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JaeDL - Starborn Royalty Knights -

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JaeDL

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About this mod

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.

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The Terrormorph Overhaul Included in Royal Galaxy -

Completely Standalone, Vanilla+, and Compatible with Everything Else You Might run =)


Royal Galaxy - A Compatible Starfield Revamp - Series One




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. :)

Venworks Open World and Cave Overhaul
The best new encounter mod by far.

Here's a video of it all in action:
https://www.nexusmods.com/starfield/mods/8050?tab=videos#lg=2&slide=1

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Terrormorph Stats Changed:
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.

Video 1: Not instantly melted by Turrets:
Edit: Those Turrets are buffed by leveled enemies so maybe not as dramatic as I'd hoped LOL
Video 2: Opening Cutscene:

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.
  • Load after leveled enemies, PEAK, Ascension, etc.
  • Also load this after the Terrormorph and Robot addon from More Starborn Terrormorph Robot or it will revert a few  Terrormorphs back to vanilla values.

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.

PEAK for setting change of AI Aggressiveness:

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.

I can be found on the Starfield Modding discord to chat or brainstorm.



Created to be a part of my primary list-making hobby:
💫Starborn Royalty A Starfield Modlist


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Royal Galaxy - A Compatible Starfield Revamp
All My Mods and Many Others - One Plugin

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Starborn Knight - Royal Combat Overhaul
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Pirate's Plunder: Royal Economy & Loot

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Royal Arena - Leveled Enemies


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Royal Weathers and Encounters

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Royal Terror - Better Faster Stronger Terrormorphs
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Royal Weapon Balance - Full Auto And Early Game Weapon Buffs

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Royal Space Magic - Player And NPC Starborn Powers Enhanced


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Royal Unique Human NPCs And Factions


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Royal Starborn - Starborn Enemies and Powers Improved Scaled Diversified

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Royala Ashta - Akila Belongs to The Ashta 


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Royal Works In Progress: Early Access to Upcoming Combat, Encounter, Loot, etc. =)