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HeyYou

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Everything posted by HeyYou

  1. There are a couple different tricks to make mods work in the games data folder, (as opposed to the one in My Games...) All it takes is changing a few lines in the ini file, nuking the data folder in my games, and down the road you go. There is also an SFSE plugin that accomplishes the same thing, though I have no clue how that one works..... :) Installing mods to my operating system drive just isn't going to happen. That was an incredibly bad idea on beths part. I am sure it has some advantages..... (if you wanted to nuke all your mods... there they are.....) but, no. Just. No. I have a 2TB drive for my games, I have a 500gb drive for my O/S, filling that up with mods is just stupid. Wonder how much of an effort it would require to simply move the 'my games' folder, to the games drive? That would work as well.... but, the community needs to decide on a single 'fix', so that everyone is on the same page.
  2. Oh, wow, Beth's new game is similar to their old games.... I am stunned I tell you, STUNNED.
  3. That, and all the various solar collectors, windmills, storage tanks, and such like. They are quite literally EVERYWHERE, but, you can't do anything with them, even if they are IN your outpost border when you place it. Would LOVE to see that change. :D
  4. Go to one of the Self Service Bounty kiosks that is NOT in Freestar space. They can usually be found in bars.... There is one in the Viewport in New Atlantis.
  5. Not yet, but, there will be. Modding tools don't come out till next year though, so, it's gonna be a bit.
  6. Two separate issues there. For the 'look speed' while on foot, there *should* be a slider for that somewhere in settings. On your ship, it depends on the ship. :D The maneuverability stat specifically. The closer that number is to 100, the faster your ship will react to your controls. If you think you turn too fast, fly faster. As you go above about half throttle, the ship doesn't turn as quickly. :D Play with it. Find the speed that suits you.
  7. I think you seriously underestimate modders. I expect to see some pretty dramatic improvements in gameplay, additional content, more quests, more locations, etc. This game has a LOT of potential for modders.
  8. Prolly gonna have to wait for the modding tools to come out before this concept is realized. There have been mods of this nature for previous games, but, they have been rather script intensive, and we aren't really sure of how all that works yet. Once the CK releases, I expect a 'more enemies' mod will come along within a couple months. :D
  9. Making ladders/hatches/doors PLACEABLE, instead of automatic would be a godsend. Of course, that would require that you could actually SEE the interior of your ship while you were building. An 'inspect/tour' option would be nice as well, BEFORE you spend the credits on it. :D
  10. Well, keep in mind, we are 20 years out from a major war, and at least one city was completely destroyed... That said, yes, development seems to be a touch slow.... Look what happened here in the US in 200 years. :D We went from an unexplored continent, to a rather populous nation. Granted, we had a pretty much unlimited supply of people coming in, which doesn't seem to be the case for Starfield. Earth is a barren rock. And from what some of the things I have seen, not everyone made it off earth. Still, you would think there would be more significant population centers..... Of course, space is HUGE, and most of it is indeed empty......
  11. Sounds like a good idea for a mod. :D The more environments your suit protects you from, the heavier it should be. 'Cause somehow, "sneaking' while wearing a space suit?? HHhmmmm.......
  12. Va'ruun scriptures give you bonuses? I don't generally pick them up, as they are considered contraband......
  13. Those are usually under 'structural' tab in the ship builder..... Granted, the selection is a bit limited.
  14. I would like to be able to assign my excess ships to such a task..... I mean, what's the point of having a dozen ships, if only ONE is in use at a time?
  15. I am looking forward to seeing the ladies in the game wearing something more flattering. :D I play in first person, so, what I am wearing is pretty much irrelevant, it's what EVERYONE ELSE is wearing, that becomes the eye candy. :D
  16. Oh yeah. Once the tools are out, the number of mods, and things they are able to do.... will skyrocket. :D Keep in mind though, that a lot of mods for the older games were also just tweaks to various game settings. They were simply able to do it via an esp file though. :D Once the CK releases, it's highly likely that all those 'bat' mods, will become ESP files.
  17. Yeah, build mode has some issues...... One thing I would like to change right away is, being able to adjust the height of the shipyard at my outpost...... Having to climb all those stairs is a pain.
  18. I want the ability to Decline Missions. You can do so for the ones you get from the various mission boards after all. Some of them, like a couple on Neon, I don't want to do, but, I also don't want them cluttering my missions menu for all time either.....
  19. So, I got the RazorLeaf... but, it was so underpowered, I decided to rebuild it completely from scratch. Deleted everything, rebuilt it, renamed it..... Later, encountered some bounty hunters... imagine my surprise when they all started hollering "It's THE MANTIS!!!" turned friendly, and jumped away...... Ooops. :D
  20. Yeah, it would be nice if the cargo links worked like provisioners in FO4.... Build one in your outpost, and you are connected to EVERY other outpost that has one. The game already knows what each and every outpost has in inventory..... (and having a screen in your menus that would also show this would be awesome.....)
  21. Having another ship, (or two, or three...) that act as 'companions' in space, would be great. Just being able to use them as 'pack mules' would be a godsend. :D Have your nimble fighter-type craft that you generally fly around in, and have your massive cargo ship following you around. Of course, that would also require them having linked inventories. :D
  22. Yeah, you can hold that big, bulky cutter, but, can't hold a pistol??? Really? I would like to see scopes get something like the 'scanner' effect. :D
  23. I didn't think it was supposed to work in combat??
  24. Some rocks disappear when I build on top of them...... some don't, until I build something inside the hab, that also occupies some of that space.....
  25. There is even a utility that shows the entire list, that allows you to change 'em. :D
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