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JaeDL - Starborn Royalty Knights

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JaeDL

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About this mod

I have a ton of stuff in the works that I want to post but that I'm just not sure I've added enough value to take up a plugin slot. I'll post them here for now. Beta tests and feedback appreciated.

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Royal Backgrounds:

With a highly modded Starfield, early game gets HARD. This revamps backgrounds by giving each 11 relevant perk points, including late game perks where relevant. A bounty hunter or Combat Medic will have an easier time in early game with relevant perks.
This makes the game more fun by making it easier to take fun or mandatory perks without feeling like it takes FOREVER to start moving through a tree. Playing as a Professor (11 science/tech/dialogue perks) will be very different than playing as a Bounty Hunter (stacked with 11 combat perks from the get-go).

This is also intended to make playing new games frequently more fun. Not in the mood to grind your Starship perks up? Play as a long hauler =)

This is the initial beta. Upcoming updates will (hopefully) add new dialogue options, traits, etc, to further make the roleplaying experience immersive.

Highly open to feedback and brainstorming.




Royal Galaxy - The Collection BETA
https://next.nexusmods.com/starfield/collections/ioif6o/revisions/1?tab=about


Royal Galaxy Released!

https://www.nexusmods.com/starfield/mods/8222

Royal Rare Loot, Economy, and Encounters at Version 1.0 and set for a standalone release shortly. Will be safe to update from these versions. Might even be the same as these versions. :)


=============

Almost all of these mods are now at version 1.0, just waiting for me to package them up and write detailed descriptions! Thank you everyone for helping me beta test!

Thank you for helping me beta test!

The more time I spend modding, the less time I get to play. I still usually have something in my load order for a week or so before uploading here, but my play time is getting less and less. (I still play this game a TON. Love it.)

I'm hoping to finish up mods I consider essential for somebody to do shortly and then focus on passion projects like rewriting dialogue:



(Those are rough drafts; after I have it edited once, it's easy to tweak to perfection).

I also want to work on carefully adding hand placed loot for Royal Rare Loot, baby dinosaurs...
Help me brainstorm on the Starfield Modding discord.



I also love helping test Venpi's ambitious mods such as making open world encounters and caves awesome. That's really fun for me.

If you choose to play with these beta versions, it will be safe to upgrade when I release the full mod (if you enjoy it). And I'll take your feedback into account. :)


Don't feel bad being very demanding or sharing tons of suggestions; these are WIPs because I still want to do more (not that I don't want the same for my posted mods too).


They should not cause crashes or anything ridiculous; they've all been in my load order for a while. These files are essentially just up-to-date versions of what I have been playing myself.

Dialogue Rewrite:
I think the game could be a lot more enjoyable if the player character CHOSE to say things that were more interesting and better fit the well-voiced responses of NPCs. 
So I'm working on it. Slowly.

Only suggested for people who really like variety.
I hold writing to a high standard. So far this includes:
a bunch of miscellaneous scenes that irked me, but probably not the worst ones.
A major improvement to Sarah Morgan dialogue and romance.
For example, if she acts super annoyed or impatient with something you say, I made it fit a little better.
Added a few small jokes and some personality to the lines. But if there's a line you don't like, let me know-- 99% of the work is finding the dialogue in xEdit, rewriting it is a breeze. More than 2 lines
(Hey this is one. I guess this is two.) feels excessive in most situations.



More Encounters
Handplaces alien creatures in a few caves and a few PoI. You won't see them often but it's better than nothing. VERY slow to test this, so my plan is: once I actually FIND the new encounter, tweak it to perfection.

Will add more hand places enemies as I go, similar to More Enemies by ljorder66, but I will focus on very small scale stuff that he didn't already get. There will be no overlap because I run that mod.

Less Broken Player: (Wherein I nerf myself)

This is what I've played with since early November. Rather than overtuning my leveled lists, I nerfed outlier abilities and mechanics that I was inadvertently abusing. It would have been nearly impossible for me to make aliens and Terrormorphs hard if I could perma-stagger or stunlock them via armor perks, and disarm every human NPC.

Nerfs:

Gymnastics rank 4 jump height halved. It was way too annoying. I only miss it on Akila.

Marksman Ship Rank 4 (knockdown every other crit and double damage not scoped) only applies to Snipers.
Includes the nerfs and buffs I play with.

Sharpshooter disarm perk nerfed.

I nerf: anything that staggers or disarms enemies, including the armor perks. It just breaks the game. It still functions, just usually at a VERY close range. I still find them to be the strongest armor mods and actively avoid them, even with this nerf.

Duration of Annihilator Rounds. This isn't to nerf them so much as to keep from hurting allies long after the fight is over.. but nerfing them is fine because it's the most OP weapon type.
Slightly (less than 15%) increases how high you need to be to break your legs when jumping.
Increased the legendary perk that auto-heals you from 25% to 35% health and reduces its cooldown to 45 seconds. I found this makes it A LOT more fun to play at a difficult where things are knocking you to near death constantly.


Buffs:
Coughs last for a maximum of 30 seconds. I play with env. hazards disabled entirely in a space suit, but it makes me feel better to know this is there.
Includes my 2 posted tweaks: Gymanistics rank 4 bonus speed increased to 12 seconds.


💥Royal Combat Overhaul (BETA):💢 
Everything from Royal Weapon Balance, but started making more subjective gameplay improvements.

As with all betas, I am very, very open to feedback, including harsh feedback. I want these to be enjoyable and balanced for my game too!

Explosions: Increased the damage of virtually all explosions in the game by about 2x, some have slightly increased direction radius, but most are vanilla. This requires editing records that contain reflection data and is potentially riskier than other plugins, but I have had no issues. Please tell me ASAP if, for some reason, you think this plugin is causing any unexpected behaviors.

This is the only way currently to make mods that edit projectiles, explosions, or overhaul entire planets. We don't know how long we have until CK2, and I want to have as much fun as possible with the game now. 

This was tested by me using Argonil's Player Level Scaling and even with that, these buffs explosions are still quite weak, but I didn't want to go too hard on the first version. My goal is for it to be worth it to shoot explosive barrels and other environmental hazards.

Perks: The worst perks in the game overhauled to now be some of the best in a simple and compatible way (essentially I replaced the existing perks with either a weapon modification or an armor mod). More to come. The idea is that a rare "God Roll" gun will be a bit more powerful than is currently obtainable. I waited to work on this sort of thing last, even though it's super fun, because I wanted to have a balanced sandbox to play around in, rather than just starting off by making some OP weapons or perks.

The goal is that every legendary weapon drop is exciting and good, and that perks are strong enough that you might consider using a "weak" gun. Or maybe even use a gun type you don't normally enjoy because it has a badass perk combination.

In terms of balance, the strongest perks won't stack with the "best" weapon modification of several guns, encouraging you to branch out and use variety.


Spoiler:  
Show

Before:
Cornered: More damage as health decreases
After:
Clarity: Increased weapon accuracy
Not a huge increase, but this is a nice bonus in all situations for all guns.


Before:
Berserker: deal more damage the less armor one has.
After:
Headhunter: deal 25% more damage on the attack after a headshot. (Same as the armor perk, freeing up armor options).


Before:
Bashing: 2x damage. 
After:
Bloodlust: Deal bonus damage when weapon bashing and with low survival. Bleeds enemies.
(5x bonus)
Gains the old removed bonuses from Cornered and Berserker (above) as well as the bleed from flechette rounds.


Before:
Exterminator. 30% damage versus aliens.
After: 
Meteoric: +Unique rounds that burn enemies and deal 30% damage against alien creatures.
(https://en.wikipedia.org/wiki/Chicxulub_crater)
This uses the "Ignition Beams" perk from laser weapons, so it will be most potent on non laser weapons.

When it rolls on a laser weapon, it will not stack, so you can use a different mod. This allows it to stack with the other burning legendary mods.

Updated: Changed name from Chicxulub Impact to Meteoric. None of the legendary mods have such long names. I'll probably use the old name in my personal patch =)


Before:
Dissembler: 20% damage against robots
After:
Voltaic: +Shock Charge rounds enhanced with 20% damage against robots 
Updated: Swapped from Tesla to Shock Charge rounds to allow them to stack. This does VERY minor increases electricity and some slight slowing to enemies.


Before:
Space Adept: 30% damage in space, -15% damage on planets.
After:
Earthseed: 25% increase damage while connected to a celestial body (on a planet).


Before:
Anti-personel: 10% damage against humans
After: Atomic: Depleted uranium rounds that deal a bonus 10% damage against humans.
Most effective on weapons that cannot gain depleted uranium rounds, as it does not stack.



This is a simple loot overhaul. I will continue adding lots of things to it.

Right now some key features are:
Better loot on unique named humans.
Better loot from locked chests.

Boss Chests Always Contain Legendary WEAPONS ONLY. Built off the amazing boss chest mod which kindly has fully open perms. But now that the SFCP fixed mannequin loot, I want to focus on getting cool weapon drops.

This is intended to be used with Royal Combat Overhaul, and I eventually intend to bundle the improved weapon perks with it. The combination will allow you to experience a lot more awesome perk combinations. I have not gotten to test all potential weapon perk combinations yet.

I will add other very detailed improvements, such as how, in this version, GalBank now has a chance to have rare loot in those locked vaults… and this loot respawns. I might need to add an extra guard.

Locked chests now have a minimal chance to spawn one of the "named unique" weapons from the game. If you need a canon explanation for how there are two… someone brought them from a different universe. =)

Scarcity:
Load last. Compatible with the above, won't completely erase any of the cooler changes.
Less loot of all kinds (except enemy weapons).
Less crap to pick up and carry.
Simple mod. Add or remove to get your loot back.
Load after the economy overhaul if you want to run both.



Royal More Spawns:
Name not final-- includes a bunch
This is a big catch-all.
Increased Encounters:
Space and overland encounters increased.

Starborn ships can attack any time after main story quest 1 is complete, not until after Neon. I am not sure if this affects ground encounters, but that's my goal. More Starborn fights earlier. Sorry if this breaks immersion, I'll never force this on anyone.

Increased Spawns:

Adds aliens to some leveled lists. Should be a fun surprise when you encounter a Terrormorph (or other?) alien in your travels.

Simple Space Tweaks:
Working on doubling the # of starship spawns similar to ljorder66's ground work.
Only a few encounters finish.

A few more enemies spawn in some encounters.
Your hip turns faster at max speed (0.85x) 
Load after other ship mods, or before other ship mods if you hate my turn speed increase to 0.85. It felt necessary to deal with all the enemies. :)

Proc Gen Tweaks Similar to:

More populous space
https://www.nexusmods.com/starfield/mods/3975

and Crowded Universe:
https://www.nexusmods.com/starfield/mods/3748

Disable those CCR  mods if you run them to better test if the plugin works exactly right.

But toned down significantly for our post-proc-gen config tweak discovery world where we don't want things quite so close or dense, generally. This density has felt quite fun and performed very well with the newer proc gen config tweak.


Love Comes Easy:

Spending time with companions is what matters most, not whether you agree on every single thing. 
Reduces affinity requirements for story gates (romance).

Gain small amounts of affinity when you challenge the beliefs and attitudes of companions.

Tweaked messages for immersion. 

"Sarah disliked that" changed to "Sarah feels challenged by you."

"Sarah hates that" changed to "Sarah struggles to understand."

I tried a few different text settings in my time playing. These are the ones that actually seems very accurate to all the situations where the message pops up. Please let me know if anyone can think of a better or more active wording.

Makes it feel less like I need to bend over backwards to cater to imaginary people lol.


Royal Economy Overhaul (Beta)

Load before SSEO

Surprisingly, these two mods tweak very different values. REO focuses on increasing your income by doing missions and reducing income from selling stuff to vendors, SSEO tends to focus on increasing costs so you have something to chase. For final version, I will ensure 100% compatibility with SEO.

Simple, Vanilla+, more credits for doing work and missions. More credits rewarded for being cruel... and more expensive to be kind.


Mods Intended to bundle at release (and maintain same licenses:

WSkeever's mods (MIT license)
Seizure of Ships (Open)

This mod is just simple # tweaks, but it is A LOT of simple numbers tweaks, so I'm not going to list them all.


Bribery and other Dialogue-based transactions:
  • This part is what motivated be to get started. Some of these costs were so low that it was straight up unimmersive for me.
  • Base cost doubled across the board.
  • Cost significantly increased when trying to bribe characters who, from the lore, should be honorable or wealthy.
  • There should now be some real tension between wanting to keep your credits, or having to fight your way out of  a situation.
  • You now get 4 attempts to persuade, but your chances are slightly (about 10% across the board) reduced. There's some cool dialogue in there you've probably never heard because it's so easy to win-- and some cool outcomes if you fail.
  • If you would rather not deal with the persuasion mini-game, the chance to auto-solve is doubled.

More Contraband. Because yellow name loot is cool.

Stealing Ships and Piracy is where the money is at. 
Only 5% registration cost.

💥 You can randomly damage enemy starship engines during combat. 💥

This enables you with frequent opportunities to board enemies if you wish and better piracy. 

They keep fighting back until you initiative boarding; it's a vanilla mechanic, so completely bug-free and super fun.

 
Delivery and Transport Missions are worth it (like 50k+ at high levels). Live your long-hauler truck-driver fantasy.

Mission Rewards:

Ryujin pays incredibly well. Why else would you work for a gigantic corporation?
But bribing your way through corporate espionage quests will be way pricier.

  • Max mission reward increased by a factor of about 4x. Mission rewards not increased much or at all for Constellation and U.C.
  • Freestar bad choices increased significantly.
  • All bad choices are significantly more rewarding.
  • It makes no sense that selling a single common weapon was more rewarding than completing an entire planetary survey.
  • Missions that involved contributing to the world's economy, such as transporting people, generally increased by 4x or more.
  • Missions for Constellation that involve exploration mainly increased by 3x or more. Walter can handle it.
  • The Crimson Fleet and Ryujin will mostly pay you more. Sorry, good guys.

I would typically prefer to make all of these values more extreme. My modding philosophy for Starfield right now is to release a Vanilla+ version to provide a starting point and framework. This also allows me to release a mod that will make the most significant number of players happy. =)

I wholly intend to release a version with far greater extremes: greater rewards for crime, greater expenses for bribery, etc.

So what's missing?


I want to manually reduce the value of each gun by a bunch, probably in an optional file.

This version of the mod is intended more for immersion and fun than to create a realistic economy, although the increased costs are a starting point for more immersion.

As an optional file or companion mod, I'd like to reduce the chance of weapon/armor loot significantly, as the value of simply picking up and selling every white weapon you can find makes missions pointless, particularly at high levels. This is far from a game-breaking issue.

To reduce the cost of weapons (the way I know how) would require tweaking every weapon record, and would need to be patched for pretty much every weapon mod. I think it will require a script to make some NPC weapons not lootable, or "damaged" so they can't be sold for as much. Right now, the fastest money farm is just be high level and go kill stuff and sell their weapons. That's hard to fix.