Supplemental Videos for Topics Covered in this video: Best Practices for Ship/Outpost Builder Tabs and List in General: th-cam.com/video/P6MMJxk3P70/w-d-xo.html Unique Ship Builder Tabs PSA - Some Pieces Will Not Work: th-cam.com/video/7VBpPR94868/w-d-xo.html Double Checking Hab Doors - th-cam.com/video/LqSolWXfcBg/w-d-xo.html
What I feel obligated to report is that. the typical mistakes you do over your videos are the things that make us learn the mechanics better! Is the thing I loved most and after many hours of trial and errors, pausing your videos, creating my ideas based on your knowledge and correcting my mistakes over and over again. I can finally say that all the hours spent here has given me more satisfaction than playing the game itself. Thank you Mr. J.R! and for every minute you spend recording I hope you get twice of what you desire in your life.
Watching your mod guides over and over the past day or two, you've explained everything great, really simple and not too fast, maies a difference for us newbies
Already figured most of these tricks by myself, but I am glad you're helping the community. Tutorials are quite hard to come by at this point, and they are much needed given all the new features Starfield has brought to the CK. Two things you did that I didn't know is that you can add a list to an existing list (Guess I must have missed the button) and that you can search by keywords using *.
I would also personally suggest clicking "Edit Cell Properties" on each hab packin interior and switching the imagespace from "DefaultPackInImagespace" to just "Default. All the vanilla habs have their interior packins set to that imagspace.
Loving the tutorial series, very easy to follow and has helped me massively one very important thing to cover that might help your viewers if you edit a 2x1 hab like a captains quarters, the front and back sections/doors HAVE to link to FOUR objects not just 1 its not just the wall to the exterior door, but both "corner" pieces, as well as a hidden marker called shipsnapbehaviourhelper otherwise it spawns a gap between the two habs but doesn't actually spawn the door. :)
Thank you so much for the comment and the great insight on what to look out for. Definitely want to let people know, and as of now, it seems like this is something that's needed for the nova based habs.
@@JRamosWorksGaming got another question for you, Been building habs after watching this tutorial, they all work, they are all great, testing them one at a time, I wanted to make sure that my ship spawned in exact layout I wanted so each hab I made to only have limited doors, now as I've come to build a complete ship with it, I realise If you change the snapping on the external door ports to "none" you can't actually build hull pieces or snap like landing gears, or link to the engine with it, do you know if there is a snapping template you could change the doors to so that it will not spawn doors, but allows for ship hull parts to snap to it? major thanks dude.
Further experimentation reveals if you put the doors back on the exterior hab but don't on the interior the game obviously cannot remove or replace the interior room, I was worried it would create a phantom door as well as the wall but it doesn't however it does break things on the opposite side, so one solution will be to customise every ship hab so that the doors are forced to line up exactly where you want, the second solution seems to be to place non hab hull pieces or cargo holds between the habs so that it cannot spawn doors there and help to control it,
@@replays_gaming4200 Thanks for sharing what you're trying out thus far. One of my attempts for this as well was to setup generic snapping points, something similar to the crosshabs and apply that to the modified hab, but the ship can still map out that point between two habs as a possible route and I can potentially lock myself in one side of the ship. My current theory is that there's something in the mesh file that as I notice that when I use one of the hab objects, it does include some keywords in there that I can't get rid of.
@@JRamosWorksGaming I ended up making a new ref for the doors I didn't want with ending ref _SnapOnly left the snapping point on but took the door keywords off, however ultimately I've gone for using the mod that lets you place doors yourself, so I can get full control over my ship. One last thing I haven't been able to fix, If you place Activators, containers, furniture or statics you are fine, but if you place misc items, potions, movable statics etc they do not spawn (anything that counts as clutter), Elianora taught me that if you make them a "pack in" and set to instanced static it will spawn them in as fixed static items, this is great for making sure you don't knock things around and ruin the look of a hab, but certain items you want to be interactable and not static, for example if you set one of the picture frames to be static it freaks out, if you set a fish tank to static the fish don't move, I also wanted to place a book in the ship which obv needs to be interactive to be "read". Any ideas how to get these clutter items to spawn? many thanks again :) and sorry for all the questions.
You should apply for a job at Guantánamo Bay; you're a five-star natural at psychological torture. Thanks for the vid, it seems Bethesda is doing their usual cheapskate trick of letting everyone do the work for them for free.
Thank you, thank you, thank you for doing this. You have saved me hours of research 🙂 I've worked out a way to distribute ships, hit me up if you're interested and haven't gotten there yet.
If you ever figure it out, could you let us know how custom ship templates work exactly? You see, there seems to be a way to save color presets as pieces of the template so that when another ship uses that template, they can just use a dropdown for the template variants. I've trying to figure out where that data is saved and how is saved for 3 weeks now, and I can't find it anywhere. The dropdown is located in the template data tab of ships using a template, with the variants being picked under "Template subdata".
Whenever I enable this mod, the created Hab doesn’t appear it also removes all of the empty habs from the menu as well. Tried doing it with a nova all in one 2x1x1. Genuinely so confused. I get why the created one might not show up but to delete all of the vanilla empty habs is crazy.
My damn Creation kit keeps crashing. On the plus side I can now get to the part where I’m connecting the inner walls to the outer walls in about 2 minutes from having to repeat it 3 times already.
Supplemental Videos for Topics Covered in this video:
Best Practices for Ship/Outpost Builder Tabs and List in General: th-cam.com/video/P6MMJxk3P70/w-d-xo.html
Unique Ship Builder Tabs PSA - Some Pieces Will Not Work: th-cam.com/video/7VBpPR94868/w-d-xo.html
Double Checking Hab Doors - th-cam.com/video/LqSolWXfcBg/w-d-xo.html
What I feel obligated to report is that. the typical mistakes you do over your videos are the things that make us learn the mechanics better! Is the thing I loved most and after many hours of trial and errors, pausing your videos, creating my ideas based on your knowledge and correcting my mistakes over and over again. I can finally say that all the hours spent here has given me more satisfaction than playing the game itself. Thank you Mr. J.R! and for every minute you spend recording I hope you get twice of what you desire in your life.
I’m thankful for you and your helpful videos because my soup brain wouldn’t be able to figure it out on my own❤
Watching your mod guides over and over the past day or two, you've explained everything great, really simple and not too fast, maies a difference for us newbies
Already figured most of these tricks by myself, but I am glad you're helping the community. Tutorials are quite hard to come by at this point, and they are much needed given all the new features Starfield has brought to the CK.
Two things you did that I didn't know is that you can add a list to an existing list (Guess I must have missed the button) and that you can search by keywords using *.
I would also personally suggest clicking "Edit Cell Properties" on each hab packin interior and switching the imagespace from "DefaultPackInImagespace" to just "Default. All the vanilla habs have their interior packins set to that imagspace.
Loving the tutorial series, very easy to follow and has helped me massively
one very important thing to cover that might help your viewers
if you edit a 2x1 hab like a captains quarters, the front and back sections/doors HAVE to link to FOUR objects not just 1
its not just the wall to the exterior door, but both "corner" pieces, as well as a hidden marker called shipsnapbehaviourhelper otherwise it spawns a gap between the two habs but doesn't actually spawn the door.
:)
Thank you so much for the comment and the great insight on what to look out for. Definitely want to let people know, and as of now, it seems like this is something that's needed for the nova based habs.
@@JRamosWorksGaming got another question for you,
Been building habs after watching this tutorial, they all work, they are all great, testing them one at a time, I wanted to make sure that my ship spawned in exact layout I wanted so each hab I made to only have limited doors, now as I've come to build a complete ship with it, I realise If you change the snapping on the external door ports to "none" you can't actually build hull pieces or snap like landing gears, or link to the engine with it, do you know if there is a snapping template you could change the doors to so that it will not spawn doors, but allows for ship hull parts to snap to it?
major thanks dude.
Further experimentation reveals if you put the doors back on the exterior hab but don't on the interior the game obviously cannot remove or replace the interior room, I was worried it would create a phantom door as well as the wall but it doesn't however it does break things on the opposite side, so one solution will be to customise every ship hab so that the doors are forced to line up exactly where you want, the second solution seems to be to place non hab hull pieces or cargo holds between the habs so that it cannot spawn doors there and help to control it,
@@replays_gaming4200 Thanks for sharing what you're trying out thus far. One of my attempts for this as well was to setup generic snapping points, something similar to the crosshabs and apply that to the modified hab, but the ship can still map out that point between two habs as a possible route and I can potentially lock myself in one side of the ship. My current theory is that there's something in the mesh file that as I notice that when I use one of the hab objects, it does include some keywords in there that I can't get rid of.
@@JRamosWorksGaming I ended up making a new ref for the doors I didn't want with ending ref _SnapOnly left the snapping point on but took the door keywords off, however ultimately I've gone for using the mod that lets you place doors yourself, so I can get full control over my ship.
One last thing I haven't been able to fix,
If you place Activators, containers, furniture or statics you are fine,
but if you place misc items, potions, movable statics etc they do not spawn (anything that counts as clutter), Elianora taught me that if you make them a "pack in" and set to instanced static it will spawn them in as fixed static items, this is great for making sure you don't knock things around and ruin the look of a hab, but certain items you want to be interactable and not static, for example if you set one of the picture frames to be static it freaks out, if you set a fish tank to static the fish don't move,
I also wanted to place a book in the ship which obv needs to be interactive to be "read".
Any ideas how to get these clutter items to spawn?
many thanks again :)
and sorry for all the questions.
I DID IT. A previous mod was conflicting with my custom hab.
Great videos. I really like your content. Thanks for taking the time to share your skills.
You should apply for a job at Guantánamo Bay; you're a five-star natural at psychological torture. Thanks for the vid, it seems Bethesda is doing their usual cheapskate trick of letting everyone do the work for them for free.
Thank you, thank you, thank you for doing this. You have saved me hours of research 🙂 I've worked out a way to distribute ships, hit me up if you're interested and haven't gotten there yet.
If you ever figure it out, could you let us know how custom ship templates work exactly? You see, there seems to be a way to save color presets as pieces of the template so that when another ship uses that template, they can just use a dropdown for the template variants. I've trying to figure out where that data is saved and how is saved for 3 weeks now, and I can't find it anywhere.
The dropdown is located in the template data tab of ships using a template, with the variants being picked under "Template subdata".
Whenever I enable this mod, the created Hab doesn’t appear it also removes all of the empty habs from the menu as well. Tried doing it with a nova all in one 2x1x1. Genuinely so confused. I get why the created one might not show up but to delete all of the vanilla empty habs is crazy.
Yeah this is tough. LOL Im just gonna offer to pay you to do what I need done. LOL
My damn Creation kit keeps crashing. On the plus side I can now get to the part where I’m connecting the inner walls to the outer walls in about 2 minutes from having to repeat it 3 times already.