Starfield Community Patch

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Starfield is almost here! We can't wait to join Constellation and explore the stars on 1 September and we're even more excited about the potential for mods the game has. Sim Settlements in Space? Yes, please. A whole new perk overhaul? Don't mind if we do. A mod that turns all planets into sandwiches? Sure! Today we're going to talk about the Starfield Community Patch Project which serves to collect and fix any bugs in the base game. 

The idea of a community patch for Starfield isn't new and has been something that we know a lot of you have been very passionate about from the moment the game was first announced. This project draws parallels to similar successful efforts for Fallout 4, Skyrim SE,  Vampire: The Masquerade - Bloodlines, and more.

The Starfield Community Patch Project was set up in December 2021 but had been put on ice when the game got delayed. We're now approaching release so things are starting to ramp up again. 


What is the Community Patch?

The Starfield Community Patch (SFCP) project is a collective effort by mod authors and the wider player community of Starfield to fix bugs, errors and other inconsistencies present in the game. This includes tweaks, typos and other changes that may have been missed (or not yet released) by the developers. The overall goal is to improve the vanilla experience for all players.

Fixes included in the patch are intended to correct bugs or errors in the base game, examples include:
  • Misplaced objects
  • Script errors
  • Inconsistencies in item properties
  • Faulty missions/quests
  • Game-breaking exploits
  • Missing attributes (such as tags, header flags, etc.)
  • Spelling/localisation errors

The patch is not intended to include any of the following:

  • New content (new quests, missions, characters, items, etc.)
  • Balance changes (outside of correcting obvious errors)
  • Any tweaks that are not in keeping with the original vision for the game




Who is running the patch and how is the team structured?

The hope with the Starfield Community Patch is that it will be owned by the community rather than one or two individuals. This means that while there may be caretakers who act as the decision-makers, these roles are fluid and the project may change hands depending on which members of the community are willing to step up and help coordinate the effort. 

To get the ball rolling, there are 4 members of the "Core Team" - two development-focused users and two experienced modders - who you may recognise from the community if you've played any of the Elder Scrolls or Fallout games. 

  • SimonMagus - I lead the team behind the "Simonrim" collection of mods for Skyrim SE - including Mysticism, Apothecary, and Blade & Blunt. My dream for the Starfield Community Patch is that it serves as a strong foundation for a long-lived and healthy modding community for Starfield. I'm excited to be part of an open and collaborative effort to make that dream a reality. 
  • Halgari - I am the creator of Wabbajack and the head of the Nexus Mods desktop development team. I'm hoping to further the use of open-source, and open-contribution organizations to Starfield modding. It's not often that we get the chance to rethink how modding should be organized for a community project, and I'm excited to see how we can improve the traditionally closed modding processes.
  • Noggog - I am the creator of Mutagen and Synthesis. I have worked on tooling for Bethesda mods for over a decade, including past projects such as Skyproc and Automatic Variants. Most recently I have created Spriggit to empower the Community Patch's collaborative development using modern open-source patterns.
  • Pickysaurus (Me!) - While I may not be the most recognisable modder, I have a good amount of experience working with Bethesda games. My previous experience comes primarily from dealing with the "back end" of Legacy of the Dragonborn by Icecreamassassin. This involved a lot of complex scripting and careful management of game data for items, spells, quests and more. I am also able to leverage my position as a Community Manager to bring any resources in from Nexus Mods and can support the patch as part of my day-to-day duties.

As the main contributors to the project, they are responsible for gathering and vetting issues reported by the community and compiling the resulting fixes into the release build of the patch. 




Spriggit, what's that?

Spriggit is a new tool that is currently being developed by Noggog that will enable compiling plugins for Creation Engine games to and from plain text. The aim is to make it far easier to collaborate and make changes more transparent when viewing the history of a mod in a Git format. Here's a brief demonstration of how the application works:



The SFCP team will be working closely with toolmakers and reverse engineers in the community to understand the new file formats of Starfield and make Spriggit compatible with them so that all modders will have the option to use this workflow. 

The resulting patch will be released in the standard ESM format, Spriggit is a tool to streamline development and collaboration. 




Is this from the same team that made the Unofficial Patches for Skyrim and Fallout 4?

That's a bit of a complicated question, but the shortest answer is "No". When setting up this project the Unofficial Patch team were consulted and invited to contribute but there have been no confirmed plans for them to be involved. The Unofficial Patch team deserve the utmost respect for the work they've put into the Elder Scrolls and Fallout patches over the years and they would absolutely be welcome to be a part of the Starfield Community Patch project. 




Where can I download the patch?

Right now, there's no content as the game isn't out yet. Once there is at least one fix available the patch will be available to download for free from the Nexus Mods page or GitHub. (The Nexus Mods page will be made available once there is something to download).

The patch is also going to be available on Bethesda.net for both PC and Xbox Series X/S once the platform is launched by Bethesda. There's no official word on when that will go live yet other than Pete Hines saying it will be after the launch of the game. 

With the patch being open source it will also likely be possible to download from other places, but please be cautious when downloading from any source not listed as official on the SFCP website



What permissions/licences does it use? 

The Starfield Community Patch uses an MIT License, which simply means anyone can do whatever they want with the content of the mod. Deciding on this approach was a bigger decision than it may seem, but ultimately being fully open was deemed the best as a "copyleft" licence would force modders who use the patch as a master to also use an open source licence. The team felt that mod authors should not be restricted on how they license their own content and respect that other modders have perfectly valid reasons for wanting more control over their content. 

The other main concern was keeping the project free. After much discussion, the team concluded that if a bad actor was going to take the entire project and paywall it then they probably wouldn't care about a posted licence anyway. By keeping the project in the hands of the community we hope that goodwill can endure and the patch remains more complete than any paywalled or closed-permission alternatives. 




How can I get involved?

The membership to the Community Patch is fairly loosely defined and anyone can contribute as much or as little as they like. Discussion for the patch takes place in the Starfield Modding Discord, and the official website allows users to view and submit issues using their Nexus Mods account. 

Along with issue reports, we're also hoping members of the community who have created fixes will submit their work for inclusion in the patch. Everyone who contributes to the project will be shown on the contributors page of the website. 

Each submission will be reviewed by the core team and discussed with the community to decide on the best approach to fix the issue. If there's a fix added to the patch that you don't like, you can always fork off the project and build your own version thanks to the open-source licence of the patch content. 

This project would not be possible without you - the modding community - reporting any issues you find in Starfield or submitting fixes you come across. Together we can make Starfield better for everyone!

Special shout out to 2077v2 for the Starfield-themed separators used in this article!

375 comments

  1. WinglessFlight
    WinglessFlight
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    How do we get in touch with the Devs behind the community patch?

    How can we help to make this patch a more robust and complete endevour?

    We all experience the game differently and thus find different bugs.

    For Instance, Snapping certain storage containers wont/dont always just stack they like to off center or try to stack on lower placements. They clearly have to many snap positions with this Build UI the controls are horrible you have to WASD to pan around which means doing finer input is hard af to do, you cant zoom out very far, you cant select more then one object. Rotating things is next to impossible it just wants to snap to s#*! and not spin especially when you have more then one item placed. Storage Containers will read 6% or some value of capacity even though THERES NOTHING IN THEM! (im real salty about that), You cant place Objects that you should clearly be able to put ontop of Habs or Air Lock steps ontop of like Powered Switches, Theres no way to connect a powered Switch to anything! Like it just doesn't have functionality it was added and forgotten? The whole Wiring of Lights and or turrets is just dumb some times you have to and some times you dont I dont know if its because of solar arrays vs nuclear power? the list seriously just goes on and on.

    I personally have dived hard into playing this game and would like to contribute to the patch work to help make my experience and others better; but how do i do that?
    1. kadoja44
      kadoja44
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      GitHub
  2. Unsleepingdog
    Unsleepingdog
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    Nexus bans mods that remove inclusive content but allows mods that enable the killing and abuse of children as playable content.

    This is not an invention. You can easily see it in the Skyrim section by searching for the word "Children." One of the best-known "Killable children" will appear among others. 

    They also offer the possibility of combining mods to make women look like little girls (lolicon / lolitas) and to be able to have sexual relations with them.

    Obviously they don't like the sound of freedom. 
    1. Highlynx
      Highlynx
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      They banned mods that alter or remove inclusive content in game so please get over it. If the mod is posted that is purely suppose to illicit a reaction from the community, they remove it. Also no, they do not allow pedophile mods on their site.
    2. UrielDagda
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      I love how the anti-LGBTQIA+ religious right don't defend their position other than they need to "protect the children".  Then they imply everybody else is sick because of some content with FICTITIOUS children that is vastly overstated for effect.

      Meanwhile they don't seem to be interested in protecting REAL kids from pedophile religious leaders.  Gotta keep them away from the gays and cross dressers!  But being diddled by a priest, meh, whatever.
    3. OneTwoMark
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      I wouldn't have downloaded the mod but It shouldn't even matter to them what people want removed from their game either, but here they are trying to dictate what we should and shouldn't do with our own game experience. As this is a single player game, it impacts no one outside the individual playing. And as other pronouns other than he and she are pure opinion/preference based and not fact, it means theyre forcing their own beliefs on others who simply have different views. Dictatorship material.
    4. Shadowlord110000
      Shadowlord110000
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      OR people would rather not have content they object to in their games, these mods are optional bits of content to tailor a game to your desired experience, If modding "pride" flags in to a game is okay then modding them should also be. 
  3. Kevin843
    Kevin843
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    Why isn't Arthmoor part of the team?
    1. innovarayearth
      innovarayearth
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      Cause he's a terrible human being. No one in their right mind would want him involved.
  4. Tovrin
    Tovrin
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    Where do you get your list of bugs that require fixing?  Is there somewhere I can register bugs?

    Edit: nm ... I read the above more closely.  (Need coffee.  LOL!)
  5. EDIMKA
    EDIMKA
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    Can't wait for the patch, thanks already for the work done !
  6. xxxxsn00pyxxx
    xxxxsn00pyxxx
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    Where is it? Arthur hasn't uploaded to Nexus... WE CANT DOWNLOAD IT! 
    1. Pickstar
      Pickstar
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      Patch not done yet
  7. lifelikesqueek
    lifelikesqueek
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    Anyone having the door issue?
    like it wont let me leave and takes me back inside, or outside, or front my balcony to the front door in my house, and the stupid Auto door thing makes it worse.
    1. AugustaCalidia
      AugustaCalidia
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      Nexus Mods has a Starfield support forum.  You may want to raise this issue there.
  8. Highlynx
    Highlynx
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    When will starfield be added to the nexus mod manager
    1. julien973
      julien973
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      This software it's not supported since long time no?
    2. Highlynx
      Highlynx
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      the software is supported, it got an update recently that added  balders gate 3 to the manager.
    3. AugustaCalidia
      AugustaCalidia
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      NMM is separately supported on GitHub.  It has not been supported by Nexus Mods for at least seven years.
    4. hogjockey
      hogjockey
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      NMM is hot garbage, and is not supported by Nexus. Use Vortex or MO2 (although I suspect Vortex will have Starfield support before MO2 does).
  9. xarxsos
    xarxsos
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    I honestly do not know if it's worth to start a vanilla run in the meanwhile or to just wait the time to see online all the quality-of-life mods and performance fixes. I mean, not that I have serious performance issues, but I don't like to see GPU load >90% for no reason just because yes (there's not even a fps limiter except for the v-sync trick) when I can run any other AAA games with a GPU load of <60%
    1. AugustaCalidia
      AugustaCalidia
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      Currently I have four AAA games that I'm playing or replaying - Far Cry 6, Horizon Zero Dawn, Shadow of the Tomb Raider, and Starfield.  I have an ASUS rtx3060 o/c.  GPU utilization for the games ranges on average from ~75% to ~90%.  SOTTR has the lowest average utilization, and Far Cry 6 has the highest.  Horizon Zero Dawn and Starfield fall into the middle, with Starfield being slightly higher than Horizon.  I see nothing out of the ordinary or requiring special attention in the case of Starfield's GPU utilization rate.
  10. Imp0815
    Imp0815
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    I don't know if i'm glad you are doing this or if i should be full of hate and burning anger for Bethesda to again deliver a lackluster product that is in dire need of people like these to fix it.
    1. xarxsos
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      Would you be motivated as a game developer to put the required efforts to avoid these situations when in the past the community have proven to be able to fix the game better and faster than the og developers? It's cheaper for them and they get sales anyway because you need the base game to make and run mods. Plus, now they can move on with the next title (TES 6?) without panicking to fix the game like CD Projekt did.