Starfield: Ground Control To Major Todd (2024)

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Helezhelm

Inspiring Fanfiction Writer
  • Wednesday at 4:21 PM
  • #4,926

Here's a proper patch notes with quotes for anyone who can't access to website:

Starfield Update 1.11.36 Patch Notes

Feature Highlights

  • Improved surface maps - We've heard your feedback, and we've made some big improvements to surface maps, so you'll always know just where to go and no longer "get lost" on the way to your parents' place (and they weren't buying that excuse anyway, you should really go visit them).
  • New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that!
  • Added Ship Decoration mode to the interior of Ships – now you can decorate your ships just like you can with Outposts!
  • Added Tabs to Container menus to make managing your inventory easier.
  • Added the ability to change Traits and appearance after entering the Unity.
  • Added Dialogue camera toggle in the Settings.
  • Added Display settings for Xbox Series X to prioritize Visuals or Performance, adjust Frame Rate Target, and toggle VSync (Series X).
  • That's just the tip of the iceberg. Read on for a full list of fixes and improvements!

Xbox Series X Display Settings

We've heard from many that you'd like to have more control over the graphic fidelity and performance on Xbox, similar to how PC players can customize their experience. We're now enabling that on Xbox Series X with a few options that you can use to find the best fit for your playstyle and display.

For each of these, we highly recommend a Variable Refresh Rate (VRR) Display running at 120hz, and to verify your Xbox is setup to use it. If you have it setup this way, Starfield will now default to a frame rate target of 40, while keeping the priority for full visuals.

  • Frame Rate Target: You can now choose between 30, 40, 60 or an Uncapped frame rate on VRR displays. If you do not have a VRR display running 120hz, you will still be able to select from 30 or 60. Screen tearing may occur at times when selecting 60 on a non-VRR display.
  • Prioritize: You can now prioritize between Visuals and Performance while trying to maintain the frame rate target. If you're choosing a frame rate target of 60 or above, we recommend changing this to Performance. Prioritizing Visuals keeps the highest resolution while maintaining full detail for special effects, lighting, and crowds. Prioritizing Performance lowers internal resolution and detail for special effects, lighting, and crowds. Both modes may adjust internal resolution dynamically when scenes or action get heavier as well. When switching between modes, you will see the lighting change briefly as the system catches up to the new mode.
  • VSync: You can now toggle between VSync off or on. Choosing off will separate the game frames from the monitor's refresh rate, and may result in screen tearing. Toggling On will synchronize the frame rate to the monitor's refresh rate avoiding screen tearing but limiting number of frames.

General Bug Fixes

  • General Stability and Performance improvements.
  • General improvements for Character fleeing, avoidance and pathfinding.
  • Fixed various issues with object placement.

Gameplay Bug Fixes

  • Fixed an issue that could cause a ship's maximum shield capacity to appear decreased after loading a save with certain assigned crew.
  • Fixed an issue where invisibility could persist on a companion's weapon after invisibility effect ended.
  • Scanning flora/fauna XP is now also awarded via harvesting/killing.
  • Resolved an issue with unintended harvest items appearing in flora from blended biomes.
  • Addressed an issue that prevented repeated docking with a previously commandeered ship.
  • Fixed an issue with Class C flight behavior after entering targeting mode while boosting.
  • Addressed an issue that could occur when attempting to dock with a ship as it grav jumps away.
  • Fixed a ship scanner issue that could occasionally display incorrect hostility or crew count.
  • Fixed an issue where docked ships would appear to overlap after loading a save while boarding.
  • Stunned Characters should no longer display the option to talk to them.
  • Fixed an issue that could cause apparel to not display as intended on mannequins.
  • Helmets placed on Mannequins should no longer cull the neck and torso section.
  • Addressed an issue that could cause weapons to duplicate when looting and enemy.
  • Addressed a rare issue that could cause characters to not exit dialogue when attacked.
  • Fixed an issue that could cause the dialogue camera to quickly shift focus when exiting conversations.
  • Neon and Ryujin security should be more diligent on arresting the player for criminal behavior.
  • An Autosave should now be created when fast travelling to the player ship if Save on Travel is enabled.
  • Fixed an issue with sandstorm hazards not working as intended under certain conditions.
  • Fixed an issue with weather changing incorrectly when entering a ship.
  • Addressed an issue related to using the Starborn Power 'Inner Demon' on certain Robot models.
  • Resolved a few issues related to loading a save after using 'Phased Time' power.
  • Fixed an issue with lip-sync while 'Phased Time' was active.
  • Fixed a rare issue that could cause legendary Starborn weapons to lose their special effects.
  • Resolved an issue that could prevent storing items in containers aboard the Razorleaf.
  • Addressed an issue that could cause the player to appear as if they were in zero gravity after completing a temple.
  • Fixed an issue with Rifle Certification skill that could prevent faster reloading benefit.
  • Resolved issue with certain weapons not being able to fire immediately after they were aimed.
  • Resolved and issue that could cause melee attacks to occur without animation.
  • Fixed a visual issue with the Laser sight emitted from an enemy Magshear.
  • Resolved a weapon visibility issue that could occur when opening the hand scanner with 'Toggle Iron Sight' setting enabled.
  • Fixed a weapon visibility issue that could occur when switching between weapons of different types.
  • Addressed an issue with how the Subtitles from the ECS Constant were displayed.
  • Addressed an issue with gaps appearing on the character when previewing helmets in the Transfer Menu.
  • Resolved and issue that could cause clothing to be seen through the spacesuit after aiming with a scope.
  • Addressed and issue that could cause enemies to receive unintended force when killed.
  • Fixed an issue that could occur when killing a seated character.
  • Loading save should retain camera settings.
  • Addressed an issue that could cause quests to have a much longer cooldown than intended.
  • Resolved an issue where UC ships could still send friendly hails to a member of the Crimson Fleet.
  • Fixed areas of Moara's ship where player could become stuck.
  • Fixed an issue that could cause the desk inside the Ship Services building in Akila to disappear.
  • Fixed an issue that would prevent random ship encounters from landing on planets in some situations.
  • Fixed an issue with the turn counter on the persuasion minigame when dealing with the Star Parcel Freighter.
  • Ship Service Technicians should now return to their normal location if they had previously wandered away.
  • Players who find their way into Benjamin Bayu's penthouse should now be able to exit properly.

Graphics Bug Fixes

  • Exterior ship lights should now appear as intended in Photomode and during travel sequences.
  • Fixed various shadow issues (flickering and precision).
  • Fixed an issue that could cause the galaxy map to zoom out to an incorrect extent. (PC).
  • Fixed a rare issue that could cause the ocean to not blend smoothly with the shore.
  • Fixed an issue that could cause the screen to be stretched on 16:10 and 32:10 screens with FSR3 in the character editor (PC).
  • Improved the look of depth of field in specific cases.
  • Fixed subtle flickering that could occur on some on highlighted parts in the ship editor.
  • Improved the look of lighting and shadow under trees.
  • Improved wind direction consistency.
  • Fixed an issue causing the glow of stars to be slightly visible through planets.
  • Fixed a few visual artifacts with some VFX.
  • Improved the look of rain ripples on water.
  • Fixed an issue that could cause missing fog to occur while landing in Neon.
  • Improved flickering artifacts sometimes present with upscaling techniques DLSS, FSR, XeSS (PC).
  • Fixed a few flickering and ghosting issues for FSR3 (PC).
  • Fixed an issue that could cause the game UI to disappear after changing the Borderless Full Screen option when using FSR3 (PC).
  • Fixed an issue that could occasionally cause artifacts during camera transitions.
  • Fixed a rare issue that could cause missing object highlights in the hand scanner.
  • Fixed a rare issue that could cause visible rain effects inside a spaceship.
  • Fixed an issue that could cause water to turn white in New Atlantis when using a particle beam.
  • Adjusting a setting option that read as "Off" to now read as "Low Quality" for motion blur.
  • Adjusted the default value for Ship Third Person FOV.
  • Fixed an issue that could cause weapons on racks or in containers to disappear or change upon re-entering the player's ship.

Outposts Bug Fixes

  • Fixed an issue that could cause robots to appear unassigned after deleting the Outpost Crew Station.
  • Addressed an issue with Cargo Link parts not updating orientation after moving a structure at an Outpost.
  • Removed red outline that could sometimes remain on objects after they were repaired at an outpost.
  • Fixed an issue where changing greenhouse flora types in Outposts could disconnect the water input.
  • Resolved an issue with environmental hazards persisting inside outpost structures built in hazard areas.
  • Fixed an issue where greenhouse plants sometimes didn't move correctly when the greenhouse was relocated.
  • Fixed issues where stairs could sometimes be deleted when deleting objects placed on them at an outpost.
  • Addressed an issue that allowed the player to reach unintended locations by stacking furniture in Outposts.
  • Resolved an issue with storage container auto foundations appearing where stackable containers already exist in Outposts.
  • Fixed an issue with Outpost wires not moving correctly when a wired structure was moved.
  • Addressed an issue that could cause habitat modules to float when supporting structures were removed.
  • Fixed an issue that could unintentionally affect the ambient audio of Outpost items.
  • Fixed an issue with inner-system cargo ships not unloading resources to capacity.

Quest Bug Fixes

  • Back to the Grind: Fixed an issue that could cause the camera to unintentionally return to first person when exiting the interview seat with Imogene.
  • Breaking the Bank: Fixed an issue where unselected Dialogue options would incorrectly gray out when talking to Chief Purser Murata.
  • Breach of Contract: Resolved the issue where Dr. Keala may not have been present at the intended location.
  • Crew Encounter: Resolved an issue that could cause Betty Howser to not appear in Jake's bar to be hired.
  • Echoes of the Past: Fixed a rare issue that could cause Delgado to get stuck while traversing the canyon.
  • High Price to Pay: Fixed an issue where progression could halt if a United Colonies character was hit during the escape.
  • Hostile Intelligence: Resolved the issue that could cause the Steam Tunnels to become inaccessible if the mission area was left for a long time.
  • Into the Unknown: Addressed an issue that could cause Vladimir to no longer give the Player Temple locations.
  • Into the Unknown: Fixed a rare issue where the temple location would not populate when receiving the "Go to" objective.
  • Legacy's End: Fixed an issue that could cause Huan Daiyu to not be positioned as intended at the end of the mission.
  • Legacy's End: Fixed in issue that could cause the Crimson Fleet Prisoners to have incorrect idle lines while standing in the Brig of the Vigilance.
  • Legacy's End: Resolved an issue with returning to the Key if a freed prisoner was killed.
  • Loose Ends: Addressed an issue that could cause the scene between Neshar and Neon Security to not occur as intended.
  • No Sudden Moves: Fixed a rare issue that could cause Petrov to get stuck walking to the artifact.
  • One Small Step: Addressed an issue that could cause Vasco to appear stuck in the floor of a commandeered Crimson Fleet ship.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive an unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy's End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.

Voran

  • Wednesday at 4:23 PM
  • #4,927

Since I don't have my volunteer stuff this weekend, I'm planning on giving this a whirl again. Doing my own form of modified newgame plus. Ala, take my current character, figure out his level and stats and stuff, start a brand new game and use cheats to buff me up to where I was...probably level too (I think I was around 50?), then crank up difficulty on the new game and run from there. Been away waaay too long to just continue from my last save.

No idea how much my nexus mods have changed either so I'll have to a do a cleanup anywya.

edit: plus I've seen some nice new mods that do things like increase outpost build radius, will give those a shot.

Last edited:

Helezhelm

Inspiring Fanfiction Writer
  • Thursday at 2:12 AM
  • #4,930

Wow, that map looks great with new changes.

Unfortunately, I just finished re-downloading the game and now has to download 24 GB patch, so three hours before I can play it. Oh well!

Pizza Splitter

Absolutely not cute anti-hug science commander

He/Him

  • Thursday at 12:24 PM
  • #4,931

How are the difficulty stuff for those that have gotten on it by the way? The map stuff from what I understand is detailed enough that it makes seeing what POI before you get there real easy and even not have to bother with the scanner for temples.

Voran

  • Thursday at 1:56 PM
  • #4,932

Might give this a bit more time to breathe, at least on the mods end. As expected there is some wonkiness with mods last updated in 2023 with the new stuff.

Helezhelm

Inspiring Fanfiction Writer
  • Thursday at 10:42 PM
  • #4,933

Oh man, the maps are soooo much better, now I can navigate through city properly and find cool stuff within the map at random planets on moons. And 60 FPS mode made huge difference, as the combat is much more fluid and more smoother than before.

I haven't tried ship customization out yet to see how much they have changed. I know that they added interior decorations but have they fixed placement of modules up to make snap-on so I can avoid multiple ladders in a way?

Major Diarrhia

Adviser (Vs)

  • Yesterday at 9:11 AM
  • #4,934

Did I find a new mission? I just had a random encounter where someones says Daimos has a psychologist on staff, and it turns out they're the woman at the Broken Spear. I never got a mission with her before.

This true. The way I'd handle it is that you can threaten to drop said asteroid on something pretty to drive the value of the planet down. The Corpos send ships to stop you and blow up the generation ship and after you stop them you have a choice of forcing them to surrender with a dialogue option, ruin to property value of the planet or destroy the resort.

I do hope modders fix this quest when the kit comes out.

It would be interesting to have a Ryujin buyout option after completing their story line. Frame or kill the CEO, plant a false message chain about the ship and wanting to give them settlement rights as a PR move. There should also be a way to get a better deal on the grav drive, a Ryujin or Ranger option would be great for that, and a series of planetary survey quests you can do for the ship, which ends with them settling a planet you find.

That's what's really missing, a way to see them settle and build something interesting.

Last edited:

CrazedBureaucrat64

Let's embrace Insanity, shall we?

He/Him

  • Yesterday at 8:25 PM
  • #4,935

I've been playing the new update annnddd...where's the rover?

No, seriously, where's the new rover vehicle? Is this some kind of tease for Shattered Space that I to wait half a year to?

Anyways, got three questions since I got to Level Ten:

  1. Should I keep my Eon or trade it off?
  2. Which is the best space suit/pack/helmet at this moment fo wear?
  3. Best upgrades to get from research lab now?

Major Diarrhia

Adviser (Vs)

  • Yesterday at 8:59 PM
  • #4,936

CrazedBureaucrat64 said:

I've been playing the new update annnddd...where's the rover?

No, seriously, where's the new rover vehicle? Is this some kind of tease for Shattered Space that I to wait half a year to?

Anyways, got three questions since I got to Level Ten:

  1. Should I keep my Eon or trade it off?
  2. Which is the best space suit/pack/helmet at this moment fo wear?
  3. Best upgrades to get from research lab now?

The rover isn't in yet, at least it sounded like it is still a work in progress probably for Shattered Space.

  1. I've tried using the Eon but it's just not good, even with the maxed out magazine and fire rate improvement. It's damage is just too low. Try using it and sell it off.
  2. Just check the combined armor stats and choose what ever is highest, unless a special ability on the suit is particularly handy. You don't have to worry about environmental stats, the environmental stuff is too weak to matter most of the time. I've gotten to the point where I just use what looks cool and I'm using Vanguard armor even though it's maybe half as good as anything I can find as loot.
  3. Well the weapon stuff, but beyond that I don't remember specific research branches. The suit stuff is also good because you can make any pack balanced, and give every helmet a sensor boost, and every suit an oxygen reduction thing for running.

If you want cool armor, you might have already got a slate talking about a secret base which pirates or spacers are raiding for loot. Go there as soon as possible and post when you finish.

Last edited:

Helezhelm

Inspiring Fanfiction Writer
  • Yesterday at 9:09 PM
  • #4,937

CrazedBureaucrat64 said:

I've been playing the new update annnddd...where's the rover?

No, seriously, where's the new rover vehicle? Is this some kind of tease for Shattered Space that I to wait half a year to?

They didn't say that vehicles are coming in this patch, they said it's coming later which I assume it would be in next major patch or two.

Major Diarrhia

Adviser (Vs)

  • Yesterday at 10:16 PM
  • #4,938

I was really hoping the vehicle would have legs, or be a rocket pack car, but a Lunar buggy style car was by third choice. It leans into the NASA-punk realism of the setting.

I'll be happy as long as it doesn't feel slapped in last minute. There are so many examples of good and fun handling, they could just copy what ever games did that properly. Give the car GTA physics. Make sure it handles differently on different surfaces and adapts to different environments.

I just don't want the Death Stranding truck and bike or Mass Effect's Mako.

Last edited:

CrazedBureaucrat64

Let's embrace Insanity, shall we?

He/Him

  • Today at 12:51 AM
  • #4,939

Decided to "screw it" and place a outpost beacon on Bessel-3b that's nowhere near the jackpot but close enough. Now I dread the fact I have to run back and force between cities and my outpost to get resources to build more stuff or agonizingly walk the entire local map to mine.

Or just reload my save and hope to land in the midst of all three landing zones.

And is it me, but the gunplay and crafting mechanics fir armor and weapons is too familiar of that to Fallout 4?! I am really starting to see why they call this "Fallout 4 in Space without the VATS" now.

Major Diarrhia

Adviser (Vs)

  • Today at 4:20 PM
  • #4,940

CrazedBureaucrat64 said:

Decided to "screw it" and place a outpost beacon on Bessel-3b that's nowhere near the jackpot but close enough. Now I dread the fact I have to run back and force between cities and my outpost to get resources to build more stuff or agonizingly walk the entire local map to mine.

Or just reload my save and hope to land in the midst of all three landing zones.

And is it me, but the gunplay and crafting mechanics fir armor and weapons is too familiar of that to Fallout 4?! I am really starting to see why they call this "Fallout 4 in Space without the VATS" now.

I care more about the systems being thematic or not, rather than whether they copy something. That means weapon effects like Skip Shot shouldn't be treated like enchantments, they need to be treated as swappable parts and skill based refinements.

Same for the normal mods too, the system should be more like Mass Effect, and crafted parts should be removable storable items and in some cases modular enough to go on different weapons.

Ammo should also be craftable and separate from magazine mods so we can have explosive ammo and drum mag together. It's a single player game, so who cares if a player becomes ridiculously powerful.

We should also be able to buy all the mods and effects if we can't make them ourselves, maybe with a commission system where we can pay the gunsmiths for custom work at a high premium versus doing it yourself.

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