Terrormorphs were too small and weak. Turns out those were all babies. Now all Terrormorphs are overhauled to scale above player level, gain HP and damage resist, and to scale physically larger, better, faster, and stronger.
Requirements
This mod does not have any known dependencies other than the base game.
Wird nicht benötigt ❗ Das ist nur das ihr Credits bei dem Modder da lasst ❗
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
MIT License
As long as the mod you release is open permissions, you may use the values in this mod for any project you'd like. Everyone should have access to good Terrormorphs. =)
File credits
Leveled Enemies for getting the ball rolling on strong aliens and giving me a starting point for leveled lists: https://www.nexusmods.com/starfield/mods/6674
Royal Terror - Better Faster Stronger Deutsch-German
Changelogs
Version 2.60
(Unreleased/Playtesting)
Terrormorphs:
-Slightly increased attack range and stagger so they can be less easily strafed.
-[Spoilers:] Some young Terrormorph retain a resistance to heat damage for lore reasons. Trying to avoid spoilers even for people who read anyway lol.
-Reduced headshot damage multiplier by 0.25.
-Significant # of small movement and other tweaks.
Version 2.50
Small 1.12.30 Cohesion Patch (Royal Mods do not need an update for every Bethesda patch).
If you are returning to update and haven't already, please endorse =)
Minor updates and tweaks to improve experience and forward past Royal Galaxy changes.
Further Improve alien enemy AI for base Royal Terror, as well as Royal Aliens Hard and Very Hard Patch.
Slight reduction in Terrormorph size scaling for compatibility with upcoming encounter mods by both myself and other mod authors.
Removed an erroneous damage value that made one enemy stronger on Royal Aliens vanilla than any of the other patches or Royal Terror.
For strongest Terrormorphs, load the Royal Aliens - Very Hard Patch after Royal Terror.
For more Terrormorph encounters, install Royal Galaxy, Heatleeches Become Terrormorphs, and/or Royal Encounters: https://www.nexusmods.com/starfield/mods/8222 https://www.nexusmods.com/starfield/mods/7890
Version 2.20
Minor tweaks and improvements. Resaved in latest version of xEdit.
For Terrormorph encounters all over the world, check out Royal Galaxy: https://www.nexusmods.com/starfield/mods/8222
Version 2.11
Royal Terror -- Rebalance
If you were killing Terrormorphs the optimal way (Energy weapons/Starborn Powers) they will be roughly the same or a tiny bit tougher. If you were killing them inefficiently with ballistics, they will be a tiny bit easier.
Short version: Via other mods that are released and that are soon to leave Beta, you can encounter Terrormorphs in many more places. They are no longer JUST rare story bossses.
This update offers the same or similar TTK with energy weapons and Starborn Powers (the optimal way). Slightly faster TTK with ballistic weapons.
Added 25 energy resistance to a few variants commonly used to spice up the open world (via other mods) to ensure they are not COMPLETE pushovers when using energy weapons.
Early versions of this mod did not include the damage reductions on legs, etc, so over time the mod became a bit too hard at lower levels.
As a rule of thumb, I originally multiplied Terrormorph HP by 3x. Doubled Damage Resistance. And added a small amount of energy resist so a few boss varieties wouldn't die instantly to Big Bangs and Inflictors.
However, my mods and other mods like Venpi's cave overhauls have begun to fill the world with more Terrormorphs. That means that instead of being rare bosses, they are a frequent opponent,.
So: Rare Boss Terrormorphs: -Mostly stayed the same.
Terrormorphs likely to be used in random events/caves/other encounters: -HP doubled from vanilla rather than tripled -Damage resistance 1.5x Vanilla rather than doubled.
All Terromorph: -Removed 150 Damage Resist that was added to the Terrormorph race. I am not 100% sure if this was stacking with ALL variants of Terrormorph, but this might be an invisible change as I added stat tweaks to the few Terrormorphs that were missing it.
Properly applied these values to a few outlier Terrormorph that followed different rules without a good reason.
Also, over the months, I've learned where/when exactly all these varietes appear.
Version 2.5
(Unreleased/Extensively testing)
While they are not bugged in current releases, I've always wanted a more permanent solution for the two cutscene Terrormorphs. Using new CCT values, I will ensure that the two cutscene Terrormorphs always display at the vanilla values.
While this will make it take a little longer for users to see how cool this mod is in action, it is more lore-friendly (as young Terrormorph should be smaller) and ensure that cutscenes remain perfect even when other Terrormorphs gain additional scaling randomization.
Once this fix is in place, I will be able to increase randomized scaling.
This won't be posted for a while and is not a critical update. This is the last thing I want to do before I call this mod perfect, final, and hopefully do not have to touch it again for ages :)
Version 2.3
Small 1.12.30 Cohesion Patch (Royal Mods do not need an update for every Bethesda patch). Minor updates and tweaks to improve experience and forward past Royal Galaxy changes. Further Improve alien enemy AI on Hard and Very Hard Patch. Slight reduction in Terrormorph size scaling for compatibility with upcoming encounter mods by both myself and other mod authors. Removed an erroneous damage value that made one enemy stronger on Royal Aliens vanilla than any of the other patches or Royal Terror.
Version 2.1
Minor tweak to remove an excessive damage increase. A few variants improved for more situations now that more mods are beginning to hand place Terrormorphs in more locations.
Version 2.0
Been doing minor tweaks for ages, time for an upload. =)
The one with the Ankylosaur.
All cutscene events fixed and I know how to not mess them up again:
Increased scale of the Ankylosaur sacrifice to 1.15x in the first scene so that it matches the animations. Took a few tries, but I think it's just about perfect. :)
Reveal (not the first one, the reveal one) Terrormorph: [To not break cutscene, the race data for Terrormorphs size needs to stay at 1.0 or this one will get scaled and break cutscenes. Males and females same size. Leaving this note so myself and whoever might edit Terrormorphs for posterity.]
Higher Legendary chance on (Spoiler) attack Terrormorphs.
Slightly increased encounter chances for Post-UC campaign events and reduced cooldown.
Increased damage dealt by specific ranged attacks slightly. Hand-tweaked certain story variants to match their situation, and those tweaks altered across plugins (Royal Aliens, weakest, Royal Terror, medium, Royal Aliens Very Hard- highest damage).
Brought down the size of a few Terrormorphs that might have issues in certain spaces, especially when used with:
Damage values in this mod slightly adjusted to match Royal Aliens.
In Royal Aliens, Very Hard Patch carefully tweaked, so these can be as threatening as possible without one-shotting you if you are geared... unless you're playing Very Hard, in which case there is a small chance. That is not added to this mod. https://www.nexusmods.com/starfield/mods/7398
Bug Hunts now always spawn 2 Terrormorphs. Base chance was 30% for a 2nd morph. Working on adding even more if I can :)
Version 1.56
The Londinium crash issue is confirmed 100% fixed forever. There is a certain Terrormorph you can't set to auto-level from player character if anyone else ever tries to tweak them.
New features:
Bug Hunt Quest: Now guaranteed to spawn to 2 Terrormorphs, rather than being only 30% of 2 in vanilla. Trying to make it even more if I can =)
I would like to roll the heatleech addon into the main plugin. Does anyone object?
Version 1.53
Reduced size of highest level (100+) Terromorph variant to improve collision in 1st mission.
Minor tweaks
New Optional File: Heatleeches have a chance to spawn as Terrormorphs optional file uploaded. This leveled list change MAY NOT be safe to uninstall mid-game. I have had this in my load order for a while.
Version 1.52
I am content that this is a "major" update without bugs, so I got around to updating the Vanilla Size plugin for the first time since launch. =) This includes Aceles so they can stand up against the buffed Terrormorphs and all the other balance changes listed in this changelog. Load this after Royal Aliens, which includes very modest scaling values for Terrormorphs, and doesn't make them nearly as strong as this mod does. =)
All versions: Removed all "Terromorph Thrall" records as my gut tells me they are a factor in the players who reported crashing in Londinium, although I cannot replicate the crash. Prior versions of Royal Terror that did not tweak thralls had 0 crash or bug reports. These will still be properly leveled as they use other templates-- tested it out today.
Version 1.2 is the ol' reliable that never gave an issue, so leaving it up in case anyone has an issue with latest versions (please comment, though!)
Tweaked a couple of erroneous records to ensure XP bonus consistency.
Slightly increased level mult (.1 more on some) of some Terrormorphs after previous version overnerfed a bit.
Upon request, I can make a version with much different (Weaker or stronger) leveled lists. Just give me some detailed info on the level and difficulty you are so I know what users I should balance around. Like Starborn, the Terrrormorph leveled lists aren't THAT big so its easier to tweak, whereas something like Royal Aliens contained around 2000 records to edit.
10% of Donation Points now Tithed to ElminsterAU, the creator of the xEdit tool I use to create mods. 10% to fight Malaria.
Version 1.51
Weakened lowest level Terrormorphs to help lower level players. They no longer gain bonus DR or health until mid-game (35ish+).
Higher levels unchanged. Slightly reduced level scaling across the board now that there are new, better options for tweaking survivability of enemies.
In Bethesda games, we can drop difficulty if we really want to get past a difficult encounter. If anything I put out can't be beaten, please let me know the level and weapons you were using.
If playing on Very Hard, I think finding something too strong and having to run away for a bit is one of the best things that can happen in an RPG :)
Version 1.5
Improved compatibility by removing non-essentials from the leveled lists. This should resolve any issues. So I never forget-- its the Thralls. Don't touch them more than you need to.
Added specific body damage to Terrormorphs. The head takes 1.5x damage, the back 1.0x damage, but the large armored limbs only 0.3x damage.
Added the updated heatleeches from Royal Aliens.
Slightly increased melee damage of specific varieties. The amount is small, but if using a doubled damage add-on, should be noticeable. :) Ranged and other abilities coming in future update.
Reduced size of cutscene Terrormorph variety to avoid clipping at maximum scaling.
Replayed whole UC campaign to confirm bug- free total compatibility as I would like to refer back to this as a consistent, stable version if I start uploading beta versions with cooler but risker features.
Optional File: Microscopic chance for Heatleeches to spawn as a Terrormorph. WARNING: This heatleech spawn optional file is not 100% safe to remove unless you are starting a new game or going through a unity.
Will post it shortly, just testing it a bit more.
I plan to add all my RISKIER fun mods as separate optionals, so people don't get locked into something they don't like. I suggest testing risky mods before going through a Unity to see if you like them or not.
For example, I want to tag everything in Londinum to respawn, so players can go on fun bug hunts every few weeks-- not worth the risk on the main file though if the game doesn't like that.
Version 1.4
Fixed a frustrating bug.
Manually tweaked the Terrormorph varities that show up in the mod: More Starborn Terrormorph Robot
Will probably tweak these varieties more as I playtest it.
Version 1.3
More Terrormorph varieties tweaked.
Finished doubling DR for all Aceles so that the Pokémon battles are properly epic.
Terrormorph size scaling slightly increased. Found a few tiny Terromorphs and fixed them.
Slight (rarely more than 0.1 CCR) damage increases for some stronger Terrormorph varieties.
(In general, for my NPC mods, I don't want to tweak damage too frequently via NPC records. I think it is best handled using overall difficulty modifiers like those in PEAK so it is more compatible and configurable, but Terrormorphs could stand to be a tiny bit more threatening than your average foe.)
Level scaling increased for highest tier Terrormorphs.
More Terrormorph Thralls tweaked/leveled/scaled.
I will update the non-scaled version soon. If anyone really wants it, feel free to rush me in the comments.
I'm going to finally start testing out More Starborn Terrormorph Robot https://www.nexusmods.com/starfield/mods/7041
So any compatibility problems or updates will be handled soon as well.
Version 1.2
ACELES BALANCE UPDATE: Aceles now scale from 1.0 -- 1.5x player level to compete with Terrormorphs. Damage Resistance for each tier of Aceles doubled.
Trained Aceles Only: SIZE Scaling changed from 1.0 --> 1.5 to 1.1--> 1.7 and speed increased to 115 since they're guaranteed to be outdoor fighting a Terrormorph and can be a little larger.=)
(Let me know if, for some reason, you don't want this as part of the base mod. I can make it a standalone, but this seems pretty necessary once you buff the Terrormorphs. The Aceles may need further buffs.)
Version 1.1
Major BETA update. Untested. I'll start UC playthrough shortly. -Approximately ten new varieties of Terrormorphs tweaked. -Terrormorph Thralls based on predators now scale to player level, herbivores unchanged. -Cloaked, Albino, and Invisible Terrormorphs now move at 1.6 speed and gain stat benefits. (Londinium will be fun) -Diseased Terrormorph now moves at 1.2, slightly slower than all others. -Most terrormorphs that did not previously scale up in size now should.
Version 0.7
Speed of all Terrormorphs increased to 1.3x from 1.15x. Default size version added.
Version 0.6
All terrormorphs covered. Feature complete, pending gameplay approval and receiving feedback.
Version 0.5
Initial upload. Changed leveled lists, completed most terrormorphs.
Royal Terror - Better Faster Stronger Terrormorph Enemies
This was the first mod I knew Starfield needed that hadn't already been created by all the wonderful mod authors featured on the Starborn Royalty Mod List.
I'm delighted with how far it has come. I have begun adding hand placed Terrormorphs and other threats to the world as requested, but that will come in later mods to keep this one highly compatible.
For full Terrormorph Potential Unleashed: For all my stuff bundled: Royal Galaxy
For Royal Encounters: Adds many open world Terrormorphs and some cave stuff. :)
Level with Player: from 1.1 (weakest) to 1.75 (strongest)
Minimum Height (Size): 0.7 → 1.0 Maximum Height: 0.9 → 2.0ish (Small Terrormorphs only, the already-large ones are from around 1.0 --> 1.2) Health Tripled: 1930 → 5709 for weakest Damage Resist, doubled: 254 → 508 for weakest Speedmult: 100 --> 130 2x XP for kills: 95 --> 190 for weakest, over 1k for the strongest. In vanilla, these already give a ton of XP at higher levels.
Note: Vanilla Terrormorphs have the highest base damage resistance of any aliens (way less than the Hunter, though) and zero energy resistance in Vanilla. While this mod adds some energy resistance to specific varieties and bosses, I maintain the original balance: Terrormorphs counter ballistic weapons unless they have a ton of armor-penetration perks, but are vulnerable to energy and particle weapons.
The increased HP and strength of enemies in this mod will make planning to fight them strategically more beneficial, while maintaining Bethesda's original intentions for how to best counter them.
These new Royal Terrors are much bigger with improved stats, forward the AI changes from PEAK and have higher level scaling based on Leveled Enemies (but higher). Should fit seamlessly with a vanilla game, as Terrormorphs are unique and powerful, or a heavily modded playthrough that needs these enemies to power up a bit to compete.
Strongly suggest you use the textures from HDTP - Actors - Quad and Bipeds 0.1 It looks amazing (see the photo gallery). Place the BA2 near the end of your StarfieldCustom.ini
Thank you to Deadlier Terrormorphs for showing me this was possible to do. This was the first mod I wanted when I did my original playthrough and found the UC questline and the Terrormorphs to be the coolest part-- but way too small and weak!
Weaker Terrormorphs are smaller than stronger ones. They are not all as large as the level 160 one in the video. :) Some are vanilla sized and I can't seem to get them changed, but they gain the other stat bonuses.
With any mod I post, I am aiming for "fair and balanced" not hardcore difficulty, to be clear. To me, that means, generally, slightly harder than Vanilla at all times, and significantly harder at high levels (since by higher levels the player is OP).
You can supplement with other mods to tweak difficulty higher or lower, such as PEAK's increased incoming damage setting-- though I am happy to make alternate versions if there is strong demand.
Future Optional Files based on demand:
Even Stronger (I can tweak the #s above. More HP might get boring, though.)
I haven't yet added bonus damage to them. 12/9 update: okay I added just a little.
No bonus XP version for Vanilla Purists if anyone really wants it.
More randomized size scaling (even bigger ones… sometimes!)
Faster
Cool Stuff I can still mess around with:
xEdit can give NPCs perks, including Terrormorph specific perks from the story and others like Acid Blood.
I'll look into reducing stagger if anyone has any advice. As of right now, finding a perk that reduces stagger is our best bet. But to be honest, another mod needs to rebalance stagger/knockdown for the whole game.
It might be possible to give the generic Terrormorphs the voices and mind control effects of the story ones.
I can probably give more of them the cloaking spell that some of them have in the story.
I'm thinking giving them the Starborn Alien Reanimation power would be very cool, but I want to stay lore friendly.
Stuff I can't do but desperately want (someone help!):
Bug hunt quests unlocked as soon as you join the vanguard.
Spawning them randomly or in new locations. (Edit: Okay, I have them starting to spawn via the optional file, and some other cool stuff in the works!)
Load Order/Updating/Compatability:
I anticipate you being able to update from this version to later versions with no issues, or remove the mod entirely as it is only NPC record # tweaks, not cell edits, scripts, or quests.
If you find a Terrormorph I didn't change, please get its FORMID with its console.
I am excited to share this because I know I couldn't wait to see this.
Credits:Thank you to Leveled Enemies for kick-starting the process for strong aliens and giving me a starting point for leveled lists. I strongly suggest a leveled world for Starfield if you want to have fun above level 50.
Deadlier Terrormorphs for proof of concept on the initial Terrormorph.
Thank you to Ascension for having open perms. Helped me find some more Terrormorphs that I missed in the leveled lists as I was learning how to use xEdit for the first time!
Currently, I'm posting everything with an MIT license, which means you can use my work as a starting point for your own work as long as you use these same permissions. I think the more we leave things open, the more everyone can learn how to do and the better the game becomes.
I prefer to answer questions via posts right here on the file rather than DMs or Discord so that others can read answers, explanations, etc. right here on the mod. However, I'm happy to help wherever you prefer.