Hints for starting Starfield, without spoilers
Last update: 2025-04-04 21:16:28 UTC (Fri Apr)
Here are as many useful hints as possible without spoiling
anything except for telling you the names of certain
potential companions who are mostly met in the first few quests
anyway.
This means some hints are phrased in ways that won't make sense until
they need to (like NG+ ), or deliberately hide game mechanics
better discovered yourself.
If you want this approach, read on.
Context
The game has a number of things that are better player experiences if
you don't know about them. Don't watch a bunch of YouTube videos about
Starfield, try to avoid websearching the game, until you reach
NG+2 (defined below). See the Bugs section for some exceptions.
NG+ : There might be a moment in the game where you'll
find yourself in space, broke despite not having spent it all. Let's
call that moment NG+ for, say, no gold, but... , starting at NG+1
for the first such occurrence. Don't look up NG+ on the web, you'll be
drowned in spoilers.
PC players have an option involving 17e727 (that's websearchable) just
before NG+2. But don't bother looking it up unless (1) you're playing
on PC, and (2) you've seen NG+1, and are not quite to NG+2
(i.e. don't faceplant into the orb yet).
These notes (like whether using only the cutter as a weapon is
viable) were based on playing on Very Hard; feel free to choose
whatever difficulty is the most fun for yourself.
There are some side notes about Extreme Difficulty,
since about half of the settings, when turned up,
change what skills are important.
If you're on Linux/Steam, you need GE Proton for
Starfield to be stable, other non-GE Proton versions in (for me in late
2023) allowed Starfield to run, but it would crash seconds to hours
after starting. GE Proton, in contrast, is remarkably stable most of
the time:
https://github.com/GloriousEggroll/proton-ge-custom
I used (2024-04) these options in the Steam Starfield launch options, where
the the ${@/... part is replacing the Starfield.exe
with the name of the Starfield Script Extender loader as a prefix to the
%command% Steam would run by default.
Note that this command is folded to fit here,
but should be a single line when used (removing the \ and newlines):
ACO_DEBUG=noopt PROTON_HIDE_NVIDIA_GPU=0 PROTON_ENABLE_NAVPI=1 \
VKD3D_SHADER_MODEL=6_6 \
bash -c 'exec $0 "${@/Starfield.exe/sfse_loader.exe}"' %command%
Bugs
PC-based players have vastly more available options to work around
game bugs and other problems. If you can play on PC instead of
a console, do!
Game Engine / UI Design Quirks
These might be PC-specific.
Some feature specific bugs are discussed later on.
-
Key actuations may have no effect when framerates are low.
This problem usually means a game was written around the idea of
polling the keyboard for which keys are down, which happens once
per frame, so if your key down and key up both fall inside
of the same frame (often when the frame rate is too low),
then the keystroke effectively didn't happen.
This problem is odd to see in a modern game.
-
Key actuations too early in UI interactions are ignored.
Bethesda priorized finishing their cherished
animations, instead of speeding them or outright aborting them on new
input. This means that in addition to losing control during
innumerable loading screens, you also lose control for seconds at a
time when interacting with many objects, most notably crafting
stations, and traversing the UI. This is different from, say,
opening most door airlocks, where the animation runs, but you can still
move your character around. While you can speed lines of
NPC chat interaction by striking certain keys early, there's no
option to eliminate the animation-caused delay, or skip the first
second of the audio.
The Hints
Backgrounds
Choose a background either for roleplaying purposes or purely to
accelerate getting specific base skills you might want.
Some backgrounds are especially good at providing skills
needed to open up game options, that is, skills that don't
just provide bonuses, but enable game mechanisms, such as:
- Bounty Hunter: piloting, targeting, boostpacks
- Cyber Runner: stealth, security, theft
All six of the above skills open up game options, whereas most other
backgrounds include less essentials skils that are modifiers to
characters stats like Fitness, Wellness, or Weightlifting, or
specific to certain weapon types like Pistol (inferior to
Ballistics), or include Gastronomy, which many players view as
optional - although some foods provide substantial bonuses. One
other background is notable though, despite only opening up two
mechanisms:
- Bouncer: boxing, security, fitness - fitness supports boxing
...and having both boxing and fitness is two steps towards the
high end physical skills, especially Rejuvenation, which can be extremely
helpful in Extreme difficulty.
The other backgrounds are generally less efficient unless they
support something specific to your run, or work well together
with a trait or some other synergistic aspect.
Traits
Most traits are modifiers to existing character attributes, provide
access to some faction-specific resource, and so on, but a few stand
out as adding new aspects to the game, or having occasional dramatic
effect on your ship (instead of just a flat repair rate bonus):
- Hero Worshipped - free, early, utterly non-judgmental pack mule
- Kid Stuff - additional scenes, significant gifts
- Taskmaster - abrupt repairs in space
- Wanted - additional encounter types, XP, and loot
Skills
Extreme survival difficulty,
if enabled, has extensive
impact on gameplay, and
several skills become more attractive
than as described for normal play.
Healing
doesn't happen in full Extreme, with three meaningful exceptions (of 4):
- levelling up - fully
- recovering from malnurished - limited
- Rejuvenation
Medicine and Food are crafted/buffed via:
- Chemistry
- Medicine
- Nutrition (complements Rejuvenation)
Conditions causing ongoing health damage (down to 10%
health) will prevent you from sleeping, waiting, and fast
travel!
Combat:
One standout skill, viciously effective in Extreme
when combined with defensive abilities, is:
- Dueling (e.g. with a Schimaz)
…which can also dramatically lower ammo consumption.
Your Follower:
can recover from down state if you can escape combat,
which makes Stealth even more useful.
Ship Captures: At low level (< 15-20), prior
to gearing up fully, capturing ships is brutally difficult on
Extreme, but enemies can't shoot you while they're on a ladder. So
switch floors to get them to follow you.
A bunch of skills adjust characters stats, health, or O2 limits,
looting rates, crafting efficiency and so on without actually
affecting gameplay mechanics, and so are lower priority skills (from
my perspective).
Instead, look for skills that change or add gameplay, rather than
just give bonuses, until you find yourself really needing a specific
bonus.
That leaves these skills as the main ones we're interested in,
and the ones that can affect Background selection the most:
- Physical:
Boxing, Stealth, Martial Arts,
Concealment, Neurostrikes, Rejuvenation.
I've also found Nutrition to be helpful on Extreme for the
buffed buffs.
- Social:
Persuasion (to avoid save scumming),
Theft (unless you hate stealing),
Negotiation (low priority),
Isolation (very useful for Nishina in the main questline),
Outpost Management (if combined with related Science skills),
Manipulation, Ship Command,
Deception (for smugglers),
Instigation (not necessary if you do the full Ryujin questline)
- Combat:
All, influenced by weapon preference, especially Armor Penetration.
Note that Heavy and Lasers together make it possible to even finish
the main questline (up to Very Hard, at least)
using only the Cutter. Look for skills that can
stack for your favorite weapon. Recently I've discovered
that Dueling now scales well, and radically
reduces ammo costs on higher difficulties,
- Science:
Surveying (useful in combat),
Spacesuit Design, Weapon Engineering,
Chemistry (if you want drugs),
Aneutronic Fusion (this is nice prep for NG+, too),
Special Projects (for some players),
Outpost Engineering (combined with Planetary Habitation,
Botany, and Zoology)
Astrodynamics (for some solo players,
or if marooned in some corner of space on a captured ship)
- Tech:
All, influenced by ship weapon preference, especially:
Boost Pack Training, Piloting, Security, Targeting Control Systems,
Payloads, Shield Systems, Starship Design (for most players),
Boost Assault Training (for some players)
-
If you think you'll want to capture ships, skill up Pilot to B
class ship (rank 3) ASAP (use the flight simulator in New Atlantis
if you want to save time), otherwise there's a good chance your
first valuable ship capture won't let you fly it, which means you
won't be able to fully capture it nor sell it.
-
You'll want to be able to use boostpacks, so plan to get the first
level of the skill early, either immediately if you want to grab the
boostpack available in the first area, or by level 3 otherwise.
The game can be finished without boost capability, but
that's an unnecessary hardship for most.
-
Unarmed combat scales well if you go as far as getting Neurostrikes
for stunning, which scales to higher levels, but the raw damage of
unarmed doesn't scale up well (and the game doesn't grant you better
corpse loot for not blowing your enemy full of holes). Stealth
helps all combat styles, including unarmed and bladed combat.
If you get to Neurostrikes, you'd really want Rejuvenation too,
probably the only recovery skill that is a game changer. Both
require a deep skill commitment if you want them.
-
If you're a hoarder, like I am, raising your carrying capacity
through the Weightlifting skill is probably pointless (I know, this
is counterintuitive), since you'll be overloaded halfway through
anything anyway. There are several other ways to avoid
encumbrance, including one you'll discover later.
-
I've been in a single location that consumed scores of lockpicks,
with many of the locks at master level. Security 3 skill is really
useful, and on occasion opens up alternative solutions (and
loot, obviously).
-
That cutter you start out with can be pretty vicious if you max out
Lasers (stacking fire damage), Heavy Weapons, and Isolation.
And although the stat sheet in-game says it has a range of
3
with no unit given, it hits targets at ~12 meters just fine.
You can even win using just that as a weapon, though this is
quite challenging. However, using everything else is far too fun to
skip out on, and virtually all players choose other weapon skills
initially, several of which have similar overlaps, like Ballistics
and Rifle.
-
Crafting skills are super useful, especially if you want to use
stealth heavily, since being able to add Suppression to an otherwise
amazing gun is far being than just hoping one will drop.
-
Rejuvenation is amazing enough to take almost anything in Physical
just to unlock it, especially for max rank with its in-combat
health regeneration.
-
When Isolation is active, that max damage bonus of +40% to your
personal weapons (and unarmed) also affects your ship weapons.
Having an active follower disables Isolation, which means you
really want to avoid having an active follower while you're
piloting, but there's no downside to detaching your follower while
in space (where he can't get out and leave), or when your follower
is in the crew. These make Isolation fantastic at high levels for
ship combat, not to mention when you're alone on the ground (or
forced to be alone by a certain critical quest, assuming it doesn't
have a bug around this skill). While on the ground, make sure any
follower you have is well-armed enough to make up for your lost
damage bonus, and distracting enough to mitigate your lost defense
bonus (grenades and some weapon with Hornet Nest would do fine if
you don't die in the splash damage, among other options).
-
Many of the challenges have easy solutions that may not be obvious,
like getting your ship's shields damaged for Shields by just
bumping into asteroids or a spacestation, or level up Boxing by
beating up level 1 critters on various worlds (although some
challenges require opponents to be hostile), doing scanning for
Surveying entirely from the rover, doing some ship challenges
in the New Atlantis simulator, etc. I haven't tested whether
sneak attacks on Andreja might count for Stealth, but you get the
idea.
Questlines
-
It makes good sense to explore side quests even if you've
never
finished the Constellation questline.
Some time later, if you find yourself at NG+2, it makes sense
to contemplate whether side quests fit your objectives.
-
You'll almost certainly discover mysterious powers. It's good to
check whether you have all but one (in the related UI which doesn't
exist until you discover the first power, the empty spot on the far
left above the midline) before walking into any weird, obviously
significant floating orbs. If you're missing a few, you can pick
them up later, but some players feel aggrieved when they figure out
what's going on. Be aware that the count of undiscovered
somethings in that UI may be totally wrong.
-
It is possible to marry all four romantic partners at once, although
the spiritual one will only marry you if you're actually single.
-
Doing the questlines for all four romanceable Constellation
companion is recommended, and some of them are essential for certain
gains.
-
If you like any of the Constellation members' outfits,
and want one for yourself, calm down, you can't have it, can't
buy one like it, but have (as of 2024-05) TWO chances
to get one of your own:
-
There is a chance to find such an outfit in the Lodge basement,
although don't bother looking unless you're notified about it.
-
IF you go to war with the two faceless annoyances, you might
find yourself entering a Lodge containing multiple corpses:
STOP shooting and loot the corpses first! (caveat: I've seen
this fail for looting clothing once out of several times)
-
Quite a number of quests can be solved in ways / have solutions
that the quest does NOT tell you about. Again, I highly
recommend avoiding websearching them until after, so you
don't ruin things.
-
NG+1: I recommend: Don't skip when first talking to Sarah, you will
miss out on a huge number of differences you may not even understand
if you put off
Don't skip until a later NG+.
-
NG+2 and on: Try to be different, every time.
Valuables
-
The 105 magazines are far more valuable than they might appear,
since their effects are eternal. Don't bother piling up copies of
the same magazine though - any magazine lacking a description is
one you already had. Also, trying to find all of them is a
borderline, if not actual, madman's choice, since some only provide
tiny improvements, so don't let yourself get obsessed by them.
(As of 2024-05, there is no achievement for finding all of them).
That being said, having all of them in your inventory at once
is rather satisfying.
-
On Vectera, in the starting area, there's a boostpack you'd
probably like to have, and can, that adds some
playstyle options on Kreet (the next site you visit), but its lack
won't change what loot you can get or anything.
-
If you want more drama, don't buy ammo. :-) You'll still probably
find yourself swimming in it later anyway. If you take this path,
at low level you'll probably want to avoid automatic weapons, since
Bethesda nonsensically thinks extra bullets do less damage. If you
find yourself seriously low on ammunition, the cutter, unarmed, and
blades are some of your other options.
-
Even little chests that describe their fullness as
--/--
are bottomless and can be a huge help to lootgoblins on Extreme,
as a way to disencumber yourself while cleaning a place out,
before taking it all to the Rover to Fast Travel to your ship.
Weapons
-
Pick up weapons briefly even if you don't want them, since you'll
still keep their ammo when you drop them, substantially boosting
your ammo stash.
-
Some weapons have a focus mode (the cutter) or sighting mode
(various) activated separately from shooting.
-
Some weapons can be charged for stronger shots by holding the fire
button before release,
including the MagSniper and Novablast Disruptor
-
Most guns also have a weapon bash action.
-
Blades have three controls, for two types of attacks and a block.
Movement
-
On the PC, map a key into the second keybinding for the jetpack,
giving you one control each for biasing towards going more up
versur more forward.
-
Fast Travel has some subtleties worth noting:
-
You can Fast Travel to your Ship even when massively
overencumbered if you're in your rover.
But be warned that quite a few things
can cause your rover to return to your ship without you.
-
You can Fast Travel out of the bottoms of caves.
-
Consuming something to raise your carry max may be
enough to disencumber you to allow Fast Travel
-
Giving some of your stuff to your follower may also be enough
to Fast Travel
-
Having an outpost on a planet makes it possible to Fast Travel
there even if you normally would have been blocked due to
not having a discovered route
Starships
-
Between Vectera and Kreet there are spaceships that are potentially
capturable, especially the last in any group. Your capturing chances
are better if you have the Targeting ship skill, which lets you take
out their engines with a far lower chance of outright blowing them up.
-
While captured ships are sellable, often what you scour out of the
inside will be worth more than the ship itself. Combined, ship
captures are a great way to gain credits.
-
Never register a ship through a ship vendor, instead always
register it through your own, personal, fleet UI, which costs less,
and can be done almost anywhere.
-
You can use sleight of hand to sell unregistered ships under the
guise of a registered (home) ship by timing your sale tightly with
switching ships. Bethesda probably didn't intend this, but it could
be viewed as an unintended roleplaying choice - would your character
cheat the ship vendor?
-
TL;DR: Use the Sit to Add Ship mod, or you face what follows:
Capturing a ship in the base game
automatically undocks you from your original ship - if you're
quick, you can target and redock with the 1st ship
(greatly complicated in 2024-05 Beta, see below).
This is useful, since your captured ship is probably shot all to hell
anyway. You can make this slightly easier if your capturing ship's
docker faces forward, since during the undock, your original ship
will want to move away, and will usually want to turn (because of
the docker location) first to avoid banging into you, giving you
more time to attempt to redock. If your ship gets too far away from
you it may grav jump out of the system, leaving you in your
bullet-riddled new treasure, or it may loop back towards you. You
can shift ship power to the ruined engines of your capture to try
to help repair them in time to chase your first ship if needed.
Ship Capturing from
2024-05 Beta to
2024-11 (and onward, probably)
The game no longer automatically makes you the owner of the new
ship when you undock (at which point the old ship would start moving
and then jump away after a little while).
The following bizarre plan works in the Beta to capture a new
ship, and keep it while returning to your old ship. The
quickly s refer to not letting game time pass, you
have plenty of time once in the galaxy map or the fleet (ship
overviews) UI.
- collect underpants (no, wait, wrong plan, instead...)
- capture new ship
- do whatever with the new ship's loot, drops, locker, and cargo
- sit in its pilot chair
- undock
-
optional: repair your engines in case you have to chase your
old ship
- point your new ship at your old ship, and move close
-
if you like, you can observe the problem with the following:
- Check your fleet UI, both old and new ships appear
- Note that the new ship is not your home ship
- Redock with your old ship
- Board the old ship
- Check your fleet UI, note the new ship is missing!
- Get back into the new ship's pilot's chair to continue
The only way to own the new ship is to make it your home ship,
but we want to do that without the old ship grav jumping away,
so we aren't going to use the Fleet UI to do it. Instead:
-
ensure a stable view of the old ship, you'll need to target it
soon
-
ensure no power is going to warp and all power is allocated
to other systems - yes, this will be impossible on some weird
ship builds - keep in mind that if a crew member with Aneutronics
(for example) gets dragged over, the ship will, fortuitously, not
use the added unallocated power
-
start a grav jump to somewhere while grav drive is still
unpowered, this will return you to your cockpit view
-
if any crew caused added power it should just sit in the
unallocated power bar - your ship count should have incremented
too - be careful to be quick checking this, since game time is
passing and two timers may be running
-
quickly jump into the fleet/ship UI and check that the
new ship is now your Home ship (triggered by starting a grav
jump instead of by setting it through a UI)
-
quickly pop back into the galaxy map UI and cancel your grav
jump destination - this may take more than one try since some
time has to pass for the drive to wind up
-
quickly find, approach, target, and redock with your
old ship - if you wait, it'll grav jump away
- return to your old ship
- reverify that your captured new ship is still in your fleet
- Profit!
-
Ship's cargo gets transferred to any new home ship (even if it
overfills the target) but the captain's locker stays where it was -
this makes it easy to lose track of items in lockers in different
ships, so be careful
-
Budgetwise, to fully upgrade the Frontier to fight in level 75
systems could cost a bit over 300k credits. However, there are lots
of alternatives to that path (capturing better ships, different
ship combat styles, fleeing, heavier EM, etc). Also, you can't do
said upgrade at low level, and may actually lose all of your ships
before unlocking all the parts (don't worry about this, it'll make
sense later), so try to skip upgrade levels to save credits,
i.e. Try to wait long enough to make bigger upgrades, so that you
don't lose as much cash on intermediate ones.
-
Joining the Vanguard at the MAST provides early access to at least
one weapon you probably will never need to upgrade later, so it's a
great way to save credits on upgrades on certain weapons you'd just
throw away as your level increases and unlocks better weapons.
-
The flight simulator grants full credit as appropriate for
ship-related skill challenges.
-
Missiles have long range, but can only be initially
locked onto a target at relatively short range
(which makes no sense to me personally, but there it is)
-
Ship ladders block fire, nonsensical but super useful.
-
One type of ship is exceptionally difficult to capture,
impossible to capture in space, and only capturable on the surface
if you're already running (or driving) up its wing as it's landing.
The door trigger is invisible,
but highlights near the base of the door until
the crew emerges.
Depending on your timing, you may encounter opposing crew outside
as you exit (if you exit), or in extremely rare cases,
have to cope with them inside.
This ship type can only be acquired by capture prior to NG+.
-
Bug: Glitched physical ships.
If your ship vanishes, sinks into the ground, gets overlapped with a
bogus ship, etc, you can almost always get it back by going to any
other ground shipyard (there are/were bugs around switching and
modifying ships while in space-based shipyards that could block the
staryard's docking port) by fast travel and modifying your missing
ship.
-
Bug: Your ship shield strength may be wrong.
There is
a bug around ship shields that can cause your shields to be
artificially low, which is due to bad code around followers that
boost your shields (like Vasco). You'll probably need to websearch
this if you run into the issue.
I happen to love the Cabot cockpits,
but no other player-available parts actually
fit against it esthetically, because the part
that does is for a class M ship players can't fly.
-
Bug: Walking atop NG Cabot cockpits
may still have a geometry bug where you can fall in through
the windows and get (mostly) stuck.
Note that the ship viewed from outside is not
the real ship interior, and so you wouldn't be able to
just stroll out of the cockpit normally.
Walking between the windows works fine.
-
Bug: Robbing Frontier from the Bay
is possible if you're a bit too frenzied grabbing lootables
from the bay under Constellation's starship Frontier,
and pass an associated Persuasion check.
However, the loot literally comes from its cargo,
meaning all you've done is emptied it without having
to enter the ship first.
It does count towards a skill challenge progression.
Companions
-
Most of Constellation, except for Vasco, are innately
Good , and
those Constellation companions will never accept you harming
innocents (if they know about it…).
So if you want to go darker, you might want the Adoring
Fan trait, Vasco, and other followers you'll find elsewhere.
You can, of course, change out your crew while sitting
on any planet to better fit whatever you're up to, and switch
to any follower you can talk to (or to none at all).
-
Telling one of your companions to come follow you around (i.e. not
to just sit around, or join your crew) can vastly improve your
survivability in higher game difficulties, since your follower is
essentially immortal, can used to block gunfire, doesn't consume
that one round of ammo (perfect for 40MM XPL or those rare 20mm
rounds), and in the case of the religious one, even be used to test
out your attacks. Don't be entirely reliant on one though, since
one of the most complex areas in the game only lets you
in, alone.
Mods
Let me first say you should play into the game without mods until you
have solidly run into the wall of vendor credit limits, and/or feel
like all the clicking to sell hundreds of items to vendors is getting
silly, or hate abandoning your good ship to capture a lessor one.
It's good to be able to feel the difference the mods make.
Impact on Achievements and UX
Starfield creates two side effects if you add mods to it.
-
Greatly complicates handling saves, hiding some of them in
disconcerting ways unless you use the View All option
-
Disables the gaining of new achievements
To address both of these, you need a mod.
Here's one that worked very well for quite a while,
although I'm having trouble with it as of 2024-04
but haven't addressed it since I have all the achievements
anyway. But saves are still inconvenient because, Bethesda.
- Baka Achievement Enabler (if it works for you)
Enablers
Include as needed to support other mods:
- SFSE (starfield script extendor)
- All in One Address LIbrary
- Starfield Plugins Text Enabler
The Starfield Community Patch is worth considering, although as
Bethesda fixes bugs the patch should become less relevant. However,
I'm using it currently and it isn't coping with the starship shield bug,
The Most Important Mods
-
StarUI Inventory (or any that will let you buy/sell categories with
exclusions)
- SitToAddShip (lets you capture ships far more gracefully)
Other Life Changing Mods
- UnarmedWeapon (gives you a way to switch back to unarmed via hotkey)
- More Missions from Boards (more quests = good)
- Place Doors Yourself (gives you control over ship hab interconnections)
Immersion and Profit
One that completely overloads you pretty often, but ... profit! This
shifts game balance notably towards having more credits. If you are
a compulsive looter, you will be often become much more encumbered if
you have this (or a similar) mod enabled, so be warned,
and you may find that even the game Settings won't let you adjust
vendors to keep up with your massive supply.
These also warp game balance somewhat,
since being strapped for cash adds meaning to a lot of early
game activity, so these limit how long that lasts:
-
Shades Immersive Looting (make enemies' equipped items lootable)
- sadly it doesn't punish you for filling the armor with
hundreds of holes from a fully automatic weapon
- combining this with nudity mods makes it very easy to
tell from a distance which bodies you've already looted
-
[For loot goblins] (pre-2024-05) Richer Merchants (10x works well, not needed immediately, the new Vendor Credits setting in the base game may obviate it)
Optional Ship Mods
- Save Unfinished Ships (essential for some ship builders)
-
Functional Ship Infirmaries (with a ship infirmary and either the
Akira doc or Medicine skill, you can heal ailments and so on)
-
Functional Brigs or Useful Brigs
(lets you sell captured NPCs to the police)
Some that are just nice
- See Distances in Light Years
- Astroneer (if you like ship building puzzles, a bit glitchy, but very nice when it's working)
Stuff from Mods
The only mod with an outfit I have actually liked:
- KZ Va'ruun Vestiary (great outfits, and they drop in Va'ruun'kai)
Starship Parts
I like these but they twist game balance somewhat, and if they become
unavailable or break, so do all your ships that use parts from
them.
(N)PC Body Mods
Seriously, I just wanted to look more like a real human in my
nude runs through the game. The current texture I'm using still has
painted-in shading that the actual 3D shader makes superfluous, but
it's better than the vanilla game.
Various outfits are vastly improved by having better
core body textures.
The NBiS below has a much better mesh (geometry) than the default.
Which textures to use is a question any player would need to explore
themselves.
- No Bras in Space - (much improved mesh)
- Better Vanilla Nude - (texture, though with too much shadow)
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