PPOI Deserted UC Listening Post - Starfield Unity
PPOI Deserted UC Listening Post

PPOI Deserted UC Listening Post

Paid Mod (100 credits)

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PPOI Deserted UC Listening Post, a small collection mod (see collection details at the end)

-- The idea -- It diminished my immersion greatly that Points of Interests of the same type (like eg the Deserted UC Listening Post) are nearly 100% identical when found at different places again, down to personal notes and even the placement of every single coffee mug.

I started PPOI to make each visit of the same POI type at a different location feel as unique as possible. I wanted to experience that I visit a maybe very similar, but surely not excatly the same spot.

-- The changes -- PPOI makes the following changes to Deserted UC Listening Post (they are saved with the location itself, so as long as you can visit an already discovered version of Deserted UC Listening Post it does not change again):

  1. About 800 instances of decorative objects (like clutter or furniture) appear only chance based (each with an individual chance from 1% to 90%) for the specific version of Deserted UC Listening Post you visit. This alone leads to many thousand at least subtly different iterations of Deserted UC Listening Post.

  2. This inlcudes dozends of loot items, old and new, thay may or may not appear. Some of the new items are hidden a bit - so keep your eyes open.

  3. About 40 enemy encounters, old and new, appear chance based (again 1% top 90%). Watch out - the enemy factions have mastered Xenosoiciology, too, now. You can encounter alien creatures outside and inside, fighting for their xeno controllers. Did I mention the freshly installed turrets and mine fields that may appear? Rumor has it that on really rare occasions even worse horrors stalk the deserted halls.

  4. Vanilla unique notes (with names, personal information etc.) exist only once in each universe. Once you enter a version of Deserted UC Listening Post that contains them they will only reappear on NG+.

  5. Weapon/Armor placements of specific models have been replaced with Levelved List loot. This means that you will find loot according to your level / the system level - but not end/midgame gear in a low level system with a low level character much too early (like eg 2 high tiered AA-99 early on).

-- Scope of the mod and the PPOI series -- This mod encompasses only Deserted UC Listening Post. I will upgrade and bug fix PPOI Deserted UC Listening Post in the future.

If there's interest in these kind of mods I will gradually add new POI to the PPOI series and I will release them as separate mods (in case of small locations bundled for 100 credits, in case of very large locations for more than 100 credits).

-- Technical stuff -- The mod is only a Medium Master file, so you can have really many of these mods installed. You can install and uninstall the mod midgame (to the best of my knowledge, that is). Make a savegame to return to before installing the mod just in case anyway (should be good practice).

The mod changes only the location DR007ListeningPostLocation. Unless a mod makes changes to this same location, there should be no compatibilty issues.

-- Contact, bug reporting and feedback -- I will create a thread on Starfield reddit after release (search for "PPOI Deserted UC Listening Post" mod and my name there: yourfellowglitch) for feedback, bug hunting, updates and general chat with a good Terrabrew in hand.

-- so small collection -- This mod is part of the "so small collection" of mods. These mods dont require each other and can be played stand alone, even balancewise. They form a greater whole though - the more of them you combine, the more you see this final shape. The overarching idea is to create a gameworld that feels immensely vast, begs for thorough exploration, is full of mysteries, plays truely challenging and lasts very, very long. In other words the goal of the mods is to make the player feel: so small.

Here's a list of the mods in the so small collection in case this idea resonates with you:

Dynamic Universe: A universe that dynamically scales up with your character level - be it star systems or individual enemies. No more outleveling of content, no more overleveled starts of NG+.

Gear Progression: Gear Progression adds levels to all weapons, suits, helmets and backpacks. Your character level must match these in order to equip the gear. Each NG+ these levels raise further.

Economy: Economy shifts income generation away from tiresome loot hauling. Ship building becomes the long term goal it's meant to be. As credits get more scarce, rewards remain meaningful.

Explorer: An immersive overhaul of the resources - crafting - exploration loop. Get out there into the Starfield and explore - the rewards are much bigger now, but so is the need to do it.

Linearity (alternatively have a look for "Death" or "Ruin" mods): A new gameplay mode where reloading is your last resort. Live and embrace your adventure as it unfolds, imperfect as it may be. You can always save to quit and continue later.

Slow Travel: Slow Travel makes your journey through Starfield much more tactile and immersive by grav jump costs, less map markers, no move on overencumberance and restricted fast travel.

Star Powers: Live as a Spellblade in the Settled Systems. Powers are rebalanced so that eg crowd control, slowed time and near invisibiilty become interesting instead of game balance breaking.

The Isotopes: A compelling reason to explore POI in all Star Systems. Loot the 75 new Isotopes, each specific to a singular Star System. They are needed for rank 4 skills and gear mod crafting.

High Level Weapons: Continue to find better weapons, all the way up to level 300. 7+ new revisions/tiers for each of 50 weapon types. Uniquely named, legendary, each hidden in a specific star system.

High Level Armors: Continue to find better armors up to lvl 255. All HLA share about the same power level - mix and match for the looks you like. Starborn armors improve in quality and variety, too.

Counterfire: Starting with level 85 the player gets 1% more ground combat damage for each level. Idealy used in combination with the "High Level Weapons" mod.

Terra Incognita: All ground surface maps disabled. No markers, no topography, no top down small buildings, no white dots - nothing. Welcome to Terra Incognita - the universe is yours to discover.

Helium-4: Gravjumping requires a pilot to inhale new Helium-4. Not storable and non-tradable - lasts 2 jumps. Explore those moons to get it. Can you chart a course across the Blackest Sea?

Dusty: The new stat Suit Energy depletes rapidly on airless worlds. Mine minerals or take shelter to survive. Five very hidden grains of Elder Dust reward the true Dusties out there.

Less XP: Extra XP for more difficult vanilla gameplay options removed. New options to turn off crafting XP, lower XP for killing fauna and adjust XP gain rate to 75/50/25/10 percent.

The Waiting Game: Whenever you wait or sleep you will sell loot for zero profit for the next 60 real time minutes. Go visit vendors at different places, adventure naturally, quit the waiting game.

Enter Unity: With Enter Unity your origin universe has a max level of 60, raised by 30 with each NG+. If you enter Unity more than 50 levels below max though, you are in for big trouble.

POI Rotation: A new realtime timer and a new list of discovered POI (Points of Interest) effectively prevent repetition. It will take many hours before you can encounter the same POI twice.

Rarity: Increase your chances of finding Legendary and Epic loot by fully surveying Star Systems. The more you explore, the better the loot. But beware, all beginnings are hard.

Health: Health regeneration from the start, but only up to a limit. Increase it by killing enemies, but beware: if you die or reload midsession you have to rebuild your kill streak.

Journey: Skill ranks 3 and 4 only unlock after crossing Unity many times and having 1000 Units of varying minerals. Broaden your play style, rebuild outpost networks, embrace the journey.

Time: After 24 waits/sleeps in the current universe player max Health is reduced by 20 for each further wait/sleep until next NG+. Move time naturally, wait/sleep only when it counts.

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This mod has 1 additional screenshot available on the official Bethesda.net page.

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Mod Information

Published
Aug 06, 2024
Last Updated
Jul 12, 2024
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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