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radiclown

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radicalclownfriend

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60 comments

  1. KatCut
    KatCut
    • member
    • 7 kudos
    I'm sorry, but aren't giant mechs completely outlawed in the current time setting of Starfield by the last war's peace treaty?
    Cool mod but, not lore friendly, I'd say.
    1. Omnidroid
      Omnidroid
      • member
      • 3 kudos
      Yes, they are prohibited, just as white phosphorus ammunition and other chemical weapons are actually prohibited. But we still see that all countries have them and no one disdains to use them. Therefore, I think it's not surprising that such a serious organization as Ecliptic found mechs on some God-forsaken rock, and then kidnapped an intelligent mechanic or engineer to restore them. These are non-proliferation weapons, but in single copies they may well remain as an ultimatum to those who want to destroy the headquarters of the same Ecliptic.
    2. Commando414
      Commando414
      • premium
      • 34 kudos
      Plus, Spacers are usually criminals that would use stuff like the mechs as well. Ecliptics are mercenaries, but they do things outside the law. They are not above doing illegal things.
  2. Wordx
    Wordx
    • member
    • 0 kudos
    Incredible mod! Would love to see more mechs around POIs
  3. 07qwerty07
    07qwerty07
    • BANNED
    • 8 kudos
    You shouldn't use light ESM's for now, please read this 
    https://forums.nexusmods.com/topic/13491484-psa-defect-papyrus-getformfromfile-does-not-work-with-esm-small-or-medium-formats/
    1. radicalclownfriend
      radicalclownfriend
      • premium
      • 336 kudos
      Thanks for the warning but the light esms work fine in my game so im not too concerned
    2. whiskeyjack9105
      whiskeyjack9105
      • member
      • 42 kudos
      Based on the last post from that link, light ESMs should now be fine to use.

      Can anyone confirm that this is the case with this particular mod? I'm starting the Freestar questline and would like to include this in my load order, for obvious reasons.
  4. BlanduNM
    BlanduNM
    • member
    • 2 kudos
    Hi, this is about the creation version on Xbox.

    I tried to use it in conjunction with some mods that increase the System Levels and the Enemy Levels (Dynamic System Levels, Ganymede, Grindy Combat, Aggressive NPCs) and while the mech is present at the listed locations, it’s very weak (although the displayed level is 100, I can kill it in 2 shots), doesn’t shoot any grenades, it’s not aggressive (barely shoots at me) and it doesn’t really do any damage (I can sit there while it shoots at me and I barely take any damage). Also, after killing it, I get very low XP like the actual level was way lower than 100.

    I tried loading the mod before and after the ones I listed above but it doesn’t change anything.

    The mods listed above make the systems levels scale to 75 - 255 (min/max level) and all the enemies to my level (400+). They don’t seem to increase the level of the Mech (regardless of the load order) but it seems to affect its behaviour, damage output (very low), what weapons it is using and it’s resistance.

    It definitely doesn’t act like I’ve seen in some videos.

    Not sure if you can do anything about this (having the mech act like a normal enemy and take the level and AI imposed by the other mods) but I just wanted to let you know that it’s not really compatible with mods that scale enemies’ level and change their AI.
    1. adapakba
      adapakba
      • member
      • 0 kudos
      you can edit mechs health with xedit
  5. Vlad254
    Vlad254
    • premium
    • 47 kudos
    Hey radicalclownfriend, this looks like a mod I'd like to try. My question is was it updated using the Creation Kit?
  6. NetDigger
    NetDigger
    • member
    • 18 kudos
    I kinda want both version running.
  7. aesopal
    aesopal
    • member
    • 0 kudos
    Mod works great, well done :) Strange thing I noticed though is I now have an option to build a mech in my outpost (different section to the robots). It doesn't actually seem to work, required 'mech components' but even when I have them and the other requirements I get 'missing required resources'

    done a google search and can't find anything. Is this a WIP from the mod author, another mod I have installed or perhaps bethesta? Maybe its always been there? I've no other mech mods running.
    1. Keelo6969
      Keelo6969
      • premium
      • 12 kudos
      Are you using TG's Galactic Colonies Expanse?..  It has buildable Mechs for outpots..

      Cheers!
    2. aesopal
      aesopal
      • member
      • 0 kudos
      nope. using 'royal arena - levelled enemies' and 'doubled enemy numbers', 'the gangs all here' and 'derek'; all other mods i'm using have nothing regards outposts/followers/ground npcs
    3. aesopal
      aesopal
      • member
      • 0 kudos
      I do have TGs cut flamethrower mod tho. I wonder if its connected to that? hmm...
  8. radicalclownfriend
    radicalclownfriend
    • premium
    • 336 kudos
    Mods now on bethesda.net and xbox.
    1. lHype
      lHype
      • premium
      • 1 kudos
      Hey can you pls remove the extra damage From Elemental bzw. Tesla weapon perks or nerv it a lot? Because the Mechs are much to easy to kill with this. And the Energy Damage against the Mechs are bit to strong.
  9. Luso19
    Luso19
    • member
    • 5 kudos
    Can you make a mod where you pilot a mech please?!
    +1
    +1
    1. radicalclownfriend
      radicalclownfriend
      • premium
      • 336 kudos
      beyond my skill level.
    2. 0xDezzy
      0xDezzy
      • premium
      • 24 kudos
      This would likely require the power armor functionality or when we get vehicles in the game. So it's still a ways off.
  10. sandmoose13
    sandmoose13
    • premium
    • 8 kudos
    Thanks for the warning on the compatibility with your AT-ST mod!