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Samuel181093

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samuel181093

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About this mod

Places skills into more logical categories, adjusts perks and provides a more logical sense of progression.

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  • Mandarin
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Hello!

Welcome to Skills Revised, part of the 'Starfield Revised' Series. Which aims to bring balance to our gameplay across the settled systems.



What does this mod do?

- Places skills into more logical categories.

- It changes bonuses to provide a better quality of life.

- Adjusts challenges to make more sense, while also making challenges take longer for a better feeling of progression.

- there's a few skills in there too!

- Backgrounds have been changed, skills reflect the backgrounds to make more sense.

- Finally, it adds a better element of roleplay and character building by combining skills of the same type into the same tier. I'll explain more below!



Overview

I'll use the combat tree as an example. Please observe the image below.




As you can see, the combat tree is now WAY more in-depth. Tiers have been filled out and it makes better sense overall. When I talk about tiers I mean the rows of skills.


Tier 1: These are your basic combat skills that cover a wide range of equipment, like ballistics, particle beams, lasers etc. You can pick what type of basic skill (or skills) you want before unlocking tier 2.

Tier 2: These move into more specialized roles that move into more specific equipment, such as rifles, pistols and martial arts (moved over from physical). It will give you deeper customization and roleplay.

Tier 3: Marksman, sharpshooter and targeting, felt like they should all be together considering they are all about aiming and precision.

Tier 4: Tier 4 are your late game enhancements. These mostly benefit all playstyles but provide an edge in combat. Think of these as the 'cherry on top' skills.


Tell me about other categories

The 'Tech' category is now a pure spaceship tree, I moved anything which was related to ships to the tech tree (Astrodynamics, Aneutronic Fusion etc.), and removed anything not related to ships into other categories that made the most sense, like robotics to science.

A few examples;

- Security is now in physical (think of this as a stealth/physical tree)

- Boost assault training is now in tier 4 combat.

- Science has a new 'crafting tier' in tier 2, which contains ALL the crafting related skills.

There's a ton of other changes, see for yourself!

Skill Bonuses

Some skill bonuses have been readjusted. Shotgun Specialization, for example, will now have a chance to knockdown opponents at rank 4. Other skills, like concealment, have lost the camouflage ability. I felt it rendered the skill too OP, while also making the armour perk and the Starborn power redundant when acquired. Sharpshooting now only increases critical damage when you score headshots, it rewards accuracy!

Other skills have been given an overall quality of life adjustment. Rapid reloading, for example, will now benefit ALL weapon types at each rank, rather than ballistics at rank 1, lasers and particle rank 2 etc.





Skill Challenges

I've made skill challenges take longer, why? A good example is that rank 2 of piloting has you killing 5 ships to get to rank 3. You get 3 of those kills in the tutorial, it's hardly an achievement killing those, and it doesn't feel like your some space combat ace killing 5 tutorial ships while being boosted by Vasco.

Challenges now take longer and require more repetitions overall, but not in cases where it's just tedious, like persuasion, since there's only limited times you can do that.

Other challenges have been adjusted to better reflect the skill and perk you're unlocking.

Backgrounds


Background skills now better reflect the class you're picking, Explorer will give you Botany, geology and scanning. Bouncer will give you boxing, intimidation and weightlifting. IT JUST MAKES SENSE.



Is there anything new?

Yes! I have readded the cut skill 'mindfulness'.

I also separated the stealth skill bonuses. The stealth skill will now only affect your actual detection and overall sneakiness. Whereas the new skill 'Operative' is a new tier 4 skill which adds sneak damage to suppressed weapons! This just allows more versatility in your builds, as well as filling out the tree more.


What else?

I recommend starting a new game with this mod so you get the full benefit, but it will apply to current saves too.

Also, for anyone using respec terminal or any respec skill mod, the 2 new skills added by this won't be affected, I have put a plea in the comments section for any patches, and patches are welcome for all my mods!


I need...SPREADSHEETS.

Here! Take this! inject it into your veins.


Something doesn't feel right...


I've likely missed something, or not taking something into account when I create mods. If you feel this is the case, then please post it in the bugs section.

If you have a suggestion and would like to let me know, put that in the comment section! I'm always open to cool new ideas!

If you want to tell me how pretty my eyes are and how chiselled my jawline is. You can go ahead and put that in the comments section too.









Get it on Creations here!

Thanks so much for all your kind words and support over my 'modding career' it genuinely makes me so happy when I read how much you're all enjoying these mods, I even read them to my friends!

Support me fund at: https://buymeacoffee.com/samuel181093
I also have a Ko-fi thing now! https://ko-fi.com/samuel181093

All donations are purely for showing support and appreciation, my mods will remain free on here and Creations and will NEVER be placed behind any 'early access' paywalls.