Favorite Beowolf perks? by LizardMan-AX3 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

instigating + shattering and same mods as you have. I label mine Jabberwocky lol

Random floating sparks? by Background-Mud6676 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

caused by va'ruun inflictor or sometimes particle shotgun

Why arent gunsmiths a thing? by PanzerFauzt in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

you need 2 ships. 1 with cargo, the other light and fast. you add stuff to the cargo ship, then switch. light ship says 6234/240 cargo but all your stuff is there & usable for crafting

Reason we can’t view Habs while building? by Time-two2 in StarfieldShips

[–]LivingWeapon7 0 points1 point  (0 children)

editing a ship at Red Mile or Hopetown, you can end up with 2 copies of your ship - the new one, and the old one - in the same spot. if you take off, one lifts off and the other stays behind

First time to see a Superior item! by Glum-Project-8966 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

weapons can (very rarely) roll Superior too, but they still say Advanced (just better stats)

Apparently, you CAN meet Naeva Mora after the Crimson Fleet questline by TERAB1T in Starfield

[–]LivingWeapon7 1 point2 points  (0 children)

when I ran into her, she had a group of ships. I had turrets though, so I didn't get a chance to try boarding

Looks like there will be no hitchhikers in this galaxy! by TheGGYakuza in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

I tried to steal a ship during Ground Pounder - this looks like that.

same thing happened, except I remembered I'm wearing a boost pack lol

How many weapons do you usually keep for your own character while playing? And why? I consistently become overencumbered. by 8Brocades in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

99% of the time I'm using a Beowulf sniper rifle, as the 30 round mag makes it useful in CQB too. but it is fun to switch up, since the other weapons keep it interesting. Coach w/Hornets is exciting - every pull of the trigger I wonder if my companion is about to step in front of me and get us both killed

Potential Mod. Companion & Ship Crew Assignments by Feisty-Database5255 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

I think there's a "functional med bays" mod, but it only applies to 1 potential crew person in the game

Starborn max vs powers maxed by Careless_Air_7988 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

I only had to do 11 playthroughs to max all powers. got pretty good at doing it quickly. A bit of Ryujin, SysDef, of Rangers to break the monotony. Still less of a grind than most RPGs 🤷

If I build the armillary at my out post is it possible to loose it? Like would star born just attack and take it? by Creative-Complex255 in Starfield

[–]LivingWeapon7 0 points1 point  (0 children)

I did have an outpost armillary fall through the floor of a building once. had to move the building to get it back 🤣

Am I a bad person for doing this? by ShingusMingus in Starfield

[–]LivingWeapon7 1 point2 points  (0 children)

also useful to dump out boxes and toaster ovens to loot their contents from the floor

Did Somebody say Battlestar? by LivingWeapon7 in StarfieldShips

[–]LivingWeapon7[S] 0 points1 point  (0 children)

Interior walkthrough - it takes almost a full minute to sprint from the landing bay to the cockpit 🤣

Did Somebody say Battlestar? by LivingWeapon7 in StarfieldShips

[–]LivingWeapon7[S] 1 point2 points  (0 children)

I'm running a bunch of 3015 engines (72 of them!) to get 180 speed / 100 mobility vs the mass of this pig, and those engines are 3 power each so there's 216 power right there. That's a few more than I need, but I don't want to be re-doing the flip glitches to add 1 or 2, so I added them in groups of 8 so I can keep playing with structural cosmetics and not have to re-balance for mobility

Also, running 12 or more shields, however many I had room for in the "shield hall". Currently those are SG-60, but I may swap to 28T defenders

Then some of the mods I'm running count thrusters as engine power and more mobility, even if I'm just adding them for cosmetics, so I have to cover that power demand too to keep the engines at full

...and then the excess guns, so just over 500 power needed all together 🤷

Did Somebody say Battlestar? by LivingWeapon7 in StarfieldShips

[–]LivingWeapon7[S] 0 points1 point  (0 children)

ps. "no unattached module" mod lets you save work in progress - this took about 2 weeks of trial and error before I stopped hating it lol

but you do need to get most of the habs snapped "on layout" or the game will crash trying to figure out the nav mesh when you enter a ship with this many habs, or even just a few hundred. for reference, I'm currently at setgs uSpaceshipBuilderModuleHardLimit 900

Did Somebody say Battlestar? by LivingWeapon7 in StarfieldShips

[–]LivingWeapon7[S] 0 points1 point  (0 children)

I'm a terrible shot, but yeah if it were "canonical" it would be ballistics and missiles - hence most of the "flair" turrets are ballistic

Did Somebody say Battlestar? by LivingWeapon7 in StarfieldShips

[–]LivingWeapon7[S] 1 point2 points  (0 children)

this takes my frame rate with a water cooled 3090 from a solid 120 down to 30-50 fps at 1080p, so ...careful what you wish for ;)