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thorax232

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  1. Thanks, I'm thinking of maybe starting with the same ideas in FO4 if CreationKit isn't available. Papyrus seems very easy, the only difficult part is API reference, which I may have to just grok via the Wiki.
  2. I'd like to start modding with Starfield, but I'm looking for information on how to start. I'm a Software Engineer by trade, I took a look at the CreationKit docs, they are woefully scarce on information. But I hear that's normal for modding. But there is no CreationKit for Starfield? How are people creating mods already? Is it just asset replacement? I have a couple mod ideas and would like to now the practicality and how to go about them. If they're possible without CK, how can I write and get these scripts into the game? 1. Place marker on nearest available quest giver, or nearest active quest waypoint, whichever is closer. Maybe even add a way to prioritize timed quests. I feel like this would be a cool and smooth way to do everything. I really liked using FallComplete and SkyComplete, but I think this would be a neat way to keep your "route" efficient-ish. 2. A way to mark items for sell in your inventory, then next time you're in a trade menu, use a sell all button that would sell as much as the vendor can afford.
  3. I like it, subtle but cleaner. And the updates to Vortex are becoming more frequent which is always good. You guys are on it lately. Modpacks? Modpacks are still coming, right? ;)
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