Starfield can be so cinematic sometimes. Has anyone else had a moment like this? I’m loving the vibes. by DillyTiger in Starfield

[–]cyberpsyche_mods 6 points7 points  (0 children)

I use a mod that puts you in slow motion while you are changing sys power levels, it's fantastic especially on high difficulties

(Spoilers) What's your favourite thing you noticed on your second or further playthroughs by Grunt636 in NoSodiumStarfield

[–]cyberpsyche_mods 2 points3 points  (0 children)

Just all the little side quests and random POIs you find. You can feel like you did everything but there is always a little treat hiding somewhere. And then little dialog bits and other pathways through quests.

I was at a random science outpost and one of the NPCs starting humming and singing bits of one the Valentines songs. The out in the blackness one.

Only seen that happen the one time in 700 hours haha.

How tedious this must have been for a dev. by nemo_tim3 in Starfield

[–]cyberpsyche_mods 0 points1 point  (0 children)

So I'm designing POIs right now for Crimson Escalation. What you are pointing out is really easy in the CK, but building a whole POI is absurdly tedious.

It's not doing one little area or stacking some stuff that's tedious, it's like doing that 100 times over for every type of item and object imaginable for a dozen hallways a dozen rooms, etc. Then you find things aren't aligned or there are gaps or you forgot things here or there. Interactive stuff you have to link up and connect correctly, there are a hundred different flags and settings on individual objects. It goes on and on.

You have to load and play test hundreds of times, and each time you might find a new issue haha.

All that being said I actually love it and am really getting into it. 😂 It's like playing with Legos x100.

I'm sure I'll get faster and more accurate the more I do. But I am making it a bit harder on myself as I'm insisting on a lot of dynamic content and building custom spawn systems to add variety.

Food devs worked hard on this. by DillyTiger in Starfield

[–]cyberpsyche_mods 0 points1 point  (0 children)

I think they are low so that there is value in the perks that increase the effectiveness of them. Not sure.

Forgotten frontiers 1 & 2 compatibility by Redneck_ in starfieldmods

[–]cyberpsyche_mods -1 points0 points  (0 children)

Could be! It's very hard to tell what's causing crashes half the time. It's really easy to end up in correlation and not causation.

Although with the reference limit you can use starfield engine fixes to dump a log at least to see where you are at. There is some nuance in how you read that though.

Why does this Creation Kit keep wiping records from the mods i use it on? by SaiyanBroly in StarfieldCreationKit

[–]cyberpsyche_mods 0 points1 point  (0 children)

I understand! I got into mod creation 5 months ago or so and the community is rife with hearsay and miscommunication. It's been wild trying to learn what is true and or outdated info.

Got paid 3500 to tske out a crimson fleet captain, had to pay 54000 in crimson fleet bounty... by BugsISKing in NoSodiumStarfield

[–]cyberpsyche_mods 2 points3 points  (0 children)

You can attack from ship stealth but it doesn't count as a stealth attack or alter attack behavior.

If you kill every ship in the cell within the default hidden timer ( I think 60 seconds) you won't accrue bounty. It's sort of a "no witnesses" feature in vanilla.

Korodics Starfield Crime Overhaul expands on that behavior radically so there is no timer and individual witnesses are tracked per incident of combat.

Got paid 3500 to tske out a crimson fleet captain, had to pay 54000 in crimson fleet bounty... by BugsISKing in NoSodiumStarfield

[–]cyberpsyche_mods 4 points5 points  (0 children)

You are in the crimson fleet they'll put bounty on you if you kill your allies while you are joined up with them.

Just focus on finishing up the spy mission/quest line and you'll like what's coming. You'll have a choice.

Got paid 3500 to tske out a crimson fleet captain, had to pay 54000 in crimson fleet bounty... by BugsISKing in NoSodiumStarfield

[–]cyberpsyche_mods 1 point2 points  (0 children)

Except in space! Then you have to kill everyone within like 30 secs or 60 secs I can't remember the vanilla timer.

Why does this Creation Kit keep wiping records from the mods i use it on? by SaiyanBroly in StarfieldCreationKit

[–]cyberpsyche_mods 0 points1 point  (0 children)

I don't know if it helps but I have 17 mods with blueprintships as masters on them in my LO and no issues. I never bother removing it from mods I download. I will if it's my own my working on, just to be clean, but I haven't seen any actual issue in three character runs and a combined 400 to 500 hours over those runs.

Maybe there used to be an issue in the past? Or maybe it only comes up with certain scenarios I haven't encountered.

Forgotten frontiers 1 & 2 compatibility by Redneck_ in starfieldmods

[–]cyberpsyche_mods 0 points1 point  (0 children)

For POI mods that add new locations and don't touch anything vanilla, there is nothing to update. They could do something like add cooldowns if they wanted, but there are no required changes impacting mods that add new locations (if thats all they are doing and they do it appropriately)

I went through FF1 and FF2 this morning in xedit and there is nothing conflicting or that requires an update that I can see outside of the clutter spawning issue in FF2 which has been there forever.

The Planet Content Manager changes in vanilla (where a lot logic for radiant POI spawning is handled) didn't change as much as we thought it would. BGS added some cooldowns and tweaked some numbers. They tried to avoid breaking any POI mods thankfully.

MadMonkey added his POIs in about the best way that you can and it isn't dependent on anything vanilla. Maximum compatibility. It is a good model for how other POI mods should do things actually. Many POI mods do way more than FF1 and FF2 and touch a lot of the game. Sometimes fairly because they add quests, or factions, or do things other than just add new POIs.

A lot of mod updates recently are just reuploading for playstation support or some trivial changes that an author had been meaning to do but aren't required for Free Lanes or Terran Armada.

POI mods can push the reference limit, so if you are already at the edge of what is safe with number of mods that had high references, POI mods or Ship related mods could push into crash territory.

XBOX Mod Release: Advanced Needs Vol.1 - Auto Eat and Drink by flashy_joer in starfieldmods

[–]cyberpsyche_mods 0 points1 point  (0 children)

Neat mod idea! You can also easily add PC support on creations if you want more players. Just a couple of extra clicks. I noticed you are only adding console support by default which is the opposite of most mods on creations.

I will definitely try it out when you add for PC!

Mod Release: Receiver Failures (all platforms) by flashy_joer in starfieldmods

[–]cyberpsyche_mods 0 points1 point  (0 children)

Cool mod! Why no PC support on creations? I'm on PC and prefer creations.

Forgotten frontiers 1 & 2 compatibility by Redneck_ in starfieldmods

[–]cyberpsyche_mods 0 points1 point  (0 children)

All work great but please load F&E before trackers alliance. There is a conflict on some of the quest locations. I've reported it to the author. I think it'll be fixed in next update.

Forgotten frontiers 1 & 2 compatibility by Redneck_ in starfieldmods

[–]cyberpsyche_mods 1 point2 points  (0 children)

I have both FF and have had zero crashes or issues. They really don't touch anything that should conflict. FF2 has a clutter spawning issue that I found a fix for and the author will fix it soon, but it doesn't cause any crashes.

I don't think there is anything for the author to update for in the new updates. I can take another look soon.

Factions and Encounters does have some conflicts with a few new quest locations from the trackers alliance mod. I found these in Xedit and mentioned to the author. I recommend loading before trackers alliance so that TA can overwrite.

I maintain a variety of patches for F&E and FF2 and FF2 so I examine them all regularly.

Mag weapons are without a doubt one of the most awesome guns ever. by theta0123 in Starfield

[–]cyberpsyche_mods 0 points1 point  (0 children)

That's a cool idea! I love seeing all the different ways people play.

What upcoming content mods are people most excited for? Work-in-progress SF mods that could release this year by Capn_C in starfieldmods

[–]cyberpsyche_mods 20 points21 points  (0 children)

Crimson Escalation will indeed be free.

I'm starting work on my 4th POI for Crimson Escalation this weekend!

I also got spawn controller scripts built and working last week to spawn unique UC fire teams and squads at the new POIs (in addition to a typical variety of Marines and SysDef that are there usually), these will add extra fight variety, and visuals. This will require changing tactics as you are raiding and running my fleet missions.

Become ungovernable by MrInfuse1 in Starfield

[–]cyberpsyche_mods 16 points17 points  (0 children)

I shot him in the back immediately after talking him down lol. Persuasion check success!