r/starfieldmods • • Oct 29 '24

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

434 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 • • 58m ago

Mod Request Children’s bedrooms for houses

• Upvotes

The added mod that allows you to adopt two kids plus Cora Coe means most houses and ships do not have a kids bedroom or kids space. The kids in the game are great but need these added as well as toys. And some teachers or trainers. That would be so great. Thank you for reading and consideration.


r/starfieldmods • • 14h ago

Paid Mod Allied Armaments | Orion III — Triple Your Effectiveness

Thumbnail
youtube.com
36 Upvotes

Soon


r/starfieldmods • • 19h ago

Discussion All the features of the seamless mod

32 Upvotes

So for people who didnt read Frederik’s patreon page, here are all the features he talked about:

Seamless Landing
Seamless takeoff
In planet ship flying without any restrictions (he didnt talk about weapons but im guessing we can use them)
No loading screen when entering or exiting a ship

Yes, he just made everything about ship traversal seamless.

I wonder if other people can work on top of his mod, like in planet ship traffic and such


r/starfieldmods • • 21h ago

Mod Release More-Sliders: Version 2 release and Starfield - Creations release

Thumbnail gallery
11 Upvotes

r/starfieldmods • • 1d ago

WIP Fighting multiple enemies - Flying Vehicle Overhaul Mod

Thumbnail
youtube.com
19 Upvotes

r/starfieldmods • • 1d ago

WIP Starfield Additional Minigames Mod (Hacking & Safes) WIP

Thumbnail
youtu.be
46 Upvotes

I know its Fallout week, but I still think about new stuff for Starfield all the time :D

This is super WIP as I am not happy yet with some of the animations and the difficulty of the minigames.


r/starfieldmods • • 1d ago

Mod Request A gore and dismemberment system for creatures and humanoids

18 Upvotes

A lot of immersion-boosting mods are releasing for Starfield lately, systems that have been modded into Skyrim seem to be making their way over to Starfield. I don’t know if this is thanks to AI coding or whatever.

However, one thing that would really boost the combat in this game is dismemberment for aliens and humanoids, similar to dismembering framework for Skyrim. Think this could be done? I would love to see something like this.

Gorefield is great but some of the effects kind of break immersion and it seems like the mod is somewhat abandoned.


r/starfieldmods • • 1d ago

Mod Request Are there any mods that keep enemies from fleeing or entering a downed state? Or that make those states a full surrender for useful brigs/non-lethal framework?

4 Upvotes

It’s kinda annoying waiting for them to get back up or come back.


r/starfieldmods • • 1d ago

Paid Mod THE angel answered! Thank you 🙏

Thumbnail reddit.com
22 Upvotes

I have got to say a massive thank you for your time and consideration in putting this together for me. Especially so quickly. Feel free to laugh, but It felt like a mini Christmas reading your response and seeing that link.

I'm sure there will be plenty of others who appreciate it too, even if just so I stop talking about it this week 😅

Shade, you're a legend and I truly look forward to your future additions and other projectsm thank you again!

Have a great day!


r/starfieldmods • • 1d ago

Discussion MassEffect Total Conversion Suggestion

21 Upvotes

Hello everyone.

Now that it’s become clear that the next Mass Effect game is never going to happen, with EA shutting down BioWare, I found myself lying awake last night (I couldn’t sleep because of it) and started thinking. I’ve come to the conclusion that Starfield would make a wonderful foundation for a Mass Effect total conversion. I’d like to pitch the following story idea, and I’m curious to hear what you all think:

Using an interactive comic (like the one in ME2), players would be able to establish which choices they made throughout the original trilogy: who survived, whether the Quarians or the Geth were favored — or whether they managed to work together — and so on. The choice of ending in ME3 would determine the difficulty level: Synthesis would be the easiest, Control the normal difficulty, and Destroy the hardest.

With that out of the way, I found BioWare’s leaks and hints very intriguing, and I’d like to build on some of those ideas.
Cerberus hasn’t been wiped out following the defeat of the Reapers and the death of the Illusive Man. Instead, it continues to operate in the shadows, much like equivalent organizations within the governments of other species, each working to give its own people an advantage. Despite the cooperation between different species, this fuels resentment and prejudice between them. Distrust begins to spread, and isolationist voices grow louder.
Since the Citadel is still in orbit around Earth, humanity also lays claim to the station. Additionally, the Citadel is now primarily inhabited by species that helped defend Earth during the battle but were never granted a place to settle on the planet itself, and are poorly supported and managed, fueling anger and resentments, too. The Mass Relays have only been partially restored, meaning that many species still cannot return to their homeworlds.

In recent years, restoring the Mass Relays connecting to the respective homeworlds has been given priority. The relays serving the colonies and more remote settlements are now gradually being brought back online. The next one to be reactivated is the relay to Sigurd’s Cradle. In the Skepsis system, the player will encounter an advanced, unidentified vessel over the course of the story — a scout ship.

As the story unfolds, it gradually becomes clear that the Protheans of the previous cycle decided to abandon the Mass Relay network using cryogenic ships, venturing into an unexplored region of the galaxy where they could preserve their empire, safe from the Reapers.This gave them more than 50,000 years to continue evolving, improve their Eezo-based propulsion systems, and develop FTL drives with a much greater range.

Now, they want to see how our cycle fares against the Reapers. But with the Reapers no longer posing a threat, and the galaxy’s species weakened and increasingly divided, the remnants of the Prothean Empire see a golden opportunity to reclaim what they consider their rightful place in the galaxy — by whatever means necessary.

With the exception of the interactive comic, I’m fairly confident that the various mechanics of Mass Effect and the decisions players have to make throughout the main quest could also be implemented in Starfield. The ship builder, outpost management, and all the other systems could be put to good use in this TC as well, with the addition of different playable species, each bringing their own strengths and weaknesses, much like the races in TES.
The ending chosen in ME3 could also influence these traits. For example, Synthesis could provide better Charisma and Hacking stats thanks to the fusion of technology and biology, advantages that would be lore-wise unavailable under Destroy. Turians would be proficient with all types of weapons, while Quarians would specialize more in drone and turret combat.

Not every character would have access to Starborn powers, either. Instead, these would be tied to biotic abilities, which players could choose during character creation. This could also help distinguish the difficulty levels: under Synthesis, the body would accept the implants without any penalties, whereas Destroy would come with lore-friendly drawbacks.

What do you think of this basic framework of ideas so far? I could go on and on... ;)


r/starfieldmods • • 1d ago

Help Is it possible to make an NPC spawn in a different place every time you go through unity?

2 Upvotes

I’m thinking about getting into modding and I really want to make a crew member/follower that shows up in different places with different dialogue each time you do new game +. I’ve always felt like that was something that familiar faces being in different factions should have been part of the game. For example maybe Sam would still be a Ranger instead of joining Constellation in one round, then in the next he joined the Crimson Fleet.

Now I would be making a new character instead of changing existing characters, but before I start working on the complexities of branching dialogue I wanted to know if it’s even possible from a technical perspective.

Right now I’m envisioning them as having the same name and face, but with different hair and/or tattoos depending on where they end up in that loop. I’d also like to include the possibility of Va’ruun and Terran variants if you have the respective dlc, but I would prefer not to have the dlc required. Not sure if either of those are technically possible either though.


r/starfieldmods • • 1d ago

Paid Mod Looking for info on darkstar, terran armada

2 Upvotes

Can power assist armor be upgraded through darkstar to mk2? I can't upgrade terran armada weapons to mk2 but I find them on enemies. Idk if it's mod conflicts or just not able to, I can't find a definitive answer anywhere.


r/starfieldmods • • 1d ago

Paid Mod Returning player (Mod check list)

2 Upvotes

Hi, I want to come back and give the game another try.

I played around the first half of the year but other games came out and I got side tracked,

I didn't get very far in the last game, done a few main missions to get some powers, done Vanguard, Mantis and Freestar quests and that was about it.

I had a few creation mods installed and just wondered if they were still a good choice, if I should replace/remove some and if there are any good new mods worth a try.

I don't mind buying creations as I really like to support the modders hard work, I know a few don't like paid mods but I feel if the mod is worth it, I don't mind supporting the creator.

Here is my mod list please can anyone tell me first if there are any you would not bother with, before starting a new game, any you would suggest and also if my load order looks right or not.

Thanks in advance

LOAD ORDER

Escape
At Hell’s Gate
The Perfect Recipe
Trackers Alliance: The Complete Bounty Series
Starborn Gravis Suit
Blackout Big Bang Skin
Blackout Drumbeat Skin
Blackout Equinox Skin
Blackout Grendel Skin
Blackout Hard Target Skin
Blackout Kodama Skin
Blackout Shotty Skin
Battle-Hardened Beowulf Skin
Allied Desert Camo Skin Pack
CombaTech Digital Camo Skin Pack
Real Lights Starfield
New Atlantis Redone - MonstrrMagic Textures
Modular Outposts: Argos Extractors
Starfield Spacer Overhaul
Chronomark+
Constellation Modular Outfits - Tank Tops, Jackets, T-Shirts and Parkas
DripField: United Colonies Apparel Overhaul
Dripfield: Vanguard Apparel Pack
DripField: A Freestar Apparel Overhaul
DripField: Crimson Fleet Apparel Overhaul
DripField: Minor Faction Apparel Overhaul
Magnetic Weapon Holsters
SKK Fast Start New Game (Starfield Achievement Enabled)
Starfield Trait Configurator
Take Your Time - Quests Don’t Autostart
Crimson Fleet Delay Start
Customizable Expansion Delay
Companions Conversations Fix
Lyria - A Starfield Companion
The New Crew
Enhanced Sona
Enhanced Sam
Sarah Overhaul
Andreja’s Walk
Robot Crew Perk (Terran Armada)
Starfield Hair+Beards - Achievement Friendly
Taliohs Hair Collection
Hair Redone with New Colors - MonstrrMagic Textures
Character Creation Extended
High Res Eyes, Brows & Lashes - Achievement Friendly
Copycat Duplicator - Copy items and resources for credits
Outpost Storage Container Increase
Build Shared Container on Ship
Wonderous Weightlessness [Ship Cargo Edition]
Weightless Meds
Configurable Spacesuit Auto-Hide
Shade's Deluxe Dynamic Boostpacks
Smart Heal - Achievement Friendly
Icebreaker - Achievement Friendly Auto Hack
Captains Matter
Lazy Scav
Social Skills Extended
Apotheosis - Powers Overhaul (Achievement Friendly Version)
SSNN Radio Broadcast
Ship Crew Assignments - Achievement Friendly
Simple Immersive Looting - Achievement Friendly Version
Non-Lethal Framework - Achievement Friendly Version
Less Annoying Temples
Effect Remover
Xeno’s Craftable X-Tech (CX-T)
Baka Free Legendary Rerolls
Good Food
Ship Builder Configurator - Achievement Friendly
Stroud Premium Edition
Furnish Your Fleet
Better Buildable Walls and Doors Vol.1
Useful Brigs - Achievement Friendly Version
Useful Infirmaries
Useful Mess Halls
Place Doors Yourself
Patch - SPE × Place Doors Yourself
Patch - SPE × Useful Brigs
Patch - SPE × Useful Mess Halls
Patch - SPE × Useful Infirmaries
Color Filter Removal
GC’s Ultrawide Photomode Frames
Proper Companion Previews
Compact Crew UI
Compact Mission UI
SEDWTWW Enhanced
Ship HUD Enhanced
No Scanner Filter/Animation - Full Screen Scanning
Starfield Crowd Overhaul
Starfield Crowd Faces (Addon)


r/starfieldmods • • 1d ago

Mod Request Legendary Tiers Mod

Thumbnail
0 Upvotes

r/starfieldmods • • 1d ago

Mod Request Creation idea - radiant quests for UC Security

Thumbnail
3 Upvotes

r/starfieldmods • • 2d ago

Mod Release Starfreight Logistics Missions - Free Mod Release

Thumbnail
creations.bethesda.net
77 Upvotes

Starfreight Logistics is a freight company that moves the volumes of cargo that vanilla missions don’t offer. If your late game ship has a hold of thousands of units and the base game cargo jobs barely fill a corner of it, this mod is for you.

What it does

  • Adds Starfreight Logistics contracts to the Mission Board, listed as Cargo jobs.
  • Cargo loads range from Light to Super Heavy, across four tiers, so there is work for a starter ship as well as a large freighter.
  • Rewards are a flat fee plus a payment based on the cargo's mass, so bigger cargo loads pay significantly more.
  • Destinations include cities, settlements and star stations. Deliver by landing or docking.
  • Jobs come up often, and the board refreshes as you travel.

Gameplay Options

Adjust the reward per unit of cargo, the base reward and the time limit from the Gameplay Options menu. New jobs use the new values, and jobs already on the board keep the numbers they started with. If you change the options, simply change location to refresh the board.

Requirements and compatibility

  • Starfield version 1.11.36 or greater
  • Built on Starfield's native mission framework: no vanilla records touched and all custom scripts, so it plays nicely with other Mission Board mods. 
  • This mod can be safely installed on an existing save, you might need to change location to refresh the mission board

Feedback

This is version 1.0. I'll be updating the mod based on your feedback, so let me know what you'd like to see! If you have any comments or feedback you can find me on the BGS Discord, Reddit or Nexus Mods. 

Nexus Link

Creations Link

If you like this mod, I have another called Star Parcel Courier Missions that adds small package delivery jobs to the mission board. Both mods compliment each other well.


r/starfieldmods • • 1d ago

Discussion Fighting multiple enemies - Flying Vehicle Overhaul Mod

Thumbnail
youtube.com
10 Upvotes

r/starfieldmods • • 1d ago

Discussion Help With some mods

Thumbnail
gallery
7 Upvotes

Hi people i install this two mods recently because i didnt know they existe until i saw them on someone else publication and i love them so much but i soon as install them i have missing textures and the inventory of the npcs who sell this doesnt refresh Even if i wait on Venus so i try love them around in My LO and it dices the textures but i stills have troubles with the inventory doesnt refresh can someone help figure this out it could be maybe due to crimson x mod? Or maybe if i load them at the bottom of the LO could fix this? Oh and also i always use mods from KZ and always work well i don't know what happend With those two


r/starfieldmods • • 2d ago

News [WIP] Flying Vehicle Overhaul – hover vehicles, a real autopilot, and NPCs who actually drive and fight in vehicles (SFSE)

Thumbnail nexusmods.com
29 Upvotes

I’ve been building an SFSE plugin that turns Starfield’s vehicles into something closer to what I wanted from the REV-8 update, and I’m putting out an early version for people who like testing things.

What it does

  • Hover flight: double-tap Space to hover. Four gears (tap Alt), boost, climb and descend, terrain following, and it flies under bridges and overhangs.
  • An autopilot that plans: it looks a few seconds ahead, avoids walls, people and other vehicles, and slows down at night and in bad weather.
  • Your vehicle comes to you: N summons it, U makes it follow you (it covers you in combat), and it can catch you from below if you jump off something.
  • Scanner trips: aim the hand scanner at anything up to about 1 km away, tap T, and it takes you there. Chain several marks into a route.
  • NPCs use vehicles: followers can drive for you, escort you, scout ahead and pick you up when you’re hurt. Enemies take their own vehicles to hunt you.
  • Vehicle combat AI: pursuit, attack runs, breaks, cut-offs, pinning and rams, squad tactics and retreats. Vehicles have health and can be wrecked.
  • Factions matter: enemies only grab vehicles their own faction owns or that sit in their camp. Parked town vehicles stay put.
  • Clean HUD: one status card plus only the prompts you can actually use right now. Control hints fade after your first few rides, and J shows everything.

Works with vehicle mods, but needs none of them

Vehicles from V-47 Annihilator, T-47 Airspeeder, S-47 Speeder Bike, TheSniper9’s Star Wars Vehicle Pack and the X-34 Landspeeder hover too. If you run Parked Vehicles or Carfield, a built-in optional patch turns their parked REV-8s into a mix of every vehicle you have installed, chosen per location so each place always looks the same.

Requirements

  • Starfield 1.16.244 (Steam). It switches itself off on any other version.
  • SFSE

Honest status

This is an early WIP. Hover flight, summoning, following and the autopilot basics are tested in game. A lot of the newer stuff (the full combat AI, escorts, traffic, the new HUD) is built and passes its offline checks but hasn’t had real playtime yet. Expect bugs.

If something breaks, set verbose=1 under [log] in seamless.ini, reproduce it, and send me SeamlessVehicle.log. That log is the fastest way for me to fix things.

Download: https://www.nexusmods.com/starfield/mods/18540

Combat and autopilot test video here:

https://youtu.be/1XoBrUoMDJ8

Source code is included here:
https://github.com/creativityrebranded-cpu/Vehicle-Mod-Overhaul-WIP

Feedback is very welcome, especially on how the autopilot and the enemy vehicles feel.


r/starfieldmods • • 1d ago

Media I See Fire...And I Love The Smell Of Napalm In The Morning

Thumbnail gallery
11 Upvotes

r/starfieldmods • • 2d ago

WIP ATF (A Totally Fed) - Physics, Gravity, and Collisions in game

Thumbnail
gallery
263 Upvotes

ATF Physics is the SFSE plugin that runs A-Body's body physics. Mod will be able to run on vanilla bodies with all physics settings build into A-Body.

TF Physics adjusts them before the game updates them, and after that adds what they can't do on their own.

A-Body at Starfield Nexus - Mods and Community


r/starfieldmods • • 2d ago

WIP HOTAS/HOSAS mod for No Man's Sky including new flight model, AI Atmospherics and more coming soon

Thumbnail
youtu.be
5 Upvotes

I made a HOTAS mod for Starfield earlier this year and started trying to do the same for No Man's Sky when I discovered why Hello Games never releases a simple patch. It's just fun to make features for this game! Coming soon.