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TechAngel85

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About this mod

Quasar Career Solutions is a Background overhaul that includes starting skill changes, added buffs, and new Backgrounds. Several options for easy customization.

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Quasar Career Solutions
A Background Overhaul

Careers shine brightest with QCS!


Most of the Background Starting Skills in Starfield don't align to what would make sense when their descriptions, dialogue lines/options, and realist knowledge a person would obtain from working within a specific Background are taken into account. For example, there is a Bouncer and Industrialist who can pick locks, a Sculptor who is a healer, a Xenobiologist who doesn't research, etc. Quasar Career Solutions aims to correct this by providing Starting Skills that are more relevant to each Background.

That addresses Starting Skills but beyond those, Backgrounds fail to have much impact besides occasional dialogue lines/options. They mostly affect how the first few skill points are allotted and become irrelevant after a few hours of gameplay/player levels. Quasar Career Solutions encourages players to play within their chosen Background by adding Buffs to each; which provide specific incentives for players to stay within that role...
  • ...each Buff is relevant to the knowledge a person within a specific Background would naturally have
  • ...Buffs are varied in strength based upon each individual Background's experience/knowledge; however, they have a cap of 25%
  • ...some Buffs are tied to specific conditions. For example, Heavy Arms only gets the increased weapon damage from heavy guns.

Finally, new Backgrounds are provided. Rather than adding to the basic vanilla Backgrounds, I felt the game lacked any specialized Backgrounds that provide a "leg up" from the vanilla options due to their specializations; thus, all the new Backgrounds are a "specialist" in some manner. Players that stick to their Background role will have an advantage, since these roles pull knowledge from their special skill sets...
  • ...each new Background includes a higher tier Starting Skill as one of their Skills.
  • ...each new Background includes 4 Buffs vs the standard 3.
  • ...current categories provided are: Combat Backgrounds

Compatibility
Quasar Career Solutions is compatible with...
  • ...any mod that does not alter vanilla Backgrounds.
  • ...any mod that adds new Backgrounds.
  • Ultimately, refer to xEdit to determine if a mod is compatible or not.

Not Compatible
The following mods are not compatible:

Installation
  • Install using a mod manger
  • Currently, Plugins.txt Enabler is required
  • Recommended to start a new game. Swapping out Skills on a current character will likely produce oddities and/or issues.
  • Until LOOT becomes available for Starfield, the only recommendation for sorting the plugins are to match them to the mod installation order. This is the game's default behavior and should lead to the fewest issues; however, there also shouldn't be any conflicts when use correctly.

Main File
Full Version
The Main File is the only true, full version of QCS. This version includes the Starting Skill changes, Buffs, as well as, incorporates all new Backgrounds.

Optional Files
Combat Backgrounds
This version includes the Starting Skill changes and Buffs for the new Combat Backgrounds. No vanilla Backgrounds included. Each of these Backgrounds are, currently, 'specialized' variants of the Soldier Background. Compatible with other Background overhauls.

Vanilla Backgrounds
This version includes the Starting Skill changes and Buffs for only the vanilla Backgrounds. No new Backgrounds included.

Skills Only Versions
These versions only include Starting Skill changes. No Buffs included. Since QCS makes no changes to some Starting Skills, the following Backgrounds are excluded from the Skills Only versions: Bounty Hunter, Diplomat, Soldier, [FILE NOT FOUND]


Background Skill Changes & Buffs
Below are the details of all the changes made to each Background. I've included a shot rational for each, as well:

Vanilla Backgrounds
Spoiler:  
Show

Beast Hunter
  • Vanilla skills: Ballistics, Fitness, Gastronomy || Modded skills: Ballistics, Boost Pack, Fitness
  • Added Buffs: +10% Alien Damage, -15% Sprinting Oxygen Drain, +10% Weapon Reload Speed
A Hunter has learned the skills to hunt and take down alien prey, but nothing leads to them are eating them. As such, Gastronomy is swapped for Boost Pack. A skilled Hunter knows how to boost, is quick (reload speed), fit runners (-oxygen), and know where to hit their prey to make it hurt (alien dam).

Bouncer
  • Vanilla skills: Boxing, Fitness, Security || Modded skills: Boxing, Weight Lifting, Wellness
  • Added Buffs: +10% Intimidation, -15% Oxygen Use, +15% Power Attacks
A Bouncer is good with their fist and intimidating (+intimidation). Boxing is perfect since boxers have great breathe control (-oxygen) and know how to throw their weight (+pow atk). A boxer focuses on muscle and eating well to maintain their bodies; thus, Fitness is swapped for Wellness and Security for Weight Lifting.

Bounty Hunter
  • Vanilla skills: Boost Pack, Piloting, Target Control Systems || Modded skills: No Changes
  • Added Buffs: +10 Faster Ship Speed, +10% Grav Jump Distance, +15% Ship Weapon Accuracy
I felt the vanilla skill choices were chosen well. A Bounty Hunter's ship skills would have to be better than average to be successful in space vs down on a planet; therefore, the buffs are focused toward advantages over space targets.

Chef
  • Vanilla skills: Dueling, Gastronomy, Scavenging || Modded skills: Commerce, Dueling, Gastronomy
  • Added Buffs: +15% Crafting Dupe Chance, +25% Health Res from food, +10% more Ingredients harvested
A Chef has great knife skills (dueling) and knows what his meals are worth (commerce). Obviously a Chef knows how to cook well and produce healthy meals (gastronomy / health res), but has the skills to harvest and stretch out ingredients for those meals (more ingredients and dupe chance).

Combat Medic
  • Vanilla skills: Medicine, Pistol Certification, Wellness || Modded skills: Fitness, Medicine, Pistol Certification
  • Added Buffs: +10% health restored from kits and packs during combat / +15% outside of combat, -15% Bleedout Chance, +10% Chem Dur
A Combat Medic is fit, quick, and mobile; however, they aren't particularly strong so Wellness is swapped for Fitness. They focus more on emergency medicine and are only slightly better at healing (+health res / +chem dur). That emergency medicine makes them better treating wounds, though (-bleedout chance).

Cyber Runner
  • Vanilla skills: Security, Stealth, Theft || Modded skills: Commerce, Security, Theft
  • Added Buffs: +15% Auto-Hack/Lock Chance, +1 Hacking Guesses, -20% Lockpick Crime Chance
The research contradicts a Runner being a stealthy character. They operated in the open most of the time and have a desire for credits; thus, Stealth is swapped for Commerce. A Runner is very tech savvy and a hacker so espionage and thievery are up their alley. The buffs are geared toward this.

Cyberneticist
  • Vanilla skills: Lasers, Medicine, Security || Modded skills: Lasers, Piloting, Research Methods
  • Added Buffs: +20% Crafting Quality, +15% Ship Repair Rate, 10% faster Workshop Production
Cyberneticist are humans just starting the process of merging with technology (we are the Borg). It's likely they have intimate knowledge of technology (Research Methods); however, at this stage their "parts" are likely "installed" by a doctor. Since nothing leads to a criminal or medical Background, medicine is swapped for Research Methods and Security for Piloting. The buffs are geared toward all of the above.

Diplomat
  • Vanilla skills: Commerce, Persuasion, Wellness || Modded skills: No Changes
  • Added Buffs: +10% Exp from Speech, +15% Charisma Chance, +15% Persuasion Chance
I felt the vanilla skill choices were chosen well. A Diplomat loves to talk and would be better at it the more they do it (speech exp). They are skilled at being likeable regardless of who they're around (charisma chance), and know how to work a deal...and the public (persuasion chance).

Explorer
  • Vanilla skills: Astrodynamics, Lasers, Surveying || Modded skills: Astrodynamics, Piloting, Surveying
  • Added Buffs: +10% Exp from new locations, -15% Fall Damage, +15% Scan Distance
An Explorer needs to know how to get around the systems, and there isn't a reason for them to favor Lasers; thus, Lasers was swapped for Piloting. They are experienced in getting around planets (scan dist) to undercover their wonders (location exp); even in the harshest terrains (fall dam).

Gangster
  • Vanilla skills: Boxing, Shotgun Certification, Theft || Modded skills: Dueling, Shotgun Certification, Theft
  • Added Buffs: +15% Intimidation, +15% Pickpocket Chance, +10% Target Stagger
Gangsters do like to use their fists, but aren't on the level of boxers. They like to use knives a lot; thus, Boxing is swapped for Dueling. Gangsters are intimidating by their nature (+intimidation), natural thieves (+pickpocket chance), and know how to fight dirty (+stagger).

Homesteader
  • Vanilla skills: Geology, Surveying, Weight Lifting || Modded skills: Fitness, Geology, Surveying
  • Added Buffs: -15% Crafting Costs, +15% more Ingredients Harvested, -15% Workshop Costs
Homesteaders live off the land (Geology), skilled at finding homestead locations (Surveying), and experts at working the land (Fitness and +ingredients). As such they are used to hard labor (stagger), and know how to stretch expendables out to make more from less (crafting cost).

Industrialist
  • Vanilla skills: Persuasion, Research Methods, Security || Modded skills: Commerce, Persuasion, Research Methods
  • Added Buffs: -10% Buying Prices, +10% Selling Prices, -20% Workshop Repair Cost
From the description and dialogue options, I felt like the Industrialist was Starfield's loose attempt at a "capitalist" Background. Nothing points to them acquiring lockpicking skills; thus, Security is swapped for Commerce. The buffs are what a capitalist would aim for; bigger profit margins and low overhead costs.

Long Hauler
  • Vanilla skills: Ballistic Weapon Systems, Piloting, Weight Lifting || Modded skills: Commerce, Piloting, Weight Lifting
  • Added Buffs: -10% Grav Jump Fuel Cost, +20% Grav Jump Range, +15% Ship Cargo Maximum
The Long Hauler is a level-headed "trucker" (+cargo max) that isn't worried about agile ships or fancy weapons. The faster they can get their cargo to its destination, the faster they get paid; thus, Ballistic Weapon Systems is swapped for Commerce. A Hauler knows all the tricks to be the most efficient they can be; whether that's shortcuts or tweaking the grav drive (grav jumps).

Pilgrim
  • Vanilla skills: Gastronomy, Scavenging, Surveying || Modded skills: Gastronomy, Piloting, Scavenging
  • Added Buffs: -10% Oxygen Use, +15% Health Restore from Food, +15% Social Skill chance
A Pilgrim values the journey and people met (+social chance) along the way more than a final destination. Pilgrims love to travel, but are missing the piloting skill; therefore, Surveying is swapped for Piloting. They love long adventures (-Oxygen use) and would have fairly adept cooking skills as a necessity (health restore).

Professor
  • Vanilla skills: Astrodynamics, Geology, Research Methods || Modded skills: Geology, Research Meth, Surveying
  • Added Buffs: +10% Affinity Gain, -15% Research Costs, +15% Workshop Production Speed
The Professor is a scholastic intellect who is always learning and researching. Since Astrodynamics is more of a "tech science", it's swapped for Surveying. A Professor loves teaching (+affinity), and is skilled and efficient in research and results (-research costs and +production speed).

Ronin
  • Vanilla skills: Dueling, Scavenging, Stealth || Modded skills: Dueling, Pistol Certification, Stealth
  • Added Buffs: +15% Sneaking Critical Hit Chance, +15% Sneaking Speed, 25% quieter doors when Sneaking
The lone wolf assassin, a Ronin is Starfield's stealth Background. Scavenging doesn't fit for an assassin who plans their hits out; therefore, it's swapped for Pistol Certification. A pistol with a silencer is a perfectly good killing tool with a bit of distance. The buffs are designed around a stealth-build professional assassin.

Sculptor
  • Vanilla skills: Geology, Medicine, Persuasion || Modded skills: Commerce, Geology, Wellness
  • Added Buffs: -10% Crafting Cost, +10 Crafting Dupe Chance, +20% Workshop Production Speed
A Sculptor is an odd choice and feels like a second thought, considering they have no known dialogue lines/options. They are good with their hands (crafting and workshop), know how to work a commerce market, and how to source materials. As such, Medicine is swapped for Commerce.

Soldier
  • Vanilla skills: Ballistics, Boost Pack, Fitness || Modded skills: No Changes
  • Added Buffs: -15% Boostpack Fuel Usage, -10% Incoming Weapon Damage, +10% Weapon Damage
I felt the vanilla skill choices were chosen well. I envision this as a base-level Solider who is an all-rounder when it comes to combat. A Soldier is equipped for combat (-incoming dam), skilled with a boost pack (-fuel usage), and is basic to immediate level with all weapons (+weap dam).

Space Scoundrel
  • Vanilla skills: Persuasion, Piloting, Pistol Certification || Modded skills: Persuasion, Piloting, Shotgun Certification
  • Added Buffs: +10% Critical Hit Chance, +10% Grav Jump Distance, +10% Ship Damage Mitigation
A Space Scoundrel rides the line of the moral compass. They're not afraid of a close fight and makes sure the job is done fast; thus, Pistol is swapped for Shotgun Certification. Their piloting skills shouldn't be taken lightly either (jump dist/dam mitigation).

Xenobiologist
  • Vanilla skills: Fitness, Lasers, Surveying || Modded skills: Research Meth, Surveying, Wellness
  • Added Buffs: +10% Chem Duration, -10% Oxygen Use, -15% Research Costs
A Xenobiologist works efficiently both in the field (-oxygen use) and in the lap (-research costs). Nothing leads to combat or heavy physical exercise; thus, Laser is swapped for Research Methods and Fitness for Wellness. These biologist can also produce some interesting chems (+chem dur).

[File Not Found]
  • Vanilla skills: Ballistics, Piloting, Wellness || Modded skills: No Changes
  • Added Buffs: +10% Damage Reflection Chance, +10% Grav Jump Distance, -10% Oxygen Use
I felt the vanilla skill choices were chosen well. This is meant to be the "generic" Background; thus, the buffs are generic. A greater chance to reflect damage helps to add a bit of extra protection. The extra grav jump distance and less oxygen use are also generally helpful.


New Combat Backgrounds
Spoiler:  
Show

Combat Pilot
  • Skills: Ballistic Weapon Systems, Piloting, Shield Systems, Target Control Systems (Piloting is hidden in the user interface)
  • Added Buffs: +10% Ship System Repair Rate / +15% Ship Weapon Accuracy / +15% Ship Weapon Recharge Rate
The Settled Systems is no stranger to warfare and armed conflict relies on trained pilots for air/space superiority. No guts, no glory! You had both... and you were great at it.

Heavy Arms
  • Skills: Boost Pack, Heavy Weapon Certification, Weight Lifting
  • Added Buffs: +15% Damage Resistance / +10% Explosion Damage / +15% Harder to Stagger / +15% Heavy Weapon Damage
The Settled Systems is no stranger to warfare and someone had to carry the big guns. Just so happened you were built strong and ready to serve. No guts, no glory! You had both... and a flare for things that go "boom".

Sniper
  • Skills: Pistol Certification, Sniper Certification, Stealth
  • Added Buffs: -10% O2 Drain on Scope Hold Breathe / +15% Ranged Weapon Critical Hit Chance / +15% Ranged Weapon Damage / +10% Sneaking Speed
The Settled Systems is no stranger to warfare and targets needed to be eliminated. Turned out that you were better than average with a rifle and light on your feet. No one better suited to be a hidden savior ...or nightmare.


Frequently Asked Questions
Below are some anticipated FAQs:


Q: Isn't 20-25% of a Buff too high?
A: I understand some my think 20-25% is too high of a buff; however, the game does the same thing for various skills. For example, Dueling adds +25% Melee Damage. With QCS, the highest any of the Buffs can achieve with other Skills via leveling is ~+87% for Health Restore from Food.

Q: Where do the basis of these changes come from?
A: As hinted to in the opening description, the research for the changes made by QCS are mainly from the Background descriptions and dialogue lines/options. There is some real-world interpretations and assumptions here and there. However, the descriptions and dialogue mostly provided a good picture of what each Background was designed as by Bethesda. When reading the changes descriptions, these were the references used. Keep in mind QCS is, currently, limited by what the game already provides; therefore, nothing is outside the scope of the vanilla mechanics.

Q: Will you make a [Background Name] Background?
A: I am open to suggestions, but I will only add new Backgrounds that I consider to be logical and would make an impact from adding it. This means I'm less likely to add new Backgrounds that only change one Starting Skill and call them something different.