/r/Starfield
This subreddit is dedicated to Starfield, a role-playing space game developed by Bethesda Game Studios.
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/r/Starfield
I wanted to start on Neon as a Cyber Runner with the traits Neon Street Rat without a ship(which sadly isn't possible yet) So I handicapped myself to building a ship after reducing the frontier down to its unique hab. I have to say it was far and beyond better than my only experience with starfield when it launched to level 35 or so, first time back I added about 27 mods, mostly quality of life and immersive mods and the economy mod to actually make the economy some what difficult. I started out having to steal some food which accidentally got me arrested lol from there I basically did odd jobs, joined a gang, slept in a crate, assassinated some people, stole more things than I ever did originally in starfield, ended up in the drug trade ect just to scratch and claw my way to being able to buy a ship. Just ended with joining Ryujiin after getting myself out of the slums which felt fitting after completing everything on Neon. I have to say this felt like a missed opportunity to have you start on a respective capital based on traits and background with a small opening mission instead of the whole mining mission intro and fitting the main story in some other way.
Hi Starfield people, i was wondering if the standard pellets ammo is as inferior to the single flechette as it seems on the damage number, or if it has some hidden multiplier or something? Also, on the multiple flechettes ammo it says its effective to unarmored enemies but does that mean its ineffective to armored? Really hard to test this... so if anyone know this its very helpful :)
Find them all over the place .. if they were hacked .. the best spy network in Starfield IMHO
Hi there !! Well, i have a few older savegames that im lvl 20 - 29 but my LAST save is from the last mission, that im level 40 but one already INSIDE the alien ship before going to the other universe, and i CANT GET OUT OF THERE, or the other save i have to continue im already in Atlantis starting a new game+ in a new universe, so now i want to play the DLC and dont know what to do really. its my bad yes to do not have a lvl 39 savegame maybe just before the final choice, but i didnt really knew what will happen, so...
What do u guys recommend ? thanks in advance.
I really hate that I have to jump around systems to get specific parts but you can't save a ship which isn't fully operational which is a problem in and of itself. They could've made it so you can save a half done ship build but it won't let you make it your home ship. But no Bethesda had to choose the only way which makes the experience so much worse. I love the game for the most part and the ship building itself is pretty nice. Any way to make it suck less?
Are you poitive that you dropped it here?
Hello,
I am attempting to figure out if there is any correlation between the resources found in a biome, and the biome itself. (Like, copper is more likely found on worlds with an ocean, etc).
Caveats:
- We don't directly have the biome data for "resource is in biome" as the starfield almanac is incomplete.
- I'm assuming the data I scrape from INARA is accurate, and that I've parsed it correctly.
Let me walk you through the code, and then the results, and hopefully someone can tell me what I fucked up - because I definitely fucked something up.
1: We get a list of grouped resources, minus unique resources.
inorganic_groups = load_resource_groups(INORGANIC_GROUPS_PATH, unique)
{
"Argon":["Argon","Benzene","Carboxylic Acids","Neon"],
"Iron":["Iron","Alkanes","Tantalum","Ytterbium"],
"Aluminum":["Aluminum","Beryllium","Neodymium","Europium"],
"Uranium":["Uranium","Iridium","Vanadium","Plutonium"],
"Nickel":["Nickel","Cobalt","Platinum","Palladium"],
"Chlorine-Xenon":["Chlorine","Chlorosilanes","Lithium","Xenon"],
"Chlorine-Caesium":["Chlorine","Chlorosilanes","Lithium","Caesium"],
"Lead-Tungsten":["Lead","Tungsten","Titanium","Dysprosium"],
"Lead-Silver":["Lead","Silver","Mercury"],
"Copper-Tetrafluorides":["Copper","Fluorine","Tetrafluorides","Ionic Liquids"],
"Copper-Gold":["Copper","Fluorine","Gold","Antimony"]
}
2: We find planets with resources in the resource groups, and yoink a list of their biomes.
for system in systems:
for planet in system.get('planets', []):
grouped_resources = get_grouped_resources(planet['resources']['inorganic'], inorganic_groups)
for resource in grouped_resources:
resource_biomes = {
'planet': planet['name'],
'resource': [resource] if isinstance(resource, str) else resource, # Ensure resource is a list
'biomes': planet.get('biomes', [])
}
resource_biome_data.append(resource_biomes)
3: We total it all up per resource, and also as a total, and then divide to get relative frequences.
frequency_data = {}
total_counts = {}
total_biome_distribution = {}
# Populate frequency_data and total_counts
for datum in resource_biome_data:
for resource in datum['resource']: # Iterate over each resource in the list
if resource not in frequency_data:
frequency_data[resource] = {}
total_counts[resource] = 0
total_counts[resource] += 1 # Increment total count for each resource occurrence
for biome in datum['biomes']:
total_biome_distribution[biome] = total_biome_distribution.get(biome, 0) + 1
frequency_data[resource][biome] = frequency_data[resource].get(biome, 0) + 1
# Convert total biome distribution to relative frequencies
total_biome_count = sum(total_biome_distribution.values())
expected_biome_distribution = {
biome: count / total_biome_count for biome, count in total_biome_distribution.items()
}
4: We then feed that into a chi-squared test, comparing observed frequencies to expected frequences:
significance_results = calculate_statistical_significance(frequency_data, expected_biome_distribution)
def calculate_statistical_significance(frequency_data, expected_biome_distribution):
significance_results = {}
for resource, biomes in frequency_data.items():
observed_counts = []
expected_counts = []
observed_vs_expected = {}
for biome, count in biomes.items():
observed_counts.append(count)
# Scale expected count to match observed total for this resource
expected = expected_biome_distribution.get(biome, 0) * sum(observed_counts)
expected_counts.append(expected)
observed_vs_expected[biome] = count / expected if expected > 0 else 0
# Perform chi-squared test
chi2, p_value = chi2_contingency([observed_counts, expected_counts])[:2]
# Store results, including observed vs expected ratios
significance_results[resource] = {
'p_value': p_value,
'significant': p_value < 0.05,
'observed_distribution': biomes,
'observed_vs_expected': observed_vs_expected
}
return significance_results
And then these are the kinds of results I get (after a function to pretty-print it)
Resource: Iron
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Craters: 13.86 (significant)
Frozen: 2.33 (significant)
Ocean: 2.49 (significant)
Mountains: 2.48 (significant)
Coniferous: 0.85
Sandy: 1.49 (significant)
Hills: 1.41 (significant)
Rocky: 1.04 (significant)
Savanna: 1.21 (significant)
Deciduous: 1.12 (significant)
Volcanic: 1.08 (significant)
Wetlands: 0.89
Plateau: 0.61
Swamp: 0.94
Tropical: 0.98
Resource: Aluminum
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Craters: 13.86 (significant)
Frozen: 0.95
Ocean: 1.14 (significant)
Coniferous: 1.31 (significant)
Mountains: 0.75
Sandy: 0.54
Rocky: 0.62
Hills: 0.50
Plateau: 0.34
Volcanic: 0.40
Savanna: 1.48 (significant)
Swamp: 1.87 (significant)
Wetlands: 0.71
Deciduous: 0.67
Tropical: 0.35
Resource: Chlorine-Caesium
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Tropical: 85.43 (significant)
Ocean: 9.22 (significant)
Sandy: 5.24 (significant)
Rocky: 2.37 (significant)
Frozen: 2.01 (significant)
Craters: 0.46
Coniferous: 2.59 (significant)
Mountains: 1.37 (significant)
Hills: 1.13 (significant)
Plateau: 0.95
Savanna: 1.67 (significant)
Volcanic: 1.02 (significant)
Wetlands: 1.56 (significant)
Deciduous: 1.53 (significant)
Swamp: 1.14 (significant)
The first two look fine, its kind of what I expected.
But, the other data seems suspect to me. Like, chlorine being more significant everywhere expect craters and plateaus? It makes *some* sense, but seems weird.
My physics undergrad taught me to be suspicious whenever I get a p-value of 0 to the fourth decimal point.
Here is the full data for completeness:
Significance Results:
==============================
Resource: Iron
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Craters: observed 149.00 vs expected 10.75 -> ratio 13.86 (significant)
Frozen: observed 164.00 vs expected 70.24 -> ratio 2.33 (significant)
Ocean: observed 91.00 vs expected 36.62 -> ratio 2.49 (significant)
Mountains: observed 177.00 vs expected 71.44 -> ratio 2.48 (significant)
Coniferous: observed 11.00 vs expected 12.87 -> ratio 0.85
Sandy: observed 83.00 vs expected 55.61 -> ratio 1.49 (significant)
Hills: observed 112.00 vs expected 79.49 -> ratio 1.41 (significant)
Rocky: observed 83.00 vs expected 79.73 -> ratio 1.04 (significant)
Savanna: observed 26.00 vs expected 21.48 -> ratio 1.21 (significant)
Deciduous: observed 25.00 vs expected 22.38 -> ratio 1.12 (significant)
Volcanic: observed 44.00 vs expected 40.77 -> ratio 1.08 (significant)
Wetlands: observed 17.00 vs expected 19.16 -> ratio 0.89
Plateau: observed 28.00 vs expected 46.16 -> ratio 0.61
Swamp: observed 25.00 vs expected 26.54 -> ratio 0.94
Tropical: observed 12.00 vs expected 12.26 -> ratio 0.98
Resource: Aluminum
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Craters: observed 336.00 vs expected 24.24 -> ratio 13.86 (significant)
Frozen: observed 91.00 vs expected 95.83 -> ratio 0.95
Ocean: observed 49.00 vs expected 43.14 -> ratio 1.14 (significant)
Coniferous: observed 14.00 vs expected 10.65 -> ratio 1.31 (significant)
Mountains: observed 50.00 vs expected 66.40 -> ratio 0.75
Sandy: observed 25.00 vs expected 46.55 -> ratio 0.54
Rocky: observed 34.00 vs expected 54.89 -> ratio 0.62
Hills: observed 32.00 vs expected 63.73 -> ratio 0.50
Plateau: observed 10.00 vs expected 29.30 -> ratio 0.34
Volcanic: observed 11.00 vs expected 27.55 -> ratio 0.40
Savanna: observed 24.00 vs expected 16.20 -> ratio 1.48 (significant)
Swamp: observed 34.00 vs expected 18.21 -> ratio 1.87 (significant)
Wetlands: observed 10.00 vs expected 14.05 -> ratio 0.71
Deciduous: observed 12.00 vs expected 17.79 -> ratio 0.67
Tropical: observed 3.00 vs expected 8.60 -> ratio 0.35
Resource: Chlorine-Caesium
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Tropical: observed 28.00 vs expected 0.33 -> ratio 85.43 (significant)
Ocean: observed 142.00 vs expected 15.41 -> ratio 9.22 (significant)
Sandy: observed 129.00 vs expected 24.63 -> ratio 5.24 (significant)
Rocky: observed 83.00 vs expected 35.01 -> ratio 2.37 (significant)
Frozen: observed 314.00 vs expected 156.19 -> ratio 2.01 (significant)
Craters: observed 24.00 vs expected 51.93 -> ratio 0.46
Coniferous: observed 43.00 vs expected 16.59 -> ratio 2.59 (significant)
Mountains: observed 154.00 vs expected 112.76 -> ratio 1.37 (significant)
Hills: observed 118.00 vs expected 104.54 -> ratio 1.13 (significant)
Plateau: observed 47.00 vs expected 49.46 -> ratio 0.95
Savanna: observed 45.00 vs expected 27.01 -> ratio 1.67 (significant)
Volcanic: observed 51.00 vs expected 49.77 -> ratio 1.02 (significant)
Wetlands: observed 37.00 vs expected 23.70 -> ratio 1.56 (significant)
Deciduous: observed 47.00 vs expected 30.67 -> ratio 1.53 (significant)
Swamp: observed 38.00 vs expected 33.33 -> ratio 1.14 (significant)
Resource: Lead-Silver
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Sandy: observed 101.00 vs expected 8.32 -> ratio 12.14 (significant)
Rocky: observed 167.00 vs expected 24.56 -> ratio 6.80 (significant)
Ocean: observed 110.00 vs expected 34.26 -> ratio 3.21 (significant)
Swamp: observed 31.00 vs expected 10.49 -> ratio 2.96 (significant)
Hills: observed 121.00 vs expected 53.53 -> ratio 2.26 (significant)
Frozen: observed 265.00 vs expected 178.41 -> ratio 1.49 (significant)
Mountains: observed 179.00 vs expected 119.77 -> ratio 1.49 (significant)
Savanna: observed 22.00 vs expected 23.87 -> ratio 0.92
Coniferous: observed 26.00 vs expected 22.22 -> ratio 1.17 (significant)
Volcanic: observed 68.00 vs expected 46.05 -> ratio 1.48 (significant)
Wetlands: observed 21.00 vs expected 21.68 -> ratio 0.97
Deciduous: observed 28.00 vs expected 27.68 -> ratio 1.01 (significant)
Craters: observed 31.00 vs expected 84.39 -> ratio 0.37
Plateau: observed 62.00 vs expected 56.31 -> ratio 1.10 (significant)
Tropical: observed 18.00 vs expected 14.63 -> ratio 1.23 (significant)
Resource: Argon
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Frozen: observed 249.00 vs expected 55.88 -> ratio 4.46 (significant)
Ocean: observed 103.00 vs expected 31.90 -> ratio 3.23 (significant)
Mountains: observed 86.00 vs expected 53.86 -> ratio 1.60 (significant)
Coniferous: observed 41.00 vs expected 10.41 -> ratio 3.94 (significant)
Sandy: observed 40.00 vs expected 42.76 -> ratio 0.94
Swamp: observed 32.00 vs expected 14.13 -> ratio 2.26 (significant)
Hills: observed 58.00 vs expected 61.51 -> ratio 0.94
Plateau: observed 21.00 vs expected 28.80 -> ratio 0.73
Savanna: observed 35.00 vs expected 15.94 -> ratio 2.20 (significant)
Deciduous: observed 35.00 vs expected 17.01 -> ratio 2.06 (significant)
Rocky: observed 37.00 vs expected 67.54 -> ratio 0.55
Volcanic: observed 30.00 vs expected 32.41 -> ratio 0.93
Wetlands: observed 23.00 vs expected 15.41 -> ratio 1.49 (significant)
Craters: observed 17.00 vs expected 58.21 -> ratio 0.29
Tropical: observed 13.00 vs expected 9.60 -> ratio 1.35 (significant)
Resource: Uranium
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Ocean: observed 73.00 vs expected 6.62 -> ratio 11.03 (significant)
Sandy: observed 145.00 vs expected 17.96 -> ratio 8.07 (significant)
Swamp: observed 11.00 vs expected 5.87 -> ratio 1.87 (significant)
Hills: observed 118.00 vs expected 35.05 -> ratio 3.37 (significant)
Frozen: observed 155.00 vs expected 112.66 -> ratio 1.38 (significant)
Mountains: observed 144.00 vs expected 79.44 -> ratio 1.81 (significant)
Rocky: observed 137.00 vs expected 71.75 -> ratio 1.91 (significant)
Savanna: observed 9.00 vs expected 18.98 -> ratio 0.47
Deciduous: observed 11.00 vs expected 19.52 -> ratio 0.56
Plateau: observed 53.00 vs expected 39.13 -> ratio 1.35 (significant)
Volcanic: observed 74.00 vs expected 39.29 -> ratio 1.88 (significant)
Wetlands: observed 14.00 vs expected 18.42 -> ratio 0.76
Craters: observed 37.00 vs expected 70.76 -> ratio 0.52
Tropical: observed 6.00 vs expected 11.55 -> ratio 0.52
Coniferous: observed 6.00 vs expected 21.59 -> ratio 0.28
Resource: Nickel
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Ocean: observed 98.00 vs expected 8.88 -> ratio 11.03 (significant)
Sandy: observed 110.00 vs expected 17.14 -> ratio 6.42 (significant)
Swamp: observed 26.00 vs expected 6.00 -> ratio 4.33 (significant)
Hills: observed 196.00 vs expected 43.43 -> ratio 4.51 (significant)
Frozen: observed 281.00 vs expected 159.56 -> ratio 1.76 (significant)
Mountains: observed 131.00 vs expected 103.54 -> ratio 1.27 (significant)
Rocky: observed 119.00 vs expected 88.06 -> ratio 1.35 (significant)
Volcanic: observed 42.00 vs expected 42.38 -> ratio 0.99
Wetlands: observed 17.00 vs expected 19.90 -> ratio 0.85
Craters: observed 27.00 vs expected 75.52 -> ratio 0.36
Plateau: observed 73.00 vs expected 51.19 -> ratio 1.43 (significant)
Savanna: observed 21.00 vs expected 27.35 -> ratio 0.77
Coniferous: observed 14.00 vs expected 25.11 -> ratio 0.56
Deciduous: observed 22.00 vs expected 28.60 -> ratio 0.77
Tropical: observed 9.00 vs expected 13.88 -> ratio 0.65
Resource: Copper-Gold
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Frozen: observed 330.00 vs expected 74.06 -> ratio 4.46 (significant)
Hills: observed 90.00 vs expected 42.42 -> ratio 2.12 (significant)
Plateau: observed 81.00 vs expected 22.90 -> ratio 3.54 (significant)
Sandy: observed 64.00 vs expected 46.55 -> ratio 1.37 (significant)
Mountains: observed 102.00 vs expected 82.02 -> ratio 1.24 (significant)
Rocky: observed 88.00 vs expected 69.19 -> ratio 1.27 (significant)
Ocean: observed 86.00 vs expected 76.22 -> ratio 1.13 (significant)
Savanna: observed 20.00 vs expected 20.64 -> ratio 0.97
Coniferous: observed 22.00 vs expected 19.20 -> ratio 1.15 (significant)
Wetlands: observed 24.00 vs expected 17.70 -> ratio 1.36 (significant)
Deciduous: observed 24.00 vs expected 22.63 -> ratio 1.06 (significant)
Volcanic: observed 29.00 vs expected 40.56 -> ratio 0.71
Craters: observed 16.00 vs expected 70.40 -> ratio 0.23
Tropical: observed 9.00 vs expected 11.53 -> ratio 0.78
Swamp: observed 22.00 vs expected 25.82 -> ratio 0.85
Resource: Copper-Tetrafluorides
- P-Value: 0.0004
- Significant: Yes
- Observed vs. Expected Ratios:
Ocean: observed 16.00 vs expected 1.45 -> ratio 11.03 (significant)
Frozen: observed 63.00 vs expected 17.73 -> ratio 3.55 (significant)
Savanna: observed 1.00 vs expected 1.92 -> ratio 0.52
Mountains: observed 20.00 vs expected 12.30 -> ratio 1.63 (significant)
Coniferous: observed 4.00 vs expected 2.26 -> ratio 1.77 (significant)
Wetlands: observed 3.00 vs expected 2.09 -> ratio 1.44 (significant)
Hills: observed 14.00 vs expected 12.22 -> ratio 1.15 (significant)
Deciduous: observed 2.00 vs expected 2.99 -> ratio 0.67
Rocky: observed 19.00 vs expected 13.01 -> ratio 1.46 (significant)
Plateau: observed 12.00 vs expected 7.04 -> ratio 1.70 (significant)
Sandy: observed 8.00 vs expected 13.35 -> ratio 0.60
Volcanic: observed 6.00 vs expected 7.10 -> ratio 0.85
Craters: observed 4.00 vs expected 12.41 -> ratio 0.32
Swamp: observed 2.00 vs expected 4.46 -> ratio 0.45
Resource: Chlorine-Xenon
- P-Value: 0.3606
- Significant: No
- Observed vs. Expected Ratios:
Frozen: observed 17.00 vs expected 3.82 -> ratio 4.46
Rocky: observed 8.00 vs expected 2.29 -> ratio 3.49
Hills: observed 9.00 vs expected 3.43 -> ratio 2.62
Sandy: observed 7.00 vs expected 3.38 -> ratio 2.07
Volcanic: observed 4.00 vs expected 1.90 -> ratio 2.10
Ocean: observed 8.00 vs expected 4.80 -> ratio 1.67
Coniferous: observed 5.00 vs expected 1.26 -> ratio 3.97
Savanna: observed 3.00 vs expected 1.46 -> ratio 2.05
Mountains: observed 8.00 vs expected 8.48 -> ratio 0.94
Plateau: observed 2.00 vs expected 3.25 -> ratio 0.62
Deciduous: observed 4.00 vs expected 1.82 -> ratio 2.19
Tropical: observed 2.00 vs expected 0.90 -> ratio 2.22
Craters: observed 2.00 vs expected 5.70 -> ratio 0.35
Resource: Lead-Tungsten
- P-Value: 0.0000
- Significant: Yes
- Observed vs. Expected Ratios:
Rocky: observed 47.00 vs expected 4.31 -> ratio 10.91 (significant)
Hills: observed 38.00 vs expected 8.59 -> ratio 4.43 (significant)
Sandy: observed 27.00 vs expected 9.23 -> ratio 2.93 (significant)
Volcanic: observed 20.00 vs expected 5.58 -> ratio 3.59 (significant)
Mountains: observed 52.00 vs expected 22.63 -> ratio 2.30 (significant)
Frozen: observed 84.00 vs expected 60.14 -> ratio 1.40 (significant)
Craters: observed 4.00 vs expected 19.62 -> ratio 0.20
Ocean: observed 37.00 vs expected 28.01 -> ratio 1.32 (significant)
Deciduous: observed 8.00 vs expected 7.70 -> ratio 1.04 (significant)
Swamp: observed 9.00 vs expected 8.36 -> ratio 1.08 (significant)
Coniferous: observed 9.00 vs expected 7.28 -> ratio 1.24 (significant)
Tropical: observed 5.00 vs expected 3.98 -> ratio 1.26 (significant)
Wetlands: observed 9.00 vs expected 6.81 -> ratio 1.32 (significant)
Plateau: observed 21.00 vs expected 16.91 -> ratio 1.24 (significant)
Savanna: observed 9.00 vs expected 9.08 -> ratio 0.99
==============================
I thought that the base where we found the Razorleaf was so cool with its bat-cave vibes and the rising ship platform. I want to be able to go back to the mantis-cave and store my ship down there and brood like the caped crusader that I am. Someone should make a mod where you can have that all the time, not just right when you get the ship. If not that location, then one just like it with the same cool stuff. Please also make it available on Xbox :)
This thing BOPS though.
She can swim, right?
I have 80 hours of playtime and I've been having to check every mission marker to find the one I need. I feel so stupid 😭
For some reason, everything just started costing zero. I first noticed it in the ship builder. I sold some parts and it said I wasn’t making any profit, when I added parts, my total didn’t go into the negative, it just stayed at zero! The same thing happened at vendors! I don’t think it’s any of my mods because they just add ship parts and clothes. Is anyone else having this problem? How do I fix it? This problem just started yesterday for me.
Starfield Lofi Music by “Jack The Pug”
So I beat the game back before the melee/vehicle update then kinda put it down after messing with outposts. This go around a couple things I found.
Melee stealth is stupid strong once you get to concealment 1 or even 2. I litterally only have 1 level of mele and a moded pain blade with crit damage and armor pen 10% human trait. It pretty much 1 shots everyone. 3 chameleon gear.
Also I used to ignore the disruptor rifle. No points in em just moded for max em dmg. It knocks out everything 1 shot. I originally started carrying it for robots and turrets which it's perfect for but also can trivialize some tougher enemies.
Mele stealth is absolutely doable now if not way op. I just killed the main terrormorph by crouching in front of it and just power swinging on it. It litterally kept bumping into me never leaving caution. This is with melee just as a little side skill. I been using suppressed ballistic weaps tailored for situations. I can only imagine if I went all in on skills that synergies melee. With high stealth I was still doing just fine before update with mele it was just situational like those other guys are a bit close ima stab this dude before I switch to guns on the others.
I see alot of pistol love for stealth it's pretty cool in a splinter cell sorta way but honestly based on range of target I keep the following and it works perfect and mod for the task like a smg will have things to make it fast to put on target not range so shorter barrels etc.
Melee weap - smg (kodama or mabye a tombstone suppressed depending on variants etc) - beowulf semi med scope - hard target. Then special case stuff max em dmg disruptor and mabye if it's really good a anti xeno weapon.
Entering rooms with a kodama burst is so satisfying as you special forces the crap out of unsuspecting enemies. The peacekeeper modeed to be a suppressed close medium range suppressed hip/reflex optic with it's double magazine is a ridiculous early game sorta smg more like a suppressed saw.
Beowulf is a perfect scout riffle quick accurate powerful semi auto with the medium scope only feels a bit weak at far far distances or a little unweildy up close. Where the quick to aim smg builds or hard target are used for.
Typical playstyle: land. There's a tower near with perfect long distance vantage. Stealth to top knife dude up there no one is the wiser. Hard target enemies from far and any turrets you see. Switch to beowulf with recon laser as you enter the area picking off medium long targets hidden before. Switch to kodama enter the building in stealth note where enemies are then pop pop pop hit the guy on the move the dude just standing there and the lastly the guy half way getting out of his chair. If it's a robot facility just use disruptor and one shot everything. Disruptor makes spacers a bigger threat than robots.
Ok I will say stealth/melee updates made getting to concealment more fun but now it's super op. But honestly it's more fun. But I do min max a couple weapons to their role vs a Swiss army gun. I almost dare say 2 or more chameleon makes it too easy. Maxing weapon mods is superior to any ballistic/mele skills pistol seems to be less useful with a good pain blade and smg in close. Beowulf is probably doing most the work typically.
Just rambling. Any vanilla settings to make stealth more a challenge? I upped enemy health/lowered My damage which just made me level faster.
Mabye I'll go mostly melee and start putting points in mobility and become this fast stealthy ninja.
I want to start decorating empty Habs but the weird curved walls and corners make it impossible to make things look clean and tight to the walls without weird gaps.
Just curious if there are any mods to make it possible to lock furniture and decorations to grid points or let them clip into the walls?
Also again I'm on Xbox so no console commands...
So I did Sabotage as Skylar / stealthed the last part without activating heating. I killed no one inside ryujin or gang hide out but I did kill the assistant during coffee bs
I’ve tried set stages/fast traveling without clothes / set stages after the snn broadcast / running to elevator and waiting during broadcast and just nothing works
Everytime without fail I talk to ceo once the broadcast ends she says go convince the bitches and I say whatever then quest ends and nuero amp gets removed (I’ve tried readding them set stage etc as well)
If I try to start manually I get check warnings file which i can’t find it anywhere in any of the multiple locations sf has files I’m playing on pc if that wasn’t clear
Please help me
Edit I’ve also tried spawning in ularus and Imogene’s
so far i have my outposts workign fine even several so called daisy chains but i am wondering about a option in the cargo link selection box u open with E
so far i am using the option output link but i was wondering wat the outpost option does , the move and delete are simpel just wanted to know thanks
I got into some trouble with usec on new Atlantis and need to pay off my bounty without leaving the planet because I get immediantly gunned down by a level 32 ship (I’m level 2)
I'm starving to death on Dazra because the starvival mod isn't compatible with Shattered space. None of the food on Dazra is compatible with starvivals basic needs and I'm slowly starving to death lol please help
So I'm on NG+3, level 195, completed everything in the game I can find, now it's bugging.
So to clear the file save bugs I'm having, I thought I would go thru the unity and reset everything to empty.
Well the final quest has disappeared from my list. Anyone else dealing with this? I can still form the armillary and I went through the unity and got to the end credits just to have the game crash while the credits were rolling.
I'm hella stuc. help?
So I downloaded the Crowd Reducer mod, among other performance mods, to help my performance issues on Xbox. But I didn't expect the Crowd Reducer mod to be so violent in reducing the crowds 😄 or maybe it's just a bug, but the timing sure is interesting