#starfield-starboard

1 messages · Page 5 of 1

hot ivyBOT
hot ivyBOT
#

have a spot where we can ask CK questions. People can answer them if they know them, but if us the public do not know the answer, getting a response from a Bethesda Dev would be amazing!! there are a lot of simple Creation Kit questions that have little to no documentation.

hot ivyBOT
#

Ive talked about having more side quests before on here and id like to continue to add to that, I like to focus more on the systems that are further out from the faction planets (basically the ones that are higher leveled).

No Constellation crew needed
I understand that a lot of the base game's quests would have the constellation crew have their own responses that the player can use to progress the quests, but that to me means more time and work is needed to implement those responses for newer side quests being added, so I'd like to see more side quests in the higher leveled systems that have no need for the constellation members' dialogue. That way, the player decides how to progress those quests, using just the skills and traits they have, which might also help give players more "roleplay" experiences with the characters they make that aren't Constellation.

**More Unique Locations **
These new side quests will require locations as well, but unique ones that arent proc gen, similarly to Mars Mech Factory, Vulture's Roost, Wagoner Farm, etc. that are scattered in several (if not most of the higher) leveled systems. Unlike in space ships and space stations, these side quests can be completed within these locations but feel free to have the player travel into space as well if needed. (Like how the quest "Failure to Communicate" played out)

Ive got all kinds of side quests I could blab about but ill save them for another time
Keep up the good work, BGS!
More SF content wen! StarfieldAdoringFan

hot ivyBOT
#

Suggestion

New stealth difficulty settings

As it stands now, the stealth system has remained pretty unchanged in Bethesda’s games for a while, making them feel a little too easy at times. What if that changed?

Basically adding a new NPC attention state, right now there’s the normal pathing, suspicious and in combat. What if once combat is entered, even if they loose sight of you and you become hidden again, they entered a new alert state where they do their normal patrol but they now look around more often as well as adding slightly random detours to the patrol, in this new state they should also get a boost to their perception since they would be more alert. NPCs could also enter this new alert state if they get shot at or see a dead ally, you wouldn’t just dismiss a dead body IRL after all. This would increase the difficulty of stealth without making unfair one way or another

It will help beat the “it was just the wind” allegations

hot ivyBOT
#
Naz

NPC and player movement speeds

Add another movement speed with analog, and/or change walk speed to be the same pace as the NPCs when they walk (err speed walk) leading us to the next objective. As it stands, following NPCs is annoying because the character does not have a speed to keep up with them. We can either move slower than the NPC or faster than the NPC.

hot ivyBOT
#
Naz

Starborn skins unlocked

Currently, with each NG we get a new set of Starborn armor but lose the old ones. I’ve just come up with the ultimate solution for being able to keep the cosmetics of the suits. Simply allow us to change the suit appearance with the ‘skins’ section at the spacesuit workbench! It unlocks the skins of all the previously earned Starborn sets!

hot ivyBOT
hot ivyBOT
#

PLEASE add more dynamc events when landing. Currently the only thing that happens when you land is sometimes a ship lands near you.
You could add Meteor Showers, a falling asteroid, a fight betwen two factions, an aurora borealis, a herd of fauna passing through, an earthquale, a fight of spaceships above, etc. Only Bethesda can do this, difficult to mod. It would greatly increase the "alive feeling" of the game

hot ivyBOT
#
UC3

Suggestion: a bit like the last from Cion: Have ships land to you, on random planets, that start handcrafted quests, with those NPCs, not just combat but dialogue with choices. That way quests search for you and the 1000 planets feel less empty with quests poping up near you.

hot ivyBOT
#

Being able to jump to places that are not in an orbit. With no planets or sun nearby, a remote station can really feel remote. Or battles in deep space. Seems easy enough to remove planets right?

hot ivyBOT
#

This would be very difficult to implement, but I think it could be fun: alternate openings. Your story always begins with the artifact, but how you encounter that artifact could vary. Ideas that I currently have are "lab accident", where a cowboy outfit science companie's experiments leads to "unforseen consequences" (sorry, couldn't resist), "Just another gig", where you are a mercenary but the job goes sideways, and "deal gone wrong", where a back alley agreement in the streets of Neon leads to you being left for dead.

hot ivyBOT
hot ivyBOT
#

I have observed that the player can at least kind of dive underwater (without O2 getting shorter) now, after the last update. So there seems to be something in the works regarding underwater mechanics. Please, BGS, give us correct, plausible and usable underwater mechanics and visuals, so that we may dive immersivly. Another thing would be the possibility to build underwater outposts and drive small nautical and subnautical vessels and at least see nautical traffic with also larger nautical vessels. It would also be great, if the visuals on the surface could be enhanced in a way that we have correct water surface physics, like waves depending on atmospheric conditions (wind, storm, thunderstorms cause waves according to the extend of the atmospheric events) and braking of waves along shore lines. And working flowing water across planet surfaces - like various-sized rivers and creeks. Planets with large water masses + land masses, but no rivers and creeks is not very plausible. Skyrim already proved that some of this is possible with Creation Engine.

hot ivyBOT
hot ivyBOT
hot ivyBOT
#
Naz

Please add tabs to the workbenches separating the items to be worked on. So, there would be an armor, helmet, and boost pack tab for the armor bench, and an ammo tab etc for the industrial workbench.

Edit: Also, adding new tabs separating chems, aid (bandages etc) and food/drink would be greatly appreciated.

hot ivyBOT
#
Naz

Ships and outposts really need an unlimited storage container that the workbenches, and outpost/ship decorating, can craft with using the materials inside of the universal containers. Share them as well, so we don’t get confused as to which container has what and where it is, along with linked world work benches, similarly to how it works with SKK’s Universal Stash mod (If you agree with this post than I highly recommend checking out their Universal Stash mod).

Edit: This change will be a major qol improvement for Starfield. I get what you were going for but it’s just not fun in this game to limit resources and stash spaces, or make managing them so complicated and tedious. It could work, but not with the way Starfield was implemented. It’s just a game at the end of the day and is supposed to be fun. Plus, it’s a Bethesda title, y’all never used to limit stashes. Leave that in the mmos like Fallout 76 and ESO.

hot ivyBOT
#

Honestly, if I had one wish for Starfield, is please give me more Ranger gameplay. There are a ton of stories right there waiting to be told. If that can't happen, I beg a talented modder, or group of modders make something like that happen. Even a Firefly conversion would be awesome. But I loved the Wild West In Space aspect.

hot ivyBOT
#

Hey bethesda🤗🤗🤗 first sorry for my english, not native... so, i have a question: in skyrim/ fallout creation we have a "line/section" where i have all mod i paid for....WHY not in Starfield????? is so annyoing to search after them, when i make a New mod list😪😪😪

hot ivyBOT
#

Suggestion: some form of emote and stance wheel outside of camera mod. I want to watch my character sit and watch the sunset in game time and listen to the wind and the bugs making weird noises. Other stances, such as working out or other emotes, like dancing with companions would be neat.

#
Naz

Complete armor revamp and cosmetic inclusion overhaul:

On the subject of armor, I think your games should evolve in the armor damage resistances department. All armor should be able to be improved at a workbench to eventually get them all to specific end game DT numbers. Getting new sets of armor would basically be like getting new cosmetics. For example, we could select specific traits for the armor that would dictate which is higher, physical, energy, em etc. This way we would still have a desire for multiple sets, and all armor would remain relevant throughout the game.

Keeping armor tiers (advanced, superior, etc) and allowing them to be upgraded within their own tier is still a great idea, and would help maintain balance for specific levelling instances. There are many different avenues here with regard to armor and cosmetics. The question then becomes: upgrade the numbers with materials, or with another set of the same armor? I believe this would be a major improvement, as I’m sure everyone has different tastes and preferences for what armor styles they like the best.

hot ivyBOT
hot ivyBOT
#

Suggestion: In-game Bestiary/ Codex of our discovered (100% scanned) flora & fauna! (with images).

Perhaps the images could be 3D & rotatable (like the 3D models in the loading screens for Skyrim & Fallout 4).

hot ivyBOT
#

Quest Name: Location of the ECS Constant
Platform: Xbox
Time/date of bug encountered: 26th May 2:41pm AEST
Description of bug and any reproduction steps: Actual location of the ship is bugged, states it’s in the original Porrima II location but it’s nowhere to be seen and have no idea where it’s actual location is. From what I’ve researched online this has been a bug for a long time.
Creations you have installed: None.

#

Platform : Xbox Series X
Time/date : 27/05/2025 and since the release of the game.

When pick (in your inventory) and placing and manipulating objects, and when loading occurs, the objects clip halfway through the floor. This happens consistently every time. It's really annoying when trying to furnish your spaceship or other living spaces. To reproduce this bug, simply place an object in the spaceship, exit, and then re-enter. The objects will then be halfway embedded in the floor. This occurs every single time.

hot ivyBOT
#

Platform: PC, Steam
Time/date of bug encountered: 2025/06/18
Description of bug and any reproduction steps: The Weapon Workbench has a particularly nasty tendency to just fail snapping to the floor on its feet. Where it succeeds in snapping is from the upper table part
Creations you have installed: Blackout Skins, The Perfect Recipe, Deimog, At Hell's Gate, Watchtower

hot ivyBOT
#

Platform: PC, Steam
Time/date of bug encountered: 2025/11/11
Description of bug and any reproduction steps: The game takes way longer to exit now than usual, before it was 5 seconds at most, now it could range from 45 seconds to 1 minute. Disable cloud save and exit save do not help, but turning off internet seems to fix the issue and the game would close instantly.

hot ivyBOT
#

Platform: PC
Time/date of bug encountered: 11/2/2025
Description of bug and any reproduction steps: Location of ECS Constant activity and Dear Sister quest lead me to Porrima 2 and there is no ship. This seems to be a 2 yr+ bug. Where's the fix? (Not a creation or console command) Need my cheevos.
Creations you have installed: None