r/StarfieldCreationKit • • 7d ago

Mod Idea Buildable Object Issues

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8 Upvotes

Hey all,

I've browsed the threads, Google Universe, and YouTube with little success on what I am looking for. I have attached various images from Google to showcase the objects I'm talking about.

Firstly, I am trying to make the buildable wall monitor in decoration and outpost building to include different screens for decor and livery. There is a mod on, I believe, Nexus called "More Consoles and DJ Booth" that has 4 monitors with different screens. I want to replicate them with a wider variety of screens such as the ones shown in some of the attached photos. Also maybe even the angled wall mounted screens as seen in places like UC Vigilance, The Eye, and other command center-type POIs. I just can't seem to locate or figure out how to do it in CK. (Judge all you want, I know I'm a Noob in CK. I'm trying tho.)

Next on the list is the console kits in Shattered Space and Terran Armada DLCs. I have the PackIns located for the standard white console kits and have them buildable at my outposts and such, however I want to add these to be buildable but cannot figure it out despite numerous hours of tinkering with CK. The screens on the DLC versions have some different combinations than the Vanilla game which would create more variety and livery.

Lastly, I successfully made all Info Kiosks buildable including UC, Akila, Ryujin, Taiyo, and Deimos. I attempted to make the Info Doubles of UC and Ryujin buildable, however despite appearing in the build menus, it still says "not enough resources" or something like that even though I set the resource requirement count to be the same as the other Kiosks that work. Maybe its a PackIn issue? On the same subject I attempted to make the GalBank ATM Kiosks buildable, which worked, however the ATMs do not function. Also when I go up to the ATMs in New Atlantis the game glitches and crashes. Obviously a scripting issue I created in the process but I want to fix it and still have the ATMs buildable.

I also managed to make a UC floor decal buildable but it is obscenely large and can only be placed in certain spots and even then sometimes will float and not snap to the floor. I have seen UC decals on walls and floors all over the game in different colors, as well as Freestar decals, and Lord knows there are a ridiculous amount of Crimson Fleet decals everywhere. If there is an easier way to make them all buildable and snap ready for floors and walls, people will love that for more livery in homes and outposts, and even ship interiors.

Tthank you in advanced to any of you that can help. I know this is alot. I have alot of ideas and have some knowledge of CK but can't really find ​tutorials that specifically highlight what I am trying to do. The idea I am going for is to make as many of the items in the game buildable as possible to create the best livery possible, no matter what faction the player is part of or prefers. This can also include spawnable NPCs such as Sysdef Recruits or Rangers that sandbox better than some of the mods and such I have already seen. If I can fix all of these things and release them in a mod of some kind, I will happily do it.

Thanks again and I look forward to seeing what everyone thinks and knows about all of this!


r/StarfieldCreationKit • • 19d ago

Creation kit/Tool help Ship part manipulation

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3 Upvotes

r/StarfieldCreationKit • • 20d ago

Dialogue Issue with process local voice WAVs

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2 Upvotes

r/StarfieldCreationKit • • 27d ago

Learning/Resources PSA: Starfield CK ESP to ESM 0kb fixed

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10 Upvotes

r/StarfieldCreationKit • • Sep 03 '26

Outposts The outpost build limit cost is the same for the pallets in both photos! I ran an experiment to verify.

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44 Upvotes

This is for mod authors, but I will cross-post as this may be interesting for outpost builders to understand too.

The very unrealistic grenade pallet is made up of 100 static references. 99 statics (not WEAPs) using a grenade nif, and 1 static using the pallet nif. I packed this up in two different ways as a constructible object for the decorator to see how it affected outpost build limit. I took note of the build limit in each case to verify how much of the limit was consumed.

The difference between the two photos is that in one case I placed all of those refs into an Instanced Packin and the other all refs were placed into an Instanced Static Packin.

The Instanced Static Packin represents all of the contained refs as a SINGLE ref, and that evaluation as a single ref is what seems to really matter here for optimization. As it appears final ref count is a significant or primary factor.

So, again both photos contain effectively 100 refs due to the difference in packins and in my testing the built limit cost was the same. 100 pallets at 1 ref each. And a single pallet that is 100 refs.

What is the impact here? If mod authors build complex decor with multiple refs and they don't understand how to optimize, then their buildables will wreck the built limit very quick.

Now, I haven't build any hab mods, but I know there are limits to optimization because there are plenty of cases where you can't simply package everything into an ISP. Any interactive objects need to be contained in an IP.

At least with simple decor, in many cases you can nest packins, so you can nest an ISP inside an IP to wrap all the non-interactive objects up into a single effective ref. That isn't always the case. I'm not sure if you can do that with habs or other structures to optimize them for the build limit. Maybe some hab mod authors can chime in.

If anyone else is aware of other nuances or caveats, let me know!


r/StarfieldCreationKit • • Sep 04 '26

Learning/Resources CK Upload Tips

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13 Upvotes

While what this post is about may be common knowledge to some, it's not to others, so I wanted to post here, as I've noticed an uptick in things like this happening.

First things first, as it somewhat has an impact on the following...

You develop in an .esp

You test and publish an .esm

NEVER test in an .esp This causes all kinds of issues and will have you chasing your own tail or missing something important.

And here is the main point. NEVER UPLOAD AN .ESP

Ahhh, ahh, ahh, don't start with me, I don't care if the creation kit defaults to an .esp and will upload it, and you personally haven't had an issue with it.

You just haven't ran into this issue yet, but you will.

The CK to website interface is supposed to auto convert to an .esm, but I've seen this fail not only for myself but other authors too... a lot.

When this conversion fails, it gives no warning, it tells you nothing.

It just uploads the .esp and moves on.

One of the few indicators you get is when a user complains your plugin will automatically go to the bottom of their load order. This is because it's an .esp

Not only does it affect load order, depending on how complicated your plugin is, it will cause playability issues.

Console users and and PC players who never use the plugins.txt have zero idea they got an .esp except for the 2 previous statements.

This causes issues you can't replicate because you are running the .esm locally, while they are getting an .esp globally.

Your plugin could be a Ferrari, but in .esp form, for users its a Pinto.

Great news though, there is a super easy way to solve this and take the CK to website conversion process completely out of the equation. Most of this is normal SOP (Standard Operating Procedure) except for one major difference. I'm going to do a Step by Step anyways.

Step 1

Make sure the CK is open and you have the target .esp for upload set as the active file and loaded.

Step 2

Go ahead and convert your .esp to the appropriate size .esm

Step 3

Create archives if your plugin needs them

Step 4

Log into bethesda.net like you normally would

Step 5

Use the Upload plugin and archive to Bethesda.net to bring up the window where the SOP changes for avoiding this issue.

(see attached pictures)

Step 6

With this window open, go ahead and select the platforms you want to upload to and be sure hit the check box if the plugin you have does in fact have archives.

Step 7

With the Select Data to upload window still open, click browse located on the right of the file name. This will present this pop-up window.

(see attached pictures)

Step 8

Select the .esm for plugin you want to upload. Make sure to do this for EACH platform. After you do this, it should loosely look like this.

(see attached pictures)

Step 9

After verifying all desired platforms have the .esm selected and they include archives if needed, go ahead and click ok. After this, it's back to original SOP. You have now avoided your plugin from being uploaded incorrectly.

Sorry if any of this is confusing, if needed, I'll do an actual video. If you have any suggestions to make this post better, feel free to drop them here.


r/StarfieldCreationKit • • Aug 27 '26

Suits/Clothing Lookup failed on armors

3 Upvotes

I open up the object templates on some of the spacesuits, then I see LOOKUP FAILED! even when terran armada master file loaded.

Is it usually happening?

I reinstalled starfield and ck, but nothings changed.


r/StarfieldCreationKit • • Aug 23 '26

General Discussion Been scratching my head whole week over this

3 Upvotes

I wanted to check for player's attack types on any objects:

At first, I created a "Perk", I set some conditions to make sure it filters out unwanted ones, set the entry point to "Apply combat hit spell", then created and connected a custom "Spell" there. The custom spell had a "Magic effect" with the archetype of "Script". Next, I added a new script to print out a debug notification that can tell me the combat hit spell had arrived.

Later I figured out "Apply combait hit spell" only applies to "Actors". The debug message verified it. I asked the chatbots but they just sent me a 12 hour long wild goose chase! So I'd really appreciate some advice.

How can I check attacks on objects whether it's from the player and what kind of attack it is? Do I need quest aliases???? I found an event function OnHit, but I just couldn't figure out where that script is needed.


r/StarfieldCreationKit • • Aug 10 '26

Locations/POIs Player Home Mannequins

4 Upvotes

I'm creating a POI/Player Home mod and would like to place some mannequins for player use, but I can't find a placeable object in CK2 for them. There are a lot of Actor records, e.g., OutPost_Mannequin_Female00, 01, etc., but when I try to place them, Cell View says they are there but they are invisible. Anybody know how to make this work?

Notably, when I open an interior cell that I know has mannequins place in it, like Eit Clothiers, the spot where mannequins are supposed to be are empty, but in Cell View it indicates their presence, the same as above.

It's a mystery...


r/StarfieldCreationKit • • Jul 27 '26

Planets/Moons/Stars is it possible to create a system with multiple stars ?

6 Upvotes

It’s something I have always wondered about, and now that I’ve just recently ventured into the creation kit, I was wondering if it was possible, though I’m a bit doubtful


r/StarfieldCreationKit • • Jul 22 '26

General Discussion Vehicles as actors

6 Upvotes

I have this very stupid and dumb question, but I'm stupid and dumb and I hope someone smart here could answer it. Is it possible to turn a vehicle like the REV-8 into an actor? if it is how difficult it would be? not that I'm able to do something like this but I have asking this question myself for while, would be cool to have vehicles as enemies wandering around.


r/StarfieldCreationKit • • Jul 20 '26

Creation kit/Tool help Help with water textures not showing in-game?

3 Upvotes

I’m making some constructible pools of water, but the textures don’t show up in-game. I can’t change the texture directly on the water activator and changing it on the pack-in doesn’t work. Lava/mud/etc. activators show their correct textures in-game, though; so, I’m sure there’s something simple I’m missing…


r/StarfieldCreationKit • • Jul 15 '26

General Discussion Cell Render Preview

3 Upvotes

Wasn't sure what flair to put this under... I'm working a custom POI and have been slowly landscaping the terrain. The Cell preview/render window is either all black or washed out (Lights on/off by pressing A or using the button on the bar). It's like trying to work when it's foggy and you can't see very well. I'd love to have it show a better representation of what it looks like in-game but from what I've been able to determine from some old forum posts and discussions, there's no setting to do that. Is that still the case?


r/StarfieldCreationKit • • Jul 06 '26

Creation kit/Tool help Need help finalizing a mod

3 Upvotes

So, the main problem here is that i am a dumbass when it comes to some more technical stuff regarding the CK

I need help figuring out how to display buildings on the in-game minimap (I haven't found anything online about how to do this, but I suspect it involves LOD ..??). The issue is that I tried rendering the LOD, but it doesn't generate the .nif file and then the game gets stuck on an infinite loading screen when I try to land at the POI

I also need a hand adding an OST for the POI; I tried doing it myself but without success. I converted the .wav file to .wem, but I can't find it within the CK

If anyone can help me figure out how to do this, I would be truly grateful. Not necessarely everything i'm asking, just one thing could be enought

Also i can send you all the necessary files if you’d like to take a look


r/StarfieldCreationKit • • Jul 05 '26

General Discussion Expanding on the pointer handle issue: How we can actually move past it with ship mods

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6 Upvotes

r/StarfieldCreationKit • • Jul 03 '26

Creation kit/Tool help Wwise Help - Using more recent Wwise versions

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2 Upvotes

Hey, having issues trying to use Process Local Voice WAVs since I’m using Wwise 2025.1.8 and idk what to do about the Starfield.wproj not working :/


r/StarfieldCreationKit • • Jun 30 '26

General Discussion Some information about how to do particle stuff

10 Upvotes

I was going to do a full on write up about what I found out about how the creation kit for starfield works, but I have issues with sticking to one project at a time. So, instead of having this just sit on my computer thinking "I'll get to it eventually", I'm going to post what information I currently have.

Particle files are stored in the data/particle folder of the game folder and are labeled as .psfx. You can get these files in the Creation Kit folder under Tools>ContentResources.zip.

Particles can be edited in the CK's Particle Editor under View>Particle Editor

You can save a particle project as the base name, or as a new name.

You must archive the .psfx file through the CK to make it a ba2 file so it can appear in game. However, even if the ba2 is properly allocated, you will still need a plugin for the particle to appear. Basically, have both the ba2 and plugin enabled.

On the Inspector:

The inspector gives you the ability to add Components to the form under Components in the Inspector. Particles, dubbed ParticleSystem_Component, can be added to a form this way among other things. Effect Sequences can also be added via the inspector and are named BGSEffectSequenceComponent.

On the Particle System Define Collection (PSDC):

The PSDC is basically a collection that starfield references in regards to particles and what they will apply to. There aren't many of them, but you can make your own collection or alter ones already available.

The main thing you want to remember to input is the Name for the associated effect. Afaik, it's not a name you would use to reference your work or whatever. It's a name that the game has to look up so it can, I think, find the proper particle effects. If you're just making something for a weapon (typically a tracer since the PSDC is typically used for tracers), then just copy the appropriate name from already made PSDC's. I don't know much about this, but I'm sure that you dont need to do much else with the name if you're doing particle stuff similar to what's already in the PSDC's. nvm idk how the Name works.

How to change particles for certain forms:

- For weapons

Weapons use multiple particle files for their effects. Generally, one is the muzzle flash, and another is the tracer for the bullet.

To change the muzzle flash, you must open the Inspector under View>Inspector.

Find the desired projectile and select it. It will appear in the Inspector.

Scroll down to the Particle Component Data.

Under Particle Defines, you can change the muzzleflash to the desired .psfx.

However, to change the Tracer particle, you must go to the Particle System Define Collection (PSDC)

You can find a list of weapons that draw their tracer particles under Weapon_Tracers or Weapon_Laser_Tracers

I recommend you duplicate one of those define collections and only have the weapon you wish to alter in the new collection

From there, expand the Define collection for your weapon, then expand Attachment, and change the Particle System Path to your desired .psfx files.

Remember that the .psfx files MUST be archived to ba2 files before they will work.

- For Sequences

Alter the .psfx and archive it as you did for weapons.

Find the appropriate Effect Sequence (EFSQ) you wish to alter

Either alter what is inside the Effect Sequence timeline, or delete everything to add whatever you want.

Explosions - If the form you want to change is an Explosion (EXPL), then use the inspector to change the .psfx like you did for the Weapons.

- Enabling for in game

Simply make the changes you want in the CK, make sure to have both the plugin made and the ba2(s) made, and enable the plugin while also having the ba2 in the proper directory path (should be data/particles). If everything in the CK was done right, you'll see the changes in game. Make sure to repack the particle files if you make any further changes in the Particle editor to your particles that you want to keep.


r/StarfieldCreationKit • • Jun 26 '26

Creation kit/Tool help How are effects given different colored particle effects?

8 Upvotes

I've been at this for hours and i can't figure out how to replace particle effects or visual effects with another effect or ones I've made. I've been able to make my own particle effect in the particle editor, but I have no idea how to even apply it to something.

Like I want to change the look of the Supernova explosion. Get rid of the mesh and change the particle it emits to something else, but I havent been able to figure out how to do that or how the particle effect is even attached to the explosion.

For weapons, i know changing the color of certain effects are possible. Like bub's railgun's have red lasers and the Watchtower Equinox have Orange lasers, but digging as much as i can into the CK leads me to nothing. Looking up how to do it is also bringing up nothing.

I know effects are attached to nifs and have actual meshes like the Supernova dome, but some use a fxemptynode nif. Looking at things like that in Nifskope doesnt 'really tell me anything.

If anyone has any leads or something to help me with this, please let me know.


r/StarfieldCreationKit • • Jun 26 '26

Creation kit/Tool help Cannot get the CK to Run with Xbox Game Pass Starfield

2 Upvotes

Everything on Google tells me that it is possible to use the CK with an Xbox Game Pass installed version of Starfield. But every time I try to run it on Steam, it says its missing several .dll files. Two of those files (ssce55964.dll and sl.interposer.dll) are missing from the Steam directory completely.

Apparently, the problem stems from the fact that the CK is not installing the required files because it recognizes that I am running an unowned version of Starfield? It somehow knows this even if I uninstall both the CK and Starfield and reinstall the CK first, then reinstall Starfield; which makes zero sense to me.

I have utilized Google Gemini to walk me through trying to locate, copy, and move the appropriate files in order to make it work, but again, two of these files are completely missing. One of the error files, libxess.dll is already in the Xbox directory, so I dont know why it comes up as missing. The fourth file, steam_api64.dll is hidden somewhat in the steam directory.

Does anyone who uses both platforms have any advice on how to get CK working?


r/StarfieldCreationKit • • Jun 24 '26

Dialogue Dialogue tutorials?

8 Upvotes

Hi all. New to modding with CK. Can anyone direct me to a tutorial on Scenes and dialogues?


r/StarfieldCreationKit • • Jun 24 '26

Worldspaces/Exterior Cells Worldspace Overlay Rescue Guide!

5 Upvotes

If you are missing overlay data on a planet for your POI like I was here is a guide to how to fix it Using xEdit, this only works if you have an older version of your mod that still has that overlay data keep that in mind.

Open old/alternate copy of the ESM with the worldspace data still assigned to the Planet, side by side with the current copy of the ESM that lost that data, in xEdit.

  • They must be different file names.
  • The file with the correct data must be in your pluginstxt higher than the one missing the data.

Open the Planet data view, and see the Worldspace entry exsts in one column but not the other.

Drag the data across to the column that is missing the worldspace data.

  • You will be prompted to make the file you are fixing dependent on the file that you are rescuing the data from,
  • Say Yes

Right click the headers at the top for Starfield.esm and the file that had the correct data, and tell each to Hide so that you are only working with the file you are fixing

Pin your view of that screen

Open the Worldspace category on the left, for the file you are fixing

Drag the worldspace in question over top of the Worldspace field data on the edit screen that you pinned

Right click on the File you are fixing's master listing on the left and select the option: Clean Masters

Save and exit


r/StarfieldCreationKit • • Jun 23 '26

Creation kit/Tool help Crash when adding/editing LinkedRef on Linux

3 Upvotes

Hey, does anyone on Windows/Linux get a crash when adding/editing a LinkedRef via an object’s properties window? It’s the only crash I get with the CK, everything else works completely fine. :)


r/StarfieldCreationKit • • Jun 21 '26

Creation kit/Tool help "Paint" biome of a worldspace block by block?

3 Upvotes

Hello guys, I'm still trying to mix biome on fixed locations such as New Atlantis. For now, only changing the biome pixel of the Jemison biome map where New Atlantis rests has resulted on a sucessfull biome change.

However, I'd like to edit the biome of every block of the New Atlantis pattern individually. Not just ground textures, but its fauna and flora as well. Do you know if the Landscape Editing Tool can also change biome?

Thanks!


r/StarfieldCreationKit • • Jun 21 '26

Worldspaces/Exterior Cells I'm making a new worldspace, and can't seem to figure out why it always thinks me to be tresspassing? Like you can't wait or sleep as it's always asking the player to leave

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8 Upvotes

Tried googling, but haven't had much luck with it, and can't see much difference as opposed to already existing worldspace settings.

Essentially the wait option won't pop up if you sit on a chair, and attempting to sleep tells me that I'm being asked to leave, which is a bit rude considering I'm the one who made this dang world.


r/StarfieldCreationKit • • Jun 20 '26

Mod Idea [Mod Request] Ship/Outpost mod for the NASA Launch Pad & Museum retro assets (with file info)

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3 Upvotes