Had to disable, whatever combination of mods I have alongside this one, was making one of the enemies in a group (with x3 enemies mod as well) constantly revive all the dead enemies, was too hard and stressy as nobody would stay dead! haha.
Had to strip the buggers just so they'd have no guns, as still they revive and run naked at me for fistycuffs.
Thank you for this awesome mod (and all your other ones). Question - are the 2 main files different (the Very Hard Patch and NPC ones)? I activated both but the Royal Starborn NPC mod is crashing my game whenever I come across a starborn to fight. Disabling fixes the problem. All other Starborn mods I'm using has no issues (the Terramorph, Aliens, Humans ones).
Thanks for the quick reply. Here's my mod list. Let me know if it's the order I'm using, specifically your mods. I just came across your Galaxy one so not sure if the Galaxy covers the Royal Starborn NPC *dmLegendaryRecycler.esm *dmLegendaryRecyclerHabs.esm *Superior Armor.esm *VisibleCompanionAffinity.esm *xatmosLegendaryDrip.esp *HSIBA.esm *Perk Up - Combined.esm *Kor_EasyLockpick.esm *StarfieldCommunityPatch.esm *HSIBA - Extras.esm *NaturallyGoodLoot.esm *RyujinXCombatech.esm *Sit To Add Ship.esm *Minimum System Level 60.esm *Minimum Enemy Level.esm *RoyalGalaxy.esm *RoyalAliens.esm *RoyalTerror.esm *RoyalStarbornVeryHardPatch.esm *RoyalSpaceMagic.esm *PxGuardianTweaks.esm *PxStarbornTweaks.esm *RoyalUniqueHumanNPCs.esm *RoyalStarbornNPCs.esm *Missing Weapon Quality Tiers.esm
Your load order is ALL over the place. Very random. Not your fault--- no major guides on that yet. Check the plugins.txt available on royal galaxy or the Starborn Royalty Mod list as an example of a working load order. That will be what is causing your issues :)
I can try to help reorder it on discord https://discord.gg/wwTvufud
Hey no worries. The crashing stopped now after changing my load order around. So all good! Definitely it was my load order and was just not too sure which of yours was a good order but I'll consult some examples. Some of my chaotic load order had some rhyme and reason though as some have overlap so I order it based on what mod I wanted to have final say. E.g. Had to have the missing weapon tiers mod after your Galaxy one reverted the superior weapon tier as far as I could tell :). Regardless, thanks for all your great mods! Glad I came across them as I love the increase challenge/buff of enemies and QoL changes your mods make.
1. Royal Unique Human NPC's and Factions 2. Royal Starborn 3. Starborn Not Toddborn (laugh at that name everytime) 4. Male Starborn Suits Remodeled
I want to add in the Royal Space Magic but I was a little confused as to if it is included in Starborn, or a separate stand alone, or only NPC included in Starborn and Royal Magic is needed separately for player. I'm assuming Royal Space Magic would go anywhere after #2 above?
Finally got to the point in game where I could test this and let me just say: well done. Starborn now actually feel like a challenge, and prove to be one of the more interesting engagements with respect to danger and diversity of attacks. Keep up the good modding, JaeDL, and thank you.
I had my first playthrough where I was actually playing rather than working on this in a while, and I had such a fun time at the moon and final temple. =)
So I'm presuming your Aliens and Unique NPCs mods will be similar? Also decided to switch out Deadlier Terrormorphs for yours. Creatures already were 1-2 shotting me due to reducing my HP gain on level up by half lol. Can't wait for the others you're working on.
For aliens, I'm only touching the predators for now, assuming that people who want every NPC covered would just install leveled enemies as a basecoat.
The unique NPCs is giving factions like the First and Boss-flagged enemies a bit more strength. For example, The First Robots are the strongest and fastest because of their experience with mechs, and Varuun scale higher than spacers and pirates-- along with NPC tweaks.
For example, in Vanilla Va'Ruun NPCs tend to be skinnier than other NPCs, but I never actually noticed until I checked in xEdit. I presume to give a tiny effect that they are more alien than other NPCs-- I exaggerated that effect as well as giving them some more (.1) height than Spacers/Pirates.
If anyone wants to beta test, DM me. Both are relatively polished, it just takes a while to visit all the locations and see all the enemies in action. I tend to play the game, come across something that feels weak or mundane, and tab out to xEdit to fix it lol
I can probably roll them all into one plugin after they've been out a bit and I won't be updating as frequently.
Sounds great! Especially human and boss related stuff. Va'ruun enemies should be the toughest humans in the game, imo. Outside of Starborn, obviously. Also making them taller makes them more imposing too so that would be cool. I'm hoping this will be compatible with POI Faction Diversity PoI Faction Diversity at Starfield Nexus - Mods and Community (nexusmods.com) since it's just stats/height, etc. If not, I hope it can be eventually. Either way, sounds great.
Feedback always appreciated. The more brains on this, the sooner we get all enemies and powers at satisfying values. It's just numbers tweaks and time on my end :D
I wouldn’t mind if there’s an unlimited Star power energy version, since I’m using this mod with PEAK AI and Scale the World mod. These two plus your Royal mods made the Star power like Supernova not do a lot of damage for the most part. Plus, I’m trying to turn this game into Star Wars as much as possible, so having a large reserve or unlimited Star energy is a great way to role play as a Jedi/Sith.
Thanks for the feedback! The #s tweaks are actually pretty easy; thinking about the balance and then testing it in practice is harder.
I don't disagree with you, and that's part of why I initially tried to include increased Star Power and regen as part of the mod. The player record is a bit of a headache because it only fully updates on a new game or unity.
By tweaking those things through player record, I would end up surprising players who installed the mod and enjoyed it, only to find it was balanced totally differently when starting a new game or going through the unity. So I'll probably be reducing costs a little bit more moving forward-- but keep in mind that in the mod as it is now, most mods will be significantly cheaper as you rank them up.
I am hoping soon for other mods to include new legendary effects on gear for those of us who wish to lean more into a Starpower-based playthrough. Scarfield already has this, I believe, but nothing standalone.
I'd suggest using the CCR mod for now. It's a cleaner implementation than when I did it via player record because it's easier to remove/tweak if you change your mind.
https://www.nexusmods.com/starfield/mods/4363
It gives pretty much infinite power by default, but just tweak the 100 in the config file to something higher if you're finding it to not be enough.
I'd suggest Solar Flare or Reduce Oxygen (at work, can't remember the name) as the true DPS kings of the Star Powers. I have buffed Supernova a ton-- but yeah it seems weak still. I can do an optional file with an insane Supernova for people who like the graphic effect.
Reduxe Oxygen is flagged in vanilla to ignore resistances, which Supernova is not, so it ends up scaling way better into the end game. I might add that flag to Supernova as well-- currently play testing some of the more extreme edits.
Right now I'm trying to balance Supernova around the idea of highest AoE damage with the largest radius for helping soften up a big room to finish off with other weapons and abilities. To be clear it has something like 3x Vanilla damage already, but I agree that it feels weak in practice at high levels.
I will probably, for variety, edit the body variety some more-- I'm just less familiar with how that 3rd slider comes out so I didn't feel as comfortable tweaking it.
It is used a bit more in the upcoming Unique NPCs one
50 comments
Had to strip the buggers just so they'd have no guns, as still they revive and run naked at me for fistycuffs.
Edit: Sorta goes without saying, but I am not having this issue LOL.
*dmLegendaryRecycler.esm
*dmLegendaryRecyclerHabs.esm
*Superior Armor.esm
*VisibleCompanionAffinity.esm
*xatmosLegendaryDrip.esp
*HSIBA.esm
*Perk Up - Combined.esm
*Kor_EasyLockpick.esm
*StarfieldCommunityPatch.esm
*HSIBA - Extras.esm
*NaturallyGoodLoot.esm
*RyujinXCombatech.esm
*Sit To Add Ship.esm
*Minimum System Level 60.esm
*Minimum Enemy Level.esm
*RoyalGalaxy.esm
*RoyalAliens.esm
*RoyalTerror.esm
*RoyalStarbornVeryHardPatch.esm
*RoyalSpaceMagic.esm
*PxGuardianTweaks.esm
*PxStarbornTweaks.esm
*RoyalUniqueHumanNPCs.esm
*RoyalStarbornNPCs.esm
*Missing Weapon Quality Tiers.esm
I can try to help reorder it on discord https://discord.gg/wwTvufud
but not available this second!
Regardless, thanks for all your great mods! Glad I came across them as I love the increase challenge/buff of enemies and QoL changes your mods make.
E: If I wanted his suit changes do I add it in load order before or after?
I did not integrate the suits. I strongly suggest using them as they are awesome.
1. Royal Unique Human NPC's and Factions
2. Royal Starborn
3. Starborn Not Toddborn (laugh at that name everytime)
4. Male Starborn Suits Remodeled
I want to add in the Royal Space Magic but I was a little confused as to if it is included in Starborn, or a separate stand alone, or only NPC included in Starborn and Royal Magic is needed separately for player. I'm assuming Royal Space Magic would go anywhere after #2 above?
I definitely need to combine things soon. I like modularity and picking and choosing.
I have an example Plugins.txt on the Royal Starborn page that should show a decent load order for all of mine and many common mods.
Honestly some of my best stuff is coming soon ^_^
I had my first playthrough where I was actually playing rather than working on this in a while, and I had such a fun time at the moon and final temple. =)
Aiming for the same style and balance.
For aliens, I'm only touching the predators for now, assuming that people who want every NPC covered would just install leveled enemies as a basecoat.
The unique NPCs is giving factions like the First and Boss-flagged enemies a bit more strength. For example, The First Robots are the strongest and fastest because of their experience with mechs, and Varuun scale higher than spacers and pirates-- along with NPC tweaks.
For example, in Vanilla Va'Ruun NPCs tend to be skinnier than other NPCs, but I never actually noticed until I checked in xEdit. I presume to give a tiny effect that they are more alien than other NPCs-- I exaggerated that effect as well as giving them some more (.1) height than Spacers/Pirates.
If anyone wants to beta test, DM me. Both are relatively polished, it just takes a while to visit all the locations and see all the enemies in action. I tend to play the game, come across something that feels weak or mundane, and tab out to xEdit to fix it lol
I can probably roll them all into one plugin after they've been out a bit and I won't be updating as frequently.
I'll download that mod and ensure compatibility.
You're correct that it should work out of the box, but never hurts to double check.
Unique Humans:
https://www.nexusmods.com/starfield/mods/7616
Unique Aliens:
https://www.nexusmods.com/starfield/mods/7398
It should also scale slightly more powerfully with level. Void Form X should use less power and last longer.
I'm at rank V and it only took a third of my StarPower bar to cast.
But yeah this is not intended to be a HUGE buff, more of a balancing patch to make things more convenient and worth using.
I can always tweak cost very quickly if that's where feedback points me.
Feedback always appreciated. The more brains on this, the sooner we get all enemies and powers at satisfying values. It's just numbers tweaks and time on my end :D
I don't disagree with you, and that's part of why I initially tried to include increased Star Power and regen as part of the mod. The player record is a bit of a headache because it only fully updates on a new game or unity.
By tweaking those things through player record, I would end up surprising players who installed the mod and enjoyed it, only to find it was balanced totally differently when starting a new game or going through the unity. So I'll probably be reducing costs a little bit more moving forward-- but keep in mind that in the mod as it is now, most mods will be significantly cheaper as you rank them up.
I am hoping soon for other mods to include new legendary effects on gear for those of us who wish to lean more into a Starpower-based playthrough. Scarfield already has this, I believe, but nothing standalone.
I'd suggest using the CCR mod for now. It's a cleaner implementation than when I did it via player record because it's easier to remove/tweak if you change your mind.
https://www.nexusmods.com/starfield/mods/4363
It gives pretty much infinite power by default, but just tweak the 100 in the config file to something higher if you're finding it to not be enough.
I'd suggest Solar Flare or Reduce Oxygen (at work, can't remember the name) as the true DPS kings of the Star Powers. I have buffed Supernova a ton-- but yeah it seems weak still. I can do an optional file with an insane Supernova for people who like the graphic effect.
Reduxe Oxygen is flagged in vanilla to ignore resistances, which Supernova is not, so it ends up scaling way better into the end game. I might add that flag to Supernova as well-- currently play testing some of the more extreme edits.
Right now I'm trying to balance Supernova around the idea of highest AoE damage with the largest radius for helping soften up a big room to finish off with other weapons and abilities. To be clear it has something like 3x Vanilla damage already, but I agree that it feels weak in practice at high levels.
I will upload an OP Supernova standalone file soon. Probably will split mod into a Starborn Player power overhaul (with more options) some time soon.
My Bobby Bomb will never find a worthy enemy in his own weight class.
I will probably, for variety, edit the body variety some more-- I'm just less familiar with how that 3rd slider comes out so I didn't feel as comfortable tweaking it.
It is used a bit more in the upcoming Unique NPCs one
Thin 0.0
Muscular 0.0
Fat 1.0
For reference, Matteo is setted to T-0.0, M-0.0, F-0.15 or Vladimir to T-0.0, M-1.0, F-0.0
Update included.