GRiNDTerra Hardcore Combat (Achievement Friendly Version)
By ItsmePaulieB
Community Rating
What’s different vs free version? This is a Small Master. UI- Cleaner scanner, map markers can be seen from 100m instead of 50. Combat Styles- This version only edits basic combat styles, where Grindy Combat Styles edited a lot of the faction specific as well. Grindy Combat- This version does NOT remove combat music. Removed locational damage debuff to human torso. GRiNDTerra Economy- Its not included but uses the same crafting recipes. If using both together will have duplicate recipes. Turn on or off crafting recipes via gameplay options. (So if you use GRiNDTerra Economy turn this off) The GRiND- This mod has similar but not same perks and backgrounds
Compatibility UI- This is compatible with Star UI and most UI mods that edit anything about inventory, outposts, or ships. Not compatible with any mod that edits the actual scanner UI, compass (watch on bottom left), or mods that claim to do the same general thing.
Combat overhaul- There are no known hard incompatibilities (crashing) at the moment. This does not edit the actual NPC records, levelled lists, or alter any vanilla feature. Mods with known incompatibilities will still work together usually with whichever is loaded last has their specific changes made.
Support GRiNDTerra Mods Homepage- https://www.nexusmods.com/starfield/mods/12307 Reddit- @GRiNDTerra_Mods
Mod Description
New Background Humble- no starting skills blank slate
New Perks GRiNDY -25%xp 33% worse buy and sell prices Extra GRiNDY -33%xp 50% worse buy and sell prices
UI- Must use the default Small Font option for most changes to be applied. Crosshairs don’t turn red when aiming at an enemy. No enemy health bars. No enemy compass markers and the compass doesn't turn red when enemies are around. No hit or kill indicators. No xp gain from kills pop up. Scanner has been cleaned up with less clutter and easier to see. Most map markers won’t be visible unless 100m or closer. (Doesn’t include your ship) The waypoint arrows that point to the objective in the scanner distance has been cut in half.
Crafting Recipes- Adds primers and/or a few contraband items via gameplay options. (Just primers, contraband, or neither/both)
Sandbox Changes- NPCs have a larger radius to search and sandbox. Removed a debuff that would cause NPCs to lose “energy” over time. Now NPCs will appear to be more active and will always have the ability to use any animations available within the sandboxing radius. Removed a large time multiplier added on to certain furniture to take into account mods that use specific timing.
Locational Damage- Humans had their headshot damage set to 4x, and limbs score extra damage. Creatures and robots had their headshot damage doubled, limbs score extra damage, and torso scores less damage.
Combat Changes- TLDR-Better AI Turrets reload. You can shoot mines to trigger them. Mines delay has been decreased with a slight increase to damage radius. Health modifier by level cut in half (both player and npc). Vanilla level scaling increased to 1.1 (slightly harder). Slightly less recoil for player and NPC. The force of impact when the player dies has been decreased. 150 AI NPCs are allowed in combat at one time Will react in almost all cases quicker than before. NPC view is no longer behind their backs and better stealth detection. Combat Pain is slightly more intense (animated flinching when hit). NPCs will react in almost all cases quicker than before. Cover and teamwork are a top priority for all AI and will better utilize cover in all cases. They also value their life more and have a better chance of retreating not just staying in one spot when being shot. Better reaction distances to dead bodies, sounds, and will pursue you for farther and longer. Melee units will now take cover into account. Melee units can use different approaches and will work with teammates better. AI should do better at dodging, using more power attacks, more responsive melee. Changes were made to help humans feel more distinct such as snipers will hang back farther out of combat, untrained will flee from combat more, and veterans will use cover more efficiently. Flyers will prioritize staying in the air and will move around more in combat. Creatures will be more varied in their attacks differentiating on if the creature is more aggressive or not. Octopedes had their melee style changed to be more aggressive. Terrormorph Controller should hang back out of melee distance.
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Mod Information
- Published
- Nov 18, 2025
- Last Updated
- Nov 05, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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