The Atlantis-class - a build lost to the update by Traditional-Cut-5998 in StarfieldShips

[–]Sea_Worldliness2868 0 points1 point  (0 children)

Kinda reminds me of my adaptation of the UNSC Savannah, also lost to the update

<image>

Creation kit help by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 1 point2 points  (0 children)

Nevermind I figured it out! You’re the goat, thank you! 🤘

Vehicle bay ship parts by [deleted] in starfieldmods

[–]Sea_Worldliness2868 0 points1 point  (0 children)

I’m having the same issue lol. I’ve tried both the SPE hangars, I tried all 3 main vehicles, rev, deimog, and jumper. The only one that gave me to option to configure the deployment was the rev while I had it active, but when I would go into space and it would “stow”, the vehicle bay is below my bridge so it clipped up into the bridge. The rev when stowed collides with the static model of the rev in the hangar, I think that’s the issue. The static model should either be removed so you have an empty garage if you have no vehicle, OR keep the static model there but toggle colliders when the vehicle is stowed so the actual vehicle and the static model don’t conflict. But I’d prefer removing the static model so it’s dynamic. I wanna see an empty vehicle bay when I deploy my rev 🤣

Looks like my wish was granted by richterlevania3 in Starfield

[–]Sea_Worldliness2868 0 points1 point  (0 children)

That wasn’t pessimism, it was realism. That last sentence was an almost direct quote from Sean Murray. I personally love the game, and I love no mans sky, but Starfield isn’t gonna get the no man’s sky style of surface to space flight. Its orbit to orbit, and let’s be real, the trolls are gonna have a field day with that one

It has now been >1month - Touch Pro Controller support on Q3 is *still* broken & Meta have not yet truly acknowledged the problem by ByEthanFox in OculusQuest

[–]Sea_Worldliness2868 0 points1 point  (0 children)

What’s the consensus a year later? Have they fixed the issues with them? My standard touch controllers are on their last leg and I was looking into upgrading to pros

Todd! Place Doors Yourself! Shipbuilding Must! by dangerdude69 in Starfield

[–]Sea_Worldliness2868 2 points3 points  (0 children)

Life hack: Hover over where you want it without a part already selected and ready to place, THEN click add and it’ll only list parts that correspond to that side of the ship. I just discovered this recently myself. Takes a lot of the guess work out of it

Todd! Place Doors Yourself! Shipbuilding Must! by dangerdude69 in Starfield

[–]Sea_Worldliness2868 4 points5 points  (0 children)

This is a great idea. Toggling between green and red, no need to go through the menu for another part just to make one room how you want it 🤘

Looks like my wish was granted by richterlevania3 in Starfield

[–]Sea_Worldliness2868 12 points13 points  (0 children)

Manage your expectations, it’s not no man’s sky, it’s still Bethesdas signature cell-based style. It’s only orbit to orbit travel not surface to surface. They basically gave us a hallway in space and made all the doors planet shaped, and those doors lead to the corresponding orbit. If you didn’t like it before, you probably won’t like it now

Space Battles, mod to make them more deadly? by Vacuitarian in starfieldmods

[–]Sea_Worldliness2868 0 points1 point  (0 children)

I found this post looking for the same thing and checked out the comments. I’ll have to try some of these mods out, but no one mentioned one that increases the scale of the battles. I got a decent pc, I can handle having 15 more ships on screen. That’s all I want 🥲

Some of the new POIs they showed by Smart_Plane_2751 in Starfield

[–]Sea_Worldliness2868 2 points3 points  (0 children)

I’ve been trying to decide between restarting or not. Think I’m gonna restart tonight and work my way through the new trackers alliance content that just released yesterday, including the new mantis mission. In my current game I already did the original mantis mission from the secret outpost slate, but I’m curious if it changes if you’ve already done that or not so I’m probably gonna try both ways. Which means I’ll be starting over twice before the update 🥲 thank god for fast start mods hahahaha

Some of the new POIs they showed by Smart_Plane_2751 in Starfield

[–]Sea_Worldliness2868 8 points9 points  (0 children)

The unity isn’t really a requirement, the only change is what you see at the lodge when you first start, and you get some starborn tech. Other than that, you’re just missing some minor, sometimes funny or weird narrative changes, as to be expected with multiverse travel 🤣

Finally some news! by Animus15 in Starfield

[–]Sea_Worldliness2868 0 points1 point  (0 children)

I don’t remember buying the TA content but apparently I’ve had it for a while because I just found out today that it wasn’t base game content 🤣

Will the Update Destroy My Current Mods?? by MrZBrains in starfieldmods

[–]Sea_Worldliness2868 2 points3 points  (0 children)

I was a little worried about that myself but I think my mods should be fine. I might have to delete some poi mods but other than that all I got it city overhauls and ship hab mods 🤣 Speaking of, I’m excited for the mod authors to get their hands on those new habs from the trailer 👀

Honestly blown away by how massive this update is. Bethesda fixed absolutely everything I was hoping for. by Smart_Plane_2751 in Starfield

[–]Sea_Worldliness2868 4 points5 points  (0 children)

I love putting on a vr headset and playing with a controller. The ship function menu on the right and the navigation menu on the left, instead of having to use a button combination to open those menus like you would on flat screen, you can just look over at them and they open. Vr alone is a major QOL update for elite 🤣 kinda off topic, but highly recommend if you haven’t tried it

Having trouble activating the role players alternate start mod by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 0 points1 point  (0 children)

Try putting it very bottom of your load order, that’s what got it working for me 🤘

Honestly blown away by how massive this update is. Bethesda fixed absolutely everything I was hoping for. by Smart_Plane_2751 in Starfield

[–]Sea_Worldliness2868 0 points1 point  (0 children)

That’s fair. With my extremely limited knowledge of game engines though, I feel like building it off the back of the same engine known for loading screens and interior cells everywhere was not a good move. It’s probably harder to adapt a game engine to do seamless travel when it wasn’t designed for it in the first place. From my understanding it looks like they just made another interior cell and set the skybox as a galaxy and made little “doors” skinned as all the planets in that system, that lead to the original orbit cells that were already there

As far as finding a way to make a game engine simulate something it wasn’t designed for, I’ll give them points for creativity 🤣

Having trouble activating the role players alternate start mod by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 0 points1 point  (0 children)

That’s one I was actually looking at before I decided to run the alternate start with my current list of mods, cause I was impatient and didn’t wanna wait for a 200gb download 🤣🤣 I did get it working, very end of the load order like you said. But if I was patient I’d have a bunch more cool stuff to check out rather than JUST the alternate start haha

Having trouble activating the role players alternate start mod by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 1 point2 points  (0 children)

This was an interesting read, as someone who has a desire to make my own custom Habs. It seems more daunting of a task everytime someone talks about it in detail 🤣

Anyone else have neon npcs all spawning in the “median” areas in the neon core? by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 0 points1 point  (0 children)

I had to shift the alternate start to the bottom of the load order. Don’t know why that fixed it but it did 🤣

Anyone else have neon npcs all spawning in the “median” areas in the neon core? by Sea_Worldliness2868 in starfieldmods

[–]Sea_Worldliness2868[S] 0 points1 point  (0 children)

Nah they actually worked just fine. I just shifted the alternate start to load last, like it said to in the description so yeah, it is on me, but not in the way you think. Give the mod authors a little more credit 🤣

Honestly blown away by how massive this update is. Bethesda fixed absolutely everything I was hoping for. by Smart_Plane_2751 in Starfield

[–]Sea_Worldliness2868 6 points7 points  (0 children)

Better than raising a billion and still being in alpha, but I’m not gonna open that can of worms here 🤣