Daggerfall in SPAAACE - Starfield

You can't die from co2 damage, so don't worry about having a hundred of them on you.
After something like 2000-3000 weight, a single step depletes you entire stamina oxygen bar and near maxes the co2, then you start taking massive damage stupidly quickly.

Otherwise, the beefy multi-core CPU and the SSD in particular are not suggestions. With them, this runs well so far, even on non-AMD hardware.
Bethesda really wasn't joking about that "SDD required" in the minimum required specs.
 
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I wonder when someone is going to make the first story on the site. I'd write one but it would probably be one of those self insert power fantasy types. Kind of a lot of those floating around at the moment though.
 
Honestly, I kinda want to write expanded version of ECS Constant story... if not for game bugging out and making the ship disappear so I don't know the finish to that one.
 
Honestly, I kinda want to write expanded version of ECS Constant story... if not for game bugging out and making the ship disappear so I don't know the finish to that one.
The location should appear in your activities feed - I've been able to find it again using that, however the legendary ship quests don't work so ymmv.
 
I appreciate that when you go to the moon as part of the main quest you can suggest dropping everything to go walk on the Moon lol

The variable gravity is a really great tactile element to the gameplay. Just going down the stairs has a really different feel at Cydonia compared to New Atlantis, and even low gravity locations can have degrees of difference that are quite noticeable. I went to the Moon from Triton for example and that was quite the change, even though they're both 'moonjump' locations.
 
The location should appear in your activities feed - I've been able to find it again using that, however the legendary ship quests don't work so ymmv.

No, it's stuck on Paradiso. I did get it update first time, went to talk to them, then went off to find potatoes for them and deliver some mail... and now the marker is stuck on Paradiso telling me they are there, but moment I enter the orbit the marker disappears and the ship is not there.

This is a known issue. Apparently ESC Constant can jump to unexplored system, at which point the marker will revert back to Paradiso, meaning you have to manually comb systems until you find it again.
 
It made me feel a bit funny to think of all the times I'd seen random heatworms in a facility and ignored them. They're just funny little guys, it's an abandoned planet, they're not hurting anybody and it's not their fault they managed to sneak onto a spaceship. Hell, it's probably helpful if they eat away at all these abandoned facilities that keep getting used by pirates. So I'd just leave them be, let them do their thing, grow up and reproduce.
As corny as seeing a heat leech grow about 100x its size in defiance of physics and biology, I actually found it to be a very good reveal: it recontextualized what we knew, was a huge "o shit" moment as things sunk in, and affected the whole quest going forward. Well done part of one of the better quests in the game.
 
Starfield Updates and Mod Support – September 13, 2023
store.steampowered.com

Starfield - Starfield Updates and Mod Support – September 13, 2023 - Steam News

First, an enormous thank you to all of you playing Starfield and your support. We are absolutely blown away by the response and all you love about the game. We’re also reading all your great feedback on what you’d like to see improved or added to the game. This is a game we’ll be supporting for...

Update Version 1.7.29 - Fixes and Improvements
Performance and Stability
Xbox Series X|S Improved stability related to installations.
Various stability and performance improvements to reduce crashes and improve framerate.

Quests
All That Money Can Buy: Fixed an issue where player activity could result in a quest blocker.
Into the Unknown: Fixed an issue that could prevent the quest from appearing after the game is completed.
Shadows in Neon: Fixed an issue where player activity could result in a quest blocker.
 
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Note that the patch is not for the big list of features at the top of the announcement, it's a bugfix/stability patch for the short list of things at the bottom.
 
Yeah, this is more of a hotfix for critical things. The actual regular patch is coming later with the new features. Apparently Microsofts QA is putting breaks on Bethesdas to make sure patch is working one.
 
The only mods I have is the achievement thingy and StarUI, won't be able to check on my game until later though.
 
It's certainly feeling stabler; I haven't had any crashes since the patch, so far.
 
So I decided to land on the planet that has Londonium on it, just to see if I could hunt down some Terrormorphs (since those things give a lot of experience, but I found few enough in the wilderness that I feel it's not an efficient grinding method) and I found... more people than I expected as far as random encounters go.

A Crimson Raider base was set up, which would almost be a clever way to hide (going on a planet nobody else wants to be on, with plenty of abandoned loot) if not for the fact that not only does the place have the Terrormorphs, but the UC has ships patrolling the orbit.

A random UC patrol that decided to have a combat drill against robots in the wide open area, not twenty yards from where I'd just killed another Terrormorph.

A wounded survivalist who needed escorting to his ship. And, well, I know I'm being hypocritical about this, but that seems about the worst planet to go to if you just want to hang out in the wilderness or whatever.

And, finally, some honest to goodness settlers who decided that this would be a wonderful place to build a new homestead.

I can see why the dude who was running the "blockade" seemed almost resigned when I insisted that I would be making a landing, he's probably failed to warn away a lot of fellow idiots.
 
On Googling and some empirical testing, it looks like the achievement for "reaching maximum relationship level with a companion" requires romance. Which might be obvious in hindsight, since the achievement is named "Starcrossed", but I was hoping it was less tied to romance and only romance.

I like the companions, but I don't like them in that way. They're great teammates and friends. I just don't have an interest in pursuing any of them romantically.

So I have three options that I can see: romance the companion I like the most and continue in a sort of awkward "actually I didn't truly mean it" way, romance the companion I like the least (relatively speaking) and pretend it never happened and ignore that companion entirely for the rest of the game, or give up on the achievement entirely.
 
On Googling and some empirical testing, it looks like the achievement for "reaching maximum relationship level with a companion" requires romance. Which might be obvious in hindsight, since the achievement is named "Starcrossed", but I was hoping it was less tied to romance and only romance.
Huh. This explains why just getting Sara to best-buds status didn't trigger the achievement. I was wondering if there was some even-further level I'd just not unlocked yet, as relationship ranks go.

I haven't actually interacted with anyone beyond Sara and robot-fellow yet, thinking on it, and I'm a good day or two in playtime-wise. Should probs continue the main story vs keep doing random sidequests :p
 
"Hmm, $160 bucks for a single game (even if the first DLC will be free as a result) is a lot, will I enjoy it enough to justify that?"

*130 hours of playtime*

Well there you go.

Also, speaking of lots of time in the game, after beating the main campaign and doing the thing, if you die your body dissolves into the same stuff that the Starborn do, well, other Starborn now that you're one too I suppose.
 
Huh. This explains why just getting Sara to best-buds status didn't trigger the achievement. I was wondering if there was some even-further level I'd just not unlocked yet, as relationship ranks go.

I haven't actually interacted with anyone beyond Sara and robot-fellow yet, thinking on it, and I'm a good day or two in playtime-wise. Should probs continue the main story vs keep doing random sidequests :p

I should clarify by "empirical testing" I meant just travelling with a given companion until their approval went up to an arbitrary number I assume is enough to show that there's nothing more.

In this case, I did Sarah's companion mission, and got her to "we are BFFs" status, with the game telling me Sarah considers me an "ally". This happened around approval level 600-700. My vague guess, which seems to be borne out by Barrett, is the actual "do stuff" parts of the companion questline seems to be triggered around that number.

So I continued travelling with Sarah, and eventually got 1060 approval, with no further quests or special chats with her. Since Fallout 4's companion approval was considered "maxed out" at 1000 (although the number can go higher, there's no more in-game effect), I figured the same applied here. Otherwise, it would have been too annoying if the actual maximum was 3000 or something and we had to get there purely on passive approval.

On Googling, I read that people who raised companion affinity through console commands to 4000 or above still had no in-game effects or the achievement unlock, while people who married a companion got the achievement unlock. So that confirms the testing I did.

Also I got Sarah's companion quest immediately after finishing "The Old Neighbourhood" main story quest, so that should indicate how many side activities (not even quests or missions, but just random checking out planets along the way) I did while ignoring the main story.
 
So I just learned there's an option to automatically hide spacesuit equipment in settlements and other breathable atmosphere environments. Just gotta go into the equip menu for helmet & spacesuit, and enable it via key press. Or R1, in my case.
 
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So I just learned there's an option to automatically hide spacesuit equipment in settlements and other breathable atmosphere environments. Just gotta go into thevequip menu for helmet & spacesuit, and enable it via key press. Or R1, in my case.

Wait till you find out that you can mine faster if you hold the aim button and shoot at a geode.
 
Or that you can access ship inventory straight away when dealing with traders, instead of needing to carry all that stuff yourself.
 
Despite spending dozens of hours building settlements in FO4, I keep bouncing off the outpost system.

Part of it is definitely the shoddy implementation.
While I did get the workbench/fabricator issue solved (it requires a perk on the final tier) the entire cargo link system is a clusterfuck.
It remains a mystery why I can't just tell the cargo link to only send certain materials when I could in games made 25 years ago (I could even specify how many resources to keep) but instead have to take care to keep each resource stream separate.

But, I feel like the bigger issue is that with the outpost system there is no feeling of achievement.
In FO4 when you start out, you've only got the resources to put five beds in a shack. By looting everything that isn't nailed down you slowly gather the resources to put each bed in a different shack, to upgrade the shacks to a decent house, all the way to Foamy's Fortress of Doom.
In Starfield you just plop down an outpost, build a couple of extractors and a solar panel and voila, you now have an infinite amount of that resource.

Another big difference is that outposts don't really have a purpose.
The purpose of settlements is to house as many people as possible, so you know when you're doing well.
Outposts on the other hand are just there. Adding another extractor when you've already got too many resources doesn't give the same feeling as adding another house with a bed and food.
 
Honestly they should have just, like, bolted Satisfactory or something on instead of the current outpost system; it's sorta the worst of all worlds so far as I've engaged with it. Not helped by the whole 'oh you need this huge spread of resources but sucks to be you because you can't look up where the fucking resources are, you have to click through every damn planet to see if you can find them'.
 
Give it time, I am sure that once the official mod support and tools arrive next year, someone will make Satisfactory mod. If not, that kinda shows how difficult making a 3D factory game is.
 
So I just learned there's an option to automatically hide spacesuit equipment in settlements and other breathable atmosphere environments. Just gotta go into the equip menu for helmet & spacesuit, and enable it via key press. Or R1, in my case.

Yeah, it's nice for some player immersion. Sadly the game still reads it as the spacesuit and helmet being worn, which works for stats, but does lead to random NPCs talking about your spacesuit/helmet and boost pack while you're allegedly not wearing them.

Pedantically, there are two separate checks being made: the spacesuit is made invisible if you're in a "settlement" area (eg New Atlantis, Cydonia, Akila City, Gagarin, The Clinic, The Den), and the helmet is made invisible if you're in a "breathable atmosphere" area. At the moment, all "settlement" areas are tagged as "breathable atmosphere", so there is no situation where you'll be wearing the helmet but not the spacesuit.

However, not all "breathable atmosphere" areas are "settlements", like your ship or the random outposts you might find while exploring. In those cases, you'll be wearing the spacesuit but not the helmet.

This becomes relevant due to companions, who appear to have only one check, for "breathable atmosphere", which renders their spacesuit and helmet as a set invisible. So on your ship, your companions are in their civvies, while you're still in your spacesuit, albeit helmet-less.

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A couple of things I learned about wildlife fauna on planets:

First, there is actually a rudimentary ecosystem on planets, which might help if you're missing fauna scans. Predators will hunt prey animals, so either follow predators when they're rushing across the landscape, or hang around prey animals until the predators arrive. This might take a while, so it's your choice whether to wait or look for more by yourself.

After the predators descend upon the prey animals and kill them (or get killed) and things settle down, wait a bit more, and the scavenger animals will arrive.

Second, completely unrelated to the first, is how some categories of fauna, mostly scavenger types, are considered non-hostile. Meaning they won't react to your presence, and if you circle around to their rear and crouch, you'll be considered "in stealth", even if they detected you earlier and would otherwise detect you if they were remotely hostile. In effect, you're "stealthed" because the critter simply doesn't care.

This has consequences for the Concealment skill (last tier of the Physical category), where the challenge to unlock higher levels is making melee/unarmed sneak attacks. This is very difficult for hostile humanoid enemies, but is made quite trivial by these non-hostile fauna. Just go behind them, crouch, and punch.
 
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