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vTemporalZEROv

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vTemporalZEROv

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About this mod

Finally done did it. Rebalances armor legendary effects, more overhauls them. Enables real build crafting.

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IMPORTANT: This mod has bugs. 100%. I have been working on this mod for uh... 2? 3? weeks? Bethesda REEEEEALLY fucked us with a lot of changes and system alterations that didn't need to happen, this mod should have been so much easier but... yknow. Anyways, I have squashed what bugs, typos, not working effects, and everything else that you might expect, but I definitely have missed some, there was so much work put into this shit so if you find a bug, just tell me and I'll prioritize it depending on how busted it is. This mod was just straight crashing my game for awhile so... that is what I mean. All "those" bugs are gone, don't worry.

I wanted to follow a similar pattern as I did with Rebalance Weapon Legendaries but I literally had to build this shit from the ground up at one point to just wipe the slate clean, which is why it is called V2. I DID end up making it work though, and I wanted to enable build crafting and player power fantasy encouragement. I had some ideas of Jango Fett, Ninjas, Starship Veterans, the MW2 and 3 juggernauts, the classic MWs not the shitty new ones, Space Cowboys, the Terminator  and Din Jarin's armor. I thought "what could these correlate into the game as that isn't totally fucking cracked?

I made a whole new damage reduction system that you need to be aware of, how to "read" the mod descriptions correctly and what to be aware of when buildcrafting. If it says "take -(%) less", this mathematically does not make sense, but to english speakers this makes total sense, this means you take a FLAT % less incoming damage from that type of damage, if there is no damage type or condition specified, you just take a FLAT % less damage just for fucking existing, you're paid to exist, you don't need to do anything, like the Kardashians. If it says "take -50% less damage from energy sources" for example, you take half damage from energy damage, energy damage not including EM, this effect would reduce damage from the solstice or the equinox for example. There is also other unused assets in _vTZvCore that will be added into my other mod Legendary Legendaries. These assets include things like taking less damage while in water, blocking, from human enemies only, etc. They just had no place in this mod.

This mod absolutely has some OP effects, this is intentional. They way starfield's damage reduction effect scales is multiplicative,  so you need to know that. You will NEVER reach 100% damage reduction unless specified by 1 specific ability. You can take -100% less damage from one ability, but you cannot ever take -100% damage from 2 abilities of -50% + -50%. These two added together =/= -100%, they scale like Destiny 2, -50% + -50% = -75% since you are halving the half. They are not additive, thank god. To combat this, I have stacked different effects all reducing damage by different amounts scaling the same damages, this was not a feature in the game and no dev implemented this themselves or used them in the files so... I made them. Now (-50% + -50%) + (-50% + -50%) from two pieces of armor with the same enchantments both containing damage reducing effects would do -75% damage + -75% damage for a total intake of damage of like 6% or something, its a lot and can get pretty deep. I have added a lot of damage reductions in tiny amounts to a lot of effects to give incentive to use them. I may buff some effects in the future, but I feel confident in how things came out, for the moment. T2 slot is for main build effects and the T1 and T3 slots are for addons, like Rebalanced Weapon Legendaries. It was very hard to think of and actually get effect ideas working ingame, some were totally scrapped unfortunately cause Bethesda are dickheads.

Some effects do NOT stack, or only certain parts of them do, this is intentional for the most part or just easier this way. If effects do not stack, it will say so in the description of the mod.

Some effects have been renamed, reworked, or moved slots for balancing/power enhancing:


Weapon Holsters is now a T1 slot and grants carryweight and -90% weapon weight, similar to perks from Fallout 76. Resource Hauler is identical but for resources and in the T3 slot. Can now have Armorer, Weapon Holsters, AND Resource Hauler at the same time on one piece.. if you want that ig.

Antiseptic is now Adaptive. Grants +75 to all env resistances.

Galvanized is now Erebos Blade, reworked from being called "Precise" and totally scrapped. Now is a melee oriented effect that is meant specifically for stealth and melee characters. This was hard to implement so this single effect makes this mod need patches to work with modded melee weapons, taking suggestions on how to get around this.

Liquid Cooled is a thruster and ship oriented effect inspired by Jango Fett's jetpack.

Leadlined is now Juggernaut, a tank oriented effect that really plays into the whole "fuck you and your bullets" fantasy.

Analyzer now is a sniper oriented effect and slows time by 40% while ADS or scoping in. Excellent with Headhunter.

Hacker is now Armorer, was going to be a debuff AOE with robots but couldn't get it to work so it is now Armorer. This is a uber version of weapon holsters and resource hauler, those both got substantial buffs and the game needed an armor one, so this is a good supplement. T2 slot.

Headhunter is now a sniper oriented effect, scoring a headshot from further than 25 meters guarantees a knockdown, stacks with Analyzer for a slow knockdown/get back up, increasing DPS heavily assuming you just keep hitting the target in the head while they are down and after they get back up. Crazy strong with Rebalanced Weapon Legendaries's effects.

Fastened adds decent health regen as well as carry weight and a small -% damage reduction now. T2 slot so needs to be powerful. Regen works in combat.

Assisted Carry is a get out of jail free card now, since it is such a... niche... effect, I introduced it to cocaine. Assisted Carry now allows fast traveling while overencumbered and you do not drain oxygen while overencumbered either now. Do not stack 2 of these on 2 different armors.. I don't know what will happen, you just need 1, do not be a greedy whore. I use this personally now. Love it.

Sensor Chip is a rambo/berserker effect now. Gain huge bonuses while simply moving, but the bonuses don't stack. No spread, big damage reduction bonus and reload speed, stuff like that, its fun. You gotta be moving though to be given the effects.

Acrobat was.... just wow... Acrobat was really bad. So useless. So being a T2 slot effect I made it fun and definitely worth using. No longer take fall damage, no longer use 02 while jumping, and get huge jumping bonuses, a better Marsupial from F76 basically.

02 boosted no longer had a place in this mod, is now As Above So Below, aka AASB, a starship oriented effect. EM guns on your ship have a 27% chance to KO a target's engines per hit. Player ship now cloaks while boosting. Targets lose tracking while thrusting. Thrusting fuel has a +50% regen rate and contains 50% more fuel. Pairs very well with Liquid Cooled's ship bonuses. Wanted to make the ship be invis and undetectable while not moving but good old Bethesda.

The abilities I didn't name just gained buffs pretty much, they are just brought up to these standards, these above effects were just special outliers that were necessary to tell. You can now Jango, Rambo, Cowboy, Robocop, Ninja, and plenty more with these effects. The effects DO stack with one another so Juggernaut reduces jump height and speed but Acrobat increases them, they will counter one another.

Let me know about the bugs you find so I can fix them please, there WILL be bugs.