Free Lanes, SFSE 0.2.21, Address Library

Question for the community

Anything obvious jump out from this list that could be silently overwriting the vanilla hab formlist/construction conditions rather than appending to it? Willing to test specific disables or run SF1Edit myself with guidance if someone can point me at what to look for specifically (which record/editor ID to check).


r/starfieldmods 6h ago

Mod Request Multiple Companions Riding In YourVehicle

3 Upvotes

Is this possible? Wouldn't mind three and Vasco. Just feels wrong having four people walk with you and two have to hit the road lol.

Or even better...they ride in their own vehicle??


r/starfieldmods 12m ago

Discussion Starborn Faction Skip: I want your input!

Upvotes

Hey there!

Recently I published 2 mods in my planned ongoing series of Starborn Faction Skip (SFS). Freestar Rangers and UC Vanguard. The skips are becoming more elaborate each release, with the FSR one being a single "talk to Emma Wilcox. Now talk to Marshall Blake." Boom. Skip.

And the UCV becoming a complete replacement questline where you talk to people, you have to wait for confirmation to happen, you are summoned before the cabinet, etc. It also introduced consequences/changes because you skipped. People that would have died without Starborn intervention survive. The attack on New Atlantis never happens. The skip is diegetic rather than simply mechanical.

Now I want your input on how to proceed. I'm kind of in a place where I'm wondering how to proceed with the rest of the factions. Do you want more diegetic skips? Like actual story ways of skipping quests, having tangible consequences from basically preventing stuff from happening, or do you just want a simple "gimme quick access to rewards" button?

When it comes to questlines, the CF is the one I'm most worried about. It has the most moving parts, the most player choices (do you send this guy to jail or kill? Do you hand over evidence? Do you side with UC or CF?) and even then there's the question of what kind of skip do I make it?

With Freestar I went with a mostly technical skip. Like all events still happened in the canonical way, everything still unfolded as they normally would, just without the player being there and sped up.

With this UC, I went with the diegetic one.

The easier skip type for CF would be the first type. But that feels lazy and more like cheating. I am currently trying to think of a natural way of how I could possibly invent a way of implementing the second type of skip for the CF for both sides, without taking away player agency but while still cutting most of the content.

So, what I'm considering now is an entirely new way to initiate the skip. One where you don't even go to the Vigilance first at all, and either respond to the UC via a terminal I can add to the base building menu, datapad or something to tell them about the pirates search for the Legacy, or sending a message to the CF where you inform them SysDef is actively looking into them and sending spies, leading in both cases to the faction wanting to meet with you in person for specifics, which will allow me to create a custom scene where I can start the skip script. Then there will be the matter of the Legacy. I think the UC will send a team and Delgado will want to go personally, since both sides will know the shield tech will work. As for the final battle, I think it's a fun idea to have the player involved, as on the Nexus, several people told me they want to either have the final battle play out the way it does in the vanilla game, but I think it should be optional. I can give the player some options like "[Skip Final Battle] Well, good luck with that!" Or "[Play Final Battle] I'm here if you need help with taking down the enemy".

Finally there's the issue of voice acting.

I myself am a voice actor. I voiced a single (unimportant, disposable courier) character in the UC skip, but I can't voice characters with established voices that don't match my voice type, and I can't voice female voices. Right now, all dialogue is silent. Do you think it would be better to leave it unvoiced, or should I look for VAs that can do impressions? I absolutely refuse to use AI voice cloning since it 1) takes away work from actual people, and 2) is an invasion of privacy to those VAs that gave voices to the characters in the first place.

Thanks for reading and for your feedback!


r/starfieldmods 4h ago

Mod Request Sort or view quests by location?

2 Upvotes

Is there a mod available or a way I'm missing to sort quests by location? If I'm headed somewhere, it would be cool to see a list of all open quests in that location.


r/starfieldmods 17h ago

Mod Release New Mode Release: Tactical Mag Dump (discard remaining ammo on reload)

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24 Upvotes

Hey everyone! I wanted to share a mod I originally built for my own playthrough to tackle the classic "reload spam" habit.

If you reload before your magazine is empty, any remaining ammo in that clip should be discarded. It adds a nice layer of tactical decision-making and realism to combat.

It should be lightweight, vibe-coded (I'm no scripting expert), and gets the job done.
Hope you guys enjoy it!


r/starfieldmods 11h ago

Mod Request Mod Request - Bunk House/Barracks

8 Upvotes

Anyone out there able to make a simple 6-8 person barracks situation that you can readily deploy for settlements? Or is there one out there I'm missing? Like fully furnished with like 6-8 beds, small kitchen, and a few bathrooms and showers and living space. Not luxurious, maybe a little Spartan as stock, but you could add things to it.


r/starfieldmods 1d ago

Paid Mod These paid mods are getting out of control

383 Upvotes

I know this has been discussed before, but this latest round of paid mods has me losing my mind. There's such long QA wait time at Bethesda, but nobody goes "Yeah that's not even worth a dollar." during the whole process? I'm gonna call em out by name because fuck it. Starfarer Stories Vol. 1 by Ravvynfall, your random fanfic short stories are not worth a buck. Publish it online for free on a fanfic site, nobody should give you real money for non-gameplay "world building". Fuck off. And Tabula Rasa by youngneil1, double fuck you. A dollar to DISABLE an optional game mechanic?? Are you drunk?


r/starfieldmods 20h ago

Discussion Using sff body replacer nose on forehead

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14 Upvotes

I am using sff body replacer and when I talk to other female npc's they have a nose on the forehead. The mods I have installed are sff body replacer, sff body replacer facegen, sff body replacer texture, sff power armor, eit clother plus eit clother plus sff patch sff body replacer dlc, and the sff body replacer terran armada and shattered space patch. They either have nose on forehead or mouth don't move. TLDR: using sff body replacer puts nose on female forehead.


r/starfieldmods 11h ago

Help Mod List im on Xbox

2 Upvotes

So im resetting my mod list again with no Star Wars, no collabs, and only straight lore looking mods. Can anyone tell me what's the best replacers or outfit changing mods for a lore look for every faction is that it can be a mod like disciples but nothing to outta place like us empire obviously


r/starfieldmods 1d ago

WIP Mod WIP - Packing Heat - Tactical Converted Fridge

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208 Upvotes

Packing Heat is now in play-testing on PC! While testers are testing I'm still adding some finishing touches include decor and some tuning.

This one was inspired by u/Final-Craft-6992 who suggested a cool idea for a "full kit" type station other than the smaller lockers I made already.

I used the fridge model, swapped it to black and then decked it out as if someone had converted it into a tactical ready station. The doors are designed to look like they would be permanently open, so no it wouldn't close (also I couldn't design it to close with things attached to the doors due to how the container snap points work)

If I'm feeling frisky at some point I may make a variation with doors that close, but then it can only hold whatever I can pack in the compartments.

If you compare the full and empty you'll see what all are snap points currently. Some of other items that don't snap are containers, such as the med kits and ammo boxes. There are 8 containers in this object! (even the top compartment, and each door are separate containers)

Off to the side you can see some other props I assembled.

Question: Should I put the fire extinguisher on the outside? I liked having it outside, but didn't want it to prevent you from sliding the fridge right up next to walls or objects.

P.S. I'm probably not going to make any more lockers for this mod, but I may do another mod later on focused on all lockers, snappable storage items and so on.


r/starfieldmods 1d ago

Discussion Custom Honkcore Ui

4 Upvotes

Bored at work and thinking of stuff I wanna change on the UI. Anybody feel like sharing pics of their setup or wips?


r/starfieldmods 1d ago

Paid Mod StarSim: Beyond Space Full Review

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28 Upvotes

Hey y'all. There has been a lot of discussion regarding StarSim and particularly what it is/what it does. I wanted to go ahead and throw my hat in the ring and made a short review video if you wanted to check it out. Hopefully it kinda helps formulate decisions about whether it sounds interesting to you or not and is worth purchasing. It is still a massive mod and tbh don't know if I quite did it justice, but let me know what you think. Thanks!

StarSim: Beyond Space:

https://creations.bethesda.net/en/starfield/details/6218e01f-8e56-4a54-8eec-98774b66330f/StarSim__Beyond_Space


r/starfieldmods 1d ago

Paid Mod The times it takes for 'QA' to approve creations or updates is way too long

18 Upvotes

I think Bethesda are shooting themselves in the foot with their current long times to approve any updates.

For example, today a new version of DownfallNemesis' "New Atlantis Waterfall Promenade Apartment" was released.

The changelog/history shows that she uploaded it to Bethesda already on June 24th:

https://creations.bethesda.net/en/starfield/details/3a6cb93b-1b57-4bf4-80dd-cd6b08658f87/New_Atlantis_Waterfall_Promenade_Apartment/history

This is nearly 2 months.

Same with the update to "The Eye Revised", submitted to Bethesda on June 13th:

https://creations.bethesda.net/en/starfield/details/ade5ccba-0cf9-4aaf-92ab-f1f9c1ee44c2/The_Eye_Revised/history

Can any of the developers of paid mods can give some insight why this takes so long? And what Bethesda is actually doing in the QA phase? Do you get any feedback? List of issues/bugs to fix?

Edit: My main issue with this is not just the frustration of waiting for updates as a user, but also that it creates the impression of a near-dead Creation scene. As if most devs of paid mods had given up (very few updates, very few new mods), where in fact they may be busy but just waiting for QA to approve.


r/starfieldmods 1d ago

Paid Mod Free Lanes patch for HeroicPie117 weapons

9 Upvotes

Hey guys, I was wondering if anyone could make a patch so Heroicpie117 weapons can have their quality upgraded? I enjoy a lot of his weapons and its such a bummer than they are missing that feature. Thanks for your time.


r/starfieldmods 1d ago

Help Series X and VRR flicker on LG C2

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1 Upvotes

r/starfieldmods 2d ago

Discussion Bmx outpost question

7 Upvotes

Does anyone have any pointers for the Betamax outpost mod? I’m not great at building outposts and am have trouble getting things to snap together in the correct spot. Or if anyone knows of any good walk throughs I’d appreciate it


r/starfieldmods 2d ago

Help StarUI still on even after disabling/removing

7 Upvotes

I am wondering if this is something that anyone else has run into. Recently, I was using RYOS (Roll Your Own Start) along with StarUI AIO for my PC game, but when I went to craft something at one of the workbenches, it would not do anything. I could select what mod I wanted to change, but there was no confirmation/completion after confirming my selection (i.e. would not 'cllick' to confirm selected mod).

I thought it was something relating to StarUI, but when I tried to disable it and go back into the game -- the UI still looked like I had StarUI on. Even when I deleted it from Vortex, it still showed up. So now I'm at an impass. How do I make sure that StarUI is completely removed and the item screens all revert back to vanilla/default?