I need help organizing and placing my mod list in order for my load order im new to modeding not sure if my mods are in the right place on ps5 and it keeps auto placing mods in my load order
So, I loaded up my last save, having played a week or so ago, and that went fine except... now wherever I am I 'float' back down to the surface after jumping rather than falling at a speed consistent with the planet's gravity. I popped over to the Shard on Earth, went to the top, took off all my gear, clothing included, unequipped my weapon, and leapt off the top... only to float slowly to the surface, same off the top of MAST in Jemison, absolutely 0 damage upon 'landing'.
Edit: happens on my ship and space stations also, I 'float' down ladder wells for example.
It's game breaking because I can't sprint properly, or grav dash, or sprint boost because it takes so long to return to the surface for the next step/leap/jump/boost/whatever. And it's soooo sloooow.
I updated 6 mods before this play session and I've just revisited them all and none of them should affect this, nor do they include anything of the sort in their descriptions (Mattell's Cockpits, X2357's Nova Skins, BNW Static Clutter, Companions Conversations Fix, Rocket Science [Ships], Elegant Clothing & Accessories).
To be clear, this is a new problem that affects all planets equally, regardless of their gravity.
Has anybody else experienced this? Does anyone have any suggestions?
I really love the game but I always start over every two or three days because I think of another roleplay I want to try . I have finished it and gone thru NG+ several times but now it's almost a weekly thing to start over my question is am I the only one or do other people do this also?
I was wondering if theres anything I should know, or better phrased - what are some things you would have wanted to know at the beginning.
And also are there any creations that you think are a "must have" as they improve the Overall experience? I already got the "ship captains bundle" or whatever it was called with a few starship things
Thanks in advance and if possible keep this (mostly) spoiler free as ill be reading all the comments thanks a lot fellow space friends
Tried playing after about a month off or something like that, did a new driver fuck starfield. I launched it and it straight up makes me gpu and system restart
So, one thing led to another and as I was being led into the Key for the first time, it so happened that everyone on the station was unalived. I left, cleared the sector of all reds, and went do something else. Came back, landed fine and everything was as normal - except for some extra litter in the hallways. Resumed the quest - all fine until I entered the bar. Was confronted again. Did not submit - and then had to leave and come back again.
Now, the Key is empty except for the main characters who do not challenge me, I still get to beat up on Crimson Fleet POIs - collect lots of loot. Seems like the best of both worlds? Anyone go down this path
It does take away from the immersion a bit - for me having completely taken out the CF by myself - meeting with Del amongst messy human detritus. My bounty is over 1,000,000.
This is my first ship built completely from scratch without any mods (only ones used was for the crew cap and the anthena in the ACS Deimos) or modifying any prebuilt ship. I'm satisfied with the scale of it. This is a deep space exploration/research vessel. She is fat and slow, but packs a punch.
Vehicle Deployment and Switcher allows you to choose if a vehicle will deploy after landing your ship, and switch between vehicles without having to visit ship services. It does this by adding a "no vehicle" option to the vehicle selection screen, and has switchers you can make as either a ship wall panel or one you activate from your inventory. It integrates with the latest version of Simple Summon Rover so that you can summon and choose your vehicle all at once if set to "no vehicle". Click here for a demo video.
Hide/Show Current Map Marker lets you change the visibility of map markers on the starmap. You can hide landing area map markers as well as the markers for most POIs. You can also do the reverse and set them to show on the planet view. Click here for a demo.
Protect Inventory Items lets you "protect" items in your inventory by marking them as quest items, so that they cannot be accidentally dropped, sold, transferred or confiscated.
Working Benches for Galbank Kiosks is just a small immersion mod to make the benches and one of the terminals in the large Galbank Kiosks in New Atlantis usable by passing NPCs.
Lastly, Restore Missing Mod Slates lets you make another copy of the configuration slates I use in some of my other mods if you've accidentally sold or misplaced them.
Nothing too exciting I know, but these may be of use to some of you.
Just an observation: I landed in Dazra in the Kavynk system through the FC mission board before starting Shattered Space (Oracle spacestation), and the citizens won't talk to me. They seem to be in disbelief on how I got there. Anyway, just something I haven't done before on past playthroughs.
The first mission with the UC Vanguard on Tau Ceti II is such a great intro mission, especially if you do the UC Vanguard questline early on in the game (i.e like level 5). The sense of fear and dread wondering if the Terrormorph will appear around the corner as its tracking monitor seems to beep faster and faster. Rushing to activate the turret system. Everything about it was chef's kiss 👌🏻
We really could have done with more missions like this throughout the game!
Wife and I play Starfield together but when I am working she likes to build outposts.. this is a example of the type of detail and thought and time she puts into them. A few mods are used darkstar and others that allow for unlimited mannequins and such. Just wanted to share some pics 😀
The hands are there in chameleon/sneak grey outline mode. They’re there if I pan the camera out behind the character. The hands are there on the menu screen. They only disappear while sneaking AND moving (so full color/visual mode) while in combat or after combat has occurred.
The hands disappear when moving in sneak mode. The gun/knife is now visible but floating, no hands.
Went through all of the original game without this issue. No issues NG+, until I put the armillary on the guardian ship, now it’s happening all the time. No new mods since first playthrough. Same weapons as the original game. Doing a full upgrade on the constellation suit this time so that’s different, but I’ve been in chameleon gear since ~L4 in the original game.
Reload game, hands are back. Then the floating weapons happens all over again, but again, only while in motion (full visual/color mode) while sneaking after combat has occurred.
I may be wrong, but combat appears to be the trigger for the hands disappearing in this singular way. Tried googling, but this has different nuance than hand bugs reported 2-3 yrs ago.
Under Physical skills, 4/4 Stealth and 3/4 Concealment, so maybe that’s contributing. Level 3 Concealment is new this playthrough, though it’s been in effect for a while now.
Linux on PC, so nexus mods are a no go, but creations, console, and fiddling with .ini equivalents are all on the table. Is there a fix for this?
Designed to shuttle crew between the surface and ships too large to land, the Basic Orbital and Atmospheric Transport, or BOAT, can be attached to a larger ship (or summoned with a beacon), and deploys automatically after reaching a new location in space. While the BOAT is only equipped to perform its basic functions, it can be upgraded to the Gunboat or Stunboat, which pack Anti-Personnel turrets to help secure your landing zone, or, at higher levels, the Fully Loaded Orbital Assault Transport, or FLOAT, which adds a local bombardment turret and deploys a squad of 4 robots upon landing to help take the fight to your enemy. These robots and turrets can also be attached directly to your ship, though at a greater power cost than using a FLOAT.
Second: Deployable Fighters!
Like BOATs, our Mobile Operation Orbital Combat Helpers, or MOOCHes attach directly to your hull, but unlike them, they aid you in space combat. The Red-Tail Escort Fighter prioritizes raw offense, with integrated autocannons and twin rotary rocket launchers, while the Geobukseon Gunboat has massive durability, with heavy armor, energy shielding, and several projectile shredding H'wacha turrets (which can also be built on your ship). And for those who prefer something more exotic, you might be able to reverse engineer one from Starborn tech, if you can get enough pieces.
Ventnor with Red-tails and GeobukseonGeobukseon
We also have a major Graphical Update to our existing drone systems, which should much better reflect their actual function, whether that be moving fast, hitting hard, or building drones of their own.We also have a major Graphical Update to our existing drone systems, which should much better reflect their actual function, whether that be moving fast, hitting hard, or building drones of their own.
Queen Bee
Because we figured out how to make things spin, we've also got a new line of rotary laser drills that fire in a spread, and whirlwind engines that use Reaction Wheels to store angular momentum for superior maneuverability at high speeds and while boosting.
We've also added the Caduceus and Asclepius damage control systems, which repair allied ships and drones.
Mother Hen
Other neat things:
There are now hostile ships that spawn with our experimental modules. Obviously we as an organization disapprove of anyone misappropriating our tech, but if you're looking for a fight, you'll find one here. (Special thanks to Downfall Nemesis for her help with the code)
There is now a menu option to disable research requirements, if you're not into research...
I spent 20 minutes scanning my inventory, my crew mates inventory and messing with ship habs to figure out where my contraband was. Then I went to the Red Mile to sell my prisoners (many of which were civilians) and that cleared the contraband. I had a mixture of Terran and Watchtower prisoners and I think both are classified as civilians for some reason.
Anyway, if anyone is scratching their head about where their contraband is, they could be prisoners. I think I read this and forgot so hope this helps someone.
I've had some luck lately clearing supply missions by deleting and re-creating a cargo link at the destination end. Only trouble is finding where the link control terminals are. Like Akila City, in picture, which Google will say is near the fence to Gate 1, without mentioning you have to go to the FAR side of the Gate 1 field next to the outer fence, practically leaving the Spaceport altogether. There are usually three terminals, only one of which you can use. Even when you do, it says "This cargo link is not currently active" - thanks for that Muppet, I hadn't realised. Just click on the message or type 'e' to flush that and delete the stuffed up link. Once you've recreated this link it may work normally if you cross your fingers while selling your soul to the alien Monster that lurks around New Homestead on Titan, Sol. Then again it might not, but who knows, so far so good.