r/starfieldmods Oct 29 '24

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

432 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

180 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 4h ago

News ELEGANT – Hair Collection V1.1 Update : More Hairstyles Released!

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75 Upvotes

Hairstyle mod 'Elegant Hair Collection' has been updated to Version 1.1!
V1.1 adds more 7 new hairstyles for female characters, bringing the total to 14 hairstyle!

Available now on PC, Xbox and PS5

Creation Link : ELEGANT - Hair Collection
Nexus Link : ELEGANT - Hair Collection


r/starfieldmods 3h ago

Mod Release Community Spaceship Expansion 2.0.0

34 Upvotes

Hey lovely Starfield fans! I have updated Community Spaceship Expansion to 2.0.0.

As many of you who use this mod pointed out to me, ships added by it seem to vanish over time from spawning in. After doing some deeper testing I discovered that ship injection is bugged, the injected data is not properly saved in the save game. Due to this issue I made the decision to hard edit the ship spawn lists instead. While this scarifies compatibility, it ensures the added ships keep spawning in and do not vanish from the lists over time.

Additionally, I also dropped the support for the Lite version. Ever since I blueprinted all ships, the pointer handles went from roughly 700,000 down to 15,000. This change means the Lite version is simply no longer needed.

As always, you can grab it from Nexus Mods or Creations.

Changelog - 2.0.0

  • Ships are now added via hard edits instead of injection
  • Fixed blueprinting issues for Deimos ships
  • Fixed various ship name typos
  • Delocalized the .esm, translations support string files now
  • Future updates will focus on fixing blueprinting issues for the remaining manufacturers
  • Lite Version is no longer supported and has been removed, refer to the Technical Details section for more information

For the interested and nerds among you, the more technical breakdown of the injection issue and my attempted solutions goes as follows:

Extensive testing revealed that Generic Base Forms injected into LeveldSpaceshipBase do not persist. The injection data is not stored in the save game.
The injection is only active until the game shuts down, after which point the data is lost. Unfortunately this means, injection only works by re-injecting the ships on every save load.
However, this leads to other issues - the injected data remains active for the remainder of the game session, even if you load an earlier save or a completely different character.
Instead of the data being saved in your current save game, it gets saved in the current game client until game shutdown.

I experimented with injection scripts using different methods to somewhat detect if a save load is from a new game session or not and got it working, somewhat.
The script itself works fine, but there are edge cases that cannot be caught that I did not like in my testing, and due to the large amount of ships in this mod I made the decision to hard edit the lists instead.
If you are interested in these scripts, feel free to join my Discord server via this link. I'll happily share them!


r/starfieldmods 8h ago

WIP Free Mod WIP - Update, left-facing gun racks, collectible miniature guns, tuning economics - Packing Heat

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66 Upvotes

Updates on Packing Heat progress

Left-facing gun racks and mounts: Great suggestion from Laylowmoe on Discord! I added and tested left-facing gun racks. I'll also do the same for some of the other smaller gun mounts.

Miniature guns: Something that wasn't planned but popped into my head the other day. I built these out as collectibles you can find them throughout common dungeons. When you find one, it unlocks the recipe so you can then build it from the decorator. These are teeny tiny versions of base game guns. About the size of a Terrabrew cup. If I have the attention span I will make one for every gun. I set these up to only spawn the guns you haven't found yet so we don't run into that issue folks have with the Free Lanes collectibles that end up with a lot of repeats.

Other updates: I'm tuning the economics now for the main guns-to-crates loop in the mod, as well still working through many decorations, such as bins of grenades, toilets filled with landmines, various weapon racks, etc. Tuning the economics is actually pretty challenging as there is a very uneven distribution of gear found in each POI. For example you might find 1000cr of explosives in a POI compared to 40000cr worth of rifles, and 2000cr worth of shotguns. Translating that to crate sizes, and potential profit margins as you unlock benches, and additional crate recipes. I don't want this to be a money printer, but I want it to be worthwhile, and play well with vanilla or economy mods, so it is tricky.

I'm super excited for people to play this mod I'm putting a lot of love into it.

If you are like wtf is Packing Heat:

Packing Heat is a free mod (may include an AF version) about gun running. I'm working on that is near completion. Here is a few previous posts:

https://www.reddit.com/r/NoSodiumStarfieldMods/comments/1uvoker/starfield_mod_wip_progress_packing_heat_guns_to/

https://www.reddit.com/r/starfieldmods/comments/1t13v6i/mod_wip_gun_running_and_weapon_packaging_mod/

P.S. I'm still working on Crimson Escalation (CF radiant mission and POI expansion) and Relics and Wrecks (shipwreck POI exploration) slowly as I finish Packing Heat up.

Mod I released recently: Configurable Research Cost


r/starfieldmods 18m ago

News Amber Shade companion mod is finally fixed for Xbox and PlayStation! (Link in comments)

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Upvotes

r/starfieldmods 13h ago

Mod Request Truckers Alliance follow up

14 Upvotes

I saw a great post about the need for a 'Truckers Alliance' faction built around hauling, made by u/barguy1791 . At the same time I also saw this great looking market economy terminal mod on PC by u/cmndr_spanky

https://www.reddit.com/r/starfieldmods/comments/1uxqc03/i_made_a_dynamic_market_trading_and_hauling_mod/

I think the two ideas seem built for one another. Not sure if the author is up for collaborating with others? Seems like a fun project for a team to work on. A headquarters that had a 'mother trucker' character that gave you a salty tutorial, 9 different trade post star stations, each with their own terminal for trading, and a voiced caretaker that offered side missions and passive aggressive advice.

I am not a modder in any way shape or form but I am up for providing logistics support, helping figure out concepts or just watching and waiting knowing that other people are making something cool.

(sorry if I have breached any kind of modder etiquette with any of these suggestions)


r/starfieldmods 1d ago

WIP Project: Constellation | Starfield Multiplayer Mod

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195 Upvotes

I've been working on this one for a while and finally got it to a point where it feels worth showing off.

It's a multiplayer mod for Starfield that runs on a dedicated server. You and a few friends connect to the same world and actually play together, everything fully synced.

The part I've sunk the most time into is character sync and persistence, and it's all handled server-side. Your level, XP, inventory, gear, appearance, even where you logged off all get saved on the server, so when you reconnect you're right back where you left off. Nothing's stored in a local save, so there's no swapping files around or anything janky like that.

It's still very much a work in progress and there are plenty of rough edges, but it works now and I was excited to share where it's at.

Mods used in the video: Project: Constellations (this mod) and SFSE.

Best place to follow along or help test is the Discord: https://discord.gg/jpDTKMJA3m
Our website is here if you'd rather: https://www.projectconstellations.com

I also put up a Patreon for anyone who wants to help cover server and dev costs, but the mod itself is going to be free so genuinely no pressure: https://www.patreon.com/projectconstellations

I'd love to hear your feedback!


r/starfieldmods 3h ago

Mod Request Grass Collision mod possible?

0 Upvotes

Wouldn't it be possible to have character and grass collision? I noticed vehicles have this feature already, but it breaks immersion when the player does not. As a next gen game this should have already been a feature instead of the grass staying completely still and clipping through the characters legs like a 2003 game. Performance shouldn't be affected also since vehicles already have it also..


r/starfieldmods 9h ago

Discussion Lookinf for the ultimate immersive starfield mod

2 Upvotes

Hi everyone.
I’m playing on Xbox Series X and I’m trying to build the most immersive vanilla+ load order possible.

My current load order is:

Starfield Community Patch
Unofficial Shattered Space Patch
Grindterra
Improved Follower Behavior
Focus - Combat Overhaul
StarUI Inventory
Dark Universe: Overtime
Dark Universe: Takeover
Dark Universe: Crossfire
POI Cooldown - Fewer Repeated POIs
POI Variations - No More Duplicates
Better Boarding Encounters
Bedlam - Dungeon Randomizer
DarkStar Astrodynamics
Matilija Aerospace V9.1
Betamax’s Outpost Framework
Better Dynamic Weather
Color Filter Removal
Cosmic Growth - Bigger Trees and Rocks
Darker Nights
Immersive HUD - Less Clutter!
Better NPCs

What would you remove, replace or add to make Starfield feel like the game Bethesda should have shipped?

I’m especially interested in mods that improve:
exploration
random encounters
NPC schedules/behavior
space gameplay
survival mechanics
immersion
quality-of-life
Thanks!


r/starfieldmods 18h ago

Paid Mod Any new quest mods on the horizon?

11 Upvotes

I need something new to do. Is anyone aware of any mods that are coming soon that will add new quests?

What is Kingath and team working on?


r/starfieldmods 13h ago

Discussion Treasure hunting mod coming to PS5

3 Upvotes

I am a fan of treasure hunting type mods and would love this one to come to PS5, but not sure it will do?

https://creations.bethesda.net/es/starfield/details/97447b5e-d9b4-48ee-8cb4-4bbe5fa1e595/Treasure_hunting_Expansion___1646_Hidden_treasures


r/starfieldmods 6h ago

Help Need help organizing load order on ps5; randomly crashing

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0 Upvotes

Hello just looking to see if anyone can help me organize these or have any advice on what should go where; I’ve been messing with the order and noticing some crashing that wasn’t happening before. Included in the screenshots is my load order right now on ps5.

Edit: I tried using the guide but I’m a little confused if where to put some of these


r/starfieldmods 11h ago

Discussion HELP!! Character falls down wont get up

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2 Upvotes

r/starfieldmods 23h ago

Discussion Are there any mods that make griding for resources meaningful?

14 Upvotes

I just finished my first vanilla playthrough after 200h, and now i want to try some mods. I already have trackers alliance and watchtower (thanks to those that answered my previous post), but i wanted something that targets a specific thing i love in RPGs. A reason to go out and loot, and collect unique stuff. In skyrim i loved legacy of the dragonborn because it gave me A reason to complete everything slowly filling rhe museum and gathering resources to upgrade and unlock new rooms and all that.

In fallout, sim settlements, going into random places after specific loot to upgrade my base and build up my settlements. Decorating everything with unique variants of weapons and items.

After some hours of searching i cant find anything like this. I know starfield doesn't have the longevity of these other games but is there anything that could scratch this itch?

I found TG galactic harvest which seems to fit, but im wondering if someone has more suggestions


r/starfieldmods 13h ago

Mod Request Visual Steel Pipes Connecting Extractors

1 Upvotes

Can someone create a mod for PS5 that put visual steel pipes with like conveyor belts in them for when you connect your extractors to storage units? I'm talking about pipes that resemble Culvert Pipes like that are under driveways.


r/starfieldmods 23h ago

Help Is there a fix for this?

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6 Upvotes

Can’t land on planets, can’t land on moons, can’t use the travel feature as it’s greyed out and can’t grav jump after capturing a derelict ship.

If I try and grav jump it says I can’t fast travel from here. Which is also what it says when I try and land on New Atlantis. I don’t even get contraband scanned. It’s as if I’m not in the ship?

Tried reloading, doesn’t fix. Tried restarting the game. Doesn’t fix. This piece of shit won’t go anywhere. And there’s nothing I can do.

What is causing this?


r/starfieldmods 19h ago

Help Is anyone aware of any mods for PS5 that add more Lander Thrust to the gear?

2 Upvotes

It’s stupid how many landing gear needs to be put on these ships and it seriously messes up the look I’m going for. Especially speaking of the Hope 5 gear. There’s NO reason that should have a rating of 1. It’s got giant thrusters on it. Several of them!

Is there such a mod that fixes this?


r/starfieldmods 16h ago

Paid Mod Seeking: Raijin Heavy Revolver Fix, specifically for the Double Barrel

0 Upvotes

I'm wishing I could mark this as both "Help" and "Mod Request". Oh well.

Hello!
So, the Raijin Heavy Revolver. Anyone who is familiar with it will know that it released in a borked state, and the author cut and ran disappeared. It is still being sold for money, despite the fact that it straight-up doesn't work - at least, not without a fix.

In spite of this, the Raijin is actually one of my favorite guns for Starfield, and I've been really enjoying using it... but, sadly, despite the years and mod-fixes that have been released between them, the original main reason I got the thing in the first place has never been fixed - the Double Barrel.

When the Double Barrel attachment is inflicted upon a Raijin Heavy Revolver, it will begin to fire two bullets at once - or, so it appears. In actuality, the attachment creates a burst fire, with a 500 fire rate. I wouldn't mind this little concession, if not for the fact that as a consequence the barrel completely lacks recoil, completely killing the gun-feel.

I grew up with Devil May Cry 4, y'all. I saw this gun, and dreamed of wielding my own Blue Rose, recontextualizing the contents of pirates and cultists across the stars and breaking my wrist in the process. Words could not express how much I would appreciate it if someone could find a way to fix the blasted thing.

As a side-note, another bug associate with the Double Barrel is that, for whatever reason, it loses its traits when the weapon's grip (referred in-game as a receiver) is changed. It gets the recoil back, but no longer shoots the two bullets. I am thus distraught.

I would personally consider reaching out to the author of the linked-above fix, but I don't actually know of any way to reach out to the mod author. I also lack the personal skill required to devise a fix myself. If anyone could find it within their hearts to take pity on a silly goober with dreams of double-barreled grandeur, please let me know if it's possible to correct one of god's greatest mistakes.


r/starfieldmods 1d ago

Mod Release Energy Weapon Beam Color Modifications mod release on Nexus

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87 Upvotes

Nexus Link: https://www.nexusmods.com/starfield/mods/17672

A growing list of Energy weapons that are given a mod slot via StarPatcher that allows you to change their laser color.

Meat and Po-ta-toes

Attachpoints were added to energy weapons via StarPatcher that will let you alter the beam colors in the weapon mod workbench.
 
The colors you can choose from consist of:

  • Red
  • Pink
  • Purple
  • Cyan
  • Aquamarine(ish)
  • Green
  • Yellow
  • Orange
  • White
  • Black with Inner White
  • Rainbow

Listed energy weapons have a new mod slot that let's you change the color of the beam. The muzzle flash and the light emitted from the flash are colored accordingly. The lights used for the muzzle flashes are their own forms that are simply duplicates of the base game's ones, but recolored and slightly brighter - they shouldn't conflict with anything.

  • Equinox
  • Solstice
  • Orion
  • Inflictor Rifle and Pistol
  • Novalight
  • Big Bang (Beams were added to the Big Bang and have colors. There is also a version of the default colors with a beam. I will not be making colored versions without the beams).
  • MGP Laser Rifle
  • Cathode
  • Resonator
  • Dogfight

A default option was added to allow you to revert back to the base game color if you wish. I also don't plan on recoloring the Stealth Laser as I don't think it is needed.

Terran Armada "bullet" energy weapons were turned into a beams. I'm not a fan of the bullets for lasers. I tried to make a couple of them more distinct from typical energy weapons however.

Shattered Space and Tracker's Alliance weapons will be done in the future.

Quirks and stuff I don't know how to change yet

Smaller weapons like the Solstice and the Cathode, will appear to have their laser beam extend through the behind of the gun, or to the side of it. That's how it is in vanilla and I'm unsure how to fix that. Though, sometimes it goes away, and sometimes it stays around. I have no idea why.

Resonator's beam in spaceships doesn't really work as it should. No idea why, but outside of ships the weapon's laser beams are fine.

Technical Stuff

Why use StarPatcher?
StarPatcher was used to ensure compatibility between this mod and other mods that modify the Starfield weapons. While I can add the attachpoints in the CK for any weapon, this would conflict with other mods that also alter the weapons.

There is a "However..."
However, because of how projectiles and their particles work, these custom projectiles will not have any changes made by any mod that alters the projectile of a weapon. Those will need to be patched and you are free to do so if needed (typical credits apply). IE a mod that increases the damage of a weapon's base game projectile or adds an effect will not have that damage increase or effect on any of the colored lasers.

Regarding LUTs

Colors of the beams will be changed if you have a LUT mod (and will look different even without them). They will still *look* like their color, but might not be exactly that color (ie green might look different with a LUT). I use Gravity LUT myself and they do look different when looking from the CK to in game. Even in vanilla they look different. Keep that in mind.

On Modded Weapons

You can either patch modded weapons yourself via utilizing StarPatcher, or request that some be added. However, permission would be needed for me to make and upload those mods. Especially paid mods.

Installation instructions

Ensure you have StarPatcher and install like any other mod. The ba2 that comes with the mod is necessary for the particles to appear.

Requirements

StarPatcher is required for the attach points to be added to the listed energy weapons.

Shout outs

Zzyxzz for making StarPatcher and having documentation on how to use it.

On Creation Club
Due to this mod's requirement of StarPatcher, it will not be available on the Creation Club. I can make a version that adds a keyword to weapons, but that will have potential conflicts with any mod that alters the weapons as well.


r/starfieldmods 1d ago

Mod Release Fortifications - A GRiNDTerra Outpost Expansion

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31 Upvotes

r/starfieldmods 1d ago

Help Question: Best mod collection that is still updated?

8 Upvotes

So new pc player about to start the journey. I’ve seen the mod collection on nexus mods and wasn’t sure if those are the best options for collections? I am a dad who unfortunately doesnt have the time to do a vanilla play through first, so I would just like to start off with better QOL and what not. Also I am a little confused on whether to use nexus, wabbajack, or just the paid ones on creations

TLDR: My question is what would be a collection y’all would suggest that actually still works with the most recent updates?


r/starfieldmods 1d ago

Help KZ Suit Mods xbox

5 Upvotes

Hello,

I found the Suit Packages from Kryozet on the Creations webside and loved the designs. I wanted to download them on xbox from the ingame Creations menu but I can't find any of them.

Have they been removed? :-(


r/starfieldmods 1d ago

Paid Mod TN’s Out in the Blackness issue?

2 Upvotes

I’m having an issue(maybe?) with TN’s Out in the Blackness. The ship has an infestation, and is spawning Xenogrubs(they are named Larve). I’ve tried both options for repairs, and both failed to fix the issue. I tried venting atmosphere and irradiating the ship, also didn’t work. I’ve also tried just blasting every one I see, obviously isn’t working.

Is something broken? Am I missing something? I’ve run through every other diagnostic and nothing is coming up, just the infestation.


r/starfieldmods 1d ago

Paid Mod Avontech Blacksite

2 Upvotes

I’m not sure what to do. I have the blacksite mod downloaded, and in my first universe I got there no problem. Now in my second universe, I have no prompt and I’ve flown to the planet but no outpost. I’d rather not uninstall the mod for fear of losing a 200 blacksite datas. Let me know if you guys have experienced something similar please.