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JaeDL - Starborn Royalty Knights

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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.

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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. 




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

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

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Royal Arena - Leveled Enemies


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Royal Weathers and Encounters

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

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Royal Space Magic - Player And NPC Starborn Powers Enhanced


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Royal Unique Human NPCs And Factions


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Royal Starborn - Starborn Enemies and Powers Improved Scaled Diversified

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Royala Ashta - Akila Belongs to The Ashta 


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