Game Discussions Bethesda Softworks Starfield Space RPG

A survey into Valles Marineris ended up with conclusive insights on the way heat leeches proliferate: While examining a meteorite impact we noticed a rock nodule crack open and release a - hostile - heat leech. Further examinations of scattered rock nodules returned confirmation on the expected results via mining drill incision of the rocky substrate until a heat leech was released. The findings strongly suggest heat leeches nest inside rock nodules which travel with meteorites and can scatter upon impact with solid objects.
 
Tonight I spent an unholy amount of time in the ship builder, but I am at least somewhat satisfied with by Razorleaf rebuild. Unfortunately (luckily?) I ran out of money, so I can still work on my ship over the next couple of days

zaOAFzr.jpg

I couldn't afford better weapons, so this will be on top of the list for ne procurements. Additionally, my "plan" for the internal layout didn't work out. I had hoped for one single ladder going from top to bottom, but it's a real PITA to get the connections to work the way I want to.

UEG2wvG.jpg

I'm not happy with the belly of the beast. It looks just too boring and flat for my taste. The lower deck consists of the landing bay -> 3x2 Cargo Bay -> 3x2 Mess Hall ->2x 1x1 Store Room

ClIySGS.jpg

Supra et Ultra

84pzejg.jpg
 
Tonight I spent an unholy amount of time in the ship builder, but I am at least somewhat satisfied with by Razorleaf rebuild. Unfortunately (luckily?) I ran out of money, so I can still work on my ship over the next couple of days


84pzejg.jpg


[/spoiler]


Where did you get that cockpit ship part?
 
OK, I jumped on the band waggon and after installing the game I decided to see how well it ran, 6 hours went by in a blink.

Now I need help, how do I edit a .gfx file?
I've download two mods that effect the hud they both use hudmenu.gfx and overrides each other.
One makes the hud smaller and adds crosshairs the other completly hides enemy healthbar. I want the new crosshairs no healthbar, where would I have to look or find a turotial?
 
OK, I jumped on the band waggon and after installing the game I decided to see how well it ran, 6 hours went by in a blink.

Now I need help, how do I edit a .gfx file?
I've download two mods that effect the hud they both use hudmenu.gfx and overrides each other.
One makes the hud smaller and adds crosshairs the other completly hides enemy healthbar. I want the new crosshairs no healthbar, where would I have to look or find a turotial?
The HUD alteration mods, especially the one I downloaded from the Nexus has several variations...the one I use replaces the crosshair with a small centre dot plus removes the enemy health bars and hit markers. There's around 10 or 12 different HUD options of the same mod.

 
Last edited:
Oh, one thing for the ship builders among you (I learnt it only yesterday)

When you're in the builder you can hold your shift-key and double click on a module. The module and all other modules attached to it will be selected. This is great to
a) find unattached modules (they will NOT be highlighted and are thus easy to spot)
b) painting the ship in one go.
 
The HUD alteration mods, especially the one I downloaded from the Nexus has several variations...mine replaces the crosshair with a small centre dot plus removes the enemy health bars and hit markers. There's around 10 or 12 different HUD options of the same mod.

That's perfect, thanks. And no hit marker either.
Oh, one thing for the ship builders among you (I learnt it only yesterday)

When you're in the builder you can hold your shift-key and double click on a module. The module and all other modules attached to it will be selected. This is great to
a) find unattached modules (they will NOT be highlighted and are thus easy to spot)
b) painting the ship in one go.
I've been simply been double click and that works for me. That's weird.
 
My little ship, very much inspired by the Watchdog. Hated the design when I watched the teaser but it really grew on me.
It only needed 3 new parts to convert from the Frontier and all for under 5k. It's been upgunned since, costing lots of $$$.
Puppy copy.png
 
Last edited:
Probably going to need to wait for better mod tools and documentation to be able to play any further on my 200+ hour save. I have zero desire to go back and replay two of the more tedious mission chains from scratch, to the point that I've already spent more time trying to fix the broken save than it would take me to play back to where I am now. Learning the console--from scratch, since I didn't play much of any Skyrim--is considerably less tedious than reliving a bunch of dialog I've already seen or having to deal with more lockpicking than necessary*, no matter how good one gets at it.

I'm at the limit of what can currently be done via console commands I think. I cannot force start the two mission chains the bug I ran into is preventing me from seeing as they depend on timers that have already expired or dialogs that can no longer be triggered.

The way Starfield handles this stuff is a major step backwards from many previous Bethesda games. For example, in Morrowind and Oblivion, being where one needed to be and doing what needed to be done resulted in requirements being satisfied and quests advancing, even if one go to that point in a manner that could not easily have been predicted. In Starfield, there are hard triggers that aren't supposed to be able to be bypassed...you cannot just go where you know something is, or stumble upon it accidentally, you need to get there in a specific way the game has planned for. Even breaking through doors, teleporting around, adding quest items, or resurrecting/resetting NPCs via console can't trigger the events I'm missing.

Since I was trying to avoid spoilers, it was at least nine hours of play time until it became clear something was wrong, and could easily have been much, much, longer. For example, if I had kept my save where I originally attacked The Hunter immediately after meeting him, I would have put another 150 hours into the game before I realized The Hunter was a critical NPC with critical dialogs that could not occur if the Hunter was hostile before the very end of the game.

I'm pretty annoyed at not being able to see the rest of the story in a way that is reflective of the choices I've made in my play through. I've been railroaded into a dead end by a lack of play testing done on interactions that should have been obvious; I'm where I am now because I had my character attack other characters that clearly presented themselves as hostile.

*On the topic of lockpicking; there is no such thing as an enjoyable lockpicking minigame. This is doubly true for Bethsoft games, where the minigames are ridiculous and often unbypassable (if you want to open the container/door). They bear no resemblance to any concevable actual lock (which are not designed as puzzles for theives, but as security measures to deter them) and have become increasingly used as a way to gate content behind stupid skill tree unlocks. My character has been able to pick master locks since before they left Kreet, and I've picked many hundreds of them in this game. I can do most Advanced/Master locks with no assists in seconds at this point...and I get more and more annoyed at their existence with every additional lock I encounter. It's probably the most absurd and grindy aspect to the entire game.

The last Bethesda game to not totaly botch locks was Daggerfall. No minigame at all, just a skill check against lockpicking, and there was almost always the option to just smash the container or door open, at the cost of noise, which is the most plausible way to handle things.
 
Ah, trying to suss out the right quest ID to get/set-stage to where it should be? Been there a few times, with previous bethesda games... :7
 
I get more and more annoyed at their existence with every additional lock I encounter. It's probably the most absurd and grindy aspect to the entire game.
I sort of enjoyed the lockpicking for a while, but it became tedious. So many locks presented themselves, and often there was nothing valuable behind them anyway.

I found a little batch script that changed all the locks to simple 2 click things, and it made me much happier.

It's on Nexus if you wish to find it.
 
Back
Top Bottom