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RE: StarField
Posted: Mon Mar 24, 2025 2:40 pm
by sscadmin
I have the premium as well and just haven't gotten around to installing this, but if people actually watch more in-depth videos on the game and the DLC its seems solid. I hope we get more patches and there has been talk of a 'Starborn' DLC this year. Only thing I haven't bought is that creation piece, which i take it is the paid for mods.
I have been hearing a lot of users have dropped off playing the games that FO4 has more users than SF playing on Steam. I hope that doesn't deter Bethesda and they continue to patch and build out the game and of course create some good modding tools so players can do their thing and expand the game and its mechanics.
I hope near the end of the year I will have more time to dedicate to this.
RE: StarField
Posted: Thu Mar 27, 2025 5:06 pm
by Pinback
I have seen the statement about player count a number of times before and their may only be a few thousand player playing the game
according to steam, but the game is a single player game not an online one. So player count, I would think is is unimportant, the bottom line for Bethesda will be how many copies they have sold and not how many people are playing it on one platform.
Good new is that their maybe a PS5 version this year so that should increase the player base and copies sold.
Creation is a free sign up and not all mods on it are paid ones, the 10 or so mods I have running are all free ones.
I would say that when you get around to playing the game it may not live up to expectations and that you will be very shocked at the loading screens. Although you do get used to the loading screen after a while as you can cut them down by using quick travel.
RE: StarField
Posted: Thu Apr 03, 2025 2:23 pm
by Pinback
Added two more mods into the game and crashed the computer, although I think I may have done it myself. The two mods in question were more ship parts one and another version of the rev 8 from Bethesda.
RE: StarField
Posted: Sun Apr 06, 2025 11:58 am
by Pinback
There's ten thousand mods on nexus if I read it right? and you have to wonder what they all are?.
RE: StarField
Posted: Thu Apr 10, 2025 8:14 pm
by sscadmin
Haha, were you successful with the ship equipment mods and do you think it enhanced your gameplay or survival rate?
I am hoping to play this in the summertime or least get it loaded on the PC

I have way too many steam games..... when I do I will be watching a lot more SF modding videos to see what seems great. Are all the planets really empty or is mods changing that too?
RE: StarField
Posted: Thu Apr 10, 2025 8:19 pm
by Geraldine
Still have not bought it!
RE: StarField
Posted: Sun Apr 13, 2025 1:07 pm
by Pinback
The mods I have added to the game do not alter the gameplay as they are used in the ship building part of the game although their are other mods which alter the games combat or add unfinished or missing features.
So 170 odd hours into the game and I would say that I'm really enjoying it, even though I have just been messing around and building ships and not really playing the game as in progressing through the main quest.
But having said that their is a nagging feeling. That the game is missing something and it's really hard to say what it is, it may be down to small immersion things like not having a station around the main planets or only having one main city on each of the three main planets and no roads anywhere in the settled systems. Shattered space dose a better job of this in that it city is surrounded by about 30 poi and even has some roads in the form of paths but it still the only main city on the planet.
RE: StarField
Posted: Mon Apr 14, 2025 3:03 pm
by Pinback
Forgot to mention about the planets, most of the planets with atmospheres have alien animals and plants life also they have different biosphere depending on where you land.
the game has about 80 hand crafted structures and another 150 poi which are marked on the system maps with dots above the planets.
Also if you just land on a planet with no poi marked, then the game will generate a number of poi around the landing site, they can be a bit repetitive as the game seems to use the same one over and over again, but their is a mod that can change this.
RE: StarField
Posted: Sun Apr 20, 2025 11:20 am
by Pinback
Added another mod to the game and it's more ship parts and it an awesome mod as it adds in crimson fleet parts, what the mod author has done is taken inspiration from the concept art and recreated it in game.
find it both on nexus and creations under the name of "crimson fleet rearmed" and it a free one.
RE: StarField
Posted: Thu May 01, 2025 3:37 pm
by Pinback
300 hours into the game and have been reminded of an old thread where someone asked what would be your idea of a perfect space sim. think my answer was a combination of the space of Frontier with the adventure of Mega Traveller and city's like GTA. So for me Starfield comes pretty close to that, granted their are a few things which cold be done better like space which at the moment reminds me of one of older Xgames.
RE: StarField
Posted: Wed May 07, 2025 2:12 am
by sscadmin
This is good news to hear, I guess I will need to load up Starfield soon and try to find a good mod list to add more immersion etc...
RE: StarField
Posted: Wed May 07, 2025 3:23 pm
by Pinback
[quote data-userid="1" data-postid="65776"]
This is good news to hear, I guess I will need to load up Starfield soon and try to find a good mod list to add more immersion etc...
[/quote]
I would say give yourself 30 or 40 hours in the vanilla game and see what you like or dislike about it, before adding any mods to the game.
I would also it's a very marmite game in that you will either love it or hate it but you will know that as soon as you start playing it and just be prepared for the shock of the loading screens at the start of the game.
the game has had an update on steam beta, seems to be mostly obscure bug fixes and support for wide screens but no new features.
Starfield Update 1.15.214 – May 6, 2025 [BETA]
Starfield’s latest update features additional support for Creations as well as numerous fixes for Quests, vehicles, UI and the Shattered Space DLC. Read on for the full update notes!
This update is currently in Steam Beta. If you would like to opt in to the Starfield Beta update, please follow these instructions:
Open your Steam Library and navigate to Starfield
Right click on "Starfield" and select "Properties"
In the new properties pop-up window, select "Betas"
In the beta drop down to opt into, select "beta"
Wait for app to download new build and launch
For those participating and interested in providing us feedback, please visit #steam-beta-feedback on
FEATURES
Added Very Low display settings to improve performance on some devices.
Creation Kit: Added the ability for Creators to add new icons to the game.
Creations Store now supports bundling Creations.
Creation Kit: Creations up to 2GB in size can now be uploaded.
BUG FIXES
GENERAL
Creations: Resolved a possible error when restoring load order if a large number of mods were installed and then deleted.
Creation Kit: Resolved a possible crash when loading a plugin with an ingredient form.
Addressed a possible control lock that could occur when changing views at the same time as sitting in a pilot seat while landed.
Addressed a rare movement lock that was possible during forced dialogue scenes.
Addressed a control lock that could occur if a vehicle Creation was disabled while a loaded save depended on it.
Addressed a rare control lock that could occur when immediately opening a menu after loading a save during take-off.
Fixed an issue that could prevent exiting a vanity camera (PC).
Fixed a possible crash related to moving or removing buildings at the Main Outpost in Andraphon.
Resolved a rare crash that could occur when entering the Unity.
Addressed an issue where rapidly pressing quicksave could result in some quicksaves being removed.
General crash and stability fixes.
Creations UI fixes and improvements.
GAMEPLAY
Skills: The Cargo Link and Robots build limits from the Outpost Management skills should now persist after going through the Unity.
Weapons: The Space-Adept legendary effect no longer has a negative modifier for terrestrial damage.
Gameplay Options: Addressed an issue with some interiors that prevented cargo access.
Gameplay Options: Clarified the status effects text for Malnourished and Hydrated.
Fixed a Grav jumping issue that could occur after being hailed in Freestar or UC space.
Fixed a rare issue that could impact items displayed in the Razorleaf.
Resolved an issue with missiles that could prevent XP awards.
Fixed a player placement issue that could occur if a new creation was installed and a save was loaded into the UC Vigilance.
Resolved an issue where creatures could get moved to water if they ever became stuck.
Addressed an issue where dropped items could lose there stolen status.
At Hell's Gate: The Crucible Blade no longer damages ships in orbit when used inside a ship.
At Hell's Gate: The Crucible Blade audio will now play correctly after loading a save or fast travelling.
The Bounty Board in the Tracker's Alliance HQ now has the correct audio interactions.
GRAPHICS
Updated resolutions to include 32:9 and 32:10 resolutions as well as more 16:9, 16:10, and 21:9 resolutions.
Performance: Resolved an issue that could cause frame rate to drop when opening the scanner on long play sessions.
Celestial bodies should now remain visible in the sky after entering and exiting an interior.
QUESTS
All That Money Can Buy: Fixed a rare issue that caused the Trade Tower elevator to be inoperable.
In Memoriam: Addressed an issue where completing "At Hell's Gate" with Sarah as the companion could prevent completion of the quest.
Perfect Recipe: Shonda will now recover if she was downed while collecting Ashta meat.
The Starjacker: Adjusted dialogue options that appear for characters playing after entering the Unity.
Top of the L.I.S.T. - Resolved a control lock that could occur after selling survey data to Phil Hill.
Trackers Alliance: Resolved an issue where bounty scanner quests could time out.
Trackers Alliance: Fixed a rare issue where either killing or stunning the target would not complete the bounty missions.
Worlds Apart: Fixed an issue that allowed the player to leave the planet too quickly after exiting the temple.
LOCATIONS
Mannequins will now persist as intended in the New Atlantis Penthouse.
Player should now be able to modify the shelves and cabinets in the Core Manor in Akila City.
Resolved an issue that could prevent scanning some flora.
At Hell's Gate: The Plasma Research Facility now shows up on the surface map.
Fixed a visible opening in the Deserted Biotics Lab.
Vent Hazards are now displaying correctly on Jemison.
UI
Ship Builder: Resolved an issue with the ship upgrade menu when only one module is available for upgrade.
Ship Builder: Addressed a selection issue when using large fonts.
Ship Decoration: Updated the names of Empty ship modules.
All buttons should now work in the Vehicle Builder menu with large fonts enabled.
Localization: Text for the Dehydrated debuff is no longer cutoff in Spanish and Polish when large fonts is enabled.
Localization: The bounty boards in the Tracker's Alliance HQ are now localized consistently.
Localization: Strings for both Hydrated and Dehydrated status effects regarding sneak attacks are fully localized.
VEHICLE
A keyboard binding is now available for the boost button. (PC)
A marker for the vehicle will now show up on the player's compass.
Resolved a camera issue that could occur for players with maxed out Surveying skill.
Improved logic for exiting the vehicle when partially obstructed.
The vehicle will now deploy when landing at locations other than spaceports or landing pads.
Addressed a visible artifact with the Rev-8 when boosting in foggy conditions.
Shattered Space
Va'ruun outpost modules are now available to players after entering the Unity.
Skills: Killing enemies inside gravity bubbles on Dazra will now count towards the Gymnastics skill.
Addressed an issue with the buttons on the lift on the Mourning level in Dazra.
Weapons: The Penumbra now deals bonus headshot damage.
Performance: Addressed an issue that could cause slight stutters in the Well and outside Dazra.
The Va'Ruun Schimaz's blade is no longer pixelated on the Data Menu.
Fixed a lens flare flicker with the Citadel on Dazra.
Zealous Overreach: Adjusted Mirek’s dialogue options to account for characters that have been through the Unity.
Zealous Overreach: Resolved issue that could occur if the player cleared Shadow Station Epsilon prior to speaking to Ekris.
RE: StarField
Posted: Fri May 09, 2025 3:23 pm
by Pinback
Remember that classic line from Aliens "nuke them from orbit", looks like Starfield is getting it's own versions of this on Creations, sometime this month.
RE: StarField
Posted: Mon May 12, 2025 1:28 pm
by sscadmin
That looks fun
Is most of the 'creations' paid for? This looks a little higher quality so I would expect so.
RE: StarField
Posted: Tue May 13, 2025 11:45 am
by Pinback
It's out on the 20 of this month and will be a paid for mod, don't know what percentage of mods on creations are paid v free but all the ones I use at the moment are free one from creations.
Think I'm coming up on the end game with just a few loose missions to tidy up. So far the main mission has been a bit of a boar with collecting artefact's along with the space magic temple thing which is just rinse and repeat. Think the space magic should have been a skill like a PSI skill which might have been more usable than it is.
RE: StarField
Posted: Sat May 24, 2025 3:32 pm
by Pinback
The update went live on the main game two days ago and it has fixed the flicker in the well but I seem to have some issues with the menu and one crash in the ship builder. not sure if its the update or the mods I have installed which is causing the problem.
Watchtower also came out two days ago and by all accounts it's looking like a must have for the game, it's only on creations and a 1000 credits or points and I'm going to use my 1000 credits I got with the dlc to buy it.
RE: StarField
Posted: Tue Jun 03, 2025 12:04 pm
by Pinback
Being playing Watchtower and it is an absolutey a fantastic mod and it really blurs the line between a mod and DLC made by a dev.
Now I did have one problem with the mod, when at stardock and asking Harper for locations of the listing post, I would not get any quest markers.
Turns out I forgot to do the Kumsi Mission which she mentioned,(no quest markers for it) once I did the mission by going to the Kumsi 6 planet in the Kumsi system, got into the computer and destroyed the array in orbit the mod returned to normal.
I would say that this is a must have mod for the game.
RE: StarField
Posted: Wed Jun 04, 2025 2:03 pm
by Pinback
One of the things that the Watchtower mod add into the game is it allows the player to have a fleet of ships, upto 4 crewed by your companions. Just got into my first big space battle, my two ships against about 20 watchtower ship, result I blown out of space,

time for a rethink I think.
RE: StarField
Posted: Sun Jun 08, 2025 11:40 am
by Pinback
I up gunned the ships and add another ship to the fleet, so I now have me and two other ship. which was a much better result, I survived.
Have run into another bug with the cyber amps as they don't show up in my game menu or appear on the character but appear to be working, hopefully the next update to the mod will fix it.
RE: StarField
Posted: Fri Jun 13, 2025 3:34 pm
by Pinback
Much to my surprise my character was killed twice yesterday in quick succession doing battle with the big meks from watchtower.
And it can be dangerous going up against two of them. On my second load I decided to run away only to have one of the meks land on top me as ran from the building.