r/starfieldmods • • Oct 29 '24

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

425 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

181 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

Mod Release Seamless takeoffs - 2.0 released

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111 Upvotes

The new version of my seamless takeoffs mod is now out, overhauling the entire thing and making it much more convincing. You can now see your ship leaving the atmosphere, whereas before you would just freeze in place after the animation and the atmosphere would shrink. The lighting is also matched much better.

Frederiks upcoming mod will no doubt be smoother than this, but this can serve as a nice option for those with worse PCs, plus it wouldn't sit right with me leaving my mod unfinished.

You can get it here: nexusmods.com/starfield/mods/17719


r/starfieldmods • • 1h ago

Discussion Outpost mods that give outpost a purpose

• Upvotes

Anyone know of any good outpost mods that add a purpose to them? It would be neat to have a mod where you can have like a planetary defense type thing from your outpost.


r/starfieldmods • • 2h ago

Mod Release Starfueled - Exploration-Oriented Fuel Management

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9 Upvotes

Starfueled reintroduces fuel management to the game with a twist: every ship is fitted with a Fuel Scoop that can extract Helium-3 from the solar system around you. The more you explore, the further you get to travel.

It's designed to fill a gap between the total lack of fuel consideration in the base game and the flow-disrupting overemphasis on fuel supply that led to the feature getting cut in the first place.

Fuel management becomes multidimensional. Short-term goals are exploration-oriented, incentivizing you to spend more time digging into the systems you pass through. Long-term goals center on permanently extending your reach across the stars.

It's out now on the Nexus. Get it here and let me know what you think!


r/starfieldmods • • 1h ago

Mod Release Configurable Loot Mod

• Upvotes

Wanted to share my Loot Overhaul mod since I just put out a major update for it.

The mod lets you control how much loot spawns across the game, all through Gameplay Options in the settings menu. Depending on how you set it up, it can make the game a lot more intense and difficult, or more generous if that's what you're after.

What you can adjust:

- Ammo, aid, chems, drinks, food, from vanilla down to 75-90% less
- Resources, up to 50% more or 50% less
- Contraband, up to 50% more or 50% less
- How often rare containers and safes drop legendaries
- How often each legendary tier (1, 2, and 3-star) spawns, which applies to every source in the game, including enemies and vendors

By default it makes supplies scarcer, cuts back on high tier legendaries, and makes resources a bit more abundant. Every setting can be returned to vanilla, and legendary drops and contraband can go above vanilla if you want a more generous game.

Since the legendary settings stack on each other, I put together a few suggested setups in the mod description for different playstyles, like Treasure Hunter if you want exploring to pay off more than fighting, or Loot Goblin if you just want more legendaries. You set them yourself in Gameplay Options, and the description has the actual odds for each one so you know what you're getting.

https://www.nexusmods.com/starfield/mods/18266

https://creations.bethesda.net/en/starfield/details/f29aa055-a25b-4f1c-9f56-64136305baaa/Nova__39_s_Loot_Overhaul


r/starfieldmods • • 21h ago

Paid Mod Mod preview - Reladyne Precision Landing System

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116 Upvotes

Hey friends! Cyberpsyche here. Looking for feedback on a new mod! Hope many of you are still enjoying Packing Heat! While I'm working on the update for that, and getting back going on my next big free mod, Crimson Escalation, I wanted to knock out a small paid mod I had been thinking about for a while. I have to work on multiple projects at once to stay sane!

Please check out the screenshots and the description below. Playtesting is nearly done and then I will submit for QA and approval, aiming for 100cr. I'd love to hear your questions and concerns ahead of time. I don't think my mod will get through the queue before winter break, so hopefully it'll be out right after Bethesda team is back.

P.S. on the screenshots, the map shot is a landing on Jemison in the forest with the PLS set to wilderness mode, notice no facilities or structures of any kind. Using "tmm 1" to reveal all map markers so you can see. The other shots show the terminal screens, the terminals including the modular wall mounts (of which I will increase variety before submission).

I'll try to get a video up on my channel soon.

DRAFT MOD DESCRIPTION:

The PLS provides a captain with more flexibility on where their ship lands relative to the structures and other ship traffic around them. Want to land in the wilderness even on a populated planet? Now you can!

OVERVIEW

I wanted more flexibility in what a landing site looked like, without a fixed total overhaul to POI generation, and ideally some compatibility to work with existing POI overhauls and POI mods.

I’m also an immersion and exploration player and wanted a fun tool that supports roleplay and feels like it makes sense in the game world. I wanted to “land” in different places and not just be toggling gameplay settings from the main menu. This is a small mod, but took a lot of fiddling, testing, tweaking and several testers to work out the kinks. I used a lot of the knowledge I’ve gained over the past year and more working on close to twenty mods and patches to make this.

I hope you enjoy Reladyne’s new Precision Landing System! Now available for all ships via a simple terminal integration!

THE PLS TERMINAL

  • Wall mounted variation mounts onto modular wall mounts of different depths
  • Freestanding and desktop variations
  • All customization is set via the in-game terminal which has been designed with immersive text to support roleplay and avoid you needing to exit to gameplay options.
  • Simply place it in your ship and you are ready to go!

CONFIGURABLE LANDING PROFILES

  • Wilderness, Remote, Rural, Settled and Prospecting profiles.
  • These adjust the quantity of man made POIs at your landing site. From “Settled” which allows the base game to do its thing, up to Wilderness which prohibits any man made POIs.
  • Even on a populated planet you can land in the wilderness, with no structures in sight! Want to actually land in the rough desert or the untouched forest on a settled planet? You can!
  • The prospecting profile helps miners seeking the additional resources deposits available in caves.
  • These profiles ride on TOP of the vanilla POI generation logic, so if you try to land at a Settled area for a planet considered uncivilized in vanilla there will be less POIs than other planets, or if you try to land at a Settled area on a planet with no human presence there will still not be any man made POIs. See the Habitation Analysis feature for a view into that.

CONFIGURABLE LANDING CLEARANCE

  • Adjust landing distance from man made structures (POIs): 300m, 500m, 800m, 1200m, 1600m.
  • This determines the distance your ship will touch down from nearby man made structures and facilities. Use Landing Profile to land in a settled area if you want and then use Landing Clearance to land far away from the many structures!
  • Don’t want to land RIGHT next to dungeons? Maybe 500m! Don’t want to see anything when you land? Want to explore the natural terrain in order to locate structures? How about 1600m?

CONFIGURABLE SHIP TRAFFIC PROXIMITY

  • Choose No Preference, Avoid Nearby or Avoid All.
  • This setting allows you to avoid random ship landings occurring right next to you constantly after you land! Also, to avoid them completely if you want to explore more covertly.
  • Note that ship traffic is also throttled by the landing profiles, so you will have far less ship landings in rural, remote or wilderness profiles.

HABITATION ANALYSIS

  • Provides a surface scan of the local moon or planet that gives you an idea what the baseline population is for the planet. (settled, civilized, uncivilized or no human presence). This works based on vanilla game condition checks to see how the base game would run the POI logic.
  • If you are using a mod like Desolation or others that modify the values those base game checks use, this should read accurately, as I don’t touch those global values, keywords or base game conditions.

OTHER

  • Terminal provides the ability to reset settings to mod defaults (which are vanilla settings) and each screen shows the active setting for clarity. In-terminal Help screen also included.

KNOWN LIMITATIONS AND NUANCES

  • When targeting a pre-defined POI from orbit the PLS settings will not affect whether you land at a pad, such as with city spaceports or spawned POIs visible from orbit. You’ll still land on the pad. There are other mods that can stop you from landing at the pads, but I couldn’t find a way to make that optional so I didn’t want to add it in as a forced feature.
  • The settings will impact all POIs that generate AROUND a mission or quest target POI, and of course for planet landings without an existing POI target, they will affect all POIs.
  • As an example this means, landing at a quest or mission board target POI with a wilderness setting turned on will result in that POI being the only man made POI on the map. Set your profile to Settled if you want the vanilla type and amount of POIs to generate.
  • City landing zones, such as the POIs around New Atlantis and Akila will generate as normal and ignore the PLS settings.

TECHNICAL

  • This mod modifies specific Planet Content Manager Branches by adding new conditions. It would conflict with any mod that alters conditions for the same PCM BlockCreationRequest branches.
  • Manually cleaned with xedit!
  • I keep some edits to an inaccessible vanilla test cell which I use as a dev space for building in 3D as needed.

LOAD ORDER AND COMPATIBILITY

  • I’ve tested with 200 mods with zero conflicts ( I checked with xedit, and I playtested ). Several testers did not run into any obvious conflicts. Some had very large mod stacks.
  • LO isn’t the important factor. If it conflicts with another mod that touches the PCM in an identical way, they will likely be incompatible regardless of LO so you will have to choose one or the other. LO won’t matter, because one will overwrite the other rendering it ineffective.
  • Compatible with Desolation: Tested and verified. We modify POI generation logic at different places in different ways.
  • Compatible with popular POI mods: Tested and verified for Forgotten Frontiers 1 and 2, Lost Light, Old Secrets. Most others should be compatible as long as they place their branches within the vanilla branches appropriately. If they aren’t compatible you will see their POIs in wilderness mode, so that would be an easy test.

SUPPORT

CREDITS

  • Freyja Hildr (testing)
  • Grapeheart (testing)
  • Aevi Daudi (testing)
  • GamerRoundup206 (testing)
  • Gustavo Keno (testing)
  • Kitalahara (testing)
  • S1nderion (help)
  • Betamax76 (inspiration for the wall mounts to work around vanilla limitations for terminals)
  • MissO (help)
  • Anyone I forget let me know!

r/starfieldmods • • 45m ago

Paid Mod Tiger Shipyards Overhaul issues

• Upvotes

This mod was recently updated which normally is a good thing. Currently, when I use the Habs with glass panels on them, I can’t sit on any furniture I place in the hab. Sometimes it happens when I’m close to the windows and other times it’s the whole hab. I never had this issue before the update. On the floor of the hab there is a line that runs parallel to the windows and it constantly shimmers. Some Habs based on their orientation would not allow a chair between the line and the window, but if the chair was more to the middle of the hab it would work. I have one which I made into my master bedroom and I can’t place a chair anywhere without getting the obstruction message. In that same hab I have a toilet right next to the window and I can’t place sit down. Go figure.

Also, depending on the orientation again, the doorways not used will be open to see into the hab they are adjacent to (I use pdy and no I didn’t place a door) and if you walk through you fall through the ship and end up somewhere else in the ship. I usually hide this by putting up a wall panel.

Not sure if anyone else is having issues, just wanted to get the word out. I don’t know if the author is on here or if there is a discord.


r/starfieldmods • • 17h ago

Mod Release SMSEX Update to version1.1.6a with kludged parts

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13 Upvotes

I made a small update to the horribly kludged and kit-bashed SMSEX. Added a few new items for Taiyo Side-Caps (caps that cover up ugly ship hab sides) including flips for the top, wide caps for 2x tall habs or to spread across the top of a single hab. This will allow a somewhat more cylindrical look for the square haps. As an addition, I also have included somewhat thicker versions to create ovular structures, as well as variants with equipment nodes.

Also, I have included 2x2 and 1x2 Taiyo Slopes, all with color swaps.


r/starfieldmods • • 18h ago

Mod Request Vehicle Mod Overhaul

6 Upvotes

Posts from the starfield
community on Reddit

For anyone that's interested this is a WIP Mod for vehicles overhaul with some basic features like summoning vehicles, NPCs driving vehicles and attacking, or escorting, autopilot driving.

This is mostly meant as a proof of concept and the github is attached for the source and the mod at the current state. It still requires a lot of improvement and I will be updating it slowly over time, but I welcome help from experience modders as this is mostly with the help of AI and requires a lot of work as is obvious from the video.

It's meant to be a free mod and when it's complete will be on nexus if I ever do get around to finishing it. Otherwise anyone is welcome to build on it. It does have some mod depedencies though and the vehicles in the mod are not mine but from other modders.
https://github.com/creativityrebranded-cpu/Vehicle-Mod-Overhaul-WIP.git


r/starfieldmods • • 15h ago

Discussion My mouse stays stuck in the center of the screen when BetterConsole is up?

3 Upvotes

It's like it is glued in place, anytime I move it, it just immediately snaps back to the center of the sceen.


r/starfieldmods • • 12h ago

Mod Request Space HUD mod that shrinks planet info card popup?

0 Upvotes

When scanner is open in space the info card that pops up when you are looking at a planet is distracting and too big for me.

Do any of the hud/UI mods shrink or change this?


r/starfieldmods • • 1d ago

Mod Release Starfield Route Memory (+ Minigame) SFSE Released On Nexus

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25 Upvotes

r/starfieldmods • • 23h ago

Discussion How many mods is too many

5 Upvotes

As the title says, how do I know if I have too many mods


r/starfieldmods • • 1d ago

Help Mensagem de nave corrompida mod SVF

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6 Upvotes

Olá capitães! Ao tentar pousar em NA recebi essa mensagem. Alguém já passou por algo parecido?

Não estou questionando o erro em si, até suspeito qual mod seja, mas achei interessante o comportamento do mod SVF.


r/starfieldmods • • 22h ago

WIP Working on a custom body for an NPC companion that I have been making.

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5 Upvotes

custom body I made for an NPC.

The biggest questions I have still are for skeleton and physics, they have been interesting, but they have also been my favorite part.

the skeleton is standalone. it adds soft tissue bones for the breasts, butt, belly, thighs, hips, calves, upper arms, back and pelvis.

for the physics I worked out how Starfield's springs actually behave in the game instead of guessing, then tuned every area off that. neighboring parts move together so the skin doesn't stretch weird.

Starfield's springs don't do gravity at all, so I added it for the breasts. when the body lies down, they actually settle flatter and falling out to the sides on the back, leaning toward the floor on a side, pressed flat face down. standing up nothing changes (this is the part I am working on currently).

one thing I noticed, Starfield's springs are tied to frame rate, so it moves a bit more at low fps and a bit less at high fps.


r/starfieldmods • • 1d ago

Mod Request Total Overhaul idea. A Star For Every Frontier

4 Upvotes

Not sure if this could work, but I've been contemplating this since starfield came out.

A total conversion mod that takes advantage of other mods made for the total conversion, but can also work stand alone.

The main mod would replace New Atlantis and its solar system. Subsequent mods would be stand alone solar systems replacements. Each is based on a different sci fi worlds and a few random fictional worlds to give variety. When the main mod and the required solar system mods are together they would replace the main story with one that will be developed alongside the solar system mods.

The story I have in mind would be a have elements of Star Trek, sliders, and Farscape. You are a commander of a fleet of ships tasked to explore the unsettled systems. As your fleet is leaving your home world, a fracture in space time opens in front of your fleet with no time to divert course, you cross into an unknown system. The system has a few of those fractures.

I thought a cool idea would be to let modding teams/modders comment on this or set up a poll and they comment what fictional world they would want to work on.


r/starfieldmods • • 21h ago

Mod Request Okay starfield modders , you gave us star wars and power rangers. I dare you to make a superman suit mod next.

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3 Upvotes

r/starfieldmods • • 1d ago

Mod Request Realistic Freight mangement

3 Upvotes

Okay, so my idea goes as follows: what if you would need to load and unload your ship for cargo missions, meaning if you would take a contract to deliver something, it would not just appear in your inventory; it would rather spawn as a physical crate, and you would have to carry it to your ship and store it in smaller crates, which would be easy to carry just with your hands, but larger crates and/or resources would take a tool with which you could carry them, like a tractor beam, ala Star Citizen. It might also be implemented that you would need to purchase ammo and missiles for your ship, and you would have to manually bring them there and load them into your cargo bay it would be the perfect space trucker fantasy.


r/starfieldmods • • 2d ago

Paid Mod ASC Arsenal - achievement friendly version

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88 Upvotes

ASC Arsenal AF - the achievement-friendly version of ASC Arsenal (duh) - is now available on Creations for all platforms.

Just a quick heads-up, since visibility on Creations isn't always great and a few people have been asking when it'd be out 👍

Oh, and the free version is now also available on Nexus :)


r/starfieldmods • • 1d ago

Discussion Does anyone know if these 3 mods are all compatible ? Red mile black jack table, red mile expanded, red mile -new dawn

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1 Upvotes

r/starfieldmods • • 1d ago

Mod Request enemy adjustment mods

3 Upvotes

is there a mod -preferably achievement friendly- that tweaks and enhances enemy AI so that gunfight are not so dull and boring in vanilla?

i just started this modding thing and am trying to get the hang of it


r/starfieldmods • • 2d ago

Help Help I got both dlc and everything broke

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27 Upvotes

After I downloaded both dlc I went to my ship and a lot of the mod parts were gone so I went into the ship builder and restored the missing compartments and when I went to bord my ship this happend and I can't move or I just fall in place. Here are all the mods I have installed can anyone help

Edit: thanks for all the help and advice what I ended up doing is a full reset. I deleted all the mods uninstalled the game and deleted every file left then reinstalled the game and started a fresh save and I will install mods slowly and se if bugs appear.


r/starfieldmods • • 1d ago

Mod Request Looking For A "Specific" Landing Mod

0 Upvotes

I wonder if there's a mod on Creations for Xbox that lets me land on settlements, for example New Atlantis, without having to open the planet map first. The first time you arrive at a new settlement you can just open up your scanner (LB button on Xbox) while flying and directly land at a settlement But after exploring a settlement and visiting different districts, you're forced to open the planet map screen and select which district to land, or spawn, in.

Is there a mod that lets you select which district to land in directly from the scanner?


r/starfieldmods • • 1d ago

Discussion Load order terminology

3 Upvotes

When a mod states it should be placed “low” in the load order wtf does that mean? Does that mean near the bottom? Or near the top? See top and bottom to me are more concrete terms, low and high are more nebulous.

Had to go through the unity again and thought I would revisit Falkland and the terminology changed from bottom to low. And I see videos with it at the top and they don’t have issues. And it’s been a day and a half, and I’m having issues. Same ones I had when I had to stop using it before. Thus my reason for seeking clarity.

Most likely going to go back to the unity and delete it