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Erlkönig: Starfield: Mods

Perspective on Mods
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Perspectives on Mods

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

  1. Play Vanilla until
  2. You lose your mind trying to sell ALL your trash items to vendor
  3. Add the StarUI Inventory mod or equivalent
  4. Encounter bugs in Skills, etc, Bethesda really should have fixed
  5. Add mods: Starfield Community Patch, maybe Skill Fixes
  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 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
  • Lost mind trying to get doors to be sane in ships: Place Doors Yourself, (and probably TN Class M, and Better Ship Part Flips)
  • For nudists and/or better immersion: maybe No Bras In Space and BVN? People like different ones. I had shadows painted onto the skin by modders 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: there's a mod that fixes that
  • 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) (oh, and 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 get 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 (a very light touch. Even better with the mod - whose name I can't remember - that lets you pick up the next temple location without visiting Vlad every time)

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.

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