Xeno Master V1.1.5

Xeno Master

Xeno Master is a rather different creature companion mod that provides you a way to tame the various different faunas/creatures within the Settled Systems. Your captured alien pets will behave more like real companions rather then being mind controlled or reanimated drones.

NOTICE: Xeno Master is currently in BETA.

Xeno Master allows you to capture creatures through the use of an item called the Creature Cooperation Device (or C.C.D. for short) and manage them with a portable computer called the Xenobox.

– The C.C.D. is your main method of capturing creatures. They are thrown similar to that of Impact grenades, except with a few major key differences. The CCD does not deal any meaningful damage, instead when the CCD gets a direct hit on any creature, it will attempt to contain them into the Xenobox. The CCD follows a catch formula that will be listed later here.

– The Xenobox is your main method of managing your alien pets, this will allow you to send a xeno pet out to accompany you in your travels and behave as a real companion. This also serves as the storage for your pets, you can have up to 300 pets at a time!

– Have a companion not from Xeno Master? No problem! Xeno Master uses its own follower framework which means you can bring a companion (ex: Vasco, Andreja, Barrett, Adoring Fan, etc) and a xeno pet with you!

– Caught a beautiful blue creature in a frozen biome? They will have that look everywhere! No more “chameleon” color swapping! Which means you can bring your newly caught blue creature to a Volcanic or Forest biome and they will still keep that look, no matter what.

– Special Xeno pets that have their own “backstory” and a unique way of obtaining them. Each of them having their own special ability granted to you once you have reached max friendship (or affinity) with them. (This feature is not present in beta)

– Give your pet a unique name from the 190 (and counting) different names to choose from!

– Friendship system! Think of it as the affinity system for human companions. Your alien pet will react on how you treat them. Keep them happy by treating them well, and benefits ensure.

– Check their stats! You can check in with your pet to see their current friendship, hunger level, power level, health power level, what level you caught them as, what slot they are in the Xenobox, and legendary status.

– Change their current range attack or even grant them one! You can feed your alien pet special treats that can give them fire breathing, explosive spit, electric breath, etc.

– Beef up your pets! You can feed them special power upgrading meals to permanently enhance their combat capabilities or even make them legendary! Higher level met pets can be found semi pre-beefed up or even legendary.

– Relocate them or recall (dismiss) them anytime and anywhere! You can dismiss your pet by telling them in dialogue or from the Xenobox! Lost pet? No problem! Just dispense a Filled C.C.D. (and/or reselect the creature) from the Xenobox and then throw it! Your pets will always be there for you!

– Just like the vanilla game, all of your pets are essential! So you don’t have to worry about them dying! They will only enter a kneel down state when they have taken too much damage, in which you can heal them with a medpack to get them back up!



Since the Xenobox is your main method of accessing about 95% of this mod’s features and functionality, you will be given a Xenobox (and five CCDs) shortly after you have completed (or skipped if are in NG+) the “One Small Step” Quest. This is usually when the game gives you the lodge key and stuff.

Once you have obtained the Xenobox, you can now go into any planet with life and start catching aliens!

If you ever need more info you can go into the [Instructions] menu in the Xenobox.

The C.C.D. has five different tier levels that can all be crafted at the Industrial Workbench with each tier having better base catching odds and with the last tier
allowing you to capture the most dominant species in the Settled Systems. All tiers (except the lowest tier) require you to have security and zoology spec’d and researched before you can create them.

The meals and treats can be created from any cooking station, they are prefixed as “Xeno pet”. Special pet meals/treats require you to have spec’d into Gastronomy and researched before you can create them.

Most of the creatures/aliens can be caught with a few exceptions. You cannot catch sea creatures, alien roaches, creatures owned by someone else, and most flying creatures, but you can catch “birdie” like creatures. However, I may allow catching alien roaches and other flying creatures in the future.

Creature Cooperation Device catching formula:

C.C.D. : Base catch chance = 5%
C.C.D MK II. : Base catch chance = 10%
C.C.D MK III. : Base catch chance = 15%
C.C.D MK IV. : Base catch chance = 20%
C.C.D MK V. : Base catch chance = 25%

Ways to improve odds:
– The lower the creature’s health is, the easier it is to catch them. So make sure to weaken them.
– Being spec’d into Xenosociology, the higher the rank, the better.
– The creature being Frozen/Paralyzed. Sunless Space will be useful here.
– Fully Incapacitated by electromagnetic. Novablast disrupters (or any weapon that can inflict EM Damage) will be very useful for catching creatures.
– The higher your level versus the creature’s level, the easier.
– Sneak Capture

Ways to lessen odds:

– The higher the creature’s health, the harder.
– The creature outlevels you.
– The creature’s temperament. Aggressive creatures will give you a somewhat harder time to capture them while Peaceful and Skittish ones not so much.

Situations where the C.C.D. will ALWAYS fail:

– Trying to capture something that isn’t an alien. No, you cannot capture Andreja, I can’t let you do that.
– Xenobox is full. Gotta release some if you want to catch more! I would be surprised if you have managed to hit the 300 cap.
– Quest critical target. I probably did not enforce this, but please refrain from capturing creatures that are required to be killed in quests.
– Creature is already dead. I don’t need to explain this and no reanimated creatures cannot be captured.
– Is a sea creature. Xeno pets need to be able to operate on land.

Situations where the C.C.D. will ALWAYS succeed (NOT PRESENT IN BETA):

– Creature caught using one of the zoology outpost modules. Just simply walk up to one of them and “activate” them to store into the Xenobox. You must have a CCD in your inventory. The CCD use order starts from lowest tier to highest tier.



– Extract the zip contents to your Data folder
– Enable the mod named “G231_XenoMaster.esp” with your plugin manager like MO2 or Vortex
(If you use the in-game mod manager, just go to load order and then make sure my mod is enabled)

For Uninstalling, make sure to dismiss all of your pets first. and then uncheck the mod and finally remove “G231_XenoMaster.esp” and “G231_XenoMaster – Main.ba2”. in your Data folder.

However, with any other heavier content packed mods, make sure you have a clean save! It’s a good habit to have more than one save. This rule applies to all singleplayer BGS games! I will not be held responsible if your game decides to act up.



– Art for the CCD (As of right now, it just uses the Particle grenade as the placeholder)
– Art for the treats and meals (As of right now, they just use meal kit as the placeholder)
– Custom sounds for catching and stuff (They currently use sound effects from the game)
– Special/Unique Xeno Pets (This is a big one. This is what [Special Xeno Pets] menu is for.)
– Dialogue having sounds (They are currently silent at the moment)
– Being able to donate a xeno pet to Cora Coe (Come on, Sam, let your daughter live her dream!)
– Biome Skin Variation fixed
– Being able to change your xeno pet’s combat style



Since this is currently in BETA, there are some issues that I am well aware about:

– Most of the Biome Creature Skins turn black when you go far enough away from them. This only applies to your pets, since I am basically using layered materials. This is one of the higher priority fixes.

– Some of the Creature Biome skins may be inaccurate. The whole process of creating this was very tedious, I wasn’t able to test this completely, so some creatures may end up looking a little different right after you’ve caught them.

– Pet Follower AI may get derpy sometimes and could take a while for them to wake up and start following you again. Also they cannot follow you if you are in the air, this issue also applies to vanilla followers too, and no Xeno Master isn’t the cause of this. So if you want them to follow you correctly, your feet must be on the ground. AI in Starfield is quirky as all heck, even more than Fallout 4 and Skyrim. Hell, even more than Oblivion! If you need them at your location now while they are derping, just dispense a Filled CCD (and make sure they selected) and then throw that.

– Certain Creatures may have janky hitboxes when trying to capture them, sadly there is nothing I can really do about this.



Xeno Master does not make any edits to the base game at all. So Xeno Master should be fine with any load order.

The only time I could think of any compatibility issues is that if a mod were to ever make any big changes with the CCT keywords, spells, and perks. Otherwise, it should be mostly fine, so as long the mod doesn’t delete them or anything.



Q: Why is the plugin file so big?
A: This mod holds FormIDS of the many layered materials for each biome skin variation for each creature species. There was no other way I could do it, sure there was AVWS, but that thing wasn’t my cup of tea and the process behind it was even more tedious. Oh and yeah, the 300 different slots you could have are all separate actors, and having to reference them 2 times because Bethesda doesn’t allow array text replacements.



Just the base game (latest version), nothing else.

Changelog:

Version 1.1.5
This is a maintenance update for Xeno Master that adds a ton of new names, adds a random name picker, and a new default combat style for Xeno Pets!
https://www.youtube.com/@ghostrider231_xeno/posts
New Features:
– More Name Choices!
– New [Random Name] option when naming your Xeno Pet which will randomly pick a name for you within the name list
Changes:
– Gave All Xeno Pets a new default combat style. Mainly based from Offensive Balanced, but tweaked. This doesn’t affect Special Xeno Pets.
Fixes:
– Fixed typos for some of the Fauna Compendium entries

Version 1.1.4

This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!

New Features:
– More Name Choices
– New ship decoration/outpost buildable catagory: Xeno Master!
– Icons for the Xenobox and it’s QOL items!
Changes:
– Xeno Pet Rug – Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
– New sounds for equipping/unequipping the Xeno PROD!
– Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don’t have a single xeno pet. This effect goes away once you have your first regular xeno pet.
– Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
– Removed Slug Creatures from the egg hatch pool
Fixes:
– Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!)
– Fixed where filling the Fauna Compendium Entry for Leafstrider would “fill” two blank entries instead of one in Mantis Creatures. (Which makes it look like it’s 16 instead of 17 entries if you haven’t filled the Rockhound entry)

Version 1.1.3

This is a maintenance update for Xeno Master that fixes some issues, adds some new name choices, and adds a new icon for the Xeno PROD!
Highlight Video: https://www.youtube.com/watch?v=BW3vzphT3JE
New Features:
– More Name Choices
– New icon for the Xeno PROD! No more Rescue Axe placeholder!
Changes:
– Gave all Xeno Pets a default “stay put in the xenobox” package when not assigned to anything or been straight up dismissed to the Xenobox. This attempts to fix an “impossible to replicate” reported issue.
– Updated the [Quick Start] in the [Instructions] to mention Xenosociology in terms of Xeno Pet Slots.
Fixes:
– Fixed a glitch where releasing a Xeno Pet with a Power Level (Ex: 7/10) and then capturing a new Xeno Pet that is at level 1 would retain the same power level as the last released Xeno Pet.
– Updated [General Tips] and [Quick Start] in [Instructions] to mention the Xenoweapons Lab instead of the Industrial workbench.

Version 1.1.2

This is a maintenance update for Xeno Master that fixes the plaguing invisible animal issue! You can now say goodbye to this very annoying problem!
If you are somehow still getting this issue, just remember to update and then restart!

New Features:
– More Name Choices
– New Failsafe option: Reset Xeno Pet Skins
Changes:
– Xenoweaponry research tab injection is now performed as soon as you have the mod installed (or NG+) instead of waiting until you have completed the “One Small Step” quest. This is also a fix at the same time.
Fixes:
– MAJOR FIX: Swapped over to AVMS completely for the Xeno Pet biome skin appearance instead of Layered Material Swaps. Effectively eliminating the invisible animal issue and other odd texture issues regarding Xenos.
– Updated Vismar’s skin material to no longer cause invisible issues to Trapmaws.

Version 1.1.0.2
This hotfix should fix the Xeno PROD from getting black stripes on XBOX. File Size for the textures archive has been increased in the process. If the black stripes on the Xeno PROD still occurs with this update: PLEASE LET ME KNOW!
What’s fixed:
– Rough, AO, and Metalness of the Xeno PROD has been saved to the supposedly correct texture format
– AO for the Top Hat has been saved to the supposedly correct texture format

Version 1.1

This major update introduces the Xeno PROD! A new melee weapon that can serve as an alternative (and somewhat different) main method for capturing wild xenos! This also introduces the Xenoweapons Lab where all of the craftable items from this mod must be made from now on! Two new Special Xeno Pets! Quick Xeno Selection Menu! Heatleech morphin time! Besides those major additions, this also adds: more outpost stuff, quality of life changes/additions, Xeno Gifts, More options, and a slew of changes and fixes.
New Features:
– More Name Choices
– New Workbench: Xenoweapons Lab!
– Gift from Xeno Pets!
– New weapon: Xeno Prod! (This also serves as an alternative main capturing method)
– You can now Size Morph your Currently Selected CCD Xeno
– Small versions of the rugs and a new rug variant!
– New Outpost Only Buildable: Extra Extra Large Xeno Cage!
– New Xenobox Setting: Quick Xeno Selection Menu!
– New gameplay option: Relocating Active Xeno Pet Auto Follow
– New option in [Current Xeno Management] from the Xenobox: Manage all Active Xeno Pets
– Heatleech Pets can now Morph under certain conditions!
– Introduced Special Xeno Pet: Zaagmets!
– Introduced Special Xeno Pet: Vismar!
– New Tip message for leaving your Xeno Pets completely starving
– New Xeno Pet Accessory: Monocle (also includes a Monocle & Top Hat combo) [Creature selection is VERY limited at the moment]
– You can now check a Special Xeno Pet’s Mutations and Traits from the [Special Xeno Friends] menu just like you can with regular Xeno Pets.
https://www.nexusmods.com/starfield/mods/10380
Changes:
– All of the craftables from this mod has been moved to the new Xenoweapons Lab.
– Xeno Pets are now immune to tesla legendary weapon effect. The visual effects will still be there, but the damage is now nullified.
– Most of the “Kiosk” submenus of the Xenobox now use the “Long Kiosk Entry”.
– Buffed most of the Mutation Attack Types in terms of damage output.
– Mag Pressure Tanks are no longer needed for crafting CCDs.
– Slightly buffed Terrormorph Manipulation Assistance’s persuasion boost from 70% to 80%.
– BUFF: Having the Terrormorph Manipulation Assistance ability now allows you to remanipulate a previously manipulated target as many times as you want.
– Terrormorph Manipulation Assistance is now shown as an active effect.
– Terrormorph Pets are now able to be fed range changing treats!
– Getting a Xeno Pet from an animal husbandry will no longer transfer over their traits/mutations.
– The Ghost Trait Update failsafe is now considered deprecated and should no longer be used.
– Updated Tips to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station.
– Updated Instructions to reference the Xenoweapons Lab instead of Industrial Workbench/Cooking Station/Chem Station.
– All Xeno Pets are now able to fight while they are swimming. This also serves as a fix for the Aquatic Pets not being able to fight while swimming.
– Mutation Attack Type Electromagnetic now additionally: Knockdown if the target is a roach/slug creature.
https://discord.gg/TVR2qPE
https://creations.bethesda.net/en/starfield/details/5df8999e-ebed-49f4-98e4-968b56b26269/Xeno_Master
Fixes:
– Fixed where all of the Xeno Pets (and Special Xeno Pets) counted against your crew capacity when dismissed as a crew member.
– Fixed where going into the Mutations topic with Vrakgon wouldn’t show his current Mutation Attack type.
– Fixed where you were able to shoot [Send Out] CCD Kits and they would act as Tesla mines.
– Implemented an automatic fix for Flyer and Manta Pets whenever they lose their flight ability.
– Fixed where you could still select and send out Vrakgon even when he’s fainted or angry.
– Fixed where selecting Vrakgon would select him twice.
– Fixed where you couldn’t change combat styles of your Special Xeno Pets when they are dismissed as a crew member.
– Fixed typo for the tips popup (and the instructions menu) when you run out of CCDs.
– Fixed a very rare exploit where you could successfully capture the same creature multiple times at once.

Version 1.0
The biggest update for Xeno Master is Live! Finally, Xeno Master finally leaves Beta! This introduces a new Special Xeno Friend, Color Morpher, Species Info, Xenoweaponized Mutations, Rugs, a slew of new settings and quality of life features, many changes, and a list of fixes!
New Features:
– More Name Choices
– Proper Xeno Pet Sounds! (This is a change at the same time. A good example is that any future Manta Pets will no longer make “buzzy” like noises)
– Xeno Pets will periodically “whine” if left completely starving. So as long as you kept your Xeno Pet fed, you will never witness this!
– Xeno Pets with Meals in their inventory will now eat them to fill their hunger if they are left completely starving! However, they will never top off their hunger when they do this. They always prefer you to feed them.
– Xeno Pet Rugs! (In outpost/ship decorate mode, you will now be able to place down rugs/carpets for your pets to chill on instead of always wandering around in your ship/outposts)
– Species Info! (Quality of Life addition, you will be able to check the species name of your pets)
– You can now check/swap your xeno pet’s gender in [Current Xeno Management]
– Version check system
– New sounds for the CCD “fireworks” and for sending out xeno pets! This is technically not a change because the sounds I used were previously placeholders.
– Xenoweaponized Mutations! (You will now be able to add those existing traits like camo to any of your pets for example!)
– Xeno Skin Color Morpher!
– Overabusing Xeno Pets will now cause them to get autoreleased from the Xenobox and attack you. (I don’t condone animal abuse. Xeno Pets are already very forgiving so you will never run into this in normal playthroughs unless you are really going out of your own way.)
– Special Xeno Pets now perform a curiosity/excited/etc animation depending on the dialogue context. (Applies to Regular Xeno Pets as well, but to a lesser extent, also certain species won’t be able to do them)
– Having a Terrormorph Pet currently accompanying you now makes your manipulation, diplomacy, instigation, and intimidation have a 100% success rate, and your persuasion gets an increased 70% success rate. Robots are not affected by the success rate boost on the former.
– New Gameplay Option: Hunger Counter for Treat Dialogue (If turned on, When giving treats to your pet, you will additionally see their hunger level too)
– New Gameplay Option: Terror Pets (If turned off, Terrormorph pets will no longer spook nearby civilians in towns. Though I recommend keeping this on, but I’ll leave that to you!)
– New Failsafe option: Refill Entire Species Info (Limited use. This failsafe is only useful if you are coming from beta. The automatic version of this took way too long.)
– Icons for the Xeno Pet treats, meals, and other items!
– Introduced gender locking. Certain male (or female) only pets can no longer be gender swapped in the Xenobox.
– Custom Modded Creature API Support
– Tips! (Can be turned off if you are 100% a pro at this mod)
– New Gameplay Option: Reselect Last Dismissed Xeno Pet (QOL Feature, Recalling/Dismissing a Xeno Pet will make them the currently selected filled ccd xeno)
– New Xeno Pet Meal Kit: Bon Vivant! (Feeding your pets this will fully restore their hunger)
– New Xenobox setting: Change Deployment Style (You will now be able to change the pet deployment method to kits!)
– Fauna Compendium entries for Aquatic Creatures and Slug Creatures (These are already unlocked, so you don’t need to worry about these)
– Animal Cages! (Please note, your xeno pets won’t always go into these)
– Introducing another xeno pet slot! You are now able to have up to three xeno pets at once! (Requires the Xenosociology skill maxed out)
– New Xeno Pet Accessory: Fake NCI “Implant” (Only Siren Pets can wear this)
– While Brunksaurus is dismissed as an outpost/ship xeno pet, you can now send him back in the Xenobox via dialogue.
– Introduced Special Xeno Pet: Vrakgon!
Changes:
– In [Current Xeno Management], swapped placements with ‘recall’ and ‘reselect as active CCD’
– Confirming in the Gender options will now return you to the ‘Xeno Pet Selected…’ options.
– The entirely of the [Xeno Friends] menu now has the numbered prefixes like the [Favorite Xeno Friends] menu does.
– Xeno Pets with a very low friendship level are less tolerent to friendly fire. This mean how many hits they can take from you outside of combat before their friendship level takes a hit.
– When a Xeno Pet notices you attacking them outside of combat too much; instead of saying “[Your pet name] disliked that.”, the popup message will now say “[Your pet name] hated that.”
– Doubled the amount of starting C.C.D.s you are given from 5 to 10. (This is added retroactively if you are coming from beta)
– Made the Xeno Master Handler to be priority 96. Mainly to prevent other quest mods from overriding Xeno Master’s dialogue stuff.
– All C.C.D.s radius “fireworks” have been set to zero. This should stop the “fireworks” from being counted as attacks. Additionally, this removes the screen shake from the “fireworks”.
– All Terrormorph pets (regardless of the variant) will now come with the ability to mind control foes. This is now their “standard issue” ability.
– Making Xeno Pet Explosive Treats now additionally requires 1 Immunostimulant.
– Increased sell/buy value for all Range changing treats, Xeno Pet Jerky Meal, Xeno Pet Durian Meal, and Xeno Pet Super Meal.
– Xeno Pets now resists 95% (formerly 75%) of the damage you deal to them. (Hopefully less friendly fire that can knock them down)
– Xeno Pets are now immune to your Starborn Powers that can deal damage (ex: Solar Flare, Particle Beam, Super Nova, etc.), mainly to reduce friendly fire damage.
– Doubled Friendship boost for Xeno Pet Plain Treats from 25 to 50.
– Increased additive catch chance boost for Roachs, Heatleeches, and Slugs from 20% to 25%.
– Xeno Pets now leave command mode after being told to attack something and finished carrying that command.
– Terrormorphs are just slightly more harder to capture.
– The “Ineffective capture” message is now a prompt instead of a popup.
– Feeding Upgrade Meals to your Xeno Pets will no longer show the “Item Removed” messages.
– Feed Range Changing Treats to your Xeno Pets will no longer show the “Item Removed” messages. Except for Purity Treat.
– Moved some of the “more than often used” failsafe features higher in the failsafe list.
– Carpwalker and Gloam Fauna Compendium Entries are now unlocked by default.
– Changed description for Xeno Pet Plain Treat to explain on what it actually does instead of sounding somewhat vague.
– DLC Support Addon: Improved the way how DLC creatures are handled when caught.
– Due to the Introduction of Xenoweaponized Mutations: Visual Effects like the health regen from Cutterhead Pets are now removed.
– Buffed Brunksaurus (Increased health and damage resistances)
– Buffed xeno pet friendship bonuses for damage resistances.
– You can now capture wild xenos while they are under the influence of “mind control”.
– Simplified Instructions (More direct)
– Buffed the Higher Health Power Levels.
– The Xenobox and Quick Filled CCD Dispenser are now Legendary items! Mainly to give them a description.
– Changed Dismissal dialogue to “We should go our serperate ways for now”. (Was originally “We should give our serperate ways for now”, saying “give our” sounded like a grammatical error to me)
Fixes:
– Fixed typo where Coralcrab was “Corabcrab” for Crawler Creatures in the Fauna Compendium.
– Updated description for both Jerky and Durian Meals to say “restores 40 hunger” instead of “restores 5 hunger”.
– Fixed typo for Fauna Compendium Entry for Quadruped Class A Ankylosaurus
– Fixed misleading Fauna Compendium Entry for Manta Sentinel for Zelazny II’s biome locations.
– Xenoweaponry tab is now injection based to reduce/prevent conflicts with other mods that add new research tabs. The Xenoweaponry tab is back!
– Fixed typo of a dialogue name choice “Mirza” would be “Miza” instead. Miza was the intended name, but I figured to make both of them possible name choices instead.
– DLC Support Addon: Fixed where releasing a DLC creature wouldn’t clear their default name. This only happens if you haven’t given them a name.
– Forced Automatic Dismissal Message for Xeno Pet slot 1 is now a messagebox to stay consistent with Xeno Pet slot 2.
– Fixed where the civilian scare effect doesn’t get removed even after doing NG+.
– Fixed where all xeno pets had no oxygen/stamina regen. Certain pet species rely on their oxygen/stamina to perform specific power attacks.
– Fixed where a CCD gets used up even on an invalid animal husbandry xeno when you use the “Move to Xenobox” option.
– Fixed where certain valid animal husbandry xenos would be considered as invalid when using the “Move to Xenobox” option.
– Fixed where dismissing the second slot terrormorph wouldn’t remove the “spooker” effect.

Version 0.9.6-beta

This is a hotfix update. For this specific update only, All of the research stuff from this mod has been moved to Weaponry to prevent conflicts with other mods that adds their own research tab.
The Xenoweaponry tab will return in version 1.0.
What’s fixed/changed:
– Moved all of the Xenoweaponry research into Weaponry. Making the Xenoweaponry tab “removed” for this update only.

Version 0.9.5-beta

This update is a bridge between beta 0.9 and version 1.0. Alternatively, this is technically beta 0.9 part 2. This adds a new failsafe option, a Xenobox Refresher as a workaround for players having issues with their Xenoboxes, the introduction of the Xeno Pet Accessory (Top Hat!), name choices are now in alphabetical order, and various fixes ranging from spelling errors to gameplay glitches.
Where is the first Xeno Pet accessory found? They can be crafted at any Industrial workbench! If you want to swap Xeno Pet Accessories for other species, make use of the new Xeno Friend Accessory Swapper! Only a good handful of Xeno species are covered, so don’t expect every creature in the book to be covered! As some species aren’t capable to be outfitted with specific accessories due to their body shape/structure/etc!
New Features:
– New failsafe option: Refresh Xeno Pet Racial Ability (This is technically a fix at the same time)
– Xenobox Refresher (This serves as an item failsafe if you somehow lost your Xenobox or if your Xenobox suddenly stops working when you try to use it. This adds a new gameplay option.)
– New Menu: Xeno Friend Accessory Swapper
– Introduction of the first wearable accessory for Xeno Pets: Top Hats!
Changes:
– All of the name choices have been reordered to be in alphabetical order!
– Having a fully completed Fauna Conpendium (the perk effect itself) will additionally double your odds of getting the “Super Rare Creature” from the Alien Egg Incubator.
Fixes:
– Fixed where you were able to release xeno pets that are currently dismissed to your outposts/ships.
– Fixed where the ‘Recall Outpost/Ship Pets’ from the [Current Xeno Management] Menu would not recall all of your Outpost/Ship Pets and remove them from the crew list.
– Fixed where tagging along an Outpost/Ship Pet via throwing a send out CCD outside of your ship would still have them walk back to your ship when they are supposed to be following you.
– Updated so that ‘Snap out of it’ option in the [Current Xeno Management] would additionally attempt to remove them from any crew list (regardless if they are in them or not)
– Fixed where you couldn’t get Sirens from Alien Eggs.
– Fixed where the name choice “Pepper” was a clone of Penelope. Also fixes where Pebbles was Penelope, Penelope was Peanut.
– Fixed typo where the name choice Schneider was “Sceider” instead.
– Fixed typo for Fauna Compendium update for Red Mile Mauler entry.

Version 0.9.1-beta

This is a hotfix update. This fixes a bug that was introduced with the Fauna Compendium regarding one of the roach creature entries always being unfilled and Unique Xeno Pet traits not being removed completely when doing New Game Plus.
What’s fixed:
– Fixed the Roach Creatures catagory for the Space Roach’s blank entry where it still shows up even after getting its entry filled.
– Fixed Brunksaurus’ Xeno trait not being removed completely when doing NG+
– Added (my nexusmods, my creations and my discord server links) to the author notes and added my nexusmods mod page link to the first time startup message

Credits:

Ghostrider231
FallenSorrow – name idea for the CCD and some of the name choices
ElminsterAU – SF1Edit (Yes, i did use it to peak at Starfield.esm’s contents while I was making the design doc for Xeno Master)
The people behind the Skyrim and Fallout 4 Creation Kit documentation. (The unofficial mirror version, because as I am writing this, the official documentation by BGS is STILL in maintenance)
hexabit – B.A.E.
Bethesda Game Studios – Creation Kit and Starfield

Share mod:

Leave a Reply

Your email address will not be published. Required fields are marked *