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Why do I fucking despise Bethesda haters so much? My take on those who stand against Starfield

Asgard

Asgard

LlamaCon 2026
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In fact, some users in here do openly hate Starfield and I can't help myself but feel full haters towards these specific users. This might sound too emotional and exaggerated but I'm planning to find and kill certain users IRL if they continue not only throwing trash at one of my favorite games (which is Starfield) but also on Fallout New Vegas, which is the FO3's spinoff developed by Obsidian Entertainment with a slightly improved iteration of the Gamebyro engine.
 
"Level designers literally copy pasted POIs:soy:" OK big boy, who cares? You fucking casual normand gamer POS. I bet you feel this way because you have been banned from our Starfield subreddit. Whether the aforementioned line is a big issue for the player base or not, I'll remedy this exact "issue" myself (blame crunch time during the pandemic) through hand crafted locations. It won't be a paid mod as I work for the community, not the other way around.
 
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LIFEFUEL FOR GODDHOWARDCELS :feelsree:
 
In fact, some users in here do openly hate Starfield and I can't help myself but feel full haters towards these specific users. This might sound too emotional and exaggerated but I'm planning to find and kill certain users IRL if they continue not only throwing trash at one of my favorite games (which is Starfield) but also on Fallout New Vegas, which is the FO3's spinoff developed by Obsidian Entertainment with a slightly improved iteration of the Gamebyro engine.
KYs faggot slopfield is literaly outsourced to curries
 
Kill yourselves, retarded nigger ass faggot cucks. Starfield is neither slop nor good its just a game
I don't care about his opinion. Many people do in fact like Starfield. I am one of these people. He probably can't even script in Papyrus without having to rely on any industry leading LLM that offers per-user fine tuning capabilities. I hope he stays mad and seethes hard.
 
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I couldn't get into it. Maybe it's because I put it on hard but I remember mag dumping enemies with 50+ rounds in the fucking face and they wouldn't die. I hate spongy enemies.
 
I couldn't get into it. Maybe it's because I put it on hard but I remember mag dumping enemies with 50+ rounds in the fucking face and they wouldn't die. I hate spongy enemies.
I think most if not all weapon stats have been rebalanced already. Haven't checked the game for a long time, in fact.
 
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Thought you were gonna talk about fallout 3
 
Thought you were gonna talk about fallout 3
I like FO3's foundation overall but Bethesda pretty much scrapped many interesting ideas that could've been featured in the main story (we're talking about big quests like a potential Enclave's siege on Rivet City). Fallout 3 was Bethesda's Morrowind (or Oblivion) moment, plus you have to take into account Bethesda had time development constraints during that time (all the way back dating from 2006) and frankly, some poor decisions were made from key people like Emil (in regards to the game's story). I'll try to reexplore Fallout 3 with my upcoming mod and perhaps I might introduce romance mechanics (much more improved and richful in content over Obsidian's take) on most notable female NPC characters (on both games as we're using TTW as the base mod here, given F:NV's updated Gamebryo engine introduces things like natively built gun sight mechanics and some slight memory optimizations(?) that were intended for a greater scope (likely introducing multiple worldspaces like Arizona but again, development time constraints which were much worse for Sawyer's team)).
 
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I like FO3's foundation overall but Bethesda pretty much scrapped many interesting ideas that could've been featured in the main story (we're talking about big quests like a potential Enclave's siege on Rivet City). Fallout 3 was Bethesda's Morrowind (or Oblivion) moment, plus you have to take into account Bethesda had time development constraints during that time (all the way back dating from 2006) and frankly, some poor decisions were made from key people like Emil (in regards to the game's story). I'll try to reexplore Fallout 3 with my upcoming mod and perhaps I might introduce romance mechanics (much more improved and richful in content over Obsidian's take) on most notable female NPC characters (on both games as we're using TTW as the base mod here, given F:NV's updated Gamebryo engine introduces things like natively built gun sight mechanics and some slight memory optimizations(?) that were intended for a greater scope (likely introducing multiple worldspaces like Arizona but again, development time constraints which were much worse for Sawyer's team)).
What mod are you making?

Also, fallout 3...this game is real underrated.

If you ignore the shitty storyline quests (including blow up megaton), you'll find that the game has more morally gray quests than first thought, and just like real life, doing good can cause bad, such as tenpenny tower quest where if you helped the ghouls moved in with the humans, the ghouls just slaughter the citizens.

The environment is also good; lots of sights to see and it's one of the games that makes me feel uneasy exploring dark places with the dungeon themes
.
 
What mod are you making?
I am doing a vanilla story expansion mod for TTW, and my mod will also feature a fully functional post game ending gameplay (no FPGE dependant mod) with more questlines involving existing factions and new ones. You'll be able to (formally) join factions such as NCR without having to be necessarily a mercenary (as implied canonically), and your character might be also able to lead the Great Khan (I recall the possibility of becoming Great Khan's chief after Papa Khan's death). On the meanwhile, I'll also try to implement concepts from early (pre-production) development like a few towns bordering the main worldspace (see Sandy Valley, which would be technically situated southwest of Goodsprings while being connected by a road linking Primm as well). This workload will obviously take me a couple of months and, potentially years as my free time schedule might be affected by having a full time job for instance.
 
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I am doing a vanilla story expansion mod for TTW, and my mod will also include a fully functional post game ending gameplay with more questlines involving existing factions and new ones. I'll also try to implement early concepts from development like towns (see Sandy Valley, which would be situated southwest of Goodsprings while being connected by a road linking Primm as well). This workload will obviously take me a couple of months and, potentially years as my free time schedule might be affected by having a full time job for instance.
That sounds too ambitious, especially for a single person. You should just make the towns and call it a day.

Not pushing you down but such an extensive modification will cause the game to crash a lot, especially when there are thousands of mods that conflict on your proposed areas of modification.

There's also many mods made by novices that have no idea what to do, and end up changing the game's language, or modifying completely unrelated things.

Hell, the rivet city of fallout 3, a hotbed for mods, already crash a lot.
 
Not pushing you down but such an extensive modification will cause the game to crash a lot
As long as you don't place too many NPCs in a single cell, your game shouldn't be suffering from a memory leak (eventually leading to a game crash). Obsidian intended to make The Strip fully open but it was later cut into several cells (divided by those three gated walls) because of PS3/X360 limited memory. In fact, putting in more NPCs with lots of AI Packages shouldn't be a performance hog... unless you have 2GB of RAM.
 
That sounds too ambitious, especially for a single person. You should just make the towns and call it a day.

Not pushing you down but such an extensive modification will cause the game to crash a lot, especially when there are thousands of mods that conflict on your proposed areas of modification.

There's also many mods made by novices that have no idea what to do, and end up changing the game's language, or modifying completely unrelated things.

Hell, the rivet city of fallout 3, a hotbed for mods, already crash a lot.
One example is when novices make mods, they sometimes end up modifying all containers of a given type (such as a vault safe), everywhere you go, you see a safe and it's got 5000 caps on ot
 
As long as you don't place too many NPCs in a single cell, your game shouldn't be suffering from a memory leak (eventually leading to a game crash). Obsidian intended to make The Strip fully open but it was later cut into several cells (divided by those three gated walls) because of PS3/X360 limited memory. In fact, putting in more NPCs with lots of AI Packages shouldn't be a performance hog... unless you have 2GB of RAM.
I don't think it's about running out of memory that's the problem. I think it's more about too much ambition.

Trust me I've managed project teams before, and team members more often than not, just do their own thing, or downright don't work at all.
 
Hell, the rivet city of fallout 3, a hotbed for mods, already crash a lot.
This is one of the many reasons why I won't make any patches for any other overhaul mods as my mod is intended to be played in a completely vanilla playthrough. Many modders do not optimize object count per cell and now that you mention Fallout 3... which doesn't surprise me at all since the modding community has moved on to Fallout New Vegas for a very long time now and many community engine tweaks exist for the former title already. I'll use the performance/memory profile while testing my mod so I can optimize further down certain performance heavy cells.
 
I don't think it's about running out of memory that's the problem. I think it's more about too much ambition.

Trust me I've managed project teams before, and team members more often than not, just do their own thing, or downright don't work at all.
Most of the dialogue is translated back through the use of LLMs as my first language is not English and I can't express myself well through this medium. I know my overall scope is overly ambitious at best but after all, it's a fun project of mine and I might release it once it's completely done (perhaps in a couple of years from now on).
 
I think most if not all weapon stats have been rebalanced already. Haven't checked the game for a long time, in fact.
I'll take a look into it then, thanks for the heads up. I played it on release and didn't like it but maybe it's better now.
 
I'll take a look into it then, thanks for the heads up. I played it on release and didn't like it but maybe it's better now.
You can fix these issues with mods, though. I might do a story expansion mod on Starfield but I haven't touched Papyrus in a long time if I'm being honest with you.
 
I love all fallout games and I never got the hate, But I’ve never played Starfield.
 
I never played Starfield myself, but i do know for certain that it just works
 
Starfield is just really fucking boring, and really doesn't even have a cohesive art direction. "Nasa Punk" but it just looks ugly and uninspired like I've seen all of it from better media and franchises.
 
"Nasa Punk" but it just looks ugly and uninspired like I've seen all of it from better media and franchises.
I think people miss the point here because I'm not even praising Starfield's overall main questline (which I find rather boring and bland). Starfield is actually a good modding foundation (thanks to Bethesda's SDK) except Bethesda obviously doesn't own the licensing for Houdini and most planet mods I've seen so far copy over the data itself from other existing planets present in the game... but the only few modders that still do these kind of planet mods are very few and the Starfield modding community itself is very gatekeeping to say the least. I'm only familiar with 3ds Max, though.
 
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I think people miss the point here because I'm not even praising Starfield's overall main questline (which I find rather boring and bland). Starfield is actually a good modding foundation (thanks to Bethesda's SDK) except Bethesda obviously doesn't own the licensing for Houdini and most planet mods I've seen so far copy over the data itself from other existing planets present in the game... but the only few modders that still do these kind of planet mods are very few and the Starfield modding community itself is very gatekeeping to say the least. I'm only familiar with 3ds Max, though.
Then you should praise modding as a passion, for example https://www.nexusmods.com/starfield/mods/11302
11302-1724953871-507357334.png
IG-88 port from a modder called radicalclownfriend. It gets very technical and 3d stuff is complicated.
 

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