Game Discussions Bethesda Softworks Starfield Space RPG

I don't know I'm still on my first playthrough as I'm not rushing it at all, I also enjoy the side missions don't know how many there are but I hope there is still a lot to discover.
I still discover new stuff in NG+. It is probably one of the best implemented NG+ - I used to never use them much and rather started complete new runs.
 
I still discover new stuff in NG+. It is probably one of the best implemented NG+ - I used to never use them much and rather started complete new runs.
well i don't know how it works but I guess you lose all your stuff like ships and bases including companion ect. and start from the beginning again?
 
well i don't know how it works but I guess you lose all your stuff like ships and bases including companion ect. and start from the beginning again?
All material goods are just cosmic dust. Vanity. The essence is your character and you decide what to do different next time. You get a somewhat gamey choice how to re-run the main story and have to acquire companions accordingly. My reruns have e.g. formed a clear picture where I find Neon Ship technician and hold the barrel of a gun to his temple.

And next time I know that outpost links are buggy and might just build huge cargo wall and ranches and farms.
 
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Does anyone here know how much you actually can mod in SF? what is the limit of what can be modded?
Just a crazy example can you make a complete city on a planet new quests etc. or is it limited somehow?
 
Does anyone here know how much you actually can mod in SF? what is the limit of what can be modded?
Just a crazy example can you make a complete city on a planet new quests etc. or is it limited somehow?
They haven't released Creation Kit 2 yet, which will give mucho power to the modders. I suppose we'll have to wait a bit to see what can be done with it. Based on what folks did in the past with the original Creation Kit, I expect there will be a lot of possibilities.
 
Does anyone here know how much you actually can mod in SF? what is the limit of what can be modded?
Just a crazy example can you make a complete city on a planet new quests etc. or is it limited somehow?
The question is more often not "can it be done" but rather "does ir still run stable" in my experience.
 
They haven't released Creation Kit 2 yet, which will give mucho power to the modders. I suppose we'll have to wait a bit to see what can be done with it. Based on what folks did in the past with the original Creation Kit, I expect there will be a lot of possibilities.
Give me Bijin Babes in Space, and this game will skyrocket to the top of my wishlist, LOL.
 

rootsrat

Volunteer Moderator
Does anyone here know how much you actually can mod in SF? what is the limit of what can be modded?
Just a crazy example can you make a complete city on a planet new quests etc. or is it limited somehow?
At the moment it's mostly non-gameplay stuff, like textures or sounds. There are quite a few mods that change the UI, as that's doable currently. The gameplay mods are based on running the console commands in the background, mostly. Either at the game load, or hotkeyed. Even though console is limited in what you can do, there are already some great mods though!

Another category is stuff that can be done by either editing scripts or adding new ones. These are currently the most powerful ones. My modlist is currently over 130 strong, and I keep adding new, interesting mods every day.

What is missing - and will be available when CK2 is released - is full edits to the entire game. I assume we'll get:

Better environments - so better settlements, for example with no loading screens between the main area and the shops; settlement expansions with bigger area coverage and new districts; or even entirely new settlements; probably improved terrain generation, epanded, new or mixed biomes, weather systems etc.
Better characters and creatures (better and/or new alien species, NPC's etc.), questlines (improved quests, new questlines), Items (so new items, new levelling lists, better loot).

100% someone will do a supercruisee type mod, no loading screens when entering/exitting ships etc. Down the line we can expect DLC-size mods with entire new lands, cities, NPC's, quests etc. Overhauled levelling systems.

I mean... the sky's the limit, once CK2 is released. Below are a few examples of what was possible in Skyrim at the peak of its modding. Check them out:


Sorry for the long list, but I wanted to show you firstly the scale of some of these mods, but also the diversity of what advanced modding can offer. I could probably make the list twice as long with even more diverse mods, but I think you can get the idea just from the above :) Believe me, there is even more diversity, but I don't want to spam the forums :D

And keep in mind that CK2 is the improved version of the modding tools with much more potential and capabilities. I honestly can't wait what the modders will come up with.
 
Here's the lovely bug I keep mentioning. I have a save before this happens, but playing that save and doing pretty much anything causes this to happen. It seems to be limited (as far as I can tell) to this one outpost, but it's a shame as it's the first big outpost I visited and I like to go back there as a "home base", and it's just a glitchy mess now. Half the furniture in the place is now two floors higher than it should be.

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Using mods? I didn't think the 'vanilla' game would let you build close to existing POI.
 
At the moment it's mostly non-gameplay stuff, like textures or sounds. There are quite a few mods that change the UI, as that's doable currently. The gameplay mods are based on running the console commands in the background, mostly. Either at the game load, or hotkeyed. Even though console is limited in what you can do, there are already some great mods though!

Another category is stuff that can be done by either editing scripts or adding new ones. These are currently the most powerful ones. My modlist is currently over 130 strong, and I keep adding new, interesting mods every day.

What is missing - and will be available when CK2 is released - is full edits to the entire game. I assume we'll get:

Better environments - so better settlements, for example with no loading screens between the main area and the shops; settlement expansions with bigger area coverage and new districts; or even entirely new settlements; probably improved terrain generation, epanded, new or mixed biomes, weather systems etc.
Better characters and creatures (better and/or new alien species, NPC's etc.), questlines (improved quests, new questlines), Items (so new items, new levelling lists, better loot).

100% someone will do a supercruisee type mod, no loading screens when entering/exitting ships etc. Down the line we can expect DLC-size mods with entire new lands, cities, NPC's, quests etc. Overhauled levelling systems.

I mean... the sky's the limit, once CK2 is released. Below are a few examples of what was possible in Skyrim at the peak of its modding. Check them out:


Sorry for the long list, but I wanted to show you firstly the scale of some of these mods, but also the diversity of what advanced modding can offer. I could probably make the list twice as long with even more diverse mods, but I think you can get the idea just from the above :) Believe me, there is even more diversity, but I don't want to spam the forums :D

And keep in mind that CK2 is the improved version of the modding tools with much more potential and capabilities. I honestly can't wait what the modders will come up with.
I want tourists and a fishing themed resort. The fish gets grilled at sunset with a great selection of beers. Tourists catch their own fish and comment jokingly about the sizes. Campfires round off the evenings. Some people go for a swim in the moonlight.
 
Did you fill it with custom decorations? Flooded with resources and/or items?
Nope. As far as I'm aware it's not even possible to decorate outside of your own outposts or homes is it? No I just use it as a place to trade and hang out so I've made very minimal changes to it, aside from knocking a few movable items around. If I travel away and move back to it the airlock doors sometimes reset to the correct position (or close to it), but all the other stuff just seems stuck up in the sky forever.

Like I say it probably makes no real gameplay difference, especially if it's limited to this one outpost, but it's enough to spoil it quite a bit for me. And also just makes you paranoid about other places breaking in the same way.
 
Nope. As far as I'm aware it's not even possible to decorate outside of your own outposts or homes is it? No I just use it as a place to trade and hang out so I've made very minimal changes to it, aside from knocking a few movable items around. If I travel away and move back to it the airlock doors sometimes reset to the correct position (or close to it), but all the other stuff just seems stuck up in the sky forever.

Like I say it probably makes no real gameplay difference, especially if it's limited to this one outpost, but it's enough to spoil it quite a bit for me. And also just makes you paranoid about other places breaking in the same way.
Decoration by placing in the environment - not plonking down furniture. My Friend Wilby placed on a bed e.g.
What seems quite special is the multi-level structure. Maybe the engine has trouble keeping the vertical coordinates clean? Just wild guessing.
 
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Yes the game is pretty, and there is a lot to see.
 
Captain Ernie became Starborn and decided to change everything about himself. New universe, new person, he said. :)

Here he is in his past life:
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And now:
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She's told Constellation the truth this time, so they know what the Artifacts are, and what they are for, from the get-go. It will be interesting to see how it plays out.

Sarah is wary, but she did agree to come along for a bit. I wonder if she'll consider it a mistake later? :)
 
Planetary environments in Starfield are mostly very nice. I have taken a lot of screenshots, too.

This picture is from September, when I was still wearing a calibrated liquid-cooled space trucker space suit. My character's background is a long hauler, so the suit must be familiar to him.
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If you like big game hunting, Starfield has practically an infinite amount of that on offer.
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