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Starfield Thread - now with Shattered Space horror expansion

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
288
Location
Brazil
creation kit releasing today? ok... now we have to wait 3+ years for any "worthwhile" mods
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,733
creation kit releasing today? ok... now we have to wait 3+ years for any "worthwhile" mods
>replace music
>make survival mode default
>turn on fuel costs
>give the neon strippers back their titties

game fixed. that takes what, a half hour?
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
288
Location
Brazil
creation kit releasing today? ok... now we have to wait 3+ years for any "worthwhile" mods
>replace music
>make survival mode default
>turn on fuel costs
>give the neon strippers back their titties

game fixed. that takes what, a half hour?
thats not enough
mods will have to remake the entire game for it to be worthwhile playing again
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,768
Location
The Satellite Of Love
Not much faith in this DLC being any good but one thing you can say about Starfield is that it has some of the cooler setpieces and scripted bits in Bethesda games. The escape from the ship that's falling into a nebula or whatever the fuck in the pirate questline is pretty exciting for example, and plays surprisingly well for a Gamebryo engine game. A DLC that embraces the fact that Starfield should have been a more linear FPS style game, and just gives a lot of cool missions with nice setpieces, could be worthwhile.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,733
Not much faith in this DLC being any good but one thing you can say about Starfield is that it has some of the cooler setpieces and scripted bits in Bethesda games. The escape from the ship that's falling into a nebula or whatever the fuck in the pirate questline is pretty exciting for example, and plays surprisingly well for a Gamebryo engine game. A DLC that embraces the fact that Starfield should have been a more linear FPS style game, and just gives a lot of cool missions with nice setpieces, could be worthwhile.
In development SF was going to be space Diablo where each planet is a roguelike with unique environmental challenges. It's obvious that the purpose of the scanning minigame was supposed to be discovering an Oblivion Gate-style dungeon with unique loot
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,558
"We chase dreams
Away"


P.S. "IN-GAME FOOTAGE" - thank God they clarified that, I just couldn't tell.
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,419
Not much faith in this DLC being any good but one thing you can say about Starfield is that it has some of the cooler setpieces and scripted bits in Bethesda games. The escape from the ship that's falling into a nebula or whatever the fuck in the pirate questline is pretty exciting for example, and plays surprisingly well for a Gamebryo engine game. A DLC that embraces the fact that Starfield should have been a more linear FPS style game, and just gives a lot of cool missions with nice setpieces, could be worthwhile.
The DLC should in theory be better. The base game sucked ass in part because the designers didn't dare include zero-G sections, unsure whether it would be cut or not. Now that they know it's a part of the game, they can freely include it and the dreadful combat will be raised up slightly.
 

Ibn Sina

Arbiter
Patron
Joined
Jul 12, 2017
Messages
975
Strap Yourselves In
Still one more year of wait for NSFW mods and adding more gameplay mods then maybe it will be worth trying again.
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,733

speaking as an editor, the idea that a sci-fi short story writer could adapt his content into a starfield mod is really interesting. you could make one-shot campaigns that consist of a single location or planet. because bethesda are all autistic, all the assets and clutter and weapons already exist. you could use AI to generate voice lines, repurpose POIs, reskin a couple things. like the amount of work it would take to port Classic Traveller modules to Starfield is almost zero

Also, the way Bethesda cut Trackers and House Varuun from vanilla completely to be added later on shows how competent they are. Halfway into development, Cyberpunk had to comment out its entire branching story structure to the point that they had to change what genre the game is due to spaghetti code, and none of that missing stuff even got put back in after the DLC.

Bend over, Codex. Todd's going in dry
 
Last edited:

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,768
Location
The Satellite Of Love
Yeah this is kind of exciting. The chances aren't necessarily high, but the game could become a solid modding platform, especially if it's easy to add your own planets/systems. So you could install like 50 quest mods and have a galaxy that's actually got shit to explore. The base game would just be irrelevant background noise.

AI could definitely be a boon here, for all kinds of applications.
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
1,974

speaking as an editor, the idea that a sci-fi short story writer could adapt his content into a starfield mod is really interesting. you could make one-shot campaigns that consist of a single location or planet. because bethesda are all autistic, all the assets and clutter and weapons already exist. you could use AI to generate voice lines, repurpose POIs, reskin a couple things. like the amount of work it would take to port Classic Traveller modules to Starfield is almost zero

Also, the way Bethesda cut Trackers and House Varuun from vanilla completely to be added later on shows how competent they are. Halfway into development, Cyberpunk had to comment out its entire branching story structure to the point that they had to change what genre the game is due to spaghetti code, and none of that missing stuff even got put back in after the DLC.

Bend over, Codex. Todd's going in dry

have you ever worked with the creation engine? its such a tedius process just to create a small area with a few npcs who sort of behave believably.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,558
Yeah this is kind of exciting. The chances aren't necessarily high, but the game could become a solid modding platform, especially if it's easy to add your own planets/systems. So you could install like 50 quest mods and have a galaxy that's actually got shit to explore. The base game would just be irrelevant background noise.
I used to be of the same mind right up until Bethesda rolled out the Fallout 4 "next-gen" patch. Prior to that, I could've imagined that by late 2025 or early 2026, Starfield might become a stable modding canvas with a lot of realestate, but what's the point now when we know there's no expiration date to the post-launch "support" cycle that can break anything and everything at the drop of a hat? And with "creations" becoming an integral part of Bethesda's revenue plan, the likelihood of continued "support" only increases.
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,678
Location
[REDACTED]
trailer looks weak but let's see what modders will do with the game.

To the person saying game can be "fixed in half hour", if you look at the best mods for Skyrim etc. they took years and many people to make.

Think I'll wait for the second (or third) DLC for another playthru
 

Vic

Savant
Undisputed Queen of Faggotry Bethestard
Joined
Oct 24, 2018
Messages
5,678
Location
[REDACTED]
Bethesda pretty much invented microtransactions with their horse armor pack so what do you expect

I'm more infuriated with the state of game journalism, are they just stalking reddit for ideas? poor sods
 

Snufkin

Augur
Joined
Mar 11, 2012
Messages
528
Bethesda pretty much invented microtransactions with their horse armor pack so what do you expect

I'm more infuriated with the state of game journalism, are they just stalking reddit for ideas? poor sods
You are not going believe it but my computer mouse has built in cheats that require microtransactions. :-D :P
 

ind33d

Learned
Joined
Jun 23, 2020
Messages
1,733

speaking as an editor, the idea that a sci-fi short story writer could adapt his content into a starfield mod is really interesting. you could make one-shot campaigns that consist of a single location or planet. because bethesda are all autistic, all the assets and clutter and weapons already exist. you could use AI to generate voice lines, repurpose POIs, reskin a couple things. like the amount of work it would take to port Classic Traveller modules to Starfield is almost zero

Also, the way Bethesda cut Trackers and House Varuun from vanilla completely to be added later on shows how competent they are. Halfway into development, Cyberpunk had to comment out its entire branching story structure to the point that they had to change what genre the game is due to spaghetti code, and none of that missing stuff even got put back in after the DLC.

Bend over, Codex. Todd's going in dry

have you ever worked with the creation engine? its such a tedius process just to create a small area with a few npcs who sort of behave believably.

how hard would it be to make a TIE Fighter-style questline of just some flavor text and space battles? or a Thief mission with lots of lockpicking and stealth?

all the individual game mechanics are fun. the persuasion minigame is good, the ship building is good, the combat is good, the outposts are good, the companions are good. there just needs to be more connective tissue between the game systems, which doesn't even require work that is actually expensive like assets or VA. mods should be able to bridge the gap

official NG+ also means that you could create a module that changes with every playthrough, which IIRC has never been possible before

where is the fucking mod that gives your ship and crew upkeep costs? is sam coe my slave? what the fuck? actually, slavery would be pretty interesting, like MGSV fultoning people to join your ship crew
 

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