Starfield: Difference between revisions

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ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though.
ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though.
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== Needed Fuel Capacity ==
<pre>
After some testing, I've found you only need 425 Fuel Capacity total to jump from one side of the settled systems (bottom left) to the other (top right). I just put 3 of the fuel tanks that give 210 fuel each on and I have more than enough. 2 of them is just shy of the total you will ever need so I put 3 on just to be safe.
-- PsionPhoenixGaming
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== Rename Ship ==
* Builder Mode / Flight Check / Key-ShortCut is shown

== Assign weapon to group ==
* Builder Mode / Flight Check / Weapons Tab


== Stealth Builds? ==
== Stealth Builds? ==

Revision as of 01:50, 28 August 2024

Links

Info

Traits to start with

If you don't want to research, which Traits should you start with?

  • Taskmaster
  • Wanted
  • "Freestar Collective Settler" or "United Colonies Native"

Background to start with

If you don't want to research, which Background should you start with?

  • Soldier (Fitness, Ballistics => multiple beginner weapons, Boost Pack Training => use of the booster)

Cheat capacity for output containers

Build outpost.
Build 1 container for each type of resources.
Come close to container, press ~ click on container until you'll see CONT [*******] and type setav carryweight 10000 and your container will have 10000 capacity. Then click R and transfer everything from your ship.
Jeeeeeeeeeeeeeeeeeeeeeeez...........................................
So painful to read how y'all are playing. 
-- VYM

Which perks for which weapons?

Marksmanship works with non-automatic weapons, 
Targeting works for hip firing, and 
Sniper Cert works when aiming with a scope
Rapid Reloading, Armor Penetration, Crippling, and Sharpshooting are not weapon or circumstance specific
-- damurphy72

Ship weapons, when you select them

The other main thing to remember about weapons is that they aren't heavy, so you want to stick however many you can fit in your budget - your credit budget, and your reactor budget. This means you should always consider power when comparing one weapon to another; if a weapon does 50% more damage but uses twice as much power, it's worse. 
-- platypus364

Which ship you modify does not really matter

Azuras-Becky: Does your 'foundation' ship matter, in terms of statistics? 
ZarianPrime: From what I can tell there are no base stats. It's about the parts you use. (And can afford, and what's available. )

Build your ship in your own shipyard

serenading_scug: Best Location to Build a Ship
ijiuiji: I’d say early on diemos staryard is probably the best. Only diemos parts…. But they make some of the best looking and performing parts imo. However, if you progress your outpost building far enough; you can build a landing pad with ship editor, and it’ll have more variety than anywhere else. It won’t have everything though. 

Needed Fuel Capacity

After some testing, I've found you only need 425 Fuel Capacity total to jump from one side of the settled systems (bottom left) to the other (top right). I just put 3 of the fuel tanks that give 210 fuel each on and I have more than enough. 2 of them is just shy of the total you will ever need so I put 3 on just to be safe.
-- PsionPhoenixGaming

Rename Ship

  • Builder Mode / Flight Check / Key-ShortCut is shown

Assign weapon to group

  • Builder Mode / Flight Check / Weapons Tab

Stealth Builds?

Skills:

  • Stealth
  • Concealment

You need at least "level 1 weapon mods" to be able to research and craft silencers for weapons, so start planning early for that and buy weapons with silencers until then.
Or go wild and ignore stealth until then or forever?

Mods

Starfield Mods
Name Description
Starfield Script Extender (SFSE) Starfield Script Extender (SFSE) is a tool adding additional scripting capabilities and functionality to the game. Needed by other mods.
StarUI Inventory StarUI Inventory improves all inventory screens for use on a PC. Compact display style. More details in sortable columns. Item tag icons. Category as left sidebar.
StarUI HUD

Very good mod, but currently? bugged. It does not allow me to take anything not in a container. With only 6 mods installed I am guessing it is not one of the other mods which is at fault.

StarUI HUD gives you full control over most HUD widgets and provides an updated loot list and better item cards with DPS and V/W. Resize, move, recolour or disable most of the HUD widgets. The loot list can show additional columns like V/W (sort-able) and show you the item card for hovered items!

Cleanfield - A No-Intro and Clean Menu Fix
  • No Epilepsy & Seizure Warning
  • No Bethesda Logo Video
  • No Bethesda Logo
  • No Message of the Day (Optional)
  • No Starfield Logo (Optional)
TN's Supplemental Reactors Want a bit of extra power without removing the reactor limit and unbalancing the game entirely? This is the mod for you. It adds several "supplemental reactors" which do not count as reactors, and do not add a ton of hull, which helps solve the power problem, but won't balloon your hull into god-tiers and make the combat unfun.
Add spaceship to your fleet This mod aim to add captured spaceship into your fleet without need to make it your home ship.
StarUI Configurator Configurator for StarUI mods. Easily configure all settings with a well aligned and easy to use interface. Provides help texts, sliders, dropdowns, toggle switcher and specialized column-picker and color-picker widgets to make individualizing your StarUI mod an ease.