A comprehensive, extensive and balance-oriented Crafting & Upgrading system for Apparel, Armor and Weapons. Customize Quality, Legendaries, Linings & Skins. New Quality tiers, new weapon drops, new Legendaries.
Requirements
This mod does not have any known dependencies other than the base game.
Optional (if using the according compatibility patch)
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Changed Research Category to an injection process to reduce collisions with mods like Xeno Master
Version 2.2.2
Fixed script that issues loot to boss chests.
Reticles are now CUSTOMIZABLE at the Weapon Workbench. If you have a Mk.II or Mk.III weapon that has no reticle, try adjusting at the workbench. If the option is not present, make a NEW copy of that weapon and it should be available on the new one.
Cleaned up a few errant descriptions. (volunteer: DaAngryMechanic)
Version 2.2.1
Fixed description of Linings (Apparel, Headwear, Cyberware, Helmet, Spacesuit) which lost their full detail with the last update if they included the character: %
Fixed Coachman vanilla quality scaling so that Superior, Unrivaled & Relic can actually spawn in the wild.
Version 2.2.0
REMOVED Tracker's Alliance content patch from DarkStar Manufacturing due to continued issues with Creation Kit & xEdit respecting the content patch as a dependency. Look for a future patch from DaAngryMechanic to cover the TA base content to work with DarkStar Manufacturing.
Streamlined slate-issuing quest, and script
Injected slates into Jemisson Mercantile inventory
Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
Moved all RESEARCH into a NEW CATEGORY: DSM
All loot modifications on boss chests removed from hard edits, and converted to scripted injections to reduce chance of mod conflicts
Version 2.1.1
Fixed name on Umbral Assault Suit Mk.V (was errantly saying Mk.VI)
Converted Umbral Assault armor to Force Armor (generic name)
Added new installable Force Armor Mods: Umbral Assault, Forged Assault, Ivory Assault, Glitter-Boy, Battle-Hardened.
Fixed Allied Armaments weapon benefits from magazine perk
Added DarkStar Force Assault Blade with several special features. You can acquire this from your DarkStar Manufacturing slate/terminal if you've completed all research. Once per universe.
Added Particle Core Degausser - increases range (by 35) and accuracy, with slightly lower energy damage (expensive)
Added Particle Core Resonator - greatly increases range (by 70), accuracy and energy damage (very expensive).
Added Particle Core mod installs to Laser & Particle Mk.II weapons (those that can't be converted to Mk.III) (Excludes Cutter, which ignores range modifiers)
Added the ability to craft Explosives (grenades & mines) at the Ammo Crafting workbench. Requires Demolition 2 skill to unlock.
Version 2.1.0
This update will not break your save, or your existing gear, worry not. This is a massive patch that fixes a lot of bugs found by Discord members, and my testing team. They are mostly trivial fixes, with one big new feature being introduced: VIP mode. Read the list below for full details.
Fixed targeting reticle on weapons. CK is removing them on every load of the weapon. So, they kept falling off. Now that I know what's happening, I can fix it from now on.
Added Extreme Temperature Entry Suit/Pack/Helmet.
Added Plasma Cutter.
Fixed Explosive legendary research.
Fixed recipes that use Sterile Nanotube
Fixed Solstice Mk.II Damage Scaling
Fixed Big Bang relic drop loophole
Fixed Va'ruun Inflictor name (base game version)
Fixed Drumbeat Unrivaled naming
Fixed Ripshank & Va'ruun Starshard Mk.II Standard not displaying in installed mods
Fixed Auto-Rivet Mk.II starting quality to correct value.
Fixed Research Tech Outfit Mk.II default Lining
Fixed UC Sec Helmet Mk.II Quality linking
Fixed Mk.II & Mk.III crafting descriptions being truncated
Fixed Old Earth Mk.II crafting requiring the Backpack
Renamed AntiXeno suit pieces & Mk.II variants. Added an X to the end of the name, to denote the Quest Reward versions that come pre-installed with Legendary effects
Fixed Pack naming scheme. Added DarkStar-exclusive naming patterns for Armor, Guns & Melee. Swapped everything created by DarkStar to use the new naming schemes. Most naming should be relatively unchanged, but you should no longer see "Balanced Pack Pack" when crafting a backpack. In fact, there should no longer be a suffix applied for backpacks based on the boostpack installed
Fixed Apparel quality scaling
Fixed Cyberware quality scaling
Fixed Headwear quality scaling
Removed informational Slates
Added new DarkStar Manufacturing Terminal slate, injected into your inventory on every first load or NG+. Use it to trigger the DarkStar Manufacturing Terminal from anywhere. You no longer need to visit the Lodge
Added VIP to Terminal :: Enable VIP to disable DarkStar MFG Research (does not forget your research progress). Only disables DarkStar Research, and DarkStar Research specific requirements on crafting. Does not remove base-game research, skill or level requirements from crafting
Added Umbral Assault Suit/Helmet :: Accessed through the Terminal, it is a reward for finishing all DarkStar MFG Research. It is issuable once per universe
Version 2.0.6
- Fixed Spacesuit crafting. It should now have the appropriate Spacesuit Design requirement (1).
Version 2.0.5
- Fixed Breach Mk.III. It thought it was a vanilla Breach somehow.
Version 2.0.4
- Fixed Mark 1 Boostpack Mk.II. It now has the correct Quality assignment when constructed and can be customized. - Added: DarkStar Cargo Link. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once. - Added: DarkStar Cargo Link - Intersystem. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once.
Version 2.0.3
Added FULL NAME value to EquiNOX EM skin. This skin only appears in the base game during the Vanguard questline, during the Eyewitness quest. The absence of this name was causing a CTD whenever the EquiNOX spawned during the quest. It's worth noting, an Orion can also spawn for that stage of the quest, and the Orion was NOT causing a CTD. Special thanks to Blade & DuDe from Discord for sharing their saves to help us track this down.
Version 2.0.2
v2.0.2 Changelog - Removed Hard Edits to Lodge Basement & Repositioned all DarkStar Manufacturing components. This should hopefully alleviate texture loss for those who might have experienced it. This was not a bug I, or my testing team, could re-create. However, we decided that a re-approach could potentially benefit some players. YOU WILL NEED TO RESET THE LODGE. To do this, go rest on Venus for 48 hours (4800 UT hours), just to be safe. - Renamed several base-game Tools used as components in DarkStar research. This should make them easier to identify. - Fixed bug in Barrow Knife Mk.II Quality scaling. You should re-mod your Mk.II Barrow Knife to make sure the damage calculations are up to date. - Fixed bug in Combat Knife (base game) Quality Scaling above Advanced. They were errantly applying 4 copies of Advanced rather than adding Superior, Unrivaled and Relic. Existing base-game Combat Knives will continue to have this issue, as their quality cannot be crafted. However, converting them to Mk.II will fix their damage and increase it. Also, any new Combat Knives dropped in your game will be correct. - Someone reported a bug with Mk.III weapons "losing range" when converted from Mk.II. This was researched, and verified to not be a bug. Ballistic Weapon skill rank 4 provides 30% increased range. Particle Beam weapons, instead, give 5% bonus critical. So, when you convert a Ballistic into a Particle Beam weapon with max skills, you should expect a drop in weapon range, as the skills you are using to wield that weapon change accordingly.
Version 2.0.1
v2.0.1 Changelog - Reduced UI spam on Legendary research unlocks. - Swapped Ranger Dualwear and Deputy Mk.II upgrades to the correct apparel. - Swapped UC Navy Fatigues and Armored Fatigues Mk.II upgrades to the correct apparel. - Fixed Legendary Scout III breaking weapon mods. - Fixed Legendary Envoy III breaking weapon mods. - Fixed Legendary Agent III breaking weapon mods. - Changed projectile animation flag for Magstorm Mk.III. - Updated description when crafting Force Recon II Legendary to be less confusing.
Enhanced Apparel, Armor & Weapons that allow Quality, Legendary, Lining (armor) and Skin (weapon) customization.
"Vile" crafting that converts Ballistic weapons into Particle Beam weapons.
Advanced quality tier to everything that was missing it.
Superior quality tier to everything that was missing it, including weapons.
Unrivaled quality tier 15 levels higher than Superior.
Relic quality tier, 30 levels higher than Unrivaled.
NPC's can spawn with, and wield, Superior, Unrivaled and Relic weapons. All POI's just became more dangerous!
Elite NPC's & Boss chests will now drop more legendaries.
Elite NPC's & Boss chests now have a 75%-100% chance to drop DarkStar Quantum Harness (used in advanced crafting).
Elite NPC's & Boss chests now have a 25% chance to drop Vile (Mk.III) versions of Ballistic weapons. Which means they can also use them against you.
New "DarkStar Proprietary" multi-legendary weapon enchants, starting at level 10 and ending at level 130 with NG+20.
Base features unlock at level 1. The strongest upgrades require level 130, and potentially up to 20 NG+ trips for the best custom Legendaries.
Yes, this mod will allow you to become Overpowered. But... you have to earn it. These upgrades are not cheap, and they are not cheats. Full unlock and having access to all upgrades and legendaries requires a lot of blood, sweat and tears. The rewards, however, are quite real, and very worth the effort.
Everything needed to access the power of DarkStar Manufacturing is available in the Mark I spacesuit room in the basement of the Lodge. You can also build all workbenches at your outpost, or on your ship. Make sure to visit the Lodge at least once to obtain the informational slates that explain how everything works.
There is also a Terminal in the same room which contains the same information in case you lose the slates.
A Note About Donations
Mod development takes time. In this case, since I was learning xEdit and Starfield's structure, a lot of time. That said, donations are appreciated but absolutely not necessary. That said, if you wish to donate in style and enjoy some dark fantasy novels as a result of your donation, find R.L. Parker's novels on any digital bookstore. Buy a copy, read and enjoy. Yep... I write novels when I'm not gaming. :)