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This page was last updated on 16 June 2024, 4:13PM
- Changelogs
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Version 2.71
- Small 1.12.30 Cohesion Patch (Royal Mods do not need updates to be compatible with patches).
Worked with latest patch without update :) Wooo. However, this patch has some changes.
1) Temporarily removed ALL changes to melee weapons (other than the perks) to see how Bethesda's implementation works.
2) Tweaked some aliens for better balance across all mods.
3) Tweaked some random encounter Terrormorphs to be more challenging.
- Small 1.12.30 Cohesion Patch (Royal Mods do not need updates to be compatible with patches).
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Version 2.70
- 6/15 Update:
I have just applied for Verified Creator status. I had issues with my account or some sort of bug that kept this from working for now.
I am working on updating my mods for CK and Xbox. I will post a smaller update just to ensure 100% compatibility with latest update for PC users shortly.
===========
I did not anticipate a Sunday night update. I have a busy work week. I am not sure when my mods will be available for Creation, etc. Due to bugs with the Bethesda accounts, I did not get to apply for verified creator so this will be my first night with CK. =)
I now accept Destiny carries as a form of donation :) Still never got to beat Crota outside of D1. I like add clear
Update: I have learned what I need to get this on the Creation platform as well as for Xbox users. I am optimistic about this weekend. I am a teacher helping wrap up the school year, graduation, etc-- but by the end of June I will have a ton of time.
If anyone wants to help with ports in the mean time, I would be grateful.
- 6/15 Update:
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Version 2.60
- 2.60:
Some larger balance tweaks in this one: All vanilla record tweaks so safe to update (as always).
Increased attack speed of all melee weapons for player and NPCs. Makes it harder to just kite melee enemies, along with their damage being increased.
Added TN Melee Weapons Patch. Strongly recommended TN's melee weapons; it is what I have always run, and if it didn't exist, I'd make something similar myself. There are still substantial melee weapon buffs and improvements without TN"s for those keeping their mod lists small.
Removed last changes to laser skill maintaining SFCP/Skill Fixes. As in vanilla, Particle beams now benefit from all laser perks.
Added vanilla records for the Oxygen Boosted helmet. This way, if there is a mod incompatibility, load order can fix it. If there is a conflict and you want another mod to win, load it second. This is an attempt to fix the mysterious "Lucid perk causes me problems" issue which I cannot replicate and people who have it won't send me their load order, so I am guessing at to how it could happen.
Reverted Frenzy perk (in prior versions of Royal Galaxy, Subzero) closer to vanilla. While I want an ice-type weapon mod badly, having it on the Hunter's weapon is a balance nightmare and it seems difficult to do with vanilla records. Updated all patches with restored vanilla name; Subzero is dead.
Frenzy: "Increases reload speed and range. Small chance to frenzy a target."
Minor:
Dialogue improvements in main quest.
Found and fixed a missing space.
Akila Weather:
Removed most non-native weathers from Akila. Unfortunately, the lighting just didn't play nice, resulting in odd shadows on player/NPC faces in some weathers. Given this is a dialogue heavy planet, it didn't seem worth it.
Akila variety still increased overall and new partly cloudy weathers remain.'
- 2.60:
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Version 2.51
- Vendor credits now work with new Bethesda credit setting.
Reverted Very Hard level scaling back to vanilla 1.25x (Was 1.15x). With in-game options, I think people will be fine with a few slightly tankier enemies when they are intended by the game to be very hard.
Removed a few drink fixes now covered by SFCP.
Removed Frontier tweaks -- in game difficulty sliders should make this unnecessary. While I couldn't replicate it, this should remove any bug reports related to the Constellation. I'll probably post this as a standaloen mod.
Made Frontier and Mantis buffs their own separate mod:
https://www.nexusmods.com/starfield/mods/9391/
I have never had any issue with either of these tweaks and would miss them if they just got removed from Royal Galaxy without an option elsewhere.
As an alternative to donations, I am happy to accept Diablo 4 uber boss fights. Currently a lvl 100 Necro but running a self-made build so not suuuper OP :) JDL#11571 on battle.net
Item Sorter Royal Patch
-Added Armor change (Sturdy --> Duelist)
- Vendor credits now work with new Bethesda credit setting.
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Version 2.50
- Relatively Minor Update; completely optional. Prior version works fine with 1.11.36.
Removed some drink Ingestibles that were updated and are now covered in SFCP. Solomon's Reserve is the only alcohol now touched and survival changes have been forwarded.
In keeping with SFCP, Laser Perks once again apply to Particle Beam weapons. This is pretty overpowered, but apparently Bethesda's intention. I will put an optional file to re-nerf this.
Removed changes to base XP gain. (In prior versions, there was a 20% -XP for Very easy and a +20% for Very Hard, similar to what is now included in the game). There are still additional bonuses to the XP for: completing missions, killing Starborn and Terrormorphs, and completing temples.
-I am currently seeing which difficulty changes to remove/tweak to better fit the in-game UI. As of right now, I think the current R.G settings are a good "default" where you will really deserve the XP if you pump things to extreme. I am open to feedback on this. I guess the goal now will be for Royal Galaxy to offer a good baseline difficulty at normal, and for Extreme to be a true challenge. (I played on my Xbox for a bit-- Vanilla Extreme is not actually challenging in the least if you min/max).
Rewrote a few Main quest 10_ lines that stood out a bit too much.
Added some increased power generation to outpost generators that was erroneously only included in the standalone Royal Economy Overhaul.
- Relatively Minor Update; completely optional. Prior version works fine with 1.11.36.
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Version 2.40
- (Accidentally listed as 1.40, I'll leave it until next update.)
Minor Maintenance Update. No new content. (I've tried to ADD content for every new update as a small personal rule).
I am pretty sure there are no dialogue changes (mentioning for translators). But I may have made some after the last release which was quite a while ago, so please correct me if I am wrong.
Removed all fixes that have been added to SFCP version 0.11.
Fixed multiple aggressive Syndicate NPCs (thank you Kpblcep).
(Hopefully those are the last story NPCs that had the AI changed in a way they shouldn't be. I think the Royal mods are probably the only leveled lists that currently have the correct aggression settings for all NPCs, so I encourage others looking at this in xEdit to leave anything that is NOT set to aggressive at the setting I have it in Royal Galaxy. I wish I had taken down a list as I went to make it easier for other modders.)
Reduced NPC HP gain per level from 15 to 10 (vanilla is 20). This should help alleviate bullet sponges that get more noticeable the higher level you are. This is to offset the delay in me releasing difficulty configurators.
Fixed Infused Bandages not providing health regen (thank you Garof)
Fixed Maheo I and Porrima III scans not being able to be completed. (Removed Terrormorphs from leveled lists as they cannot be scanned).
Reverted Earthbound skill to vanilla. The small tweaks I made weren't worth potential compatibility issues.
Reverted Solar Flare CLOSE to Vanilla. Previously, it had been nerfed as it was OP against high HP enemies, but I think enemy sponges are not as much an issue in "modern" modded Starfield, so this has lost some of its potency. (In October Starfield vanilla Solar Flare was an I WIN button against the high HP leveled enemies offered by most mods).
Refined handling of various weapons.
Updated to latest headers via xEdit. (I don't know what this means exactly, but it's important sometimes).
Updated various bundled fixes/tweaks to latest versions.
The Shut Up Cora mod has been updated and expanded. I'm going to leave the version in Galaxy as-is for now. If you'd like the updates (more silence while piloting, loading Shut Up Cora after Royal Galaxy).
https://www.nexusmods.com/starfield/mods/8424
- (Accidentally listed as 1.40, I'll leave it until next update.)
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Version 2.30
- (Unreleased/playtesting)
Version 2.30:
I will NOT be releasing updates to my mods around the same time a Bethesda update launches. I dealt with too many support issues after the last Bethesda update and, lo' and behold, none of it had anything to do with my mod.
That's not because I am a genius or super good at this. It's because I keep my mods to simple and safe tweaks. =) The ambitious stuff stays on my hard drive.
I am worried that Bethesda updates may add instability to existing saves and I simply don't want to be a part of that drama.
I am withholding major changes until it is clear that the Bethesda update is stable. That way, when a ton of bug reports come in around the same time as the new Bethesda patch, I will not have a panic attack.
- (Unreleased/playtesting)
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Version 2.21
- (Unreleased/playtesting)
Encounters/Points of Interest:
Tweaked conditions on certain PoI to increase variety. As an example, in 800 hours I've only seen "Overgrown Outpost" twice. Turns out this was ONLY spawning on planets that had no vegetation (and a few other specific conditions). I understand why Bethesda did this-- it is cooler and more dramatic on planets where there are no plants around at all, and to see plants growing out of an outpost. But I'll be honest, I thought it was a mod causing it to spawn the two times I saw it because it actually looked very out of place that plants could be spawning (in the last location I saw it).
But, to me, an outpost could become overgrown regardless of any conditions-- and we simply don't have enough PoI in the game right now for any of them to be ultra-rare gems while we replay Relay Station and CryoLab over and over. =)
More unique alien encounters at natural PoI.
Weapons:
This is a large weapon update for early game variety, but won't affect mid or end-game very much. I'm in the process of trying to narrow down what I consider to be "perfect" baseline balance for the game before I start working on modifiers for different difficulties.
-Various weapons, especially pistols, will start being used and dropped by enemies sooner
-Most handguns that can be used by enemies will start being used at lower levels than vanilla. This is my attempt to "buff" hand cannons by increasing their availability a bit before I mess with numbers.
-These tweaks were motivated by some egregious early game issues, such as some Va'ruun NPCs have a 100% chance to spawn with an Equinox at certain levels. I tweaked leveled list to their potential pool to increase variety.
-This should also reduce the chance of melee weapon drops from chests. They drop so frequently in vanilla because there are many weird situations where they are the only possible roll.
-Brought Equinox full auto damage from 0.78 to 0.68 percent of base (0.24% vanilla). This is hopefully the last outlier really blowing people up at low levels.
Dialogue:
-Improved a few restored and new lines. Fixed a line based on a report ages ago about Sarah referring back to something I said. =)
-Found two lines with missing periods. Please @ me right away if you come across something like that. Would have dropped what I was doing and ran home. =)
NPCs:
-Found an outlier boss human template with way too much base health, which would most noticeably increase difficulty when encountered in early game.
-Tweaked the aggression of a few NPCs from Foolhardy back to the vanilla "brave". This will increase variety in gameplay and even occasionally dialogue used.
-Improved size scaling variety for some enemies, particular those in PEAK (which I realize will overwrite NPC Height Variation, so unless I add them to RoyalGalaxy and give height variation, will be at vanilla 1.0)
-Tweaked one Vanilla NPC that would always stay in the wrong room during Nova Galactic Ecliptic Encounter.
**Untouched Worlds Patch:**
I think this is going great and will probably be released as its own standalone mod shortly.
**Restored an apparently cut vanilla functionality to place a cooldown on points of interest. After you visit a particular PoI, you will not see it again for one hour of IRL playing.**
With more playtesting, this might get added to full version.
One of the varieties of Civilian Outposts will no longer spawn on planets without a magnetosphere at all regardless of other human presence. In Vanilla, they already do not spawn on planets with no water at all. There are other varieties, so this is more of a chance reduction than removal.
Allowed for Starship spawns on planets with oxygen unless they are specifically set to No Human Presence-- which should essentially make Starship spawns act similarly to vanilla on O2 planets.
There is a specific condition for "Allow Civilian Outposts to Spawn" (present on outpost record b1394 if anyone else wants to look into it) that is not set on about 60% of them, so how frequently they spawn might debatably be a bug in Vanilla. The condition seems to forbid Civilian Outposts in icy regions, which I haven't come across, so I guess not much of an issue, but could be used to limit certain civilian outposts further.
Weight Lifting Champ:
-With Help from Valerio, updated the values to have the right amount. (Turns out the first version I posted was right, and I let people gaslight me into thinking I was misunderstanding the numbers LOL.)
-Changed to offer the following ranks to better match the feel of vanilla perks that get more valuable as you invest:
500
750
1000
1500
- (Unreleased/playtesting)
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Version 2.20
- If you want an easy one-click Installation on your next playthrough, I feel like the Royal Galaxy - Vortex Collection is out of beta.
https://next.nexusmods.com/starfield/collections/ioif6o/revisions/1?tab=about
Version 2.20 Smaller Tweaks:
-Multiple small tweaks that will have no noticeable impact, but increase compatibility with future mods that might exist.
-Removed ITMs I no longer plan to tweak; shouldn't affect anything except future compatibility. I have hopes that this might help with craftable quality for some users, since maybe that was a load order issue.
-Reverted Hadrian Sanon to vanilla for increased compatibility.
-Full version of Subzero perk rolled out. It's very potent, but nerfs your reload speed and fire rate. Offers heavy crowd control, but slightly reduced damage.
-Tweaked more vanilla Terrormorph encounters to spawn based ONLY on the "Terrormorph Encounters Enabled" planet setting, rather than having a bunch of other specific settings. If you see too many Terrormorphs attacking scientists now, I can revert or release a patch for this.
Human Presence Condition:
Reverted to Vanilla.
The attempt to find a happy medium is called "Untouched Worlds". It's under optional files. See bottom of update for details. Old values were more barren than I ever intended, but I can create an option like that if asked.
Most noticeable difference:
-Tons of human PoIs everywhere (not necessarily a fan of this, but it doesn't hurt anyone)
-Mod added events that place new humans will be more common. Potentially too common, but those events should be tweaked individually rather than tweaking the entire game.
-Artifact Caves will be more likely to spawn in human bases than caves. Since Caves are absolutely terrible in this game, and the mods that add aliens to caves DO NOT add them to artifact caves, I think this is a positive change. In fact, this is probably the main argument against using any kind of "human presence reduction" mod until a modder or Bethesda overhauls ALL artiifact caves. The ones defended by humans are normal fun PoI with a secret cave. The ones not defended by humans are... empty.
-Any improvements that can be made to the gameplay experience by reducing human presence, in my opinion, are mostly negated by making Artifact Caves more likely to spawn in terrible places. That is why I am probably reverting back to vanilla for the main version.
-Events like ship landings, etc, will go back to playing all over.
Events:
Tweaked multiple event conditions rather than tweaking the overall human presence condition. Some events felt way too common, which is part of what had me start tweaking the human presence condition-- so I'm going to the actual source of the problem.
-Heatleech nests will again only Spawned on "Settled System Planets", not "Human-inhabited planets", since we are going back to the vanilla value of SO MANY PLANETS being inhabited.
Space Events:
-Reverted far closer to vanilla than in the past. Rather than a 50-75% increase, we're looking at 15-25%, with some at vanilla values.
-Unique events reverted to vanilla. This should reduce the Spacer Raid chance.
-Unique event chance reduced from 60 to 20 (vanilla). Removed tweak to this record from the mod.
-Since the Spacer Raid is actually a good event, added it to the Rare node (was previously on the unique, which would cause it to spawn too frequently). This has 31 potential events from the 26 in vanilla, so it shouldn't show up too much.
New Optional FIle:
-______ I can't think of a name, but something more desolate and closer to the Royal Galaxy released right now.
"Untouched Worlds" or something.
Royal Legendary Recycler Patch:
-Removed excess drops from enemies. If you want a cool mod, get it to drop, then remove it.
-This feels like a far more balanced economy with how much power weapon and armor legendary mods offer with Royal Galaxy.
-I'm playing with Legendary Recycler again this playthrough. It's definitely joining the list of mods like GrindTerra and Concept Art Akila that I swap each unity. I've got to admit, its REALLY fun.
Weapon Balance:
-Further buffs to melee weapons, for those not using TN"s/to make melee attacking enemies more threatening. I suggest using TN"s though. :)
-Nerfed Maelstrom and Grendel by 20ish%, across each tier.
-In Royal Galaxy, they are nearly 4x stronger than Vanilla, and then deal about 2x more damage in full auto on top of that.
-This change is intended to reduce difficulty a little when fighting human enemies, particular Crimson Fleet and Spacers.
-In vanilla, these guns are awful and enemies using them are not a threat at all. This nerf slightly reduces enemy lethality and should make difficulty feel a little more comfortable for people who want to have it set to a maximum.
-There has been some power creep on these guns since the initial buffs, as changes like "faster reload with iron sights" further buffed the lethality when used by NPCs. If any further buffs are needed, tying them to specific modifications will help keep certain NPCs from doing too much damage vs the player.
-They should still be completely viable for players to use, unlike in Vanilla, and shouldn't be noticeably worse in practice. But when you have 4 of them shooting at you at the same time, the 20% reduction helps you last a little longer.
Pushed to Next Patch:
-Increased Starborn Guardian Speeds
-Revised Legendary Modifications.
-I'll use the vanilla mods that don't show up on Melee Weapons for the perks that feel more specific:
-https://starfield.fandom.com/wiki/Weapon_Effects
New File:
***Untouched Worlds (Beta):
Where humans can be present in Starfield is a matter of great personal taste, which is why I reverted the main plugin to Vanilla. I realize that now gives me the job of offering some options. To be clear, in vanilla, any planet has an equal chance of having humans unless the system or planet is specifically given a unique value. That will not be overridden by these conditions.
This is one simple file that only tweaks conditions. Safe to add or remove to test out and give feedback.
This is my effort to come up with a "happy medium" to eventually bundle with the base Royal Galaxy.
-An updated, more intentional take on "Less Human Presence" than previous versions of Royal Galaxy.
The planets, Moons, and systems that do not have their own specific values set will follow the following rules:
-Humans will only be present on worlds that give them a good reason to be there. Worlds with water, plants, significant life, or oxygen. They only need to meet one criteria to have a chance to spawn.
-Any unique, hand-placed PoI or customized planets will override these rules.
But then lets add some conflict.
-Humans will probably not spawn on worlds with grav anomalies, as those are rare and undiscovered.
-Humans will probably not spawn on planets with "very weak" Magnetospheres.
(I know "none" might sounds like it makes more sense, but that eliminates any chance of finding humans on moons, which has a TON of negative impacts on gameplay. Artifact Caves will commonly be on Moons, and are more fun when fighting through humans than an empty caves. Some PoI are more common on Moons, and fighting in zero/low-G is a nice part of Starfield's experience. My headcanon is that some Moons have good resources and Starfield's fracking and other mining tech seems to benefit from Zero G.)
-Reducing human chances from "Very weak" magnetospheres includes a healthy mix of a ton of different planet types that will now have a chance to NOT allow humans. It seems to me that for every world with a "very weak" magnetosphere, there is an identical world with a better magnetosphere that you could settle on instead. It is the closest thing I can do (right now) to truly RANDOMIZED banning of humans.
-Systems flagged as "Settled Systems" have a greater chance to have humans.
-Systems belonging to the UC faction specifically have a greater chance of humans.
-Bethesda has already balanced Barren, atmophere-less Moons to have reduced but non-Zero human populations, so I don't think mods actually NEED to tweak these. Those are PCM block creation values which, unlike conditions, I'm not certain can change without a new game. These conditional changes will only apply to unvisited systems.
-In Vanilla, all planets have a chance for humans regardless of ANYTHING except if they are specifically told "NO humans", so even if this sounds lax, this is way more restricted than vanilla.
- If you want an easy one-click Installation on your next playthrough, I feel like the Royal Galaxy - Vortex Collection is out of beta.
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Version 2.13
- Added optional "Vanilla Human Presence."
This should be safe to add/remove to test out your personal preference, but the change will probably only apply (when in Orbit) to systems you haven't visited on that save. Once you're landed, the changes, I believe, will take effect in new landing zones.
In Royal Galaxy, since the very first version, the human presence condition is tweaked a bit to avoid having human populations EVERYWHERE.
In future updates, I'll make this less strict in the default version, and offer a separate optional for a strict human-presence, as I usually try to keep the base package closest to vanilla, and add optional files to further diverge.
[In Royal Galaxy currently and since the first version, the human presence condition is limited to planets high O2, OR abundant flora, OR abundant fauna. These are conditions that seemed strict enough for me not to see human events so frequently, as well as to ensure each world with humans had something worth setting up a settlement for. I definitely will loosen this strictness up in future updates and put more optional versions.]
Upcoming Patch:
-I will move around specific perks so that weapon-centric mods no longer roll on melee weapons. This will require swapping some perks that you may already have on guns or melee weapons.
-All the perks will still exist, they will just trade places with a different perk.
-I've avoided doing this as it will be a ton of work and potentially annoy people who have great legendary weapon rolls, but long-term it just needs to be done.
-I will probably replace the Subzero perk with something entirely new as I just can't get an ICE legendary weapon effect working using only vanilla records for high compatibility that isn't overpowered.
-I'll provide specific notes ahead of time.
- Added optional "Vanilla Human Presence."
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Version 2.12
- Rested up from COVID and back to work, updates will slow. If I am slow to provide support, don't take it personally. Anyone kind enough to leave my mods tracked and do some Tech support for people? I'd very much appreciate it. This game deserves a long and fun life and I think the more people we get enjoying the game, enjoying awesome mods, the better. We'll get future modders and keep enthusiasm high. =)
Changelog:
Put Nikolaus Slayton back to vanilla in case this was causing any issues with his aggressiveness, potentially in combination with AI mods other than PEAK.
After testing it for ages, changed setting to allow space encounters outside Starstations. They're cool; not much reason to have this disabled.
Fixed typo.
Fixed Vanilla typos in Freestar Questline (will forward to SFCP).
Added fast travel out of Trade Authority Warehouse (At some point I will pull out all these cells for a fast travel from anywhere that doesn't cause bugs mod.)
Restored 50% chance to not drop held weapon on death to reduce save bloat. Seems a nice value.
Terrormorphs:
Randomized interior Terrormorph spawns will now only occur in systems where Terrormorph encounters are allowed. Terrormorph spawns reverted to vanilla for a few systems with lots of story missions so that randomly spawning Terrormorphs are less likely to occur during story.
(Spoilers) Reverted to vanilla Terrormorph spawn conditions:
I am not sure if this means they will spawn or not, but I am no longer pushing them too.
Procyon A (The Scow Mission)
Masada (Endgame Temple)
Arcaturus (The First)
I think I finally found a permanent solution for the interior ones being smaller, but testing a 1% chance encounter is hard.
**If you are good at xEdit, I could use some help:**
I've been stuck on Subzero rounds for ages. The version in Royal Combat (not Galaxy) freezes enemies using the "cryo mine" effect. I haven't ported this into Royal Galaxy because it is overpowered. However, I can't figure out an icy rounds alternative that only uses vanilla records (for future compatibility).
If I could just set a random chance to this effect, that would solve the balance issue, but I don't know if its possible to set a condition like that in the Frenzy weapon enchantment record.
- Rested up from COVID and back to work, updates will slow. If I am slow to provide support, don't take it personally. Anyone kind enough to leave my mods tracked and do some Tech support for people? I'd very much appreciate it. This game deserves a long and fun life and I think the more people we get enjoying the game, enjoying awesome mods, the better. We'll get future modders and keep enthusiasm high. =)
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Version 2.5
- (Unreleased/testing):
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Version 2.2
- (Unreleased/Playtesting)
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Version 2.02
- **Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.**
Relatively minor update; numerous small improvements.
More Terrormorph Enemies in Londinium =)
Can now fast travel out of The Clinic VIP area, which actually fits the story better (in a rush, escape hatch right there).
Fixed a dialogue typo.
Fixed some vanilla loot bugs (will also submit to SFCP).
Slightly reduced creature damage (not sure I ever posted it with the increase I tried, but even 0.001 increase on CCT damage hits hard).
Updated Royal Aliens - Hard Patch.
Speed boost while using Create Atmosphere for those who like a more magical alternative to amps. :)
Added size/level scaling to some enemies that were missing it.
Integrated an unused vanilla feature: 5-10% chance for certain clutter items not to spawn. Nothing valuable, just cheap clutter: folders, tape, binders, etc. This increases variety as you explore and probably slightly increases performance. You won't notice a different, except subconsciously. The Scarcity patch pushes most of these values up to 25%.
Vastly improved Scarcity Patch. Less loot has always been my preferred way to play Bethesda games, I've forced myself to play with the regular Royal Starfield loot until now to make sure it was balanced. Now that I don't intend to tweak it much further, I will personally be playing with Scarcity enabled.
[An interesting benefit of the Scarcity patch is that for some reason, Bethesda gave a ton of clutter items a 100% chance to spawn. In Scarcity, I reduced this by 25% across the board, resulting in slightly more randomized/unique interior environments. Sometimes a book might spawn on that table, sometimes a vegetable might spawn on that counter, sometimes not. - Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.
- **Fixed embarrassing corrupted upload, sorry about that. I usually double check all my uploads, but I put up a bunch last night. I'll make sure to double check Royal Galaxy in the future.**
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Version 2.01
- Perk fixes courtesy of Gaijin73. I am always happy to accept help! Thank you!!
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Version 2.0
- Version 2.0:
Massive expansion of cut content restoration.
Fixed Vanilla Science Perks Patch.
Embarrassing beg for Mod of the Month vote since I don't expect to ever be in the running again =)
Uploaded Royal Galaxy - Optional Textures.
Textures:
Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified).
https://www.nexusmods.com/starfield/mods/2373
Thank you to Clofas1 for the open perms on Enhanced Starfield Clouds. These beautiful, great-performing clouds packed into a BA3 file do so much to improve the quality of Starfield's weather and skies without impacting performance.
https://www.nexusmods.com/starfield/mods/3873
Thank you PraedythXVI for all your amazing mods I've used in Skyrim over the years, and your beautiful lava with open permissions that I was able to bundle here.
https://www.nexusmods.com/starfield/mods/6088
Thank you MoccasinBill for the awesome Nuclear Earth Retexture. I suspect this would have WAY more downloads, but it never got a mod manager button. =)
https://www.nexusmods.com/starfield/mods/1041?tab=files
Thank you Peko for the best brows and lashes on Nexus and the open perms. BA3 for better performance. I still personally have to load the loose file version too as something in my load order overwrites these.
https://www.nexusmods.com/starfield/mods/5107
https://www.nexusmods.com/starfield/mods/4684
(Eyes not included since there are so many options).
Upload
- Version 2.0:
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Version 1.81
- Please consider voting Royal Galaxy for Mod of the Month. I don't know if I'll ever release something so big again to have a chance at it. It's the star next to endorse lol
Quickly put up a better example plugins.txt as the last one I had had a ton of WIPs and such :)
Due to the FORM ID fix in latest update, enemies dropping weapons should not contribute to save bloat the way it did before.
I had it set to only a 25% chance to drop to reduce save bloat. Putting it to a 75% chance (default 100%.). After playtesting more, put it back to 100%. It just looks cooler to see the guns splayed out on the ground, which is why it is the default. Will put up an optional file to revert this.
Seriously, scroll down and click some of the new dialogue options. Don't just spam option 1. So much new cool stuff has been added =)
UC Quest:
-Removed a piece of cut dialogue that would awkwardly loop back into the existing dialogue. Not game breaking and many probably wouldn't notice, but it had a reason for being cut. I'll label any non-working restored content Global 333 so it is there to find easily and fix with dialogue splicing or something down the line.
-Never mind that one was never added to Royal Galaxy because I hadn't tested it yet. ^_^
UC04 Spoilers:
Increased the difficulty of the UC04 Terrormorphs. You should have a greater chance of seeing them use mind-control. Since a lot of (mostly cut and restored) dialogue explicitly mentions there being 3, I did not increase the #. I also did not scale the size any higher as the lore is that they are young.
-XEditC wouldn't let me tweak 1 of the 3 higher than medium-- will come back to that down the line.
-I attempted to handplace some heatleeches that would have fled all the burning starships. They aren't set up to properly spawn, but are still in the files for a future attempt. Record to add them to for spawning is 4aec8. I'll probably come back to this later.
Slightly reduced value of piracy encounters. This will require 48 hr wait/clearing out existing missions to see. Kept the change subtle since there is a multiplier based on the value of your piracy-- sometimes, stealing high-value objects, the bounty will reward more.
Removed ITMs for some records I no longer plan to touch to increase compatibility further (not that any mods I know of use those records yet either).
- Please consider voting Royal Galaxy for Mod of the Month. I don't know if I'll ever release something so big again to have a chance at it. It's the star next to endorse lol
-
Version 1.80
- IF I EVER MAKE A CHANGE YOU DO NOT LIKE, LET ME KNOW. I can make patches reverting specific details back to Vanilla in 0.5 seconds for most changes I make in patches. (Less easy for core Royal Galaxy mechanics like 1.5x enemies).
**Science Perk Tree:**
Flora is now basic, next to geology in the first row.
Zoology remains rank 2.
Moved Astrodynamics (increased grav jump range/reduced fuel) to Master Rank. If you already had points in it, you will keep them.
In short, you can now get fully functioning outposts up and running (extreme environments, farming, and animal husbandry) for 3 perk points early game. This allows players who wish to go full-on with Outposts to get the essential gameplay components for outpost enjoyment relatively early game.
Updated Optional Science Perk Vanilla Patch.
With help from ComatoseDragon, reverted quest descriptions to vanilla. [Due to an oddity in the way dialogue is handled, I was accidentally copying over some of the changes from another mod that improves quest objectives. This is a nefarious way things work as, if you have those mods installed, the string files will make it look like Starfield.esm (Vanilla) had those changes as well.]
While I don't suggest changing load order mid-game, quest objective/description updates should probably be loaded after Royal Galaxy. Mostly they won't conflict.
I used this as an opportunity to ensure every dialogue I have ever touched is updated to SFCP, which it seems like most dialogues affecting quest objectives are not (we need more patchers, please, community! Release patches for stuff!)
If you are a modder tweaking dialogue, I strongly suggest playing with no mods that tweak quest objective names, as they will be copied over whenever you tweak a piece of dialogue within that quest. =(
Venpi Encounters/Factions Patch:
-This patch tweaks things to work how I feel works best with the rest of Royal Galaxy.
Carry Weight:
I'm not 100% sure I have the weightlifting perk changes exactly right. Can someone good at xEdit and math check for me? (You will get more carry weight, but I'm not sure I have it properly exactly as described in the updated descriptions for the WeightLiftingChamp Version).
Further reduced max scanner distance (its still way higher than vanilla) due to a reproducible crash when this is set too high and you can immediately after loading. Let me know if you want an optional patch to put this super high.
- IF I EVER MAKE A CHANGE YOU DO NOT LIKE, LET ME KNOW. I can make patches reverting specific details back to Vanilla in 0.5 seconds for most changes I make in patches. (Less easy for core Royal Galaxy mechanics like 1.5x enemies).
-
Version 1.75
- Outpost Update:
***Science Perks Revisions:***
-Moved Planetary Habitation to Rank 1 so that players can start having fun with outposts earlier.
-To facilitate this change without disrupting the UI, moved Research Methods to Tier 2.
-Moved Botany to Tier 4. If anyone really loved this perk, I'm really sorry.
New optional patch to revert these changes to vanilla. I saw no reason to Gatekeep players from building numerous outposts on diverse worlds until late game.
Added some very lightweight Outpost improvements.
3x Power Generated
3x Storage (Except the tiny ones, they got 6x)
8x the vanilla # of Crewstations
Auto calc, PC level mult for all outpost NPCs (Friendly outpost stuff like turrets levels with you)
Doubled Radius of Each Tier of Scanner
Dialogue:
Further improvements to dialogue and story.
UC still not finished sorry :(
In preparation for adding more brand-new dialogue, allowed access to some skill or background dialogue that made sense for all players to have an enhanced the story.
Future additional background dialogue will be more specific to that background.
Attempted to fix Matsura The Grim being hostile. Not sure what is causing this. Doesn't block progress.
Pushed to next update:
Personal Atmosphere slightly increases sprint speed.
More Feedback:
-I'd like to move all "Scanner activates" like manipulate, intimidate, etc to Rank 2 of various perks. That way, you can take rank 1 for the dialogue without, in my opinion, making the scanner more annoying to use. Any opinions on this?
Optional Mech Patch:
-Replaces some First Order Robots with Mechs in the final base assault.
- Outpost Update:
-
Version 1.72
- Some of the dialogue additions are a bit WIP. Wait for next update if you want perfection, but I also would love to share how much new stuff I've gotten going with those who want it:
SO. MUCH. CUT. DIALOGUE. RESTORED
This will vary from companions reacting during conversation, Spacers shouting out new things while you fight them... I put at least 16 hours into this. But I love my Starfield and any new dialogue I could find I want!
Some of it I had to rewrite the lines to make more sense in context which is probably why it was cut. Others will be sent to SFCP. Testing more then, will get it added here and in royal rewrites.
Can now fast travel out of Algamest. Could not figure out how to boost credit reward (It is already boosted a bit, but not as high as I'd like).
Groundpounder:
-Revised dialogue so that the player no longer sounds super historically illiterate about the Colony War.
-Can now fast travel straight to space section after the dialogue.
Perks:
-Updated weightlifting perk and WeightLiftingChamp addon to grant proper values. It was confusing in xEdit because it is not additive, it is cumulative for each tier.
Melee:
-Buffed all melee weapons by 10-25%
-This was mostly to give ENEMIES a fighting chance to actually damage you.
-Mining with rescue axe seems to not work for me :(
Writing:
-Tweaks to Sam Coe romance and many improvements, inlcuding many awesome lines written by Aurelianis!!! (Who has a personal mod that includes major dialogue tweaks to make it even better. If/when that releases, load it after RoyalGalaxy and RoyalRewrites :D)
Weapons:
-15%ish buff to Arc Welder and Auto-Rivet. Arc Welder now also scales with rifle perks. (My idea there isn't that its a rifle, but that someone proficient with all sorts of weapons would get a little more power out of it.)
-I am not currently using TN"s Power Tools due to a bug causing the cutter to spawn at t4 at low levels, but when that bug is fixed, I'll release a patch for compatibility and forward other changes into TN"s power tools (like Arc Welder's being able to mine minerals).
Pushed to Next Version:
Outpost Tweaks:
Kept things relatively lite and close to vanilla:
3x Power Generated
3x Storage (Except the tiny ones, they got 6x)
8x the vanilla # of Crewstations
Auto calc, PC level mult for all outpost NPCs
Load any other large outpost mods after as they probably did much more extreme tweaks.
Personal Atmosphere slightly increases sprint speed.
Seeking Feedback:
-I'd like to remove all outpost requirements (locked to final perk tree) and instead add useful bonuses to that tree. If players want to make an ice or Mars outpost from level 1, I see no valid gameplay reason for stopping them.
-Any thoughts or objections?
- Some of the dialogue additions are a bit WIP. Wait for next update if you want perfection, but I also would love to share how much new stuff I've gotten going with those who want it:
-
Version 1.68
- Royal Galaxy Main:
SIGNIFICANT new dialogue restored. I have a lot more that I'll add, just testing it first.
Did a revision past on about 50% of the dialogue I've tweaked. More concise and closer to the Starfield style.
MELEE UPDATE:
The changes made to enemy weapons makes close-ranged combat REALLY dangerous. They melt you.
Changed first rank of "Dueling" to grant a 50% damage reduction and 50% bonus damage increase. This remains a high-risk high-reward playstyle. Tweaked other duelist perks to fit. Those of you trying a melee playstyle, let me know if there are any pain points at various levels (early game, endgame). I had melee combat well balanced, but further buffs to maelstroms and grendels made incoming damage too high to withstand at close range.
Rewrites and Gameplay:
Commenced work on UC questline.
Restored a cut line with Tuala (unless it was playing anyway, was set to off as far as I can tell). The line is "You give that big speech and now I have to drop off tools?" after you join the UC. I replaced it with, "No offense, but I'm overqualified for parcel delivery." 2ba615 is the record to restore later for SFCP.
Restored cut lines with mechanic ([DIAL:0027A962]. I suspect play testers got confused by this dialogue since it explains the vanguard was established only 15 years ago. I'd bet a lot of playtesters were mixing up Vanguard with UC Sysdef. Talking to the criew chief always felt kind of short and pointless, this helps.
Restored Sterilization option for UC. Restored companion reactions to xenocide or lack thereof.
I stopped listing cut lines because I think in the end I've restored about 20. Some of these needed to be reworked to have new conditions or to have the player dialogue choice make sense.
Examples: Restored Hadrian dialogues, restored Andromeda Kepler elite crew dialogue, restored some random combat lines from various NPCs. In the end, nothing HUGE, but if you've played the game enough, you'll find something that wasn't there before. Sorting out which ones makes sense for SFCP and have it in a separate .esm too. Still testing them all and only added the ones I verified working to Royal Galaxy.
Restored option to say "Ha! In your dreams, pig!" (Bethesda dialogue) when Sergeant Yumi tries to recruit you. His reaction is great.
Thank you, ComatoseDragon! Reverted a change that made the "sickbed" event play a little too frequently.
"False contact" space event should no longer play in incorrect situations. Thank you for bug report.
Reduce space encounter chance in Narion (Vectera) system to help with new game experience.
Added a "No dead body collision" optional patch.
Reduced size of UC02 Terrormorph to better fit lore. Game has plenty of Terrormorphs now, we don't need every single one to be huge. =)
Perks:
-Increased the amount of damage resistance for Rank 1 of Dueling.
Optionals:
Craftable Quality Version BETA:
This patch has proven harder to create than I expected. It is not merely a patch, but an alternate version of Royal Galaxy.
I have not tested it myself, but I understand the logic of the mod conflict and this should hopefully fix it.
I will only update this version after major version changes (or upon request if someone sees a new feature they REALLY want. I'm never trying to deny people a good experience.)
Similar to Legendary Recycler-- this is not the version I balanced around.
PLEASE test this for me and let me know if it resolves the crashing at workbench issue when running Craftable quality.
Please also let me know if this was a safe update from prior versions.
This is the simplest version of the patch that would be the easiest for me to maintain moving forward (deletes 4 new records added from More Weapons have tiers).
If this doesn't work, I'll have to try removing all weapon changes one by one.
In order for other optional patches to work: After downloading, rename the plugin "RoyalGalaxy.esm".
I am sorry for the inconvenience but anything else would be too confusing for me and potentially cause me to make errors.
- Royal Galaxy Main:
-
Version 1.67
- Bugfix:
Properly fixed Replacing "Sturdy" perk with "Duelist" perk.
The incorrect implementation I had in the previous version may have caused issues at a workbench.
-All Starborn abilities tweaked and balanced accordingly for more future use on NPCs.
-Should be far more compatible with the Starborn Cora companion beta mod.
Buried Temple Enhancements:
-Player dialogue
-Guardian Musa can use Moonform and Sunless Space.
-Moonform will not root him or keep him from jumping, unlike Vanilla.
I worked on the AI version of Sunless Space for ages.
I wanted to improve more aspects of the Temple, but nothing was going my way today. Next playthrough.
(Ignore unless you care about the fine details of AI Sunless Space balance:
I suspect Sunless Space was removed from Starborn NPCs due to having a high chance to bug, causing a permanent "freezing weathers" affliction that cannot be cleansed by any means. I changed the abilities damage to be based on your energy resistance, rather than your thermal resistance, to avoid this bug.
-This will allow high-quality armor, armor perks, and "energy weapon dissipation" to reduce the damage of this attack. Even stacking a ton of frost resistance did not really reduce this damage enough to actually make it counterable.
-If you get hit too many times by this attack, you will need to retreat to your ship to warm back up. I think this is a good mechanic for the endgame temple. Later, when I add difficulty versions, I will make this change exclusive to higher difficulties.)
Crafting:
Moved balanced boostpack to backpack 1 unlock. Playing without this just feels terrible.
I just tested positive for COVID. I've had it before, and I'll be all right.Responses might be slightly delayed-- or, to be honest, maybe the opposite. Maybe I'll mod non-stop since I won't be going to work.
Either way, a question: I really appreciate those of you using this mod and trusting me to revamp such a large aspect of the game. What do you want me to focus on the most?
https://www.nexusmods.com/starfield/mods/8222/?tab=forum&topic_id=13750007
Legendary Recycler Patch:
Forwarded latest values from Starfield Community Patch (regular recycler could use this update as well).
Note that I prefer to chase loot and will not personally be playing with Legendary Recycler forever, but I will maintain the patch for others to use.
I have balanced it a bit more for immersion.
No more shards drops off of random NPC bosses. Shards are easy to come by and the extra loot on NPCs looked odd to me.
Only a 25% chance to get a legendary module out of a boss chest. The guaranteed legendary drop is three legendary modules.
I was able to get God Rolls that would have been statistically impossible without Legendary Recycler within ten minutes. It was wild.
I might release a "balanced" version that requires 3 of a particular legendary mod before you can craft it. Let me know if there is interest. =)
Delayed for future patch:
-Subzero Legendary enchantment improvements. Since weapons affect the player the same as NPCs, this is a very frustrating perk to play against when I push the full version, and (spoilers) it will, by default, be on the Hunter's weapon which, if you choose to fight the Emissary, will make the Hunter's duplicates one of the most broken fights in the game. Otherwise, it should be fine and fun to have happen to the player once in a while-- I might have to swap this with a perk that doesn't show up on a main story gun.
-Considering: doing a Royal Galaxy Beta page for nightly updates, and only updating this one for critical fixes or major versions (new features, 1.7, 1.8. 1.9).
-I honestly just don't want to annoy people.
- Bugfix:
-
Version 1.65
- Thank you comatosedragon:
UC War Memorial Environmental Damage reverted to vanilla.
Properly forwarded some missing values from Royal Economy Overhaul.
Thank you HardcoreWolf1390, fixed incorrect perk names
Cassiopeia I:
The Rock Aliens that attack you have felt a bit overpowered since the first version of Royal Aliens, but I couldn't figure out how to nerf them a bit without nerfing other alien creatures.
Did you know they take 75 % reduced energy damage and 200% reduced kinetic damage in vanilla? So adding level scaling to the mix was a bit much.
This will still be a surprisingly hard alien encounter, as per vanilla, just not the hardest boss fight in the game. Increased the # of them in encounter.
Significant variety improvements in alien size scaling, including for aliens that previously resisted my attempts to resize them.
Thank you Aurelianis, Annihilator Rounds companion damage immunity.
https://www.nexusmods.com/starfield/mods/8393
If you want to make all friendlies immune, download the optional file from that page.
Integrated NPC Rescaling Fix:
https://www.nexusmods.com/starfield/mods/7945
- Thank you comatosedragon:
-
Version 1.64
- I got the day off from work, so this ended up being a considerable update.
Update 1.64 Notes:
Updated to latest SFCP (most if was already updated since 0.10 has been in public beta on the Discord for ages)
Began rewrites of UC quest line. Some rewrites completed for main story SB reveal and Foreknowledge reactions.
Additional refinements to rare loot, particularly chests that LOOK big and substantial, but actually can't drop anything good in vanilla.
With permission from Venpi, bundled the "Walter disappearing fix" to ensure users of Royal Galaxy never experience this, regardless of what other mods they run. Note that Royal Galaxy itself and no Royal Mods ever increased the chances of this vanilla bug occurring. =) Will remove this if/when it gets added to the Community Patch.
Food is relatively useless in Vanilla after level 3:
Multiplied carry weight and health restore values by 3x. Did not touch any combat related values as those are actually decent.
-Properly copied over a few missing bonus XP for exploration/surveying values from Royal Economy Overhaul.
Crafting:
Swapped all crafting requirements for "Iron Sights"--which is generally weaker than anything else and purely a personal preference. Now costs only 1 Iron. (Note that previous updates did give iron sights slightly increased reload speed to try to increase variety and improve the threat of undergeared NPCs).
*******A quick note on planned scope and future updates:*********
My original intention was to release this, and then work on other mods without updating this frequently. This now seems unfair to all the users who downloaded, especially as this mod is more successful than I anticipated.
I want to make Starfield modding easy and accessible. So herein, I would like to clarify my current scope and planned vision for Royal Galaxy - Series One.
Note that all of these changes will only tweak vanilla records, meaning if you run another mod after Royal Galaxy, it will remain compatible and simply overwrite any changes I make. =)
-All vanilla dialogue improvements that no risk of compatibility issues.
-Continued loot improvements.
-Common-sense tweaks and fixes to vanilla mechanics that seem only motivated by lack of time or Xbox Series S limitations.
-Modest improvements to vanilla events and locations
-Bug fixes that I have permission to include that may not be in SFCP
-Vanilla planet fixes (only one more needed that I know of)
-A lightweight (compatible to be overwritten by any other mods) overhaul of player perks
-Weapon and armor enchantments
-Ingestibles (medicine/food/drinks)
-Continued improvements to loot, NPCs, crafting and story encounters.
If this is the only mod you run, and I make a change or addition you do like, please let me know, and I can quickly and easily release a patch to release that specific component back to vanilla. I read a comment somewhere where someone liked everything about this mod but not the tweaks to pickpocketing (seems very specific to me). I could easily release a patch for a user in that situation to remove the pickpocketing change.
All of these changes will use only vanilla records. That means any other mod you use that is loaded after Royal Galaxy will always overwrite. These changes will introduce no mod conflicts. For example, even if I eventually overhaul every single vanilla perk (I don't plan to do so), loading another Perk overhaul afterward will fully erase my changes and let you use that perk overhaul. That is why I will always keep "Compatible" in the title. =)
Main Story: Earth; NASA encounter
Adjusted level scaling of a few "boss" encounters that were very easy and added 1-2 additional spawns.
Increased enemy Starborn Spawns and variety.
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.
Pushed for later update:
Fixed some typos in SFCP subtitles (I am forwarding these to SFCP as well).
Made very easy and easy difficulty a tiny bit easier than vanilla to make this mod more accessible.
Work on "Difficulty Configurators" is underway to allow further selection of your preferred difficulty.
- I got the day off from work, so this ended up being a considerable update.
-
Version 1.63
- GALAXY:
Weapon Legendary Enchantments:
Instigating: Updated description to state "Deals double damage to enemies near full health." Value has been 80% for a long time now.
I'd still like to give it a new name, but the effect is pretty strong.
Demoralizing:
-Ever noticed this seemed to do nothing? Previously would not affect enemies with a confidence of "Foolhardy". Most AI/aggression mods, including this one, set TONS of enemies to foolhardy. Changed this so that it checks enemy damage resistance. It will not work against enemies with 300 or more DR. This should mean that demoralizing works against most enemies in the game, but not some Story Bosses, Starborn, The Hunter, or most non-baby Terrormorphs.
-Left chance at vanilla 5% to trigger.
Before:
Hitman:
-+15% damage while aiming.
(Always felt like a silly name for bonus damage while aiming. It seems to have a cut increased chance to cause afflictions, which explains the original name).
After:
Marksman, now also gains:
+15% damage while aiming and increased focus. If applied to a rifle, 10% additional damage.
Focus refers to the breath hold effect when scoped. This will stack with the bonus on Deadshot.
Before:
Concussive: Small chance to knock down targets
After:
Iron:
Small chance to knock down targets. Reduced incoming damage while standing still.
Drumbeat:
Replaced Small Magazine with Magnetic Rounds (+10 ammo, Magnetic slowing effect). Lots of competition for Drumbeat magazines with explosive and incendiary. Small was just awful.
Still needed to do in next patch:
Update descriptions of all magnetic rounds from the default of small rounds.
Just trying to decide if I want to commit to that as the low-level replacement for Small Magazine for futuristic guns.
Russian Assault Rifle & Old Earth Hunting Rifle:
Replaced Small Magazine with Whitehot Rounds.
PATCHES:
Item Sorter Patch:
-Now includes Armor to facilitate the change of "Sturdy" to "Duelist".
New Patch:
Starborn Not Toddborn + Legendary Recycler Patch:
https://www.nexusmods.com/starfield/mods/5615
*StarbornRecyclerPatch.esm
Load after Legendary Recycler & Patches.
Allows Starborn Not Toddborn Armors to function with Legendary Recyler.
(Sometime soon I will make a separate Royal Galaxy - Patches page, I guess)
Legendary Recycler Patch:
-Removed shard drops from bosses. There's plenty in chests.
-Updated the descriptions of all perks to match perks in Royal Galaxy/Combat. This caused me to take a look at all perks and revise :)
-Slightly reduced base legendary drop chance for those using this perk. Legendary drop rates in Royal Galaxy were balanced around a loot chase. While playing with crafting is a fun new experience, it made the game far too easy with the previous legendary drop rates, especially as you can just grab legendary mods off random vendor blues as well.
- GALAXY:
-
Version 1.62
- Minor capitalization changes (Mech--> mech, Bethesda is inconsistent).
-
Version 1.61
- With help from Venpi, merged all changes from Royal Rare Loot into RoyalGalaxy. Legendary Recycler patch should now function perfectly.
**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.
- With help from Venpi, merged all changes from Royal Rare Loot into RoyalGalaxy. Legendary Recycler patch should now function perfectly.
-
Version 1.60
- Completed Royal Rewrites of the entire Freestar Questline. My eyes hurt. My hands hurt.
(With Creation Kit or lots of effort, someone will need to make the medical facility portion make sense (I think a First attack right after you find that Maya escape to overwhelm the guards would be the simplest.) I couldn't fix the weirdness of no one reacting to what happened right down the hall.)
I will admit I couldn't think of any cool loot to put on the last few bosses of the FC quest line (not trying to spoil), if anyone has any ideas.
Royal Galaxy/Encounters:
Added an underused (or unused) The 1st Model A as an enemy to their final base. I hope one day these can be replaced with actual mechs. :) Increased enemy density; used robots to keep it from feeling boring and repetitive.
-I tried for ages to put a unique skin on it, or at the very least a cool one like Kaiser's, but it wouldn't work. :( Might require a new game, so I'll leave it on for myself to test.
If in the future I ever get his by a bus and someone else has to update this-- any NPC I add is named JAEDL[OriginalNPCFormID] to keep things simple.
Royal Akila:
***Probably best not to be on Akila when updating, but I didn't have any issues in my testing.**
-Reduced newly added planetary traits to avoid a UI bug. Planets can only have a max of 4 traits with current UI (thanks Venpi!).
Freestar Quest:
Increased # of enemy ships in Space Battle. Will be doubled if running both RoyalGalaxy and Royal Encounters.
Properly included the reduction to size/frequency of interior Terrormorphs.
- Completed Royal Rewrites of the entire Freestar Questline. My eyes hurt. My hands hurt.
-
Version 1.53
- Significantly increased # of encounters (both new, and copied over from Royal Encounters).
Finished Freestar Collective Story Improvements up to Maya Cruz. Wanted to get the whole questline done for today but fell a little short.
Patched two caves to have the new lighting added in the recent update.
Sturdy (reduced incoming melee damage by 15%) armor mod replaced with "Duelist". +15% outgoing melee damage, -15% incoming.
Improved companion follow distance (Very subtle-- if you're already running a companion follow distance mod, keep running it).
Companions will participate in conversations from a slightly greater distance to avoid the feeling of a "bug" or missing out on content when they don't speak up when they should.
Improved Terrormorph AI.
Increased difficulty of Maya Cruz hideout alien grasshoppers. Added size scaling and increased speed.
Increased # of Shardhopper spawns in hideout. Story encounter fights should be epic. :)
**Testing in Royal Encounters** Added potential for Space Encounters to occur outside Space Stations, allowing for some unique starship gameplay encounters.
Royal Combat Overhaul:
Improved balance of what level weapons drop at to increase variety.
Arc Welder now scales with particle beam perks as well as laser to allow late game semi-viability. Auto-Rivet now scales with shotgun perks.
Rare Loot:
Added some incredibly rare (1% chance) drops of Polymer and Adhesive to scientist corpses and science facility boss chests. For those of us who don't like to get ANYTHING from vendors. =)
Story Encounter Enemies Moving Forward:
ljorder66 did an amazing job adding new enemies to the game, but mostly steered clear of story encounters like the Freestar quests or UC quests. I am adding enemies to those. But how many do I add?
I am handplacing new enemies in these encounters to make them more fun as rapidly as I can.
But what if you want EVEN MORE enemies in Story encounters?
Moving forward, Royal Encounters can now be used as a 2x Enemy Add-On for Royal Galaxy (Story Encounters Only).
https://www.nexusmods.com/starfield/mods/7890
Basically, when I add a new enemy to a story encounter, like an extra Robot Model S defending Maya Cruz's base, I copy it into both add-ons. If you want doubled enemies (beyond what I add to Royal Galaxy), running Royal Encounters after Royal Galaxy will now serve as an enemy doubler. This is what I am running. I think this is the best way to
a) Let people have choice
b) Let people have increased story enemies without running ALL of Royal Galaxy
c) Let people running Royal Galaxy have choice as to how many enemies get added to Story Encounters.
- Significantly increased # of encounters (both new, and copied over from Royal Encounters).
-
Version 1.52
- Removed potential Tau Ceti System Terrormorph encounters (not lore friendly).
Reduced frequency of interior Terrormorph encounters significantly. All interior Terrormorph now guaranteed to be small, fast, and a little weaker. =)
Loot:
Added more fun unique loot to very specific enemies (1 percent through 10 percent chance to drop maximum.)
Tweaked leveled lists slightly. Ecliptic have an incredibly rare chance to use microguns or arc wielders. I found these guns were never dropping until late game, by which point they are mostly irrelevant.
Russian Assault Rifles seemed to have very weird/rare drop conditions despite being balanced as a low-level gun. I could not discern any clear intention behind where/when Bethesda allows them to drop. Added them as a potential weapon to a few outlaw NPCs like the Shaw Gang.
Galaxy/Unique Humans:
Tweaked Marco's Guards and Marco himself to make it an adequate boss fight encounter, along with the improved new dialogue.
Tweaked the difficulty of many of Marco's turrets from "easy" to "hard". This affects the level modifier. There is plenty of cover in the ship and this makes the encounter more fun (honestly probably barely noticeable in practice, but I am committed to trying to improve all possible story encounters).
- Removed potential Tau Ceti System Terrormorph encounters (not lore friendly).
-
Version 1.51
- Minor Patch:
Reduced chances of large Terrormorphs indoors. Hopefully, to zero. Terrormorph Anomalies in particular should never spawn indoors, ever.
Improved Red Mile quest player dialogue choices.
Arc Wielder can mine ore (as has always been the case with More Weapons Have Tiers). Will tweak this weapon soon, considering adding intrinsic Tesla effect.
- Minor Patch:
-
Version 1.50
- **For Safest Update: Do not be on Planet Maheo I or Porrima III when updating.**
When overhauling a planet, my goal is to make it better fit the lore, offer more exploration, and be generally more fun.
Royal Porrima III - The Red Mile Planet
https://imgur.com/a/oL6ZUH8
I've worked on improving the Red Mile since the first release of Royal Aliens, but now, by overhauling the whole planet, I think we've made real progress. The weather is cool and planetary traits hint at a world with abundant tectonic, meteor and volcanic activity. It is a land of fire and ice. :)
Apex Ashta have been imported by the Red Mile for the challenge and appear only in the frozen biome of the Red Mile. Some have escaped and bred and become a native species; they viciously fight against the Red Mile Maulers for territory.
I hope to add little data pad and environmental storytelling moments for these details.
Terrormorphs have taken advantage of the chaos to roam the planet.
Help!
[I'm working on getting albino Terrormorphs to spawn-- they have unique flags locking them to Londinium (which is also keeping them from spawning at some glaciers as I had intended. If anyone can figure out the unique flags on the albino Terrormorph flag, please let me know! Working on Porimma revealed that many icy and snow encounters I added with albino Terrormorphs probably are not spawning due to something unique to this NPC]
Royal Maheo I:
Sonny D'Falco's estate was erroneously placed by Bethesda on a planet with no magnetosphere.
This has been corrected, allowing alien life to spawn. It's a lovely, unique planet. So why wasn't it inhabitated outside the one lovely estate?
Turns out that Sonny built his little estate on a planet filled with dangerous aliens, some of which were being studied for xenoweapons program.
Combat Overhaul:
Iron sights, which generally look and play quite cool, have no real purpose in terms of stats or min/maxing. Depending on weapon, most iron sights now offer between a 10-20% increased reload speed. The higher increases tended to be for pistols and shotguns.
This has a positive side effect of buffing enemies who have stopped to reload, since they often have basic versions of guns.
More weapon level drop tweaks. Some cool guns were set to only drop at very high levels in vanilla-- even though by the time they dropped, they wouldn't even be that exciting to use or powerful. Set the chances to very rare to start.
Economy:
Crafting XP from cooking and using the workbench halved.
Doubled Mining Laser range.
Weightlifting:
Changed perks from +50, +50, +50
to +50 +75 +100
Let me know if anyone finds this too much, and I'll post a vanilla or reduced version patch.
Integrated a Lite version of More Survey Missions:
https://www.nexusmods.com/starfield/mods/8365
I had already increased the distance survey missions could send you, but I further increased that amount from 32 to 64 parsecs. I'll continue experimenting with this value to see what creates the most fun survey missions.
I included Deebz96 tweaks so that you can get sent to systems you have partially surveyed-- to me that feels like something that should be fixed in SFCP as well.
I might personally prefer More Survey Missions over this version, but I wanted to keep this lite and Vanilla+.
- **For Safest Update: Do not be on Planet Maheo I or Porrima III when updating.**
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Version 1.41
- Galaxy/Combat/Weapons Balance
Weapon level drops have been tweaked so that you have a rare chance of seeing a late game weapon like Magsniper earlier, increasing weapon variety. The highest tiers still generally drop around the same level.
BIS weapons like Big Bang and Inflictor not tweaked.
Terrormorphs combat AI made a bit more aggressive.
- Galaxy/Combat/Weapons Balance
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Version 1.40
- Properly forwarded some AI /NPC chatter improvements from Economy Overhaul.
Properly included Aurelianis' awesome Andreja Dialogue Fixes.
https://www.nexusmods.com/starfield/mods/8044
Thank you!!
Out of fear that Royal Galaxy wouldn't live up to the hype, I worked hard to add many more encounters.
They will be more common on planets with life.
Another friendly encouragement to install Venworks Open World Cave Overhaul as my changes are designed around this mod:
https://www.nexusmods.com/starfield/mods/8050?tab=files
Royal Galaxy/Weathers:
Charybdis system now properly set to only allow hostile human encounters. This is supposed to be a rare, out of the way system concealing The Facility. It makes no sense when UC ships land and say hello. (Added LocTypeNoHumanPresenceNonHostile keyword to system).
Galaxy/Unique Humans:
Increased size scaling variety for some covered enemies. Tweaked a few story bosses with unique gameplay or loot.
Increased speed of Robot Model S and A and enemies. Reduced size slightly to fix some vanilla navigation/terrain issues.
Buffed Slayton Security a bit.
Further Neon dialogue improvements. Muskgrove update.
Heavy Weapons Rank 4:
Bonus damage against Robotic enemies added. (Will be useful against enemy mechs one day)
Royal Combat/Weapons Balance/Galaxy:
-Raised level drops for higher Tier Equinox drops.
-Reduced damage of tier 2 and 3 Equinox slightly. I had made them OP. :(
Some delivery rewards are still too high. Thiink I got it fixed, but requires new bounties to show change.
Tweaked affinity a little closer to vanilla (was too easy before). Use Love Comes Easy plugin if you liked old values.
- Properly forwarded some AI /NPC chatter improvements from Economy Overhaul.
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Version 1.31
- Bugfix:
Fauna to scan correctly decreased 4.
Neon Main Story Dialogue updated
(Delayed for Future Update or Separate Mod) Royal Maheo I -- This cool planet is very unique and has a unique location and flora that imply a vibrant atmosphere.
Patched to have an atmosphere-- and then hand-selected alien creatures and planetary traits to make this a fun planet to visit.
- Bugfix:
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Version 1.30
- Fast Travel Consistency Fixes:
Can now fast travel from Nia Kalu's ship after completing her quest-- consistent with most other boarded ships with no enemies. These are the types of locations I am adding the fast travel allowed flag to-- locations where you wouldn't even think it's not allowed until you go to try it.
Can now fast travel out of The Facility.
It seems that in some early missions, Bethesda originally intended to make you walk your way out of everything-- but later in the design process they started allowing fast travel out of most locations.
Please report any cells you cannot fast travel from that you feel you should be able to to me, I dislike the inconsistency across the game. At least in Skyrim it was NO caves by default, not SOME caves.
Resources: Galaxy & Econ
Halved the weight and 2x-4xed the value of many resources related to gathering or hunting aliens. This will put them at the same price as vanilla, given that overall sell prices are nerfed.
A few tweaked dialogue options for first half of FreeStar questline.
Royal Aliens:
Reduced size of Charybdis III aliens that could hit their heads on ceilings.
Afflictions:
Environmental damage had already been modestly increased. Most afflictions are now 25% more significant. In practice, this is a tiny increase, and now that you can use most affliction-cures as mini-health packs, they're a much less tedious mechanic that you'll often find yourself curing in early game just by healing.
You can still safely ignore them, same as Vanilla, but this feels a tiny bit less like they are a removed mechanic. And the changes to healing items makes this a lot easier to manage.
Royal Galaxy/Unique Humans:
Significantly buffed the Unique Robots that guard The Facility & The Beagle. (Yes you can tell exactly what I'm up to in-game by the mods I post LOL. It will ALL be perfect soon.) The Beagle is now a fun and reasonably challenging anti-Robot dungeon.
ljorder66 did an amazing job increasing enemies, but did not touch some story missions. I'll fill those in :)
Increased difficulty and # of enemies on The Beagle.
Next update: Royal Maheo I launch =)
- Fast Travel Consistency Fixes:
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Version 1.26
- Reduced some outlier high credit rewards that were fixed in Royal Economy Overhaul, but not properly forwarded to RoyalGalaxy.
Removed Mantis upgrades. I am giving up on that for now-- they seem to all cause issues.
- Reduced some outlier high credit rewards that were fixed in Royal Economy Overhaul, but not properly forwarded to RoyalGalaxy.
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Version 1.25
- Bundled 3 awesome mods by Aurelianis, with permission. =) I already used the mods, so it was easy to playtest.
For each of the mods, I only bundled pieces that felt like essential bugfixes, so you might want to check out the mods yourself and see if you want the FULL version. If yes, just load it after RoyalGalaxy.esm. :)
Restored missing Andreja dialogue:
https://www.nexusmods.com/starfield/mods/8044
I added about 1/3rd of the affinity event changes To Royal Galaxy. Only the ones I truly don't see how anyone could disagree with. Seems like for some early game quests, Bethesda forgot Andreja could be present. This feels a lot like a bugfix. If you want more Andreja positive reactions, you can download the full mod. :)
Breaking The Bank - Ask Once:
https://www.nexusmods.com/starfield/mods/8157
Use dialogue to speed up a particularly tedious quest moment. Immersive and optional.
Restores More Cut Dialogue (But not the other features, install mod if you want it all):
https://www.nexusmods.com/starfield/mods/6280
- Bundled 3 awesome mods by Aurelianis, with permission. =) I already used the mods, so it was easy to playtest.
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Version 1.2
- Mod Incompatibility Fix, hence fast update.
Added "SkillFirstAidKeyword [KYWD:002AC984]" keyword to items that now heal so they benefit from perks.
Forwarded changes to perk from Skill Fixes so players who don't install Skill FIxes (everyone should) can benefit from this change.
Reduced repetitions needed for Medicine perk from 50-- > 25 heals while wounded.
Mantis Upgrade now included. Is now a Class B ship to differentiate it from The Frontier.
- Mod Incompatibility Fix, hence fast update.
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Version 1.1
- Properly forward Deadeye perk fix from Royal Combat Overhaul into Main Plugin.
Localized version currently posted on Google Drive while I learn more:
https://drive.google.com/drive/folders/15S3CXkgMbCTkBNRn4h6z0BBJRCKAWWXP
Full permission granted for translations.
Zipper Bandaages now properly grant health regen, in line with my changes to other medicine.
Concealment rank 1 now properly reduces your chance to set off enemy mines by 50% as intended since earlier versions.
Royal Combat:
Seeing my guns named "Med Theft Grendel" felt silly.
New Perk, replacing Med Theft:
Blessed: Automatically use a Med Pack at low life. Defeated humans drop extra Med Packs. Increased range.
New Patch: Item Sorter Patch. This is for the Mk.1 - 4 Version with brackets.
Get item sorter from:
https://www.nexusmods.com/starfield/mods/5537
Load Order would be
*Item Sorter.esm
*RoyalGalaxy.esm
*ItemSorterRoyalPatch.esm
- Properly forward Deadeye perk fix from Royal Combat Overhaul into Main Plugin.
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Version 1.0
- Initial release. Includes 30+ Mods.
This had a successful open beta of about a week. Thank you, everyone who found and reported issues.
While I will probably tweak this a tiny bit, it is now feature-complete and anything I change will be a safe update.
Safe to update from beta versions.
Full list of included mods here:
https://docs.google.com/document/d/1h7Dr1d-JwMrJWvM1M8-bPrNeuuTmGGSXK977i-DqqLE/edit
From my WIPs page: Royal Rare Loot and Royal Encounters will still add a few things not included in Royal Galaxy, but as many of the pieces as I could bundle are included in this all-in-one.
https://www.nexusmods.com/starfield/mods/7890 - Removed Mantis Tweaks before launch - Potential bugs.
- Initial release. Includes 30+ Mods.
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- Author's activity
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June 2024
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16 Jun 2024, 4:13PM | Action by: JaeDL
File added
'Royal Galaxy [version 2.71]'
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16 Jun 2024, 4:07PM | Action by: JaeDL
Changelog added
'Change log added for version 2.71'
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09 Jun 2024, 11:10PM | Action by: JaeDL
Changelog added
'Change log added for version 2.70'
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02 Jun 2024, 5:51PM | Action by: JaeDL
Attribute change
'File \'Royal TN\'s Melee Weapons Patch Beta\' category changed to Optional files.'
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02 Jun 2024, 5:51PM | Action by: JaeDL
Attribute change
'File \'Scarcity - Less Loot\' category changed to Optional files.'
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02 Jun 2024, 5:51PM | Action by: JaeDL
Attribute change
'File \'Royal Legendary Recycler Patch\' category changed to Optional files.'
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02 Jun 2024, 5:51PM | Action by: JaeDL
Attribute change
'File \'Item Sorter - Royal Patch\' category changed to Optional files.'
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02 Jun 2024, 4:40PM | Action by: JaeDL
File added
'Royal TN\'s Melee Weapons Patch Beta [version 2.60]'
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02 Jun 2024, 4:37PM | Action by: JaeDL
File added
'Royal Legendary Recycler Patch [version 2.60]'
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02 Jun 2024, 4:37PM | Action by: JaeDL
File added
'Item Sorter - Royal Patch [version 2.60]'
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02 Jun 2024, 4:37PM | Action by: JaeDL
File added
'Royal Galaxy [version 2.60]'
May 2024
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28 May 2024, 1:44AM | Action by: JaeDL
Changelog added
'Change log added for version 2.52'
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28 May 2024, 1:29AM | Action by: JaeDL
Attribute change
'Description changed.'
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28 May 2024, 12:16AM | Action by: JaeDL
Attribute change
'File \'Item Sorter - Royal Patch\' category changed to Main Files.'
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28 May 2024, 12:16AM | Action by: JaeDL
File added
'Item Sorter - Royal Patch [version 2.51]'
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28 May 2024, 12:11AM | Action by: JaeDL
Attribute change
'Name changed to \'Royal Galaxy - A Compatible Starfield Revamp Balance Overhaul And Cut Content Restoration\'.'
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27 May 2024, 10:59PM | Action by: JaeDL
File added
'Royal Galaxy [version 2.51]'
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27 May 2024, 10:39PM | Action by: JaeDL
Changelog added
'Change log added for version 2.51'
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19 May 2024, 4:00AM | Action by: JaeDL
Attribute change
'Description changed.'
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19 May 2024, 3:57AM | Action by: JaeDL
Attribute change
'Description changed.'
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- Mod page activity
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June 2024
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16 Jun 2024, 4:53PM | Action by: Oo0Alex0oO
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'Royal Galaxy - A Compatible Starfield Revamp Balance Overhaul And Cut Content Restoration'
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