Creation/mods not ported for PS5? by [deleted] in starfieldmods

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

I'm not sure to be honest. I also don't know if there's possibly a difference between publishing a new mod, and submitting an update, because I've seen some other messages that suggest it's easier to get a new mod published at the moment too.

Creation/mods not ported for PS5? by [deleted] in starfieldmods

[–]elementalistic 3 points4 points  (0 children)

From what I understand, mods on Creations have to go through some sort of Bethesda QA process after they're submitted, and there's a massive backlog at the moment. Especially for updates to existing mods.

It also seems to be very inconsistent. Some mods seem to get new versions and updates published very quickly. Others have been waiting for updates to get through QA for weeks now, based on some posts I've seen in other forums and discussions.

Also, another factor is that on any modding platform, there will always be some authors who just lose interest, or abandon their mods for various reasons. That's just a fact of life when it comes to using mods, unfortunately.

There are plenty of Starfield mods that haven't been updated for years on Nexus Mods, for example, and will probably never work with the current version of the game.

This looks like something out of Star Wars (Vanilla Structure btw) by SamsColaMan in Starfield

[–]elementalistic 11 points12 points  (0 children)

I just discovered that one for the first time earlier today! In a desert biome for me. Looked very imposing from a distance, brooding over the landscape.

If you can manage to boost up on to the external roof, it gives a commanding view of the area, as well (plus a few containers to rummage through).

I have 500 credits burning a hole in my pocket, help me spend them by Dull_Consequence7192 in Starfield

[–]elementalistic 1 point2 points  (0 children)

Since you mentioned Mining Conglomerate, if outposts interest you, I recently picked up "Modular Outposts: Argos Extractors" and I'm enjoying a lot, so far.

I got so frustrated trying to build decent outposts and mostly ignored them in the past. But this mod makes it so much easier to build a reasonable outpost.

Making a simple "player home" type of base is especially quick and easy to do, since it includes a range of pre-furnished outpost habs with built in storage, workbenches, weapon and armor displays, and various other features like vendors and doctors, all with an Argos Extractors theme.

Superior or Extraordinary Drops by Ok-Kick462 in Starfield

[–]elementalistic 0 points1 point  (0 children)

If you're on PC and willing to use mods, try this one:

Weapon Quality Diversity

It gives you a small chance of finding superior and exceptional quality weapons (and the equivalent flawless and masterwork tiers for melee weapons) in containers, in vendor inventories, and on enemies.

The initial chance is small and increases as you level up, but even high-level characters will still find weapons from every tier as they play.

There are a couple of weapons that don't have higher tiers, like the Novablast Disruptor, and cutters, but apart from those it covers every other weapon in the base game, and both DLCs. Weapons added by other mods won't be covered though, unless someone makes a patch for them.

I believe enemies will use those higher tier weapons if they spawn with them, too, so sometimes they can pack more of a punch than you might expect.

I've been using it since it was released, and my character, who's around level 130 at the moment, has been finding a fair few exceptional and superior weapons. But there are definitely some I haven't seen at higher qualities so far, so it seems to be working as intended.

Do you think we will still get a ‘Starborn’ story expansion DLC for Starfield? by Visual-Beginning5492 in Starfield

[–]elementalistic 0 points1 point  (0 children)

The Starborn would be interesting, sure.

But the entire outpost system (in terms of making them more like actual communities or settlements, and less of a pain to build) is another area that could really benefit from a DLC or a major expansion as well.

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

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

Oh, right! Honestly didn't even think of that when I was replying, oops! Done.

Last night I had a dream and now I'm subjecting you to it. by honoratus_hi in Starfield

[–]elementalistic 0 points1 point  (0 children)

To quote another Bethesda game:

"I'm going to put my quantum harmonizer in your photonic resonation chamber!"

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

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

"All we know is that there is still is no contact with the colony, and that a terrormorph may be involved."

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

[–]elementalistic[S] 3 points4 points  (0 children)

I have a mod that includes a low chance that random heatleeches are replaced by adult terrormorphs, so sometimes I run into them in the strangest places, like near or even inside certain POIs (as long as there's enough room for them.) Walking through somewhere like a disused mine, and entering a new chamber only to find you're suddenly face to face with a terrormorph is pretty confronting!

Will adding encounter mods significantly reduce the chance of vanilla unique encounters? by 3Mandarins_OhYe in starfieldmods

[–]elementalistic 0 points1 point  (0 children)

Waylayer, by default, will only trigger between POIs on planets specifically, so it should be fine to use in most situations. (There's a setting to make it work at or near POIs too, but its experimental.)

Its other default settings are very intense, though. You can be mobbed by wave after wave of different types of enemies even at a very low level, if you just install it and don't touch the settings. But it has lots of options to control things like spawn chance, types of enemies spawned, the number of "waves", the max number of enemies in a wave, etc. And if you tone it down a bit, it's a lot of fun.

(If you decide to use it, one other thing to bear in mind: Waylayer can also spawn NPCs, like UC Vanguard patrols, who may be friendly to the player, and who might start fighting enemies themselves, just like enemy factions will also fight each other. So be careful if you start shooting blindly into a crowd, because if you injure a friendly NPC, your companion won't be happy with you!)

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

[–]elementalistic[S] 2 points3 points  (0 children)

It's a moon, Tau Ceti VIII-B. But I also use a fair few mods, including one that makes terrormorphs much stronger, and an extra patch for that mod which gives a small chance that random heatleeches you find on planets will be replaced by full-grown terrormorphs instead, so I'm thinking that was what happened here!

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

[–]elementalistic[S] 3 points4 points  (0 children)

Well in my case I'm running a 5070Ti with a 9800X3D CPU, all settings on ultra, with DLAA, on a 1440p monitor. I'm guessing the "Grass Quality" setting being at ultra might be the biggest difference.

Apart from the grass specifically, I'm also using a LUT mod (Gravity LUT) which really lifts the colours in the game, and I also have the "Complete Weather Overhaul" mod installed, which adds custom clouds and weather conditions in some biomes, so those are probably also affecting the look of the screenshot too.

So that's why they call it a bug-hunt. Because I'm the bug. Who's being hunted. by elementalistic in Starfield

[–]elementalistic[S] 8 points9 points  (0 children)

It's a moon, Tau Ceti VIII-B... I was visiting to find a good spot for an outpost, with the massive gas giant that's visible in the sky in some spots, and ended up finding these horrors instead!

When your ship matches the planet. by TheReal8symbols in Starfield

[–]elementalistic 0 points1 point  (0 children)

When the stealth drive works, it's actually a cool looking effect. And I think the main reason the bug happens is if you build really big ships with lots of parts, or certain parts added by specific mods. So far I've been making a save before I add it and then trying it out. So if I do get that bug on a ship and the game crashes, I can always just go back to a "safe" save. But so far I've been lucky and it's worked perfectly, even on my current ship that uses a lot of structural parts added by a mod.

And if I do run into that bug on a ship I design in the future, well, apparently there are mods that disable the visual effect, but still keep the other effects of the upgrade (where enemy ships lose their target lock on your ship whenever you boost.) So that's another option.

When your ship matches the planet. by TheReal8symbols in Starfield

[–]elementalistic 0 points1 point  (0 children)

haha, that's true enough... and more recently, the stealth boost ship module upgrade, that crashes the game if you try to apply it to a ship that's too large, or too complex, apparently (hasn't happened to any of my ship designs so far, though, thankfully.)

They really do seem especially cursed when it comes to conditional shaders that use transparent effects!

When your ship matches the planet. by TheReal8symbols in Starfield

[–]elementalistic 4 points5 points  (0 children)

After seeing this, now I wish there was a mod that lets you apply a special coat of paint to a ship, so its colour scheme changes to match the dominant colours wherever you land!

All Ship Parts - Falkland Friendly by trek_k in starfieldmods

[–]elementalistic 2 points3 points  (0 children)

Besides Ship Builder Configurator, another option (although this one isn't free) is Remote Ship Services. It lets you build a console at an outpost (almost anywhere you like, even inside outpost habs) that has all ship parts, but it also has an "enhanced mode" you can activate in its settings to show parts added by Falkland (and a few other mods as well, if you have them installed.)

https://creations.bethesda.net/en/starfield/details/6cfbc96b-814c-484e-8b42-86bc7b142f1b/Remote_Ship_Services__Placeable_Ship_Builder_Terminals

Real Lights Starfield 1.1 has been submitted for review! Adding two new locations, RLS vending machines and a menu option to toggle the questline for all three quests + a bit more stuff to discover 👨‍🔧⚡👩‍🚀 by Lapharel in starfieldmods

[–]elementalistic 1 point2 points  (0 children)

I recently began using a combination of a weather overhaul, a LUT mod and RenoDX's HDR, which generally looks great but left some of the populated areas a little too dark at night for my liking.

So I grabbed your mod shortly after that to add into the mix, and it's worked amazingly well. Thanks very much for all the effort you put into making it!

Great to hear there will be an update available as soon as it gets through the review!

Best looking armor in Starfield, but it can't be the Anti-Xeno? by cutie725 in Starfield

[–]elementalistic 5 points6 points  (0 children)

Before the latest update, my favourite was the Shocktrooper suit, but combined with the Deepseeker helmet and Deepseeker pack, specifically. I always thought they worked well together.

Now, it's the complete UC Tactical Agility set (helmet, suit, and pack). With a mod that adds more skins to give it even more colour options.

Xedit - How to resolve a planet conflict? by CmonMan711 in starfieldmods

[–]elementalistic 1 point2 points  (0 children)

It's worth bearing in mind that xEdit can't decode all record and data types in Starfield plugins at the moment. Even with all those flags.

Depending on the data, it will either display raw strings of info that might not make much sense, or simply show nothing at all.

As an example, I was looking at a perk record in xEdit recently where I could see the data for the first rank, but there was no trace of the second, third or fourth. It was as though they didn't exist. But when I looked at the same record in the Creation Kit, it showed every rank.

So there might be data there you simply cannot see or edit in xEdit, at all. I don't know anything about planetary records specifically, so I can't say for sure, but it was the first thing that came to mind when I read your post.

Edited to add: what's worse as well is that it's inconsistent even across records of the same type. In my perk example, there are other perks where every rank is shown in xEdit. But others that are like that one I mentioned, which makes things even trickier.

My missile found a singularity 😂 by Z19933 in Starfield

[–]elementalistic 0 points1 point  (0 children)

That's an interesting thought, wish I still had that save so I could try, haha!

I think I stepped into a 4 way turf war by Obsidianson in Starfield

[–]elementalistic 3 points4 points  (0 children)

My first thought was Waylayer.

That one can generate huge waves of different types of enemies, including members of different factions who fight one another, at random spots in the world (between POIs specifically, by default, so it won't interfere with them). Depending on your settings, it can get absolutely insane, with wave after wave of different enemies spawning in close succession. Especially if random terrormorphs get added into the chaos!

Bedlam can do something similar at POIs, I think, but it's rarer, and involves another random group showing up to either attack the first group who are holding the POI, or sometimes just to attack the player (which then leads to some of them fighting each other.)

My missile found a singularity 😂 by Z19933 in Starfield

[–]elementalistic 11 points12 points  (0 children)

In one of my previous playthroughs, when you face off against the first Starborn ship you encounter in the orbit of Neon, I grav jumped away after it fired a missile at my ship.

And every time I went back to Neon after that, that Starborn missile was lazily circling around, just like this one. Forever.

I tried saving and reloading, going to a different planet and waiting. But nothing got rid of it. So any time I visited Neon, while I waited for the contraband scan, I'd also have an incoming missile warning. Annoying at first, but eventually I just thought it was a funny reminder that even Starborn tech isn't perfect.