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melik173

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About this mod

A collection of changes which i think makes the game more fun by trying to imitate Requiem and Requiem - 3BFTweaks for Skyrim.

Requirements
Permissions and credits
Changelogs
Shattered Space is required. Please use on a new game.

This mod overhauls many aspects of Starfield, with the main focus being the combat.

It introduces an unleveled world, an ammo system like the one in Fallout: New Vegas, a new legendary item system and unique effects, a system to switch firing modes without the use of a workbench and so much more. Detailed changes are as follows:


Combat:

General:

- Enemies, loot and ship parts are no longer tied to player's level, including rewards.
- HP bonus from leveling up is reduced to 1.
- Enemy humans' health values are also adjusted accordingly. Most of the time, level = HP. Starborn enemies have the same amount of max HP the player can have, that is around 240 not counting clothing bonuses. Legendary enemies will also play by the same rule, no more extra health and damage for them.
- Enemies give a fixed amount of XP regardless of their level, varying by type. For example, spacers are worth 20 xp while va'ruun are 40 xp. Copied from Ascension and made some minor adjustments.
- Human NPCs will only have their armor, no more additional resistances based on their level.
- Fights are a lot more deadly but fair in my opinion. A headshot with any weapon is usually an instant kill. Headshots deal x6, body shots x1, limb and pack x0.5. I tested this extensively and these numbers provide the most fun combat for me. It can take a full mag to kill an enemy with body and limb shots or it can take just one or two headshots.
- Enemies will have proper loadouts, a primary, a secondary and a melee weapon. Weapons are based on factions, such as crimson fleet usually having maelstrom as primary and kraken as secondary.
- Enemies will also use the ammunition in their inventory. They are given a random amount of ammo for each weapon when they spawn, about 3-4 mags.
- No more melee enemies, they have guns. However, they will still charge at you with their melee weapons if the fight drags out and they run out of ammo for their primary and secondary weapons.
- Companion weapons that they spawn with does not consume ammo as it would be too tedious to keep them stocked.
- Increased AI detection range so that they will not sit idle while you are fighting their buddies on the other side of the room.
- Robots and big wildlife are harder to kill because they either have a lot more HP and/or damage resistance.
- Sliding is available to use without the need of Gymnastics perk.
- Max damage reduction for all damage types is now 85% (previously some types like energy had 99%).
- Toggling scanner will now reveal enemy locations around your watch and their health bars. These will not be visible unless the scanner is active. (Replacing my previous mod https://www.nexusmods.com/starfield/mods/7364, functionality is the same)

Spacesuits:

- Spacesuits now protect more while affecting move speed, O2 usage and reload speed. The heavier the suit, the better the protection but it slows you down more compared to lighter ones.
- Generally the lighter spacesuits will provide about 40% damage reduction while it can go up to about 70% for heavier ones (not including upgrades and food buffs). All starborn suits provide the max possible damage reduction, 85%.
- You can reduce slow effects of the spacesuits with perks.
- Boostpacks can now be used with shorter or longer bursts (by setting bUsePressAndHoldControls=1). Boostpacks are buffed, as well as the perks for it. Now you can use them for longer and they regenerate fuel faster. There are even unique backpack mods for increasing their effectiveness.

Known Issues:

- Even thought the effects of the equipment you are wearing can be seen in the status effects menu, the game does not show decimal points. So, even if your spacesuit is slowing you by 7.5%, in the menu it will not be 7.5% but 7%. I assure you, it still works as intended and perks are taken into account correctly. Formula is (equipment weight/2)%.

Weapons:
- Weapon tiers are removed. A weapon you found at level 1 will be the same as a weapon found at level 100.
- Removed recoil reset mechanism from the game and doubled the amount of recoil. Now you will have to compensate for the recoil more. With the new perks, weapons will be a lot more accurate compared to vanilla so in the end aiming and hitting your enemies is easier assuming that you are compensating for the recoil.
- Laser weapons have no recoil. Particle weapons are excluded, they still have recoil.
- Increased weapon ranges drastically. Now, most weapons will deal full damage up to 250 meters, the damage will start going down after 250 meters and damage fall off will max out at 50% at 500 meters. Some weapons have even higher ranges. Laser weapons and explosives have no range, meaning they deal full damage at any distance.
- Shotguns have a tighter spread, making them more useful at longer ranges. Aiming down sight or moving no longer affects their spread.
- Most weapons' damage and rate of fire were adjusted accordingly, keeping the changes to health and armor values in mind.
- Changing the firing mode of a weapon will not affect it's damage.
- Reload and aim down sight speeds of some weapons were reduced so that they look more natural.
- Ballistic weapons are not hit scan anymore, they fire projectiles thanks to Weapons of Fate. I made a lot of additions to the mod and tried to adjust the values accordingly, so bullet travel time and bullet drop mechanics are close to real life and not as exaggerated compared games like battlefield. These mechanics will depend on the weapon and ammunition used. Laser and particle weapons are still hit scan.
- Va'ruun inflictor is now an automatic rifle by default with optional single fire mode.
- Added single fire to old earth assault rifle.
- Added full auto to old earth hunting rifle in addition to a reflex sight, courtesy of Escape from Gagarin - Extreme Combat Overhaul. Also changed it's small mag to a large mag (no model, uses default mag).
- Added suppressors for particle weapons, except heavies.
- Adjusted first person camera models of pacifier, shotty, old earth shotgun, old earth assault rifle and old earth hunting rifle to be closer to the camera, like No More Tiny Old Earth Guns.
- New sounds for old earth assault rifle taken from Insurgency: Sandstorm.
- Swapped Razorback's suppressor model with it's muzzle brake one.
- Changed eon's reflex sight to a dot. As far as I am concerned, no other mod on nexus covers it.
- Removed most alternate firing modes from pistols such as binary trigger and full auto as it made them impossible to balance with the ammo and health values I have settled for.
- However, now single fire weapons have much higher fire rates. For example, pistols fire basically as fast as you can click the mouse.

Known Issues:
- I could not and did not want to remove the firing animation for the laser weapons so they will still shake a bit when firing.

Ammunition:
- Completely changed the way alternate ammunition works in the game. Now instead of changing the ammunition used by installing a magazine mod, you can change the ammo you are using with an in-game menu using a crude port of Weapons Overhaul Systems (WO-R-III).
- Enemies will sometimes spawn with these ammo types and can benefit from them, such as armor piercing or explosive rounds.
- There is a new ammo type called Caelumite Infused. These are penetrating ammunition (for all types) with armor piercing for ballistics, increased burn damage and duration for lasers, increased annihilation effect damage and duration for particle beams. Can be crafted using Caelumite, giving it more uses. Only starborn enemies have a chance to spawn with this ammo type.
- Ammo types vary from ammo to ammo. Armor piercing, depleted uranium, explosive, incendiary, slugs, etc.
Here is a full list:
Spoiler:  
Show


AP = Armor Piercing, DU = Depleted Uranium, XPL = Explosive, WH = Whitehot (Incendiary), C = Caelumite Infused, EM = Electromagnetic, IB = Ignition Beam (Incendiary), AN = Annihilator, S = Slug, F = Flechette, TES = Tesla Pylons, HN = Hornet Nest

 - 11mm Caseless
 - 11mm Caseless (AP)
 - 11mm Caseless (DU)
 - 11mm Caseless (XPL)
 - 11mm Caseless (WH)
 - 11mm Caseless (C)
 - 11mm Caseless (EM)
 - .27 Caliber
 - .27 Caliber (AP)
 - .27 Caliber (DU)
 - .27 Caliber (XPL)
 - .27 Caliber (WH)
 - .27 Caliber (C)
 - .27 Caliber (EM)
 - 40mm XPL
 - 40mm XPL (TES)
 - 40mm XPL (HN)
 - .43 Ultramag
 - .43 Ultramag (AP)
 - .43 Ultramag (DU)
 - .43 Ultramag (XPL)
 - .43 Ultramag (WH)
 - .43 Ultramag (C)
 - .43 Ultramag (EM)
 - .45 Caliber ACP
 - .45 Caliber ACP (AP)
 - .45 Caliber ACP (DU)
 - .45 Caliber ACP (XPL)
 - .45 Caliber ACP (WH)
 - .45 Caliber ACP (C)
 - .45 Caliber ACP (EM)
 - .50 Caliber Caseless
 - .50 Caliber Caseless (AP)
 - .50 Caliber Caseless (DU)
 - .50 Caliber Caseless (XPL)
 - .50 Caliber Caseless (WH)
 - .50 Caliber Caseless (C)
 - .50 Caliber Caseless (EM)
 - 6.5mm CT
 - 6.5mm CT (AP)
 - 6.5mm CT (DU)
 - 6.5mm CT (XPL)
 - 6.5mm CT (WH)
 - 6.5mm CT (C)
 - 6.5mm CT (EM)
 - 7.5mm
 - 7.5mm (AP)
 - 7.5mm (DU)
 - 7.5mm (XPL)
 - 7.5mm (WH)
 - 7.5mm (C)
 - 7.5mm (EM)
 - 7.62x39mm
 - 7.62x39mm (AP)
 - 7.62x39mm (DU)
 - 7.62x39mm (XPL)
 - 7.62x39mm (WH)
 - 7.62x39mm (C)
 - 7.62x39mm (EM)
 - 7.77mm Caseless
 - 7.77mm Caseless (AP)
 - 7.77mm Caseless (DU)
 - 7.77mm Caseless (XPL)
 - 7.77mm Caseless (WH)
 - 7.77mm Caseless (C)
 - 7.77mm Caseless (EM)
 - 9x39mm
 - 9x39mm (AP)
 - 9x39mm (DU)
 - 9x39mm (XPL)
 - 9x39mm (WH)
 - 9x39mm (C)
 - 9x39mm (EM)
 - 1.5kV LZR Cartridge
 - 1.5kV LZR Cartridge (IB)
 - 1.5kV LZR Cartridge (C)
 - 1.5kV LZR Cartridge (EM)
 - 3kV LZR Cartridge
 - 3kV LZR Cartridge (IB)
 - 3kV LZR Cartridge (C)
 - 3kV LZR Cartridge (EM)
 - .43 MI Array
 - .43 MI Array (AP)
 - .43 MI Array (DU)
 - .43 MI Array (C)
 - .43 MI Array (EM)
 - .50 MI Array
 - .50 MI Array (AP)
 - .50 MI Array (DU)
 - .50 MI Array (C)
 - .50 MI Array (EM)
 - 6.5mm MI Array
 - 6.5mm MI Array (AP)
 - 6.5mm MI Array (DU)
 - 6.5mm MI Array (C)
 - 6.5mm MI Array (EM)
 - Heavy Particle Fuse
 - Heavy Particle Fuse (AN)
 - Heavy Particle Fuse (C)
 - Heavy Particle Fuse (EM)
 - Light Particle Fuse
 - Light Particle Fuse (AN)
 - Light Particle Fuse (C)
 - Light Particle Fuse (EM)
 - 12.5mm ST Rivet
 - 12g Shotgun Shell
 - 12g Shotgun Shell (F)
 - 12g Shotgun Shell (S)
 - 12g Shotgun Shell (XPL)
 - 12g Shotgun Shell (TES)
 - 12g Shotgun Shell (HN)
 - 12g Shotgun Shell (WH)
 - 12g Shotgun Shell (C)
 - 12g Shotgun Shell (EM)
 - 15x25 CLL Shotgun Shell
 - 15x25 CLL Shotgun Shell (F)
 - 15x25 CLL Shotgun Shell (S)
 - 15x25 CLL Shotgun Shell (XPL)
 - 15x25 CLL Shotgun Shell (TES)
 - 15x25 CLL Shotgun Shell (HN)
 - 15x25 CLL Shotgun Shell (WH)
 - 15x25 CLL Shotgun Shell (EM)
 - 15x25 CLL Shotgun Shell (EM)
 - Caseless Shotgun Shell
 - Caseless Shotgun Shell (F)
 - Caseless Shotgun Shell (S)
 - Caseless Shotgun Shell (XPL)
 - Caseless Shotgun Shell (TES)
 - Caseless Shotgun Shell (HN)
 - Caseless Shotgun Shell (WH)
 - Caseless Shotgun Shell (C)
 - Caseless Shotgun Shell (EM)
 



- These are also completely integrated to leveled lists, you can buy them, loot them from containers or the corpses of your enemies (if they did not use them all), or craft them.



To change the ammo you are using, press "B" while the weapon is drawn.

Known Issues:
- There are no animations for ammo swapping. When the player selects the ammo type to swap to in the menu, the weapon simply disappears and reappears on the player's hand, ammo in the magazine is set to zero and a reload happens.
- When switching ammo types, if you are using coachman or a similar weapon (such as super shotgun from At Hell's Gate creation, shells will still be in the weapon while you are reloading.
- Sometimes the game does not force the reload automatically. However, since the ammo in the magazine is set to zero, when you try to shoot after switching to a different ammo, the reload sequence will start automatically or you can just manually reload.
- Because of the way the scripts work, whenever you switch to another ammo type, the gun and all the ammo associated with the gun will be in the new items tab like they were just picked up, because they were.
- The only way to make the NPCs use new ammo types was to create copies of the weapons with ammo types already attached. These custom weapons that spawn with an enemy will not have StarUI's custom icons. However, for all other purposes, they still function like the base weapons. This had to be done because apparently a weapon's ammo list cannot be changed with an object modification when it spawns and this caused the enemies to not have correct ammo type, therefore not being able to shoot.
- Using caelumite infused ammunition, some ballistic weapons deal 50% less damage after penetrating a target and some deal 100%. I could not figure out what was causing this, please let me know if you do.
- If you are using Item Sorter, any weapon with alternate ammunition will be classified as "Modified". It is a pretty easy fix but due to permissions set by the author, I cannot release a patch for it. Please see articles.


Firing Mode:
- Likewise, you can also change the firing mode of a weapon without using a workbench.



To change the firing mode of the weapon, press "G" while the weapon is drawn.

Known Issues:

- There are no animations for switching firing modes. The weapon simply reappears in the player's hand with the selected firing mode. Currently, this also sets the magazine back to full. There is a native vanilla function called GetLoadedAmmoCount, which I think can be used to fix this problem but currently there is no way to use it in papyrus so I will have to wait for a script extender to make it possible.

Ship and Vehicle Combat:

- Removed hidden damage modifiers set by bethesda so that the values you see in the menus reflect in game combat.
- Ship weapons now consume ammo thanks to Ship Weapons Use Ammo. I recreated the mod from scratch, extended it to apply to all weapon types, fixing the bugs it had in the process. Ammunition can be bought from ship technicians or looted from enemy space ships. Power assigned to a weapon will still effect it's fire rate. Removed in 1.0.2. Too many bugs.
- Enemy ships will also use ammo. They will be given the ammo they need to use their weapons for a long fight.
- Rebalanced ship weapons and shields. Shields provide x3 protection. Like in the base game, ballistic weapons will be better at hull damage, lasers will be better against shields and particle weapons are in the middle. Now, laser weapons have even less hull damage. Ballistic weapon damage reduced to compensate for the removal of hidden damage modifiers. Particle weapons will deal 25% less damage compared to base game. If you do not use the correct weapon type, you will just need to use more ammo.
- Starborn ships' shields and their weapons are buffed.
- Targeting mode will no longer slow down time.
- Aiming with a vehicle weapon will no longer slow down time.
- Ship looting distance increased to 2000.
- Enemy ship levels are adjusted. Spacers will usually have low level ships, Crimson Fleet mid level, Va'ruun and Ecliptic high level. Copied directly from Ascension.

Known issues:
- I could not find a way to make vehicle weapons use ammo in player's inventory. Please let me know if you have any ideas.
- Currently, whenever the player modifies their ship, additional ammo for the ship's weapons will be added to ship's cargo. I found a fix but need to make sure that it is safe before releasing it.


To purchase ammo for your ship, talk a ship technician and choose the option "I need to restock".


Loot, Survival and Economy:

General:
- Whatever the enemy is wearing can be looted just like in previous bethesda games.
- Weapons are worth much less and weigh twice as much. This change is made to steer the player away from collecting weapons and selling them to make money.
- Resources cost a lot more, except Helium-3. Wherever you can find Helium-3, there will be more now, except for mining. This change was made with Fuel Consumption Unlocked in mind.
- Food, drinks and most chems are less expensive, and they provide bonuses for longer duration. Their healing is also changed to be overtime instead of instantaneous. Chems no longer provide damage bonuses.
- Vanilla sustenance system is expanded. There are now 3 tiers of food and drinks (which were already in the game but were disabled for some reason, maybe bugs? Even then, I did not run into any bugs in my testings). They provide 30, 60 and 90 minutes of well fed and hydrated bonuses.
- Well fed and hydrated bonuses adjusted to be milder.
- Alcohol no longer provide hydration bonuses.
- Raw food damages health instead of healing.
- Quests give more money. This includes quests acquired from terminals. Especially resource and exploration related terminal quests will reward more money. You don't need to be a murder hobo to make actual money now.
- Ships and ship parts are a lot more expensive. A basic ships costs around 450k and creating your dream ship could cost a few millions.
- All ship parts (except for Crimson Fleet and shady ones) are available at all vendors.
- Ship register value increased to 95%.
- Housing is more expensive as even spacefaring civilizations can't escape reality.
- Armor and weapons from shattered space are integrated into the base game. Va'ruun enemies now have a chance to spawn with them.

Known issues:
- Some dead bodies spawn with two sets of outfits for some reason. I still haven't managed to find a solution for this, other than disabling looting equipped armor from enemies, which I would rather keep and deal with the duplicate outfit problem with corpses another way.

Legendary System:
- Removed the vanilla legendary system from the game.
- Instead, you will find legendary mods which you can install on the weapons and spacesuits yourself, thanks to Swap and Save Weapon and Armor Mods - The Good Ol' Fallout Mods Restored - SFSE. This is meant to be a replacement for the legendary system in the base game by providing you with options to install found legendary mods to weapons and spacesuits of your choosing. While legendary spacesuit mods can be applied to all, legendary weapon mods are weapon specific.
- All the base modifications you can install using a spacesuit or weapon workbench in the game will now have legendary copies with increased stats. You can see exactly what they do in their descriptions while installing them. This applies to vanilla mods as well, they were all given detailed descriptions.
- Not all legendary mods have equivalents in the new system. Mods like instigating, elementary, space adept, etc. did not make it because I did not find them to be fun and IMMERSIVE. Some of the effects are also covered by the new ammunition types. New legendary mods that you will find in the game are more grounded but still effective (such as replacing -10% damage effect from different enemies or damage types with a legendary shielding mod that increases your spacesuit's resistances instead).
- These legendary mods are incorporated into leveled lists. Basically, whenever you would find a legendary item in the base game, you will find a mod instead.
- Vanilla spacesuit rewards were replaced with new unique spacesuits, which come with their own unique mods that can increase effectiveness of perks and/or provide unique bonuses. There are also new unique variants for Constellation, Crimson Fleet, Sysdef and Vanguard.
- Starborn suits get their own mods that can be crafted at an industrial workbench. Amount of slots increase with each NG+ (1 slot for the first suit and 10 slots for the 10th). These mods will affect starborn powers by increasing their duration, magnitude and cost, or reducing their cost if I couldn't find a way to do what I want. You need to be wearing your suit to craft these mods and each slot has it's own options, so craft accordingly. Requires caelumite, again giving it more purpose.

Known issues:
- If you uninstall a legendary mod from an item, even though the loose mod is put in your inventory, the game menu will still show it as not available. Simply click activate and it will be installed. Going out of the workbench and getting back in will correct this too.
- I could not find a way to remove or edit default accuracy data of the weapons. They don't really mean much as perks and attachments will make guns nearly 100% accurate anyway. Whenever the word accuracy is used in this mod, it does not refer to this accuracy stat but cone of fire of the weapon instead, which also affects the accuracy of the weapon while continuously firing.

Crime:
- Increased bounty amounts. For example, murder is now 65000 and getting caught while doing illegal activities such as smuggling or pickpocketing will be a lot more costly.

Leveling and Perks

Leveling
- Leveling formula is now 1000 XP base + 25 XP per level.
- Crafting will no longer provide XP.

Perks
- Damage bonuses from most perks are removed. Instead, they provide other bonuses such as increased accuracy for damage type perks and increased reload speed, reduced sway for weapon type perks.
- Perk description are detailed with whatever information I could find in the game files so you can see exactly what they do before taking them.
- Fitness perk's challenge changed to using up all O2 instead of both O2 and CO2.
- Armor Penetration perk changed to Ammunition Expertise, which allows you to research and create alternate ammo types.
- Removed damage resistance and damage bonuses from Isolation. Instead, it now provides additional O2 and carry weight when you don't have any companions.
- Now you only need 1 point in a perk to be able to select another perk from the following line.

Patches:

Patches are provided for the following:

Creations:
- The Vulture
- Escape
- Deimog
- At Hell's Gate

Mods:

- Community Patch
- Variable Contraband Prices - Redux
- More NPCs Have Routines and Stores Have Schedules (both the main file and Dazra option)

Important information regarding patches: Currently, medium and small plugins are a huge pain because they can't be edited using xEdit. Plugins with small or medium masters are also the same. Which means that only creation kit can be used to create patches for small or medium plugins. Therefore, making patches for small and medium plugins are really tedious and might have unintended consequences. One example of this is "The Vulture" patch. With the patch installed, Novastrike weapon can be shot even if the magazine is empty, for reasons i couldn't figure out. Maybe this is a bug specific to that weapon, I don't know for sure. Please keep this in mind while using the patches for creations and other small/medium plugins. I tried to make the patches the same type as the patched mod's/creation's plugin but since I had to use The Vulture and At Hell's Gate creations' patches as masters for ammo swap system integration in xEdit, they are full masters.

Requirements:


- Starfield Script Extender (SFSE)
- Address Library for SFSE Plugins

-
Cassiopeia Papyrus Extender
- Swap and Save Weapon and Armor Mods - The Good Ol' Fallout Mods Restored - SFSE (Disable the .ESM that comes with it or let SOS override it)
- Weapons of Fate (Ballistics Overhaul) (Disable the .ESM that comes with it or let SOS override it)
- Console Command Runner Updated


Recommended Mods:

- Fuel Consumption Unlocked

- Toggle Quest Markers with Scanner and Ship HUD
- Remove EXP from gameplay options
(Alternatively you can use Starfield Engine Fixes - SFSE to achieve the same thing)
- Variable Contraband Prices - Redux
- Bedlam - Dungeon Randomizer
- Deception Challenge - Sell Contraband

Recommended Game Settings:
- Make sure to set incoming and outgoing damage to Normal. The rest is up to the user.
- I also wouldn't recommend any mods affecting accuracy of the NPCs as it will make the game a lot harder than intended with this mod.

Recommended Load Order:
- It would be best if you load this mod and it's patches towards the end of your load order as it touches a lot of the things in the base game. Either way, I would recommend checking for conflicts with xEdit yourself.


Please provide feedback as I am just one person and can't test everything extensively. Also, I am always looking for new ideas to implement. If you have any suggestions, please feel free to share them.

Credits:

- Ascension is the reason I put this mod together. Since it is open permission, I was able to start working on this mod with an already solid base.
- Weapons Overhaul Systems is really well made mod for Fallout 4 that enables instantaneous mod switching without any of the problems that plague other mods such as not being able to choose which weapon to mod if there is more than one copy in the inventory. Porting it to starfield was a lot of work as I have no experience with coding or papyrus (and documentation for starfield is still not available) but his guides on the mod page helped a lot.
- Weapons of Fate for the models and providing an example for how to enable to projectile system in the game.
- Escape from Gagarin for the models and ideas.
- SSEO - Settled Systems Economy Overhaul for giving me ideas while balancing the economy.