Starfield

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DragonField Team

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VollmetalDragon

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About this mod

Complete overhaul of most of the skills in Starfield.

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The main goal of this mod is to improve consistency of skills and make each skill mean more to the player. Most skills have been either moved around in the categories or reworked to make them more interesting or balanced with the other skills.

The changes are as follows:

  • All crafting skills unlock all research of the type associated with the skill. No more having to invest 4 skill points to craft everything!
  • Scan range is set to 100 from the start. Now you can reliably scan planets without having to hug every plant, animal, and rock!
  • All 4 scanner zoom ranges are unlocked from the start!
  • You can use boost packs, ship targeting, and ship thrusters from the start!
  • Fixes to the Mining Monthly and Freestar Ranger Gunslinger's Guide perk magazines have been implemented so they no longer count towards getting skills in their respective perk categories.

Physical: 

  • Novice Skills:

  • Wellness: same as vanilla

  • Boxing:  same as vanilla

  • Stealth: Removed the suppressor check for sneak attacks
  1. Adds a Stealth Meter. You are 25% more difficult to detect when sneaking. Your sneak attacks deal 10% more damage.
  2. Upgrades the Stealth Meter to include sound tracking. Your sneak attacks deal 20% more damage.
  3. You are 75% more difficult to detect when sneaking. Your sneak attacks deal 30% more damage.
  4. You are 100% more difficult to detect when sneaking. Your sneak attacks do an additional 40% damage. Doors you interact with while in stealth no longer alert enemies.


  • Weight Lifting: 
  1. Increase total carrying capacity by 25 kilograms.
  2. Increase total carrying capacity by 50 kilograms.
  3. Increase total carrying capacity by 75 kilograms.
  4. Increase total carrying capacity by 100 kilograms. Gain 50% resistance to stagger.


  • Nutrition: Gastronomy merged into this
  1. Food and drink research are unlocked. Food and drink are 20% more effective.
  2. Food and drink are now 30% more effective.
  3. Food and drink are now 40% more effective.
  4. Food and drink are now 50% more effective.

  • Advanced Skills

  • Fitness: Moved to Tier 2/Advanced, otherwise same as vanilla

  • Energy Weapon Dissipation: MERGED INTO PAIN TOLERANCE

  • Environmental Conditioning: 
  1. Gain 10 resistance to environmental damage.
  2. Gain 20 resistance to environmental damage.
  3. Reduced chance to gain afflictions from environmental damage sources by 7%.
  4. Reduced chance to gain afflictions from environmental damage sources by 14%.


  • Pain Tolerance: Now works for all sources of incoming damage from NPCs and players
  1. Incoming damage is reduced by 5%
  2. Incoming damage is reduced by 10%.
  3. Incoming damage is reduced by 15%.
  4. Incoming damage is reduced by 20%


  • Martial Arts: Moved to tier 2/Advanced, otherwise same as vanilla

  • Expert Skills

  • Gymnastics: moved to expert
  1. Unlock the ability to combat slide. Take 10% less fall damage.
  2. Move faster in Zero-G. Take 20% less fall damage.
  3. Move half as much from weapon recoil in zero-g. Take 30% less fall damage. Replenish 15% O2 after mantling.
  4. Increased jump height. Run 40% faster after combat sliding or mantling. Decrease fall damage by 40%.


  • Cellular Regeneration: Decontamination merged into skill
  1. 5% increased chance to recover from injuries and infections naturally
  2. 10% increased chance to recover from injuries and infections naturally.
  3. 15% increased chance to recover from injuries and infections naturally.
  4. 20% chance of not gaining an injury or infection when you otherwise would. 20% increased chance to recover from injuries and infections.


  • Decontamination: MERGED INTO CELLULAR REGENERATION

  • Neurostrikes: Moved to tier 3/Expert

  • Master Skills

  • Concealment: Same as vanilla

  • Rejuvenation: Same as vanilla but bugfix included for combat regen

Social Skills:

  • Novice Skills

  • Commerce:
  1. Buy for 10% less and sell for 10% more. Vendors now have 25% more credits.
  2. Buy for 20% less and sell for 20% more. Vendors now have 50% more credits.
  3. Buy for 30% less and sell for 30% more. Vendors now have 75% more credits.
  4. Buy for 40% less and sell for 40% more. Vendors now have 2x more credits.

  • Gastronomy: GONE

  • Persuasion:
  1. 20% increased chance of success when persuading someone.
  2. 30% increased chance of success when persuading someone.
  3. 40% increased chance of success when persuading someone.
  4. 50% increased chance of success when persuading someone.

  • Ship Command:
  1. You can have up to four active crew members.
  2. You can have up to six active crew members.
  3. You can have up to eight active crew members.
  4. You can have up to ten active crew members.

  • Theft: 
  1. Unlock the ability to pickpocket targets.
  2. 30% greater chance to successfully pickpocket.
  3. 40% greater chance to successfully pickpocket.
  4. 50% greater chance to successfully pickpocket. Can now pickpocket holstered weapons.

  • Advanced Skills

  • Deception: Same as vanilla

  • Diplomacy: 
  1. You can force a target NPC at or below your level to stop fighting for 1 minute.
  2. You can force a target NPC up to 10 levels higher than you to stop fighting for 1 minute.
  3. You can force a target NPC up to 20 levels higher than you to stop fighting for 1 minute.
  4. You can force target NPCs to permanently stop fighting (unless they're attacked again).

  • Intimidation: success chance changed from 50% to 60%
  1. You can force a target NPC at or below your level to flee for 30 seconds.
  2. You can force a target NPC up to 10 levels higher than you to flee for 30 seconds.
  3. You can force a target NPC up to 20 levels higher than you to flee for 30 seconds.
  4. Intimidated targets now flee for 1 minute.


  • Scavenging: moved to tier 2

  • Negotiation: same as vanilla

  • Expert Skills

  • Instigation: success chance changed from 40% to 60%
  1. You can force a target NPC at or below your level to attack their allies for 30 seconds.
  2. You can force a target NPC up to 10 levels higher than you to attack their allies for 30 seconds.
  3. You can force a target NPC up to 20 levels higher than you to attack their allies for 30 seconds.
  4. Enemies affected by Instigation will attack their allies until they are dead.

  • Isolation: moved to tier 3
  1. Do +10% weapon damage and and all helmets and spacesuits gain 15 Damage Resistance when you don't have a companion or any crew.
  2. Do +20% weapon damage and all helmets and spacesuits gain 30 Damage Resistance when you don't have a companion or any crew.
  3. Do +30% weapon damage and all helmets and spacesuits gain 45 damage resistance when you don't have a companion or any crew.
  4. Do +40% weapon damage and all helmets and spacesuits gain 60 damage resistance when you don't have a companion or any crew.


  • Leadership: Same as vanilla
  • Outpost Management: same as vanilla

  • Master Skills

  • Manipulation: success chance changed from 30% to 50%
  1. You can force a target NPC at or below your level to obey commands for 60 seconds.
  2. You can force a target NPC up to 10 levels higher than you to obey commands for 60 seconds.
  3. You can force a target NPC up to 20 levels higher than you to obey commands for 60 seconds.
  4. Manipulated targets now obey commands for 2 minutes.

  • Xenosociology:
  1. You can force a target alien creature up to 10 levels higher than you to stop fighting for 1 minute.
  2. You can force a target alien creature up to 10 levels higher than you to flee for 30 seconds.
  3. You can force a target alien creature up to 10 levels higher than you to attack their allies for 30 seconds.
  4. You can force a target creature up to 10 levels higher than you to obey commands for 1 minute.



Combat Skills:

  • Novice Skills

  • Ballistics:
  1. Ballistic weapons do 25% more damage.
  2. Ballistic weapons have 25% more range.
  3. Ballistic weapons do 25% more critical hit damage.
  4. All previous benefits are doubled.


  • Dueling: same as vanilla

  • Lasers: Removes particle beams from the bonuses here (they have their own damage skill)
  1. Laser weapons do 25% more damage.
  2. Laser weapons have a 10% chance to set a target on fire for 7 seconds.
  3. Laser weapons deal 50% more damage
  4. Laser weapons have a 20% chance to set a target on fire for 7 seconds.


  • Incapacitation:
  1. EM weapons do 25% more damage.
  2. EM weapons have 10% chance to deal 3x EM damage
  3. EM weapons do 50% more damage.
  4. EM weapons have a 20% chance to do 3x EM damage.


  • Particle Beams:
  1. Particle beam weapons do 25% more damage.
  2. Particle beam weapons have +5% critical hit chance.
  3. Particle beam weapons do 50% more damage.
  4. Particle beam weapons have +10% critical hit chance.


  • Demolitions: Same as vanilla, moved to Basic/Tier 1

  • Advanced Skills

  • Pistol Certification:
  1. Gain 25% more reload speed for 6 seconds after getting a kill with a pistol.
  2. Gain 25% crit chance after killing an enemy with a pistol for 6 seconds
  3. Pistols do 25% more damage to enemies at full health.
  4. All previous bonuses are doubled.



  • Shotgun Certification:
  1. Kills with shotguns give a 10% chance to knock enemies down with shotguns.
  2. Kills with shotguns give a 20% chance to knock enemies down with shotguns.
  3. Shotguns have a 10% larger cone of fire.
  4. Shotguns have a 20% larger cone of fire.



  • Heavy Weapons Certification:
  1. Ignore 10% of all incoming damage while wielding heavy weapons.
  2. Gain 20% resistance to stagger while wielding heavy weapons.
  3. Ignore 20% of all incoming damage while wielding heavy weapons.
  4. Gain 40% resistance to stagger while wielding heavy weapons.

  • Rifle Certification:
  1. Rifles have 20% better hip fire accuracy.
  2. Aiming with rifles is more stable.
  3. Rifles have 40% better hip fire accuracy.
  4. Aiming with rifles has even more stability.




  • Expert Skills

  • Marksmanship:
  1. Increase critical hit chance with non-automatic ranged weapons by 10%.
  2. Semi-automatic weapons deal +25% extra critical damage to enemies 
  3. Increase critical hit chance with non-automatic ranged weapons by 20%.
  4. Critical hits using a non-automatic ranged weapon without a scope do double damage.

  • Crippling:
  1. You have a 30% increased chance to down enemies with automatic weapons after they go under 50% health.
  2. Human enemies have a 25% increased chance to not naturally recover from a downed state when attacking them with an automatic weapon.
  3. Automatic weapons now deal double damage to downed enemies.
  4. Previous ranks now apply to all enemy types.

  • Sniper Certification:
  1. Scoped weapons are steadier and have less sway.
  2. Holding your breath when aiming a scoped weapon uses up half as much oxygen.
  3. Headshots while aiming with a scoped weapon have a +25% critical hit chance.
  4. Scoped attacks deal 50% more critical hit damage.

  • Targeting:
  1. Increased accuracy when shooting without aiming. Marks up to one enemy within 25m that damages you.
  2. Deal 25% more damage to enemy limbs when not aiming. Marks up to two enemies within 50m that damage you.
  3. Deal 25% more headshot damage when hip firing. Marks up to three enemies within 75m that damage you.
  4. Double all previous bonuses. Marks up to 4 enemies within 100m that damage you.


  • Master Skills

  • Armor Penetration:
  1. Attacks from automatic weapons ignore 25% of the target's armor for 6 seconds after a critical hit.
  2. Attacks from automatic weapons ignore 50% of the target's armor for 6 seconds after a critical hit.
  3. Automatic weapons have a 10% increased chance to critical hit.
  4. Automatic weapons have a 20% increased chance to critical hit.

  • Sharpshooting:
  1. Increase headshot damage by 50% with semi automatic weapons.
  2. Headshots with semi automatic weapons increase critical hit chance by 50% for 6 seconds.
  3. Critical headshots with semi automatic weapons deal 50% more damage
  4. Critical headshots with semi automatic weapons deal double damage



Science Skills:

  • Novice Skills

  • Astrodynamics:
  1. Increase grav jump range of jump drives by 20%.
  2. Reduced fuel cost of jump drives by 20%.
  3. Grav jumps take 20% less time to calculate
  4. Double all previous bonuses

  • Chemistry: Moved to Novice tier.
  1. You now have access to more research for chem recipes. Chems you take are 20% stronger.
  2. Chems you take are 30% stronger.
  3. Chems you take are 40% stronger.
  4. Chems you take are 50% stronger. You have a 10% chance to craft 2x as many chems.

  • Geology: Removed the chance for the generic buff of the skill.
  1. Get more common and uncommon inorganic resources from surface objects.
  2. Get more rare inorganic resources from surface objects.
  3. Get more exotic inorganic resources from surface objects.
  4. Get a 25% chance to get a random rare inorganic resource and a separate 25% chance to get a random rare exotic inorganic resource of the same category when gathering.

  • Medicine: Same as vanilla.
  • Spacesuit Design: Moved to Novice tier.
  1. You can now research armor, helmet, and pack recipes. Construction of armor, helmet, and pack mods costs 10% less.
  2. Construction of armor, helmet, and pack mods costs 20% less.
  3. Construction of armor, helmet, and pack mods costs 30% less.
  4. Construction of armor, helmet, and pack mods costs 40% less and has a 10% chance to not cost resources.

  • Weapon Engineering: Moved to Novice tier.
  1. Unlocks all weapon mod research and decreases crafting cost of weapon mods by 10%.
  2. Weapon crafting cost is decreased by 20%.
  3. Weapon crafting cost is decreased by 30%.
  4. Weapon crafting cost is decreased by 40% and has a 10% higher chance to not cost resources.

  • Surveying: REMOVED! All zoom levels unlocked from the start and scan range set to 150m from the start!

  • Advanced skills

  • Botany: Removed the chance from the generic buff of the skill.
  1. Get more common and uncommon organic resources from plants, learn additional info about them from the scanner, and allows some plants to be cultivated at your outposts.
  2. Get more rare organic resources from plants, and learn information about them more quickly using the scanner.
  3. Get more exotic organic resources from plants, and learn information about them more quickly using the scanner.
  4. Get a 25% chance to get a random rare  resource and a separate 25% chance to get a random rare exotic  resource from plants when gathering, and learn information about them more quickly using the scanner.

  • Research Methods: Moved to Advanced tier
  1. Resources required to and complete research projects is reduced by 10%.
  2. Resources required to complete research projects is reduced by 20%.
  3. Resources required to complete research projects is reduced by 30%.
  4. Sudden developments during research are twice as common. Resources required to complete research projects is reduced by 40%.

  • Scanning: Same as vanilla.

  • Zoology: Removed the chance from the generic buff of the skills.
  1. Get more common organic resources from creatures and harvest from them without harming them, learn additional info about them from the scanner, and allows you to produce animal resources at your outposts.
  2. Get more uncommon organic resources from creatures, and learn information about them more quickly using the scanner.
  3. Get more rare organic resources from creatures, and learn information about them more quickly using the scanner.
  4. Have a 25% of harvesting rare and exotic resources from creatures, and learn information about them more quickly using the scanner.
  • Expert skills

  • Astrophysics: Same as vanilla.
  • Outpost Engineering: Same as vanilla.
  • Planetary Habitation: Moved to expert. Same as vanilla.

  • Master skill

  • Special Projects: Same as vanilla
  • Aneutronic Fusion: REMOVED Might add back in later but it doesn't make any sense in science and I don't know what I could feasibly do to make it more interesting as a skill.

Tech skills:

  • Novice skills

  • Boost Pack Training: You can now use boost packs from the start of the game.
  1. Using a boost pack expends 20% less fuel.
  2. Boost packs regenerate fuel 25% faster.
  3. Boost packs now have 20% more thrust.
  4. Doubles previous bonuses.

  • Piloting: You can now use thrusters from the start of the game.
  1. Ship turning speed is increased by 25%
  2. Ship turning rate and maneuverability are increased by 50%.
  3. Unlock the ability to pilot Class B ships.
  4. Unlock the ability to pilot Class C ships.

  • Security: Same as vanilla

  • Targeting Control Systems: You can target ships from the start of the game.
  1. Time to lock onto enemy ships is reduced by 15%. Target-locked ships fire at you 10% slower.
  2. You have a 10% increased chance of critically hitting a target-locked ship.
  3. Deal 25% increased damage in targeting mode.
  4. All previous bonuses are doubled.
  • Advanced skills

  • Automated Weapon Systems: Missile and EM Systems have been merged into this skill.
  1. turrets, missiles, and electromagnetic weapons do 25% more damage and reduce all targeting mode costs by 20%.
  2. Missiles have 20% longer range. Your ship takes 10% less damage while in targeting mode.
  3. Turrets, missiles, and electromagnetic weapons recharge 20% faster. Electromagnetic weapons have an extra 10% critical hit chance while in targeting mode.
  4. Double all previous bonuses. Turrets, missiles, and electromagnetic weapons deal 25% more damage in targeting mode.

  • Conventional Weapon Systems: Ballistics and Energy Weapons Systems have been merged into this skill.
  1. Ballistic and energy ship weapons have 25% increased damage to hull and shields respectively.
  2. Ballistic and energy ship weapons have 10% increased critical damage to hulls and shields respectively.
  3. Ballistic and energy ship weapons have 50% increased damage to hull and shields respectively.
  4. Ballistic and energy ship weapons have 20% increased critical damage to hulls and shields respectively.

  • Boost Assault Training: Changed the challenges to be the same as Boost Pack Training. I might go into all challenges and change them but I'm currently not finding them to be interesting enough to be worth going into at least until I can make them increment skills without skills points.
  1. Aiming down sights while while boosting lets you hover in place.
  2. Hovering uses 20% less fuel.
  3. Deal 20% more damage while hovering.
  4. When you boost you have a 15% chance to catch enemies on fire, 25% chance to knock enemies down, and you deal damage to enemies around you.
  • Payloads: 
  1. Ship cargo holds have 20% more capacity.
  2. Ship cargo holds have 30% more capacity.
  3. Ship cargo holds have 40% more capacity.
  4. Ship cargo holds have 50% more capacity.
  • Shield Systems: The experimental bugfix has been applied to this skills. Rank 4 description updated.

  • Expert skills

  • Engine Systems: Same as vanilla.

  • Particle Weapon Systems:
  1. Ship particle beam weapons do 15% more damage.
  2. Particle beam weapons have a 10% higher chance to critical hit.
  3. Ship particle beam weapons do 30% more damage.
  4. Particle beam weapons have a 20% higher chance to critical hit.

  • Robotics: 
  1. You deal 10% more damage to Robots and Turrets. You have a 60% chance to force a target robot up to 10 levels higher than you to stop fighting for 1 minute.
  2. You deal 20% more damage to Robots and Turrets. You have a 60% chance to force a target robot up to 10 levels higher than you to flee for 1 minute.
  3. You deal 30% more damage to Robots and Turrets. You have a 60% chance to force a target robot up to 10 levels higher than you to attack their allies for 1 minute.
  4. You have a 50% chance to force a target robot up to 10 levels higher than you to obey commands for 1 minute.

  • Starship Engineering: Same as vanilla

  • Master Skill

  • Starship Design: Same as vanilla but moved to Master tier.


Background Edits: Some backgrounds give skills that are removed in the mod, so I replaced them with somewhat relevant perks. I am currently working on a full background overhaul to go with this mod.
  • Beast Hunter: Gastronomy changed to Nutrition.
  • Chef: Gastronomy changed to Nutrition.
  • Explorer: Surveying changed to Scanning.
  • Homesteader: Surveying changed to Scanning.
  • Pilgrim: Gastronomy changed to Nutrition.
  • Xenobiologist: Surveying changed to Scanning.


Requirements:
  1. SFSE
  2. Plugins.txt Enabler
Installation:
  1. Make sure you've installed all the prerequisite mods.
  2. Install through MO2 (or Vortex if you're daring enough).
  3. ???
  4. Profit.

Credits:
  • Vollmetal Dragon - Me!
  • Dwailing - Testing and help with the functionality of several Combat skills
  • SimonMagus - Inspiration and ideas for several skills
  • SimonRim server - Help with testing and encouragement
  • Bethesda - The Creation Engine 2 and Starfield