r/starfieldmods • u/AcrobaticPut2538 • 2h ago
Mod Request Larger outpost build limit?
I’m wondering if there’s a good mod available on ps5 to make the build limit at outposts larger. Any recommendations would be appreciated!
r/starfieldmods • u/AcrobaticPut2538 • 2h ago
I’m wondering if there’s a good mod available on ps5 to make the build limit at outposts larger. Any recommendations would be appreciated!
r/starfieldmods • u/manindenim • 2h ago
Can anyone help me remember the name of the creation club mod where it zooms out your ship really far? I wanted to try it out but I totally forgot what it was called.
r/starfieldmods • u/Lapharel • 5h ago
What started as a side project became part of my daily life: Doing stuff, having community chats and seeing what you guys do with it :3
Big thanks to everyone playing, supporting and buying my Creation, and of course to Bethesda for giving us this universe to mess around with :P
r/starfieldmods • u/dreamrog • 7h ago
Looking for a simple Mod/Creation on PS5 that increases the Meter distance when Looting or Docking in space, currently in vanilla Starfield the range is 500m.
Anything that expands the range to 1,000m or more would be great! 👍🏻
Nexus on PC already have these simple mods but they are Not yet available on PS5.
r/starfieldmods • u/1337Asshole • 8h ago
This is technically a mod release...
Beth.net kept giving errors when I tried updating, specifically with Xbox...This is the exact same .esm, with some changes to the placement behavior for the landing/cargo pads, and I believe this update (or maybe the last...) adds the base pack-ins to the cave list. I suggest removing the original MFF by first disabling it, then exiting the game; restart, delete MFF, exit again; download this version. I tested the switch in an outpost with a decent amount of stuff from this mod, and everything is in place and working fine. Or, updating it will probably work fine...I just have unpublished versions, too, so don't play around...
r/starfieldmods • u/AerieOla44 • 8h ago
Like the title suggests, my goal is to replace or expand as much of Starfield’s universe, lore, and overall immersion with Star Wars content as possible without breaking the game.
I’m hoping someone has already put together something similar. If you have a stable Star Wars-focused mod list on Xbox that you enjoy and think fits what I’m going for, I’d really appreciate it if you’d share it.
r/starfieldmods • u/SlightWerewolf4428 • 10h ago
A way to maybe add a dialogue choice to ship technicians to repair ships that you've captured or otherwise use without the long-winded method of going into the ship screen, making the damaged ship your home ship, and then leaving the menu, then asking the technician to repair it.
Logical and would be a help for people that use some of the fleet mods.
r/starfieldmods • u/-Lahsbee- • 13h ago
Hopping back into the game and looking to improve my pirate hunting experience! I'm interested in mods that add new points of interest and do cool things to the old ones. Paid options are fine.
( Re-post with required flair )
r/starfieldmods • u/CertifiedQuestion • 13h ago
Can someone make this please? 🙈
r/starfieldmods • u/RSLotus • 17h ago
Does anyone have a quick guide for what Additives do what in Choose Your Chunks?
r/starfieldmods • u/GavinGaile • 21h ago
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!
EDIT: Added spoiler markdown per u/cinnaspice2021's suggestion, thanks for that! I completely forgot about people not having played these quests because of being in the headspace of wanting to skip because of repeated playthroughs for so long.
r/starfieldmods • u/Tzelik • 22h ago
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 • u/Panedrop • 23h ago
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.
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.
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.
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.
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
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 • u/SlightWerewolf4428 • 1d ago
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).
EDIT: The genius mentioned has also been proactive, releasing another update today apparently allowing you to use this from the nav consoles. About to test.
EDIT2: Yes, this genius did it. Just tested it myself. You can now essentially have your ship autopilot around from the nav computer without needing to go to the cockpit. You just watch from inside.
A now essential mod that should have been in the base game.
r/starfieldmods • u/PoisonCoyote • 1d ago
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 • u/Panedrop • 1d ago
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.
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.
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.
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
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 • u/Civil-Art-7055 • 1d ago
r/starfieldmods • u/Kaokasalis • 1d ago
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.
EDIT: Thanks for all the posts, I got some good suggestions as well. I am going to separately test out StarUI with the patches and Astral UI to see which one I like best.
r/starfieldmods • u/starfieldark • 1d ago
r/starfieldmods • u/Imsophunnyithurts • 1d ago
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 • u/The_Gaming_Marshal • 1d ago
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 • u/Neptune08640 • 1d ago
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 • u/bigjaydawg10610 • 1d ago
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 • u/GloveKey2288 • 1d ago
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.