Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, Starfield, or Oblivion Remastered. Doing so will help everyone on all platforms.

Issue Data
Status: Fix Pending
Issue Type: Bug Report
Project: Unofficial Starfield Patch
Component: Starfield: Vanilla
Category: Meshes & Materials
Assigned To: MadCat221
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By MadCat221 on May 17, 2026 1:55 pm
Last Edited By MadCat221 on May 18, 2026 6:47 pm

Issue #36599: Slayton A and B class engine three-subnozzle effect meshes have non-zero minimum glow levels

 
The thrust bells with three sub-nozzles on the engines in question have a slight glow even when at zero throttle, and even in the Shipbuilder or when landed. Affected meshes are all three variants of the Slayton A-class engine meshes, and the Slayton-class engine mesh. The A-class meshes have a two-subnozzle effect mesh that behaves properly, so it would be a good reference point from which to diagnose and possibly fix.

Suspected meshes in question are in meshes\ships\modules\moduleeffects\smod_fx_enginemain_slayton*.nif (mind the regex asterisk to denote multiple meshes in the group)

Screenshot PNGs attached



Attached Files:

Starfield 2026-05-17 13-37-02_227.png
Starfield 2026-05-17 13-34-21_989.png

Comments

1 comment(s)
MadCat221 said:
 
Found the cause:

In each engine FX mesh for at least the Slaytons, even for the big vertical-bell C-class engine flame FX meshes, there is an editor marker and then two not quite identical geometry shapes fitting the engine bell cavities. One is named BoosterFire, and the other is named BoosterHotFire. The latter is supposed to have a material called EngineGlowHot.mat while BoosterFire has EngineGlowFlame.mat. They accidentally used EngineGlowHot.mat in both BoosterFire and BoosterHotFire in the erroneous Slayton02 FX mesh when only the latter should use it.

Fixed NIF should go in meshes\ships\modules\moduleeffects



Attached Files:

smod_fx_enginemain_slayton02.nif

Comment #1 May 17, 2026 11:03 pm  Edited by MadCat221 on Jun 16, 2026 8:27 pm
Showing Comments 1 - 1 of 1