Starfield update 1.9.51.0 patch notes

Update 1.9.51.0 for Starfield provides a suite of fixes across many areas of the game including graphics, quests, and weapons.

Bethesda
38

Starfield’s latest update has arrived in the form of version 1.9.51.0. The team at Bethesda released the patch notes for the update, which are rather lengthy and cover all manner of fixes and improvements. Take a look at the notes below!

Starfield update 1.9.51.0 patch notes

A futuristic city in Starfield

Source: Bethesda

The following patch notes for Starfield update 1.9.51.0 come via the Bethesda support site for Starfield. This update was made available on January 30, 2024.

Let there be LIGHT....ing improvements! Our latest update has moved out of Steam Beta and is now available for all Starfield players. The patch notes have remained the same as previously released during the beta except for a version number change and one additional PC crash fix noted below.

We’re grateful for all the feedback we’ve seen and received and will continue to monitor and track your issues and critiques. As we noted last year, we’ll continue to have a steady stream of updates about every six weeks, so if you don’t see your issue addressed below, don’t lose faith! Keep sharing your feedback and issues so we can do our best to prioritize.

Thank you again and see you in Starfield!

FIXES AND IMPROVEMENTS

ANIMATION

  • Fixed player character’s eyes remaining closed instead of blinking in third person view.
  • Addressed rare cases where small animation pops could be seen in third person.
  • CREATURES AND ENEMIES
  • Fixed incorrectly invisible creatures on some planets.
  • Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.

CREW AND COMPANIONS

  • Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
  • Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.

GENERAL

  • [ADDED TO 1.9.51] Addressed a crash that could occur when changing from Fullscreen to Windowed mode. (PC)
  • Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
  • Fixed rare save game corruptions on PC (MSS and Steam).
  • Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
  • Fixed player marker following the camera on the surface map.
  • Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
  • Body type should no longer reset to default when loading a Starborn save from the main menu.
  • Fixed flickering on Neon’s Trade Tower elevator panel.
  • Improved the appearance of the Ryujin Kiosk material during nighttime.
  • Fixed rare issue with how Cydonia’s panel could display the hours without incident.
  • Added Optimizations to cloud syncing of save games (MSS/Xbox).
  • Improved how crowds behave when desired target is reserved.
  • Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
  • Fixed unintended text appearing on the shipbuilder’s UI.
  • Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
  • Various stability improvements.

GRAPHICS

  • Improved widescreen support (32:9, 21:9 and 16:10).
  • Added support for stars displaying sun disk geometry.
  • Shadows can now be seen on planet rings from planet surface.
  • Improved eyes and skin on crowd characters.
  • Improved reflection on water.
  • Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
  • Improved contact shadows on character cloth (PC High/Ultra).
  • Improved contact shadows on first person (PC Ultra).
  • Improved lighting in character generation menu.
  • Reduced the appearance of some minor artifacts during cutscene camera transitions.
  • Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
  • Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
  • Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
  • Addressed various shadow popping, flickering and artifact issues.
  • Improved the visibility of the sun’s lens flare during sunrise and sunset.
  • Fixed a rare issue where foam or grime would not show up.
  • Fixed rare flickering VFX that could occur in space (Xbox Series S).
  • Fixed rare hair flickering (Xbox Series X/S).
  • Fixed occasional flicker on digiframes and TV screens.
  • Adjusted the appearance of bloom when activating the handscanner.
  • Improved the appearance of clouds during weather transitions.
  • Fixed rare cases where alignment of grass and wind could appear disconnected.
  • Reduced bloom intensity effect while motion blur is active (PC).
  • Addressed issues with concealment effect not always applying when using the handscanner.
  • Fixed visible edge of the ocean in the distance when seen from a very high point of view.
  • Fixed rare white flickering dots around characters' hair during cut scenes.
  • Fixed a readability issue in the Starmap when using large menu font mode.
  • Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
  • Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
  • Fixed occasional lighting transition issues after loading or exiting a location.
  • Fixed an issue that could cause intermittent bands to appear in distance fog.
  • Fixed a rare issue that could cause fog color to appear inconsistent.
  • Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
  • Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
  • Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
  • Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
  • Fixed flickering when using the handscanner with DLSS enabled.
  • Fixed initial lighting conditions when landing on a planet.
  • Improved lighting at 73 locations.
  • Fixed various geometry, texture, and ghosting issues.

OUTPOSTS

  • Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
  • Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
  • Fixed an issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
  • Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
  • Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.

POWERS

  • Fixed a rare issue that could cause the Phased Time power to remain enabled.
  • Fixed the extreme speed that could occur in zero G when using the Phased Time power.
  • Solar Flare Power now accounts for critical hits.

QUESTS AND RANDOM ENCOUNTERS

  • Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
  • Background Checks: Fixed possible control-lock that could occur if caught by security.
  • Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
  • Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
  • Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during "Continue Exploring the Lock" that could occur if The Lock was left during Delgado's history dialogue.
  • Echoes of the Past: Resolved an issue that could cause Mathis' and Delgado’s guns to be invisible.
  • Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
  • Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
  • Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
  • Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
  • Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
  • Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
  • Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
  • Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
  • Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
  • Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
  • Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
  • No Sudden Moves: Fixed companions not following player during personal quests.
  • On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
  • On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
  • One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
  • Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
  • Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
  • Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
  • Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce's office before he progressed to Neon Core.
  • Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
  • Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
  • The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
  • The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
  • The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
  • The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
  • Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
  • War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
  • Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.

SHIPS AND SHIP CUSTOMIZATION

  • Fixed another case that could cause an asteroid to follow a ship in space.
  • Fixed ship hatch being marked inaccessible after swapping to a new home ship.
  • Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
  • Fixed a view issue that could occur when fast traveling during ship targeting mode.
  • Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
  • Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1x1.
  • Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
  • Space combat should now match ground combat difficulty increase with successive trips through the Unity.
  • Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
  • Fixed marker not pointing to the current home ship after performing a save/load between different ships.
  • Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.

SKILLS

  • REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
  • SURVEYING: Fixed surveying challenge progress issue with mineral resource.
  • TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.
  • WEAPONS AND ITEMS
  • Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
  • Fixed FOV and zoom issues with weapon scopes.
  • Fixed weapon sound effects occasionally continuing to play after killing an enemy.
  • Fixed turret state not being restored properly after and save and load.
  • Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.

There are the patch notes for Starfield update 1.9.51.0. Make sure you update your game before you jump back in and keep it locked to our Starfield page for the latest on Bethesda’s first space-faring title and our Starfield Strategy Guide for, you guessed it, our collection of guides.

Guides Editor

Hailing from the land down under, Sam Chandler brings a bit of the southern hemisphere flair to his work. After bouncing round a few universities, securing a bachelor degree, and entering the video game industry, he's found his new family here at Shacknews as a Guides Editor. There's nothing he loves more than crafting a guide that will help someone. If you need help with a guide, or notice something not quite right, you can message him on X: @SamuelChandler 

From The Chatty
  • ? reply
    January 30, 2024 6:35 PM

    Sam Chandler posted a new article, Starfield update 1.9.51.0 patch notes

    • ? reply
      January 30, 2024 2:15 PM

      MEGA patch for Starfield just dropped : 1.9.47.0 : and it is now out of beta:

      Here are the patch notes: https://bethesda.net/en/article/7rNcXwvJzZzHaDYkgjZclN/starfield-update-1-9-47-0-notes-january-18-2024-in-beta

      Enjoy for those that are still playing.

      • ? reply
        January 30, 2024 2:16 PM

        Notes part 1:

        FIXES AND IMPROVEMENTS
        ANIMATION

        Fixed player character’s eyes remaining closed instead of blinking in third person view.
        Addressed rare cases where small animation pops could be seen in third person.

        CREATURES AND ENEMIES

        Fixed incorrectly invisible creatures on some planets.
        Fixed an issue that could occur on some enemies causing them to stand instead of falling to the ground.

        CREW AND COMPANIONS

        Fixed crew members and companions positioning near the cockpit after fast traveling to the ship.
        Companions: Fixed a possible control-lock when talking to a companion without entering a dialogue while simultaneously trying to exit the ship.

        GENERAL

        [ADDED TO 1.9.51] Addressed a crash that could occur when changing from Fullscreen to Windowed mode. (PC)
        Fixed an issue that prevented Windows users saving if their username featured certain characters (PC).
        Fixed rare save game corruptions on PC (MSS and Steam).
        Fixed an issue that could lead to a control lock or a crash after loading a quicksave while in the targeting mode.
        Fixed player marker following the camera on the surface map.
        Fixed a rare issue that could prevent access to the main menu on when prompted to “Press any button to Start” (Xbox).
        Body type should no longer reset to default when loading a Starborn save from the main menu.
        Fixed flickering on Neon’s Trade Tower elevator panel.
        Improved the appearance of the Ryujin Kiosk material during nighttime.
        Fixed rare issue with how Cydonia’s panel could display the hours without incident.
        Added Optimizations to cloud syncing of save games (MSS/Xbox).
        Improved how crowds behave when desired target is reserved.
        Fixed an issue that could cause airlock doors to sometimes appear floating in sky when arriving at locations.
        Fixed unintended text appearing on the shipbuilder’s UI.
        Fixed game session not properly resuming from shutdown in Energy Save mode (Xbox).
        Various stability improvements.

        GRAPHICS

        Improved widescreen support (32:9, 21:9 and 16:10).
        Added support for stars displaying sun disk geometry.
        Shadows can now be seen on planet rings from planet surface.
        Improved eyes and skin on crowd characters.
        Improved reflection on water.
        Improved contact shadows on character skin (Xbox and PC Medium/High/Ultra).
        Improved contact shadows on character cloth (PC High/Ultra).
        Improved contact shadows on first person (PC Ultra).
        Improved lighting in character generation menu.
        Reduced the appearance of some minor artifacts during cutscene camera transitions.
        Fixed flickering on a number of VFX (Sandstorm, corrosive liquid pools, waterfall).
        Fixed a rare issue where the camera would lock while in handscanner mode whenever watching flying fauna (Xbox).
        Fixed potential control lock when opening a game menu a moment before triggering a dialogue with another character.
        Addressed various shadow popping, flickering and artifact issues.
        Improved the visibility of the sun’s lens flare during sunrise and sunset.
        Fixed a rare issue where foam or grime would not show up.
        Fixed rare flickering VFX that could occur in space (Xbox Series S).
        Fixed rare hair flickering (Xbox Series X/S).
        Fixed occasional flicker on digiframes and TV screens.
        Adjusted the appearance of bloom when activating the handscanner.
        Improved the appearance of clouds during weather transitions.

        • ? reply
          January 30, 2024 2:17 PM

          inb4 'bUt DiD tHeY aDd A gAmE"

          • ? reply
            January 30, 2024 2:18 PM

            Let them cook :) , if they build it they will come :)

            • ? reply
              January 30, 2024 2:19 PM

              Man I love that game. I don't get the hate outside of people who built up expectations of it being Y when they always release X.

              • ? reply
                January 30, 2024 2:28 PM

                Cool, same I only wish the loading screens would disappear and they used DirectStorage to help them out. The space stuff could use some work and how you transition to planets having said that I love the planet stuff.

                Yeah, I think most thought it be Skyrim or Fallout on the planets and the space would be EVERSPACE 2 and the transitions would be like NMS from space to planet.

                I guess the problem is those that complained go "well it is AAA NMS is tiny and also Bethesda has MS backing so why can't they go [ full retard ] ? " and I guess that is a fair question and I agree.

                Still like I said I do enjoy the planet stuff in Starfield and I really hope they keep making it better and keep adding more stuff.

                Another thing you really can't not wonder about is how it could have been if they had less planets and went full out on each of them instead of opting for quantity.

                The hate was pretty insane that is for sure.

              • ? reply
                January 31, 2024 1:05 AM

                I keep getting the urge to reinstall for a second playthrough.

            • ? reply
              January 30, 2024 5:28 PM

              They've been cooking since 2015...

          • ? reply
            January 30, 2024 2:19 PM

            Bets on how long they will support Starfield and if it will be anywhere close to Skyrim?

      • ? reply
        January 30, 2024 2:17 PM

        Notes part 2:

        GRAPHICS

        Fixed rare cases where alignment of grass and wind could appear disconnected.
        Reduced bloom intensity effect while motion blur is active (PC).
        Addressed issues with concealment effect not always applying when using the handscanner.
        Fixed visible edge of the ocean in the distance when seen from a very high point of view.
        Fixed rare white flickering dots around characters' hair during cut scenes.
        Fixed a readability issue in the Starmap when using large menu font mode.
        Fixed inventory menu occasionally failing to generate previews when using a mouse (PC).
        Fixed a brief Depth of Field issue that sometimes occurred when aiming, alt-tabbing or leaving a dialogue screen.
        Fixed occasional lighting transition issues after loading or exiting a location.
        Fixed an issue that could cause intermittent bands to appear in distance fog.
        Fixed a rare issue that could cause fog color to appear inconsistent.
        Fixed a rare issue that could cause rocks to disappear near the player on the surface of a planet.
        Fixed a crash that could occur when switching to DLSS with dynamic resolution active (PC).
        Fixed flickering and delayed shadows sometimes occurring after unpausing the game.
        Fixed various FSR2 and DLSS artifacts (noise, black dots, ghosting).
        Fixed flickering when using the handscanner with DLSS enabled.
        Fixed initial lighting conditions when landing on a planet.
        Improved lighting at 73 locations.
        Fixed various geometry, texture, and ghosting issues.

        OUTPOSTS

        Fixed a rare missing terrain issue that could occur after fast traveling to an outpost near New Atlantis.
        Fixed an issue that could cause bulldozed objects to reappear when returning to an outpost.
        Fixed an issue that caused hazard damage to remain even when the hazard was removed by bulldozing in outposts.
        Fixed an issue where outpost’s cargo links would be removed from the terminal list if connected, disconnected, then reconnected to another cargo link during the cargo ship landing sequence.
        Fixed an issue where weapon cases built by the player in an Outpost would populate with weapons and ammo after reloading the game.

        POWERS

        Fixed a rare issue that could cause the Phased Time power to remain enabled.
        Fixed the extreme speed that could occur in zero G when using the Phased Time power.
        Solar Flare Power now accounts for critical hits.

        QUESTS AND RANDOM ENCOUNTERS

        Absolute Power: Fixed missing slate in the safe preventing from completing the optional objective “Locate Evidence to Extort Ayumi Komiko”.
        Background Checks: Fixed possible control-lock that could occur if caught by security.
        Derelict Ship: Fixed an issue preventing the player from reaching the pilot seat if they did not have access to advanced locks.
        Drinks on the House: Fixed rare occurrence where the door to Sub 12 could remain locked.
        Echoes of the Past: Fixed Delgado getting stuck at bottom of stairs during "Continue Exploring the Lock" that could occur if The Lock was left during Delgado's history dialogue.
        Echoes of the Past: Resolved an issue that could cause Mathis' and Delgado’s guns to be invisible.
        Eye of the Storm: Fixed an issue that could cause data transfer to not start after placing the Data Core.
        Eye of the Storm: Fixed an issue where the docking prompt would be missing on the Legacy ship if the player undocked with the Legacy and then reloaded a save before having started the mission.
        Executive Level: Fixed an issue where players could get stuck on a chair in the Ryujin Industries HQ conference room.
        Failure to Communicate: Fixed an issue that prevented the player from finishing the quest if they downed all the members of the defense pact (Alban Lopez, Jacquelyn Lemaire, and Chanda Banda).
        Further Into the Unknown: Fixed a rare crash that could occur when trying to dock with The Eye.
        Groundpounder: Fixed an issue where the door to Lezama could sometimes be locked if the player left the location during the quest and came back later.
        Hostile Intelligence: Fixed blocked doors in the Steam Tunnels room where the Terrormorph transformation occurs.
        Into the Unknown: Fixed a rare issue that could prevent the quest from starting after completing The Old Neighborhood.
        Into the Unknown: Fixed a rare issue where a Temple location might not populate when receiving the “Go to” objective.

      • ? reply
        January 30, 2024 2:18 PM

        Notes part 3:

        QUESTS AND RANDOM ENCOUNTERS

        Legacy’s End: Fixed an issue that could prevent interacting with Delgado when he was behind the glass inside in the command center of The Key.
        Legacy’s End: Fixed a debris pile where to player could become stuck while trying to reach the Mess Hall.
        Missed Beyond Measure: Fixed a dialogue between Sarah and Walter not playing at The Lodge.
        No Sudden Moves: Fixed companions not following player during personal quests.
        On The Run: Fixed various issues related to Mei Devine becoming inaccessible the objective updated to “Listen to Mei Devine’s Introduction”.
        On The Run: Fixed a possible control lock when sitting at the table to talk to Jade MacMillan.
        One Small Step: Fixed a rare issue that could prevent Lin / Heller from exiting the airlock.
        Operation Starseed: Fixed a bad view that could occur if the Beagle was boarded after a long idle.
        Power From Beyond: Fixed an issue that caused missing Starborn temples and scanner disturbances that could prevent obtaining all Starborn powers from that universe.
        Rough Landings: Resolved an issue that could occur during the “Meet up with Milena Axelrod” objective that could prevent ships from appearing at the desired location.
        Shadows in Neon: Fixed an issue that could occur when repeatedly using the door to Jaylen Pryce's office before he progressed to Neon Core.
        Supra et Ultra: Fixed a control lock that could occur when entering the Flight Simulator while a guard is attempting arrest.
        Tapping the Grid: Fixed inaccessible junction boxes that could occur after the Hunter attacks the Lodge.
        The Best There Is: Fixed an issue that could prevent objective from advancing when talking to Naeva and Jasmine in the engineering room.
        The Empty Nest: Fixed and issue that could cause Sam Coe’s gun to be invisible when inside Jacob’s house.
        The Heart of Mars: Fixed another location that could potentially prevent recovering The Heart of Mars.
        The Pale Lady: Fixed rare case of inaccessible ship crew log data slate making it impossible to complete the encounter.
        Top of the L.I.S.T.: Phil Hill should now accept survey data for Sumati.
        War Relics: Resolved an issue that could prevent Kaiser from moving to the mission site.
        Where Hope is Built: Fixed a crash that could occur with a specific set of player behaviors.

        SHIPS AND SHIP CUSTOMIZATION

        Fixed another case that could cause an asteroid to follow a ship in space.
        Fixed ship hatch being marked inaccessible after swapping to a new home ship.
        Fixed an issue where the ship could end up in an unintended state by simultaneously attempting fast travel during a grav jump.
        Fixed a view issue that could occur when fast traveling during ship targeting mode.
        Fixed an issue that could occur when entering Ship Targeting mode immediately after selecting a Grav Jump.
        Fixed an issue that caused non-functional ladders to appear when the player modified their ship with a Taiyo All-In-One Berth Top A and a Deimos 1x1.
        Fixed an issue where the Legendary ship could take too long to resume firing after the weapons were repaired.
        Space combat should now match ground combat difficulty increase with successive trips through the Unity.
        Fixed an issue where loading an exit save made while docked to a space station could cause names of ships to change.
        Fixed marker not pointing to the current home ship after performing a save/load between different ships.
        Fixed in issue that could cause the Frontier to incorrectly appear if a non-home ship was removed from a landing pad.

        SKILLS

        REJUVENATION: Rejuvenation skill VFX no longer replay whenever the handscanner is opened in third person.
        SURVEYING: Fixed surveying challenge progress issue with mineral resource.
        TARGETING CONTROL SYSTEMS: Fixed inconsistencies with level 3 and 4.

        WEAPONS AND ITEMS

        Fixed incorrect reload amounts that could occur when consuming a Trauma Pack.
        Fixed FOV and zoom issues with weapon scopes.
        Fixed weapon sound effects occasionally continuing to play after killing an enemy.
        Fixed turret state not being restored properly after and save and load.
        Fixed an issue that could cause the helmet light to not reappear in third person after a save and load.

        • ? reply
          January 31, 2024 1:23 AM

          I guess I'll get back to it just to finish "Tapping the Grid". Nothing else to do in the game for me. For all its size there is surprizingly small amount of sidequests.

      • ? reply
        January 30, 2024 2:22 PM

        [deleted]

        • ? reply
          January 30, 2024 2:28 PM

          Oof :(

          • ? reply
            January 30, 2024 2:42 PM

            [deleted]

            • ? reply
              January 30, 2024 2:51 PM

              They confirmed ES6 would be on the same engine years ago.

              • ? reply
                January 30, 2024 3:59 PM

                [deleted]

                • ? reply
                  January 30, 2024 9:05 PM

                  What are you talking about? They just made a massive pile of cash on starfield.

              • ? reply
                January 30, 2024 4:34 PM

                New ownership since then. There's a chance, albeit small, that Microsoft could come in and force them to clean up or modernize their engine tech or swap out to something else altogether. Especially after the negative response to Starfield.

                • ? reply
                  January 30, 2024 4:45 PM

                  not gonna happen. their shitty tech is all they know and how they make these giant games efficiently. they'll add a few things and claim it's new and improved and that's that.

            • ? reply
              January 30, 2024 3:25 PM

              I agree they should have switched to UE5 a long time ago, I always said take ES3 and make it a proof of concept remake/remaster project to try out UE5 for future projects and engine transition. I think that would be a very valuable project and proof of concept that would pay off.

              With all the loading issues I wonder why they don't at least add DirectStorage to the pipeline to help them out, maybe it is getting to the point where it is getting hard to maintain.

              Who knows what ES6 will be like but I am pretty sure it is using Starfield engine or a branch of it.

              On time will tell, but I have a feeling they want to hold onto it as long as possible which sucks. Put it this way if they update the loading issues and add other updates that will fix their engine I am all for it but after what happened with Starfield I am sort of loosing hope on their tech/backend.

              Will see, fingers crossed.

            • ? reply
              January 30, 2024 4:11 PM

              "It's a new engine every time."

              -Todd Howard probably

            • ? reply
              January 30, 2024 4:47 PM

              I would love to hear what Bethesda leadership thought of CD Projekt switching from proprietary tech to UE5 despite their tech being far more modern

            • ? reply
              January 30, 2024 6:13 PM

              The engine isn't the problem with Starfield, it's the lifeless NPCs and pointless missions that don't feel consequential.

            • ? reply
              January 30, 2024 6:23 PM

              It is not the engine. Starfield's problem is that it's a bit lifeless, understated, dorky, and some would say dull. I think mechanically the game works smoothly, bad UI and non-contiguous world aside.

              • ? reply
                January 30, 2024 6:26 PM

                Specially I think more engaging writing would have gone a loooong way here, and improvement to the game's atmosphere (see Lizzy's in Cyberpunk vs. the club in Neon). Engine-wise I think the game looks pretty good and is able to be pretty impressive, mainly the design choices are hampering it this time.

              • ? reply
                January 30, 2024 6:31 PM

                The engine is the why behind the problems everyone describes.

                • ? reply
                  January 30, 2024 6:34 PM

                  No way, they HAVE missions in the game where you walk around with NPCs and see things happen in Starfield, it's just like 1% of the content when it needs to be 75% or more

                • ? reply
                  January 30, 2024 6:35 PM

                  I guess I disagree. The game's muted writing and voice acting is its biggest deficit for me. Oblivion often has fantastically outrageous writing and voice acting and makes it consistently entertaining.

                  • ? reply
                    January 30, 2024 6:38 PM

                    Like the embarrassing lifeless weirdness of Neon's club isn't really an engine issue IMO, they needed a better music track, less off-putting dancers, and club-goers that have voice lines like real people.

                    • ? reply
                      January 30, 2024 6:41 PM

                      (sorry to reply dump) sure the detail could be improved by a new engine, but that isn't the primary thing holding the game back IMO, I'll reiterate that good writing and voice acting would have gone a long way here. Cities that are more contiguous like Akila City and New Atlantis are impressive and show that it is possible within the game, and are accordingly the best part of the game, the game designers just chose to forsake that contiguousness for a very disconnected feeling world.

                      • ? reply
                        January 30, 2024 9:01 PM

                        No, you have a point; it's clearly not behind all the problems.

                        But the engine limitations shape the overall way the game plays in very real ways, and the tooling associated with it is part of why the world is so lifeless.

                        It's not just a matter of having more detail or some such.

                        • ? reply
                          January 31, 2024 7:31 AM

                          I'm sure the pains of an ancient engine with tons of tech debt doesn't really help artist creativity

                • ? reply
                  January 30, 2024 9:56 PM

                  Then why is Skyrim still GOAT?

                  • ? reply
                    January 30, 2024 10:23 PM

                    I don't think it is, honestly. But it's design also aligns better with what the engine can do.

                    • ? reply
                      January 30, 2024 11:21 PM

                      This right here -> "But it's design also aligns better with what the engine can do."

                  • ? reply
                    January 31, 2024 7:35 AM

                    I fired it up recently it hasn't aged all that well honestly... The only thing that saves it is the slew of mods to spruce it up.

                  • ? reply
                    January 31, 2024 7:38 AM

                    cyberpunk has taken that crown

                  • ? reply
                    January 31, 2024 9:58 AM

                    It's not, BG3 now wears that crown and it's not going to be overthrown any time soon.

                • ? reply
                  January 31, 2024 7:09 AM

                  couldn't it be both? like the devs are attached to a particular set of tools. the tools are constraining but also their continued use/reliance on them vastly limits their imagination in terms of what they think is even possible in a game design.

                  • ? reply
                    January 31, 2024 7:32 AM

                    That still seems like the tools are 100% the problem

                    • ? reply
                      January 31, 2024 7:57 AM

                      maybe but when you consider it is also bethesda that is making modifications to the tools the discussion is a lot more nuanced than that and it goes back to the tools being a manifestation of a particular methodology/culture/way of thinking that is self-reinforcing to some degree.

                      like if they threw away all their tools and started anew, that would certainly disrupt that feedback loop but depending on how strongly entrenched that culture is, it might not eliminate it and they might simply go back to making the same kind of games with a different set of tools. there's no way any of us could know without being employed at bethesda, and even then it might be unclear.

                      • ? reply
                        January 31, 2024 9:45 AM

                        People who used to be at Bethesda have chimed in on this.

                        • ? reply
                          January 31, 2024 9:51 AM

                          Yeah? Well, like I said it might be unclear even if they are.

              • ? reply
                January 31, 2024 7:56 AM

                It was an ok game, but it certainly feels dated. I already finished the main campaign and I'm not ever going to play it again.

        • ? reply
          January 30, 2024 6:39 PM

          Turd? Is a pretty solid game. Why the shitty hyperbole?

          • ? reply
            January 30, 2024 6:42 PM

            This is shacknews.

          • ? reply
            January 30, 2024 11:23 PM

            No, he's right, it's a turd.

            • ? reply
              January 31, 2024 2:26 AM

              Nah it’s alright.

              • ? reply
                January 31, 2024 7:33 AM

                Yep. It’s not bad. It’s not spectacular. It’s alright. It’s a game.

                The premise is good and you can tell devs had trouble with the wide scope so not much is honed or refined.

                Like the reviews all said, it’s an amazing ocean but extremely shallow.

                • ? reply
                  January 31, 2024 7:44 AM

                  Agree with this, and this is from someone who has played no Bethesda games before.

          • ? reply
            January 31, 2024 9:52 AM

            I would give it a solid 6 out of 10. Not quite turd tier but not good, either.

      • ? reply
        January 30, 2024 5:23 PM

        I might replay this later in 2024 just to see how it's been fixed up since launch

      • ? reply
        January 30, 2024 5:47 PM

        I’m waiting until it’s well established it works well on Steam Deck, even if that takes the form of some dialing-shit-back mod.

        Some folks got it working well by doing a bunch of hacking including changing Steam Deck BIOS settings and… yeah no.

        • ? reply
          January 30, 2024 6:42 PM

          The game appears to be incredibly CPU heavy, so that'd be a tough task, yeah.

          • ? reply
            January 30, 2024 6:43 PM

            Only in places, though. Interiors probably will run great but the park in New Atlantis runs like trash.

            • ? reply
              January 30, 2024 7:50 PM

              Yeah and that’s the part in this one video I saw where tweaking the bios settings helps but I’m just not interested in messing with the under the hood stuff.

              And if this game has to wait for Steam Deck 2, so be it. I’m like 3-4 major rpgs behind anyway

        • ? reply
          January 30, 2024 11:31 PM

          It be really cool if they could get it to work on the Steam Deck, what they need is to add FSR3 on Steam Deck. Honestly if they had FSR 3 + framegen it probably would work on the Steam.

          Fingers crossed they get there and most importantly keep on supporting Starfield with updates.

          • ? reply
            January 31, 2024 12:55 AM

            It's mostly a CPU limitation in this case. Some form of FSR3 may well come in time, but it's not going to be a magic bullet.

      • ? reply
        January 30, 2024 7:47 PM

        So with four or five more major patches and a couple of DLCs it might be worth playing?

        Okay, I'll check back in three or four years.

        • ? reply
          January 31, 2024 7:34 AM

          Yeah they need Witcher or cyberpunk grade DLC and people will switch their tune. Now that the game got some attention, the CONTENT needs the same treatment.

          • ? reply
            January 31, 2024 8:03 AM

            i'm deeply skeptical they patch their way out of this. it would take a massive technical achievement to rework the tiny hub system and reintroduce rewarding exploration, and then you'd still be left with yet-another-bethesda-game in space!

      • ? reply
        January 31, 2024 7:54 AM

        Good that they're continuing to work on this, but it seemed like a lot of the issues people had with it were not really with it being buggy or whatever. I don't know, I played it for an hour or two and then got distracted by other things.

        • ? reply
          January 31, 2024 8:06 AM

          Hurrah for a patch but I finished it months ago and can't ever see replaying it again.

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