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Sedmeister Feb 7, 2024 @ 3:00am
Royal Galaxy - Series One
I play vanilla and like it.

Recently YouTube recommended the above mod. I'm liking what I see in YouTube.

Has anyone tried it yet? I'd be interested in your thoughts.
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Showing 1-10 of 10 comments
Jarsonne Feb 7, 2024 @ 3:06am 
From words, and global description of changes goals yeah it seems deeply relevant.

But I tried some AI mods for example and none had any significant effects. So real play is required and keep some critical thinking not some simplified it's free so it's great.

Alas I'm in deep in a replay melee+stealth oriented, the learning curve is still strong and I still didn't revert to max difficulty used for plays oriented to shooting.

EDIT:
One negative, should be linked to a player option, quite more space spawning, wrong because they are forced encounters, just because of that I'll probably not like this mod.
Last edited by Jarsonne; Feb 7, 2024 @ 3:10am
JDL Feb 9, 2024 @ 4:30pm 
Hi there!

Mod author here. =)

https://www.nexusmods.com/starfield/mods/8222

Thank you for your interest! I LOVE the Vanilla game, so my goal would be that if you love it vanilla, you would love it even more.

@Jarsonne, the space encounters are super fun. Maybe I described them wrong to make you think they could make the game worse? At lower levels, most encounters should play roughly the same, with some spawning 2 enemy ships instead of one.

As your level increases, there will be more enemy ships, maxing out at around level 100. I'll keep adding more over time as I get to playtest them.

The only ones that break this rule are the faction vs faction space battles. I tended to add a few extra bad guys (no extra good guys) to these encounters so that the player has to work a little bit harder to get the win while keeping as many good guys alive as possible.

That being said, Jarsonne, the space component would take all of 5 minutes for me to patch back to vanilla if you try it and don't like it!
Jarsonne Feb 9, 2024 @ 6:59pm 
Originally posted by JDL:
Hi there!

Mod author here. =)

https://www.nexusmods.com/starfield/mods/8222

Thank you for your interest! I LOVE the Vanilla game, so my goal would be that if you love it vanilla, you would love it even more.

@Jarsonne, the space encounters are super fun. Maybe I described them wrong to make you think they could make the game worse? At lower levels, most encounters should play roughly the same, with some spawning 2 enemy ships instead of one.

As your level increases, there will be more enemy ships, maxing out at around level 100. I'll keep adding more over time as I get to playtest them.

The only ones that break this rule are the faction vs faction space battles. I tended to add a few extra bad guys (no extra good guys) to these encounters so that the player has to work a little bit harder to get the win while keeping as many good guys alive as possible.

That being said, Jarsonne, the space component would take all of 5 minutes for me to patch back to vanilla if you try it and don't like it!
It's not about fun or not, it's that they can't be flee/avoided as easily than ground combats.

Does your mod change the saves or it can be enabled/removed without any effect on saves?

EDIT:
But I would have need it for my previous plays, for my current very oriented melee, I still stick to Normal to avoid animals a bit too long to kill. But if the save isn't change I could give it a try, it's definitely stuff I'd like have at my previous play.
Last edited by Jarsonne; Feb 9, 2024 @ 7:02pm
JDL Feb 16, 2024 @ 8:25am 
Originally posted by Jarsonne:
Originally posted by JDL:
Hi there!

Mod author here. =)

https://www.nexusmods.com/starfield/mods/8222

Thank you for your interest! I LOVE the Vanilla game, so my goal would be that if you love it vanilla, you would love it even more.

@Jarsonne, the space encounters are super fun. Maybe I described them wrong to make you think they could make the game worse? At lower levels, most encounters should play roughly the same, with some spawning 2 enemy ships instead of one.

As your level increases, there will be more enemy ships, maxing out at around level 100. I'll keep adding more over time as I get to playtest them.

The only ones that break this rule are the faction vs faction space battles. I tended to add a few extra bad guys (no extra good guys) to these encounters so that the player has to work a little bit harder to get the win while keeping as many good guys alive as possible.

That being said, Jarsonne, the space component would take all of 5 minutes for me to patch back to vanilla if you try it and don't like it!
It's not about fun or not, it's that they can't be flee/avoided as easily than ground combats.

Does your mod change the saves or it can be enabled/removed without any effect on saves?

EDIT:
But I would have need it for my previous plays, for my current very oriented melee, I still stick to Normal to avoid animals a bit too long to kill. But if the save isn't change I could give it a try, it's definitely stuff I'd like have at my previous play.

I have only tested that it can be fully disabled before a unity (to ensure save-cleaning functionality).

There are a bunch of melee playstyle buffs included:

All melee weapons now have 4 tiers, the dueling perk now grants more bonus damage, speed, and resistance and..

The sturdy perk (-15% incoming melee damage) has been revamped as the "Duelist" perk (-15% incoming melee damage, +15% outgoing melee damage).

=)
AuddieD Feb 16, 2024 @ 10:10am 
Originally posted by JDL:
Hi there!

Mod author here. =)

And here I was told modding is dead. This looks good. Thanks!
Vlad 254 Feb 16, 2024 @ 10:20am 
Originally posted by AuddieD:
Originally posted by JDL:
Hi there!

Mod author here. =)

And here I was told modding is dead. This looks good. Thanks!
LOL. Modding will never die and is already alive and well in Starfield in spite of the CK not yet being released.
Jarsonne Feb 16, 2024 @ 2:43pm 
Originally posted by JDL:
Originally posted by Jarsonne:
It's not about fun or not, it's that they can't be flee/avoided as easily than ground combats.

Does your mod change the saves or it can be enabled/removed without any effect on saves?

EDIT:
But I would have need it for my previous plays, for my current very oriented melee, I still stick to Normal to avoid animals a bit too long to kill. But if the save isn't change I could give it a try, it's definitely stuff I'd like have at my previous play.

I have only tested that it can be fully disabled before a unity (to ensure save-cleaning functionality).

There are a bunch of melee playstyle buffs included:

All melee weapons now have 4 tiers, the dueling perk now grants more bonus damage, speed, and resistance and..

The sturdy perk (-15% incoming melee damage) has been revamped as the "Duelist" perk (-15% incoming melee damage, +15% outgoing melee damage).

=)
Thanks for the precision (and additions?).

Ok if you target melee and nothing is stored in save file, it could fit better my current replay, even just to try a bit.
JDL Feb 17, 2024 @ 6:31am 
Originally posted by Jarsonne:
Originally posted by JDL:

I have only tested that it can be fully disabled before a unity (to ensure save-cleaning functionality).

There are a bunch of melee playstyle buffs included:

All melee weapons now have 4 tiers, the dueling perk now grants more bonus damage, speed, and resistance and..

The sturdy perk (-15% incoming melee damage) has been revamped as the "Duelist" perk (-15% incoming melee damage, +15% outgoing melee damage).

=)
Thanks for the precision (and additions?).

Ok if you target melee and nothing is stored in save file, it could fit better my current replay, even just to try a bit.

So the best practice is, make a save before you add the mod. Then play for a bit, see if you like it. If you don't, roll back to the save you made before you installed the mod.

Last night I buffed the duelist perk significantly so that rank 1 gives you 50% damage resistance with a melee weapon out. With the buffs I made to automatic weapons like the maelstrom and Grendel, melee was really struggling against close ranged full auto enemies.
Jarsonne Feb 17, 2024 @ 6:55am 
Originally posted by JDL:
Originally posted by Jarsonne:
Thanks for the precision (and additions?).

Ok if you target melee and nothing is stored in save file, it could fit better my current replay, even just to try a bit.

So the best practice is, make a save before you add the mod. Then play for a bit, see if you like it. If you don't, roll back to the save you made before you installed the mod.

Last night I buffed the duelist perk significantly so that rank 1 gives you 50% damage resistance with a melee weapon out. With the buffs I made to automatic weapons like the maelstrom and Grendel, melee was really struggling against close ranged full auto enemies.
I realize afterward that many stuff can only be stored in save, like changed weapons. I suppose you could isolate stuff in save and retrieve it with the mod, or let them here ignored without impacting everything else.

Do what you want, but tune a mod just for max difficulty is a bit bizarre for me.

That said, it's possible I exploit some problems without knowing it. in my current play fight crouched has many advantages, even allowing mostly instant get back to stealth but also some unexplained general lower damages (I suppose further enemies get disturbed and enemy in close must switch back to melee).

I try only do sprint or crouch in combats, but my build plan didn't target enough the 02, so I tend need focus on using Personal Atmosphere plus manage waits when needed.

But that's Normal difficulty, because last time I tried Hard damages was too low boring gameplay for me despite it's fine with shooting and max difficulty.
JDL Feb 17, 2024 @ 10:39am 
Royal Galaxy is a complete overhaul.

I'm tuning the details to go with the overhaul so it all plays nicely together at any difficulty.
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Date Posted: Feb 7, 2024 @ 3:00am
Posts: 10