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Changelogs
Version 1.31
Fixed being unable to equip backpack on crew/companions.
Renamed mod to Starborn not Toddborn to reflect my current mood and frustrations dealing with the game's "It Just Workiness"....
Version 1.30
Split suit up further, and is now fully modular with Helmet, Backpack and Suit parts. You need craft the new suit and backpack or re-enter Unity to get a new full suit.
Backpack module doesn't have a model. And will be invisible if you equip it on other suits.
If equipping a different backpack on the starborn suit. Then you can hide the jet pack effect from the Starborn suit at Spacesuit workbench, to avoid it clipping through the backpack.
Version 1.20
Added support for switching out texture skin. You need to enter Unity a certain number of times to unlock the higher tier skins.
Separated armor into helmet and suit. You will need to craft the new suit pieces at an Industrial workbench. Entering Unity will spawn a full set of suit and helmet. Helmet has full support for the VisorFX mod
Added crafting option at industrial workbench to craft a new suit or helmet. Newly crafted armor will randomize new legendaries. Only the highest tier armor you have unlocked will be craftable to reduce clutter.
2 crafting options for helmet with Hunter and Emissary style. The preview model in workbench is currently only showing Emissary style.
Added full customization of visual armor plating and cloak. You need to craft the new suit and helmet to be able to change the armor style. Entering Unity will spawn a fully customizable set.
Fixed Boostpack modding. You can now change to any boostpack with no issues. Not sure why it didn't work for me first time.. but it works now. Praise The Toddler!
Astra armor now customizable. You need to craft a new set to unlock customization options. Entering Unity for first time will spawn a fully customizable set.
Version 1.12
Reverted previous changes to Guardian ship templates. Was breaking NPC Guardian AI. Thanks Todd!!
Doubled damage and energy cost of Solar Flare Beam
Increased ammo of Gravity Torpedo to 8
Increased cargo capacity and added scan jammer for Scorpius ship. Also slightly increased shield strength for the lv 30 and 40 version.
Version 1.11
Added compatibility with Starborn Space Suit Visor FX. Make sure to load PXStarbornTweaks.esm under VisorFX.esm
Version 1.10
Reverted Solar Flare Beam damage and energy usage to vanilla default.
Added 2 more Solar Flare Beams to Guardian ship to a total of 4.
Added 1 more Gravity Torpedo launcher to the Guardian to a total of 2.
Turn yourself from a Toddler™️ into a true Starborn! Now you will finally be able to make use of that spacesuit modding skill on Starborn armors. And the Guardian ship has been buffed up a bit to make it more comparable to a custom built ship. It Just Works™️
Starborn Spacesuit Features (PxStarbornTweaks.esm)
Fully modular Starborn suit. With Helmet, Backpack and Spacesuit. With full random legendary effects for each part.
Mod slots added to all parts of the suit.
Increased armor values to make them comparable to high-end superior armor.
Customizable skin, visual armor plating and cloak.
Craft a new suit, pack and helmet at an Industrial Workbench with new random legendries.
You can pick between Hunter or Emissary style for helmets when crafting!
Existing armor will not be customizable. You need to craft a new armor at Industrial Workbench or re-enter Unity to get a suit with the customization options. Guardian Ship Features (PxGuardianTweaks.esm)
Doubled damage and energy cost for Solar Flare Beams. And now classed as Particle weapon to gain skill bonuses.
Increased ammo capacity of Gravity Torpedo to 8. (Default: 4) And now classed as Missile weapon to gain skill bonuses
Increased max shield strength by 30%.
Increase Cargo capacity to 2500, shielded capacity to 500.
Added built-in Multi-frequency Scan Jammer.
Level of Guardian ship you gain after entering Unity is now determined by your current level, instead of times entered Unity.
Energy level costs increased for weapons and shields to balance things out a bit and make use of the spare reactor energy.
My main goal was to try and avoid making things too OP and maintain some balance with existing vanilla balancing. I may tweak the Guardian as i play a bit more with it. But initial dog fight testing against Hunter and Emissary felt pretty good. Do note that the increases to ship damage will also affect other NPC Starborn ships, making them quite a bit deadlier. But you should now be able to hold your own better against non-Starborn ships.
Read the god damned instructions in this mod's description. If the ESM is not loading, you're doing something wrong. I don't wanna do tech support for everyone.
Installation/Uninstallation/Update
Install Plugins.txt Enabler. Make sure you enable plugin loading for Starfield in whatever mod manager you're using.
Install with mod manager such as MO2 or Vortex, or dump everything into main game folder.
Make sure to un-equip any Starborn suit pieces in your current save before uninstalling.
Known Issues
Plugin was made using an experimental version of xEdit. So there may be as of yet unknown risk involved with using these. And i hold no responsibility for this messing up your game.
Storing the suit in a container or companion, then saving game and reloading will cause the style mods to disappear breaking the visuals of the suit. This is a a bug in the game itself and can't currently fix this.
Can't increase damage of torpedoes atm because of xEdit limitations.
Booster jet pack flame will clip through if you equip a non-starborn backpack. You can hide the jetpack effects at a Spacesuit workbench by changing the Style Slot 3.
The Starborn backpack is basically just an invisible backpack with stats and no model. And is only meant to be used with the Starborn Spacesuit.