Starfield

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JaeDL - Starborn Royalty Knights

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JaeDL

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About this mod

The Settled Systems now offer a reasonable challenge. Terrormorphs and Ashta are a major threat. Starborn foes use more magic. Enemy spawns are increased for both land and space.

More diverse encounters and Points of Interest. Improved weather and climates. Includes 40+ bundled mods into one package. *RoyalGalaxy.esm

Requirements
Permissions and credits
Translations
  • Italian
Changelogs
Donations


Formerly Royal Weathers & Worlds
Version 1.0 Imgur Album


Enjoying New Update. Only waiting on a few mods. :)

40+ mods and fixes. One Plugin.
(If you count all the tiny QOL stuff, 50+ mods lol)

Starborn Royalty - A Starfield Mod List for Other Recommendations:

Royal Galaxy Vortex Collection

Look ma', I'm famous. =)
Look dad (wherever you are) I'm famous!


Version 2.0 Update: UC Questline, 100+ New & Cut Dialogue Restorations
Version 2.0 Album




Version 1.6 Update: Freestar Questline Enhanced
Version 1.6 Album



Version 1.5 Update: Maheo I and Porrima III Overhauled
Version 1.5 Album


The settled systems now offer a reasonable challenge. Terrormorphs are a major threat. Ashta live up to their lore. Starborn foes use more magic. Enemy spawns are increased for both land and space.

Luckily, the player also has access to better loot, Starborn powers, legendary weapon enchantments, and some perk improvements. 

Royal Galaxy is intended to make the game as fun as humanly possible with an open world that is worth exploring.

This bundle also includes a lot of new content, QOL, and other tweaks to make all the included mods work better together.

Most of the new work by me will be shortly released as standalone mods.

My main goal in creating this plugin was to make it easier for new players to get into modding Starfield, while also reducing the burden for people using most of my mods to have to use so many plugins.

*RoyalGalaxy.esm

Compatible with everything.

Full Documentation/All Included Mods on Google Doc

If you already use my mods, this can still be safely added to your load order to gain the new additions that have not yet been released standalone, or to reduce your # of plugins. All my mods will continue to be supported as standalones.




In early game, you might want to stick to Normal Difficulty or Lower. Don't worry, you'll get back to Very Hard once you get some perks and good drops.

You should probably run from Terrormorphs until you get a decent energy weapon or armor-piercing rounds. Terrormorphs heavily resist ballistic damage.

Legendary drop chance increased for lower difficulties, so you are not punished for this new difficulty.




Compatible Mods you should load before Royal Galaxy:
Starfield Community Patch
Skill Fixes
Player Level Scaling
Item Sorter
AI & Aggressive Enemy Mods (PEAK Casual Accuracy Suggested)
Leveled List Mods (none needed, but load before if you have them)
Mods that add new faction
NPC Height Variation
2x-5x Enemies

Once Installed, do not change load order # for the following mods:
GrindTerra
Reduced Gas Vents
Concept Art Akila
Venworks Open World Encounters and Caves Overhaul

Note: I am currently testing the latest Venwork's Encounters & Factions. It is outstanding so far.

I do not yet know the best place for it to be in load order. Use updates at your own risk or how you have been using them. =) Just know I haven't personally vetted compatibility of Factions or 2.0 to my satisfaction. As a general rule of thumb, you don't need to try every update of every mod. Let 24 hours pass. =)

I only put that warning because I SO STRONGLY endorse for people to use that mod and don't want to feel guilty if everyone lightning fast installs the update, and it ends up needing a patch for true compatibility. 

Compatible Mods you should load after Royal Galaxy:
[Upcoming Feature: Royal Galaxy Difficulty Configurators]
All Perk Overhauls
Mods that Reduce the # of Human Settlements or Habitation Conditions
Survival/Hazard Mods
Craftable Quality Mods

Any other mods by me, including standalone versions of the bundled mods.
Royal Aliens Difficulty Customizers
Body or Headshot damage mods
Royal Encounters
Royal Rare Loot
Starship Combat Overhauls
Faster Starship Engines Strongly Suggested
Royal Weathers - Concept Art Akila Enhancer
Royal Item Sorter Patch
Enhanced Blood Textures
Better Death Physics - No Collision


For most other mods, load order should not matter, so just load them after this.




Installing on Existing Playthroughs:
During an existing play through, adding a new mod later is safer than earlier as it will have less disruption on the existing load order of your plugins. Some plugins are sensitive to being moved and can cause bugs. If your mod list is already huge, it is probably safer to try adding my mods one by one.

There is nothing specifically here that shouldn't work on an existing modded save, and plenty of beta testers have done so with no issue. But it is a large mod, and you run into a larger risk of incompatibilities. Please report any issues under bugs. I will attempt to create patches, or at least learn which mods are incompatibility to display a warning.

If you really want to ensure a load order is perfect or need other support, I prefer to answer questions via posts right here on the file rather than DMs or Discord so that others can read answers, explanations, etc., but I'm happy to help wherever you prefer.

I can be found on the Starfield Modding discord to chat or brainstorm.

Lastly, if some parts of Royal Galaxy work, but not others, a mod later in your load order is overwriting the changes. This can be easily fixed by downloading the standalone mod and loading it late. This seems to be happening most frequently with Royal Combat Overhaul. Other mods are probably tweaking weapon values and not mentioning it in their descriptions. Download Royal Combat Overhaul and load it last to fix this.


I am a teacher staying up way past my bedtime to work on this stuff. Any support appreciated.
I love screenshots, nice comments, and endorsements. =)



For full descriptions, see bundled mods:

Royal Weathers and Encounters


Royal Terror - Better Faster Stronger Terrormorphs

Royal Weapon Balance & Combat Overhaul


Royal Space Magic - Player And NPC Starborn Powers Enhanced



Royal Unique Human NPCs And Factions



Royal Starborn - Starborn Enemies and Powers Improved Scaled Diversified

Royal Aliens - Bigger Better Alien Creatures And Configurable Alien-Specific Difficulty

Royala Ashta - Akila Belongs to The Ashta 


Royal Works In Progress: Early Access to Upcoming Combat, Encounter, Loot, etc. =)


Why call it Series One?

I intend to continue supporting my mods as a standalone. I also intend to regularly update this package. 

But I will probably not add major new mods or features to Royal Galaxy - Series One.

That way, no one ends up with something they don't want. People who like this bundle can keep using it and receiving updates without all of a sudden receiving a whole new mod they didn't ask for.

When I accumulate enough other mods, I will work on a Series Two bundle.


What is currently exclusive to Royal Galaxy and otherwise unreleased?
Most of the stuff listed below, unless it is covered in Royal Economy Overhaul, Royal Extended Encounters, or Dialogue Additions. Those mods are all past version 1.0. I just haven't had time to give them their own formal mod releases.

I will work on releasing plenty of standalones in the following weeks. 

New Game (Level One Player) Enhancements:

Modded content generally increases the difficulty of Starfield slightly, even if it's not intended as a hardcore mod. For example, increasing the # of enemy Starships is done purely to increase how much fun you have-- but of course that also increases difficulty a bit.

To help balance this pack for new players and fresh level one characters, a few adjustments were made to the overall package:

Buffed Frontier:
 The Frontier slightly buffed. It used all Level 01 parts. Now it uses some level 15 to 18 parts that would normally require Starship Design Ranks 1 or 2. This change is intended to let you use The Frontier for early game without feeling massively underpowered-- or to make it a ship that's slightly easier to transition into your main ship down the line.

Thank you NexStephen for getting annihilated testing the beta to the point where this was necessary. =)

If adding this mod to a game in progress where you are already using The Frontier AND it is already landed at a shipyard, it will disappear until you talk to the Ship Technician and open the ship building menu. That will cause it to reappear.


Pirate's Plunder - Better Mission Rewards and Loot for Explorers.
Soon to be released standalone.


Loot Improvements:
All boss chests will now give a legendary weapon. Your first well-rolled legendary will be a game changer. Unique enemies have a chance for unique loot. Locked chests may contain rare, named guns and a chance at quality weapons.

All useless or overly situational vanilla perks have been redone. Getting a weapon drop should feel exciting now, regardless of weapons.
Some guns have been adjusted. Magazine add-ons no longer cause such a drastic decrease in reload speed. You're already giving up a damage perk to take a large mag.

Magazine size bonuses increased. All in all, the different mod options should be more tempting. "Small magazines" were generally a poor option and are being replaced with different unique mods. On Equinox and Orion, this is "Magnetic Magazine," which offers Shock Charge Band rounds and is available in relatively early game. 

Armor crafting requirements for survival-based modifications slightly relaxed so that early game players can more readily grab the extra damage resist and emergency med pack or health regent they need. For armor, descriptions updated descriptions that accurately convey the correct percents.


Economy Improvements:

Missions reward significantly more credits, but selling items to vendors only gets half as many credits as vanilla. Vendors have a ton more credits in a balanced, immersive way.

Exploring for Constellation gets you about 8k credits even at level 1, scaling as you level up. It's worth it to DO THINGS now.
Crime is more rewarding with more pickpocketable items, including those that help you with complete quests. Ryujin and Crimson Fleet quests pay you the best.

The average people and security forces of the world are weaker than the average Spacer or Pirate. You might find yourself tempted to clear out a civilian outpost for the easy loot and credits…

Space Improvements:
Increased space encounters. Not the annoying ones-- the good ones. High-quality combat encounters can now play in the same situations the repetitive unique ones would play. Longer space battles with more enemies. More enemies! Doubled enemies in space at higher levels. Based on feedback, I can increase this as much as people want, and add new tiers of combat for levels 80+ with even more.

Remixed encounter lists so that unique aggressive battles can happen more recently.

Better starship movement and handling in space. Damage indicators on your ship will play slightly earlier (encouraging reduced reliance on HUD). Large chance to disable enemy engines and to be able to board encounters. Be able to leave multiple ships disabled to board and steal their ships when ready.


Planetary Improvements:
Terrormorphs are a plague on the settled systems. They are much harder, and you probably won't be able to kill one before level ten.


Planet Earth and Planet Akila extensively updated. As of Version 1.5, Maheo I and Porrima III overhauled.

Exploration Improvements:
Doubled XP for most exploration & survey-based gameplay. Way more credits for Constellation missions. 

Points of Interest have a much better chance of having alien creature activity on appropriate planets.

Doubled XP for most exploration & survey-based gameplay. Doubled XP for completing events you come across on planets.

Points of interest have a much better chance of having alien creature activity on appropriate planets.

Terrormorphs are much harder, and you probably won't be able to kill one before level 12 unless you're using energy weapons-- but you can run away and escape them. If you do get a kill, Terrormorphs offer double XP.

Extended Encounters:
 Significantly adjusted vanilla encounters. You will see interesting (combat) encounters much more frequently, as I have relaxed overly harsh vanilla conditions that would keep them from playing. 

Significantly adjusted and extended vanilla encounters. You will see interesting (combat) encounters much more frequently as I have relaxed overly harsh vanilla conditions that would keep them from playing on many worlds.

Overland encounters are increased and improved. Random encounter chances with predators at certain PoI and in caves. Diseased Terrormorph stalking around diseased biomes. Tunneling Terrormorphs in deserts and rifts. Terrormorphs that spawn indoors are generally younger. They will be smaller and will resist fire (for lore reasons I don't want to spoil).

Includes a tweaked version of More Enemies by LJorder66 (with permission! thank you!) That includes the Aliens Assault Bases mod. If you want to use 2x enemies or any number of increased enemies, that just needs to be loaded first. :)

You might need to run from the new open world Terrormorphs rather than fighting until you get a decent Equinox (yes, Equinox is good now). Remember, Terrormorphs resist ballistic weapons.





Healing Item/Ingestible Improvements:
Improved descriptions to more accurately reflect what they do based on xEdit.
Added a small (half a regular medkit, half the duration) amount of healing to Heal Paste: A medicated healing cream that treats burns and frostbite. Used primarily for treating afflictions.
Added a tiny (0.05% of a medkit over 15 seconds) to bandages: Wrappings to heal cuts and wounds. Primarily used for treating afflictions.


Small Details:
Added missing fast travel flag to a few locations that should have had them. Tested that it doesn't break any quest compatibility. Example: Moara's ship, after you defeat all the Ecliptic and get the artifact from him.

Improved Player-Chosen Dialogue Lines & Companion Reactions:
Includes the best cuts from my future RPG dialogue rewrite. The goal is to make the player's more fun. This will only include the writing I've done so far that, I feel, has really nailed it and fit in seamlessly while subtly improving.
Unless you've played the game a bunch, you might not even notice. :)

My design philosophy for rewrites is two main pillars. One: make the player feel more like they lived in the Settled Systems. Use accurate, specific references. Say "This is Akila City," not "This is the Freestar Collective."

And two: make the player lines match the dialogue that comes after. Everyone acts like you said something really rude? Let's spice it up a bit.

(A few years ago, I was an aspiring author all the way up to the agented stage. I have a short story published and a lot of writing experience.)

Companions will no longer overreact. They might "struggle to understand" you. But they won't actively dislike or hate your choices. You've got that Starfarer Rizz. They will still use all of their angry dialogue, but their affinity changes will be less extreme.


Along With Better Loot, Better Legendary Weapon Perks:
All boss chests will now give a legendary weapon. Your first well-rolled legendary will be a game changer.

Unique enemies have unique loot. Locked chests contain rare, named guns and a chance at quality weapons. Some enemies are now worthwhile to pickpocket, including to help progress quests (more tweaks to come).

All useless or overly situational vanilla perks have been redone. Getting a weapon drop should feel exciting now, regardless of weapons.
Some guns have been adjusted. Magazine add-ons no longer cause such a drastic decrease in reload speed. You're already giving up a damage perk to take a large mag.

Magazine size bonuses increased. All in all, the different mod options should be more tempting. "Small magazines" were generally a poor option and are being replaced with different unique mods. On Equinox and Orion, this is "Magnetic Magazine," which offers Shock Charge Band rounds and is available in relatively early game. :)

Armor crafting requirements for survival-based modifications slightly relaxed so that early game players can more readily grab the extra damage resist and emergency med pack or health regent they need.

For armor, all weapon perks have updated descriptions that accurately convey the correct percents.

Better Explosions and Explosives:
I tweaked them all. Even jetpack explosions now do some small AoE damage to the enemies (or you) if too close.

Massive canisters now do a 360 degree explosion that can leave a lingering burn.

Better Healing Items:
Improved descriptions to more accurately reflect what they do based on xEdit.

Added a small (half a regular medkit, half the duration) amount of healing to Heal Paste.
New description: "A medicated healing cream that treats burns and frostbite. Used primarily for treating afflictions."

Added a tiny (0.05% of a medkit over 15 seconds) to bandages.

New description: "Wrappings to heal cuts and wounds. Primarily used for treating afflictions."Same goes for injectors and any crafted combo versions that include the base items. In early game, before Starborn powers, we need to use healing items quite often.

Perk Changes:
Scavenging Rank 2 swapped with Rank 1. (More Ammo before More Credits).
The chance for increased scavenging ammo massively increased. You shouldn't need to go back to town every 5 minutes for ammo (though even with this change, you still probably will).
30% bonus damage vs. Aliens added to Shotgun Rank 4.
More carry weight from Weight Lifting.


Starforged Armory ▬▬ι═══════ﺤ 
Vanilla Enchantments Redone

Min/maxing against specific enemies more worthwhile. All Legendary Modifications (weapon enchantments) that do bonus damage against a specific faction also grant 15% incoming damage resistance. Will not be listed in the description for brevity's sake. 

All mediocre vanilla perks covered, improved, or combined with others. This was done with no new records, so should be a highly compatible way of doing so. I know these examples sound like power creep, but I've mostly kept things pretty reasonable.

Before: 
Berserker: Increased damage with low armor.
Cornerered: increased damage with low health
Bashing (bonus weapon bash damage). 
All 3 perks combined into one ultra "high risk, high reward" enchantment.

Now:
Bloodlust: Bleed enemies and deal bonus damage with low survival. Increased weapon bash damage.

Before:
Exterminator: 30% bonus damage against aliens.

Now:
Meteoric: Meteoric power burns enemies and deals 30% damage against alien creatures.

Before:

Antipersonnel: 10% damage against humans

After:
Atomic: Molecular enhancements allow this weapon to pierce armor and deal 10% damage against humans.

Future Mod Teaser:
Mooncaste Armory ☽ New Legendary Enchantments
Anti-Gravity rounds.
Rounds based on Starborn Powers and Alien attacks.


Item Sorter Patch:
I have made a patch for Item Sorter so you can enjoy these perks with the amazing UI talent behind StarUI. 
This patch offers the MK1-4 version with brackets version of Item Sorter with Royal perk names.


Load Order would be:
*Item Sorter.esm
*RoyalGalaxy.esm
*ItemSorterRoyalPatch.esm
Item Sorter still functions without patch if loaded first, it will just miss weapons.


I think the popular legendary swapping mods will work, but this was really designed around making loot worth chasing.
Feedback welcome. Please let me know if patches are needed.





Crafting:
My main goal for crafting tweaks was to give early game players access to a tiny bit more damage resistance faster and make it a tiny bit cheaper to upgrade new space suits as you come across them. Once you're in mid or late game, having these materials is laughably easy.

I removed the rare requirement from backpack health regen-related crafting. This allows you to always have a powerful armor advantage crafted, making it easier to deal with the upped difficulties.

Reduced Tungsten needed for damage resist helmet crafting from 2 to 1.

Reduced requirements for health regen armor perk.

Reduced requirement count for Spacesuit damage resist all and Melee damage from 2 to 1.

Reduced weight of Ship Parts (Ship Repair Kits) from 10 to 2.5. Let's assume it is an advanced technology repair tool, not a big chunk of metal.


Credits and Bundled:

xEdit Team and ElminsterAU for amazing xEdit Tool 

Download this amazing tool to confirm your load order is correct or to start making your own mods!!

Bundled 3 awesome mods by Aurelianis, with permission. Thank you! 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. :)

ljorder66 for amazing mods that kept me playing Starfield (without 2x enemies and leveled enemies, I'd have stopped after 200 hrs)

Thank you to gpgpgpgp2019 for permission to include More Weapons Have Tiers and Early Game Weapons Empowered with Royal Combat overhaul.

Thank you to NexStephen for permission to bundle Better Death Physics as well as to bundle and tweak First Person Messages.

Thank you ljorder66 for permission to bundle a tweaked version of more (1.5x) enemies with this package.

Thank you to Spectres of Starfield for showing me to how to efficiently hand place new spawns at points of interest.

Thank you to Skill Fixes by Argonil for serving as the basis for my Vendor Credit improvements. Skill Fixes is an essential mod that I strongly suggesting loading before all of my mods.

Thank you to DomShadow123 for giving me permission to bundle 8k Milkway (beautified) with Royal Weathers. If you follow my mod list, you know this has always been my favorite Milky Way, so being allowed to bundle this with the weather was a dream come true. The Milky Way texture you use has a big impact on the lighting at night and how weathers and lighting appear.

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.

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.

Other Suggested Retextures and Mods:

All recommendations covered in the Starborn Royalty modlist.


Created because I want every detail flawless to go with my main list-making hobby:
💫Starborn Royalty A Starfield Modlist


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My first released mods were for Jurassic Park: Operation Genesis way back when I was a kid. =)

I can be found on the Starfield Modding discord to chat or brainstorm.

About Me: 
JaeDL is a writer of Science-Fiction and fantasy. Sadly, his agent got a scholarship opportunity before his novel went out on submission and JaeDL hasn't quite felt like writing since then. Videogames are more fun. That's when JaeDL got heavily into Destiny 2 and making Skyrim guides on Reddit LOL. He is a longtime Bethesda-game & Science-Fiction/Fantasy enjoyer. He also loves Destiny, Bioware games, well-formatted information, his wife, and his pet cats.

If you need help with written aspects of mods you are working on, mod descriptions because you're not a native English speaker, etc., I'm happy to help.

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We've got an awesome, positive, supportive community going on the Nexus Starfield Modding Discord. That is the best place to reach me and receive help getting started from me and other modders and active community members. =) Please bring your love of Starfield, enthusiasm, and brainstorming to us.