As a person who has done just that, I want to be able to assign my settlers to jobs like shop keepers, preacher, doctor at the hospital, mayor, ranger etc!
Exactly, that would help with the monotony. I always remember a certain quest in TES 04 (Oblivion), where I expected just that to happen after defeating the competing Goblin tribes, but it just ended.
They put it really poorly. The 255 limit... essentially they fixed the soft cap. They dumbed down the patch notes for it, but if you know what the soft cap is, just know, they finally fixed it. Our limit is now the theoretical 4500 or so.
That is also my understanding. Still waiting to confirm if the GetFormFromFile() script function is fixed - that will enable better cross-mod compatibility without the need for separate for authors who want to do this.
Man I hope they update the Creation Kit again soon so we can get some custom animations for mods! ....They were talking about Shattered Space being more CQC focused, yet SF's vanilla melee combat is somehow even worse than Oblivion's with no directional power attacks/ direction contextual attacks? 😭 We need a melee system overhaul, or at least a larger variety of animations STAT 🙏🙏🙏
To be honest, the biggest thing I want in Starfield is a more "seamless" experience whilst travelling through space / landing on planets. I know you can travel sometimes without the use of menus by opening your scanner whilst in your ship to initiate grav jumps for example. But I am talking flying to the planets to initiate a landing sequence. Could easily disguise breaking through a planets atmosphere with a loading screen similar to how Star Wars Outlaws did it. I don't think we will ever get anything as seamless as No Man's Sky. But something closer would be amazing.
I completely agree-seamless travel would elevate space adventures to a whole new level. The modding community has already done incredible work, and reviewing their creations has been nothing short of amazing. It feels like something Bethesda could eventually deliver, but it may take a couple of years. Here's to hoping, or at least dreaming, that we’ll see this feature officially implemented in the future.
Can't do it like sw outlaws, since starfield has way more planets, many of which don't even have an atmosphere. Seamless space travel is totally possible, at least within a star system.
The current limit is actually mod index slots, not the number of mods. Many mods take several index slots. This is why you read about people hitting the limit without having anywhere near 255 mods. This new DLC/update should make the limits based on the total number of mods instead - up to 253 Full, 256 Medium, and up to 4096 Light.
As someone that has had days upon days of hell issue with the game mod limit, I celebrate that issue being resolved by Bethesda. To me, that’s bigger than the DLC itself in scope because I haven’t been really able to add much any mods at except for 1 for 1 deletion of a mod and adding back a better one instead but still not increasing the mod count.
@@SiNKiLLeR_ could of just been game changing update title mate, I also feel a little bit click baited because I knew about the update. We don't know what else will be added with the DLC but we can shake hands and forget it lol. Great video as always
I'm sure I'm not the only one thinking that large new handcrafted content in a game starving for large new handcrafted content is way more impactful than just adding more mods 😂
@@Buzz_329 I 100% believe you misunderstood the Title of the Video. The title is stating that the Update is bigger than Shattered Space! This means that not only are we getting Shattered Space but we are also getting some Game changing updates along with it!
Bethesda should include better mod categorization guidance so creators can help users know where to place things in their load orders. I currently have about 100 mods running smoothly by it was some trial and error to get things working well. I cringe knowing most will likely break with the update, but hey, it’s all part of the game experience!
So, it can automatically reduce the polygon count and reduce the size of the texture sheets. You can turn off bump maps and specularity maps, also leaving just the color map for distant objects.
I just need one mod that will really allow me to enjoy and employ mods: Turn off the blocking of achievements while mods are enabled. If the only mods enabled are cosmetic, why block achievements? Let me have my curvy companions without blocking achievements! lol
This has been a hugely requested feature but it seems like they just wont allow the achievement disabler otherwise it would have been up there already.
Break all my mods? As many times as I’ve started over, if it breaks my game, I probably won’t experience shattered space for a couple months because I’m going to rage quit
It has a good chance to break some mods but it will depend on what mods you have installed. Some might not need updating but I expect some will. I will load in with all mods disabled on release.
What is ridiculous, is how in the world is there no auto load order for Xbox? I don’t have a pc, but I believe they have a program or whatever that does auto load your mods for optimal performance and no or minimal conflicts so why are Xbox users left to figure mod load orders out themselves and hope for the best? This is absurd, and leads to abandoning the game from being fed up with crashing, more bugs added to the already existing plethora annoying instances and having to watch content creators like this channel showcase all kinds of mods that can’t even be played on your console because heads show up with no bodies or content doesn’t load etc etc! 😳🤦🏻♂️🙄/✌️🤲☝️🤔
@@nexotoflua3739 so you agree it’s “ridiculous” to have mods for Xbox but no load order? Totally illogical, set up for failure when auto load order should be standard requirement! I wonder if there are actually pc gamers who don’t use load order organizers and just guess where to put their mods! 🤦🏻♂️🤷🏻🫣/✌️🤲☝️🤔
The auto sort thing I think is the Nexus mod manager system but apparently its not good at the moment. But I have many issues as well if not all the same problems. I will spend half the time trying to get the game to work so I do hope it gets easier for us all. But what I do know is that there are many things to make it easier for ourselves but we have to practice this from the beginning otherwise saves get stuffed up. Hopefully do a video on it soon.
@@SiNKiLLeR_ thanks for the quick and somewhat reassuring response, letting me know that even pc users got problems also! Hopefully, Bethesda’s pioneering mods to Xbox will revolutionize gaming as a whole and eventually have little to no problems that we “Magellanistic Gamers” have to suffer through. Great content, keep goin bro! 🙄🤷🏻👊🏼/👌✌️🤲☝️😉
@@SiNKiLLeR_ Yeah I believe I sent in a ticket a while ago. Same with the bug where you couldn't open the inventory after passing through unity. I thought it was just a hard mode challenge lol. That one seems fixed now.
Well I wouldn't say that, because when you zoom in with a sniper from long range it takes a minute to see clearly sometimes. Then you can see the animal coming and leaving the zoom line. So it with be a plus if they would fix that on sniper rifles.
I don't know if it's feasible to create a auto-sort for load orders I try to place mods properly & I've even watched videos on it but sometimes a mod will completely fubar my game, I downloaded the Aardvark shipyards which was ok till I closed my game then when I tried to get in the next day it just crashed every time on the loading screen after I deleted it I got in no prob's which I am thankful for because I don't want to lose another character to a mod I hadn't even got a chance to use yet.
I hope some kind of system like that comes to Creations. I haven't tried it on Nexus but they apparently have some system to try sort them but its not any good. I it was an easier process but I honestly have the same issues. Certain mods don't like to play well together and or are saves get mucked up.
It would depend on what mods you have but I think there is only a few that would break your save completely. Outpost mods could be a problem if you dont delete all the mod objects you built. But if you stay away from the outpost it might be okay. But its honestly hard to say for certain.
Not say these aren't good things, they're steps in the right direction. But Starfield needs a No Mans Sky (NMS) style overhaul. The planets are still barren, there are no dresses for the female characters, I'd like to see actual Capital starships, not just the 3 that can only be seen/engaged with by dumb luck. There are giant mechs in the game, left overs from the war between the 2 supposed main factions. Why can't the Crimson fleet have some, or that merc group, in secret? As a member of Constellation, why can't you, as an explorer, help would-be colonists find a place to settle down? Could be a simple small village with a landing pad for smaller ships, that you help build up over time. That kind of thing would help with the feeling of emptiness that's still prevalent.
What do you suggest, guys: Should I uninstall all mods completely before the patch/dlc or is it enough just to deactivate them? I'm using mainly creations from the mod store, and a handful of nexus mods. I probably should uninstall everything, right?
When it comes to big DLCs and updates for Starfield, it's generally a good idea to uninstall or disable all mods before applying the patch or DLC. Here's why: Compatibility Issues: Major updates often alter game files, which can break mods, leading to crashes or bugs. Mod Updates: After an update, mod authors typically need time to update their mods for compatibility. If you're using mods from both the mod store and Nexus Mods, I'd recommend disabling mods temporarily, then updating further down the track before enabling. For me I will just disable all of the mods before starting Shattered Space.
@@SiNKiLLeR_ Thanks. I just was wondering if there's a big difference between disable or uninstall in this case. Then I will just disable them as well and wait for the updates 👍
I just deleted my mods from creations, my whole Starfield folder, and uninstalled on Steam. When Shattered Space releases, I will do the load order and downloads again. As every time I update mods without going through this overkill process, it makes the performance worse and sometimes crashes because mods even when deleting them in creations, linger in your game folder. So if you download a mod again, it could be redundant or cause issues.
@@XcosmogenesisX I thought the same too but after deleting then going in the game folder where creation mods specifically are installed, they still existed. So the best way is to delete all creations and check your game folder. If they are still there just delete the whole file and uninstall. This will give you a fresh copy. I would say do a verification and it would be quicker but it downloads the whole copy again regardless and much slower because it is comparing the copy from Steam.
Have they fixed issue with vehicle yet. I go in to buy it and it's 500 different ones but they are all ship parts. Haven't been able to use the land vehicle yet because of it
That sounds like a real bad bug there. They do try fix the more normal issue of not being able to buy it or buy modded ones but not certain about your issue. That sounds like some mod conflict.
shit happens mate and sometimes you just got to roll with it. But thanks for the pick up I will most likely say it wrong again. I hope your keen ears pick it up :)
I have a Xbox Sirius x I download 10 mods on I game can't load properly my game saved to have 250 mods it's impossible on my Xbox series s my game can't even run properly even at 120 frames for a second do to these mods
@@SiNKiLLeR_ No, it's not. It's a good news for people who used glitches in their ships. And good news for people who make and use large map altering mods. IMHO both groups are very minor part of the player base. And even for these it's just a good news. Not biggest news since Starfield was released.
Its hard to compare the two. Fallout universe style is my preference as well but the point for Starfield is the future and what will be possible. Thats for me at least, I'm really enjoying the modding side of things. Shattered Space looks like a big step in the right direction but time will tell.
I'd say that's debatable and personal, fallout is based on the age old theme that nuclear fallout would mutate things rather than just kill🤷♂️ Starfield is based on Hard sc fi which is taking what we have now and just expanding it across the Galaxy, that's why people's desperately asking for a alien race in DLC will probably go on deaf ears
@SiNKiLLeR_ that's the whole point. Starfield "future" is IMPOSSIBLE. For example, I just don't buy that humans would gave up on cars and ground vehicles in general. I won't buy that in village like New Atlantis would exist unironical slums. And I won't believe that humanity effectively give up on technological advancement while having unlimited energy. I just don't believe that Starfield universe could exist. Fallout could. TES could. Starfield couldn't, or all it's inhabitants must have negative IQ.
@lefantisx7886 did you just say that Dragons mythical races and magic of Elder scrolls could exist compared to humans giving up cars 🤷♂️🤦♂️ again you are not in your right mind we have done nuclear testing we didn't get Rad roaches, Gouls. If so Chernobyl would have been a completely different situation 🤷♂️ so the fallout world is a stretch on mutated fish and radiation sickness, but Elder scroll is full fantasy. Next, you will say Game of Thrones is historical 😂
@kevinlist3330 apparently you completely don't understand what I'm talking about. Ok, sure. Yes, I'm saying that real-life dragons are more realistic than humanity while having infinite sources of energy didn't figure out long-range communication. And cars, yeah.