About this mod
Adds human enemies that can randomly spawn wherever human enemies can spawn. These enemies are meant to be minibosses and drop good shit for your travels. Happy trails.
- Requirements
- Permissions and credits
- Changelogs
The Juggernauts have direct damage reduction that scales depending on the weapon type that is attacking them, shotguns, explosives, snipers, the big bang, and the microgun all have had their damages directly influenced separately from the general type of damage reduction. AKA, these weapons in particular do less damage, on top of the pre existing, flat, damage reductions that the Juggernauts have. Pistols and rifles have had their damages increased, on top of the negative damage reduction to the Juggernauts. AKA, those do less damage along side every other weapon, but those two categories do "less" less damage to them. So with this balancing, shotguns, snipers, explosives, the big bang, and the microgun will do a lot of damage, being special weapons that hit hard as is, but they do only about 2 or 3 times a good shot to the face from a rifle.
Energy weapons do bonus damage to the Juggernauts. The damage reductions scale as such:
Juggs take 20x damage from Cutters and 2x melee and non automatic pistol damage. There are some other bonus and negative damages but they aren't as noteworthy as these.
These damages were all specifically tested and balanced around my ultimate weapon overhaul mod. I am thinking about it, but have left in legendary effects REALLY fucking these guys up when combined with certain weapons. Certain combinations on certain weapons can like straight up fuck these guys, this is unintended... buuuut feels good, especially if it is late game, and it isn't a "super" common occurrence to find these guys in the wild as is, so for the initial release at least, I have left the interactions in.
Juggernauts have unique armor and a unique gun that you cannot loot, they are meant to be worn and used only by the juggs, and have the stats and stuff needed by them, they are not meant for you, sowwy.
Juggernauts have a guaranteed minimum of 2 legendary drops and 5k credits. They CAN drop up to like... idk.. 100k? credits, they can drop up to like 6 Primordial Cores, they can drop up to 4 legendary items, they drop good shit basically. They are meant to be like an "oh awesome" situation when you run into them. They are very slow, -66% move speed, and their miniguns do miniscule damage, but its a minigun, so do be careful, especially early on. They ALWAYS spawn at level 1, and they can spawn anywhere immediately from the start of the game. They are not always hostile.
They can spawn anywhere that:
UC are.
UC security are.
Freestar Rangers are.
Ecliptic are.
Va'ruun are.
Spacers are.
Crimson Fleet are.
There is also a freelance juggernaut that can spawn in any enemy location that is a part of their own faction, and therefore, no faction, so this "Roamer" juggernaut will be attacking wherever it spawned at. It is hostile. The juggernauts of specific factions, for example, the UC or the Fleet, will be friendly if you are cool with them, so pick your battles wisely. The roamer cannot spawn in friendly territory, as to keep the peaceful slow of just buying shit from a merchant in Akila, for example. The roamers are hostile to one another as well. Remember the whole idea of juggs are them being mercenaries, if two mercenaries come across one another when they are after the same goal... most likely one will betray the other, assuming they team up in the first place. These fights go on for a long time between multiple non-allied juggs. You can intervene, or you can slip around them if you can't take them on, they will focus on each other over you.
The most effective weapons are melees, explosives, shotguns, especially shotguns with 5K1P 5H0T on them, sniper headshots, and any fast firing weapon with corrosive or a damage over time like bleed or poison. The damage scales depending on what damage your weapon does. Melee weapons do 200% of their intended damage, so they are still quite viable. Also remember this mod was made with balance around my ultimate weapon overhaul which has overhauled legendary effects. The damage over time from things like bleed and poison have been nerf'd by a lot, like a lot a lot, but they still work enough to do the job. You can 100% cheese these guys, just like any other miniboss in any other game, which is why for now I am leaving in "funny" interactions.
They have varying spawn chances depending on faction. They are:
5% spawn chance for the Crimson Fleet, Ecliptic, Va'ruun, and Roamer.
15% spawn chance for the UC, UC Security, or Freestar Rangers.
They simply replace an NPC that "would have" spawned, so you should see them every so often, but not super often, which is why they have a 3x chance to spawn as friendly NPCs, you don't see as many friendlies as you do enemies. If anyone can show me how to make, or make a script for me that would let me inject them into the leveled spawn lists, I will credit you on such.
This mod has a bug that I can't find an explanation nor a fix for. Having it resets the player health to 200 (level 1) regardless of the actual player level. So if you are level 183 or level 192 or level 426 or level 1000 even, regardless of level, your health will be reset to 200. I have no idea why, it always resets upon loading in, so you will be stuck at 200 health. This isn't a huge deal for people like me who play hardcore where most guns kill you in a few shots anyways, but for the average player this might be rough to adjust to. You have been warned. I am searching for a solution but it might just be Starfield itself, there is nothing in this mod that should do that, but alas, it do.