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Erlkönig: Starfield: Mods

Perspective on Mods
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Perspectives on Mods

...especially for players new to mods

It's probably best to avoid adding mods unless they solve a problem you encounter during gameplay. So this is typical, especially for your first game:

  1. Play Vanilla until
  2. You lose your mind trying to sell ALL your trash items to vendor
  3. Add the StarUI Inventory mod (and the 2026 patch for it) or equivalent
  4. Encounter bugs in Skills, etc, Bethesda really should have fixed
  5. Add mods: Starfield Community Patch, maybe Skill Fixes
    • 2026-24: I'm currently testing the FL/TA update without either mod
    • In 2026, the Starfield Community Patch is less important than it was,
    • For the Skill Fixes mod, it's likely still relevant, just for fewer issues. It's mostly blatant bug fixes missed by the Community patch, However, a few go further and may seem too advantageous to some players: Env Cond +15 (not +10), Nutrition x2, Commerce increases vendor credits
  6. Try to make it to the Unity without adding much more

After that, there are various player specific needs you might discover. The list below is biased by my general desire to avoid making the game easier (I'm playing on Extreme most of the time), or to avoid truncating game loops like gear finding, credit acquisition, building ships, and so on...

Lost mind trying to capture ship and return to first ship (while docked)
Sit to Add Ship to Fleet
Lost mind trying to get doors to go where you want them in ships
Place Doors Yourself, (and probably TN Class M, and Better Ship Part Flips)
For nudists and/or better immersion
No Bras In Space and Better Vanilla Nudes? StarQueen? People like different ones. Some modders paint shadows directly onto the skins with no respect for the lighting engine
If you want a hot key to switch to fists
Unarmed Weapon
Gravity being 1 g in caves/buildings on moons with 1/10 g drives you mad
Gravity is Real
Binoculars don't work
Binoculars restored to working condition
Lost patience with environment effect bugs
Ambient Environment Fix
Can't believe your enclosed Rover variant doesn't protect you
Vehicle Hazard Protection
Why have brigs and infirmaries that do nothing
Useful Brigs, Useful Infirmaries
Don't feel evil enough
Chop Shop Organ Harvesting
You can Far Travel on Foot but not by Rover? Madness. Try
Summon Rover
(doesn't fix it directly, but summoning is even better) (note that you can almost always Fast Travel to your ship in the Rover, even overloaded)
You want a resource "push" mode for connected outposts instead of the "pull" model the game supports?
Magnus The Magnate Outpost Production Shenanigans
(4 parts per resource + some overhead to keep a chest of it and autosell the rest, no matter how much gets sent to your outpost)
You want the body armor off the guy you just headshot (etc...)?
Shades Immersive Looting
(warning: this will shorten the game loop around credits unless you use it sparingly, making you rich too soon and looting for credits feel meaningless - depending on the player)
You try to rage quit during the puzzle in temple 60 or so?
Autosolve Temple Puzzles
Gracefully skips the puzzle. Even better with a mod like Less Annoying Temples that lets you pick up the next temple location without visiting Vlad every time. (On any planet with a Power From Beyond quest, always go to the temple first, or you'll lose the location)

There are lots of other mods I like, but the point I'm making is to wait until something bugs you before looking for a mod for it. If you don't play vanilla first, you won't even know what the difference from the mods is, or whether they're potentially hurting play for you rather than helping.

Warnings

It's highly recommended to first play the game without mods until you faceplant into the big pretty orb. Otherwise when anything quirky happens, you won't be able to tell whether it's a normal game quirk, a game bug, a mod effect, or a bug in a mod.

Also, simply having a large number of mods tends to cause bizarre behavior, like all your ship's cargo spontaneously ceasing to exist. The threshold varies, typically 100±20. I had that issue around 80 active mods.

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