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> Starfield, Bethesda Game Studios Upcoming Title
TheCheshireKhajiit
post Jan 10 2026, 05:59 AM
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QUOTE(Kane @ Jan 9 2026, 09:06 PM) *

QUOTE(TheCheshireKhajiit @ Jan 9 2026, 09:06 PM) *
QUOTE(Kane @ Jan 9 2026, 05:22 PM) *

That's surprising about the piercings. The one I use doesn't have any requirements.

Yeah idk. I guess no one has thought to bring a mod like it to consoles. I looked up piercings, earrings, jewelry. No dice.

I didn’t see a Legendary weapon/armor effect recycler listed obviously on your list. Do you use something like that?
Starfield Extended - Craftable Quality lets you increase the weapon and outfit tiers from base to superior or anything in between.

Legendary Effect Overhaul lets you craft whatever legendaries you want onto outfits and weapons. It's resource intensive, but you get results like this!

I think I have a mod that does the quality crafting. I’m using a mod that adds a device you can build in settlements or ships that lets you remove legendary effects from items. It converts the effects into mods like any other weapon or armor mod that you can then apply to whatever weapon or clothing item you want. Doesn’t require any additional resources. I like it but it could be seen as overpowered by some.


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Kane
post Jan 10 2026, 01:09 PM
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LEO adds new projects to research at the Research Lab that unlock legendary crafting. At level 105, Andromeda has had them researched for a while!


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mALX
post Jan 12 2026, 09:15 PM
Post #283


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QUOTE(Kane @ Jan 8 2026, 07:45 PM) *

QUOTE(TheCheshireKhajiit @ Jan 7 2026, 12:51 PM) *
QUOTE(Kane @ Jan 7 2026, 11:31 AM) *

I'll share my modlist tonight, it's at or over a hundred I think.

Goodness. Lol




HOLY CRAP!!!! Other than the script extender, do you use a mod manager? This is an amazing list!!! Did you get them all from Nexus or the Creation list via Bethesda?






QUOTE(Kane @ Jan 9 2026, 06:52 AM) *

I don't think so; but I also don't use anything except for the habs from the Stroud Premium edition mod. They are soooooo much cleaner and brighter, and more posh looking.

The amount of mods I'm running is pretty minor compared to other games. I just rebuilt Fallout 4 at a little over 400 mods, and my handcrafted Skyrim list officially broke 1000 mods this month.


panic.gif This is fantastic! Is your list (above) the load order too?






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Kane
post Jan 12 2026, 09:50 PM
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I live and die by Mod Organizer 2, and all those mods are from Nexus.

My load order is different, that list is the order everything is installed in in MO2. The lower the item on the list; the higher the priority.


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mALX
post Jan 12 2026, 11:24 PM
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QUOTE(Kane @ Jan 12 2026, 03:50 PM) *

I live and die by Mod Organizer 2, and all those mods are from Nexus.

My load order is different, that list is the order everything is installed in in MO2. The lower the item on the list; the higher the priority.


Thank you for the tips, I really appreciate it!





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Kane
post Jan 13 2026, 12:30 AM
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QUOTE(mALX @ Jan 12 2026, 05:24 PM) *
QUOTE(Kane @ Jan 12 2026, 03:50 PM) *

I live and die by Mod Organizer 2, and all those mods are from Nexus.

My load order is different, that list is the order everything is installed in in MO2. The lower the item on the list; the higher the priority.


Thank you for the tips, I really appreciate it!



Anytime!


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Renee
post Jan 21 2026, 01:32 AM
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Still stuck in the beginning of the game, struggling with learning how to fly on the fly, with half-baked instructions, but at least I found this video. --This vid is somewhat annoying with the jam-boy music in the background and non-Starfield moments flashing constantly, but it's the most comprehensive tutorial I've found so far. He at least explains everything Vasco/Bethesda don't. I had no idea we can brake, for instance.

This post has been edited by Renee: Jan 21 2026, 01:33 AM


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Acadian
post Jan 21 2026, 01:20 PM
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Sounds like a fine idea - stick with that until you're comfy with it perhaps. smile.gif


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Renee
post Jan 22 2026, 12:19 AM
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You have no idea how much work I've been putting into learning how to fly in this game, Acadian. I mean, you were in the military, I'm not sure which branch, but in the Air Force I assume there's a lot of learning time before cadets even get in a plane. Nobody just allows you to fly until you're trained, and certainly not into enemy territory.

Beth usually makes great tutorials, to the point of idiocy sometimes, but they finally choked with this flight & combat stuff, blea!!!

>>Hey, but I do have a question though; has anybody looked into whatever editor (GECK, CS, Creation Kit, whatever it's called for Starfield) in outer space? I'm talking about the Render window. How do they structure objects & items like planets with all that space around them? Is there just lots of "void" in this window?

Hard to explain what I mean, but in earlier editors, void surrounded every cell and worldspace, if you placed or dropped an object into this void it would either float in mid space or it would fall into nothingness in the actual game.

Hard to explain what I'm asking.

This post has been edited by Renee: Jan 22 2026, 12:19 AM


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TheCheshireKhajiit
post Feb 11 2026, 07:54 PM
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So a funny thing happened and I seem to have gotten my current character into a bit of a pickle. So we jetted over to the Feynman system, just looking for a place to unload a couple of crew members that are better at running an outpost. There I found a Crimson Fleet Phantom III sitting around, so I promptly commandeered it. Well, as it turns out, that was a mistake. I was flying a modified Ecliptic Stilleto, which apparently has a much larger range than the Phantom. Now we are stuck, only able to travel between Feynman and the nearest system, Xi Ophiuchi. I could reload a save but I’m curious to see if I can play my way out of the situation. I’m guessing I’ll have to hope to be able to take control of a ship capable of getting us back to civilization or find enough materials to build a landing pad that will let me change my home ship. laugh.gif


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Kane
post Feb 11 2026, 09:27 PM
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Ooh, that is certainly a fun challenge to stumble into. And the landing pad with the shipbuilder requires quite a few components. Best bet is to hope something with better jump range lands.


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TheCheshireKhajiit
post Yesterday, 02:12 PM
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Well we made it out of our predicament. Between the resources on the various moons and planets, and the loot we took from a couple of other ships we found (a derelict and a Varuun Litany), the Feynman system had everything we needed to build the landing pad with shipbuilder. So now we’ve got an outpost on Feynman IV, a good planet with safe water and a breathable atmosphere, ready to extract iron, aluminum, and helium-3, and complete with a landing pad. Once we got back to New Atlantis, we upgraded the Litany’s fuel and grav drive to allow for a greater range, since it has the largest cargo space that we have come across as of yet.


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