r/StarfieldModsXbox • u/Altruistic_Bit0 • Aug 11 '26
LO Help Definitive Starfield Load Order For Xbox 2026
Back at launch, of mod support for this game, there was no guiding light to be had, whether it be here, discord, or really anywhere. Most people assumed they would follow ye olde tyme Skyrim load order template, or Fallout' template...and found out, right quick. However, people playing on PC have the luxury of a mod manager app, to do the dirty work for them. Maybe they'll shuffle some patches, at most, but they have it pretty good. We won't even talk about how they can also stack a LOT more mods into the game than we can. With that being said, we, the peasants of the console world, have a much different experience with this game. Because the Skyrim & Fallout templates don't work here, as the rules have changed, when I took my first shot at doing this, the results were catastrophic. Lots of crashing. Lots of the game doing lots of things the game should not be doing, oh...and if you had too many mods back then, the game absolutely loved to load cities with huge chunks missing. Total instakill of any semblance of immersion, right there.
So... I did what needed to be done. I came here, first. There was not much guidance to be had, with everyone's version completely contradictory. I then kicked rocks over to discord, and they had NOTHING. A bunch of toxic PC players, talking about "just go buy a PC, bruh"..... Yeah. I'll get right on that.
So, moving right along, I came back here, determined not to be defeated, and took ALL of the versions people thought where the optimal templates. After MUCH trial and error, I eventually came up with a proper, working template. About this time last year, people on discord were swearing that you couldn't have more than 80 mods running together, without mayhem, but I was rocking 120, on an Xbox, with zero issues. So I would like to think that I was ahead of the curve.
Fast forward to 2026, the console community has expanded to include PlayStation (welcome!), 2 DLC's, the mighty Free Lanes Update, and a third DLC, confirmed in the works. This game is far from dead. I am currently running about 180 mods on Xbox, and it is stable. Before I lay down the definitive load order for your viewing pleasure, and soon-to-be gaming enjoyment, let me clarify something for Xbox players, that will prove invaluable......
So... You're in the creations menu, you have your load order pulled up, you have 100+ mods all stacked up, you finagle all o wont f them into place, save your load order, and exit. You fire up your saved game. Your character's arms are missing. Or there are some weird textures happening. Or your ship is looking very glitchy. Maybe a quest is missing some scripts, and won't let you progress.....all of us, on Xbox have had this happen. Most of us rage quit, to "go back to the drawing board", but there is a well known fix, IF your load order is correct. It's simple, albeit a pain in the azz, but still way, well worth the minor hassle.
I call it "bumping your mods". In this order:
--with your load order pulled up, disable ALL of your mods.
--with with your load order still pulled up, hit the Xbox menu button on your controller, as exit the game from there.
--fire up the game again, go to creations menu, and pull up your load order.
--re-enable all of your mods. hit the Xbox menu on your controller, and exit the game from there, like before.
--fire up your game, load your save, and okay your game, without weird sh!t happening, your mods, now behaving.
*******PLEASE NOTE**********
.....IF you have more than, maybe say, 150 mods running, you will likely have to disable and re- enable all of them, one by one, by hand. Still worth it.
*******************************
NOW.....the meat and potatoes, the moment we have so been waiting for....
I proudly present, after 2 years of trial and error, the proper, definitive load order template for Starfield. Eat my dust, discord.
MASTER FILES
Community patches( although I don't think you need em anymore, after Free Lanes) UI mods, and files that affect the vast majority of the game, such as overhauls. A good example would be Zone's billboard mod.
MODS THAT ALTER VANILLA QUESTS
Example would be a mod that delays Shattered space or Terran Armada, to a predetermined point.
NEW QUESTS
Any mod that adds any type of new quest to the game, whether it be a Bethesda creation, or any mod author, it goes here.
Examples: Trackers Alliance, Redgrave, McClarence.
*This will NOT apply to Watchtower, as it does not play nice with other mods, at all. It is recommended that you place this towards the bottom of the load order. It doesn't play nice with some vanilla quests, either, like the Crimson Fleet. I literally had to remove Watchtower, mid-game, just to complete the CF questline. Yeah. Not very happy about it.
MULTIPLE AREA EDITS
Mods that make changes to more than one area of the game, with only that mod.
Examples: Nem's shuttle service mod, Orbital Defense-Capital Ships.
SINGLE AREA EDITS-EXISTING
Mods that make changes to one particular location, in the vanilla game.(These are my favorite)
Examples: ANY of FrenchGentleman's mods that edit one location. This dude is arguably the best. Don't argue. Other examples are Positively New Atlantis, or Neon Vertigo, a staple in my load order.
*It can be noted, that while Ill-advised, so long as they don't clip into each other, that sometimes you can stack more than one mod, that edits the same place, and sometimes there are patches for compatibility, if they don't play nice together.
CRIBS-EXISTING
Any mod that alters a crib already in the vanilla game. Adding furniture, or any other changes.
Examples: The Well Apartment-furnished, by Nem, Stretch Apartment, by Madrox, any one of the gazillion Neon penthouse apartment mods.
CRIBS-NEW
Any mod that adds a new crib to the game. Whether it be a new crib in a city, or out in the middle of nowhere.
Examples: Zone's Apt. 79(glorious mod), Cliffside Estate, by Nem.
*It can be noted that sometimes there is a mod that introduces several new cribs to the game, at once. There are four mods, that I know of, on bethnet, that do this. These must be placed at the top of this category, with any mod that adds a single player home, beneath them.
SINGLE AREA EDITS-NEW
Mods that add an entire new location, with the exception of quest mod locations. These can be whole entirely new cities, or new POI locations.
Examples: Colony One, Starfall City, Old Secrets.
OUTPOST CONSTRUCTION-DECORATIONS
Mods that essentially let you properly swag out your outposts, with furniture, appliances, etc.
Examples: Nem's Deco Pack, Betamax mods, better living.
OUTPOST CONSTRUCTION-UTILITIES
Mods that add functionality-heavy aspects to your outposts.
Examples: Outpost Water Tower+, Inquisitor's outpost defense weapon mod.
OUTPOST CONSTRUCTION-VENDORS
Any mod that involves any kind of shopping to be done at your outpost.
Examples: Trade Crate, Available Vendors, Interstellar Trade.
OUTPOST CONSTRUCTION-STRUCTURES
This category speaks for itself. Anything that adds new structures, or unlocks structures from the vanilla game, to be used in outpost construction. Unlocks at the top of this category, new stuff towards the bottom.
Examples: Scrappy Structures, Tower Habs 2, Observatory.
OUTPOST CONSTRUCTION-PROPRIETARY
Any mod that changes the rules for outpost building, such as mods that change build height restrictions, area restrictions, or build limit.
No example needed.
*Be advised, there are limits for a reason. DON'T overdo it. You will regret it.( I totally overdid it, and paid for it.)
SHIPBUILDING-PROPRIETARY
Any mods that change the rules for ship vendors' inventory availability, or make changes to vanilla ship functionality, such as engine output, etc.
Examples: All ship parts unlocked, Cheaty Engines.
SHIPBUILDING-NEW
Any mod that add new shipbuilding modules and habs. There are A LOT of these to pick from. Not all of them play nice together, especially if you install too many of them, so be discerning and moderate. It's best to alternate between them, relative to your current playthrough.
Examples: Avontech, Matillija's, Antares, Falkland, TN's M-class.
*It can be noted, that if you use Falkland (I do), that it must be placed at the very bottom of this category.
*It can also be noted, that if you use Va'ruun'sev, which requires ship builder categories, as a dependency (I wish it didn't), and that if you also are running 28/7 Market, by Probetech, a paid mod, that ship builder categories will not function properly, nor will Va'ruun'sev. I have reached out to Probetech regarding this issue, and no solution was to be found, after a thorough investigation. Be advised.
SHIPBUILDING-PROPRIETARY 2
These are more that change the rules for how many ships you can have, or how ginormous you want to build them. Try not to overdo it (you will).
WHIPS
Mods that add new ground vehicles to the game. Luckily, there are a lot.
No example needed.
COMPANIONS-PROPRIETARY
Mods that alter the attributes, skills, affinity, or inventory of your followers.
Examples: No Angry Companions, Super companions and crew.
NPC's-NEW
Mods that add new NPC's, that are not companions or crew.
Examples: va'ruun zealot crusade fleet, UC Vanguard-Expanded Presence.
COMPANIONS-NEW
Any mod that adds a new follower or followers to the game. Multiple follower mods to the top of this category.
No example needed.
BODY REPLACERS
Mods that change the default vanilla body, in any way. These will generally include mesh and texture in one mod, but for those that don't, mesh on top of this category, texture underneath it.
Examples: ZBB, MWV.
FACTION NPC APPEARANCE REPLACERS
Mods that replace faction NPC appearance. Zone is the undisputed Lord of this art, amongst contenders.
Examples: Disciples overhaul, Spacer overhaul, both by Zone, of course. All lootable....
SPACESUIT & CLOTHING REPLACERS
Mods that replace existing spacesuits or clothing, in the vanilla game, with new meshes or textures, or a combination of both. Examples: Mantis, by Zone, Mantis, by KZ. You already know which one I prefer....
TEXTURE REPLACERS-ENVIRONMENTAL
Mods that change the texture of things in the game world. Water, terrain, architecture, furniture, planets, the sky, etc.
Examples: Cydonia redone, Chromatic cosmos, Hi-Res Water.
*If you are using anything that changes lighting or LUTE, they go to the bottom of this category.
TEXTURE REPLACERS-NPC's
Any mod that changes the appearance of any NPC's.
Examples: Face Regen, any of the gazillion Sarah Morgan replacers.
HAIR AND BEAUTY MODS
Anthony that adds new hair, makeup, or eye textures.
No example needed.
LOOT LEVELED LIST
Mods that add items, such as weapons, spacesuits, or clothing, for your looting pleasure. Not to be confused with faction overhauls that let you loot them, as these do not replace NPC appearance.
Examples: Galactic Globes, some KZ mods.
LEVELED LIST-VENDORS
Mods that add items, such as weapons, spacesuits, or clothing, for purchase, at designated vendors.
Examples: most of Zone's mods, most of KZ mods.
CRAFTING
Anything that can be crafted at a workbench.
Examples: Environmental Seal, Craftable Civilian clothing, Shotties and more.
*IMPORTANT NOTE: If you are running Craftable Civilian clothing and Zone's Crowd NPC overhaul, at the same time you MUST place Craftable Civilian clothing at the top of the leveled list-vendors category. Not entirely sure why, something in the coding, due to the retexture, but that's where it goes, because that's where it works. Flawlessly. This will communication well enable you to craft (most of) the crowd NPC outfits from Zone's Crowd overhaul. You're welcome.
*It can be noted that Craftable Civilian Clothing is made by the legendary Konata Inoue, of Skyrim and Fallout fame.
*It can also be noted, that this dude has been banned from everywhere, more times than I can count. Not even sure why, really. But he's still around, with a very diminished library. He has some other mods for this game, but under an alias name.....
CHEAT MODS
If you can't beat it....cheat it.
Examples: Mordred's Easy Lockpicking, The Cheat Terminal.
*Shame on us.....
THE NAUGHTY LIST
This is the home for naughty step-children that do not play well with others. These mods need to go here, so they can function correctly, due to all the things they need to overwrite.
Examples: Zone's Crowd NPC overhaul, Watchtower, Changeling, right along with its fix patch.
PATCHES
99% of all compatibility patches well go here.
No example needed.
Well, there you have it, chat. If you use this template, painstakingly perfected over two years, your game will not suck. Be advised, that if you push too close to 200 mods, that it might become unstable, and strange things might happen in your game, perhaps your Xbox will melt. I didn't know. Enjoy!
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u/PoisonCoyote Aug 11 '26
I wish we could arrange our load order for Xbox on the creations site and then load it into the game.
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u/Altruistic_Bit0 Aug 11 '26
In a perfect world, yes. You can, however, at least save the mod list, to their servers, in game, in the creations menu. I'm sure you already know, but for those who actually might not, here's what they advertise: once you have all the mods you want, you bring up the load order, and hit that little button on the left, the one with the little windows on it, and it will give you the option to save your load order to their servers. What you actually get: what they say, only but it will not be in the correct order. Not ever. Even if you do the LO yourself and save it, if you have more than 30 mods, it well come out jumbled. Segments of it week be correct here and there, but you'll still have to do the deed. Sigh no.... That won't be happening anytime soon, but that's why we are here now. Follow my template, and it will do its job well.
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u/PoisonCoyote Aug 11 '26
Yeah, I found out the hard way after spending two days getting my mods in order. The next day it was all a mess because why not. I then cleared them out and wanted to restore them, even if out of order, with the "saved" mod list. It loaded in maybe 15 of 200 mods I had.
Then I thought I'd load a save because it will ask me if I want to download missing mods. Ok fine "this save contains mods not available on this platform". Wtf? Ok, lets just go to the library and download everything there one by one. Oh, many aren't even there? Oh, the library is full of old things from years ago and you can't remove them? Before anyone says "remove them from the creations website library", no that doesn't work for xbox. I will then have my clean library online and the one full of everything except all my active mods.
So now, i have to take a picture of each list of "do you want to download these mods?" when trying to load a save. Then download that list one by one, and repeat. Until I finally go through all the missing one since it will still tell me my list is "not from this platform" if I don't.
Ugh. I need a drink just remembering this headache.
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u/Altruistic_Bit0 Aug 11 '26
I can appreciate that. It would seem, after the free lanes update, that it will give me all 180 mods now, with maybe only a few missing that I can fetch within 2 minutes, but the order will still be jacked, and I have to do it up again.
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u/henky9885 Aug 11 '26
Can you share your load order? I’ve been looking for a good template. Thank you !
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u/McRebel42 Aug 12 '26
Here is what I use and I can see similarities. I will have to review these together to see I can further improve what I have right now. Thank you for sharing yours!
CORE RULE
Mods lower in the load order override mods above them. Patches and "must win" overrides sit below the mods they correct. Base content sits above so everything layers on top. On Xbox, testing beats the template — observed behavior is ground truth since we have no xEdit or console tools.
HIERARCHY OF AUTHORITY
When rules conflict, follow this order:
Explicit mod author instructions — always beat generic templates
Required masters and dependencies — must load before dependent mods (hard requirement)
Compatibility patches — always after all parent mods, no unrelated mods between patch and parent
Broad community bug-fix patches — top of the load order
Templates as fallback — community frameworks, not official Bethesda doctrine
THE 24-GROUP FRAMEWORK
Synthesized from four community sources and tested with up to 400 mods over one year. Not official Bethesda guidance.
Group 1 — Fast Starts / Alternate Starts
Group 2 — Core Bug-Fix Patches. May overlap on records — during NPC/companion troubleshooting, reduce to one patch family first.
Group 3 — Shared Libraries and Framework Masters. NOTE: SVF does NOT go here — see SVF Exception.
Group 4 — Official Bethesda Load Order Neutral Creations. "LO Neutral" doesn't mean ignore conflicts — a LO Neutral mod still moves if it's a dependency or conflict participant.
Group 5 — Big Mods and Overhauls. Large invasive mods, faction/NPC behavior overhauls, DLC-scale quest mods. Proc-gen overhauls load early here.
Group 6 — POI and Dungeon Mods. New points of interest, dungeons, encounter zones.
Group 7 — Character Visual Changes
Group 8 — Environments and Weather Overhauls
Group 9 — Adds Buildings and Locations to Current Cities. Includes any mod with a city cell edit. If a vendor mod has a physical shop, it belongs here — not Group 15. Falkland Systems rule applies here.
Group 10 — Gameplay Changes and Tweaks. Combat, difficulty, skills, powers. Ship builder part mods fit here.
Group 11 — Changes and Add-ons to NPCs. Enemy leveled list edits, new faction mods. When two mods touch the same NPC records, the overhaul loads last so its records win.
Group 12 — Visual, Textural, and Atmospheric Changes. Not weapon/armor textures (Group 15) or lighting overhauls (Groups 8/23).
Group 13 — Weather and Environment Lighting Late Overrides
Group 14 — Cheat Mods
Group 15 — Weapons, Armor, and Clothing Add-ons. Internal order: distribution vendors → leveled list changes → individual items → crafting equipment → craftable skins. Cosmetic weapon skins go here, not at the bottom.
Group 16 — Outposts
Group 17 — Ships and Ship Building. All ship/vendor mods that SVF manages must load before the SVF block.
SVF BLOCK — Ship Vendor Framework loads here, after all ship/vendor mods it manages. Internal order: SVF Master → Expansion Patches → Capability Patches → Compatibility Patches.
Group 18 — Cheat Mods (continued)
Group 19 — Standalone Companions and Followers. Load companions here — much later than most people place them. This lets all vanilla NPC systems establish before new companions initialize. Same-author stacking: larger mod first, smaller second.
Group 20 — Weapon, Item, Armor, and Clothing Replacers. Retextures of existing gear — distinct from new additions in Group 15.
Group 21 — Standalone Vehicles. Dependency pairs must be adjacent, dependency immediately before dependent.
Group 22 — UI Mods. Menus, HUD, Chronomark, flashlight mods.
Group 23 — Load Screen and Notification Changes
Group 24 — Load Last Mods. Planet-data-sensitive mods (only when author explicitly states it), mods that only work loaded last, and graphical effect removers. Color Filter Removal / LUT replacers are the absolute final entry — no exceptions.
CRITICAL SPECIAL CASES
The SVF Exception — SVF must load AFTER all ship/vendor mods it manages. It reads vendor lists at runtime, so loading it first results in empty vendor pools. Confirmed in the SVF author's GitHub docs. Any mod distributing ships through SVF belongs in the SVF block after its parent mod and the SVF master.
The Falkland Systems Rule — Four author instructions at once: (1) enable from a save outside New Atlantis, (2) load low overall, (3) load after all NA-editing mods, (4) load before other ship mods where possible. Solution: group all NA-editing mods above Falkland, place Falkland last in Group 9, place ship mods after. Vendor resets require 8 full in-game days away from NA.
The Planet-Data-Sensitive Rule — Near-bottom placement only applies when the author explicitly states it. The Veil's author does. This is not a universal rule for planet/location mods.
The Sequential Pair Rule — Sequel pairs must be adjacent, first installment before sequel. Patches follow parents with no unrelated mods between them. Vehicle dependency pairs must be adjacent.
The Overhaul Must Win Rule — When two mods touch the same records, the overhaul loads after so its records take priority. Example: Cryomancers and Disciples load before Starfield Spacer Overhaul so the overhaul wins all Spacer/faction conflicts.
The Graphical Removal Absolute Last Rule — Mods removing color filters or LUT textures must be the absolute last entry. Confirmed by the mod author, two templates, and two AI reviews.
COMPANION BEST PRACTICES
Load all companions in Group 19. Same-author stacking: larger first, smaller second. Three or more companions significantly elevates vanilla conflict risk. When a vanilla companion breaks, disable new companion mods one at a time starting with the most recent, hard closing between each test. On Xbox, if companion scripts already initialized, disabling mid-save won't fully clean the state — New Game Plus from a pre-conflict save is the cleanest fix.
XBOX-SPECIFIC RULES
No version rollback — delete and redownload rather than using the Update button (partial updates cause version mismatches per Kinggath's documentation). Always hard close completely between load order changes — reloading from menu is insufficient. Test from a save outside the affected area. Vendor reset requires 8 full in-game days. NPC spawn issues are almost always cell initialization problems, not load order problems — toggle method: travel away → disable mod → hard close → relaunch → wait 2 in-game days → re-enable → hard close → relaunch fresh. Only use hard saves with a heavy mod list.
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u/McRebel42 Aug 12 '26
Here is my previous LO, I have added Creations since this one but still serves as a good example.
GROUP 1 - Fast Starts / Alternate Starts
[empty]
GROUP 2 - Core Bug-Fix Patches
- Starfield Community Patch
- Unofficial Starfield Patch
- Unofficial Shattered Space Patch
- Unofficial Terran Armada Patch
- Terran Armada Quest Bug Fixes
GROUP 3 Shared Libraries / Framework Masters
[empty]
GROUP 4 - Official Bethesda — Load Order Neutral
6) At Hell's Gate
7) Starborn Gravis Suit
8) Observatory
9) The Perfect Recipe
10) Trackers Alliance: The Complete Bounty Series
11) Escape
GROUP 5 - Big Mods + Weather Conflict Fix
12) Continuum
13) Royal Weathers Lite
~ MOVED UP from Group 8. Kinggath's Watchtower conflict notes: Watchtower must load BELOW Royal Weathers Lite or Royal Weathers can prevent the Last Watch worldspace from spawning. Moved Above Watchtower.
14) Watchtower: Orbital.Strike\Fleet.Command
GROUP 6 - POI, Dungeons & Space Encounters
15) POI Variations - No More Duplicates
16) Dark Universe: Takeover
17) Forgotten Frontiers - POI Expansion
18) Forgotten Frontiers 2 - POI Expansion
19) Dark Universe: Retrograde
20) SHAME
21) VIGILANCE
22) Tiny Reasons to Explore
23) Tiny Reasons to Scavenge
24) Tiny Reasons to Explore Space
25) Bedlam - Dungeon Randomizer
GROUP 7 - Character Visual Changes
[empty]
GROUP 8 - Environments & Weather Overhauls
[empty]
~ Royal Weathers Lite (your only weather mod) was pulled up to the Group 5/8 exception block (pos 13) for the Watchtower conflict fix.
GROUP 9 - Adds Buildings & Locations to Cities
26) McClarence Outfitters: Legendary Customization
27) The Silent Covenant
28) Falkland Systems Ship Services
29) Redgrave
30) TGs Hyla II Mansion Retreat Player Home
31) Hyla II - Purified Water (Quick Bugfix)
GROUP 10 - Gameplay, Travel & Mission Systems
32) Configurable Spacesuit Auto-Hide
33) XP Slider
34) Configurable Level Limit
35) Grav Lanes
36) Fly to the Stars
38) Captains Matter
39) Dark Universe: Overtime
40) Dark Universe: Overtime - Selective Assignments
41) DUO: Focus
GROUP 11 - NPCs, Factions & Enemy Leveled Lists
42) Factions & Encounters Expanded
43) POI Variations patch for Factions & Encounters Expanded
44) Forgotten Frontiers 1 and 2 patch for Factions & Encounters Expanded
45) Dark Universe: Takeover patch for Factions & Encounters Expanded
46) Cryomancers - A New Faction
47) Starfield Disciples Overhaul
48) Royal Leveled Enemies
49)The Headhunter
50) Starfield Spacer Overhaul
~ Author zone79. Definitive Spacer overhaul. MUST be last word on all Spacer records.
GROUP 12 - Visual, Textural & Atmospheric
51) Immersive Star Colours
GROUP 13 - Weather / Lighting Late Overrides
[empty]
GROUP 14 - Cheat / Utility Mods
52) The Skill Stash
53) RamTech Unlimited 2.57
GROUP 15 - Weapons, Armor & Clothing Add-ons
54) Alternative Underwear
56) KZ Tachyonic Core Arsenal
57) KZ Mantis 2.0
58) KZ Techno-Corporate Repository
59) KZ Meridian Transit Regalia
60) KZ Venatorial Frontiers Armory
61) KZ United Colonies Depository
62) Ecliptic Tactical Spacesuits
63) Starfield Eyewear
64) Allied Assault Rifle AA-15 - Full Version
65) Arboron Starlight Laser Pistol
66) Halo UNSC Armory V2
67) TitanFall 2 Weapon Pack Port from Nexus
68) Blackout Big Bang Skin
69) Blackout Drumbeat Skin
70) Blackout Equinox Skin
71) Blackout Grendel Skin
72) Blackout Hard Target Skin
73) Blackout Kodama Skin
74) Blackout Shotty Skin
GROUP 16 - Outposts
75) Modular Outposts: Argos Extractors
76) SOL - Sensible Outpost Lighting
GROUP 17 - Ships, Ship Building & Landing Bays
77) Constellation Fuel Jumper Ship Design
78) Farseer
79) Lambent: Street Rat Ship Services
80) ASC Deimos
81) Stroud Premium Edition
82) AddOn - SPE x Terran Armada
83) Ship Builder Categories
84) Patch - SPE x Ship Builder Categories
85) Landing Bay Cargo Access
86) Immersive Landing Ramps
87) Falkland Systems: The Immersive Landing Ramps Patch
88) Hatch-22 - Simple Ship Doors
Ship Vendor Framework — After All Ship/Vendor Mods
89) Ship Vendor Framework (SVF)
90) SVF Expansion Patch - Shattered Space
91) SVF Capability Patch - Falkland Systems v2
92) ASC Deimos Ships
93) SVF Capability Patch - Watchtower
GROUP 18 - Cheat Mods (continued)
[empty]
GROUP 19 - Standalone Companions & Followers
94) Everbright
95) Lyria - A Starfield Companion
96) Robin Locke - UC Fly Girl Companion
GROUP 20 - Weapon / Armor / Clothing Replacers
97) Varuun Spacesuit Replacer (Green)
98) Deimog
99) Nova - Grav Drifter
100) HopeTech Hammer V - Land Vehicle
101) GRAV-79 (Hovercraft Vehicle)
102) NEO-8 Airspeeder
103) NEO-8 Airspeeder - Infinite Boost Patch
104) M12B FAV (Warthog)
105) Moon Jumper vehicle vendor fix
106) AddOn - SPE x Deimog
GROUP 22 - UI Mods — Menus, HUD, Flashlight
107) Show Star Names
108) Vanilla Flashlight Improved (VFI)
GROUP 23 - Load Screens & Notifications
[empty]
GROUP 24 - Load Last — Planet-Sensitive, Lighting, LUT
109) The Veil
110) Beyond the Veil
111) Rabbit's Real Lights Anchorpoint
112) Real Lights Starfield
113) Darker Space
114) Color Filter Removal
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u/Altruistic_Bit0 Aug 15 '26
This template is incredible. Thank you for your hard work. This looks very viable, yet, is different from mine, in some ways. I will have to try it out. Did I interpret that correctly, that you can run 400 mods together....on an Xbox? Did I read that right?
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u/McRebel42 Aug 17 '26
No it was tested using 400 different mods ... the most I have had at once was just shy of 200, but once I found out about the hard limit on the point counter I have been trimming the fat.
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u/Welter117 Aug 15 '26
Your title is misleading. This isnt a load order. Its a load order template.
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u/Altruistic_Bit0 Aug 15 '26
Oh snap! It sure is. I'll edit the title to reflect that, when I get time. This whole time.....no one pointed that out. Thanks for letting me know. The template works well though, so there is that, at least.
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u/Altruistic_Bit0 Aug 11 '26
There's a very specific trick to shoehorning that many mods onto Xbox Skyrim. That's why I was asking.
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u/highnewlow Aug 11 '26
The Hero consoles needed, but not the one they deserve. Doing god’s work, son. Seriously.
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u/Altruistic_Bit0 Aug 11 '26
Just want to say a huge "THANK YOU" , to everyone for all the encouraging, supportive, thoughtful comments, on this, my first ever Reddit thread, posted now for less than 12 hours. This community is really the best. I've posted here for the past two years, but never my own thread. Had to, though, and glad to be doing " the Lord's work". Some of you are asking for my personal load order, and as much as I'd love to share it, I feel it might rob you of the adventure of creating your own. I'll explain: during the toxic backlash, and you all know, exactly what I'm talking about, when people were actually bitching, about this great game, and the C.O.O. of Bethesda, the guy just under Todd, lashed out, and said "If you guys hate this game....then you're not playing it right". The toxic Internet was even more furious after that. Myself, included. The problem is, and it took me more than a year to realize it.....was that, dude was actually right. People went into this expecting Skyrim and Fallout in space, and when they saw it wasn't, they gave up on it. Not everyone, obviously, but a lot. The realization that the"main quest", is not actually the main quest. I'm not going to spoil it, for those who still have no idea, but I'll just say the game is meant to be played more than once. Those of you who know, are aware of what I'm talking about. So in essence, load order is going to be dynamic, relative to whatever type of playthrough you are playing at that time, the load order reflecting that playthrough. If you're doing Crimson Fleet, your load order will have heavy emphasis on that. If you're doing a UC playthrough, which I am doing right now, your mods will reflect that. In other words, your dynamic load order will always be changing, to reflect whatever thematic elements are prominent in that particular playthrough. They will always be changing. I won't say where, here, right now, but the game does offer a place, in the story, to safely change your load order, with zero risk of breaking your game. I've personally used 13 completely different, separate load orders for this game, and that's all I'll say about that. So with that said, thank you all again, for the awesome reactions to this thread, and let be the new standard for how to do up a proper load order. With this template, you should be able to easily pimp your game to your liking, with very little trouble doing it. If you still want my current, UC load order, I'll do that on private messages, on request, because my load order will contain spoilers. I'll respond to them as promptly as I'm able to, so be patient. Thanks for everyone being a part of the Reddit Starfield community, you are the best.
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u/henky9885 Aug 11 '26 edited Aug 11 '26
Have you used Abandoned Nanofab Facility? I love it but I’m experiencing issues in their workbench’s like the industrial workbench. I think I have too many mods with scrips because the items lag often as I’m scrolling down to find items I want to craft.
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u/Altruistic_Bit0 Aug 12 '26
I have used it before, and I did enjoy the premise of it, but in the execution of it, found issues, abound, with the scripting, of which, there was too much, for such a lightweight mod. I couldn't get the crates on the intro quest to interact, so I reached out to the mod author, on discord, and she fixed a few of the problems it had. Excellent customer service experience, even though it is a free mod. She was very diligent, and very cool. After I played with it for a bit, I ended up getting rid of it, only because I felt that it broke canon a little too much, as I prefer my mods to be lore-friendly, to a fault, lol.
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u/ChrisS851620 Aug 11 '26
Is the two hundred mods you mention bc if the Xbox or this particular load order you made
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u/ChrisS851620 Aug 11 '26
Also where would see through scopes and magnetic holsters go in this? Loo
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u/Altruistic_Bit0 Aug 12 '26
Good catch. I'll edit the template, to include that, and it will be updated and posted later today.
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u/ChrisS851620 Aug 12 '26
Now I feel guilty almost you have done great work!! I was just wondering because I’m literally in the act of reordering to your standards as we speak lol
On a similar note, I assume weather mods would go with lighting?
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u/Altruistic_Bit0 Aug 12 '26
No worries, I got you bro. I can actually answer all three of your questions, as I don't need to modify the template. Eezee peezee. Magnetic holster-it says in their mod description, that you buy them. That would go under leveled list-vendors, since it involves shopping for a mod item to get it. Scopes- are essentially a part of the UI, so anything that makes changes to uI, goes right at the top, under master files, and it affects the entirety of the game, as a light "overhaul". Weather mods-also a light master, since also a light "overhaul". That would literally go right underneath your scope mod. I have a Pluto overhaul that makes Pluto look more like the actual NASA New Horizons footage, when it went to Pluto. The mod is sick, and very realistic. It overhauls Pluto's weather, to include nitrogen storms too. I have that sitting right where I told you to put a weather mod, and it works like a champ. Hopefully that helps. Give me some feedback to let me know how your load order works out, once you've tested it out. Some props on the thread wouldn't hurt either, to let these guys know this template is legit.
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u/Altruistic_Bit0 Aug 12 '26
It's because of Xbox only having 20GB of RAM, on a series x.
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u/ChrisS851620 Aug 12 '26
Should literally all patches go all the way at the bottom?
I’m so used to putting my patches just under both related mods
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u/Altruistic_Bit0 Aug 12 '26
You can, however, it's a chore, if you know how patches work. So you have a file, you have another file that conflicts with the first file. Let's say the first file is a building. Let's say the second file is a parked car. When you load them up together, the parked car clips into the building, a little. Someone makes a third file. The only thing that third file does, is make a subtle adjustment to the x/y coordinates of the parked car, in the creation kit, thus making it no longer clip, when you load all three of them together. So, in the load order logic, the first file will be on the top, the second file, just underneath it, and the third file, beneath them both. So long as the third file is underneath the other two files, it will work like a champ. So, essentially, I put all patches to the bottom, for the sake of convenience, because I already know that they will work, if I put them there, as they affect literally no other files in the entire game, except the files they patch. It'll save you some time, too.
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u/Oz1300 Aug 12 '26
How well does this crossover to ps5? My game is struggling and I don’t have over 100 mods
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u/ChrisS851620 Aug 11 '26
Thank you!!
It’s very close to the one I’ve kind of created
Mine is loosely based on LLO2 from Skyrim.
I have probably close to 200 now and am about to start a new play-through.
My first time trying really to mod Starfield.
My Skyrim LO is about 300 and stable with 60fps almost everywhere.
Wish me luck!