Overhaul Starborn enemies and their Magical Powers, including height and body type diversity. Starborn now scale above your level, as suits Boss-fight enemies. They will also gain some additional DR and minor AI tweaks. As a distinct faction, this should work well on either a fairly vanilla or heavily modified game.
Required for Royal Human - Royal Starborn - Better Armor / Better Weapon Patch
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File credits
xEdit Team Leveled Enemies for initital leveled lists Ascension for Open Perms getting me some help looking through NPCs as well as adding the Wellness perk to some.
Thank you ParasiteX for the amazing Starborn ship. Everyone should install Starborn Not Toddborn! https://www.nexusmods.com/starfield/mods/5615
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Changelogs
Version 2.80
-Updated to include latest changes to Royal Space Magic and improvements from Royal Galaxy.
-AI enemies will no longer be able to spam reanimate if using lots of mods that increase # of Starborn or other NPCs.
Version 2.7
Minor tweaks and improvements.
Very Hard Plugin significantly nerfed to be more enjoyable.
Version 2.6
Significant gameplay improvements when fighting Starborn. Starborn now have a rare chance to drop their Starborn armor using
Added new weapons to Starborn equip/drop pools. Right now, these drop at a 1% chance. Just a chance to see Starborn using different weapons than usual.
**Starborn will not drop loot with this mod alone**
However, If another mod (like Nether's Starborn's bounty) causes enemy Starborn to drop loot, Starborn enemies will now have a 1% chance to drop Starborn Armor, the NG+1-4. versions, with Astra being the most common. The Hunter has a 5% chance to drop the Venator suit if you enjoy farming boss kills.
https://www.nexusmods.com/starfield/mods/4978
Rare Starborn bosses, mostly from Main Quest or encountered after temples, will have a 1% chance each to drop the rare endgame weapons Unmitigated Violence or Eternity's Gate.
Version 2.5
Some minor nerfs to random encounter Starborn and Artifact Cave Starborn. Reduced duration of NPC invisibilty.
Version 2.1
Reduced damage and duration of Enemy Starborn AI "Life Forced" ability from regular and harder versions. It was proving to be by far their strongest power against the player. Slight buffs to other abilities.
Reduced duration of Enemy Starborn AI "Voidform" to 2x vanilla in base in Very hard, and 1.5x in regular.
Slightly increased AI Solar flare in Very Hard only.
Significantly increased AI Supernova damage.
Added more Starborn powers to a few NPCs.
Given the damage increases, it was time to reduce level scaling to Starborn enemies. They are still the highest level out of enemies encountered in the Royal mods, but they should be less spongey.
Royal Humans (easiest), Royal Starborn (only a tiny bit higher), and Royal Starborn Very Hard (slightly harder with stronger abilitiy damage). This has been one of my favorite mods since I made it, but it was my 2nd mod ever and there is room for improvement.
The following has been pushed to next version: Restored Vanilla EM VULNERABILITY to Starborn enemies. Some Starborn already have EM immunity via the perk. It seems Bethesda wanted us to be able to use EM weapons against Starborn as viable damage. This was NOT put on all Starborn properly, making it confusing to read, but enough had the Immune to EM Perk AND the bonus damage received from EM that I think this is intentional and will apply it as a fix across all Starborn.
While I don't think it will be enough to make them actually a viable weapon, I will double the base vanilla EM vulnerability for Starborn enemies to see if this increases potential weapon viability.
Version 2.0
Fixed a few erroneous HP values in both versions, one where Very hard was easier than regular (sorry).
Added the astonishing Starborn Guardian tweaks from Starborn not Toddborn (with permission): https://www.nexusmods.com/starfield/mods/5615
What sets this apart from other overhauls of the Guardian is that it feels balanced without being OP, and will now scale with particle beam and missile player perks, which to me feels like a bugfix.
Even if you don't use the Starborn Guardian, this will keep them from being one of the weakest enemy ships in the game and messing up some cool story moments and random encounters.
This will make it a viable ship while you wait to find your own, but more importantly, it will make Starborn enemies a real fight in space. =)
Load other Starship mods after. Fully compatible if overwritten by something lke APOGEE as they tweak the same values. If you already run both mods, you can remove the PxGuardianTweaks.esm to save a plugin slot.
Version 1.25
Beginning to split the NPC Files separate from the Player Magic Addon.
Please download player magic addon from:
Royal Space Magic https://www.nexusmods.com/starfield/mods/7664
Starborn NPCs Main File: Tweaked powers and some values. Includes overhauled, stronger Starborn NPC powers. This is the complete package for overhauling Starborn NPCs.
Starborn NPCs Hard Patch: Now includes increased NPC spell damage over other versions. All other tweaks and updates forwarded.
Starborn NPCs and Powers: Moved to optional file, includes Player Powers, NPC Records, and NPC magic. It's a lot of work to maintain so many plugins, so consider this one of the last updates for the time being until I get around to doing an all-in-one. =)
Version 1.21
Minor update: Properly doubled XP gained for killing all Starborn across all versions.
I had forgotten to update the values for many, though this was stated to be a part of the mod since version 1.0
The XP values (90-200ish) are quite low by default, especially compared to other enemies like Terrormorphs. This should make temples and endgame content a tiny bit more rewarding, without significantly increasing leveling pace.
Restored player record to include fixes from SFCP, so this will serve as a patch for any other mods in your load order that erroneously tweak player records away from SFCP values. If you have a mod intentionally tweaking player records, load it after this one.
Version 1.20
The "Eat a Supernova for Breakfast" Update
Thank you gfauxpas for the extensive testing and feedback!
Major Update!
Starborn Enemy Magical attacks: Every ability used by NPC AI has been buffed, just for them. AI Parallel Self will now last for 360 seconds, so just kill it when it spawns :)
Starborn NPC offensive spells will deal 2-4x damage, and their utility spells last 2-3x as long. Be careful to dodge their magic attacks!
Increased slower Starborn speeds from 110--> 120 or 130. Some slightly higher.
As of this patch, Starborn Enemies now have stronger powers and better offense, so it's time to nerf their HP and defense.
Some damage resist and energy resist restored to vanilla levels (260/260 resist or lower). Some of these were at up to 500 resist before. Others nerfed by 20%. Modest added EM Resist maintained. HP increase for specific varieties maintained.
Some Starborn had 0 resistances in previous version. These have all been increased to at least 75/75/25 in all versions, and 150/150 or higher in the Very Hard optional plugin.
Some unique bosses maintained. Hunter Vanilla was 600/600 and that is maintained.
Starborn Defensive Values from previous versions moved to new "Very Hard" optional plugin, with new updates to the values improved with this update. I will maintain both plugins moving forward. This plugin will actually be a challenge, I expect, but some risk of damage sponges if you aren't min/maxing hard.
Most Starborn are generally equally resistant to all damage types now, as in base game. Very hard plugin maintains some increased DR over ER to counter shattering, armor-penetrating, and armor-piercing rounds.
Starborn Player Powers: Some tweaks and improvements building toward standalone release. Sorry for lack of detailed patch notes-- they're all typed up on the other mod page, but decided to do another pass here before releasing.
This is the first update I've done that feels large enough to contain some risk. If there is an issue, roll back to a prior version. If you are very precious about your save, consider letting a few other players give it a shot first.
10% of DP now tithed to AuminsterAU for creation of xEdit tools I use to mod. 10% to other charity.
Version 1.12
Doubled damage of Supernova, but restored vanilla value for "Ignores Resistances" flag. Supernova damage will be reduced by enemy resistances again. In practice, this change significantly strengthens it in all situations, but less so against heavily damage resistant bosses. Better against large groups of rank-and-file enemies, not a single-target DPS machine.
Future versions of this mod will include Starborn NPC ability buffs with leveled lists to make the enemies more powerful, but Starborn Players Powers might be separated, potentially as a different mod so that I'm not spamming updates so frequently to people who don't want or need them.
Version 1.11
Minor update.
Removed Player Record entirely for future compatibility. This mod will no longer attempt to tweak StarPower or StarPowerRegen as other mods will need to edit this player record for more important reasons. I'll update description ASAP.
Tweaked Force Push (gravity wave): lower cost & modest amount of AoE. Tweaked Create Vacuum (it was overpowered in prior version). Tweaked Moonform some more; some of the values aren't taking effect the way I'd like them to. (This ability does a lot of things the in-game description doesn't mention!)
Other small tweaks to abilities to make them feel better.
Next update is ready and will properly get Starborn NPCs using buffed abilities; just needs more testing.
Version 1.1
It seems player records only update on NG+ or new game. Thanks gfauxpas for quick bug report.
The StarPowerRateMult included in Version 1.0 will give you nearly infinite Starpower.
To fix on a current save affected by this bug, use the console command: player.setav starpowerratemult 1
If you have not been affected by the bug, this update should prevent it from happening.
This bug is also present in leveled enemies, so I unintentionally forwarded it to here. This should patch the value out of leveled enemies now if loaded after.
The 100 StarPower change seems to not be applying-- but that's okay, that just means all my testing and balance was done on 60 power and I'll update descriptions to match.
Moon Form updated: Now base duration is 5 seconds, but cost is reduced to only 10. This gaves player more control over the rooting affect, and at higher levels you will not be rooted in place frustratingly long.
Version 1.01
Increased Legendary Starborn chance (the value was accidentally in my personal patch, not the main file)
Starborn now scale based on your level. Compared to my other Royal mods, Starborn should be the highest level enemies you encounter.
Level: Starborn will scale between 1.25 -1.6x player level. They do not deal any additional weapon damage, but they will finally feel tankier and faster than your average spacer. Enemies will use their Starborn powers more frequently, making them a greater offensive threat, and their Starborn abiltiies have been tweaked and buffed.
Starborn now scale more harshly than leveled enemies (which I highly suggest also running) when you are a higher level player, but stay close to the same values at lower levels.
AI: They are more aggressive, forwarding any changes from PEAK. Most varieties are faster.
Diversity: Some minor height variety and body shape variety (some are more muscular, some are thinner, some remain default) has been done. This will be more noticeable if you are also using Male Starborn Suits Remodeled. Hopefully, it will make fighting Starborn feel less like Attack of the Clones. (While we wait for a better modder to have Starborn use a variety of suits!)
As with all the ROYAL NPC mods, I tried to be as thoughtful as I could about size and shape tweaks based on their combat role. All stat tweaks are based on vanilla values, so lower level lists are less powerful than higher leveled lists. Stronger enemies will tend to be larger. I kept the size tweaks very conservative so that when an SKSE or other mod comes out that allows randomized scaling for all NPCs, this will remain compatible without getting super exaggerated.
Now includes the amazing ship from Starborn Not Toddborn. I consider this the best Guardian Overhaul on Nexus because it will properly buff the Guardian I-VI, while also enabling the primary fire to scale with particle beam weapons perk, and the missile to scale with missile perks. I actually feel like the last two details are community patch material.
This still doesnt make it nearly as strong of a ship as you can make yourself. But the starship changes makes it something you can use for a little while each playthrough, and most importantly, makes Starborn Starship enemies an actual challenge rather than the weakest space fights in the game.
Load any other Starship mod on Nexus after this and it will overwrite.
As this only tweaks numbers and does not contain new missions, cell edits, or scripts, it should be safe to uninstall if you end up not enjoying it.
While this should stand alone pretty well if you want Starborn to become tougher Boss-like enemies in a vanilla-ish playthrough with minimal mod, I think it will work best in a gaming ecosystem that is making use of leveled enemies and a combat overhaul like PEAK.
Load Order: Load after leveled enemies and PEAK. Incorporates all NPC changes from both mods by default, no patch needed. Starborn Stats Changed: This is not a hardcore mod, it aims for Fair and Balanced. This should do quite a bit to make Starborn NPCs stronger without feeling too out of place with a vanilla game. (If you want it to be a hardcore mod, just install PEAK's 50% incoming damage optional. That is a way more sensible way to increase damage than tweaking every NPC record, IMHO.)
Starborn Level with Player: from 1.25 (weakest) to 1.7ish (strongest) Starpower: Increased by 1.25 or 1.5, depending on the NPC Maxheight: 1.0 --> 1.2 Body morphs: Some are now .33 or .66 muscular Health Doubled for some. Damage Resist, doubled for some.
The strongest Starborn originally used DR values based on The Hunter (600 DR, 600 ER), but with reduced energy resistance (200-400).
I have since reduced this slightly on the regular version and Very Hard version as it was causing bullet sponges.
Since there is no armor penetration equivalent for energy weapons, and most vanilla enemies (and the Starborn I am editing) do not have any energy weapon resistance by default as a result. As a general rule, only unique enemies have energy resistance in the base game.
Speedmult: 100 --> 110- 125. Speedmult: 130 for melee and shotgunners. Starborn Legendary Chance: 100% (doesn't actually make them all legendary, but all of them that could spawn legendary now will) AI: Unaggressive --> Aggressive. Endgame Temple Guardians received additional scaling and Starpower. The Hunter: Size scaled to 1.1 for more intimidation.
Some Starborn had negative damage resist (took bonus damage). This has been inverted. They now have damage resist. I'm not sure if this was an error.
The Emissary and the Hunter are both stronger. As of right now, I can't get them to scale above level 100. Let me know if anyone knows how to fix this; I can't find any posted mods that successfully scale them above level 100. It might just require a new game or unity if you already encountered the NPCs.
I prefer to answer questions via posts right here on the file rather than DMs or Discord so that others can read answers, explanations, etc. right here on the mod. However, I'm happy to help wherever you prefer. I can be found on the Starfield Modding discord to chat or brainstorm.