DarkStar Manufacturing
By WykkydGaming Verified
Community Rating
DarkStar Manufacturing is a comprehensive, extensive and balance-oriented Crafting & Upgrading system for Apparel, Armor and Weapons.
For more details, visit: https://www.wykkydgaming.com/ For support, join us on Discord: https://discord.gg/NRDUdvftVr
This mod adds:
- Apparel, Armor & Weapon Crafting.
- Enhanced Apparel, Armor & Weapons that allow Quality, Legendary, Lining (armor) and Skin (weapon) customization.
- "Vile" crafting that converts Ballistic weapons into Particle Beam weapons.
- Advanced quality tier to everything that was missing it.
- Superior quality tier to everything that was missing it, including weapons.
- Unrivaled quality tier 15 levels higher than Superior.
- Relic quality tier, 30 levels higher than Unrivaled.
- NPC's can spawn with, and wield, Superior, Unrivaled and Relic weapons. All POI's just became more dangerous!
- Elite NPC's & Boss chests will now drop more legendaries.
- Elite NPC's & Boss chests now have a 75%-100% chance to drop DarkStar Quantum Harness (used in advanced crafting).
- Elite NPC's & Boss chests now have a 25% chance to drop Vile (Mk.III) versions of Ballistic weapons. Which means they can also use them against you.
- New "DarkStar Proprietary" multi-legendary weapon enchants, starting at level 10 and ending at level 130 with NG+20.
- New DarkStar Cargo Links for your Outpost
- DarkStar Manufacturing Terminal & Slate. Use the slate in inventory to open the Terminal, or visit the Lodge basement to use the Terminal attached to the wall.
- VIP mode to bypass all new DarkStar-added Research & requirements when crafting.
- New Umbral Assault armor & helmet as a reward for those who finish the research.
** Base features unlock at level 1. The strongest upgrades require level 130, and potentially up to 20 NG+ trips for the best custom Legendaries.
Yes, this mod will allow you to become Overpowered. But... you have to earn it. These upgrades are not cheap, and they are not cheats. Full unlock and having access to all upgrades and legendaries requires a lot of blood, sweat and tears. The rewards, however, are quite real, and very worth the effort.
Everything needed to access the power of DarkStar Manufacturing is available in the Mark I spacesuit room in the basement of the Lodge. You can also build all workbenches at your outpost, or on your ship. Make sure to visit the Lodge at least once to obtain the informational slates that explain how everything works. There is also a Terminal in the same room which contains the same information in case you lose the slates.
LOAD ORDER: Place after other mods that add custom workbenches or alter crafting.
Changelog v2.2.3
- Changed Research Category to an injection process to reduce collisions with mods like Xeno Master
Changelog v2.2.2
- Fixed script that issues loot to boss chests.
- Reticles are now CUSTOMIZABLE at the Weapon Workbench. If you have a Mk.II or Mk.III weapon that has no reticle, try adjusting at the workbench. If the option is not present, make a NEW copy of that weapon and it should be available on the new one.
- Cleaned up a few errant descriptions. (volunteer: DaAngryMechanic)
Changelog v2.2.1
- Fixed description of Linings (Apparel, Headwear, Cyberware, Helmet, Spacesuit) which lost their full detail with the last update if they included the character: %
- Fixed Coachman vanilla quality scaling so that Superior, Unrivaled & Relic can actually spawn in the wild.
Changelog v2.2
- REMOVED Tracker's Alliance content patch from DarkStar Manufacturing due to continued issues with Creation Kit & xEdit respecting the content patch as a dependency. Look for a future patch from DaAngryMechanic to cover the TA base content to work with DarkStar Manufacturing.
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Moved all RESEARCH into a NEW CATEGORY: DSM
- All loot modifications on boss chests removed from hard edits, and converted to scripted injections to reduce chance of mod conflicts
** Check the Changelog data slate in your inventory when you log into the game.
If you are inspired to do so, you can donate to the author at: https://www.wykkydgaming.com
Release notes
Xbox
-
2.2.3Changed Research Category to an injection process to reduce collisions with mods like Xeno Master
-
2.2.2Changelog v2.2.2
- Fixed script that issues loot to boss chests.
- Reticles are now CUSTOMIZABLE at the Weapon Workbench. If you have a Mk.II or Mk.III weapon that has no reticle, try adjusting at the workbench. If the option is not present, make a NEW copy of that weapon and it should be available on the new one.
- Cleaned up a few errant descriptions. (volunteer: DaAngryMechanic) -
2.2.1Changelog v2.2.1
- Fixed description of Linings (Apparel, Headwear, Cyberware, Helmet, Spacesuit) which lost their full detail with the last update if they included the character: %
- Fixed Coachman vanilla quality scaling so that Superior, Unrivaled & Relic can actually spawn in the wild. -
2.2.0Changelog v2.2
- REMOVED Tracker's Alliance content patch from DarkStar Manufacturing due to continued issues with Creation Kit & xEdit respecting the content patch as a dependency. Look for a future patch from DaAngryMechanic to cover the TA base content to work with DarkStar Manufacturing.
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Moved all RESEARCH into a NEW CATEGORY: DSM
- All loot modifications on boss chests removed from hard edits, and converted to scripted injections to reduce chance of mod conflicts -
2.1.1v2.1.1 Change Log
- Fixed name on Umbral Assault Suit Mk.V (was errantly saying Mk.VI)
- Converted Umbral Assault armor to Force Armor (generic name)
- Added new installable Force Armor Mods: Umbral Assault, Forged Assault, Ivory Assault, Glitter-Boy, Battle-Hardened.
- - Each has a different "skin" (venator, avitus, materia, tenebris, tempus)
- - Each has special unique properties and bonuses
- - - Forged Assault: High resistance to Explosions. Immune to Fall Damage.
- - - Glitter-Boy: 25% harder to hide. Disperses Energy & Electromagnetic attacks. Chance to reflect damage.
- - - Battle-Hardened: 25% Aim Stability. Higher Physical resist the slower you move (your stat sheet does not always update in real time).
- - - Ivory Assault: 10% Easier to be seen while sneaking. +50% sneak speed indoors, or outdoors in daylight. Run & sprint faster in daylight. Greatest speed increase outdoors.
- - - Umbral suit now gives +50% sneak speed indoors, or outdoors at night. Run & sprint faster at night. Greatest speed increase outdoors.
- - - All suit types give: +35% Star Power regeneration. +60 Star Power.
- Fixed Allied Armaments weapon benefits from magazine perk.
- Added DarkStar Force Assault Blade with several special features. You can acquire this from your DarkStar Manufacturing slate/terminal if you've completed all research. Once per universe.
- Added Particle Core Degausser - increases range (by 35) and accuracy, with slightly lower energy damage (expensive)
- Added Particle Core Resonator - greatly increases range (by 70), accuracy and energy damage (very expensive).
- Added Particle Core mod installs to Laser & Particle Mk.II weapons (those that can't be converted to Mk.III) (Excludes Cutter, which ignores range modifiers)
- Added the ability to craft Explosives (grenades & mines) at the Ammo Crafting workbench. Requires Demolition 2 skill to unlock. -
2.1.0v2.1.0 Change Log
- Fixed targeting reticle on weapons.
- Added Extreme Temperature Entry Suit/Pack/Helmet.
- Added Plasma Cutter.
- Fixed Explosive legendary research.
- Fixed recipes that use Sterile Nanotube.
- Fixed Solstice Mk.II Damage Scaling.
- Fixed Big Bang relic drop loophole.
- Fixed Va'ruun Inflictor name (base game version).
- Fixed Drumbeat Unrivaled naming.
- Fixed Ripshank & Va'ruun Starshard Mk.II Standard not displaying in installed mods.
- Fixed Auto-Rivet Mk.II starting quality to correct value.
- Fixed Research Tech Outfit Mk.II default Lining.
- Fixed UC Sec Helmet Mk.II Quality linking.
- Fixed Mk.II & Mk.III crafting descriptions being truncated.
- Fixed Old Earth Mk.II crafting requiring the Backpack.
- Renamed AntiXeno suit pieces & Mk.II variants.
- Fixed Pack naming scheme.
- Fixed Apparel quality scaling.
- Fixed Cyberware quality scaling.
- Fixed Headwear quality scaling.
- Removed informational Slates.
- Added new DarkStar Manufacturing Terminal slate
- Added VIP to Terminal
- Added Umbral Assault Suit/Helmet -
2.0.6v2.0.6 Changelog
- Fixed Spacesuit crafting. It should now have the appropriate Spacesuit Design requirement (1). -
2.0.5v2.0.5 Changelog
- Fixed Breach Mk.III. It thought it was a vanilla Breach somehow. -
2.0.4v2.0.4 Changelog
- Fixed Mark 1 Boostpack Mk.II. It now has the correct Quality assignment when constructed and can be customized.
- Added: DarkStar Cargo Link. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once.
- Added: DarkStar Cargo Link - Intersystem. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once. -
2.0.3v2.0.3 Changelog
- Added FULL NAME value to EquiNOX EM skin. This skin only appears in the base game during the Vanguard questline, during the Eyewitness quest. The absence of this name was causing a CTD whenever the EquiNOX spawned during the quest. It's worth noting, an Orion can also spawn for that stage of the quest, and the Orion was NOT causing a CTD. Special thanks to Blade & DuDe from Discord for sharing their saves to help us track this down. -
2.0.2v2.0.2 Changelog
- Removed Hard Edits to Lodge Basement & Repositioned all DarkStar Manufacturing components. This should hopefully alleviate texture loss for those who might have experienced it. This was not a bug I, or my testing team, could re-create. However, we decided that a re-approach could potentially benefit some players. YOU WILL NEED TO RESET THE LODGE. To do this, go rest on Venus for 48 hours (4800 UT hours), just to be safe.
- Renamed several base-game Tools used as components in DarkStar research. This should make them easier to identify.
- Fixed bug in Barrow Knife Mk.II Quality scaling. You should re-mod your Mk.II Barrow Knife to make sure the damage calculations are up to date.
- Fixed bug in Combat Knife (base game) Quality Scaling above Advanced. They were errantly applying 4 copies of Advanced rather than adding Superior, Unrivaled and Relic. Existing base-game Combat Knives will continue to have this issue, as their quality cannot be crafted. However, converting them to Mk.II will fix their damage and increase it. Also, any new Combat Knives dropped in your game will be correct.
- Someone reported a bug with Mk.III weapons "losing range" when converted from Mk.II. This was researched, and verified to not be a bug. Ballistic Weapon skill rank 4 provides 30% increased range. Particle Beam weapons, instead, give 5% bonus critical. So, when you convert a Ballistic into a Particle Beam weapon with max skills, you should expect a drop in weapon range, as the skills you are using to wield that weapon change accordingly. -
2.0.1v2.0.1 Changelog
- Reduced UI spam on Legendary research unlocks.
- Swapped Ranger Dualwear and Deputy Mk.II upgrades to the correct apparel.
- Swapped UC Navy Fatigues and Armored Fatigues Mk.II upgrades to the correct apparel.
- Fixed Legendary Scout III breaking weapon mods.
- Fixed Legendary Envoy III breaking weapon mods.
- Fixed Legendary Agent III breaking weapon mods.
- Changed projectile animation flag for Magstorm Mk.III.
- Updated description when crafting Force Recon II Legendary to be less confusing. -
2.0.0Initial CK Release
PC
-
2.2.3Changed Research Category to an injection process to reduce collisions with mods like Xeno Master
-
2.2.2Changelog v2.2.2
- Fixed script that issues loot to boss chests.
- Reticles are now CUSTOMIZABLE at the Weapon Workbench. If you have a Mk.II or Mk.III weapon that has no reticle, try adjusting at the workbench. If the option is not present, make a NEW copy of that weapon and it should be available on the new one.
- Cleaned up a few errant descriptions. (volunteer: DaAngryMechanic) -
2.2.1Changelog v2.2.1
- Fixed description of Linings (Apparel, Headwear, Cyberware, Helmet, Spacesuit) which lost their full detail with the last update if they included the character: %
- Fixed Coachman vanilla quality scaling so that Superior, Unrivaled & Relic can actually spawn in the wild. -
2.2.0Changelog v2.2
- REMOVED Tracker's Alliance content patch from DarkStar Manufacturing due to continued issues with Creation Kit & xEdit respecting the content patch as a dependency. Look for a future patch from DaAngryMechanic to cover the TA base content to work with DarkStar Manufacturing.
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Moved all RESEARCH into a NEW CATEGORY: DSM
- All loot modifications on boss chests removed from hard edits, and converted to scripted injections to reduce chance of mod conflicts -
2.1.1v2.1.1 Change Log
- Fixed name on Umbral Assault Suit Mk.V (was errantly saying Mk.VI)
- Converted Umbral Assault armor to Force Armor (generic name)
- Added new installable Force Armor Mods: Umbral Assault, Forged Assault, Ivory Assault, Glitter-Boy, Battle-Hardened.
- - Each has a different "skin" (venator, avitus, materia, tenebris, tempus)
- - Each has special unique properties and bonuses
- - - Forged Assault: High resistance to Explosions. Immune to Fall Damage.
- - - Glitter-Boy: 25% harder to hide. Disperses Energy & Electromagnetic attacks. Chance to reflect damage.
- - - Battle-Hardened: 25% Aim Stability. Higher Physical resist the slower you move (your stat sheet does not always update in real time).
- - - Ivory Assault: 10% Easier to be seen while sneaking. +50% sneak speed indoors, or outdoors in daylight. Run & sprint faster in daylight. Greatest speed increase outdoors.
- - - Umbral suit now gives +50% sneak speed indoors, or outdoors at night. Run & sprint faster at night. Greatest speed increase outdoors.
- - - All suit types give: +35% Star Power regeneration. +60 Star Power.
- Fixed Allied Armaments weapon benefits from magazine perk.
- Added DarkStar Force Assault Blade with several special features. You can acquire this from your DarkStar Manufacturing slate/terminal if you've completed all research. Once per universe.
- Added Particle Core Degausser - increases range (by 35) and accuracy, with slightly lower energy damage (expensive)
- Added Particle Core Resonator - greatly increases range (by 70), accuracy and energy damage (very expensive).
- Added Particle Core mod installs to Laser & Particle Mk.II weapons (those that can't be converted to Mk.III) (Excludes Cutter, which ignores range modifiers)
- Added the ability to craft Explosives (grenades & mines) at the Ammo Crafting workbench. Requires Demolition 2 skill to unlock. -
2.1.0v2.1.0 Change Log
- Fixed targeting reticle on weapons.
- Added Extreme Temperature Entry Suit/Pack/Helmet.
- Added Plasma Cutter.
- Fixed Explosive legendary research.
- Fixed recipes that use Sterile Nanotube.
- Fixed Solstice Mk.II Damage Scaling.
- Fixed Big Bang relic drop loophole.
- Fixed Va'ruun Inflictor name (base game version).
- Fixed Drumbeat Unrivaled naming.
- Fixed Ripshank & Va'ruun Starshard Mk.II Standard not displaying in installed mods.
- Fixed Auto-Rivet Mk.II starting quality to correct value.
- Fixed Research Tech Outfit Mk.II default Lining.
- Fixed UC Sec Helmet Mk.II Quality linking.
- Fixed Mk.II & Mk.III crafting descriptions being truncated.
- Fixed Old Earth Mk.II crafting requiring the Backpack.
- Renamed AntiXeno suit pieces & Mk.II variants.
- Fixed Pack naming scheme.
- Fixed Apparel quality scaling.
- Fixed Cyberware quality scaling.
- Fixed Headwear quality scaling.
- Removed informational Slates.
- Added new DarkStar Manufacturing Terminal slate
- Added VIP to Terminal
- Added Umbral Assault Suit/Helmet -
2.0.6v2.0.6 Changelog
- Fixed Spacesuit crafting. It should now have the appropriate Spacesuit Design requirement (1). -
2.0.5v2.0.5 Changelog
- Fixed Breach Mk.III. It thought it was a vanilla Breach somehow. -
2.0.4v2.0.4 Changelog
- Fixed Mark 1 Boostpack Mk.II. It now has the correct Quality assignment when constructed and can be customized.
- Added: DarkStar Cargo Link. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once.
- Added: DarkStar Cargo Link - Intersystem. Buildable at outpost with 2-click build, 100k Inbound/Outbound storage capacity, and some artistic clutter. Also links to a 10k Cargo Ship, to transfer more goods at once. -
2.0.3v2.0.3 Changelog
- Added FULL NAME value to EquiNOX EM skin. This skin only appears in the base game during the Vanguard questline, during the Eyewitness quest. The absence of this name was causing a CTD whenever the EquiNOX spawned during the quest. It's worth noting, an Orion can also spawn for that stage of the quest, and the Orion was NOT causing a CTD. Special thanks to Blade & DuDe from Discord for sharing their saves to help us track this down. -
2.0.2v2.0.2 Changelog
- Removed Hard Edits to Lodge Basement & Repositioned all DarkStar Manufacturing components. This should hopefully alleviate texture loss for those who might have experienced it. This was not a bug I, or my testing team, could re-create. However, we decided that a re-approach could potentially benefit some players. YOU WILL NEED TO RESET THE LODGE. To do this, go rest on Venus for 48 hours (4800 UT hours), just to be safe.
- Renamed several base-game Tools used as components in DarkStar research. This should make them easier to identify.
- Fixed bug in Barrow Knife Mk.II Quality scaling. You should re-mod your Mk.II Barrow Knife to make sure the damage calculations are up to date.
- Fixed bug in Combat Knife (base game) Quality Scaling above Advanced. They were errantly applying 4 copies of Advanced rather than adding Superior, Unrivaled and Relic. Existing base-game Combat Knives will continue to have this issue, as their quality cannot be crafted. However, converting them to Mk.II will fix their damage and increase it. Also, any new Combat Knives dropped in your game will be correct.
- Someone reported a bug with Mk.III weapons "losing range" when converted from Mk.II. This was researched, and verified to not be a bug. Ballistic Weapon skill rank 4 provides 30% increased range. Particle Beam weapons, instead, give 5% bonus critical. So, when you convert a Ballistic into a Particle Beam weapon with max skills, you should expect a drop in weapon range, as the skills you are using to wield that weapon change accordingly. -
2.0.1v2.0.1 Changelog
- Reduced UI spam on Legendary research unlocks.
- Swapped Ranger Dualwear and Deputy Mk.II upgrades to the correct apparel.
- Swapped UC Navy Fatigues and Armored Fatigues Mk.II upgrades to the correct apparel.
- Fixed Legendary Scout III breaking weapon mods.
- Fixed Legendary Envoy III breaking weapon mods.
- Fixed Legendary Agent III breaking weapon mods.
- Changed projectile animation flag for Magstorm Mk.III.
- Updated description when crafting Force Recon II Legendary to be less confusing. -
2.0.0Initial CK Release
Additional Screenshots Available
This mod has 4 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos (2)
Starfield This Mod Should Cost Money Darkstar Astrodynamics and Manufacturing
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Mod Information
- Published
- Jun 20, 2024
- Last Updated
- Dec 31, 2024
- Platforms
- PC, Xbox
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