You need to change the leveled lists, so only the basic versions of the armor/weapons show up. Then buff them to be as strong as needed. For weapons, you can only change the mods right now, as XEdit has issues, so it's difficult to do.
I've been working on building a brand new load order and experience to playthrough Starfield again with the 1.11.36 update and Ascension seems promising. I like the idea of an unlevelled world but I worry after a few NG+s and levelling up my character the unlevelled world may become too easy. I use a lot of mods that make the player stronger but they assume you're using something to raise enemies levels as well.
So my question is: do you have any xEdit scripts you use to make weapons/armors/etc compatible scaling-wise? I was also thinking about Minimum Enemy Level as that could ensure enemies scale up to you but would retain the higher tiered areas from Ascension (at least in theory) that way nothing is too easy but some stuff is too hard (that's my goal).
Does Ascension do anything to take NG+ into account?
The game doesn't really become easier because you don't become stronger at all, only more skilled. You have more health, but you always do the same damage. Since each NG+ takes all your gear, you lose most of your power, and have to get it back.
There are no scripts to patch weapons/armor yet, as that is quite difficult without the CK. Maybe later.
First of all, great mod ! It made me play the game again, and it's been wonderful. It's a must have in my book.
I've encountered an anomaly with the starborn armors : They seem to almost completely negate laser damage. A room full of high level varuun soldiers barely made 10hp worth of damage to my character, while I was just standing in the room doing nothing. And yet, a lvl1 civilian with a ballistic shotgun can kill me properly with a few shots, like intended. Putting on any other "non starborn" armor makes the lasers behave normally again.
Noticed on : NPCs equipped with orion or equinox, laser turrets and robots. No other mod active. The tested armor has 1659 on physical, energy and EM. 50 on all environment stats and -15% incoming energy damage. (Materia suit) This is the second NG+, mod installed before the first playthrough.
These stats are not an anomaly, they are the base starborn armor stats fixed by the mod's (1500 & 50). Instead it's the civilian killing you with a few shot with this armor that could reveal an issue here :)
Yeah, the stats makes sense as it's supposed to be a top tier armor. What make me tick is the gigantic difference between ballistic and energy damage. Especially since the respective resistances are the same.
Starborn armor should give you about 1500 of all armor types, so 15% damage from all guns. However shotguns are very powerful up close, so they still do serious damage. Shotguns currently increase the opponent's armor to compensate for their high damage, but since you are already capped that has no effect. Ideally, shotguns would do less than 15% damage at the armor cap, but I'm not sure how to make that work yet.
They should do the same damage, energy and ballistic weapons. Shotguns mostly all ballistic, so it looks like energy resistance is more powerful. I haven't noticed any issue, but maybe that particular starborn armor is bugged?
I just tried with the Gravitas and Venator suits, spawned from console. Same result. "getav energyresist" and "getav damageresist" give the correct results (armor value)
Weapon firepower needs to be strongly improved because the accuracy is worsened. It’s not interesting that cost 20 or 30 rounds to take down a low level human enemy on 20 meters away.
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what would have to be done to implement this standalone Armor/weapon mod?
Nomad Spacesuit and Weapons at Starfield Nexus - Mods and Community (nexusmods.com)
So my question is: do you have any xEdit scripts you use to make weapons/armors/etc compatible scaling-wise? I was also thinking about Minimum Enemy Level as that could ensure enemies scale up to you but would retain the higher tiered areas from Ascension (at least in theory) that way nothing is too easy but some stuff is too hard (that's my goal).
Does Ascension do anything to take NG+ into account?
There are no scripts to patch weapons/armor yet, as that is quite difficult without the CK. Maybe later.
First of all, great mod ! It made me play the game again, and it's been wonderful.
It's a must have in my book.
I've encountered an anomaly with the starborn armors :
They seem to almost completely negate laser damage. A room full of high level varuun soldiers barely made 10hp worth of damage to my character, while I was just standing in the room doing nothing. And yet, a lvl1 civilian with a ballistic shotgun can kill me properly with a few shots, like intended.
Putting on any other "non starborn" armor makes the lasers behave normally again.
Noticed on : NPCs equipped with orion or equinox, laser turrets and robots.
No other mod active.
The tested armor has 1659 on physical, energy and EM. 50 on all environment stats and -15% incoming energy damage. (Materia suit)
This is the second NG+, mod installed before the first playthrough.
Is anyone else having this issue ?
Instead it's the civilian killing you with a few shot with this armor that could reveal an issue here :)
What make me tick is the gigantic difference between ballistic and energy damage. Especially since the respective resistances are the same.
So the only "anomaly" would be the energy damage having next to no effect.
Do you see the same result, or is it only on my end ?
"getav energyresist" and "getav damageresist" give the correct results (armor value)
https://www.nexusmods.com/starfield/mods/9371
Ascension - HTweaks