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About this mod
Enhance the Settled Systems with bug fixes, QOL improvements, stronger Terrormorphs and Ashta, increased enemy spawns, and potent Starborn magic.
Diversifies encounters, Points of Interest, Weathers, and Climates. 50+ bundled mods and ALL Royal Mods.
- Requirements
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Nexus requirements
Mod name Notes Royal Patch Hub And Difficulty Configurators If you want to tweak difficulty or add patches for Item Sorter, Legendary Module Recycler. Shattered Space - Enemy AI Size Scaling Variation and Leveling If you have the Shattered Space expansion. Mods requiring this file
- Permissions and credits
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Author's instructions
These assets and/or work are not all my own. Please reach out to me to discuss if any parts of this can be useful in your projects.
Translations:
Fully invited and welcome. Please take the download points for your work translating.
There are some handwritten dialogue changes that will need to be translated by hand. Please DM me if you want help with those sections. I have memorized the character responses and rationale for each change and might be able to help you with tone if it is not clear.
Anything in here that is deemed a Vanilla bug fix (I know for a fact there are tons) may be submitted by anyone to SFCP or UFSP. I am not trying to gate keep fixes. I just make them as I come across them. Credit would be nice because I have low self-esteem =)File credits
Textures:
Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified) with this weather mod. If you follow my mod list, you know this has always been my favorite Milky Way, so being allowed to bundle this with the weather was a dream come true. The Milky Way texture you use has a big impact on the lighting at night and how weathers and lighting appear.
Thank you to Clofas1 for the open perms on Enhanced Starfield Clouds. These beautiful, great-performing clouds packed into a BA3 file do so much to improve the quality of Starfield's weather and skies without impacting performance.
Thank you PraedythXVI for all your amazing mods I've used in Skyrim over the years, and your beautiful lava with open permissions that I was able to bundle here.
Thank you MoccasinBill for the awesome Nuclear Earth Retexture. I suspect this would have WAY more downloads but it never got a mod manager button. =)
https://www.nexusmods.com/starfield/mods/1041?tab=files
Thank you Peko for the best brows and lashes on Nexus and the open perms. BA3 for better performance. I still personally have to load the loose file version too as something in my load order overwrites these.
https://www.nexusmods.com/starfield/mods/5107
https://www.nexusmods.com/starfield/mods/4684
(Eyes not included since there are so many options).
See individual mod pages for specific credits
Bundled many awesome and some BEAUTIFUL player dialogue rewrites by Aurelianis, with permission. =)
For each of the mods, I only bundled pieces that felt like essential bugfixes, so you might want to check out the mods yourself and see if you want the FULL version. If yes, just load it after RoyalGalaxy.esm. :)
With permission from Deebz, Shut up Cora. This ensures that Cora and Sam only talk in person, not on the intercom, and restores some cut lines. Deebz makes clean mods, I highly recommend you check them all out.
Restored missing Andreja dialogue:
https://www.nexusmods.com/starfield/mods/8044
I added about 1/3rd of the affinity event changes To Royal Galaxy. Only the ones I truly don't see how anyone could disagree with. Seems like for some early game quests, Bethesda forgot Andreja could be present. This feels a lot like a bugfix. If you want more Andreja positive reactions, you can download the full mod. :)
Breaking The Bank - Ask Once:
https://www.nexusmods.com/starfield/mods/8157
Use dialogue to speed up a particularly tedious quest moment. Immersive and optional.
Restores More Cut Dialogue (But not the other features, install mod if you want it all):
https://www.nexusmods.com/starfield/mods/6280
Eli's Renamed Survey Data:
https://www.nexusmods.com/starfield/mods/6802
Eli's Snowglobes:
https://www.nexusmods.com/starfield/mods/9884
Integrated Sound Fixes by OrgasmicSneeze, who kindly left them open perms
https://www.nexusmods.com/starfield/mods/6343
https://www.nexusmods.com/starfield/mods/5681Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Italian
- German
- French
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Translations available on the Nexus
Language Name Italian Author:LJTIGER69 Royal Galaxy - A Compatible Starfield Revamp - Traduzione Italiana French Author:Blitzer69 Royal Galaxy - Traduction FR Mandarin Author:starGhost1 Royal Galaxy - CHS Spanish Author:Gonzy42 (Actualizado 3.83) Royal Galaxy - Spanish Polish Author:JasiekPolak Royal Galaxy - A Starfield Revamp And Cut Content Restoration - Polish Translation German Author:Maximus Royal Galaxy German (Aktuell) Mandarin Author:undeadj1229 Royal Galaxy - Traditional Chinese Portuguese Author:SirOminos Royal Galaxy - A Starfield Revamp And Cut - PTBR Russian Author:Eldenwise Royal Galaxy - A Starfield Revamp And Cut Content Restoration RUS Spanish Author:JaeDL Royal Galaxy - A Compatible Starfield Revamp Balance Overhaul And Cut Content Restorationx 2.51 Spanish Spanish Author:Khotec Royal Galaxy - Series One 2.12 Spanish French Author:Zedbar Traduction Fr Royal Galaxy - A Compatible Starfield Revamp - Series One Mandarin Author:YorkZhang Royal Galaxy - Simplified Chinese Translation - Changelogs
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Version 3.84
- (Unreleased/Playtesting) Various small bug fixes.
Integrated Empath bug fix:
https://www.nexusmods.com/starfield/mods/12309?tab=description
Tweaked skill challenges to ensure progression would work for all players.
Further improvements to AI (still a light version of Royal instincts, load Royal Instincts after R.G for harder AI overhaul.)
Unified perks where people were running into issues so that they were the same in Royal Galaxy as Royal Skills. I would never come across these issues in my game as I am running Royal Skills Overhaul after Royal Galaxy. This is still a much more Vanilla perk overhaul than in Royal Skills that can be safely overwritten by any other perk mod if loaded later -- and I want to maintain that option for others. It's just a lot of work to maintain two slightly different versions of perks when they can be so finicky and need so much testing.
- (Unreleased/Playtesting) Various small bug fixes.
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Version 3.82
- Fix for deleting Hopetown. Very sorry for the inconvenience.
Minor NPC AI improvements to avoid NPCs standing still.
- Fix for deleting Hopetown. Very sorry for the inconvenience.
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Version 3.81
- Fixed missing Starborn Guardian Tiers.
Tweaked some AI Starborn Powers for more variety.
Typo fixes. Game font does not support em dashes, only short " - " dashes.
- Fixed missing Starborn Guardian Tiers.
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Version 3.76
- Includes some important bug fixes, so released as main file.
-Fix for Rev-8 collision. Any mod affecting body collision prior to Rev-8 update will need similar update (just a drag and drop).
Fixed naming appearing for several weapon enchantments when playing without Item Sorter patch. Thank you Gluonman!
Updated various weapon enchantment names to be more concise and/or fit their modded actions. Renamed Melee-versions of perks to make them make more sense. Note: One-Inch-Punch on a melee weapon is named "Illegal" because this combination is overpowered and impossible in Vanilla. But if running it using Recycler, it will have a cool name. :)
(Recycler patch needs an update for correct names as well, will come shortly. Current one will still work, just some names will be slightly different).
Starborn Guardian buffs (for both NPC and player) that were previously cut restored as the issue has been fixed/found. Thank you Terra.
Boss Chests Always Contain Legendary Weapons:
-Updated. Now a 5/6 chance to be a ranged weapon, rather than 1/3 chance (Vanilla) to be a melee.
-Now contains a 25% chance of dropping each of the following: a legendary helmet, chestpiece, or boostpack
Farming PoI needed a small boost, especially when playing without Legendary Recycler.
Optional File:
50% chance of weapon from boss chests rather than 100%. Separate from Scarcity plugin as... I like Scarcity, but want my guaranteed drops too.
Doubled HP Bonus granted to enemies controlled by a Terrormorph Mind Control from Vanilla. Mind-controlled thralls are no longer worried about survival; a monster is controlling them, so they fight past reasonable limits.
Item Sorter:
-Regular item list and Item Sorter Patches, thank you so much Gluonman for noticing the errors and sending me the fixed versions!
- Includes some important bug fixes, so released as main file.
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Version 3.75
- Reduced Bridger damage. Still buffed from Vanilla 74 to 95.7 (1.2x). Restored Vanilla attack Radius so slightly less splash and NPC lethality.
(I got some feedback that this was too high a while ago. Sorry it took a minute. I always independently taste before making a change based on feedback, and sometimes it takes longer than I would like since I'm working on critical fixes or other mods. The recent SFCP fixes to Bridger gave it significantly more power, so it was time to bring it down a bit).
Removed all changes to the player Starborn Guardian. Use another mod to buff the base Starborn Guardian, as I believe tweaks to this ship have a chance to cause an issue.
Appears this one finally permanently fixed a UC crash. One of the Terrormorphs cannot be tweaked from Vanilla. There are two load-bearing Terrormorphs in the game that cause crashes if tweaked (for some users). Oof.
- Reduced Bridger damage. Still buffed from Vanilla 74 to 95.7 (1.2x). Restored Vanilla attack Radius so slightly less splash and NPC lethality.
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Version 3.74
- More cuts to UC and CF uncut content to try to fix reports.
UC Update:
-Based on crash reports and working with people who have had the issue, it is possible the UC crashes are simply systems running out of resources. Ensure up-to-date drivers, try to run SFSE EngineFixes if you can, etc. Please let me know if you are someone with a UC crash and a tweak or change works for you. Note that plenty of people have UC crashes without mods as well.
That being said, that gave me a new way to try to fix the UC crashes - I removed anything I could see increasing memory usage in those regions, even if they were perfectly safe. Removed unique weather from Londinion and Cydonia, where Red Devils HQ takes place. Removed small tweaks to various NPCs. The idea being that those quests are just sensitive and highly demanding, and some PCs can't be asked to load one more thing or they CTD.
Next update:
Reviewed all Patch Hub files, .esl flagged so they load late as an override and don't take up a plugin slot. Some will be posted as standalone mods since an .esl flagged "Basic Feature" mod should probably just be posted for all to use forever more.
Goal will be to write a guide to make using all of my mods and customizing your difficulty more clear.
Slightly buffed Skip Boostpack as its initial burst was too weak to take advantage of Shattered Space puzzles. Ported other boostpack improves over from Royal Skills. The goal is that other boostpacks, including basic, are useable and not just a placeholder until you can get a balanced boostpack.
Getting reports of Skill Related issues when updating. Use console command to add/remove perks as a workaround to reset/fix skill challenge progress.
I may end up removing perk tweaks entirely from Royal Galaxy to avoid this and just have the perk changes standalone as Royal Skills. Alternatively, the issue may be the skill challenges that I made a little faster. I seemed to get more reports once I started doing that, than in a year of perks being in different spots/changed and people still updated safely.
A lot more bugs are going to be sitting in queue because I simply don't have time to track them all down or to write lengthy replies explaining why it is probably not a R.G bug. Please don't take my lack of a reply as lack of concern.
Around 1k new users to this package since Shattered Space; that's going to require a lot of support and unfortunately, I have lots of other stuff I need to do this week as well =/
- More cuts to UC and CF uncut content to try to fix reports.
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Version 3.73
- Released as beta
-Ship Command: fixed incorrect text. Increased Max crew to ten at rank 4, and balanced out each tier accordingly. (3, 5, 8, 10)
Upgraded Vanilla Weapon Perks:
Subzero is now Mythic, due to overlap with new Chilling.
Lawful is now: Peacebringer (Lawful sounded too corny)
25% damage against Spacers and Ecliptic. 50% bonus damage against Terrrormorphs.
Bugfix for lacerate bleed not applying. Buffed the bleed to counter Terrormorphs.
For full experience, please grab Royal Leveled Enemies - Shattered Space.
https://www.nexusmods.com/starfield/mods/11785
Right now, I haven't done enough work in Shattered Space to justify a Royal Galaxy Add-On. It's just the leveled enemies, but I've included AI and bug fixes in it as well.
- Released as beta
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Version 3.72
- Note: I do not encourage regularly updating Royal Galaxy mid-game. I suspect most reported issues are save corruption resulting from tweaking mods, load orders, or updating .esm mods while mid-game.
Keep your old version of Royal Galaxy and roll back to whatever your save was on (and the save before updating) if you encounter any issues. I still value the reports, but there is nothing I can do about save corruption. It is not a "bug" that can be fixed, but something that has happened to your save based on unique circumstances involving load order, installed mods, and whether or not a butterfly flapped its wings in Tokyo yesterday.
I literally cannot guarantee safety of ANYTHING right now as the expansion just came out.
3.72:
-Forwarded latest SFCP changes where needed.
-Various fixes to NPCs, etc, to forward changes from latest update. There have been a lot of tiny changes under the hood. To be blunt, .ESM mods that are 5+ months old and haven't had an update probably have a minor change from Vanilla that needs to be forwarded into their records. xEdit team confirmed that most of these are harmless, but I like to be safe.
-Minor text fixes
-Reduced minimum level of some Terrormorph spawns that were too high.
-Removed/replaced Subzero perk as it is too similar to Bethesda's "Chilling" perk.
Royal Instincts (bundled) AI tweaks:
-A lot of fun stuff to improve alien creatures.
-Reduced "wait" time for various NPC behaviors, including alien creatures. Some alien creatures now have an incredibly rare chance to flee for their lives and most have a greater chance to jump.
-Starborn have a reduced jump mult, allowing them to be more aggressive in vertical situations (if they happen).
-Tunneling behavior for creatures updated. While it is slightly rarer, they can move 25% further at a slightly higher speed, making it a more useful combat ability rather than just a delay. The cooldown is also 25% reduced. The goal of this change is variety in encounters.
-Slightly reduced chance to use ranged projectiles as well as their very high accuracy for a few alien types.
-Alien circling, strafing, and flanking behavior improved.
- Note: I do not encourage regularly updating Royal Galaxy mid-game. I suspect most reported issues are save corruption resulting from tweaking mods, load orders, or updating .esm mods while mid-game.
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Version 3.71
- First Shattered Space Patch:
Note: This patch is not mandatory. If you are playing on an existing save, stay on older versions, especially if you have an issue updating.
Additionally, I cannot guarantee anything is perfect within 24 hours. If you're running more than 4 mods, guarantee one of them needs an update. I don't want to be the complaining ground for everyone whose save inevitably breaks because there was a major update. If you're a cautious person, plan to play the week after a big Bethesda game update.
Based on quick perusal of Shattered Space, I see no conflicts and anticipate no issues with JUST Vanilla + Royal Galaxy. I cannot vouch for any other mods outside of my own.
Most enemies in the new DLC will receive level scaling and AI improvements from existing templates without needing a patch - in short, a good gameplay experience awaits.
I will release 'Royal Galaxy - Shattered Space Add-on' ASAP. The new NPCs go to quite high levels, but will not scale infinitely, so I'll sort that out first thing. I might drag and drop it into Discord tonight around like 10 PM Eastern, but won't publicly release something I haven't tested myself.
I have back to school night tonight, so very late night for me. Was able to head home for an hour to make sure there were no major issues, but this might be my only update today. =)
Removed Walter Stroud edits. While they are unlikely to be an issue, the older Walter Stroud fix was causing reported issues, so better off just not touching the NPC. Edit: In retrospect, removing my (slightly taller) Walter was a bad move, as this may have been PATCHING other mods for people into NOT loading the outdated, broken Walter fix.
Removed edits to piloting perk.
Edit:
Okay, uploaded leveled enemies. This does not require Royal Galaxy and will probably be wanted by users of most modded ecosystems.
- First Shattered Space Patch:
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Version 3.70
- Non-Beta release.
Not recommended updating while on Londinion. Create a save in space on your ship for safest update.
Only changes:
-Another attempt to make UC campaign more reliable.
-Restored Londinium planet to Vanilla. Regular Terrormorphs will again spawn in snowy regions, not Albino.
-Restored some cut UC dialogue that was proven not to be the problem.
-Restored some cut UC dialogue that was needed for progression with Sterilization option on.
UC Campaign:
-I will still happily take comments on issues, but I'm going to wait until a few days after Shattered Space to make any changes.
-There is pretty close to nothing left in Royal Galaxy that I could imagine would cause the problems with UC campaign -- happy to take advice or opinions from anyone willing to look in xEdit.
-Last option is to try removing Sterilization option, which I will post as an optional file, some dialogue will need to be changed too.
- Non-Beta release.
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Version 3.62
- Beta:
Hotfix for:
Piloting skill. Should properly work now. If I mess it up again, it will just stay vanilla and I will stop trying to add Class M. The way the perk is set up just looks strange to me, so I think I keep editing it and breaking it.
Boostpack Skill:
Reverted to Vanilla for now as the Royal Skills version is quite a big change and not Vanilla+. This should also quickly fix any nerfs to boostpacks while I sort out the math to ensure Royal Skills gives the same or more than Vanilla, not a nerf :)
- Beta:
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Version 3.61
- BETA:
Note that I have not been able to replicate any issues and just played through the whole UC campaign on version 3.5+, but I'd rather be safe than sorry.
Removed anything I could find that could be even slightly related to UC campaign locations where players have reported issues. Went line by line through the entire mod (thousands of records).
Added 1% chance of Astra to various rare leveled lists.
Reduced the level requirements of different mines to drop so that you get them early enough game to want to use them. :)
Royal Skills includes a modified Skip Boostpack that feels a lot like the Titan jump from Destiny 2. I will port that to the next update of Royal Galaxy as it is quite fun.
- BETA:
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Version 3.60
- Released as beta, but this is my suggested version for best experience. Sorry for all the updates -- I want everything perfect for MONDAY SHATTERED SPACE :)
PUBLIC BETAS POSTED FOR ROYAL SERIES TWO:
https://www.nexusmods.com/starfield/mods/7890?tab=files
https://docs.google.com/document/d/1v5iKvE-7k8Mvg-cjMJ6W54Bm3TsgF17OPPtKONj3j0w/edit#heading=h.cw4uby7h8zs6
**Please help me ensure they are in top tier quality before Shattered Space and for .esl-flagged Creations version. ** They've all had closed beta and are REALLY fun =)
Load each after R.G
The only main goal I didn't accomplish for Royal Skills was:
"More perks applying to weapon bashing. no idea how to code it. ESPECIALLY health regain on melee kill. I want bash to count as a melee attack so that it becomes a finisher that regens some health. I would commission someone to make this for me if the price is reasonable. I want it so bad, but other than that, gameplay goals accomplished I think"
This is a large update with the decision to fully bundle my upcoming AI and a lightweight version of my perk overhaul into Royal Galaxy. (By Perk I mean Skill, Skyrim always in my head).
The full perk overhaul will aim to make every skill a little more interesting, whereas the R.G version will just include the big picture changes and ones essential to enjoyable gameplay.
Released as beta just to be safe, but I prefer this to 3.53 by a large margin.
Explanation:
I realized as I was testing that maintaining two separate perk overhauls was going to get overwhelming and lead to human error.
While I did not initially want to bundle my upcoming perk overhaul with Royal Galaxy... to maintain a reasonable workload, it seems necessary.
My options feel like:
1) Delete the lightweight perk overhaul included in Royal Galaxy back to Vanilla. No fun there.
2) Port a lightweight version of Starcrown into Royal Galaxy, ensuring that AT LEAST the perk positions were maintained to make my workload easier.
Starcrown will be free to deviate more from Vanilla as I develop it ,while Royal Galaxy will stay very Vanilla+, minus this first initial burst of changes to get it "set up" to have rough parity with Starcrown. When it is released or if you want to try the beta, load it after Royal Galaxy. I've played with this for a while and, at a minimum, the adjusted perk placement feels a lot more fun and drives me into other trees and decisions, with some cool build-defining unlocks moved to earlier game.
Perk changes are generally safe to update, with any perk points you had in a skill saving as it goes to a new location.
This now includes the "player" record, so any mods tweaking the player record must be loaded after Royal Galaxy. They already probably are.
Critical feedback on the changes welcome-- I want the Royal Galaxy version of perks to be enjoyed by all and will make adjustments if needed. The perk changes are a lot more (in my opinion) universally fun and beneficial than I anticipated.
Dueling Perk:
No longer heals on Rank 1.
Reduced the skill challenges significantly so a melee-focused player can unlock health regen on kill faster, as it is pivotal to the build. Unarmed damage now scales with dueling.
Rank 4 healing-on-hit effect based on the perk included in Goloj's awesome Valiant overhaul.
https://www.nexusmods.com/starfield/mods/9877
Quick Version 3.601 Update:
-Added missing magic effect to allow for M-class piloting
-Reverted all skill names to Vanilla except "Mining" from Geology to suit its role in Physical, as well as what it actually affects in game. Don't worry, this fits all the special dialogue for having the trait. (Starcrown has some updated skill names/descriptions that won't make it into Royal Galaxy since I understand people using this want Vanilla++).
3.602:
Fixed issue with lasers perk.
- Released as beta, but this is my suggested version for best experience. Sorry for all the updates -- I want everything perfect for MONDAY SHATTERED SPACE :)
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Version 3.53
- Now includes the full Human and Alien NPC component of "Royal Instincts" to be released as a standalone AI overhaul. Other AI mods not necessary or can be loaded after R.G.
Slight reduction in Terrormorph size to improve pathing-- since I was in there anyway looking for bugs.
Last attempts to resolve UC issues on this update. I played through the whole thing, no issues, can't make myself do it again any time soon. I suggest not tweaking mods or updating R.G mid UC campaign. It is the most sensitive part of the game.
Installing this update mid UC campaign may CAUSE issues, so no need to report bugs unless you have a UC issue on a new game or NG+ using 3.53 forward.
I am taking some time to finish up my other mods, which I had hoped to release before Shattered Space, and which may make me unable to work on Royal Galaxy until Shattered Space Day One unless an issue is discovered.
I will continue to post minor updates as I refine the AI components for standalone release, but those should be tiny safe updates in the 3.5x series.
- Now includes the full Human and Alien NPC component of "Royal Instincts" to be released as a standalone AI overhaul. Other AI mods not necessary or can be loaded after R.G.
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Version 3.52
- Minor perk changes to better match last changes. Wellness moved to tier 2, but requires fewer repetitions. Various annoying skill challenges nerfed.
UC status: I believe it is fixed in Royal Galaxy.
Here is an issue I discovered: The UC campaign is sensitive, and if you make major changes to your load order, plugins, or large mod updates, it can cause your save not to load while on certain UC missions. Consider the UC campaign the most sensitive part of the game and don't make big changes while it is in progress.
100% Reproducible by me: Tweaking mods or load order while on Londinium, during the Londinium quest, can cause the save not to load unless you rever to a pre-Londinium save.
I may have already sorted out all the issues a while ago on a new game, but it will be a while until I stop getting reports from earlier versions.
UC: Removed almost all cut dialogue from later parts. This resolved at least one crash I could reproduce (returning to [Redacted] after the Warlock.) I tested this all so carefully months ago; really curious what changed to make it problematic.
One current theory of mine is that having more than 3-4 dialogue options for a sustained period overloads the engine, which explains why so much good UC content was left on the cutting room floor. This issue never cropped up until recently, as now our saves, mods, and even official added content are adding a bit of bloat. But I truly have no idea.
- Minor perk changes to better match last changes. Wellness moved to tier 2, but requires fewer repetitions. Various annoying skill challenges nerfed.
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Version 3.51
- Hotfix: Attempt to ensure the UC end-campaign radiant quest works properly.
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Version 3.50
- OFFICIAL non-Beta LAUNCH:
I have one report of updating from last official not playing nice. :(
The safest save to make before updating will be indoors or on a spaceship, in space, or inside of an interior location. If you try to load a save after updating, and it doesn't work, I suggest rolling back to previous version.
Usually you can find a recent save that will work if you have a few on hand, and after you find one that works, it will be stable from then on.
Changelog of betas:
-Faster combat, 3.0x headshots and reduced health 5 to 5 HP per level.
-Rejuvenation moved to a basic perk to allow more fun in early game.
-Improved starship AI
-Space and perk improvements - lite versions based on other mods I am working on that will go further from Vanilla.
-Bug fixes. Potential permanent UC campaign fix (other than disabling temporarily if you run into an issue).
New game should not be needed even from significantly older versions.
Upcoming Mods:
Been working on these since summer. Beta testers needed, I'll post the files on Discord for anyone who will provide feedback!
https://discord.gg/JGhjjAny
Royal Skies - Space Combat
Royal Instincts - AI Overhaul
Royal Wilds - Xenonature Refined
Called by Stars - Royal Skills Overhaul
https://docs.google.com/document/d/1v5iKvE-7k8Mvg-cjMJ6W54Bm3TsgF17OPPtKONj3j0w/edit#heading=h.cw4uby7h8zs6
- OFFICIAL non-Beta LAUNCH:
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Version 3.46
- BETA: Release Candidate.
Removed changes to piloting and Starship Engineering Perk as being out of scope (they didn't need to be in Royal Galaxy, will be in upcoming Perk Overhaul.
Upcoming Mods Hype Google Doc LOL
https://docs.google.com/document/d/1v5iKvE-7k8Mvg-cjMJ6W54Bm3TsgF17OPPtKONj3j0w/edit#heading=h.cw4uby7h8zs6
And they will be CK-flagged .esl so they will not count toward plugin limit. :)
With a beta update and Shattered Space shortly, and multiple new mods in development, I may feel silly committing to a release at the moment. I will test and race to complete new mods and get the improvements that should be in here for Shattered Space done ASAP :)
Updates:
-Better ship combat AI
-Increased size of ship crews to make boarding encounters worth the loot and XP. This should go well with the updated AI and hopefully make boarding encounters more fun. We may need scripting or fancier modders than me to get NPCs to open enough doors or skip ladders on ships though.
Removed attempts to delay Crimson Fleet abduction quest from starting so early.
- BETA: Release Candidate.
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Version 3.43
- BETA
Reverted change to Starship perk.
Trying to make human enemies as fun as possible to fight. With 3.0x headshots now, added a 5% damage bonus (tiny) to all less-armored appendages. The front chest now takes a 5% damage reduction.
Still best to aim for the head.
With Alien levels scaled downward significantly in past updates, they now have WAY less HP. Reduced alien headshot damage multipliers. Slightly increased alien base HP (not level scaling, just starting HP).
Now includes "Royal Backgrounds". This version is 3 perks only, but chooses lore-friendly, RPG-favoring perks from all over the perk tree. You can see all the new backgrounds in the Vanilla UI, and hopefully feel encouraged to play a new way by having perks like Planetary Habitation or Starship Engineering available from level 1, depending on your background.
If you prefer another background overhaul, simply load it after.
Trait: Alien DNA - doubled HP bonus from 50 to 100. Reduced healing magnitude reduction from 20-10. This trait was actively BAD for your character, whereas now it gives you an early game bonus in exchange for some reduced healing later on. If you find Royal early game a bit hard, this is now the perk to grab for help :)
-Updated loading screens to accurately reflect changes made by Royal Galaxy or to fix those that aren't likely to be true anymore in an "average" modded Starfield. Let me know if any of them sound "off". In a perfect world they all sound more informational than Bethesda while being equally concise and clear.
Increased lockpicking difficulty from previous over-nerf. Very open to feedback.
Goal: Make it feel like Skyrim, where at high levels, certain locks take two seconds, and others are still a challenge. Depending on how this version goes, I will also further tie this into perks.
Once I have some feedback on lockpicking, I can even release HARDER versions, or HARDER + bonus loot.
Very slightly reduced ammo drops and some vendor goods by 5% mostly for an increased sense of randomization in PoI generation and looting, 10-15% in the Scarcity Patch.
Ship Command:
Wanting to have more crew is very reasonable, and I've always wanted it to be a basic skill. But the basic skill slot was crowded and there weren't many good social skills.
I have now swapped Ship Command to "basic" by moving Commerce to "Advanced". Commerce, as a Master level skill, now causes Vendors to have more credits (forwarded from skill Fixes), and Rank 4 is massively updated:
"Buy for 20% less and sell for 100% more. Vendors restock with 50% more credits."
Selling for 100% more means that, once you master your perks, and receive Commerce Rank 4, Royal Galaxy's economy, which includes a 50% reduction in how much money you get from vendors, goes back to Vanilla, letting you enjoy expensive late game purchases more readily.
For players who want really realistic economy, I suggest adding SSEO. Keep in mind this is a Rank 4 Social Perk, so you've had to invest in A LOT of useless (combat-wise) perks to get here.
I like this change a lot. Win-win for getting Ship Command early and a stronger Commerce in late game when you really need it, while keeping early game credits restricted more from sales and limited more to missions.
Economy:
-Doubled the value of most gatherables, then rounded to nearest 5 or 0 so it sounds like a real price. Gatherables worth below 20 when doubled were bumped up to a new minimum value of 20. Having fun on a planet? Run around and collect stuff. It'll be a tiny bit more valuable.
- BETA
-
Version 3.42
- Lockpicking fix.
Skyrim:
Since I probably won't progress my Skyrim work any time soon, here's a preview of some of the Skyrim stuff I was working on when I got mad about the Reference Limit and wasn't sure how to release new mods until its fixed. But Starfield called me back. :)
https://imgur.com/gallery/royal-tamriel-skyrim-ae-mod-list-whiterun-hold-teaser-P5QFE2q
- Lockpicking fix.
-
Version 3.41
- Released as beta. Fixed issue with Rejuvenation rank 1 and 2-- apparently you are not allowed to change these from Vanilla. Buffed ranks 3 and 4 to compensate.
-
Version 3.40
- Released as Latest Beta. Suggest version for New Games or Unity.
Is it safe to update?
If your save doesn't boot in an update, your save was probably in a location where something got changed. Creating a save in space or indoors, somewhere like the Lodge, is often a safe bet to ensure a smooth update. Once it loads once, it shouldn't have a problem again. This occurs most often in updates where I remove things to try to make the file smaller and more compatible. Sometimes a save just dislikes too much change.
Updates:
-Added Class M Piloting to Rank 4. (Maybe)
-Tweaked one Terrormorph anomaly spawning in an area it couldn't fit to use the regular Terrormorph leveled list instead.
-Further increased the # of enemies in space combat.
-Removed all tweaks to missions UC07 and UC08. Since the Rev-8 patch, something is going on there.
-Headshot damage vs humans increased from 2.5x to 3.0x. Slightly increases enemy lethality. If anyone says bullet sponge again I'm calleding them a newbie. =)
-Robot Model A and S now take bonus headshot damage - damage reduction to missed shots reduced to 0.75 or 0.5x damage, was previously harsher, making robots a bit tough to fight en masse.
-Made lockpicking a bit less time consuming because I accidentally thought Po3's mod was no longer working and had been doing regular lockpicks. =)
-Since I finally took the feedback about difficulty to heart, increased headshot damage, and had recently reduced level scaling-- restored some harder AI settings from previous versions to balance it out.
Tier 4 Weapon Balance Patch:
-6-10% buff from Vanilla to previously untouched Tier 4 weapons from Vanilla, increasing incoming and outgoing lethality at high levels.
-No Tiers Patch ONLY = reduced Inflictor damage from 0.43x to 0.39x to reduce one-shots at low levels and balance a consistently OP gun.
Help:
-I could use some private beta testers for a few mods I am working on: biome tweaks, perk overhaul, and space combat... probably a few others. Oh, Terrormorph Encounters. They should be functional and playable but may not work exactly as intended and I have only brief descriptions. People who can look in xEdit are ideal, but not needed. Join discord or DM me: https://discord.gg/JGhjjAny
-They're not gonna be paid or anything, I just wanna release some finished products by surprise without super long public betas :)
ON BUGS:
-UC campaign appears to have changed as of Rev-8 update, with new problems that were never before seen. I'll keep deleting stuff out until there are no more bug reports. Temporarily disabling the mod always solves the issue.
-If you are experiencing random CTDs and other issues, check your OTHER mods, especially SFSE mods.
-Many mods on Nexus have been set to "hidden" because of issues since the Rev-8 patch. There is no real way to be notified when a mod has been hidden due to serious known bugs or issues. SFSE mods, in my experience, are the ones most likely to cause CTDs, loading screen issues, etc, if there is a bug.
-You might still have these mods in your load order and need to disable them.
-Fellow modders, I suggest putting a minor fake update to "bump" your mod before hiding it due to bugs so that people who are vigilantly monitoring this site can be aware. =)
-Every time Bethesda releases an update, my support burden becomes insanely high until things settle. There have never actually been any significant issues I could find in Royal mods, just people suddenly running into issues with their load order and coming here because R.G seems like a "big" mod and users don't know where else to look.
- Released as Latest Beta. Suggest version for New Games or Unity.
-
Version 3.37
- [Experimental Beta Release; Feedback and testing invited]
TRUE BETA: I HAVE NOT TESTED THIS NEARLY AS MUCH AS I WOULD LIKE, BUT THERE IS COOL STUFF I DONT WANT TO WITHHOLD.
HEALING/FASTER GAMEPLAY UPDATE:
-Dueling rank 1 restores 10% HP on melee skill. Thank you for help setting this up properly, Gluonman!
-Rejuvenation perk moved to Basic. Health regen in combat now starts at 0.25% at rank 1 to 1% at rank 4. Skill requirements made faster. This will allow a more active combat playstyle starting in the early game. Healing is the same in or out of combat, except for rank 4 which doubles out of combat. This feels fun and balanced for early or late game IMHO. =)
Optional patch Beta
No Weapon Tiers.
This will make all weapons drop at the highest tier, with Royal Galaxy balance. This will make R.G play a lot more like Ascension, which I used as reference when creating this patch. For other weapons, or mod-added weapons, use any other patch created to balance for Ascension. I do not plan to make patches for No Weapon Tiers.
Credits to Ascension mod as I used essentially the same method with minor tweaks for Royal Balance.
This is only recommended for those who want to help me test and provide feedback, not for casual gameplay (yet).
-I haven't revisited economy in a long time, and there aren't THAT many economy mods flourishing compared to my expectations. A few small tweaks.
Ammo:
-Increased cost by 3x, then rounded to nearest logical number (ending in 0 or 00 if possible). This makes selling ammo slightly more profitable than in Vanilla, but more expensive to buy. As Royal Galaxy increases ammo drops, this should be a pretty balanced change in terms of benefit, while adding some tension to instantly maxing out your ammo every time you visit a vendor.
-Value increase most noticeable for explosives.
-Reduced weight of Laser Ammo and 1-2 outlier ammos that were heavier than others for no logical reason. Maintained most vanilla weights. Lasers reduced from 0.003 to .001. (Many similar ammo are weightless) Increased shotgun shell and sniper ammo weight from .001 to 0.30 to align them with most 'Old Earth" ammo and explosives.
Weather and Hazards:
-As this mod MASSIVELY increases weather frequency of stuff like rain, did a minor balancing pass. This will have no effect if you use Starvival. If not, weather events will be about 25% less hazardous.
-Honestly a consideration to add to Royal Weathers and to offer various "Weather specific" hazard options, including "none". Let me know if you'd like anything specific.
PERK CHANGE:
Rejuvenation: Competing gameplay overhauls differ from Royal Galaxy mostly by adding more healing during combat. This is not a bad idea, and something I've been working on for an upcoming perk overhaul as well as new weapon enchantments (heal on kill, etc) and Starborn Power changes.
To make room for this in basic skills, moved fitness to advanced. Combat slide now intrinsic to player.
To improve Royal Galaxy, I am adding additional Regeneration in Combat from Perks in the simplest way.
Rejuvenation: moved to basic skills.
Rather than providing bonuses that are initially only to out-of-combat health regen, this perk now gives uniform health regent whether or not you are in combat.
Rejuvenation:
Rank One: Regenerate 0.25% of your full health every second.
Rank Two: Regenerate 0.5% of your full health every second.
Rank Three: Regenerate 0.75% of your full health every second.
Rank Four: Regenerate 1% of your maximum health every second, doubled when out of combat.
Balance:
Previous updates pushed up the "weakest" guns in the game, but left some of the strongest ones in vanilla relatively untouched; this aims to restore appropriate usability and competitiveness for these guns.
Tier 4 Breach Shotgun 2.0x damage increase
Tier 4 Coachmen Damage 1.25x increase
25% Approx Buffs for Magshear and Magpulse.
New Optional Patch:
-No Melee Weapon Tiers. Melee weapons always do their max damage, making melee-opponents FAR more lethal. Resolves some UI clutter as well without fully removing weapon tiers.
-No Weapon Tiers
Fixes:
-Removed cut dialogue from UC07 due to reported issues.
-Alternate change to Crimson Fleet Start: requires stealth rank 1. Head canon: before that, you're too petty a criminal to be worth it. Once I'm 100% sure this is working, I can add more options, versions, etc.
Space Combat:
-More chances to encounter the elite battleships.
-More chances to encounter the elite Va'Ruun ship in Serpentis. Vanguard pilots now sometimes get into trouble at Serpentis for event variety when farming. May add Freestar vs Va'Ruun as well.
-More chances to encounter Elite Ecliptic ship with "Wanted" trait.
-Reduced excessive frequency of Spacer Raid event. - (Unreleased/Playtesting)
- [Experimental Beta Release; Feedback and testing invited]
-
Version 3.36
- Low health audio cues will play at slightly higher health (5-10% higher for low health and critical), to make it easier to play a low-HUD immersive style without just getting killed by surprise. Fixed incorrect upload caused by Nexus issues yesterday.
New Optional File, load late:
"No Annoying Survival Messages."
This lets you play with thirst, hunger, etc, you just don't get UI HUD messages about it, including when you eat or drink. Let me know if there are other messages that should be suppressed, may release this as its own mod.
- Low health audio cues will play at slightly higher health (5-10% higher for low health and critical), to make it easier to play a low-HUD immersive style without just getting killed by surprise. Fixed incorrect upload caused by Nexus issues yesterday.
-
Version 3.35
- Released as main file. Includes updated weather I had been holding out on for a while.
If you'd like to customize weather further, load a Royal Weathers customizer AFTER Royal Galaxy.
****
ROYAL WEATHERS CLASSIC (Bundled and Enhanced in Royal Galaxy)
Includes subtle improvements to vanilla encounters and proc gen. These are the best settings I have found for these values and have served as a healthy improvement over baseline, without taking up mod index slots, for countless users since launch. If swapping to "Just Royal Weather" you will probably appreciate for the first time the subtle changes in the full version.
ROYAL WEATHER FANTASY:
Includes weathers that aren't lore-friendly, but look beautiful. Load after Royal Galaxy. More tweaks and improvements incoming - released it early. =)
ROYAL WEATHER DESOLATE:
Vanilla Settings for Popular/Custom Bethedsa Planets: Earth, New Atlantis, Paradiso, Londinium, Akila, and Vectera, and less mod-added precipitation to biomes.
****
Note that Weapon Sound Fixes has been removed since last main file. Not sure what issue it is causing for some people. Simply redownload the main mod and load it after R.G:
https://www.nexusmods.com/starfield/mods/10776
- Released as main file. Includes updated weather I had been holding out on for a while.
-
Version 3.33
- (unreleased/Playtesting)
Increased the damage multipliers of armor piercing rounds, uranium rounds, focus nozzle, ignition beam, magnetic rails, and flechette rounds by 10-20% (visible in-game). This is to help make rare drops and late-game, fully-upgraded weapons stand out more from the average piece of junk. Rarer rounds like penetrator or gut buster rounds received a modest buff, but were already at 40% above Vanilla to try to make some less-useful guns viable.
In short, all damage increasing attachments now increase damage slightly more. This has the added benefit of increasing the variety in damage done to the player if enemies are using a mix of weapons.
- (unreleased/Playtesting)
-
Version 3.32
- Released as Recommended Beta.
With help from TexasDrummer, fixed a rare care of flickering possible on one planet with a binary sun. Hotfix available under miscellaneous, but you will probably never encounter this. Will be fixed in next update.
Temporarily removed Weapon Sound Fixes to see if it resolves bug for some users.
https://www.nexusmods.com/starfield/mods/10776
Will remove it via patch when I have the time to make it, so it can remain in default version.
Reduced enemy HP gain per level from 10 to 5.
This seems to be the preference of most players, and is the norm in seemingly every other gameplay overhaul. Recent changes to accuracy seem to have affected NPCs, and this seems to be a nice value to settle on as we wait for Shattered Space.
I think if you play with Legendary Recycler, 10 is better, but I am doing my recent playing without that much so that I can ensure the game is balanced and fun while you still have to CHASE your god rolls and can't force illegal perk combinations (such as one-inch-punch) on a melee weapon adding massive damage scaling.
Various minor improvements to weather. New Atlantis will be clearer, as in Vanilla.
Put more scopes/aim models back to Vanilla as this is a matter of personal taste and preference. If anyone notices they miss something, let me know ASAP and I'll post an optional file.
- Released as Recommended Beta.
-
Version 3.25
- Released as main file. Includes updated weather I had been holding out on for a while. If you'd like to customize weather further, load a Royal Weathers customizer AFTER Royal Galaxy.
-
Version 3.22
- Beta 3.22:
Removed/reverted some more settings and put more weapon aim models back to Vanilla.
There are more mods coming out that affect these settings than there were when I first released Royal Galaxy, so if it's a VERY minor tweak, removing it increases compatibility without affecting user experience much.
- Beta 3.22:
-
Version 3.21
- RELEASED AS BETA
Reverted minor settings back to Vanilla, removed some tweaks, removed some crafting recipes I had made easier. Attempted fixes for multiple bugs people have reported that I can't replicate, so uploading as regular file and skipping beta.
Minor improvements to gameplay of Starborn Ship for both player and NPC. I am working on other, future mods, and when I try something that just feels WAY better, I might port a Vanilla+ version of it into Royal Galaxy pre-emptively, whereas the more extreme version will come in the future released mod. (Name Reservation: Radiant)
Early to late Game Balance Effort:
-Oxygen Cost for sprint and power attack reduced to half. Fitness rank 4, which grants 75% reduced oxygen cost, nerfed to 50%. This increases base player power in early game while letting you gain a little more oxygen late game. Will definitely be considering putting some oxygen drain on attacks like Terrormorph mind control.
Note on update issues:
If you encounter an issue when updating, simply roll back to previous version until next Unity or New Game. While this shouldn't be necessary, I cannot account for every combination of mods.
There are usually a ton of misc. bug reports whenever Bethesda updates -- I suspect because Bethesda updates aren't actually totally kosher with your save, but right now it could also be that # of players and therefore downloads is high.
The bug reports I am receiving are not specific enough to be useful. Please share your plugins.txt and exact situation of your issue: location, weapons used, powers used. Please assume that I do not have the same bug at all or I would not have posted the update, and then give me enough detail to puzzle piece why you might have that issue.
- RELEASED AS BETA
-
Version 3.20
- This is a relatively large update to gameplay from 3.13, but not much in terms of actual tweaks, so should be pretty safe. I'm still open to feedback if the alien damage is too high for anyone.
The biggest change, if you haven't played the beta, is significantly increased alien creature lethality. After looking at the promos for Shattered Space and reflecting on what was most fun for me and the feedback I have gotten: lower level enemies that deal more damage is more fun for most people, especially with the new damage options toggle in the menu.
I wish I wasn't still tweaking NPCs. The biggest reason for this is that Bethesda's gameplay options menu really shook the game up in terms of difficulty, allowing players more customization. Combine this with Bedlam really mixing up gameplay versus human NPCs, and I have come around to seeing the benefit for more lethal but lower HP enemies.
-Removed tweaks to UC_RHQ_LvlAcelesUnaggressive (Hostile Intelligence Aceles) that could result in a CTD. The UC campaign is finnicky like nothing else in the game. Sorry to thank you to those who reported the bug. I couldn't find this Aceles amidst the mods countless records and the fact that it wasn't in Royal Terror confused me. (182eef - no mod can tweak this NPC, new potential crash discovered. The only other one I know of is the Terrormorph thralls in Londinium and MAYBE Albino Terrormorphs depending on how you do it).
-Updated to latest Royal Weathers
-Built in patch for Concept Art Akila. Has no effect unless you have Concept Art Akila loaded before Royal Weathers. Adds significantly increased weather variety and better lighting.
-Added minimum levels similar to vanilla to all Aceles NPCs, in case a mod-added Aceles allows it to spawn very early in the game, it will have reasonable power rather than just potentially scaling to 1.25x a level 1 player, for example.
-More Starborn abilities scale with difficulty, a feature Bethesda recently added. This also applies to enemy Terrormorph mind control. This allows Bethesda's OWN in-game difficulty setting to keep your Starborn powers from being too OP if you don't want them to be. This will probably allow me to do some more buffs to player abilities in the future since it can be closer to "one size fits all". I'll post other variations of Starborn Power strength on Royal Space Magic.
-Slightly reduced maximum heights and level scaling (1.4 --> 1.25) of Starborn NPCs. Added minimum levels slightly (5-10) higher than Vanilla. Hard patch still offers very high Starborn scaling.
REMOVED -Starborn enemies gain a small amount of healing after casting Invisibility. As it is, it's a pretty useless effect on NPCs that wastes time on an animation. Edit: while it worked, adding this magic effect caused saves created while it was active on a Starborn NPC not to load. I am starting to wonder if this is an engine level bug. Sharing this as a warning to all mod makers: when adding magic effects to spells or weapons, be sure to check that it doesn't cause the weird save issue.
-Buggy weapon scales with more weapon perks so that it is viable into higher levels with leveled enemies (as long as you take more combat perks).
If you've been running StarfieldCustom.ini tweaks I suggest here and in other mods, I suggest adding:
[AI]
bFaceRandomPointsWhileWandering=1
This seems to make enemies less dumb, especially if you are only running lite AI tweaks.
Vanilla disables collisions for a lot of vegetation. My config tweaks had previously ADDED collision. You might want to remove them or reduce them now that we have a buggy. Simply put a semi-colon to revert to vanilla if you've tweaked these settings.
[Vegetation]
;fVegetationCollisionActorBaseInfluence=3.0
;fVegetationCollisionPAMultiplier=1.0
;fVegetationCollisionRunningAttenuation=0.4
Updated Discord Link:
https://discord.gg/p7hBeXvt
- This is a relatively large update to gameplay from 3.13, but not much in terms of actual tweaks, so should be pretty safe. I'm still open to feedback if the alien damage is too high for anyone.
-
Version 3.14
- As far as I can tell, no updates are needed for latest patch. Presumably almost all UI mods will need to be updated, along with assorted other things. If choosing to enjoy the update right away, expect messiness, but it is probably not because of my mods thankfully.
POSTED AS BETA:
Aliens hit much harder, especially with the player backpedal speed reductions in the past. I may need to tone it down.
Beta update recommended if starting a new game for latest patch, as it will have the smallest # of changes with future updates, but that's not mandatory by any means. No critical bug fixes.
-Finally pulled the trigger (pun-intended) and buffed fully automatic ballistic weapons directly, for the player only. They have been the weakest option since launch, and I've slowly buffed them; however, buffing them too much dramatically increases the game's difficulty against human enemies. As I work on a perk overhaul, some of the smaller bits are just obvious to include with Royal Galaxy.
-Ballistics perk previously, with 3 points invested, provided a 1.3x bonus to ballistic weapons, which is pretty much every gun in the game except the Equinox and Orion. Now, you get your 30% bonus with the first 2 perk points invested, and the third perk point in ballistics grants a 1.5x bonus that only applies to fully automatic ballistic weapons. This may not be enough, but its an easy lever added to help keep fully automatic weapons viable.
-I'd probably like to increase this player-only buff and then slightly bring down the damage of fully automatic weapons so that NPC lethality is closer to Vanilla.
-Tweaked the additional enemies in PoIs to slightly reduce difficulty, especially when used in conjunction with Bedlam. Additional NPC spawns are more likely to be slightly easier than vanilla spawns. They are less likely to be direct copies of nearby enemies and more likely to be an enemy type that wasn't already present at that fight. Additional NPCs are more likely to be recruits than bosses. A few enemies swapped with location-specific fun surprises like a roaming alien if the planet had aliens and they fit the location. Should be a pretty subtle change.
-With the increased # of enemies in Royal Galaxy, especially once you add mods like Bedlam or other encounters, combat happens at slightly longer ranges than Vanilla. This exacerbates the existing balance issue of full auto weapons being weak. To further alleviate this, along with past attempts: slightly (15% or less) reduced the aim cone (improved the accuracy) of most fully automatic weapons.
-Increased medpack and trauma pack healing by approx. 20%. (Baseline) Royal Galaxy has gotten way too hard compared to Vanilla, in my opinion. If you don't need this, then it lets you get the bonus XP you deserve for playing with Royal Galaxy's difficulty.
-10 in-game days have to pass before you will be arrested and taken to the Vigilance for the Crimson Fleet quest. This was the simplest way to avoid early game kidnapping which feels silly and unimmersive.
-Tweaked explosions to have a slightly larger radius. Most explosions are at roughly 2x Vanilla Damage and spread (and have been for ages). Reduced Bridger explosive damage slightly (about 10%) and inner radius back to vanilla value as it was proving to be a menace in the hands of enemies.
-Increased alien creature damage significantly. Players running alien difficulty boosters might not need them anymore. Past update reduced their levels slightly, and this one will reduce them a bit more.
-Significantly reduced level scaling of some aliens now that they have a minimum level.
-The availability of the buggy felt like the right time to put this back to vanilla, which is something I've wanted to do for a while, but didn't want to disrupt anyone's balance. (The alien damage, in some cases, was below vanilla. This change began when I was trying to keep parity with PEAK, which increases alien lethality significantly via AI improvements, so reduced their base damage. In recent tuning patches I've brought alien levels down a bit. )
-Higher damage but lower level aliens should result in better and more realistic experiences in biomes with aliens fighting, along with the various AI tweaks.
-Added a minimum level for more various NPCs that would spawn only at high levels in vanilla, just in case in a unique situation or mod list, a player encounters them somehow at lower levels. This should not happen because of the way the game uses leveled lists, but I like being future-proof.
-Various enemies with Mk.x in their name will now spawn a few levels higher than vanilla so that they begin spawning accurately at their assigned level. For example, a mk.6 turret might start spawning minimum level of 60.
-While I mostly just kept these to vanilla levels, for enemies that were within 1-5 of a ten, I rounded to the nearest tenth. For example, Spacer Myths will spawn with a minimum level of 100, which visually I think is cooler and lets you know, "hey, I've progressed up to a new tier of enemy" moreso than it being 1 level higher than what you were fighting before would. The only current benefit of this change is variety, as at certain level breakpoints, you might encounter enemies that scale a tiny bit differently for a few levels until you pass their minimum level threshold.
-Integrated h495's Astra leveled list fix (https://www.nexusmods.com/starfield/mods/10855?tab=posts). Royal Galaxy had already tweaked those leveled lists, so the bug most likely isn't super noticeable if running Royal Galaxy, but the fix their should work as described.
-Restored vanilla credit penalty for piracy; finally fixing something someone had posted about a long time ago. I never forgot about it - I just couldn't find that settings with how large the mod has gotten.
-Removed miscellaneous gameplay settings that were very close to Vanilla, like slight increases to the gold cost for the crime of trespassing. The goal of this is to reduce index size if at all possible.
-To maintain consistency with the rest of the game, added randomized size scaling to corpses. Corpses will err on the side of being slightly smaller to simulate consumption and decay.
-Further increased # of warnings peaceful creatures will give before attacking (not predators).
-Removed "iCrimeValueAttackValue" change which previously would have let NPCs attack you at somewhat lower bounties. While I liked this gameplay change, its a bit outside vanilla. This has probably been present since 1.0 of RoyalGalaxy.
-100s of aliens with "aggressive' or "foolhardy" AI settings will be slightly faster.
-Fearful creatures slightly more likely to scale smaller. I like this implementation as it will do more randomized of scaling even when the "same" alien appears on a different planet.
-Reduced bravery of some herbivores/prey from "Foolhardy" to "brave" to slightly reduce the amount of alien battle royales. Unlikely to be noticeable in practice. 1d6785 is the record. Also changed them to "help nobody" rather than "help allies" so that some alien creatures behavior more like real life prey. This will only apply to a small % of alien herbivore AI.
-Removed changes to PCM_cellload_actor_chance_density. This is randomized anyway, so it's difficult to tell if my settings were better than vanilla. The most likely noticeable change from this is planets being more consistent in how many aliens spawn, but to be honest I'm not sure these settings were acting how they sound like they will, which is part of why I want more time with vanilla. If anyone notices a significant change (that isn't placebo based on reading this) please comment as that is useful data :)
-Since many other mods touch it, removed changes to "DeathDropWeaponChance", which will restore it to the vanilla 100%. I actually like it at 100%; the previous setting was intended to reduce save game size bloat, but that appears to be an outdated concern.
-Removed more UC dialogue just so I can sleep at night. Even though I cannot replicate it, I removed cut dialogue restoration from parts of the game where people reported bugs. I never had an issue with any of it, but where there's smoke - any included dialogue entries with the true global set to 0, but not deleted, never gave me a bug, but are now disabled just in case. If it caused a bug I could confirm I fully deleted it.
-Removed tweaks to Maelstrom Iron Sight Aim. For some reason, it behaves differently than other Iron Sights.
-Tweaked weather acceleration. Super difficulty to test when all the planets act differently, so aiming for something that is an objective improvement without getting silly.
-While they probably didn't spawn anyway, I made sure to leave the following systems as no human presence/no Terrormorphs, as that was their Vanilla setting. Thank you for the multiple people who tested this with and without mods to confirm:
Pyraas, Bardeen, Rana (not flagged in xEdit one way or the other), Verne, Strix, Sparta, Katydid, Marduk, Schrödinger, Leviathan
These are, for whatever reason, the systems Bethesdas did not put humans or Terrormorphs in for Vanilla. =)
Thank you again to Mondu and DarkWolf1390.
Pushed to next update:
-Bundled "Royal Weathers Concept Art Akila Enhancer" since it is a tiny patch. This will have no effect unless you are running the mod Concept Art Akila. If you are, load Royal Galaxy after for vastly improved weather. If you prefer the original Concept Art Akila weather, load that after Royal Galaxy. This is similar to the original Royal Weathers enhancer, except I had to rebuild it for the CK version of Concept Art Akila. It restores the unique Akila weathers removed by the mod and increases variety.
New Optional File: "Low Level Systems Restored".
The lowest 3 tiers of systems have VERY low vanilla max levels. This mod and most leveling mods remove max levels entirely.
This restores some limits.
Zone 01 Max: 30 (default 6, Royal Galaxy 999)
Zone 02 Max: 50 (default 25, Royal Galaxy 999)
Because of the way NPCs are leveled, enemies will almost definitely still be allowed to level above 30. The leveled lists used will simply only populate the system with the level 0-30 or level 0-50 variants of enemies. Since Royal mods tweak ALL stats like movement speed and damage resistance, this will make enemies weaker in these originally lower level systems without actually lowering their level.
The goal of this is to increase variety. A low level system PoI will play differently than a high level one. Increasing variety by any means, I believe, is one of the best ways to enjoy a Bethesda game for many, many hours. =)
- As far as I can tell, no updates are needed for latest patch. Presumably almost all UI mods will need to be updated, along with assorted other things. If choosing to enjoy the update right away, expect messiness, but it is probably not because of my mods thankfully.
-
Version 3.13
- Minor Fix
Sorry. I really want to stop spamming updates probably more than anyone!
I made a lot of big changes the last few weeks. There will probably be tiny, safe updates for a little bit while I get to play more while working on other mods, and come across anything that doesn't seem exactly right.
- Minor Fix
-
Version 3.12
- **Slightly reduced level scaling of some NPCs based on very late game feedback.**
^ That is pretty much it for this update, though more detail below:
Slightly improved variety of size scaling (nothing will be bigger than it is right now).
Updated Discord Link 8/5: https://discord.gg/GmyGsFSz
Fixed one Crimson Fleet enemy that has had about 5x the Energy Resistance its supposed to for at least 6 months and no one noticed. =(
This drove me into a deep dive through all my leveled lists, since it is my oldest modding work and I became anxious that there might be errors.
Rescaled alien NPCs:
Based on feedback from the DarkStar discord, many of whom are playing at way higher levels than I usually play at:
Average planetary alien critters should now all scale slightly below the player, like Spacers. Level is just a number that affects HP, and I can tweak their damage resistance and other stats separately from level.
Terrormorphs, Ashta, etc, will still be special.
-Double XP for level 120 + Predators to make them the most effective XP farming target, rather than silly little balloon guys. (With Royal Mods, if you really want to XP farm, I think Terrormorphs, Starborn, The Red Mile, Apex Ashta, and now any maxed out predator is the way to go. Or just missions/exploration. I really disliked the ways to min/max XP in Vanilla).
Added "minimum level" to various NPCs, the same as Vanilla. This will NEVER MATTER because of the way leveled lists work, unless some future (currently non-existing) mod causes NPCs to spawn differently from their leveled lists, but Creations users think it matters so I'll give the people what they want.
For a few NPCs, I raised the minimum level from Vanilla to ensure they enemy lasts long enough for you to see the full encounter. For example, the first Terrormorph encounter has a minimum level of 15 increased from the vanilla default of 6. If you rush the UC campaign at level 1, it should now last long enough to survive a few turrets and actually show off the power of a Terrormorph.
Note: Creation Kit removes some of my edits, and then I have to manually put them back using xEdit.
If and when .ESL plugins start mattering because of a fixed reference limit, I will sacrifice some alien tweaks and such in order to compact the plugin.
- **Slightly reduced level scaling of some NPCs based on very late game feedback.**
-
Version 3.11
- Please endorse if you have not already!
**I thought this had been bundled for a while**
Ever been afraid of an enemy rushing you with a melee weapon? Me neither. This is a tiny attempt to help that.
For consistency with weapon power/balancing, melee weapons tiers 2-4 gain a 25% increase to their bonus damage per rank - this is not a full 25% to base damage.
The level melee weapons become available reduced by about 10 for all melee weapons and tiers. Hopefully now, in early game, an enemy rushing you might actually instill some fear. :)
Compatible with TN's Melee Weapons which does not override this value. This is mostly intended to buff enemies rather than the player. Enemies will be more likely to have a higher tier Rescue Axe sooner, buffed with slightly more damage.
- Please endorse if you have not already!
-
Version 3.1
- 3.1 Out Now!
If you've been on the last major release 3.03, the significant changes in the betas have been:
larger # of enemies in space encounters, especially at high levels. Enemy aliens are slightly more threatening and better able to reach a backpedaling player, overhauled a few more legendary weapon enchantments, Starforged Weaponry (https://www.nexusmods.com/starfield/mods/8409) fully integrated.
I don't plan to tweak anything "big" moving forward. It should be small improvements and bug fixes with no need for beta. I have some other big projects that I am very excited about - with Royal Galaxy to be loaded before them, of course. =)
I am really hopeful this will be the last major release for a long time. I will, of course, continue to release minor patches for things like tweaking enemy difficulty or size slightly, but my planned features are complete.
No patches are needed. Royal Galaxy by itself is the definitive experience. A lot of what was previously in the hard patch has been integrated into the main version.
Renamed "Immersive Patch" back to Hard Patch, as I integrated any of the immersive features back into Royal Galaxy main.
The hard mode patch is mostly only needed if you use the most powerful possible weapons and find yourself nuking Starborn, Terrormorphs, and other aliens without taking much damage at all, or if you use other mods outside of Royal Galaxy that significantly increase your power.
Removed most random (not hand-placed) spawn interior Terrormorphs. It is proving impossible to ensure these don't occasionally spawn too large, stuck under stairs, etc. This will be posted as its own mod or an optional file.
I simply want stuff in Royal Galaxy to be perfect before I take a little break from tweaking it, and no matter how much I try, the interior Terrormorphs give some attitude.
Some Heatleeches will still have a very rare chance to spawn as Terrormorphs, but I have given these a check to make sure the Actor is exposed to sky, so they shouldn't happen indoors.
DIFFICULT AND BALANCE: MORE OPTIONS FOR YOU =)
Early Game balance:
Taking a nod from the most recent Skyrim overhauls, I have increased player starting health from 100 to 200 in Royal Galaxy. The hard patch reverts this back to Vanilla.
With the increased difficulty of the world and the increased damage from enemy weapons, this does a lot to smooth over early game difficulty without radically changing the game.
Default starting health optional patch added to this page.
Further increased starting HP optional files added to the Vanilla Plus Balance Page:
https://www.nexusmods.com/starfield/mods/10794?tab=files
On the Patch Hub page, you may now customize your HP gain per level to 15 or 10.
https://www.nexusmods.com/starfield/mods/10581
With the 100 extra starting HP, you might now have more fun with less HP gain per level for a more challenging late game experience. Maybe you want to start with 1000 HP (level 10), but only gain 10 HP per level. I hope I've provided more tools to let everyone customize their difficulty and have more fun. :)
Additional Tweaks from Beta:
-Very slight (10-20% depending on tier) nerf to Lawgiver. Still massively stronger than Vanilla.
-Tweaked weather min and maximum duration. Open to feedback - this will probably require optional files to get everyone's exact preferences accounted for. Starfield's "hours" vary based on the planet you are on, so testing weather speed/changes can be very funny depending on where you are.
-Reduced the weather "Transition" time so that you get the "in between" weather for longer. This is often very beautiful and unique. Its basically a hybrid combo weather -- snow transition to clear is a whole unique weather compared to either.
For reasons documented in the main story, Oborum and Masada systems will have increased Starborn presence, if they are unlocked by story progress. Similar to Serpentis system for Va'Ruun.
- 3.1 Out Now!
-
Version 3.092
- Posted as Beta. Next update will probably be out of beta with no major changes. I solved the things that were still bothering me and am ready to focus on other mods (that will complement and add-on to Royal mods ecosystem).
Improved human presence condition. The changes I made to individual PoI and their spawn chances should keep humans rarer than they were without guaranteeing empty worlds.
Included backpedal speed reduction from Immersive Patch so that enemies have a chance to get to you. Includes a walk speed fix. Let me know if its not quite right as NPCs walk at different speeds.
I am really enjoying running Bedlam (https://www.nexusmods.com/starfield/mods/10717?tab=posts), but it no doubt turns the difficulty up a TON since enemies may now end up surrounding you from random positions.
To slightly reduce the difficulty of Royal Galaxy, especially when run with other AI improvements, to suit Bedlam, load:
https://www.nexusmods.com/starfield/mods/10794
But I know that many of you have been looking for even more challenge. =)
I might have to increase the Ai view detection radius in that version/base Royal Galaxy since Bedlam can teleport enemies into odd spots facing away from the player, and they might need a bit more detection than enemies have in the past.
Fixed a vanilla bug that would have enemies spawn with significantly more weapons than they should, at least based on how past Bethesda games worked.
Starforged Legendaries - Vanilla Weapons Enhanced (https://www.nexusmods.com/starfield/mods/8409) is fully bundled in Royal Galaxy.
Most legendary Slot 2 enchantments have some AoE built in, which can be useful when fighting larger groups which might become more common as new mods come out. I am considering further AoE increases to perks like Corrosive, to help debuff enemy armor in groups.
Reduced duration of Terrormorph mind control from 180 to 60 seconds since it is far more common in Vanilla, and it is annoying when it persists after a fight.
While overall Terrormorph spawns have been reduced and should be slightly rarer overall, there is now more variety. On systems where Terrormorphs are allowed that are snow or icy biomes, Albino Terrormorphs are more likely to spawn than others. The same goes for several logical varieties. Anomalies have a very rare chance to spawn only in complete open air, not indoors.
Fixed a bug that would keep Tesla from properly applying in some situations.
Further increased density of space encounters, including at lower levels (slightly). No complaints and increased encounters have been in for a while, and I'm not getting anything too big for performance/too hard with Vanilla ships.
Increased level of potential ship encounters further, especially for systems not mandatory for main story quests. At early levels, you might need to grav jump away as the loading screens suggest.
If I end up releasing this as a standalone mod, copy and paste the ships from 3.091 as the Lite version.
Doubled Vanilla throw distance of all mines to help avoid blowing yourself up on higher difficulties.
Mission board quests, in Vanilla have two requirements, either you be at/or above their "target" level, or they will spawn up to level 10 max. This is now tweaked to up to level 40 max. This might make Mission Board space quests more difficult and send you to Star Systems further from the early game areas faster. Above level 40 it will revert to normal leveled behavior.
In early game, you might get sent further into the stars, or sent to fight Enemy Ships that are a little harder.
After trying it myself a bunch and failing, looked at how agd25 got Artifact Quests working better in Desolation and incorporated that fix. Thank you agd25 and all credit. This mod does NOT include Desolation. It just now includes Desolation's fix to ensure that Artifact-quests prefer sending you to planets with human presence so that you don't get sent to empty artifact caves all the time. I can provide an optional file for "Vanilla Artifact Quests" on request. It would just send you to empty caves more often.
I am working on another fix for artifact quests, but that will be a separate mod.
- Posted as Beta. Next update will probably be out of beta with no major changes. I solved the things that were still bothering me and am ready to focus on other mods (that will complement and add-on to Royal mods ecosystem).
-
Version 3.091
- (released as beta)
-Demolitions Perk Tree
-Updated Descriptions to note which aspects apply to all explosions, including space missiles.
-Fixed various minor name and description errors across updated weapon enchantments and patches (Item Sorter, Legendary Recycler:
https://www.nexusmods.com/starfield/mods/10581?tab=description
Please give me feedback on weapon enchantments :) I really want to feel DONE. If you're going to hate one of the weapon enchantments or thing I ruined balance, please tell me now and not in two weeks when I'm deep into a different sort of modding!!
- (released as beta)
-
Version 3.09
- Posted.
-The next major release is me finishing off the Legendary Weapon enchantments. I was going to make this a standalone mod, but it felt greedy.
-The next major release will come with difficulty configurators - one optional file that puts most Royal Galaxy-related settings how you want them (hopefully). I will offer a bunch of optional versions to try to make everyone happy, from Terrormorph spawns, to vanilla + modded perks, as time goes on. I am a perfectionist, but I am also a perfectionist who feels VERY ready to move on from Royal Galaxy. =)
-I am really trying to get that "final" version feel, so I am pulling the trigger on some things that I have really gone slowly on and tested many different ways. The base version of Royal Galaxy should be a lightweight, Vanilla+ Overhaul, but I also don't want to avoid making tweaks that, I feel, will be objectively more fun for most people if they give them a chance. =)
-Hard Patch: Reduced player HP per level from 20 to 15. Renamed Immersive Patch. This is my preferred version of Royal Galaxy moving forward.
-Reduced player HP gain per level from default 20 to 15. This is a loss of only 500 HP at level 100. Considering the game was released and presumably beta tested with the Wellness perk bugged, the game was probably balanced around something close to 40% less HP than the player ends up having today. I will reduce this further into difficulty add-ons and provide an optional to revert it back to Vanilla. This brings player and NPC HP gains to the same level.
Reduced player backpedal movement speed so that aliens have a chance to actually attack you. As of version 3.1, the Hard Patch will be the definitive version that I play moving forward. I know players like very fast, Call of Duty/Destiny 2 movement, but we can only buff the rest of the game so much before we acknowledge that the player character can run backwards while shooting at 30 miles per hour. Not much a Terrormorph can do against that.
-Reduced cost and increased duration of Personal Atmosphere, as per earlier versions of Royal Galaxy.
-A melee weapon will be available at the start of Nova Galactic Staryards. This is to avoid situations where a low-level player rushes the encounter and then doesn't have enough ammo to make it through.
-Changed water quality of planet Hyla II and (forgot the name) so that there are planets in the game with nice water you can swim in (and compatibility with housing Creations).
STARFORGED ARMORY - WEAPON ENCHANTMENTS:
-I am completing my overhauls of Weapon Perks for pending release of standalone "Starforged Armory - Weapon Enchantments".
Goals for this: All perks more fun and competitive. More unique builds you can pursue. Given the popularity of Legendary Recycler, ensuring that all perks have some potential utility on melee weapons, since we can use Legendary Recycler for "Illegal" combinations of mods that don't drop in Vanilla.
Overall "maximum power" somewhere around Vanilla, except when using the perks that target a specific enemy, in which case it can be exceeded.
For example,
Extended Magazine --> Extended Action
Doubles base magazine capacity. Slows fire rate and increases physical damage by 15%.
Melee weapons don't have magazines or any benefit from this perk in Vanilla. Not that they drop with it in Vanilla or with Legendary Recycler.
One-Inch-Punch:
In the current Royal Galaxy meta, this perk can break the game in a few different ways dealing massively multiplied damage, especially with Legendary Recycler, which allows for it to be placed on weapons it cannot in Vanilla.
-Increased # of projectiles from 3 to 5. So, theoretically, a 60% increase in damage and more shotgun-feeling. This naturally increases the spread a bit.
-Increased maximum range from 35 to 50, allowing it to be used more as a ranged weapon that isn't so situational.
-Reduced the physical and energy weapon multipliers so that this doesn't become an insane scalar that beats everything else in perk slot 3 by far.
-I think I actually managed to make this feel better for its intended use, making a gun feel like a shotgun, while nerfing its unintended use: the highest damage multiplier possible on any weapon in any situation.
Crippling:
Always been a terrible perk that, in vanilla, just does 30% more damage to missed shots (compared to 2.5x damage for a precision headshot before perks in Royal Galaxy). So while hitting a hand, limb, etc, is 30% damage bonus.
Revised to: Artillery
Heavy materials add firepower, increasing damage by 15%. This bonus doubles when you lack precision.
Corrosive:
The acid damage now has a slight AoE effect. Armor reduction is already strong late game, but this should hopefully make this a perk you really consider in high-density situations.
Furious: Slot 1 is competitive and should come with a pretty hefty damage increase to compete. Revised to: Unending
Each consecutive hit deals 5% additional damage. Fire rate increased by 15%.
The first half is vanilla.
-Integrated Eli's Renamed Survey Data:
https://www.nexusmods.com/starfield/mods/6802
Integrated Eli's Snowglobes:
https://www.nexusmods.com/starfield/mods/9884
UC Campaign:
-The following note does not cut any new lore or meaningful content, just slight variations on existing conversations.
-There is simply TOO MUCH DIALOGUE compared to the rest of the game once I restored all of the cut dialogue. I have enabled fitting conditions to various dialogue options so that you do not see overly similar dialogue options at the same time as often. I suspect this is what Bethesda was going to do, but ran out of time. Some of the uncut UC dialogue now requires the background: Xenobiologist, Big Game Hunter, and others. Some if it will be tied to relevant perks like Persuasion. The goal being that you will probably see all of it if you play the game more than once whether you try too hard or not. =) Any mod that grants you extra backgrounds/all Dialogue unlocked will still let you see EVERY SINGLE OPTION, but I don't actually recommend that.
If you want ALL dialogue:
https://www.nexusmods.com/starfield/mods/8335
- Posted.
-
Version 3.08
- (Released as beta/should be good for full release, this is the version I suggest)
Removed one excess fauna from Jemison that could make it impossible to complete scans. Thank you Jdseese for the accurate report!
Increased the accuracy of a few more descriptions
Integrated Sound Fixes by OrgasmicSneeze, who kindly left them open perms. This is intended to free up plugin slots by bundling an essential fix. If you weren't already using it, gunshots will sound a lot better and more immersive in a variety of settings. It CAN be reverted to vanilla via a patch if somehow someone doesn't like it, but I find that hard to imagine.
https://www.nexusmods.com/starfield/mods/6343
https://www.nexusmods.com/starfield/mods/5681
And thank you Audley for initially merging these which made me look at the perms and realize they could be bundled here too!
- (Released as beta/should be good for full release, this is the version I suggest)
-
Version 3.07
- (Beta) Fixed bug in 3.05.
Sharpshooting Rank 4 will now only knock down human enemies, not aliens. Perk effect and description updated. This keeps you from stun locking alien creatures and Terrormorphs so easily with ANY scoped weapon.
Adjusted Pain tolerance perk. Rank 3, the largest 15% physical damage reduction, will only apply to ranged damage, allowing alien and human melees against you to retain some of their power into late game. All other ranks apply to all physical damage, and descriptions adjusted.
Added some more specific #s to descriptions that lacked them.
Freestar Collective Systems will now specifically have the human presence condition. They already did under the "SettledSystems" condition, but just in case.
- (Beta) Fixed bug in 3.05.
-
Version 3.06
- (Posted as Beta)
Due to a very weird and reproducible bug that probably only cropped up in recent updates, I have made a tweak to the Starborn Guardian. To me, personally, this is a small improvement over how things were before and closer to vanilla.
But for a detailed explanation:
This mod integrates with permission the Starborn Guardian designed by ParasiteX.
https://www.nexusmods.com/starfield/mods/5615
It is an awesome enhancement that makes Starborn enemies lethal and the Starborn ship viable. One change it makes is that the quality of the Starborn ship you receive is based on player level, rather than # of tmes through the unity.
Potentially due to recent updates, .esl flagged CK files, or even changes within Royal Galaxy itself, I was going through the unity and getting a Rambler rather than a Starborn Guardian. I believe this was for my 5th or 6th unity, at around level 100. I tried a lot of things.
Reverting to the Vanilla Starborn Guardian behavior - it becomes stronger your first 5 unities - solved this issue. To be honest, I prefer this behavior for balance reasons, but I erred on the size of NOT altering the amazing work done by another mod author.
I do not expect this to change your existing Starborn Guardian. However, on your next unity, the Guardian you will receive will be based on times through the Unity rather than player level. If you have played through Royal Galaxy for a few unities in the past, early level unities will be weaker - which to me is a bit more balanced, actually.
If updating this causes any issues, a patch is incredibly simple.
If you prefer the prior behavior, simply load PxGuardianTweaks.esm after Royal Galaxy. I already recommend Starborn Not Toddborn.
- I have only encountered the bug I mention once in countless unities, but it was reproducible for me at that specific level/that specific unity.
- (Posted as Beta)
-
Version 3.05
- (Posted as Beta)
If you would like a larger say in the ongoing development of Royal Galaxy, feel free to join the discord. Words are mind control, and I have no issue with you chatting about a certain topic in the discord that you want tweaked/improved. :)
https://discord.gg/dS32Ekmx
Royal Galaxy:
-While it makes my heart ache, decreased the maximum sizes of all regular Terrormorphs, while introducing more variety overall. They are technically YOUNG for the most part. I am now able to hand place Terrormorph Anomalies, the gigantic ones, so massive Terrormorphs will make their return - just in locations where it is guaranteed to have better pathing.
Starship Combat:
-Added more very high-level starship encounters with a larger # of maximum enemy ships that can spawn. Increased variation in spawn amount so its not overly frequent. Level 90+ for best testing of these.
-This, of course, comes at a large performance cost, so I tried to be strategic about not making the "Faction A vs Faction B" events very large, since those already have the most spawns.
-This is the most significant Starship leveled list tweak I've done in a while. I felt more comfortable tweaking this as we now have in-game difficulty sliders for space combat, as well as more difficulty options as patches for Royal Galaxy.
-Slightly increased chance of space encounters. Long ago, some people acted like I had cranked them to infinity. But flying around trying to test these changes has proved that is not true at all. (Space encounters always seem high after a unity/new game, before they all get put on cooldown.)
-Nerfed Nova Galactic Shipyard (early main quest) a little bit. Had already reduced enemy levels a bunch. Swapped an Ecliptic Mod
-Fewer grav anomalies will spawn around temples, allowing you a chance to actually explore the region, rather than just getting the same PoI to the horizon (it might still happen, just not as often).
Alien Creatures
-Reduced the potential size scaling of corpses to reflect the harsh reality of nature.
-Reduced the size of some aliens that gave me clipping worries with new and upcoming PoI/Proc Gen mods.
UC Bug Hunt Quest:
-These always felt lack luster, even though I had previously tweaked them. Will now spawn 1 Terrormorph Anomaly (Queen, big one - see, I told you I'd bring back big ones lol), and one random Terrormorph every time.
-If someone better at quests than me can work on this, I sincerely think Bug Hunts should become available right after you return to Tuala after meeting Hadrian, rather than waiting until the end of the campaign.
Removed some modest environmental damage multipliers as these can now be handled via in-game settings.
**Delayed Again Hardcore:
-Reason for delay is that for this truly to be a challenge, I need to include some perk nerfs as well :)
I noticed a lot of hardcore combat overhauls don't address one of the key issues making the game easy: insanely fast movement, especially backpedaling speed.
Hardcore Patch (all changes):
-Player and NPCs gain only 5 HP per level, compared to vanilla 20. (Royal Galaxy vanilla leaves player at 20, but nerfs NPCs to 10).
-Player movement speed, especially backpedaling, reduced. Sprint speed slightly reduced.
-Sprint oxygen depletion increased by 1.5x
-Enemy Starborn set to 100% Legendary Chance.
-Crouched Sneak speed slightly increased.
-Legendary Creature chance reduced to 10% (aliens are scary strong with low HP)
-25% slower leveling. (If you can get every good perk in 60 minutes of playing, nothing is going to be a challenge)
- (Posted as Beta)
-
Version 3.04
- (Posted as Beta)
If you would like a larger say in the ongoing development of Royal Galaxy, feel free to join the discord. Words are mind control, and I have no issue with you chatting about a certain topic in the discord that you want tweaked/improved. :) Manipulation of JaeDL fully allowed.
https://discord.gg/dS32Ekmx
-Slightly increased distance and difficulty potential of Mission Board quests.
-Increased the difficulty of certain Temple guardian Starborn slightly. Increased their perception stat from 5 to 10 so that they detect you and initiate combat even without an AI mod installed. (No real effect if playing with an AI overhaul, as that will make them notice you right away. Since I added to their HP, on an existing save where you have already encountered a Temple Guardian, their HP might not appear to be full, as it will only be full to the old value. After enough time passes, this corrects.)
-Increased the distance used for generating "Artifact" quests by 25% per tier. This should allow a bit more variety in planets compared to Vanilla. I've seen countless repeat planets over my 1k hrs.
-Improved Terrormorph attacks - trying to reduce the player chance to be able to just backpedal. We shouldn't be able to defeat them so easily with the "s" key. I am working on a separate mod and one of the features, that I have been playtesting with, is a 50% reduced backpedal speed.
-Randomization is an important part of any game, especially one that depends on procedural generation. Continued work on making a lot of things that were "100% chance" spawns to make them 95% chance spawns. In practice, you should not notice a difference - but environments will be more likely NOT to be the same EXACT thing they were the last time you visited them. This is a totally vanilla mechanic that was just, in my opinion, underutilized. In Scarcity patch, which I do think is the best version of Royal Galaxy, this gives certain objects an 85% chance instead of a 95% chance to spawn (from Vanilla 100%).
-Increased the max # of enemies that can spawn for various overland encounters by about 50% (10-15). Left the minimum number unchanged for variety. Doubled their search radius.
-Slightly increased the sandboxing size of various NPCs. Most noticeable if you are in stealth and follow people around, but very subtle. Should contribute to feeling a little more randomization.
-Attempted to ensure Civilian Outposts don't spawn on Grav Anomaly planets to help with the feeling that they have not been just sitting right there where humans could find them :) If they still spawn, it's not a bug on my end - I definitely made them less likely to spawn at the same time.
-Restored Vanilla health % and chance to hit animation to vanilla for all Creatures except for a few aliens. This should make most aliens slightly easier to fight. Damage resistance to non-head parts of aliens still unique per alien type.
-Increased the # of enemies present and potential max difficulty of some space encounters.
-Attempted to cause Starborn ships, both on land and space, to spawn more frequently on a planet or system with a Gravitational Anomaly or Artifact. In practice, it should work, but they still seem quite rare.
Royal Legendary Recycler Patch
-Updated so that ALL descriptions, including recipes and legendary core modules, use the perk names from Royal Galaxy. I honestly never noticed these until recently so the inconsistency wasn't on my radar.
- (Posted as Beta)
-
Version 3.03
- Small update:
-Targeting Perk Tree: Added a minimum distance for the perk to activate so that you don't have glowing enemies in your face.
-Slightly improved Terrormorph movement
-Fixed extra space after Va'Ruun Inflictor name that kept it from showing up on only one line. Was waiting for SFCP to do it but got tired =)
Laser Weapons Rank 4:
10% chance to burn enemies now applies to explosive weapons (Grenade Launcher and Bridger in Vanilla) in addition to particle and laser weapons. These two weapons just could not keep up with other guns in end game, and it makes sense to me that an explosive weapon would get burn. I like the idea that getting very far down a seemingly unrelated perk-tree provides a slightly more versatile bonus.
I'm getting antsy to tweak perks beyond the Vanilla+ feel of Royal Galaxy, so I'll probably spin that off to a separate mod eventually.
- Small update:
-
Version 3.02
- Hotfix:
Thank you so much to TeirusuQN thorough testing and bug report.
-Fixed issue with personal atmosphere. Reverted to mostly Vanilla for now.
-Minor tweaks to explosive damage, since that was a work in progress when I got this bug report. Fire and cryo damage were depleting suit protections too quickly.
- Hotfix:
-
Version 3.01
- While Item Sorter doesn't yet support the new melee weapon names added recently by Bethesda, I realized I could quickly fix the vanilla-style names to have the correct perks.
-
Version 3.0
- No new game required, but this is a larger update than usual.
Various changes, improvements, and (Vanilla) bugfixes, as noted in prior patch notes.
-Royal Galaxy weapon perk (Prophet's Punishment) will revert back to Vanilla Oxygenated as it was no longer working properly. Updated Item Sorter and Recycler patch as a result.
-Oxygenated slightly buffed so it's not an overly situational/ useless perk: "Attacks cause additional stagger. Hold-breath time with scoped weapons is increased."
-Scarcity (my preferred way to play Royal Galaxy) updated as there were some changes to vanilla records since it was last posted. Note that this is my preferred way to play; there's still a ton of loot, just filling your bags goes a little slower.
- No new game required, but this is a larger update than usual.
-
Version 2.99 Betas
- (Unreleased/Playtesting:)
For 3.0, I'm removing anything that I once felt had a grand purpose, that no longer feels necessary in current game, which has evolved through updates and other mod creations. This includes skill changes, weapon enchantments, leveled list changes, etc.
-Reverted most changes to Science Perk Tree. I had previously wanted Outpost Development available on Rank 1; however, I now feel that's best handled through backgrounds. To compensate, moved Spacesuit Design to Rank 1, so a min/maxing player can invest perks into the Science Tree early for mandatory upgrades, rather than having to invest in a significant # of non-combat perks.
-The game is very sturdy with perk changes. You will keep whatever you had points in, even if its position changed.
-Va'Ruun weapons should show up a little earlier game, with Va'Ruun and Starborn as the main source of drops.
-Aiming to increase consistency, but also feelings of being in danger, Pain Tolerance Rank 4 now only procs below 35%, not 50%. However, its chance to proc was doubled to 10%.
-Note: all previous versions nerfed this a tiny bit from Vanilla. If you are running PEAK AI nerfs, this by a ton to make up for the increased accuracy of enemies, which applies to both land and space.
-Removed most changes to Dueling Perk tree, as Vanilla melee was buffed recently. Rank 4 will still provide double healing (20% instead of 10) and 10% bonus damage against humans. Rank 3 will still provide longer increased movement speed duration (20 instead of 10) with description updated to include specifics.
-I am still testing this: it might make any gun using it scale with the Particle Beam perk tree, which I think is a nice option for build-crafting.
-Whitehot Rounds (all variants), including the Royal-Galaxy added Whitehot rounds to guns like the AK-47, will now add slightly more energy damage to ballistic weapons, making them more viable against heavily armored enemies like Terrormorphs. Note that this probably won't make up for the loss of armor-piercing unless you also have Anti-armor perks or weapon enchantments, but it does give you another option for an AR playstyle available earlier or on more random drops.
-Instigating Perk (2x damage against full health enemies) --> updated. Overture: 2x damage against enemies at 80% health or above.
-Red Mile: should now have some rare enemies imported. XP for completing the Red Mile changed to 400, the same as finding a temple in Royal Galaxy (2x finding a Temple in Vanilla). Theoretically, this should make the Red Mile the highest XP farm in Royal Galaxy, if you are killing the high XP enemies you come across.
-Targeting perk tree: the idea here seems to be that some enemies will get illuminated, helping you to find and kill them. In reality, it always just highlights the enemy RIGHT in your face, rendering the tree useless unless you like glowing enemies. Adjusted so that: the range is significantly increased. There is now a greater chance of a distant enemy getting marked by the effects of this perk. However, the duration of the glow is halved. This seems to balance the benefits Bethesda intended for this perk a bit better without always staring at glowing enemies. (One of my design goals is: Improve vanilla mechanics rather than remove them. I usually just play with all the glows disabled, but this is me trying to make them work.) As I write this, I realize a "minimum distance" might be a good idea to keep it from lighting up enemies literally directly in front of you.
-Ironically, pressurized cave WAS set to use planet gravity in Vanilla. However, a data slate found outside it specifically states that it has 1.0, Earth-like gravity. Bug fixed. I was so confused when I came across this mistake in game and assumed I was the one who made it.
Posted:
-Fixed potential duplicate Xenoweapon Siren.
-Increased difficulty of some UC08 (Londinium) story enemies to better match the rest of the game.
-Increased damage or balanced radius of some explosions.
-Removed a few AI distance settings that might overwrite PEAK. I could have released a patch, but the settings I was trying were so close to vanilla it hardly mattered,.
-Further tweaks to UC campaign ending, enemies.
-Restored Londinium to an 85%+ chance to be heavily snowing, with only a very rare chance for other weathers.
-Known issue: One specific Terrormorph ranged attack is doing a little too much damage. If anyone can tell me then name of it, I can fix it. I may already have fixed it, though. I may just have had to reload earlier to get the tweak to apply. Edit: I am pretty certain I fixed it.
-A surprise lurks on Toliman I.
***
Here are my current best .ini settings:
https://docs.google.com/document/d/1F-qCLnZUmlucbzgDw80VYzl4AYi03TPjdJIMkXFE3y4/edit?usp=drive_link
It is pared down a lot to only what I found essential. In terms of textures, after careful testing, I am only using Starfield HD overhaul, a few HDTP alien reskins, and Monstrr Magic planets, Starships, and Spacesuits. I am told his furniture is also an improvement over Starfield HD, but I'm okay with vanilla furniture.
Thank you Audley for being the resident config expert on the Royal discord :)
https://discord.gg/fpjjfQz7
Note on Beta
-Royal mods do not require a new game. I do not do anything fancy enough for that.
-That being said, some changes will not apply until a new game or unity due to the way the engine works. As an example, if I enable fast travel out of a specific cave that erroneously had it disabled by default (based on all the other similar caves), that fix will not be applied until your next unity or new game.
-For that reason, I suggest anyone starting a new game or planning to enter a unity SHOULD play the currently posted beta update. If there are any minor issues or typos, I can fix those on your existing save in later patches, but certain fixes will not be able to be applied.
-Fixed Typos and tweaked dialogue throughout UC and Crimson Fleet campaigns.
-Increased difficulty scaling of various Crimson Fleet campaign enemies to be more consistent with the rest of the game.
Are Royal Galaxy Updates Risky?
-I play them all, on an existing and new save, as I go.
-High risk of user error in installing an update. Everybody makes mistakes, including mod managers. The new .esm should go in the exact same spot in your load order as the old one.
-Theoretically, if you are already hovering at your plugin limit or already over it, Royal Galaxy getting a tiny bit larger with each update could push you over your plugin limit.
-If you are 95+ mods (remember to count the official Bethesda .esl files), and you get an issue upon updating, and no one else is leaving comments about it, that is probably the issue. I made this mod largely because of the plugin limit -- modular is easier and better for me, by far.
-I have no doubt Bethesda will fix this issue eventually. I'd say odds of it getting fixed reach 99% by Shattered Space DLC.
Delayed: (It simply wasn't fun for me at all, will test something new soon. I would rather not release something for others to enjoy that didn't seem to offer added gameplay value. It felt the same as setting incoming damage to extreme and outgoing damage to easy)
Hardcore Patch
-Player health gain per level reduced to... 1, from default of 20.
-NPC health gain reduced to 5 per level.
-Trying to find a balance that remains fun, lets you keep Royal Galaxy, while experiencing a "hardcore" combat variant.
- (Unreleased/Playtesting:)
-
Version 2.99 BETA
- Rolling updates on this, maxed out my version #
-Artificial gravity is failing in some abandoned PoIs. These locations will now reflect their planet's gravity, or lack thereof. (Found a few not covered by SFCP)
I do not anticipate any major issues with this beta. I believe this will end up being the bulk of the 3.0 launch. I am looking for feedback on any of the components in the last changelog, particularly the tweaked planets (Masada II volcanic, Jemison Frozen)
-Properly flagged Foxbat to defend friends that are attacked.
-Significant AI improvements to some tweaked aliens. Jemison planet is my testing ground. Sure, it won't seem amazing - it's still Starfield AI, but I carefully compared default and my tweaks multiple times. Aliens will not all seem like murder bots and will (less frequently) engage in full-scale wars between species. These changes only affect the specific aliens I tweaked, not the whole game.
-Removed fCargoValuePiracyScale setting to see if this resolved overly high bounties in some instances of piracy.
-Forwarded a few SFCP changes related to AI/companion behavior, in case anyone using Royal Galaxy is not using SFCP. This should be a big improvement if, for some reason, you did not have SFCP, and no impact at all if you do.
-Tweaked sizes of a few Crimson Fleet quest NPCs that would look off (mostly too small) if running NPC Height Variation before Royal Galaxy.
-Removed some settings related to companion behavior. I'm really trying to keep R.G just to "objective" improvements over Vanilla. As more mods come out related to companion behavior, just load those after Royal Galaxy. If you liked the companion behavior and notice a DECLINE after this change, load the following mod after Royal Galaxy. My tweaks were based on earlier version of Deebz' Improved Follower Behavior. (It's always been compatible if loaded after Royal Galaxy).
-I think those of you leaving comments about companions are right and removing this is an improvement in some ways, but makes it worse in others. I suspect the companion AI was updated by Bethesda because when I tested these it was a huge improvement. =)
Deebz is a genius, so I suggest everyone just run this mod:
https://www.nexusmods.com/starfield/mods/9510
-Incorporated more fixes from gluonman. In this case, a vanilla bug fix for several locations that did not inherit their planet's gravity. :) Also, removed traversal data that seems to have come from earlier versions of Starfield.esm.
-Have not yet tested: Maya Cruz's hideout gravity. Please let me know if the gravity change causes issues here. (I will personally test before this leaves beta).
Suvorov:
-As this tweaked planet has VERY few possible PoIs, it is great for experiencing mods that add new PoIs like GT:
https://www.nexusmods.com/starfield/mods/10476?tab=posts#
I am using the PIP version, and have both loaded just after the community patch. =)
-In light of Bethesda buffs to melee, reduced extreme buffs to Dueling skill. Still offers bonuses over vanilla, just not as extreme. Very open to feedback on this.
- Rolling updates on this, maxed out my version #
-
Version 2.98 BETA
- 2.98 BETA in Optional Files. It should be safe to update from the beta to the next full version. I am more worried about the quality not being up to par than this being unstable/unsafe.
I would appreciate anyone who doesn't mind playing on this update and confirming that it's all good. Some changes may require a NewGame+ or New Game to take effect; hard to be 100% sure when that is the case.
This will be initially released as a BETA update, the first one I have done -- well, since Royal Galaxy released as its own mod outside of Works in Progress =)
The reason for this is that I have found a few large positive changes I can make. Terrormorphs were missing a flag that was keeping them from spawning in certain situations. I would consider this a bug-fix.
However, I have not had time to run through the whole UC campaign to see if this has any ill effects. I don't expect it to, but I need to be sure.
Additionally, while I don't expect it to, I worry this could cause Terrormorph events to spawn out of control. Edit: okay, not out of control, but there are a LOT more Terrormorphs. I'll have to reduce the conditions that allow them to spawn, now that they are properly spawning.
If you are testing on a New Game, consider giving Royal Backgrounds a shot. Details of each backgrounds perks can be found on Discord under Beta releases.
https://discord.gg/fpjjfQz7
Suvorov Planet:
-I want to make this Crimson Fleet planet special, joining the ranks of currently overhauled planets: Maheo I, Porrima III, Earth, and Akila.
-Similar to Apex Ashta, the Grylloba (alien bug) Queens previously exclusive to the Crimson Fleet campaign can now spawn on the planet. Their size and difficulty has been increased. They now award bonus XP. This is a tough planet to explore with instant Frostbite in Vanilla. I can't promise it will be worth it, but if you want to see some giant bugs...
-Removed burrowing behavior from Gigantic Queens. It only reduced their damage against the player and made them easier to kill-- and looks kind of silly on larger creatures.
-Forced Caves to spawn on the planet - which I could not find on Vanilla - so that the bugs have a nice home and players have some more combat options.
-Bugfix? Cotylite alien creatures spawn in vanilla inside the Kryx facility, but not on the planet. They are now a potential encounter on the planet, explaining what the Grylloba eat.
-Added bug themed planetary traits and PoI.
-Tweaked various PoI to respect human presence condition.
-Tweaked Civilian Outposts to not spawn on planets with gravitational anomalies, extreme pressure, or extreme heat/cold. They almost definitely weren't spawning there any way, but I wanted to be certain.
-Windmills will not spawn on extreme temperature planets. They probably wouldn't have any way, but I am trying to gently rein in their excessive spawning.
Terrormorphs:
Increased the health of level 50+ variants by 1.5x of Vanilla. This seems to be the time in the game when player power becomes excessive and you can melt them. Terrormorph Elders were already spongier, so level 50 variants increased by only 1.25x. This is in addition to damage resistance increases already applied.
Added a small amount of energy resistance to Level 60+ Terrormorphs.
If these become too tanky for anyone in the level 50+ range, let me know and I'll move it to hard patch or reduce it, but I find it unlikely this will cause anyone too much trouble.
Next Patch:
Some elements currently in "Royal Planets Beta" plugin added as an optional file. Load right after Royal Galaxy, as most of it will be pulled into R.G after some more development.
Toliman II Planet:
Frozen regions will now spawn with mostly Albino Terrormorphs.
Rocky and other regions will continue to spawn with default Terrormorphs.
Masada III Planet:
The volcanic region of this planet hides a nasty surprise (It's Terrormorphs, the reddish variant).
Jemison:
A cuddly alien has appeared in the Frozen mountains. Be sure not to accidentally shoot one-- they're friendly. One of my next goals is to start moving alien creatures away from being JUST murderbots, and this is a first step.
https://imgur.com/a/royal-galaxy-v-3-0-ENyt3xP
A duckbill dinosaur in the arctic has always felt off, and Starfield hides too many of its best and unique creatures on only one planet/biome, not even letting you see all their skins at times.
Similar to my tweaks to Porrima III (Red Mile) and Akila, I want the most-visited planets in Starfield to feel a bit more special, with more variety of aliens and PoIs. Tweaking at a planet level allows this.
Could use beta testing that the updated AI/behavior of the aliens in these regions is good, that scanning the planets works well, that things feel properly immersive.
The changes in this update, like flagging Terrormorphs correctly so that they can spawn more in situations when the game is asking to spawn them, might cause other mods to behave differently-- probably in a good way, but I want to test.
Next update:
Properly flagged Foxbat to defend friends that are attacked.
- 2.98 BETA in Optional Files. It should be safe to update from the beta to the next full version. I am more worried about the quality not being up to par than this being unstable/unsafe.
-
Version 2.97
- Version 2.97 Posted a little early:
Doing a smaller update ahead of 3.0, that is what I just posted. It includes most of these changes, but I wanted to do a post before I start making larger edits to the Sukorov system in case that ends up causing trouble, I will have a backup here on Nexus. :)
NEW PATCH: Royal Galaxy Hard Patch (I need a better name, suggestions welcome)
-Enemy HP Gain per level increased from 10 to 15
-Royal Aliens Hard Patch Integrated
-Royal Starborn Hard Patch Integrated
-AI tweak difficulty increased closer to PEAK levels (only a handful of tweaks, still load PEAK before Royal Galaxy if you like difficulty).
-Space Combat difficult slightly increased
-Note that the HP increase will not affect already spawned enemies for a few in-game days for cells to reset.
-Slightly increased alien speed and damage, and chance to stagger player (on a few specific attacks).
Royal Galaxy 3.0: Crimson Fleet Update
(Most of this is included in 2.97, just still working on CF)
Significantly more cut dialogue restored. I decided to go back and check if maybe more had shown up in Starfield.esm over the last few months. Not sure if its new or if I missed it the first time. But just to point out: this mod adds some random new lines to spacers and other NPCs, as well as new random conversations you might overhear.
This will be a fun one. Been going slow to make sure it was awesome and complete on release.
While there is already some cut dialogue restored, and tweaked dialogue restored:
Revamped Crimson Fleet questline. Player character will be less submissive, more sarcastic, and less afraid of a clearly disorganized and poorly run organization (where appropriate).
Difficulty and # of enemies in encounters improved where needed and possible.
-Very slightly increased the difficulty of AI tweaks.
Free preview of NEW dialogue response to one situation:
"Cry me a river, Naeva."
-Sukorov Creatures updated with more HP and dealing more damage to NPCs (they have a 0.5x multipler perk in Vanilla, probably to keep the story from being challenging). Size decreased to prevent clipping/nav issues.
Her response fits. =)
-Rescaled Crimson Fleet NPCs that would have been the wrong size if you had NPC Height Variation Installed (clipping, hands not touching counters, etc).
- Version 2.97 Posted a little early:
-
Version 2.96
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-This includes all updates to Royal Mods posted today, if anyone is scanning recent. This is still all you need (though I really shoot my downloads and endorsements in the foot with this method LOL).
-Reigned in minimum and maximum sizes of aliens a bit. With new mods adding more dense planets and PoI, I want the aliens to be compatible. Also, better for caves. If anyone has a trick to make aliens exclusively scale smaller in interiors, or maybe a script-- I think that would be a great standalone mod :)
-Actually record "00122412" mostly controls the size of aliens inside caves! So mostly only cave aliens will be reined in.
-Added a few more size scaling tweaks from Royal Aliens to Royal Galaxy.
-Aliens should act a tiny bit more like living things rather than just murder bots. :)
-Reduced enemy ability to spam reanimate, avoiding situations with some other mods where NPCs would raise a massive undead army against you.
-Boss Chests will now always contain legendary weapons, even when playing on lower difficulties (Sorry, this must have happened when they added the gameplay options and I never noticed!)
Royal Backgrounds released as an Work In Progress:
https://www.nexusmods.com/starfield/mods/7890
This will not be bundled with Royal Galaxy as it affects balance and would definitely seem like feature creep to many. Revamps each background with 11 perks from across the tree-- including late game perks -- to enhance roleplaying, identity, and early game balance/fun.
Feedback, discussion, chatting Discord:
https://discord.gg/fpjjfQz7
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-
Version 2.95
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-This is a larger update. If you are very precious about your current save, give it a day to see if this one causes any issues for people. I added a few tweaks that to my knowledge haven't been done before. They seem perfectly fine, but anything brand new is spooky.
-Minor nerfs to recently buffed Hard Target sniper.
-Due to the potential addition of more characters like Roach -- a temporary follower who doesn't count as a companion -- swapped versions of Auri's particle beam annihilator immunity mod.
-Fixed a missing period in main text dialogue.
-Tweaks to random encounters and PoI spawning. A large # of POI should have a short, 1/4 of a day cooldown before re-appearing.
-Pulled over changes from each of the Royal mods that had not made it into Royal Galaxy (I had previously played with ALL of my mods enabled, which made this harder to notice for me).
-Large number of new random encounters (just alien creatures spawning at PoI - shouldn't really be noticeable because this should be vanilla behavior)
-Encounters that were previously only in Royal Encounters mod now properly included in Royal Galaxy.
-Added missing keywords to some PoI and caves that should make them function better. Way more spawns in caves.
Royal Recycler Patch:
-Only needed to change text to accurately convey Royal Galaxy weapon enchantments. Not actually needed for any functionality.
-Use for both versions. I do not wish to maintain two separate patches.
-As a compromise between the regular Legendary Recycler and the Hardcore version: sets all weapon core enchantments costs to 4 and all armor core costs to 6. This # is in the same record as the text description or I would prefer not to change it so you could use whatever version of Recycler you want. Feel free to make and post other patches.
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-
Version 2.90
- This is a larger update. Haven't gotten off my computer all day. =)
[Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
Weather:
Sandstorm update
-Removed potential for sandstorms from the "default climate" list. I've never been 100% clear when/where this plays, but it may have been a factor in sandstorms in snowy regions that some reported. Replaced with the clear weather list.
-Reduced chance to snow in New Atlantis to 1%. Added new rare sunny weathers.
-Removed sandstorms from Mountain and Hill regions, as some of these were snowy and it looked off. Added new weathers to fill the % chance.
-Tweaked very rare and unique weather chances to appear in various regions.
General:
Compatibility is key for me, as I gear up for Creations release.
-Increased # of encounters and PoI with a short cooldown before encountering again.
-Weapon: Hard Target, damage increase per quality tier increased by 2x the vanilla amount with a 3x increase for final tier. Much smaller than it sounds. Had been left out of previous buffs and was weaker than other snipers by a large margin. Left base damage at vanilla.
-Tombstone, similar to the above. As a starting point, increased damage by 2x of the default increase per quality tier. Left base damage at vanilla.
-Reverted Pain Tolerance Perk to vanilla. Previously, I felt that the chance to resist physical damage when below 50% health made the game too easy, and set it to proc when below 35% health instead (as noted in updated description). With current available mods and in-game difficulty settings, getting enough difficulty out of Starfield is no longer the issue it once was =)
-With help from gluonman, fixed a few drink and other items that were missing tags from SFCP and/or recent Bethesda patches. Also increased range of Terrormorph mind control projectile and a few other tweaks that gluonman had made to R.G and tested and that I found fun when palying with myself.
-With help from gluonman, who sent me an awesome .esm with the fixes, removed entries that were no longer needed as they fixed bugs that have since been fixed by Bethesda or, for other reasons, removed from SFCP.
Thank you gluonman!! If anyone has their own patches for Royal Galaxy, feel free to share them, post them in the comments as a Google Drive link, etc. I would be so happy to see everyone's personal patches and fixes. It saves me SO much work. =)
(Just want to re-iterate that I'd love to see people posting patches and customizations for this mod. Compared to past Bethesda games, very few people make patches for Starfield! I'd love to see my mods get customized/tweaked to work with every combination of what people want. If there's something in my permissions that makes this seem not allowed, please let me know. Patches are always allowed on Nexus unless it involves assets created by the user-- which cannot really include game setting tweaks.)
-Removed a few PCM settings to increase compatibility with other mods. These were settings where my tweaks were VERY close to vanilla, so that difference should not be noticeable in practice. But for a user using a similar mod in the wrong load order, that mod will now work perfectly. If all of a sudden you see a TON of aliens or a TON of PoI somewhere, that's because you were accidentally loading a mod that does those things before Royal Galaxy. This tweak aims to reduce potential for user error. =)
-Removed two entries to improve (potential) compatibility with The Gangs All Here and other follower tweaking mods. This was not a necessary change on my end, but might resolve issues for people with multiple mod conflicts.
-Removed changes to Stimulants addiction. Can now be handled via in-game difficulty.
-Included a few more common-sense AI tweaks after trying to play with vanilla AI for a while and see what worked well and what didn't. If you are already running an AI overhaul, it is probably very similar. If you aren't, AI will be a bit better. This is just a few settings, not a full-fledged AI overhaul, but it is the ones that felt mandatory.
If you have an AI overhaul you prefer to my changes, simply load it after Royal Galaxy, but for the most part, all of our values should be pretty similar. The one exception is PEAK, which must still be loaded before Royal Galaxy as it changes all NPC records and will not include size scaling etc. If anyone actually notices a negative AI change (these should be positive, I re-ran the same PoI a dozen times with different settings lol), I can patch it so that PEAK's settings load after.
- This is a larger update. Haven't gotten off my computer all day. =)
-
Version 2.85
- Fixed Broken Archive in Previous version via re-upload. Nexus was taking FOREVER to upload so I should have known the website was being weird, but wanted to get an update before bed. Ugh.
-
Version 2.84
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-Improved Orion Gun Feel. For a laser weapon, its shots were creating a lot of spread, and that spread was taking too long to reset. Gun should feel more fun to use and standout more as THE "Laser" rifle.
-Set Matsura The Grim to "Unaggressive" to try to avoid him aggroing as soon as you enter his base. This had previously been fixed in prior versions, and the vanilla record now has him set to "aggressive", so I am a bit puzzled how this bug reappeared. Might be a vanilla bug now.
-Properly integrated the PoI randomization improvements from the Untouched Worlds plugin. Vanilla human presence optional file is already there for you if you want it :)
- [Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.]
-
Version 2.83
- -Updated all Starstations to latest SFCP changes, but enabled potential space encounters.
-Removed tweaks (damage/radius increases) to certain environmental hazards since these can now be handled by in-game difficulty menu.
-Lung damage can now randomly be recovered from. Nobody likes that coughing, right?
-Wanted Encounters will require level 5 or higher, to help with getting attacked as soon as leaving Vectera.
-I had previously made weapon spawns more randomized; reduced arc wielder spawns as they were a bit too common.
-Fix for some iron and reflex sights that would not show the bottom of the model at certain higher (105+) FOVs.
- -Updated all Starstations to latest SFCP changes, but enabled potential space encounters.
-
Version 2.82
- New (Recommended) Optional File: No Contraband Scans
https://www.nexusmods.com/starfield/mods/8115?tab=posts
Same file as posted here for months. After playing Starfield for ages, I just cannot justify the contraband scan mechanic. It is literally just an extra loading screen. Hopefully, new mods will come out soon that make this mechanic more interesting or only occur a small % of the time.
-Properly updated Lasers skill description only to accurately convey what happens in Vanilla.
-Concealment tweak now included. (25% chance per rank for mines to not detonate, rather than invalidating mines as a threat on perk point 1)
-Removed a few vanilla records. The original purpose of these was to patch other mods that made unusual (but not game-breaking) changes to them, but as time goes on, these mods are less likely to be present in people's load order.
-Another attempt to make interior-spawning Terrormorphs smaller.
-Another attempt to make enemy attacks when Tutorial-leaving Vectera rarer. Random space encounters should no longer occur in the Narion system, easing up early game with traits like wanted or just initial flights using the Frontier.
-Removed DM legendary recycler patch. It is not needed on latest versions. Load order of Legendary Recycler doesn't affect compatibility. Some perk descriptions will be slightly off. I will upload a new patch once I've got all perk descriptions exactly right in Royal Galaxy. Running the old patch with latest version of DM Legendary Recycler may be responsible for some of the issues players have encountered that I cannot replicate.
- New (Recommended) Optional File: No Contraband Scans
-
Version 2.81
- Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.
FIXED portions of mod accidentally not present in 2.80. Thank you tutepr and Jomdo72 for the quick and accurate error reports.
Forwarded SFCP fixes to The Eye Starstation while still enabling potential rare Space encounters at it.
-Some tweaks and bug fixes noted in previous changelog entries properly forwarded into Royal Galaxy
Pushed to next version//FOV slightly increased for default dialogue camera; no effect on other camera.
- Entering a period of rapid development; feel free to hold off on daily updates if that's not your thing. If I make any changes that don't appeal to you, please let me know, and I'll either revert them or add an optional patch. I won't make any changes that can't easily be restored to vanilla.
-
Version 2.80
- **Creations Status:
I am still working on Creation Kit and will be pushing Creations Kit versions of my mods one at a time. That way, I can learn if any of the mods cause an issue on Xbox and offer the best version possible. The first mods I anticipate on creations will be Royal Weathers, Aliens, and Terror, but of course I'd love to get everything.
I personally prefer Nexus and a Mod Manager for Starfield, as I have for all past Bethesda games.
Royal Galaxy itself is not an easy port to creations, and unless tools are updated, every minor update will be a new fresh hell for me. I'm going to work on finishing up any features I have in mind before pushing myself too hard on the creations version, as updating/supporting that version will be many extra steps.
Royal Galaxy, which includes work from other mod authors, will probably be the most difficult and final port.
**Royal Galaxy Updates:
Updated Laser Perk Skill to reflect latest VANILLA balance.
Rank 3 and 4 of the lasers perk apply to Particle Beam weapons, but not 1 and 2. I updated the descriptions to reflect that and kept the Royal Mods change of 5% chance to ignite enemies at a 10% chance. In short, the lasers' skill will now behave as the description says.
Armor Penetration:
Removed requirement to use a non-automatic weapon for skill challenge; any weapon suffices. Changed description to state what is accurate in vanilla: "Ballistic and melee attacks ignore 15% of a target's armor.".
Outpost Turrets:
-Scale with player level. Erroneously, this was included in Royal Unique Humans and Royal Economy in the past, but not Royal Galaxy.
Infused bandages now properly restore a small amount of health.
After LOTS of testing, merged "Untouched Worlds" Plugin into main Royal Galaxy.
This means that:
-Cooldowns have been added to certain PoI. This is a different implementation and compatible with the other mod that does this :) This is a vanilla feature I found that was disabled.
-A few PoI have a chance to spawn even when violating the "rules" of the planet, to avoid empty planets.
-Whether or not humans can spawn on a planet is controlled by a lot of conflicting variables; this should allow a degree of randomization. The goal of this is not to necessarily make the universe more desolate; just to increase potential variety from one planet to another.
-I can offer a reversion to Vanilla or OLD Royal Galaxy upon request.
-Loading a mod like "Desolation" after this will overwrite many of the effects to your heart's desire, but keep some of the unique changes like PoI cooldowns.
Base chance to get a lung affliction was previously reduced to 10%.
Now lung damage afflictions will not occur if wearing a full spacesuit. If anyone wants a hard mode for this, let me know. This got super tedious with harder survival.
- **Creations Status:
-
Version 2.73
- Small hotfix: A few chests did not contain Astra that should have in Vanilla. This has been fixed.
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Version 2.72
- Small hotfix: Frenzy weapon perk typo fix; would prevent gun from firing. This has been fixed.
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Version 2.71
- Small 1.12.30 Cohesion Patch (Royal Mods do not need updates to be compatible with every Bethesda patch).
If you are returning to update and haven't already, please endorse =)
Worked with latest patch without update :) Wooo. However, this patch has some changes.
1) Temporarily removed ALL changes to melee weapons (other than the perks) to see how Bethesda's implementation works.
2) Tweaked some aliens for better balance across all mods.
3) Tweaked some random encounter Terrormorphs to be more challenging.
Added new VERY minor patch for Immersive Ship Systems. Resolves a tiny conflict.
- Small 1.12.30 Cohesion Patch (Royal Mods do not need updates to be compatible with every Bethesda patch).
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Version 2.70
- 6/15 Update:
I have just applied for Verified Creator status. I had issues with my account or some sort of bug that kept this from working for now.
I am working on updating my mods for CK and Xbox. I will post a smaller update just to ensure 100% compatibility with latest update for PC users shortly.
===========
I did not anticipate a Sunday night update. I have a busy work week. I am not sure when my mods will be available for Creation, etc. Due to bugs with the Bethesda accounts, I did not get to apply for verified creator so this will be my first night with CK. =)
I now accept Destiny carries as a form of donation :) Still never got to beat Crota outside of D1. I like add clear
Update: I have learned what I need to get this on the Creation platform as well as for Xbox users. I am optimistic about this weekend. I am a teacher helping wrap up the school year, graduation, etc-- but by the end of June I will have a ton of time.
If anyone wants to help with ports in the mean time, I would be grateful.
- 6/15 Update:
-
Version 2.60
- 2.60:
Some larger balance tweaks in this one: All vanilla record tweaks so safe to update (as always).
Increased attack speed of all melee weapons for player and NPCs. Makes it harder to just kite melee enemies, along with their damage being increased.
Added TN Melee Weapons Patch. Strongly recommended TN's melee weapons; it is what I have always run, and if it didn't exist, I'd make something similar myself. There are still substantial melee weapon buffs and improvements without TN"s for those keeping their mod lists small.
Removed last changes to laser skill maintaining SFCP/Skill Fixes. As in vanilla, Particle beams now benefit from all laser perks.
Added vanilla records for the Oxygen Boosted helmet. This way, if there is a mod incompatibility, load order can fix it. If there is a conflict and you want another mod to win, load it second. This is an attempt to fix the mysterious "Lucid perk causes me problems" issue which I cannot replicate and people who have it won't send me their load order, so I am guessing at to how it could happen.
Reverted Frenzy perk (in prior versions of Royal Galaxy, Subzero) closer to vanilla. While I want an ice-type weapon mod badly, having it on the Hunter's weapon is a balance nightmare and it seems difficult to do with vanilla records. Updated all patches with restored vanilla name; Subzero is dead.
Frenzy: "Increases reload speed and range. Small chance to frenzy a target."
Minor:
Dialogue improvements in main quest.
Found and fixed a missing space.
Akila Weather:
Removed most non-native weathers from Akila. Unfortunately, the lighting just didn't play nice, resulting in odd shadows on player/NPC faces in some weathers. Given this is a dialogue heavy planet, it didn't seem worth it.
Akila variety still increased overall and new partly cloudy weathers remain.'
- 2.60:
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Version 2.51
- Vendor credits now work with new Bethesda credit setting.
Reverted Very Hard level scaling back to vanilla 1.25x (Was 1.15x). With in-game options, I think people will be fine with a few slightly tankier enemies when they are intended by the game to be very hard.
Removed a few drink fixes now covered by SFCP.
Removed Frontier tweaks -- in game difficulty sliders should make this unnecessary. While I couldn't replicate it, this should remove any bug reports related to the Constellation. I'll probably post this as a standaloen mod.
Made Frontier and Mantis buffs their own separate mod:
https://www.nexusmods.com/starfield/mods/9391/
I have never had any issue with either of these tweaks and would miss them if they just got removed from Royal Galaxy without an option elsewhere.
As an alternative to donations, I am happy to accept Diablo 4 uber boss fights. Currently a lvl 100 Necro but running a self-made build so not suuuper OP :) JDL#11571 on battle.net
Item Sorter Royal Patch
-Added Armor change (Sturdy --> Duelist)
- Vendor credits now work with new Bethesda credit setting.
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Version 2.50
- Relatively Minor Update; completely optional. Prior version works fine with 1.11.36.
Removed some drink Ingestibles that were updated and are now covered in SFCP. Solomon's Reserve is the only alcohol now touched and survival changes have been forwarded.
In keeping with SFCP, Laser Perks once again apply to Particle Beam weapons. This is pretty overpowered, but apparently Bethesda's intention. I will put an optional file to re-nerf this.
Removed changes to base XP gain. (In prior versions, there was a 20% -XP for Very easy and a +20% for Very Hard, similar to what is now included in the game). There are still additional bonuses to the XP for: completing missions, killing Starborn and Terrormorphs, and completing temples.
-I am currently seeing which difficulty changes to remove/tweak to better fit the in-game UI. As of right now, I think the current R.G settings are a good "default" where you will really deserve the XP if you pump things to extreme. I am open to feedback on this. I guess the goal now will be for Royal Galaxy to offer a good baseline difficulty at normal, and for Extreme to be a true challenge. (I played on my Xbox for a bit-- Vanilla Extreme is not actually challenging in the least if you min/max).
Rewrote a few Main quest 10_ lines that stood out a bit too much.
Added some increased power generation to outpost generators that was erroneously only included in the standalone Royal Economy Overhaul.
- Relatively Minor Update; completely optional. Prior version works fine with 1.11.36.
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Version 2.40
- (Accidentally listed as 1.40, I'll leave it until next update.)
Minor Maintenance Update. No new content. (I've tried to ADD content for every new update as a small personal rule).
I am pretty sure there are no dialogue changes (mentioning for translators). But I may have made some after the last release which was quite a while ago, so please correct me if I am wrong.
Removed all fixes that have been added to SFCP version 0.11.
Fixed multiple aggressive Syndicate NPCs (thank you Kpblcep).
(Hopefully those are the last story NPCs that had the AI changed in a way they shouldn't be. I think the Royal mods are probably the only leveled lists that currently have the correct aggression settings for all NPCs, so I encourage others looking at this in xEdit to leave anything that is NOT set to aggressive at the setting I have it in Royal Galaxy. I wish I had taken down a list as I went to make it easier for other modders.)
Reduced NPC HP gain per level from 15 to 10 (vanilla is 20). This should help alleviate bullet sponges that get more noticeable the higher level you are. This is to offset the delay in me releasing difficulty configurators.
Fixed Infused Bandages not providing health regen (thank you Garof)
Fixed Maheo I and Porrima III scans not being able to be completed. (Removed Terrormorphs from leveled lists as they cannot be scanned).
Reverted Earthbound skill to vanilla. The small tweaks I made weren't worth potential compatibility issues.
Reverted Solar Flare CLOSE to Vanilla. Previously, it had been nerfed as it was OP against high HP enemies, but I think enemy sponges are not as much an issue in "modern" modded Starfield, so this has lost some of its potency. (In October Starfield vanilla Solar Flare was an I WIN button against the high HP leveled enemies offered by most mods).
Refined handling of various weapons.
Updated to latest headers via xEdit. (I don't know what this means exactly, but it's important sometimes).
Updated various bundled fixes/tweaks to latest versions.
The Shut Up Cora mod has been updated and expanded. I'm going to leave the version in Galaxy as-is for now. If you'd like the updates (more silence while piloting, loading Shut Up Cora after Royal Galaxy).
https://www.nexusmods.com/starfield/mods/8424
- (Accidentally listed as 1.40, I'll leave it until next update.)
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Version 2.30
- (Unreleased/playtesting)
Version 2.30:
I will NOT be releasing updates to my mods around the same time a Bethesda update launches. I dealt with too many support issues after the last Bethesda update and, lo' and behold, none of it had anything to do with my mod.
That's not because I am a genius or super good at this. It's because I keep my mods to simple and safe tweaks. =) The ambitious stuff stays on my hard drive.
I am worried that Bethesda updates may add instability to existing saves and I simply don't want to be a part of that drama.
I am withholding major changes until it is clear that the Bethesda update is stable. That way, when a ton of bug reports come in around the same time as the new Bethesda patch, I will not have a panic attack.
- (Unreleased/playtesting)
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Version 2.21
- (Unreleased/playtesting)
Encounters/Points of Interest:
Tweaked conditions on certain PoI to increase variety. As an example, in 800 hours I've only seen "Overgrown Outpost" twice. Turns out this was ONLY spawning on planets that had no vegetation (and a few other specific conditions). I understand why Bethesda did this-- it is cooler and more dramatic on planets where there are no plants around at all, and to see plants growing out of an outpost. But I'll be honest, I thought it was a mod causing it to spawn the two times I saw it because it actually looked very out of place that plants could be spawning (in the last location I saw it).
But, to me, an outpost could become overgrown regardless of any conditions-- and we simply don't have enough PoI in the game right now for any of them to be ultra-rare gems while we replay Relay Station and CryoLab over and over. =)
More unique alien encounters at natural PoI.
Weapons:
This is a large weapon update for early game variety, but won't affect mid or end-game very much. I'm in the process of trying to narrow down what I consider to be "perfect" baseline balance for the game before I start working on modifiers for different difficulties.
-Various weapons, especially pistols, will start being used and dropped by enemies sooner
-Most handguns that can be used by enemies will start being used at lower levels than vanilla. This is my attempt to "buff" hand cannons by increasing their availability a bit before I mess with numbers.
-These tweaks were motivated by some egregious early game issues, such as some Va'ruun NPCs have a 100% chance to spawn with an Equinox at certain levels. I tweaked leveled list to their potential pool to increase variety.
-This should also reduce the chance of melee weapon drops from chests. They drop so frequently in vanilla because there are many weird situations where they are the only possible roll.
-Brought Equinox full auto damage from 0.78 to 0.68 percent of base (0.24% vanilla). This is hopefully the last outlier really blowing people up at low levels.
Dialogue:
-Improved a few restored and new lines. Fixed a line based on a report ages ago about Sarah referring back to something I said. =)
-Found two lines with missing periods. Please @ me right away if you come across something like that. Would have dropped what I was doing and ran home. =)
NPCs:
-Found an outlier boss human template with way too much base health, which would most noticeably increase difficulty when encountered in early game.
-Tweaked the aggression of a few NPCs from Foolhardy back to the vanilla "brave". This will increase variety in gameplay and even occasionally dialogue used.
-Improved size scaling variety for some enemies, particular those in PEAK (which I realize will overwrite NPC Height Variation, so unless I add them to RoyalGalaxy and give height variation, will be at vanilla 1.0)
-Tweaked one Vanilla NPC that would always stay in the wrong room during Nova Galactic Ecliptic Encounter.
**Untouched Worlds Patch:**
I think this is going great and will probably be released as its own standalone mod shortly.
**Restored an apparently cut vanilla functionality to place a cooldown on points of interest. After you visit a particular PoI, you will not see it again for one hour of IRL playing.**
With more playtesting, this might get added to full version.
One of the varieties of Civilian Outposts will no longer spawn on planets without a magnetosphere at all regardless of other human presence. In Vanilla, they already do not spawn on planets with no water at all. There are other varieties, so this is more of a chance reduction than removal.
Allowed for Starship spawns on planets with oxygen unless they are specifically set to No Human Presence-- which should essentially make Starship spawns act similarly to vanilla on O2 planets.
There is a specific condition for "Allow Civilian Outposts to Spawn" (present on outpost record b1394 if anyone else wants to look into it) that is not set on about 60% of them, so how frequently they spawn might debatably be a bug in Vanilla. The condition seems to forbid Civilian Outposts in icy regions, which I haven't come across, so I guess not much of an issue, but could be used to limit certain civilian outposts further.
Weight Lifting Champ:
-With Help from Valerio, updated the values to have the right amount. (Turns out the first version I posted was right, and I let people gaslight me into thinking I was misunderstanding the numbers LOL.)
-Changed to offer the following ranks to better match the feel of vanilla perks that get more valuable as you invest:
500
750
1000
1500
- (Unreleased/playtesting)
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Version 2.20
- If you want an easy one-click Installation on your next playthrough, I feel like the Royal Galaxy - Vortex Collection is out of beta.
https://next.nexusmods.com/starfield/collections/ioif6o/revisions/1?tab=about
Version 2.20 Smaller Tweaks:
-Multiple small tweaks that will have no noticeable impact, but increase compatibility with future mods that might exist.
-Removed ITMs I no longer plan to tweak; shouldn't affect anything except future compatibility. I have hopes that this might help with craftable quality for some users, since maybe that was a load order issue.
-Reverted Hadrian Sanon to vanilla for increased compatibility.
-Full version of Subzero perk rolled out. It's very potent, but nerfs your reload speed and fire rate. Offers heavy crowd control, but slightly reduced damage.
-Tweaked more vanilla Terrormorph encounters to spawn based ONLY on the "Terrormorph Encounters Enabled" planet setting, rather than having a bunch of other specific settings. If you see too many Terrormorphs attacking scientists now, I can revert or release a patch for this.
Human Presence Condition:
Reverted to Vanilla.
The attempt to find a happy medium is called "Untouched Worlds". It's under optional files. See bottom of update for details. Old values were more barren than I ever intended, but I can create an option like that if asked.
Most noticeable difference:
-Tons of human PoIs everywhere (not necessarily a fan of this, but it doesn't hurt anyone)
-Mod added events that place new humans will be more common. Potentially too common, but those events should be tweaked individually rather than tweaking the entire game.
-Artifact Caves will be more likely to spawn in human bases than caves. Since Caves are absolutely terrible in this game, and the mods that add aliens to caves DO NOT add them to artifact caves, I think this is a positive change. In fact, this is probably the main argument against using any kind of "human presence reduction" mod until a modder or Bethesda overhauls ALL artiifact caves. The ones defended by humans are normal fun PoI with a secret cave. The ones not defended by humans are... empty.
-Any improvements that can be made to the gameplay experience by reducing human presence, in my opinion, are mostly negated by making Artifact Caves more likely to spawn in terrible places. That is why I am probably reverting back to vanilla for the main version.
-Events like ship landings, etc, will go back to playing all over.
Events:
Tweaked multiple event conditions rather than tweaking the overall human presence condition. Some events felt way too common, which is part of what had me start tweaking the human presence condition-- so I'm going to the actual source of the problem.
-Heatleech nests will again only Spawned on "Settled System Planets", not "Human-inhabited planets", since we are going back to the vanilla value of SO MANY PLANETS being inhabited.
Space Events:
-Reverted far closer to vanilla than in the past. Rather than a 50-75% increase, we're looking at 15-25%, with some at vanilla values.
-Unique events reverted to vanilla. This should reduce the Spacer Raid chance.
-Unique event chance reduced from 60 to 20 (vanilla). Removed tweak to this record from the mod.
-Since the Spacer Raid is actually a good event, added it to the Rare node (was previously on the unique, which would cause it to spawn too frequently). This has 31 potential events from the 26 in vanilla, so it shouldn't show up too much.
New Optional FIle:
-______ I can't think of a name, but something more desolate and closer to the Royal Galaxy released right now.
"Untouched Worlds" or something.
Royal Legendary Recycler Patch:
-Removed excess drops from enemies. If you want a cool mod, get it to drop, then remove it.
-This feels like a far more balanced economy with how much power weapon and armor legendary mods offer with Royal Galaxy.
-I'm playing with Legendary Recycler again this playthrough. It's definitely joining the list of mods like GrindTerra and Concept Art Akila that I swap each unity. I've got to admit, its REALLY fun.
Weapon Balance:
-Further buffs to melee weapons, for those not using TN"s/to make melee attacking enemies more threatening. I suggest using TN"s though. :)
-Nerfed Maelstrom and Grendel by 20ish%, across each tier.
-In Royal Galaxy, they are nearly 4x stronger than Vanilla, and then deal about 2x more damage in full auto on top of that.
-This change is intended to reduce difficulty a little when fighting human enemies, particular Crimson Fleet and Spacers.
-In vanilla, these guns are awful and enemies using them are not a threat at all. This nerf slightly reduces enemy lethality and should make difficulty feel a little more comfortable for people who want to have it set to a maximum.
-There has been some power creep on these guns since the initial buffs, as changes like "faster reload with iron sights" further buffed the lethality when used by NPCs. If any further buffs are needed, tying them to specific modifications will help keep certain NPCs from doing too much damage vs the player.
-They should still be completely viable for players to use, unlike in Vanilla, and shouldn't be noticeably worse in practice. But when you have 4 of them shooting at you at the same time, the 20% reduction helps you last a little longer.
Pushed to Next Patch:
-Increased Starborn Guardian Speeds
-Revised Legendary Modifications.
-I'll use the vanilla mods that don't show up on Melee Weapons for the perks that feel more specific:
-https://starfield.fandom.com/wiki/Weapon_Effects
New File:
***Untouched Worlds (Beta):
Where humans can be present in Starfield is a matter of great personal taste, which is why I reverted the main plugin to Vanilla. I realize that now gives me the job of offering some options. To be clear, in vanilla, any planet has an equal chance of having humans unless the system or planet is specifically given a unique value. That will not be overridden by these conditions.
This is one simple file that only tweaks conditions. Safe to add or remove to test out and give feedback.
This is my effort to come up with a "happy medium" to eventually bundle with the base Royal Galaxy.
-An updated, more intentional take on "Less Human Presence" than previous versions of Royal Galaxy.
The planets, Moons, and systems that do not have their own specific values set will follow the following rules:
-Humans will only be present on worlds that give them a good reason to be there. Worlds with water, plants, significant life, or oxygen. They only need to meet one criteria to have a chance to spawn.
-Any unique, hand-placed PoI or customized planets will override these rules.
But then lets add some conflict.
-Humans will probably not spawn on worlds with grav anomalies, as those are rare and undiscovered.
-Humans will probably not spawn on planets with "very weak" Magnetospheres.
(I know "none" might sounds like it makes more sense, but that eliminates any chance of finding humans on moons, which has a TON of negative impacts on gameplay. Artifact Caves will commonly be on Moons, and are more fun when fighting through humans than an empty caves. Some PoI are more common on Moons, and fighting in zero/low-G is a nice part of Starfield's experience. My headcanon is that some Moons have good resources and Starfield's fracking and other mining tech seems to benefit from Zero G.)
-Reducing human chances from "Very weak" magnetospheres includes a healthy mix of a ton of different planet types that will now have a chance to NOT allow humans. It seems to me that for every world with a "very weak" magnetosphere, there is an identical world with a better magnetosphere that you could settle on instead. It is the closest thing I can do (right now) to truly RANDOMIZED banning of humans.
-Systems flagged as "Settled Systems" have a greater chance to have humans.
-Systems belonging to the UC faction specifically have a greater chance of humans.
-Bethesda has already balanced Barren, atmophere-less Moons to have reduced but non-Zero human populations, so I don't think mods actually NEED to tweak these. Those are PCM block creation values which, unlike conditions, I'm not certain can change without a new game. These conditional changes will only apply to unvisited systems.
-In Vanilla, all planets have a chance for humans regardless of ANYTHING except if they are specifically told "NO humans", so even if this sounds lax, this is way more restricted than vanilla.
- If you want an easy one-click Installation on your next playthrough, I feel like the Royal Galaxy - Vortex Collection is out of beta.
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Version 2.13
- Added optional "Vanilla Human Presence."
This should be safe to add/remove to test out your personal preference, but the change will probably only apply (when in Orbit) to systems you haven't visited on that save. Once you're landed, the changes, I believe, will take effect in new landing zones.
In Royal Galaxy, since the very first version, the human presence condition is tweaked a bit to avoid having human populations EVERYWHERE.
In future updates, I'll make this less strict in the default version, and offer a separate optional for a strict human-presence, as I usually try to keep the base package closest to vanilla, and add optional files to further diverge.
[In Royal Galaxy currently and since the first version, the human presence condition is limited to planets high O2, OR abundant flora, OR abundant fauna. These are conditions that seemed strict enough for me not to see human events so frequently, as well as to ensure each world with humans had something worth setting up a settlement for. I definitely will loosen this strictness up in future updates and put more optional versions.]
Upcoming Patch:
-I will move around specific perks so that weapon-centric mods no longer roll on melee weapons. This will require swapping some perks that you may already have on guns or melee weapons.
-All the perks will still exist, they will just trade places with a different perk.
-I've avoided doing this as it will be a ton of work and potentially annoy people who have great legendary weapon rolls, but long-term it just needs to be done.
-I will probably replace the Subzero perk with something entirely new as I just can't get an ICE legendary weapon effect working using only vanilla records for high compatibility that isn't overpowered.
-I'll provide specific notes ahead of time.
- Added optional "Vanilla Human Presence."
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Version 2.12
- Rested up from COVID and back to work, updates will slow. If I am slow to provide support, don't take it personally. Anyone kind enough to leave my mods tracked and do some Tech support for people? I'd very much appreciate it. This game deserves a long and fun life and I think the more people we get enjoying the game, enjoying awesome mods, the better. We'll get future modders and keep enthusiasm high. =)
Changelog:
Put Nikolaus Slayton back to vanilla in case this was causing any issues with his aggressiveness, potentially in combination with AI mods other than PEAK.
After testing it for ages, changed setting to allow space encounters outside Starstations. They're cool; not much reason to have this disabled.
Fixed typo.
Fixed Vanilla typos in Freestar Questline (will forward to SFCP).
Added fast travel out of Trade Authority Warehouse (At some point I will pull out all these cells for a fast travel from anywhere that doesn't cause bugs mod.)
Restored 50% chance to not drop held weapon on death to reduce save bloat. Seems a nice value.
Terrormorphs:
Randomized interior Terrormorph spawns will now only occur in systems where Terrormorph encounters are allowed. Terrormorph spawns reverted to vanilla for a few systems with lots of story missions so that randomly spawning Terrormorphs are less likely to occur during story.
(Spoilers) Reverted to vanilla Terrormorph spawn conditions:
I am not sure if this means they will spawn or not, but I am no longer pushing them too.
Procyon A (The Scow Mission)
Masada (Endgame Temple)
Arcaturus (The First)
I think I finally found a permanent solution for the interior ones being smaller, but testing a 1% chance encounter is hard.
**If you are good at xEdit, I could use some help:**
I've been stuck on Subzero rounds for ages. The version in Royal Combat (not Galaxy) freezes enemies using the "cryo mine" effect. I haven't ported this into Royal Galaxy because it is overpowered. However, I can't figure out an icy rounds alternative that only uses vanilla records (for future compatibility).
If I could just set a random chance to this effect, that would solve the balance issue, but I don't know if its possible to set a condition like that in the Frenzy weapon enchantment record.
- Rested up from COVID and back to work, updates will slow. If I am slow to provide support, don't take it personally. Anyone kind enough to leave my mods tracked and do some Tech support for people? I'd very much appreciate it. This game deserves a long and fun life and I think the more people we get enjoying the game, enjoying awesome mods, the better. We'll get future modders and keep enthusiasm high. =)
-
Version 2.5
- (Unreleased/testing):
-
Version 2.2
- (Unreleased/Playtesting)
-
Version 2.02
- **Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.**
Relatively minor update; numerous small improvements.
More Terrormorph Enemies in Londinium =)
Can now fast travel out of The Clinic VIP area, which actually fits the story better (in a rush, escape hatch right there).
Fixed a dialogue typo.
Fixed some vanilla loot bugs (will also submit to SFCP).
Slightly reduced creature damage (not sure I ever posted it with the increase I tried, but even 0.001 increase on CCT damage hits hard).
Updated Royal Aliens - Hard Patch.
Speed boost while using Create Atmosphere for those who like a more magical alternative to amps. :)
Added size/level scaling to some enemies that were missing it.
Integrated an unused vanilla feature: 5-10% chance for certain clutter items not to spawn. Nothing valuable, just cheap clutter: folders, tape, binders, etc. This increases variety as you explore and probably slightly increases performance. You won't notice a different, except subconsciously. The Scarcity patch pushes most of these values up to 25%.
Vastly improved Scarcity Patch. Less loot has always been my preferred way to play Bethesda games, I've forced myself to play with the regular Royal Starfield loot until now to make sure it was balanced. Now that I don't intend to tweak it much further, I will personally be playing with Scarcity enabled.
[An interesting benefit of the Scarcity patch is that for some reason, Bethesda gave a ton of clutter items a 100% chance to spawn. In Scarcity, I reduced this by 25% across the board, resulting in slightly more randomized/unique interior environments. Sometimes a book might spawn on that table, sometimes a vegetable might spawn on that counter, sometimes not. - Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.
- **Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.**
-
Version 2.01
- Perk fixes courtesy of Gaijin73. I am always happy to accept help! Thank you!!
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Version 2.0
- Version 2.0:
Massive expansion of cut content restoration.
Fixed Vanilla Science Perks Patch.
Embarrassing beg for Mod of the Month vote since I don't expect to ever be in the running again =)
Uploaded Royal Galaxy - Optional Textures.
Textures:
Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified).
https://www.nexusmods.com/starfield/mods/2373
Thank you to Clofas1 for the open perms on Enhanced Starfield Clouds. These beautiful, great-performing clouds packed into a BA3 file do so much to improve the quality of Starfield's weather and skies without impacting performance.
https://www.nexusmods.com/starfield/mods/3873
Thank you PraedythXVI for all your amazing mods I've used in Skyrim over the years, and your beautiful lava with open permissions that I was able to bundle here.
https://www.nexusmods.com/starfield/mods/6088
Thank you MoccasinBill for the awesome Nuclear Earth Retexture. I suspect this would have WAY more downloads, but it never got a mod manager button. =)
https://www.nexusmods.com/starfield/mods/1041?tab=files
Thank you Peko for the best brows and lashes on Nexus and the open perms. BA3 for better performance. I still personally have to load the loose file version too as something in my load order overwrites these.
https://www.nexusmods.com/starfield/mods/5107
https://www.nexusmods.com/starfield/mods/4684
(Eyes not included since there are so many options).
Upload
- Version 2.0:
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Version 1.81
- Please consider voting Royal Galaxy for Mod of the Month. I don't know if I'll ever release something so big again to have a chance at it. It's the star next to endorse lol
Quickly put up a better example plugins.txt as the last one I had had a ton of WIPs and such :)
Due to the FORM ID fix in latest update, enemies dropping weapons should not contribute to save bloat the way it did before.
I had it set to only a 25% chance to drop to reduce save bloat. Putting it to a 75% chance (default 100%.). After playtesting more, put it back to 100%. It just looks cooler to see the guns splayed out on the ground, which is why it is the default. Will put up an optional file to revert this.
Seriously, scroll down and click some of the new dialogue options. Don't just spam option 1. So much new cool stuff has been added =)
UC Quest:
-Removed a piece of cut dialogue that would awkwardly loop back into the existing dialogue. Not game breaking and many probably wouldn't notice, but it had a reason for being cut. I'll label any non-working restored content Global 333 so it is there to find easily and fix with dialogue splicing or something down the line.
-Never mind that one was never added to Royal Galaxy because I hadn't tested it yet. ^_^
UC04 Spoilers:
Increased the difficulty of the UC04 Terrormorphs. You should have a greater chance of seeing them use mind-control. Since a lot of (mostly cut and restored) dialogue explicitly mentions there being 3, I did not increase the #. I also did not scale the size any higher as the lore is that they are young.
-XEditC wouldn't let me tweak 1 of the 3 higher than medium-- will come back to that down the line.
-I attempted to handplace some heatleeches that would have fled all the burning starships. They aren't set up to properly spawn, but are still in the files for a future attempt. Record to add them to for spawning is 4aec8. I'll probably come back to this later.
Slightly reduced value of piracy encounters. This will require 48 hr wait/clearing out existing missions to see. Kept the change subtle since there is a multiplier based on the value of your piracy-- sometimes, stealing high-value objects, the bounty will reward more.
Removed ITMs for some records I no longer plan to touch to increase compatibility further (not that any mods I know of use those records yet either).
- Please consider voting Royal Galaxy for Mod of the Month. I don't know if I'll ever release something so big again to have a chance at it. It's the star next to endorse lol
-
Version 1.80
- IF I EVER MAKE A CHANGE YOU DO NOT LIKE, LET ME KNOW. I can make patches reverting specific details back to Vanilla in 0.5 seconds for most changes I make in patches. (Less easy for core Royal Galaxy mechanics like 1.5x enemies).
**Science Perk Tree:**
Flora is now basic, next to geology in the first row.
Zoology remains rank 2.
Moved Astrodynamics (increased grav jump range/reduced fuel) to Master Rank. If you already had points in it, you will keep them.
In short, you can now get fully functioning outposts up and running (extreme environments, farming, and animal husbandry) for 3 perk points early game. This allows players who wish to go full-on with Outposts to get the essential gameplay components for outpost enjoyment relatively early game.
Updated Optional Science Perk Vanilla Patch.
With help from ComatoseDragon, reverted quest descriptions to vanilla. [Due to an oddity in the way dialogue is handled, I was accidentally copying over some of the changes from another mod that improves quest objectives. This is a nefarious way things work as, if you have those mods installed, the string files will make it look like Starfield.esm (Vanilla) had those changes as well.]
While I don't suggest changing load order mid-game, quest objective/description updates should probably be loaded after Royal Galaxy. Mostly they won't conflict.
I used this as an opportunity to ensure every dialogue I have ever touched is updated to SFCP, which it seems like most dialogues affecting quest objectives are not (we need more patchers, please, community! Release patches for stuff!)
If you are a modder tweaking dialogue, I strongly suggest playing with no mods that tweak quest objective names, as they will be copied over whenever you tweak a piece of dialogue within that quest. =(
Venpi Encounters/Factions Patch:
-This patch tweaks things to work how I feel works best with the rest of Royal Galaxy.
Carry Weight:
I'm not 100% sure I have the weightlifting perk changes exactly right. Can someone good at xEdit and math check for me? (You will get more carry weight, but I'm not sure I have it properly exactly as described in the updated descriptions for the WeightLiftingChamp Version).
Further reduced max scanner distance (its still way higher than vanilla) due to a reproducible crash when this is set too high and you can immediately after loading. Let me know if you want an optional patch to put this super high.
- IF I EVER MAKE A CHANGE YOU DO NOT LIKE, LET ME KNOW. I can make patches reverting specific details back to Vanilla in 0.5 seconds for most changes I make in patches. (Less easy for core Royal Galaxy mechanics like 1.5x enemies).
-
Version 1.75
- Outpost Update:
***Science Perks Revisions:***
-Moved Planetary Habitation to Rank 1 so that players can start having fun with outposts earlier.
-To facilitate this change without disrupting the UI, moved Research Methods to Tier 2.
-Moved Botany to Tier 4. If anyone really loved this perk, I'm really sorry.
New optional patch to revert these changes to vanilla. I saw no reason to Gatekeep players from building numerous outposts on diverse worlds until late game.
Added some very lightweight Outpost improvements.
3x Power Generated
3x Storage (Except the tiny ones, they got 6x)
8x the vanilla # of Crewstations
Auto calc, PC level mult for all outpost NPCs (Friendly outpost stuff like turrets levels with you)
Doubled Radius of Each Tier of Scanner
Dialogue:
Further improvements to dialogue and story.
UC still not finished sorry :(
In preparation for adding more brand-new dialogue, allowed access to some skill or background dialogue that made sense for all players to have an enhanced the story.
Future additional background dialogue will be more specific to that background.
Attempted to fix Matsura The Grim being hostile. Not sure what is causing this. Doesn't block progress.
Pushed to next update:
Personal Atmosphere slightly increases sprint speed.
More Feedback:
-I'd like to move all "Scanner activates" like manipulate, intimidate, etc to Rank 2 of various perks. That way, you can take rank 1 for the dialogue without, in my opinion, making the scanner more annoying to use. Any opinions on this?
Optional Mech Patch:
-Replaces some First Order Robots with Mechs in the final base assault.
- Outpost Update:
-
Version 1.72
- Some of the dialogue additions are a bit WIP. Wait for next update if you want perfection, but I also would love to share how much new stuff I've gotten going with those who want it:
SO. MUCH. CUT. DIALOGUE. RESTORED
This will vary from companions reacting during conversation, Spacers shouting out new things while you fight them... I put at least 16 hours into this. But I love my Starfield and any new dialogue I could find I want!
Some of it I had to rewrite the lines to make more sense in context which is probably why it was cut. Others will be sent to SFCP. Testing more then, will get it added here and in royal rewrites.
Can now fast travel out of Algamest. Could not figure out how to boost credit reward (It is already boosted a bit, but not as high as I'd like).
Groundpounder:
-Revised dialogue so that the player no longer sounds super historically illiterate about the Colony War.
-Can now fast travel straight to space section after the dialogue.
Perks:
-Updated weightlifting perk and WeightLiftingChamp addon to grant proper values. It was confusing in xEdit because it is not additive, it is cumulative for each tier.
Melee:
-Buffed all melee weapons by 10-25%
-This was mostly to give ENEMIES a fighting chance to actually damage you.
-Mining with rescue axe seems to not work for me :(
Writing:
-Tweaks to Sam Coe romance and many improvements, inlcuding many awesome lines written by Aurelianis!!! (Who has a personal mod that includes major dialogue tweaks to make it even better. If/when that releases, load it after RoyalGalaxy and RoyalRewrites :D)
Weapons:
-15%ish buff to Arc Welder and Auto-Rivet. Arc Welder now also scales with rifle perks. (My idea there isn't that its a rifle, but that someone proficient with all sorts of weapons would get a little more power out of it.)
-I am not currently using TN"s Power Tools due to a bug causing the cutter to spawn at t4 at low levels, but when that bug is fixed, I'll release a patch for compatibility and forward other changes into TN"s power tools (like Arc Welder's being able to mine minerals).
Pushed to Next Version:
Outpost Tweaks:
Kept things relatively lite and close to vanilla:
3x Power Generated
3x Storage (Except the tiny ones, they got 6x)
8x the vanilla # of Crewstations
Auto calc, PC level mult for all outpost NPCs
Load any other large outpost mods after as they probably did much more extreme tweaks.
Personal Atmosphere slightly increases sprint speed.
Seeking Feedback:
-I'd like to remove all outpost requirements (locked to final perk tree) and instead add useful bonuses to that tree. If players want to make an ice or Mars outpost from level 1, I see no valid gameplay reason for stopping them.
-Any thoughts or objections?
- Some of the dialogue additions are a bit WIP. Wait for next update if you want perfection, but I also would love to share how much new stuff I've gotten going with those who want it:
-
Version 1.68
- Royal Galaxy Main:
SIGNIFICANT new dialogue restored. I have a lot more that I'll add, just testing it first.
Did a revision past on about 50% of the dialogue I've tweaked. More concise and closer to the Starfield style.
MELEE UPDATE:
The changes made to enemy weapons makes close-ranged combat REALLY dangerous. They melt you.
Changed first rank of "Dueling" to grant a 50% damage reduction and 50% bonus damage increase. This remains a high-risk high-reward playstyle. Tweaked other duelist perks to fit. Those of you trying a melee playstyle, let me know if there are any pain points at various levels (early game, endgame). I had melee combat well balanced, but further buffs to maelstroms and grendels made incoming damage too high to withstand at close range.
Rewrites and Gameplay:
Commenced work on UC questline.
Restored a cut line with Tuala (unless it was playing anyway, was set to off as far as I can tell). The line is "You give that big speech and now I have to drop off tools?" after you join the UC. I replaced it with, "No offense, but I'm overqualified for parcel delivery." 2ba615 is the record to restore later for SFCP.
Restored cut lines with mechanic ([DIAL:0027A962]. I suspect play testers got confused by this dialogue since it explains the vanguard was established only 15 years ago. I'd bet a lot of playtesters were mixing up Vanguard with UC Sysdef. Talking to the criew chief always felt kind of short and pointless, this helps.
Restored Sterilization option for UC. Restored companion reactions to xenocide or lack thereof.
I stopped listing cut lines because I think in the end I've restored about 20. Some of these needed to be reworked to have new conditions or to have the player dialogue choice make sense.
Examples: Restored Hadrian dialogues, restored Andromeda Kepler elite crew dialogue, restored some random combat lines from various NPCs. In the end, nothing HUGE, but if you've played the game enough, you'll find something that wasn't there before. Sorting out which ones makes sense for SFCP and have it in a separate .esm too. Still testing them all and only added the ones I verified working to Royal Galaxy.
Restored option to say "Ha! In your dreams, pig!" (Bethesda dialogue) when Sergeant Yumi tries to recruit you. His reaction is great.
Thank you, ComatoseDragon! Reverted a change that made the "sickbed" event play a little too frequently.
"False contact" space event should no longer play in incorrect situations. Thank you for bug report.
Reduce space encounter chance in Narion (Vectera) system to help with new game experience.
Added a "No dead body collision" optional patch.
Reduced size of UC02 Terrormorph to better fit lore. Game has plenty of Terrormorphs now, we don't need every single one to be huge. =)
Perks:
-Increased the amount of damage resistance for Rank 1 of Dueling.
Optionals:
Craftable Quality Version BETA:
This patch has proven harder to create than I expected. It is not merely a patch, but an alternate version of Royal Galaxy.
I have not tested it myself, but I understand the logic of the mod conflict and this should hopefully fix it.
I will only update this version after major version changes (or upon request if someone sees a new feature they REALLY want. I'm never trying to deny people a good experience.)
Similar to Legendary Recycler-- this is not the version I balanced around.
PLEASE test this for me and let me know if it resolves the crashing at workbench issue when running Craftable quality.
Please also let me know if this was a safe update from prior versions.
This is the simplest version of the patch that would be the easiest for me to maintain moving forward (deletes 4 new records added from More Weapons have tiers).
If this doesn't work, I'll have to try removing all weapon changes one by one.
In order for other optional patches to work: After downloading, rename the plugin "RoyalGalaxy.esm".
I am sorry for the inconvenience but anything else would be too confusing for me and potentially cause me to make errors.
- Royal Galaxy Main:
-
Version 1.67
- Bugfix:
Properly fixed Replacing "Sturdy" perk with "Duelist" perk.
The incorrect implementation I had in the previous version may have caused issues at a workbench.
-All Starborn abilities tweaked and balanced accordingly for more future use on NPCs.
-Should be far more compatible with the Starborn Cora companion beta mod.
Buried Temple Enhancements:
-Player dialogue
-Guardian Musa can use Moonform and Sunless Space.
-Moonform will not root him or keep him from jumping, unlike Vanilla.
I worked on the AI version of Sunless Space for ages.
I wanted to improve more aspects of the Temple, but nothing was going my way today. Next playthrough.
(Ignore unless you care about the fine details of AI Sunless Space balance:
I suspect Sunless Space was removed from Starborn NPCs due to having a high chance to bug, causing a permanent "freezing weathers" affliction that cannot be cleansed by any means. I changed the abilities damage to be based on your energy resistance, rather than your thermal resistance, to avoid this bug.
-This will allow high-quality armor, armor perks, and "energy weapon dissipation" to reduce the damage of this attack. Even stacking a ton of frost resistance did not really reduce this damage enough to actually make it counterable.
-If you get hit too many times by this attack, you will need to retreat to your ship to warm back up. I think this is a good mechanic for the endgame temple. Later, when I add difficulty versions, I will make this change exclusive to higher difficulties.)
Crafting:
Moved balanced boostpack to backpack 1 unlock. Playing without this just feels terrible.
I just tested positive for COVID. I've had it before, and I'll be all right.Responses might be slightly delayed-- or, to be honest, maybe the opposite. Maybe I'll mod non-stop since I won't be going to work.
Either way, a question: I really appreciate those of you using this mod and trusting me to revamp such a large aspect of the game. What do you want me to focus on the most?
https://www.nexusmods.com/starfield/mods/8222/?tab=forum&topic_id=13750007
Legendary Recycler Patch:
Forwarded latest values from Starfield Community Patch (regular recycler could use this update as well).
Note that I prefer to chase loot and will not personally be playing with Legendary Recycler forever, but I will maintain the patch for others to use.
I have balanced it a bit more for immersion.
No more shards drops off of random NPC bosses. Shards are easy to come by and the extra loot on NPCs looked odd to me.
Only a 25% chance to get a legendary module out of a boss chest. The guaranteed legendary drop is three legendary modules.
I was able to get God Rolls that would have been statistically impossible without Legendary Recycler within ten minutes. It was wild.
I might release a "balanced" version that requires 3 of a particular legendary mod before you can craft it. Let me know if there is interest. =)
Delayed for future patch:
-Subzero Legendary enchantment improvements. Since weapons affect the player the same as NPCs, this is a very frustrating perk to play against when I push the full version, and (spoilers) it will, by default, be on the Hunter's weapon which, if you choose to fight the Emissary, will make the Hunter's duplicates one of the most broken fights in the game. Otherwise, it should be fine and fun to have happen to the player once in a while-- I might have to swap this with a perk that doesn't show up on a main story gun.
-Considering: doing a Royal Galaxy Beta page for nightly updates, and only updating this one for critical fixes or major versions (new features, 1.7, 1.8. 1.9).
-I honestly just don't want to annoy people.
- Bugfix:
-
Version 1.65
- Thank you comatosedragon:
UC War Memorial Environmental Damage reverted to vanilla.
Properly forwarded some missing values from Royal Economy Overhaul.
Thank you HardcoreWolf1390, fixed incorrect perk names
Cassiopeia I:
The Rock Aliens that attack you have felt a bit overpowered since the first version of Royal Aliens, but I couldn't figure out how to nerf them a bit without nerfing other alien creatures.
Did you know they take 75 % reduced energy damage and 200% reduced kinetic damage in vanilla? So adding level scaling to the mix was a bit much.
This will still be a surprisingly hard alien encounter, as per vanilla, just not the hardest boss fight in the game. Increased the # of them in encounter.
Significant variety improvements in alien size scaling, including for aliens that previously resisted my attempts to resize them.
Thank you Aurelianis, Annihilator Rounds companion damage immunity.
https://www.nexusmods.com/starfield/mods/8393
If you want to make all friendlies immune, download the optional file from that page.
Integrated NPC Rescaling Fix:
https://www.nexusmods.com/starfield/mods/7945
- Thank you comatosedragon:
-
Version 1.64
- I got the day off from work, so this ended up being a considerable update.
Update 1.64 Notes:
Updated to latest SFCP (most if was already updated since 0.10 has been in public beta on the Discord for ages)
Began rewrites of UC quest line. Some rewrites completed for main story SB reveal and Foreknowledge reactions.
Additional refinements to rare loot, particularly chests that LOOK big and substantial, but actually can't drop anything good in vanilla.
With permission from Venpi, bundled the "Walter disappearing fix" to ensure users of Royal Galaxy never experience this, regardless of what other mods they run. Note that Royal Galaxy itself and no Royal Mods ever increased the chances of this vanilla bug occurring. =) Will remove this if/when it gets added to the Community Patch.
Food is relatively useless in Vanilla after level 3:
Multiplied carry weight and health restore values by 3x. Did not touch any combat related values as those are actually decent.
-Properly copied over a few missing bonus XP for exploration/surveying values from Royal Economy Overhaul.
Crafting:
Swapped all crafting requirements for "Iron Sights"--which is generally weaker than anything else and purely a personal preference. Now costs only 1 Iron. (Note that previous updates did give iron sights slightly increased reload speed to try to increase variety and improve the threat of undergeared NPCs).
*******A quick note on planned scope and future updates:*********
My original intention was to release this, and then work on other mods without updating this frequently. This now seems unfair to all the users who downloaded, especially as this mod is more successful than I anticipated.
I want to make Starfield modding easy and accessible. So herein, I would like to clarify my current scope and planned vision for Royal Galaxy - Series One.
Note that all of these changes will only tweak vanilla records, meaning if you run another mod after Royal Galaxy, it will remain compatible and simply overwrite any changes I make. =)
-All vanilla dialogue improvements that no risk of compatibility issues.
-Continued loot improvements.
-Common-sense tweaks and fixes to vanilla mechanics that seem only motivated by lack of time or Xbox Series S limitations.
-Modest improvements to vanilla events and locations
-Bug fixes that I have permission to include that may not be in SFCP
-Vanilla planet fixes (only one more needed that I know of)
-A lightweight (compatible to be overwritten by any other mods) overhaul of player perks
-Weapon and armor enchantments
-Ingestibles (medicine/food/drinks)
-Continued improvements to loot, NPCs, crafting and story encounters.
If this is the only mod you run, and I make a change or addition you do like, please let me know, and I can quickly and easily release a patch to release that specific component back to vanilla. I read a comment somewhere where someone liked everything about this mod but not the tweaks to pickpocketing (seems very specific to me). I could easily release a patch for a user in that situation to remove the pickpocketing change.
All of these changes will use only vanilla records. That means any other mod you use that is loaded after Royal Galaxy will always overwrite. These changes will introduce no mod conflicts. For example, even if I eventually overhaul every single vanilla perk (I don't plan to do so), loading another Perk overhaul afterward will fully erase my changes and let you use that perk overhaul. That is why I will always keep "Compatible" in the title. =)
Main Story: Earth; NASA encounter
Adjusted level scaling of a few "boss" encounters that were very easy and added 1-2 additional spawns.
Increased enemy Starborn Spawns and variety.
Added new weapons to Starborn equip/drop pools. Right now these drop at a 1% chance. Just a chance to see Starborn using different weapons than usual.
Pushed for later update:
Fixed some typos in SFCP subtitles (I am forwarding these to SFCP as well).
Made very easy and easy difficulty a tiny bit easier than vanilla to make this mod more accessible.
Work on "Difficulty Configurators" is underway to allow further selection of your preferred difficulty.
- I got the day off from work, so this ended up being a considerable update.
-
Version 1.63
- GALAXY:
Weapon Legendary Enchantments:
Instigating: Updated description to state "Deals double damage to enemies near full health." Value has been 80% for a long time now.
I'd still like to give it a new name, but the effect is pretty strong.
Demoralizing:
-Ever noticed this seemed to do nothing? Previously would not affect enemies with a confidence of "Foolhardy". Most AI/aggression mods, including this one, set TONS of enemies to foolhardy. Changed this so that it checks enemy damage resistance. It will not work against enemies with 300 or more DR. This should mean that demoralizing works against most enemies in the game, but not some Story Bosses, Starborn, The Hunter, or most non-baby Terrormorphs.
-Left chance at vanilla 5% to trigger.
Before:
Hitman:
-+15% damage while aiming.
(Always felt like a silly name for bonus damage while aiming. It seems to have a cut increased chance to cause afflictions, which explains the original name).
After:
Marksman, now also gains:
+15% damage while aiming and increased focus. If applied to a rifle, 10% additional damage.
Focus refers to the breath hold effect when scoped. This will stack with the bonus on Deadshot.
Before:
Concussive: Small chance to knock down targets
After:
Iron:
Small chance to knock down targets. Reduced incoming damage while standing still.
Drumbeat:
Replaced Small Magazine with Magnetic Rounds (+10 ammo, Magnetic slowing effect). Lots of competition for Drumbeat magazines with explosive and incendiary. Small was just awful.
Still needed to do in next patch:
Update descriptions of all magnetic rounds from the default of small rounds.
Just trying to decide if I want to commit to that as the low-level replacement for Small Magazine for futuristic guns.
Russian Assault Rifle & Old Earth Hunting Rifle:
Replaced Small Magazine with Whitehot Rounds.
PATCHES:
Item Sorter Patch:
-Now includes Armor to facilitate the change of "Sturdy" to "Duelist".
New Patch:
Starborn Not Toddborn + Legendary Recycler Patch:
https://www.nexusmods.com/starfield/mods/5615
*StarbornRecyclerPatch.esm
Load after Legendary Recycler & Patches.
Allows Starborn Not Toddborn Armors to function with Legendary Recyler.
(Sometime soon I will make a separate Royal Galaxy - Patches page, I guess)
Legendary Recycler Patch:
-Removed shard drops from bosses. There's plenty in chests.
-Updated the descriptions of all perks to match perks in Royal Galaxy/Combat. This caused me to take a look at all perks and revise :)
-Slightly reduced base legendary drop chance for those using this perk. Legendary drop rates in Royal Galaxy were balanced around a loot chase. While playing with crafting is a fun new experience, it made the game far too easy with the previous legendary drop rates, especially as you can just grab legendary mods off random vendor blues as well.
- GALAXY:
-
Version 1.62
- Minor capitalization changes (Mech--> mech, Bethesda is inconsistent).
-
Version 1.61
- With help from Venpi, merged all changes from Royal Rare Loot into RoyalGalaxy. Legendary Recycler patch should now function perfectly.
**Starborn will not drop loot with this mod alone**
However, If another mod (like Nether's Starborn's bounty) causes enemy Starborn to drop loot, Starborn enemies will now have a 1% chance to drop Starborn Armor, the NG+1-4. versions, with Astra being the most common. The Hunter has a 5% chance to drop the Venator suit if you enjoy farming boss kills.
https://www.nexusmods.com/starfield/mods/4978
Rare Starborn bosses, mostly from Main Quest or encountered after temples, will have a 1% chance each to drop the rare endgame weapons Unmitigated Violence or Eternity's Gate.
- With help from Venpi, merged all changes from Royal Rare Loot into RoyalGalaxy. Legendary Recycler patch should now function perfectly.
-
Version 1.60
- Completed Royal Rewrites of the entire Freestar Questline. My eyes hurt. My hands hurt.
(With Creation Kit or lots of effort, someone will need to make the medical facility portion make sense (I think a First attack right after you find that Maya escape to overwhelm the guards would be the simplest.) I couldn't fix the weirdness of no one reacting to what happened right down the hall.)
I will admit I couldn't think of any cool loot to put on the last few bosses of the FC quest line (not trying to spoil), if anyone has any ideas.
Royal Galaxy/Encounters:
Added an underused (or unused) The 1st Model A as an enemy to their final base. I hope one day these can be replaced with actual mechs. :) Increased enemy density; used robots to keep it from feeling boring and repetitive.
-I tried for ages to put a unique skin on it, or at the very least a cool one like Kaiser's, but it wouldn't work. :( Might require a new game, so I'll leave it on for myself to test.
If in the future I ever get his by a bus and someone else has to update this-- any NPC I add is named JAEDL[OriginalNPCFormID] to keep things simple.
Royal Akila:
***Probably best not to be on Akila when updating, but I didn't have any issues in my testing.**
-Reduced newly added planetary traits to avoid a UI bug. Planets can only have a max of 4 traits with current UI (thanks Venpi!).
Freestar Quest:
Increased # of enemy ships in Space Battle. Will be doubled if running both RoyalGalaxy and Royal Encounters.
Properly included the reduction to size/frequency of interior Terrormorphs.
- Completed Royal Rewrites of the entire Freestar Questline. My eyes hurt. My hands hurt.
-
Version 1.53
- Significantly increased # of encounters (both new, and copied over from Royal Encounters).
Finished Freestar Collective Story Improvements up to Maya Cruz. Wanted to get the whole questline done for today but fell a little short.
Patched two caves to have the new lighting added in the recent update.
Sturdy (reduced incoming melee damage by 15%) armor mod replaced with "Duelist". +15% outgoing melee damage, -15% incoming.
Improved companion follow distance (Very subtle-- if you're already running a companion follow distance mod, keep running it).
Companions will participate in conversations from a slightly greater distance to avoid the feeling of a "bug" or missing out on content when they don't speak up when they should.
Improved Terrormorph AI.
Increased difficulty of Maya Cruz hideout alien grasshoppers. Added size scaling and increased speed.
Increased # of Shardhopper spawns in hideout. Story encounter fights should be epic. :)
**Testing in Royal Encounters** Added potential for Space Encounters to occur outside Space Stations, allowing for some unique starship gameplay encounters.
Royal Combat Overhaul:
Improved balance of what level weapons drop at to increase variety.
Arc Welder now scales with particle beam perks as well as laser to allow late game semi-viability. Auto-Rivet now scales with shotgun perks.
Rare Loot:
Added some incredibly rare (1% chance) drops of Polymer and Adhesive to scientist corpses and science facility boss chests. For those of us who don't like to get ANYTHING from vendors. =)
Story Encounter Enemies Moving Forward:
ljorder66 did an amazing job adding new enemies to the game, but mostly steered clear of story encounters like the Freestar quests or UC quests. I am adding enemies to those. But how many do I add?
I am handplacing new enemies in these encounters to make them more fun as rapidly as I can.
But what if you want EVEN MORE enemies in Story encounters?
Moving forward, Royal Encounters can now be used as a 2x Enemy Add-On for Royal Galaxy (Story Encounters Only).
https://www.nexusmods.com/starfield/mods/7890
Basically, when I add a new enemy to a story encounter, like an extra Robot Model S defending Maya Cruz's base, I copy it into both add-ons. If you want doubled enemies (beyond what I add to Royal Galaxy), running Royal Encounters after Royal Galaxy will now serve as an enemy doubler. This is what I am running. I think this is the best way to
a) Let people have choice
b) Let people have increased story enemies without running ALL of Royal Galaxy
c) Let people running Royal Galaxy have choice as to how many enemies get added to Story Encounters.
- Significantly increased # of encounters (both new, and copied over from Royal Encounters).
-
Version 1.52
- Removed potential Tau Ceti System Terrormorph encounters (not lore friendly).
Reduced frequency of interior Terrormorph encounters significantly. All interior Terrormorph now guaranteed to be small, fast, and a little weaker. =)
Loot:
Added more fun unique loot to very specific enemies (1 percent through 10 percent chance to drop maximum.)
Tweaked leveled lists slightly. Ecliptic have an incredibly rare chance to use microguns or arc wielders. I found these guns were never dropping until late game, by which point they are mostly irrelevant.
Russian Assault Rifles seemed to have very weird/rare drop conditions despite being balanced as a low-level gun. I could not discern any clear intention behind where/when Bethesda allows them to drop. Added them as a potential weapon to a few outlaw NPCs like the Shaw Gang.
Galaxy/Unique Humans:
Tweaked Marco's Guards and Marco himself to make it an adequate boss fight encounter, along with the improved new dialogue.
Tweaked the difficulty of many of Marco's turrets from "easy" to "hard". This affects the level modifier. There is plenty of cover in the ship and this makes the encounter more fun (honestly probably barely noticeable in practice, but I am committed to trying to improve all possible story encounters).
- Removed potential Tau Ceti System Terrormorph encounters (not lore friendly).
-
Version 1.51
- Minor Patch:
Reduced chances of large Terrormorphs indoors. Hopefully, to zero. Terrormorph Anomalies in particular should never spawn indoors, ever.
Improved Red Mile quest player dialogue choices.
Arc Wielder can mine ore (as has always been the case with More Weapons Have Tiers). Will tweak this weapon soon, considering adding intrinsic Tesla effect.
- Minor Patch:
-
Version 1.50
- **For Safest Update: Do not be on Planet Maheo I or Porrima III when updating.**
When overhauling a planet, my goal is to make it better fit the lore, offer more exploration, and be generally more fun.
Royal Porrima III - The Red Mile Planet
https://imgur.com/a/oL6ZUH8
I've worked on improving the Red Mile since the first release of Royal Aliens, but now, by overhauling the whole planet, I think we've made real progress. The weather is cool and planetary traits hint at a world with abundant tectonic, meteor and volcanic activity. It is a land of fire and ice. :)
Apex Ashta have been imported by the Red Mile for the challenge and appear only in the frozen biome of the Red Mile. Some have escaped and bred and become a native species; they viciously fight against the Red Mile Maulers for territory.
I hope to add little data pad and environmental storytelling moments for these details.
Terrormorphs have taken advantage of the chaos to roam the planet.
Help!
[I'm working on getting albino Terrormorphs to spawn-- they have unique flags locking them to Londinium (which is also keeping them from spawning at some glaciers as I had intended. If anyone can figure out the unique flags on the albino Terrormorph flag, please let me know! Working on Porimma revealed that many icy and snow encounters I added with albino Terrormorphs probably are not spawning due to something unique to this NPC]
Royal Maheo I:
Sonny D'Falco's estate was erroneously placed by Bethesda on a planet with no magnetosphere.
This has been corrected, allowing alien life to spawn. It's a lovely, unique planet. So why wasn't it inhabitated outside the one lovely estate?
Turns out that Sonny built his little estate on a planet filled with dangerous aliens, some of which were being studied for xenoweapons program.
Combat Overhaul:
Iron sights, which generally look and play quite cool, have no real purpose in terms of stats or min/maxing. Depending on weapon, most iron sights now offer between a 10-20% increased reload speed. The higher increases tended to be for pistols and shotguns.
This has a positive side effect of buffing enemies who have stopped to reload, since they often have basic versions of guns.
More weapon level drop tweaks. Some cool guns were set to only drop at very high levels in vanilla-- even though by the time they dropped, they wouldn't even be that exciting to use or powerful. Set the chances to very rare to start.
Economy:
Crafting XP from cooking and using the workbench halved.
Doubled Mining Laser range.
Weightlifting:
Changed perks from +50, +50, +50
to +50 +75 +100
Let me know if anyone finds this too much, and I'll post a vanilla or reduced version patch.
Integrated a Lite version of More Survey Missions:
https://www.nexusmods.com/starfield/mods/8365
I had already increased the distance survey missions could send you, but I further increased that amount from 32 to 64 parsecs. I'll continue experimenting with this value to see what creates the most fun survey missions.
I included Deebz96 tweaks so that you can get sent to systems you have partially surveyed-- to me that feels like something that should be fixed in SFCP as well.
I might personally prefer More Survey Missions over this version, but I wanted to keep this lite and Vanilla+.
- **For Safest Update: Do not be on Planet Maheo I or Porrima III when updating.**
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Version 1.41
- Galaxy/Combat/Weapons Balance
Weapon level drops have been tweaked so that you have a rare chance of seeing a late game weapon like Magsniper earlier, increasing weapon variety. The highest tiers still generally drop around the same level.
BIS weapons like Big Bang and Inflictor not tweaked.
Terrormorphs combat AI made a bit more aggressive.
- Galaxy/Combat/Weapons Balance
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Version 1.40
- Properly forwarded some AI /NPC chatter improvements from Economy Overhaul.
Properly included Aurelianis' awesome Andreja Dialogue Fixes.
https://www.nexusmods.com/starfield/mods/8044
Thank you!!
Out of fear that Royal Galaxy wouldn't live up to the hype, I worked hard to add many more encounters.
They will be more common on planets with life.
Another friendly encouragement to install Venworks Open World Cave Overhaul as my changes are designed around this mod:
https://www.nexusmods.com/starfield/mods/8050?tab=files
Royal Galaxy/Weathers:
Charybdis system now properly set to only allow hostile human encounters. This is supposed to be a rare, out of the way system concealing The Facility. It makes no sense when UC ships land and say hello. (Added LocTypeNoHumanPresenceNonHostile keyword to system).
Galaxy/Unique Humans:
Increased size scaling variety for some covered enemies. Tweaked a few story bosses with unique gameplay or loot.
Increased speed of Robot Model S and A and enemies. Reduced size slightly to fix some vanilla navigation/terrain issues.
Buffed Slayton Security a bit.
Further Neon dialogue improvements. Muskgrove update.
Heavy Weapons Rank 4:
Bonus damage against Robotic enemies added. (Will be useful against enemy mechs one day)
Royal Combat/Weapons Balance/Galaxy:
-Raised level drops for higher Tier Equinox drops.
-Reduced damage of tier 2 and 3 Equinox slightly. I had made them OP. :(
Some delivery rewards are still too high. Thiink I got it fixed, but requires new bounties to show change.
Tweaked affinity a little closer to vanilla (was too easy before). Use Love Comes Easy plugin if you liked old values.
- Properly forwarded some AI /NPC chatter improvements from Economy Overhaul.
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Version 1.31
- Bugfix:
Fauna to scan correctly decreased 4.
Neon Main Story Dialogue updated
(Delayed for Future Update or Separate Mod) Royal Maheo I -- This cool planet is very unique and has a unique location and flora that imply a vibrant atmosphere.
Patched to have an atmosphere-- and then hand-selected alien creatures and planetary traits to make this a fun planet to visit.
- Bugfix:
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Version 1.30
- Fast Travel Consistency Fixes:
Can now fast travel from Nia Kalu's ship after completing her quest-- consistent with most other boarded ships with no enemies. These are the types of locations I am adding the fast travel allowed flag to-- locations where you wouldn't even think it's not allowed until you go to try it.
Can now fast travel out of The Facility.
It seems that in some early missions, Bethesda originally intended to make you walk your way out of everything-- but later in the design process they started allowing fast travel out of most locations.
Please report any cells you cannot fast travel from that you feel you should be able to to me, I dislike the inconsistency across the game. At least in Skyrim it was NO caves by default, not SOME caves.
Resources: Galaxy & Econ
Halved the weight and 2x-4xed the value of many resources related to gathering or hunting aliens. This will put them at the same price as vanilla, given that overall sell prices are nerfed.
A few tweaked dialogue options for first half of FreeStar questline.
Royal Aliens:
Reduced size of Charybdis III aliens that could hit their heads on ceilings.
Afflictions:
Environmental damage had already been modestly increased. Most afflictions are now 25% more significant. In practice, this is a tiny increase, and now that you can use most affliction-cures as mini-health packs, they're a much less tedious mechanic that you'll often find yourself curing in early game just by healing.
You can still safely ignore them, same as Vanilla, but this feels a tiny bit less like they are a removed mechanic. And the changes to healing items makes this a lot easier to manage.
Royal Galaxy/Unique Humans:
Significantly buffed the Unique Robots that guard The Facility & The Beagle. (Yes you can tell exactly what I'm up to in-game by the mods I post LOL. It will ALL be perfect soon.) The Beagle is now a fun and reasonably challenging anti-Robot dungeon.
ljorder66 did an amazing job increasing enemies, but did not touch some story missions. I'll fill those in :)
Increased difficulty and # of enemies on The Beagle.
Next update: Royal Maheo I launch =)
- Fast Travel Consistency Fixes:
-
Version 1.26
- Reduced some outlier high credit rewards that were fixed in Royal Economy Overhaul, but not properly forwarded to RoyalGalaxy.
Removed Mantis upgrades. I am giving up on that for now-- they seem to all cause issues.
- Reduced some outlier high credit rewards that were fixed in Royal Economy Overhaul, but not properly forwarded to RoyalGalaxy.
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Version 1.25
- Bundled 3 awesome mods by Aurelianis, with permission. =) I already used the mods, so it was easy to playtest.
For each of the mods, I only bundled pieces that felt like essential bugfixes, so you might want to check out the mods yourself and see if you want the FULL version. If yes, just load it after RoyalGalaxy.esm. :)
Restored missing Andreja dialogue:
https://www.nexusmods.com/starfield/mods/8044
I added about 1/3rd of the affinity event changes To Royal Galaxy. Only the ones I truly don't see how anyone could disagree with. Seems like for some early game quests, Bethesda forgot Andreja could be present. This feels a lot like a bugfix. If you want more Andreja positive reactions, you can download the full mod. :)
Breaking The Bank - Ask Once:
https://www.nexusmods.com/starfield/mods/8157
Use dialogue to speed up a particularly tedious quest moment. Immersive and optional.
Restores More Cut Dialogue (But not the other features, install mod if you want it all):
https://www.nexusmods.com/starfield/mods/6280
- Bundled 3 awesome mods by Aurelianis, with permission. =) I already used the mods, so it was easy to playtest.
-
Version 1.2
- Mod Incompatibility Fix, hence fast update.
Added "SkillFirstAidKeyword [KYWD:002AC984]" keyword to items that now heal so they benefit from perks.
Forwarded changes to perk from Skill Fixes so players who don't install Skill FIxes (everyone should) can benefit from this change.
Reduced repetitions needed for Medicine perk from 50-- > 25 heals while wounded.
Mantis Upgrade now included. Is now a Class B ship to differentiate it from The Frontier.
- Mod Incompatibility Fix, hence fast update.
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Version 1.1
- Properly forward Deadeye perk fix from Royal Combat Overhaul into Main Plugin.
Localized version currently posted on Google Drive while I learn more:
https://drive.google.com/drive/folders/15S3CXkgMbCTkBNRn4h6z0BBJRCKAWWXP
Full permission granted for translations.
Zipper Bandaages now properly grant health regen, in line with my changes to other medicine.
Concealment rank 1 now properly reduces your chance to set off enemy mines by 50% as intended since earlier versions.
Royal Combat:
Seeing my guns named "Med Theft Grendel" felt silly.
New Perk, replacing Med Theft:
Blessed: Automatically use a Med Pack at low life. Defeated humans drop extra Med Packs. Increased range.
New Patch: Item Sorter Patch. This is for the Mk.1 - 4 Version with brackets.
Get item sorter from:
https://www.nexusmods.com/starfield/mods/5537
Load Order would be
*Item Sorter.esm
*RoyalGalaxy.esm
*ItemSorterRoyalPatch.esm
- Properly forward Deadeye perk fix from Royal Combat Overhaul into Main Plugin.
-
Version 1.0
- Initial release. Includes 30+ Mods.
This had a successful open beta of about a week. Thank you, everyone who found and reported issues.
While I will probably tweak this a tiny bit, it is now feature-complete and anything I change will be a safe update.
Safe to update from beta versions.
Full list of included mods here:
https://docs.google.com/document/d/1h7Dr1d-JwMrJWvM1M8-bPrNeuuTmGGSXK977i-DqqLE/edit
From my WIPs page: Royal Rare Loot and Royal Encounters will still add a few things not included in Royal Galaxy, but as many of the pieces as I could bundle are included in this all-in-one.
https://www.nexusmods.com/starfield/mods/7890 - Removed Mantis Tweaks before launch - Potential bugs.
- Initial release. Includes 30+ Mods.
-
- Donations
-
Straight donations accepted

This revamp has gotten too large to accurately summarize. In short, Royal Galaxy is a lightweight, Vanilla+ overhaul of everything I can improve in Starfield without creating a compatibility issue or straying too far from Vanilla.
Enemies will be stronger, but less spongey. Weapons will be more potent and balanced, but not drastically different from Vanilla. Aliens will be more fun and have better AI - and hundreds of other things.
I'm going back to saying "Compatible With Everything" if loaded before them. All issues people had in the past were almost 100% the reference limit which explains why I couldn't replicate it.
In early game, you will have to play more like a conventional RPG than in vanilla. You will have to lower the difficulty to normal or lower. This is the compromise for a fun late game.
Take your time. Look around at vendors for good weapons and armor with high-level upgrades. Join a faction and do missions to farm credits. Seek out Va'Ruun ships to board to try to get good weapon drops.
Consider being unethical and farming civilian outposts or avoiding fighting anything outside of spacers if you want to play "realistically" on high difficulty from level one. Consider doing easy, non-combat quests that mostly take place in cities at low levels. Stealth + melee is also viable.
Depending on your load order, this might be best experienced on "Very Easy" difficulty in early game, moving only up to "Normal" or "Hard" as you progress. Very Hard and Extreme are doable if you min/max. (I am currently getting overrun by the new randomized Bedlam enemies. I didn't realize how much I had the spawns memorized!)
This includes all my released mods and plenty of other things. You do not need to install anything else to enjoy Royal Galaxy.
What am I working on Right Now?
Royal Galaxy focused on being an unintrusive, Vanilla+ overhaul. I kept things as close to Vanilla as I could, while making the game more fun. That job feels done.
My upcoming mods and optional files will now stray further from Vanilla with features such as No Weapon Tiers, a Perk Overhaul, Space Combat overhauls, etc. The goal right now is to make combat and gameplay faster and more engaging -- while Royal Galaxy itself still offers a Vanilla+ experience, it's time for me to start adding some more (optional) flavor. =)
Some will be optional patches for Royal Galaxy, others will be new mods.
Royal Galaxy includes all Royal Mods released as part of Series One. I believe it is now feature complete.
Version 1.0 Imgur Album
Enjoying New Update. Only waiting on a few mods. :)
40+ mods and fixes. One Plugin.
(If you count all the tiny QOL stuff, 50+ mods lol)
Starborn Royalty - A Starfield Mod List for Other Recommendations:
Look ma', I'm famous. =)
Look dad (wherever you are) I'm famous!

Version 3.0 Update: Crimson Fleet Questline Enhanced.
Major planet, encounter, and alien herd and family improvements.
Version 3.0 Album

Version 2.0 Update: UC Questline, 100+ New & Cut Dialogue Restorations
Version 2.0 Album

Version 1.6 Update: Freestar Questline Enhanced
Version 1.6 Album

Version 1.5 Update: Maheo I and Porrima III Overhauled
Version 1.5 Album
The settled systems now offer a reasonable challenge. Terrormorphs are a major threat. Ashta live up to their lore. Starborn foes use more magic. Enemy spawns are increased for both land and space.
Luckily, the player also has access to better loot, Starborn powers, legendary weapon enchantments, and some perk improvements.
Royal Galaxy is intended to make the game as fun as humanly possible with an open world that is worth exploring. Using simple, safe modding methods, it tweaks little details of the game in a highly compatible way that will make your play time much more enjoyable.
Enhances the game with countless bug and QOL fixes. The Settled Systems now offer a reasonable challenge. Terrormorphs and Ashta are a major threat. Starborn foes use more magic. Enemy spawns are increased for both land and space.
More diverse encounters and Points of Interest. Improved weather and climates. Includes 50+ bundled mods into one package.
You probably don't need to know every detail of what is changed to get the most experience; this is a highly Vanilla+ overhaul.
Royal Galaxy in Bullet Points
Full(ish) Documentation
Nexus Changelog is maintained with each update.
This bundle includes a lot of new content, QOL, and other tweaks to make all the included mods work better together.
Most of the new work by me will be shortly released as standalone mods.
My main goal in creating this plugin was to make it easier for new players to get into modding Starfield, while also reducing the burden for people using most of my mods to have to use so many plugins.
*RoyalGalaxy.esm
Compatible with everything.
Full Documentation/All Included Mods on Google Doc
If you already use my mods, this can still be safely added to your load order to gain the new additions that have not yet been released standalone, or to reduce your # of plugins. All my mods will continue to be supported as standalones.

In early game, you might want to stick to Normal Difficulty or Lower. Don't worry, you'll get back to Very Hard once you get some perks and good drops.
You should probably run from Terrormorphs until you get a decent energy weapon or armor-piercing rounds. Terrormorphs heavily resist ballistic damage.

Compatible Mods that should be loaded before Royal Galaxy:
Before means earlier in your load order. Above Royal Galaxy in plugins.txt
Starfield Community Patch
(UFSP is compatible too, but best not to run both together)
Concept Art Akila
Skill Fixes
Player Level Scaling
Item Sorter
AI & Aggressive Enemy Mods
Faster Starship Engines
NPC Height Variation
2x-5x Enemies
Anything that bulk tweaks a large # of NPCs, since Royal Mods will be more detailed with tweaks, bug fixes, and size-scaling.
Most Mods are Compatible Without a Patch if loaded after Royal Galaxy:
By most mods, I mean every mod that I know of. I love installing mods and have always hated when installing one thing closed off other options. I have been unable to replicate any reported incompatibilities. This mod was designed to be overwritten and, in reality, is not very complex from a technical standpoint. The main thing powering Royal Galaxy is a lot of tedious work done by hand; nothing fancy.
Other than the above mods, In general, load order should go from more general mods early (big overhauls) to more specific mods later (one custom NPC, one gameplay mechanic overhaul, one weapon or power tweak).
Load order should also go from more compatible (Royal mods, anything else that mostly edits vanilla content) to more finicky (complex mods that add new features or content not in Vanilla.)
Some Mods to Specifically Load After Royal Galaxy:
Royal Galaxy Difficulty Configurators & Patches
Any Crafting Overhauls / Craftable Quality Mods
Mods that Tweak the # of Human Settlements or Tweak Habitation Conditions
Survival/Hazard Mods
Starvival
Deadly Hazards
Royal Aliens (fully bundled, but not the Difficulty Customizers)
Mods that adjust explosives
Body or Headshot damage mods
Royal Encounters
(Royal Encounters is FULLY Bundled, but load after Royal Galaxy for 2x enemies in Story Encounters that I tweaked. It simply doubles any new NPCs that I hand placed.)
Starship Combat Overhauls
TN's Melee Weapon Modifications
Star Wars Replacers
Random Chance Skill Magazines
For most other mods, load order should not matter, so just load them after this. If you run into an issue, I do not ask that you load Royal Galaxy last. The issue is probably another, more sensitive mod needing to be loaded last.

Installing on Existing Playthroughs:
During an existing play through, adding a new mod later is safer than earlier as it will have less disruption on the existing load order of your plugins.
If you have been playing completely vanilla or only using lightweight mods like the Community Patch, you can definitely add Royal Galaxy at any time. It is only once you have other mods installed that I worry about mid-game incompatibilities.
Some plugins are sensitive to being moved and can cause bugs. If your mod list is already huge, it is probably safer to try adding my mods one by one.
There is nothing specifically here that shouldn't work on an existing modded save, and plenty of beta testers have done so with no issue.
Please report any issues under bugs. I will attempt to create patches, or at least learn which mods are incompatibility to display a warning.
If you really want to ensure a load order is perfect or need other support, 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.
I can be found on the Starfield Modding discord to chat or brainstorm.
I am a teacher staying up way past my bedtime to work on this stuff. Any support appreciated.
I love screenshots, nice comments, and endorsements. =)

For full descriptions, see bundled mods. *These are all included in Royal Galaxy*:
Royal Weathers and Encounters

Royal Terror - Better Faster Stronger Terrormorphs

Royal Weapon Balance & Combat Overhaul

Royal Space Magic - Player And NPC Starborn Powers Enhanced

Royal Unique Human NPCs And Factions

Royal Starborn - Starborn Enemies and Powers Improved Scaled Diversified

Royal Aliens - Bigger Better Alien Creatures And Configurable Alien-Specific Difficulty

Royala Ashta - Akila Belongs to The Ashta

New Game (Level One Player) Enhancements:
Modded content generally increases the difficulty of Starfield slightly, even if it's not intended as a hardcore mod. For example, increasing the # of enemy Starships is done purely to increase how much fun you have-- but of course that also increases difficulty a bit.
To help balance this pack for new players and fresh level one characters, a few adjustments were made to the overall package such as +100 starting health.
Pirate's Plunder - Better Mission Rewards and Loot for Explorers.

Loot Improvements:
All boss chests will now give a legendary weapon. Your first well-rolled legendary will be a game changer. Unique enemies have a chance for unique loot. Locked chests may contain rare, named guns and a chance at quality weapons.
All useless or overly situational vanilla perks have been redone. Getting a weapon drop should feel exciting now, regardless of weapons.
Some guns have been adjusted. Magazine add-ons no longer cause such a drastic decrease in reload speed. You're already giving up a damage perk to take a large mag.
Magazine size bonuses increased. All in all, the different mod options should be more tempting. "Small magazines" were generally a poor option and are being replaced with different unique mods. On Equinox and Orion, this is "Magnetic Magazine," which offers Shock Charge Band rounds and is available in relatively early game.
Armor crafting requirements for survival-based modifications slightly relaxed so that early game players can more readily grab the extra damage resist and emergency med pack or health regent they need. For armor, descriptions updated descriptions that accurately convey the correct percents.
Economy Improvements:
Missions reward significantly more credits, but selling items to vendors only gets half as many credits as vanilla. Vendors have a ton more credits in a balanced, immersive way.
Exploring for Constellation gets you about 8k credits even at level 1, scaling as you level up. It's worth it to DO THINGS now.
Crime is more rewarding with more pickpocketable items, including those that help you with complete quests. Ryujin and Crimson Fleet quests pay you the best.
The average people and security forces of the world are weaker than the average Spacer or Pirate. You might find yourself tempted to clear out a civilian outpost for the easy loot and credits…
Space Improvements:
Increased space encounters. Not the annoying ones-- the good ones. High-quality combat encounters can now play in the same situations the repetitive unique ones would play. Longer space battles with more enemies. More enemies! Doubled enemies in space at higher levels. Based on feedback, I can increase this as much as people want, and add new tiers of combat for levels 80+ with even more.
Remixed encounter lists so that unique aggressive battles can happen more recently.
Better starship movement and handling in space. Damage indicators on your ship will play slightly earlier (encouraging reduced reliance on HUD). Large chance to disable enemy engines and to be able to board encounters. Be able to leave multiple ships disabled to board and steal their ships when ready.
Planetary Improvements:
Terrormorphs are a plague on the settled systems. They are much harder, and you probably won't be able to kill one before level ten.
Planet Earth and Planet Akila extensively updated. As of Version 1.5, Maheo I and Porrima III overhauled.
Exploration Improvements:
Doubled XP for most exploration & survey-based gameplay. Way more credits for Constellation missions.
Points of Interest have a much better chance of having alien creature activity on appropriate planets.
Doubled XP for most exploration & survey-based gameplay. Doubled XP for completing events you come across on planets.
Points of interest have a much better chance of having alien creature activity on appropriate planets.
Terrormorphs are much harder, and you probably won't be able to kill one before level 12 unless you're using energy weapons-- but you can run away and escape them. If you do get a kill, Terrormorphs offer double XP.
Extended Encounters:
Significantly adjusted vanilla encounters. You will see interesting (combat) encounters much more frequently, as I have relaxed overly harsh vanilla conditions that would keep them from playing.
Significantly adjusted and extended vanilla encounters. You will see interesting (combat) encounters much more frequently as I have relaxed overly harsh vanilla conditions that would keep them from playing on many worlds.
Overland encounters are increased and improved. Random encounter chances with predators at certain PoI and in caves. Diseased Terrormorph stalking around diseased biomes. Tunneling Terrormorphs in deserts and rifts. Terrormorphs that spawn indoors are generally younger.
Includes a tweaked version of More Enemies by LJorder66 (with permission! thank you!) That includes the Aliens Assault Bases mod. If you want to use 2x enemies or any number of increased enemies, that just needs to be loaded first. :)
You might need to run from the new open world Terrormorphs rather than fighting until you get a decent Equinox (yes, Equinox is good now). Remember, Terrormorphs resist ballistic weapons.

Healing Item/Ingestible Improvements:
Improved descriptions to more accurately reflect what they do based on xEdit.
Added a small (half a regular medkit, half the duration) amount of healing to Heal Paste: A medicated healing cream that treats burns and frostbite. Used primarily for treating afflictions.
Added a tiny (0.05% of a medkit over 15 seconds) to bandages: Wrappings to heal cuts and wounds. Primarily used for treating afflictions.
Small Details:
Added missing fast travel flag to a few locations that should have had them. Tested that it doesn't break any quest compatibility. Example: Moara's ship, after you defeat all the Ecliptic and get the artifact from him.
Improved Player-Chosen Dialogue Lines & Companion Reactions:
Includes the best cuts from my future RPG dialogue rewrite. The goal is to make the player's more fun. This will only include the writing I've done so far that, I feel, has really nailed it and fit in seamlessly while subtly improving.
Unless you've played the game a bunch, you might not even notice. :)
My design philosophy for rewrites is two main pillars. One: make the player feel more like they lived in the Settled Systems. Use accurate, specific references. Say "This is Akila City," not "This is the Freestar Collective."
And two: make the player lines match the dialogue that comes after. Everyone acts like you said something really rude? Let's spice it up a bit.
(A few years ago, I was an aspiring author all the way up to the agented stage. I have a short story published and a lot of writing experience.)
Companions will no longer overreact. They might "struggle to understand" you. But they won't actively dislike or hate your choices. You've got that Starfarer Rizz. They will still use all of their angry dialogue, but their affinity changes will be less extreme.
Along With Better Loot, Better Legendary Weapon Perks: Starforged Legendaries

Starforged Legendaries - Vanilla Weapons Enhanced
Min/maxing against specific enemies more worthwhile. All Legendary Modifications (weapon enchantments) that do bonus damage against a specific faction also grant 15% incoming damage resistance. Will not be listed in the description for brevity's sake.
All mediocre vanilla perks covered, improved, or combined with others. This was done with no new records, so should be a highly compatible way of doing so. I know these examples sound like power creep, but I've mostly kept things pretty reasonable.
Before:
Exterminator: 30% bonus damage against aliens.
Now:
Meteoric: Meteoric power burns enemies and deals 30% damage against alien creatures.
Before:
Antipersonnel: 10% damage against humans
After:
Atomic: Molecular enhancements allow this weapon to pierce armor and deal 10% damage against humans.
Before:
Berserker: Increased damage with low armor.
Cornerered: increased damage with low health
Bashing (bonus weapon bash damage).
All 3 perks combined into one ultra "high risk, high reward" enchantment.
Now:
Bloodlust: Bleed enemies and deal bonus damage with low survival. Increased weapon bash damage.
Future Mod Teaser:
Mooncaste Armory ☽ New Legendary Enchantments
Anti-Gravity rounds.
Rounds based on Starborn Powers and Alien attacks.
All boss chests will now give a legendary weapon. Your first well-rolled legendary will be a game changer.
Unique enemies have unique loot. Locked chests contain rare, named guns and a chance at quality weapons. Some enemies are now worthwhile to pickpocket, including to help progress quests (more tweaks to come).
All useless or overly situational vanilla perks have been redone. Getting a weapon drop should feel exciting now, regardless of weapons.
Some guns have been adjusted. Magazine add-ons no longer cause such a drastic decrease in reload speed. You're already giving up a damage perk to take a large mag.
Magazine size bonuses increased. All in all, the different mod options should be more tempting. "Small magazines" were generally a poor option and are being replaced with different unique mods. On Equinox and Orion, this is "Magnetic Magazine," which offers Shock Charge Band rounds and is available in relatively early game. :)
Armor crafting requirements for survival-based modifications slightly relaxed so that early game players can more readily grab the extra damage resist and emergency med pack or health regent they need.
For armor, all weapon perks have updated descriptions that accurately convey the correct percents.
Better Explosions and Explosives:
I tweaked them all. Even jetpack explosions now do some small AoE damage to the enemies (or you) if too close.
Massive canisters now do a 360-degree explosion that can leave a lingering burn.
Better Healing Items:
Improved descriptions to more accurately reflect what they do based on xEdit.
Added a small (half a regular medkit, half the duration) amount of healing to Heal Paste.
New description: "A medicated healing cream that treats burns and frostbite. Used primarily for treating afflictions."
Added a tiny (0.05% of a medkit over 15 seconds) to bandages.
New description: "Wrappings to heal cuts and wounds. Primarily used for treating afflictions."Same goes for injectors and any crafted combo versions that include the base items. In early game, before Starborn powers, we need to use healing items quite often.
Perk Changes:
At this point, Royal Galaxy contains a lightweight version of Starcalled - Royal Perks Overhaul. Install the full perk overhaul for my ideal version of Starfield perks, but the version included here is very Vanilla+.
Scavenging Rank 2 swapped with Rank 1. (More Ammo before More Credits).
The chance for increased scavenging ammo massively increased. You shouldn't need to go back to town every 5 minutes for ammo (though even with this change, you still probably will).
30% bonus damage vs. Aliens added to Shotgun Rank 4.
More carry weight from Weight Lifting.
Other changes to enhance fun and gameplay.
Item Sorter Patch:
I have made a patch for Item Sorter so you can enjoy these perks with the amazing UI talent behind StarUI.
This patch offers the MK1-4 version with brackets version of Item Sorter with Royal perk names.
Load Order would be:
*Item Sorter.esm
*RoyalGalaxy.esm
*ItemSorterRoyalPatch.esm
Item Sorter still functions without patch if loaded first, it will just miss weapons.
I think the popular legendary swapping mods will work, but this was really designed around making loot worth chasing.
Feedback welcome. Please let me know if patches are needed.

Crafting:
My main goal for crafting tweaks was to give early game players access to a tiny bit more damage resistance faster and make it a tiny bit cheaper to upgrade new space suits as you come across them. Once you're in mid or late game, having these materials is laughably easy.
I removed the rare requirement from backpack health regen-related crafting. This allows you to always have a powerful armor advantage crafted, making it easier to deal with the upped difficulties.
Reduced Tungsten needed for damage resist helmet crafting from 2 to 1.
Reduced requirements for health regen armor perk.
Reduced requirement count for Spacesuit damage resist all and Melee damage from 2 to 1.
Reduced weight of Ship Parts (Ship Repair Kits) from 10 to 2.5. Let's assume it is an advanced technology repair tool, not a big chunk of metal.
Credits and Bundled:
xEdit Team and ElminsterAU for amazing xEdit Tool
Download this amazing tool to confirm your load order is correct or to start making your own mods!!
Bundled 3 awesome mods by Aurelianis, with permission. Thank you! For each of the mods, I only bundled pieces that felt like essential bugfixes, so you might want to check out the mods yourself and see if you want the FULL version. If yes, just load it after RoyalGalaxy.esm. :)
ljorder66 for amazing mods that kept me playing Starfield (without 2x enemies and leveled enemies, I'd have stopped after 200 hrs)
Thank you to gpgpgpgp2019 for permission to include More Weapons Have Tiers and Early Game Weapons Empowered with Royal Combat overhaul.
Thank you to NexStephen for permission to bundle Better Death Physics as well as to bundle and tweak First Person Messages.
Thank you ljorder66 for permission to bundle a tweaked version of more (1.5x) enemies with this package.
Thank you to Spectres of Starfield for showing me to how to efficiently hand place new spawns at points of interest.
Thank you to Skill Fixes by Argonil for serving as the basis for my Vendor Credit improvements. Skill Fixes is an essential mod that I strongly suggesting loading before all of my mods.
Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified) with Royal Weathers. If you follow my mod list, you know this has always been my favorite Milky Way, so being allowed to bundle this with the weather was a dream come true. The Milky Way texture you use has a big impact on the lighting at night and how weathers and lighting appear.
Thank you to Clofas1 for the open perms on Enhanced Starfield Clouds. These beautiful, great-performing clouds packed into a BA3 file do so much to improve the quality of Starfield's weather and skies without impacting performance.
Thank you PraedythXVI for all your amazing mods I've used in Skyrim over the years, and your beautiful lava with open permissions that I was able to bundle here.
Other Suggested Retextures and Mods:
All recommendations covered in the Starborn Royalty modlist.
Created because I want every detail flawless to go with my main list-making hobby:
💫Starborn Royalty - A Starfield Modlist

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My first released mods were for Jurassic Park: Operation Genesis way back when I was a kid. =)
I can be found on the Starfield Modding discord to chat or brainstorm.
About Me: JaeDL is a writer of Science-Fiction and fantasy. Sadly, his agent got a scholarship opportunity before his novel went out on submission and JaeDL hasn't quite felt like writing since then. Videogames are more fun. That's when JaeDL got heavily into Destiny 2 and making Skyrim guides on Reddit LOL. He is a longtime Bethesda-game & Science-Fiction/Fantasy enjoyer. He also loves Destiny, Bioware games, well-formatted information, his wife, and his pet cats.
If you need help with written aspects of mods you are working on, mod descriptions because you're not a native English speaker, etc., I'm happy to help.
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We've got an awesome, positive, supportive community going on the Nexus Starfield Modding Discord. That is the best place to reach me and receive help getting started from me and other modders and active community members. =) Please bring your love of Starfield, enthusiasm, and brainstorming to us.

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

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Starborn Knight - Royal Combat Overhaul

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

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. =)
