c0ldk453 Posted November 4, 2023 Share Posted November 4, 2023 Notes: This is a list of changes to the game I intend to achieve through the lifetime of my playing Starfield - either through mods or hopefully some updates from Bethesda themselves. Meant to be read kind of like an update changelog from the mods I will inevitably install. Some of these ideas exist in part in currently-available mods - many ideas are further expanded on if they exist right now. This is mainly intended to be a reference to look at for those looking for ideas in the future on what to make for this game. I recognize that most of this stuff won't happen until CK, but let me know if you figure something out! Some ideas may be incomplete - let me know if you want more clarification on anything. This list does not contain any changes to Starborn powers, as even with the 500 hours I've put into the game so far - I have yet to really use the powers, and thus haven't thought about how to balance them or change them yet. I may come back to this post and edit it at some point to include that info as I get more testing and playing in. But I definitely feel the base level of the powers needs to be improved to feel more impactful. ---------------------------------------------------------------------------- Primary Ideal Gameplay Adjustments---------------------------------------------------------------------------- Load screen reductions everywhere by any means necessary.More gas giants with EM clouds hiding unique derelict star stations and massive starships as well as asteroid fields with unique and exotic resources. You need the right gear on your ship to traverse these EM fields (AKA Crimson Fleet/Sysdef Questline).Many screens that have a black texture for the screen now have multiple textures to choose from to display on loop.Well-rested bonus now lasts just 1 real minute per 3 local hours slept up to 4 real minutes, but now buffs EXP gain by 50% per rank of Cellular Regeneration. Emotional Security now buffs EXP gain by 75% per rank of Cellular Regeneration and lasts 1 real minute per 2 local hours slept - up to 6 real minutes. Sleeping over 6 hours gives a 25% chance per rank of Rejuvenation that one affliction will be healed. 12 hours of sleep will expand that effect to ALL afflictions. The time needed to proc affliction healing can be reduced by one hour per rank of the wellness skill. This buff is meant to make sleeping feel meaningful and impactful when used properly before and after exploration.The Trader (Starborn) will now sell a beacon that will allow you to call them from anywhere in space for a price. The Trader will now sell much more variety of items, duplicates of popular figures' outfits and will sport unique items that have new legendary effects.Extreme overhaul of many of the base textures and models in the game to look more futuristic. This game is set 200 years into the future from now. There is no reason that this s#*! should look like Fallout Earth took to space instead of our own Earth. Give it all some pizzazz! More holograms! More 3D-printed food machines! Modern consoles and space tech! Cooler 200-year-in-the-future guns! Less bulk - more thin and modern styling!A "No Death Mode" can now be found toggle-able in the game options (like survival mode would be; toggleable on but cannot be turned off once on): Death no longer happens to the player in Starfield (tim enabled). Instead, the player will have circumstantial downed-scenarios for where they are located and who they were downed by. Scenarios may include loss of some or all credits, loss of all non-key-items and equipped spacesuit, being sent to jail or an on-board ship brig (if available and faction isn't evil), and more. Scenarios will always include loss of all experience towards the next level and, unlike arrest, will reset all skill challenges back to Level 1. Having your ship destroyed by authorities has you captured and sent to jail for the faction of the region you are in on top of loss of your current ship (except for the Frontier which will revert back to stock). Having your ship destroyed in space by pirates, ecliptic, spacers, or va'ruun triggers an "escape pod" function that sends you to a random point on the surface of the planet/moon you were fighting over (and nearby moon in the case of gas giants). If not the Frontier, deletes your current ship and sends your Frontier down to the surface thousands of meters away. Use your scanner to locate your ship. If flying the Frontier, reverts any changes made to it back to stock.A "Permadeath" mode is now toggle-able in the game options (cannot be paired with "No Death Mode"): When the player dies, all saves related to the character get deleted, the funky vid for discovering an artifact plays backwards, and you end up in a character creation screen. After character creation, resume the new game as if you just discovered the artifact and the scenario where they put you down in the infirmary after. All progress towards everything including NG+ will be gone, and permadeath mode will be disabled. After speaking with the NPCs about your experience with the artifact visions, you'll get prompted if you want to re-enable permadeath mode.Base sell multiplier increased to 0.35. This change will not affect ship sell prices as that will be calculated differently as described in the Ship Changes section below.Armillary presence Starborn spawn rate boost further increased. Starborn can randomly replace legendary spawns in abandoned facilities now, aligned with the current enemies in the location. Starborn can suddenly attack from stealth without any ship landing animation playing nearby (assassins). Putting the armillary in an outpost now makes waves of Starborn spawn near the outpost every 2-4 local hours.Diseases are a more common threat in the Settled Systems in general now. Don't get infected!Enemies always drop equipped armor, clothing, and weapons - toggleable option in settings to re-implement Fallout 4 looting function that unequips armor and clothes from bodies when looted.Standard falling animation revamped so the player looks much more controlled while falling - even from great heights.New falling animation that plays after horizontal-boosting that looks like a preparation to jump/bunny hop instead of flailing.Press and hold [Activate] during combat and not prompted with another activation command (such as "Open" or "Take") to use Quantum Essence immediately.Getting caught with contraband and escaping afterwards puts a Trackers Alliance bounty on you at maximum value and puts bounties in both Freestar Collective and UC, making hunters appear in every system you jump to and land nearby everytime you land your ship regardless of where you go. Prepare to be fighting until you settle your bounty!Tons more randomly generated locations in the game (10x) and a few more in-space encounters than normal (1.5x)Return of VATS: Floating healthbars of nearby entities now appear when using the scanner and with Rank 4 of Targeting will also outline all enemies behind walls and allow social interactions with them. The scanner no longer swaps your weapon to cutter; the cutter must now be equipped manually or through the favorites menu to use it (like any other weapon). Weapons can no longer be used while in scanning mode without the Targeting skill. Using the scanner in combat now slows time and enters VATS targeting mode, but instantly starts building CO2 as a cost. The player can use social skills as normal or target any target tagged with the Targeting skill to quickly fire at. Out of combat, the scanner doesn't enter slow-motion mode or VATS. Each rank of Sharpshooting now reduces the % CO2 buildup of scanner use in combat. All neuroamps now also get a mod that reduces CO2 buildup of scanner usage by 10%, increasing by 5% each rank (Neurocom III for example would reduce it by 20%). Entering scanner mode in combat while another time-slow effect is active simply stops the scanner's slow effect from happening, and will not fill CO2 as a result (unless the other time slow effect runs out). Only the scanner's slow-time effect builds CO2.More food brands. More homemade food choices and recipes. Some Old-Earth brands brought back. Food base effects greatly enhanced and now lasts 3 real minutes as a base, with some foods lasting up to 15 real minutes. Food now grants combat-related and utility-related buffs to the player only. Food won't heal the character but can make healing items MUCH more effective with each rank of Nutrition depending on the recipe. Each rank of Nutrition will now allow more food effects to apply to the character at once without overriding each other in addition to vanilla Nutrition perk buffs listed below in Perks section.Optional Survival Mode now available: enables starvation and thirst as well as sleep needs and HUD elements to keep track of them, makes environmental hazards much more dangerous and provides HUD elements showing buildup of these hazards, makes injury debuffs much more severe, all respiratory afflictions are now only applicable when not wearing a spacesuit, makes disease very common. O2 is now a gas resource item available to be extracted on all planets with an O2% higher than 2%. A meter will now show up on the main HUD on non-breathable planets showing your pack's level of O2 (Called Pack O2; not to be confused with Player O2). Pack O2 can be recharged with 5 O2 resource and will run for 10 real minutes per charge - pack will automatically recharge with any resource O2 in your inventory if available when out. If none is available, then Player O2 will begin to drain at a steady rate, eventually leading to CO2 buildup and damage. Packs will not consume O2 when on an O2-rich planet at 3% or above - instead working to make oxygen available to you through the available atmosphere O2. Running out of Pack O2 will cause your CO2 levels to gradually build up over 2 real minutes (faster if sprinting or overencumbered). Being hit by a ballistics weapon while in an unbreathable environment will directly damage Pack O2 charge as well. All main cockpits now have an oxygen system installed in them, and require an item "Large O2 Tanks" which can be bought from general goods and medical supply shops as well as constructed at an industrial workbench using O2. Ships can no longer jump to a new system with a depleted oxygen system, and you will have to rely on your spacesuit's oxygen system if your spaceship's goes out. All Ballistics weapons have been made slightly more effective against enemies in unbreathable environments to account for the O2 damage they can now do to you. Much less available unique and exotic resources from vendors. Players must now utilize outposts and resource extraction to get some of the better stuff in the game.Slightly more available common and uncommon resources from vendors. - Major buff to ammo availability from all vendors.The Red Mile planet Porrima III when flown to directly will no longer have any contraband scans due to the amount of Ecliptic traffic there. That won't be said about the rest of the Porrima system though. Don't expect to be bringin' some Aurora to Paradiso so easy...Legendary weapon and armor prices to buy from vendors increased 4x (rare 2x; epic 3x); 3x more common for rare/epic/legendary items to be found at vendors.Basic weapon sell prices reduced dramatically. Rare weapon sell prices reduced. Epic and Legendary sell prices slightly reduced.Spacesuit piece sell price reduced. Rare are slightly reduced. Epic and Legendary Suits stay vanilla.Most junk now sells for almost nothing. Some junk can now be crafted into resources at an industrial workbench (vacuum tape to adhesive for example) - that useful junk still has some value when sold but is still more valuable crafted into a resource.Bulk crafting experience now limited to 10 items per operation for common, uncommon, and rare items crafted in an industrial workbench (meaning if you craft 99 items in one operation, you will only get experience for crafting 10 of that item).Sleeping and waiting tick speed is faster now by 2x in a safe area (major cities and safe settlements, your crewed spaceship, any outpost occupied by friendly NPCs). Sleeping or waiting inside an abandoned building (non-safe area) can now have an event occur now that abruptly ends your sleep/wait settings due to a raid of pirates/ecliptic/va'ruun coming in to settle. They'll be coming in through all entrances and more will be waiting outside, so prepare to fight your way out! If outdoors, a ship landing nearby may occur instead, causing you to wake. Sleeping in your ship without any crew to keep watch (such as Vasco) on a hostile planet in a non-safe landing zone (any zone that is at an abandoned building or is out in an open field, or alternatively in open, unguarded space unlike Jemison's space or The Den which are guarded or unvisited by hostiles) may result in an attacker or several entering your ship during sleep, and your ship will not be considered a safe area in these zones.Explosive weapons such as the Bridger can now damage and break (small) asteroids. Advanced and above Cutters can also be used to break apart asteroids. Useful on spacewalks enabled by ship changes below. ---------------------------------------------------------------------------- Changes to Ship Mechanics and Ship Building ---------------------------------------------------------------------------- All ships can be stolen. All ships can be sold - including Frontier and your current Guardian. Guardian base prices greatly increased. You can now have multiple Guardian ships (one more per NG+ with access to only one in a base new game, up to 6). Ships that would usually be inaccessible will now be locked. Starborn Guardians require a certain number of Quantum Essence to initiate a hack instead of digipicks (using E to access will consume x amount of essence depending on type of Guardian and then bring up a digipick screen at master level but cost no digipicks; you won't be able to undo or autopick.)Large price increase for ship parts across the board (making ship sell prices better but also making ships valuable end-game credit sinks). Selling your ship is not affected by the base price change listed above, and is instead reliant on a combination of all of your applicable skill levels, first regarding each system on board (cargo=payload, em=em weapons expert, crew slots=ship command, etc.) on board the ship, then your commerce skill, a combination of your applicable social skills (persuasion, deception, intimidation, negotiation, and manipulation), and finally your ship command skill. With all of these giving a bonus to sell price and the base sell price of a ship being paltry without applicable knowledge, the player now has the ability to build up skills to sell their ships easier.Stolen ships are now marked as such and can't be sold to vendors in lawful locations. Sell them to places like The Key, The Den, and The Red Mile instead. Stolen ships sell for 65% what they would go for normally with all perks and bonuses applied.Register a ship without making it your home ship now. Dialogue to register will now always appear before dialogue to make home ship instead of vice-versa. Useful if you want to just add it to your fleet and return to your home ship.Starborn Guardians receive 2 particle cannon turret weapons as a third weapon type and get one more of each of the primary and secondary weapons they have as vanilla. All Guardians receive a buff to their base reactor power to be able to fully power all systems and have a bit of power extra to spare.Spaceships can have as many reactors, engines, weapons, and shields as you want. Landing gear thrusts have been buffed across to accommodate heavier ships.Dockers and bays are now unlimited as well. Docker will be picked based off of distance of the docker with the object being boarded. As long as one bay has access to the cockpit, all other bays should work for access to your ship now.M-Class spaceships are now buildable at Rank 4 of Ship design. M-Class parts now available at Staryard vendors only starting at level 100 and more unlocking through level 150. You can now Pilot M-Class Spaceships at Rank 4 of Piloting.Items now at every shipyard vendor to specify door/ladder placement location in shipsNew hab components called sub-cockpits. Extra placeable cockpits for your ship that won't be considered the main cockpit but still provide many bonuses a normal cockpit would.Salvaged parts from Starborn ships available in certain ship mechanic ship builders after Level 70 and have made it far enough in the main story to start encountering random Starborn.Base Ship registration fee now 25% of ship base value instead of 95%. Ships can now have a "stolen" tag, and those ships have a doubled registration fee. Multiplicative discount of 20% for registering with a Technician instead of by the menu. An unregistered ship will be treated like contraband to the game, making any trip to a settled system trigger a contraband scan. Getting scanned in a contraband scan with an unregistered ship will result in the authorities issuing you a hefty fine of 95% your ship's value and still require you to register it.Lots of spaceship hab stat tweaks (like cargo habs and crew slots in living habs). Some stats given to certain structural components to reflect given utility.All main cockpits now have a gravity switch (like one found in the party cruise you may stumble upon) including the Starborn Guardian. Adjust gravity in your ship to your will (0-200%). Give Cora the Zero-G experiences she so craves.All main cockpits now have an alternate type that have a decorating terminal inside of them with a function to remove all build parts in the ship (in case you want to modify your ship and not lose materials; editing a ship with decorations in it can result in lost decor and materials). These cockpits will unlock only after Level 100, with the right perks, and you are far enough in the main story to encounter random Starborn enemies.Clipping tolerances have been greatly relaxed between non-hab and non-cockpit components. Components retain normal clipping tolerances between hab/hab and non-hab/hab clipping interactions to keep interiors clear and clean.New function to bay doors that allow exit during flight. Area will reload and be 0G and you will be spacewalking outside the ship! With survival mode enabled, this reload will also make the area unbreathable and deplete Pack O2 levels. Your bay area door will be open to return to at any time while outside (and will probably be secretly open anytime you aren't seated at the pilot's seat). Being outside your ship will also enable a fast-travel point for you to return to your ship should you get too far away.New grav-drive-tech-enabled tractor-beam gear available in most major spaceports that enables further interaction with objects in space (such as mineral deposits from asteroids or loot from downed ships). Equipping a tractor beam also increases the loot that drops from ships on death by a certain percentage depending on the rank of tractor beam. ----------------------------------------------------------------------------Changes to Outposts, Outpost Objects, and Outpost Construction---------------------------------------------------------------------------- Refrigerator furniture items now act like bookshelves and can store up to 5 mass and up to 5 types of aid or ammo per door. Certain foods if more than one will stack on top of each other in the fridge, making it look nice and full.Outpost foundations can now be made at any height, with the game generating a new layer of foundation with each increase in height (foundations are limited right now because they are only a certain height for each object, and that height is permanent...) Alternatives of all habitat structures exist now that can be placed free-floating without a foundation or surface to place it on with the right research; they use gravity drive tech to keep off of the ground.Allow outpost construction near completed (cleared) abandoned structures. If an outpost is created with an abandoned structure in it, make the inside able to be built inside-of like an apartment by selecting the door in build mode with held-down [Activate] command and selecting the "Make Buildable" option in the menu. Using this function will delete all bodies inside the area and move all non-junk items to ship-storage; all junk will be deleted.Many more mansions (apartment prebuilts) available for purchase through GalBank NPC throughout settled systems. (More credit-sinks) - Lots more furniture items for outposts and apartments - some furniture no longer craftable and must instead be purchased with credits (no refunds).Make a contract with Trade Authority for Trade Outpost Terminals and vending machines at the research terminal with the required perks; make a contract with Stroud-Eukland to build space stations tied to your outposts; make a contract with or become an employee of Ryujin Industries to get a terminal that can easily hire powerful staff for your outposts. The Trade Authority terminal has near-infinite credits. Gain access to 2 contraband-friendly vendor terminals - one to trade with the Crimson Fleet and one to trade with the Ecliptics depending on quest completion. The recipe for the Crimson Fleet one is bought at the Key after completing the main Crimson Fleet quest and the recipe for the Ecliptic one is bought at Red Mile bartender after running the Red Mile 15 times. Ecliptic one won't have any resources to trade back but a decent-ish amount of credits for dropping off illicit goods. Crimson Fleet one will often have unique weapons, armor, clothing, and plenty of resources for sale and much more credits available due to you making the Fleet rich. None of these terminals can be built in apartments/mansions/penthouses or ships - only outposts.Outpost-generated resources sold to said new outpost terminals will have their values significantly reduced for balance reasons. Hauling resources yourself to a city and selling them there will always be more profitable.Contraband sold at ecliptic terminals will have a huge sell price reduction, and a slightly-less harmful reduction from the Crimson Fleet. If you seek a full price for them, sell them at The Den, The Red Mile, or The Key. Want better prices than value? Smuggle them into a city and sell them at a Trade Authority there for a huge value-gain! Have a reason to actually smuggle contraband now.Outpost resource generation lightly nerfed to balance out for efficiency changes on new game - further reduced in NG+ as stated below.Outpost storage of all types massively buffed. Generator power output by type slightly increased (power output of generators is dependant on planetary conditions).Cargo links fixed to do work under the hood instead of relying on an actual or simulated ship to come and go to deliver goods (which I've observed is how they currently work - the scripting issues that must come up using this method are insane). Simulated ship still comes by when a cargo link is active but just there for visual effects. Cargo links should be much more efficient while away from outposts and properly move the right amount of resources after sleeping or waiting. Cargo ships now actively try to dump as much cargo as they can on arrival (if they don't already), cargo links have 8x capacity input and output, and the cargo ships also now have 4x capacity. Models have changed to reflect a larger carrying capacity than normal.All mansions/apartments/penthouses can now have one crew station put inside them, allowing NPCs to be stationed there. (this does not apply to the Starborn Guardian or ship decoration functions listed below of course as crew for a ship is obviously designated by ship stats)All outpost resource and power generators (including the resource fabricator) get 1 more tier that costs credits to build in addition to unique and exotic resources, and require crew to operate. These machines produce 4x that of the equivalent 2nd/3rd rank of its kind of machine.Crew limits doubled for all outposts.Outpost habitats require an oxygen supply on any planet with 2% or less O2 on survival mode. Oxygen Tank Structures can now be built and attached to the side of any hab like a hallway (about the same size as a hallway hab) and can take O2 as an input. ---------------------------------------------------------------------------- Changes to Perks, Powers, and Research ----------------------------------------------------------------------------(any buffs made to perks here are made to account for the new perk acquisition method,and also to account for the general difficulty increase aimed for in this build of the game) Perk point acquisitions are doubled until Lv. 40 (with 3 being acquired at level 2) and the player does NOT have to complete challenges to rank up perks. After 40 until Lv. 80. the player will have to start completing and sometimes even finishing previously-tracked challenges to use perk points and will only receive one point per level. No perk points will be received from 80 until Lv. 120, where the Player/Starborn will have a "Revelation" where a video will play out like those played when an artifact is found, and the player will glow with a bunch of Starborn particles. Revelation is an ability that allows the player to convert perk points into Quantum Essence in the powers menu. (kinda like perk point to dragon soul mods in SSE) After Revelation at level 120, the Player/Starborn will continue receiving perk points at 1 per level.Using Quantum Essense now on top of the vanilla Starborn Power regen also makes Starborn bodies drop upon death for 3 mins, boosts all defense stats by 50%, saving the player from death and teleporting the player ONCE up to 200m randomly away (with death particle fx), and increasing boostpack fuel capacity by 2x all during that duration.Fitness now increases the speedmult of the player all the way to a max of 141 at rank 4. - Weightlifting, Cellular Regeneration, Deception (contraband scans only), Boxing, Martial Arts (95% at rank 4), Neurostrikes, Duelling, Outpost Management (-rank 4), Targeting, Aneutronic Fusion, Astrophysics, Robotics, EM Weapons Systems, and Crippling bonuses are doubled.Rank 3 of Pain Tolerance and Energy Weapon Dissipation is increased to 25%. - Perk Challenges for Concealment changed to killstreak length (challenge 1: 5-in-a-row, 2: 10-in-a-row, 3: 15-in-a-row) while undetected. Killstreak resets upon exiting sneak mode or being fully detected by an enemy.Each rank of Commerce now lowers the registration fee of your ships by 5% additively. (on top of the previously-stated reduction in base registration price)Each rank of Scavenging now increases the legendary drop chance. - Xenobiology Rank 4 works on TerrormorphsMarksmanship now increases range by 15 per rank for all weapons.Level 4 in Geology and Outpost building as well as Special Projects will allow the player to construct a machine called a "Resource Fabricator" after researching it at the research lab, which will take an input mineral/gas/liquid resource as a "target" and extract it in small amounts from any location in your outpost. It has ranks like any resource extractor, with rank 3 producing as much as normal rank 2 extractor and a rank 1 extractor extracting about a quarter as fast as a level 1 extractor. Make use of planets and moons with large timescales to get the most out of this tech.Each rank allows access to a higher tier, with tier 4 producing the same amount as regular rank 2 producer.Increase each rank of Planetary Habitation's outpost allotment by 4. - Rank 4 Chemistry required for any contraband creation.Surveying rank bonuses are tripled.Each rank of Botany now reduces scans needed to complete a survey on a plant. No Rank = vanilla. Rank 1 = 4 needed. Rank 4 = 1 needed.Each rank of Zoology now reduces scans needed to complete a survey on a creature. No Rank = vanilla. Rank 1 = 4 needed. Rank 4 = 1 needed.Research Methods R1 = doubled; R2 = doubled; R3 = 60%; R4 = 80% and sudden developments are 3 times as common.Medicine: triple all speed boosts of medpack usage. Rank 4 Chance to cure affliction = 75% and reduces cooldown of auto-medic by 50%.Starship design moved to first level. Ballistic Weapons Systems moved to level 2. Energy Weapons Systems moved to level 3.Targeting comes inherently unlocked now. Rank 2 is now rank 1. Rank 4 is now reduction by 120% and time moves 50% slower while in targeting mode.Rank 2 of Engine Systems now increases ship's top speed by 20%. Rank 3 increases it by 30%. Rank 4 gives the ship chameleon-effect like a Starborn ship and gives even more boost time in addition to its current effect.Boost Pack Assault Training: Rank 3 and Rank 1 swap places. When boost-hover mode is activated, it stays activated if jump is held while scope is dropped - this allows easy re-entry to scoping as well as being able to get a quick look at what is going on without losing the hover boost effect. With rank 4 active, hovering mode should still slow time even when not scoped in.Multiply all bonuses of Armor Penetration by 1.5x - Leadership and Indimidation now effect how crowd NPCs look at and react to you. More ranks in Leadership will make crowd NPCs walk around you more and look at you. More ranks in Intimidation will make crowd NPCs want to walk away from you and not look at you. Intimidation at an equal rank will always override leadership's effects.Levels in Negotiation now also increase the sell price of contraband to the Trade Authority in any system where contraband scans happen by 30% each rank.No longer expend lockpicks to eliminate keys that arent required in Security - instead use a bank system like auto-attempts use and give a bank of 10 key removals that regenerate much like auto-attempts. Double all auto attempt bonuses in each rank of Security.Each rank of Missle Weapon Systems now also increases reload speed and travel speed of missle systems by 10%. Rank 4 stays vanilla.Chemistry now moves up to Science Level 2 from 3. Scanning moves down from level 2 to 3.Rank 2 & 3 of Theft's bonuses are doubled. Rank 4 boosted to 95% and expanded to include worn armor and clothing. All ranks now increase credit count in NPCs pockets by 40% per rank with rank 4 getting a whopping 160% bonus to credits found in NPCs' pockets.As listed above, M-Class spaceships are now buildable at Rank 4 of Ship design. You can now Pilot M-Class Spaceships at Rank 4 of Piloting.Rank 2 of Gymnastics will now allow the player to perform a stealth roll by tapping the sprint key while standing still and crouching.All Auto-Medic-type buffs in the game now also cure ailments with the proper aid pack when inflicted with Medicine Rank 4.Having Medicine Rank 4, Scavenging Rank 4, and Special Projects Rank 4 as well as collecting the secret medical journal from Vulture's Roost (that will incidentally tell you the skill requirements needed) will now enable the ability to harvest organs from killed targets with a 5% chance from ballistic kills, 10% chance from energy kills, and 20% from melee kills.Having Chemistry Rank 4, Zoology Rank 4, and Special Projects Rank 4 as well as collecting the secret Xenofresh files from Vulture's Roost (that will incidentally tell you the skill requirements needed) will allow you to craft your own blends of Aurora at a Pharmaceutical Lab. Rank 4 scanning will also allow you to craft several variants with a unique resource that fully evades contraband scans (isn't tagged as contraband) but still sells like contraband to vendors.Having Robotics Rank 4, Weapon Engineering Rank 4, and Special Projects Rank 4, as well as locating the classified UC mech documents from Vulture's Roost (that will incidentally tell you the skill requirements needed) will allow you to craft Mech Parts and Xenowarfare Tech at an Industrial Workbench. Having Security Rank 4 will allow you to craft variants of each using unique resources that evade detection scans.Having Robotics Rank 4, Aneutronic Fusion Rank 4, and Special Projects Rank 4, as well as locating the Sentient Old Computer Data Slate in Vulture's Roost (that will incidentally tell you the skill requirements needed) will allow you to craft Sentient AI adapters. Rank 4 of Scanning will allow crafting of Sentient AI adapters that have the knowledge to avoid a security scan, thus not showing up on a contraband scan.Having Research Methods Rank 4, Theft Rank 4, and Special Projects Rank 4, as well as finding the 3D replicator diagram in Vulture's roost (that will incidentally tell you the skill requirements needed as well as give you the recipe to making a 3D replicator - a type of crafting bench), will enable the crafting of Va'Ruun Heretic Writing Copies, Deepfake Stolen Paintings, and Deepfake Black Market Antiquities. Due to the nature of being deepfakes and copies of actual heretical writings, these crafted items will always have a contraband tag on them (they gotta fool the authorities too in order to fool an expert, and illegal writings are illegal even if copied).Chameleon effect from Concealment Rank 4 now lasts all the time while sneaking instead of only while not moving - to give it an advantage over armor with the same buff. The armor perk now stacks with Concealment Rank 4 and with 3 pieces of Chameleon gear along with Concealment Rank 4, you will immediately turn invisible in the presence of a hostile, regardless if you are sneaking or not. The enemy will also always lose sight of you when you turn invisible with this level of stacking, only remembering where they last saw you when they became hostile towards you. Each level of chameleon armor buffs not being detected otherwise.Each level of Piloting now also increases the amount of ships you can own by 2. ---------------------------------------------------------------------------- Changes to Weapons and Armor ---------------------------------------------------------------------------- All Starborn Armors are now able to be separated into 3 pieces at a workbench. The jetpack is invisible when worn, sports a special grav-pack plume with extra "starshine", and looks like any other jetpack model or maybe suitcase of armor model chosen by the modder when dropped on the ground. This allows the full 9 legendary effects to be given to the player, putting the Starborn armor more on-par with the other armor in the game. The Starborn in the game now wear these separated suits too, so they also reap the benefits of more legendary effects! All Starborn armor pieces will ALWAYS spawn with spacesuit superior quality. (xxxxxxxx.amod 3af7d on all items) and will now gain the new "Starborn" NG+ quality levels available described in the NG+ changes.All weapons now have a built-in kill-counter. When that counter reaches a certain value (that value being higher depending on the kind of weapon and whether that weapon is a unique weapon in the game, user-modified, whether the weapon is rare, epic, or legendary, and the player's skills related to that weapon type), it will go "out of commission" and will need to be repaired at a Weapons Workbench using different materials based on the weapon and mods - intended to be much more expensive the more complex a weapon is. A bar representing durability (aka how many kills the weapon has made - shots fired with a weapon that don't result in a kill do not add "damage" to the weapon) will now be visible for all weapons in the inventory screen. % durability will now affect total value for a weapon when sold, and weapons used by NPCs will now have their own randomly-generated durability when dropped. Weapons found in weapon cases and chests will always have 100% durability.Several new experimental sets of end-game armor might be found in the higher-difficulty random locations of the game. All will spawn with spacesuit superior suit quality on all pieces (xxxxxxxx.amod 3af7d on all items). Suits look cool for the suit collectors out there.All weapons can spawn in with superior quality now or crafted into superior quality at a weapons workbench for an extreme cost in exotic materials. All superior weapons can have their skins freely swapped with any existing skin for that weapon in the game - including unique ones - in the weapons workbench. Starborn that spawn in iterations of NG+ can now carry weapons with "Starborn" quality levels.Lots more weapon variety to represent some of the locations of the Settled Systems. Weird, experimental, and straight-up-illegal Neon weapons. Old-fashioned-style space-cowboy weapons from Akila. Corpo-exec weapons from New Atlantis. Janky space-pirate weapons from the Key. Even jankier hand-fashioned space-weapons from ecliptic, spacers, and homesteaders. As for the actual Old-Earth weapons, they should still be 100 years cooler than the ones we have right now! There should also be a special NASA set of experimental weapons, and definitely some interesting variants of heavy weapons found in Cydonia on Mars. Many of the current "Old-Earth" weapons are renamed to "Antique Old-Earth" weapons.Turning on flashlight with Starborn armor makes the mask part see-through (using a DO_NOT_USE texture used for the NPC Keeper Aquilis). Flashlight textures are now dependent on the helmet and are different per helmet. - Rare/Epic/Legendary mods are now craft-swappable at a weapon/spacesuit workbench. Clothing pieces can now have armor effect mods and can have both the base clothing effect and the armor effect mods at a workbench. Each weapon effect mod category needs increasingly rare components, with rare effects needing more basic components, and legendary effects needing lots of very expensive and rare components that take a long time to find.Quality (calibrated, refined, advanced, superior) for both weapons and armor can be upgraded at a workbench now for exchange of exotic and unique resources. Can be further upgraded to "Starborn" ranks on NG+ as mentioned below in NG+ changes.)Flashlight mod now available in spacesuit workbench now on helmets: allows flashlight to be able to have its color changed. Shapes of flashlight patterns are now represented and dependent on provided helmet light pattern. If not wearing a helmet, flashlight will just look like the default flashlight circle.Much more futuristic weapon skins for all non-old-earth weapons with a whole lot more variety of skins available. This game is 200 years in the future with particle beam and laser-based weapons. These textures and meshes just don't feel like they fit at all.New Gravity-based weapons (heavy weapons, snipers, and rifles) introduced that deal non-ballistic physical damage - these weapons deal much higher additional damage in planets and locations with higher gravity as well as to entities affected by higher gravity due to Starborn powers. Gravity weapons also innately slow their targets.Jetpack greatly adjusted for continuous input and better progression using latest mini-grav-drive tech. Sprinting while using jetpack will now activate horizontal boost for controller users instead of vertical boost. Pure-vertical boost will only activate during non-sprinting movement for controller users. PC input gets its own keybinding listing for "Jump with Horizontal Boost" instead of being stuck to the alt-binding of Jump, and gets the option to toggle Sprint-Horizontal-Boost in Gameplay settings. I have achieved how this should feel through a run-at-start bat file (using sStartingConsoleCommand=jetpack.txt under [General] in my StarfieldCustom.ini), but a better implementation would be nice; here are the commands I have run at the beginning (with bUsePressAndHoldControls=1 under [boostpack] enabled in my StarfieldCustom.ini):player.setav boostpackDrainInitial -80player.setav boostpackDrainSustained 0player.setav boostpackThrustInitial -130player.setav boostpackThrustSustained 40player.setav boostpackTimeToSustained 6player.forceav boostpackHorizontalPercentage 1.75player.forceav boostpackHorizontalInputTrigger 1.00player.forceav boostpackHorizontalDragCoefficient 0.02 Balanced pack renamed to Grav Pack. Jet plumes for all packs capable of equipping a newly-dubbed Grav Pack have been updated to fit the nomenclature and now look like weird gravity-distortion waves and light particles emitting from the pack instead of the normal plume.All Va'Ruun weapons that spawn as superior in quality now may have a new mod slot that allows them to equip experimental mods onto the weapons at a workbench that apply some starborn power effects at random while shooting.Weapons can now spawn with multiple weapons' quality mods later in the game and at higher levels to continue expanding the amount of damage a weapon can produce - mainly to compensate for unleveling of enemies through later NG+ variants.Va'Ruun sniper weapons now exist and can be found throughout the settled systems. These snipers are very likely to have Gamma Penetration installed on them - explained below.Weapons no longer show up on the back of a player wearing Starborn, Va'Ruun, or Mantis armor. Instead a little particle effect plays around the weapon as it appears out of thin air when you take it out. - Lots of new spacesuit skins that recolor the suit in different ways and remove/add different accessories to the suit.Snipers and some rifles now have a new secondary internal mod slot that allows the installation of Gamma Penetration; projectiles will shoot through walls with this mod installed and inflict a less powerful version of radiation. Craftable with Weapons Engineering Rank 4 and Special Projects Rank 4. Unique weapons may also have the potential to have this slot, regardless if they are a rifle or sniper.Now have the ability to recycle weapons, armor, and clothing in a "Gear Recycler" (Weapon Engineering Rank 4, Special Projects Rank 4, and Outpost Engineering Rank 4 as well as Research Methods Rank 4 required to research this outpost tech). This tech will allow the player to prepare weapons and armor to apply rare, epic, and legendary mods to a base weapon at the cost of "Mod Cores". This tech will also recycle weapons with rarity mods attached to them, destroying the weapon in the process and producing "Mod Cores" to add slots to base weapons as aforementioned and the chance to produce "Level 1 Rarity Mod Core" for rare weapons and armor, a chance for both "Level 1 Rarity Mod Core" and "Level 2 Rarity Mod Core" for epic weapons, and a chance for all three "Level 1 Rarity Mod Core", "Level 2 Rarity Mod Core", and "Level 3 Rarity Mod Core" for legendary weapons to drop on recycling respective rarity weapons. These rarity mod cores can be combined with resources to make Rare, Epic, and Legendary named mods (Like Chameleon) at an industrial crafting bench, which can then be applied to an applicable gear. This gives the player the option to destroy weapons they find for the chance to make a truly legendary weapon of their own.Cutters get quality ranks all the way up to Superior and the ability to have up to Legendary mods now. Each rank of quality not only increases damage, but increases the speed of its mining by 1.25 compounding (meaning every sequential level buff up to Superior rank will multiply by another 1.25) and adds an extra 25% to the battery level. Higher level quality Cutters are now needed to mine more advanced resources, and are more effective weapons later in the game than vanilla. Focusing the laser now affects damage output to enemies. ---------------------------------------------------------------------------- NG+ Changes---------------------------------------------------------------------------- Option to enter Character Creator in the Unity to change the appearance of your character before your next NG+.A choice to keep your worldly possessions upon NG+ (ships/inventory) now exists for NG+1-9, requiring 50 quantum essences to initially perform, but as a result:[1- you repeat the same universe you were just in[2- your Starborn Guardian doesn't upgrade/you don't get one (but keep it if you had one)[3- no Starborn Suit/Starborn suit upgrade[4- lose all stockpiled perk points and quantum essences[5- any NPC commemorative items will be lost[6 - (optionally) all skill challenge progress will reset. this means skill point allocation will cease until all challenges are completed again.Build and Decorate in the Starborn Guardian like an apartment AND build two anomaly-esque gates (like some of those seen in the main quest that teleport you) to different spaces to further build in.Own one more Starborn Guardian per NG+ with every Starborn ship you own coming with you to your next NG+. (Limited up to 6 Starborn Guardians)Gain a level up in all powers upon entering Unity. Temples now provide extra quantum essence instead of power buffs. Starborns that guard temples are dangerously buffed - player BEWARE.Massive increase to base stats of the Guardian. Added particle turrets to the Guardian IV-VI. Extended invisible walls near the glass to be more in line with the actual physical boundaries of the glass.All research resets on NG+ and each NG+ research gets more difficult to complete regarding resource input. Chalk this up to having to show your work in the research field of work, and each universe having differing factors that make getting that job done much more difficult.All outpost resource generation gets slightly nerfed with each successive iteration of NG+.All planet systems have randomized levels on NG+Planet systems have a minimum and maximum level that increases each NG+Each iteration of NG+ has a special weapon and armor quality mod that generates for that universe up to NG+10 and can also be researched in that specific universe to be crafted onto weapons manually as well. That weapon mod will enable damage levels needed to defeat extreme-leveled legendary targets. (This weapon mod may also have a special effect depending on the given universe) - At NG+10, going through the Unity again grants an additional ability - to take your worldly possessions to a new universe entirely - causing a shattering. NG+11 and on using this choice will bring you into a universe where you are sided with faction House Va'Ruun and the Zealots, instantly making all factions regard you as an enemy even without any bounties, Va'Ruun ships appear wherever you go, Zealots land nearby in all possible locations, and all NPCs will be killable. Zealots will raid Jemison and all kinds of other places, and eventually the whole universe will be dead. Constellation will die. Andreja will become your forever-serpently-bonded wife (who will try to kill you in your sleep everytime you sleep, so you won't have any rest bonuses). Seeking Unity again will solely give you an option to start over with nothing at all - putting you on a random breathable planet without a single item and a random crap-ship instead of a Guardian. Constellation won't exist and the Lodge will be locked. Scavenge and don't die. Achieve Unity again to regain your Starborn title. (DLC-like idea; maybe someday lol)More unique skin tones and eye types available ONLY in NG+ at ENHANCE and "Unity Character Creator" for Starborn and extra available Starborn-only body parts (like elf ears ear option, third eye eye option, new body type options for 4 arms, etc.), Starborn-only Tattoos, etc. Unique iris and eye types.Starborn Guardians can now traverse EM fields out-of-the-box. ---------------------------------------------------------------------------- Quest and Location Completion Reward Changes ---------------------------------------------------------------------------- Almagest Space Casino - Now massive 300k jackpot requires 4 master digipick locks in addition to the computer already presented in the quest; all foes inside will be legendary and bounty-hunter-geared with some of the most insane weapons, armor, and clothing in the game - plus heavy credits, aid, and resources upon kill. unleveled and max level set to very high to deter early entry and won't appear until level 40 at minimum. Option to report the find to Aphelion Reality after clearing it out to see the location renovated later for use - tourists will be found inside all drinking and partying in 0G and machines will be running again - available for use like vending machine costing a certain cost and giving out a random reward. Maybe even see your parents playing a game or two there... Location will have a set of vendors floating around - all of which will be happy to purchase your contraband. Cool to have a functioning space casino right above your Dream Home (if you have the trait)! Mantis - hidden 500k fortune to be found in the base using a hidden door, Mantis Armor modeled like Starborn Armor and gets a bigger stat upgrade to be the best in the game along with venator Starborn armor, special-skinned experimental va'ruun particle weapons with extra range and giant stockpile of ammo; much heavier volume of spacer spawns with many killing each other during the whole encounter with the location. a couple of bounty hunters in the mix to insue chaos. unleveled and max level set very high to deter early entry. Mantis ship now pre-equipped with Crimson Fleet experimental gear. Mantis quest slate now appears only after level 60 and location is hidden until then. (Redesigned to be a go-to for a Starborn or high-level player looking to quickly get good gear.) Vulture's Roost - Free mansion (apartment builder) upon killing all occupants and best illicit contraband item stash in the game + unique ship fly-in event that is able to be boarded and registered. New unique pirate armor and old-earth weapons. Two different recipe types can be found here: specialized tool recipes and contraband recipes. The tool recipe (3D replicator) is used to create copies of real contraband. Contraband recipes have perk requirements listed above in perk changes. Several resource veins can be found near the mansion that aren't typical of the planet that enable easier crafting of contraband, and once clear, an outpost can be made next to the area to take advantage of those veins... Intended for high level characters and spawns here will be uncapped and at a max level of 150 with that number being higher in iterations of NG+. Ryujin Industries - Operative clothing set now gets legendary armor perks on both items, you now get a new unique "space hauler's wrap" and "fishworker's mask" along with the operative set that are both uniquely named and skinned a sharp black. They come with set legendary effects and have been given clothing slots that will allow them to fit under the operative mask when worn. A special legendary neuroamp III of your choice will be available for purchase after completion of the Ryujin questline. Weekly pay will now be paid out to you as an employee at 5K credits per week (plenty to offset your parents and mortgage if you have them). You will get a passive 10% persuasion boost across the board as an employee with Ryujin. Neon prices are 25% lower to buy and sold items have an additional 15% larger sell value. Theft of funds from Gal-Bank terminals in public places no longer alerts authorities. (Bug: you can now properly gain the second rank and onward of Manipulation if you meet requirements to do so [if you do this quest before unlocking the manipulation perk yourself, it might bug out and not let you rank it up]) Gal-Bank - Completing the quest for Gal-Bank will grant a perk for lower buy prices across the board by 10% if completed correctly, and allow you to take out a loan with an NPC for increments of 100k credits up to 300k credits. The loan will automatically be paid back as a % deduction from your credits weekly much like the mortgage for Dream Home works or the weekly payment to your parents works. You can take out this loan anytime you don't have a loan already out with the bank. You will also receive an account with Gal-Bank (which changes the function of the terminals you see in every Gal-Bank in every city so you can access it as well as still steal from them; an [Activate] to access will come up and a computer screen will display with the option to access your account or rob the terminal). The account will allow you to store your credits, and weekly will accrue a very modest interest. This is useful for the new no-death-mode listed above, where in some instances you may end up losing all of the credits on your person. Freestar Collective Deputy - Make Freestar Deputy Badge a clothing item that appears on the player's right shoulder on their clothing and spacesuit (like many of the suit badges you already see in the game on the left shoulder); make it raise intimidation and give it legendary armor effects; always get an instant credit bonus payout upon clearing of any randomly-generated abandoned facilities in Freestar Collective space. HopeTech prices are now a mere 33% their original price when a player purchases parts from them (cheap as heck). If Mr. Hope is killed, you will now be under constant threat by Ecliptics - they will spawn as random enemies on any planet that has structures with people in them (most planets/moons). To remove this effect, go to the Red Mile and speak with the Ecliptic Captain there to pay off the bounty the Counselors secretly put on your head. UC Vanguard - Better and very uniquely-designed anti-xeno spacesuit (better texture with animated fluids and whatnot) - larger end-of-quest bonus; credit payout upon clearing of any abandoned facility in UC space. If Vae Victus is not tattled on during quest then random Terrormorph attacks will greatly increase across the settled systems - often in abandoned locations - as a random chance bonus. If Vae Victus isn't tattled on, gain the ability to craft the spore and then turn the spore into ammo for a weapon that transforms heatleeches and the ability to capture heatleeches you find with a special experimental gun. Heatleech deployment is by throwable capsule like a grenade but only spawns a heatleech. The spawned heatleech must be shot and killed with the spore gun to spawn a Terrormorph, or just kill one you find with the spore gun to make one without need for capture. SysDef/Crimson Fleet - During the faction quest while raiding Gal-Bank for info, you can find an extra ledger containing three other lost Galbank ship locations like the one used in the Kryx's treasure quest but in random locations listed in the ledger (always near an ice giant or gas giant) and have the chance to raid them on your own without the involvement of SysDef or the Crimson Fleet after this quest using the right experimental ship equipment to approach the derelict ships. Convert the Galbank credit storages you get from these ships into 20 MILLION credits a piece by stealing the conversion tech from SysDef or the Fleet themselves after the quest or getting your own unit during the Gal-Bank raid! Stealing the tech from the Fleet or SysDef and getting caught will result in you instantly being ejected from their ranks and make you an enemy to them. Be warned: the ships you find will have much harder enemies inside than the original quest, and may even be overrun with Terrormorphs or experimental mechs. These will be fully unleveled and set to the max possible level for the universe you are in, so prepare yourself accordingly if you plan on taking on these ships. On an NG+, these ships' locations are randomized, but can be found immediately using your Starborn ship if you are lucky to come across one. You'll still need to get in cahoots with the Fleet or SysDef in order to decode the Gal-Bank Credit Storages you find though, as that's the only way you're getting into a Gal-Bank. Link to comment Share on other sites More sharing options...
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