Update 12 May 2022: Bethesda has announced on Twitter that Starfield has been delayed until the first half of 2023.
If you haven't heard about it yet, Starfield is going to be the debut entry in an entirely new franchise and marks the first single-player RPG released by BGS since Fallout 4 all the way back in 2015. The details of the new game world and story have not been fully revealed yet and we've been eagerly following the "Into The Starfield" video series as it teases more and more information about the upcoming title.
What we do know is Starfield will be using an updated version of the Creation Engine which has been used to power Skyrim, Fallout 4 and Fallout 76 (which is in itself an evolution of the Gamebyro Engine used by older titles). Todd Howard has also confirmed in an AMA on Reddit that Starfield will have full mod support, which is great news for our community!


So what are we doing to prepare for Starfield? Glad you asked! We're slowly ramping up our efforts to create a community space for Starfield. This is comprised of a few parts:
- Starfield Modding Discord - We could have simply added Starfield channels to our main server, but this time around we felt it would be far better to separate the Starfield discussion into its own server. There are already some interesting conversations happening there, including early planning of a Community Patch for the game. If you're interested in modding Starfield, please do check it out.
- Starfield Modding Forums - We've created a new forum category where you can talk about the game, modding or even share your ideas for mods.
- Starfield Modding Wiki - While it's pretty barebones right now, we plan to use the Modding.wiki site for Starfield to serve as a hub for important information about modding which would otherwise be lost to obscurity in forum posts, Discord servers or Reddit threads.
- Starfield Game Section - Coming November 2022. We'll be opening the doors on the site section to share your mods, images, videos and collections for Starfield.
That's not all, we're also actively engaging with our friends at Bethesda to learn more about the game and get more modding-specific information that we can share with mods authors, tool developers and the community to allow us to work together to create a modding community that could rival the ones for their previous games.
Are you as excited as we are for Starfield? What kinds of mods would you like to see? Join the discussion on the forums.
Don't forget to wishlist Starfield on Steam or join Constellation on Bethesda's website to stay updated.
327 comments
it's a product by artists and techs with a desire to build and craft something they're passionate about.
if you cant show them respect, guess what, don't buy it.
Preparing for Starfield?, ahhh not just space bugs you'll be battling when it comes out. Personally, I will wait for the USP team to step up, before I suit up to go into battle. You know the USP team right?, the highly skilled, yet totally unpaid bug zappers, no not space bugs - the Unoffical Starfield Patch team, the team that we will need before we can actually play, said Starfield (as it's meant to be played), because of the CK bugs that have existed since Morrowind. Just think FO4 in space, Starfield loading in 3, 2, 1........................., but we did have cool elevator rides and music as a loading screen.
Things like Unity and Unreal can be modable, but are rarely ever so, and starting a whole new engine with nothing from previous engines would be a very big undertaking, I trust that Creation 2 will be better, but I don't have any allusions as to what those improvements will be.
are you sure ? in my opinion the exact opposite is the case. most game engines are modular building cases. there is no reason at all to waste time with a completely new engine and the related hassle if you can use the proven good parts and exchange the outdated or erratic ones like outdated interfaces.
the modding capability is one of the key features of the creation engine and the reason why people are still playing even 11 year old bethesda games (or even older ones). i don't know if it would be a good idea to drop this one and all the positive experiences with this approach.
much more important is the future support of dx12 and /or vulkan interface and to optimize especially this engine module and features like dlss and fsr 2.x
Right, because literally no other engine in existence supports mods.
It's more work to design it in such a way that people can freely, retroactively alter parts of the game in a tidy, simple way.
Epic Games focuses on the Unreal Engine, but Bethesda focuses on large, open-world Games that take longer to complete, so I can see why they may have side-lined some persistent Engine issues and instead focused on what gameplay features and graphical enhancements they wanted for their next project.
Which modern engine would you like? Because there isn't really that many beyond maybe Unity and Godot. I know you're going to say UE5 or the like but somehow miss the fact that it's just an updated 90s engine just like Creation or most of the other big names engines are and the few that aren't from the 90s usually aren't any better than those engines anyway. Changing engines means changing the way everything is handled: Every existing external tool, the script extenders, etc would need to be restarted from scratch with a new engine and there's very few benefits that any existing engine can provide. (eg. UE5 won't even look any better. UE hasn't been able to do anything but blurtastic FXAA/TAA since UE3 and has lighting that makes most things look like they're made from plastic ala early 90s CGI, some games get past that true but it takes a huge amount of effort - effort that Bethesda doesn't really put into their engine.)
What you people actually want is for Bethesda to put a larger amount of effort in their engine: Fix the easy to fix problems (eg. Setting fMaxTime to allow for >60fps works even in Oblivion, as do nonstandard screen ratios. In other words the Engine supports both techs, but Bethesda's configuration doesn't.) and try to actually switch over to modern APIs like Vulkan.
In any event
Anti-pre-order sentiment has been obsolete for years now due to the ability to refund on several platforms. There's essentially no reason not to pre-order.