Ascension - Gameplay Overhaul

Ascension - Gameplay Overhaul

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Ascension - Starfield Gameplay Overhaul

Ascension completely revamps Starfield’s core systems—weapons, armor, enemies, and leveling—to create a consistent, challenging, and fair "unleveled" world. Inspired by Requiem (Skyrim) and Rebirth (Fallout: TTW), this mod removes level scaling so the world remains dangerous and grounded from level 1 to level 100+.


⚖️ Core Philosophy: An Unleveled World

  • No Level Scaling: The world does not grow stronger with you. Enemies, weapons, and armor have consistent stats regardless of your level.
  • Skill Over Power: You no longer become a "bullet sponge" as you level. Instead, you become more skilled while combat remains lethal throughout the entire game.
  • Consistency: Weapons deal predictable damage, armor always matters, and headshots are deadly for both you and your enemies.

📈 Leveling & Progression

  • Linear Scaling: The exponential leveling curve is gone. You now need 500 XP for your first level-up, increasing by a flat 10 XP per level thereafter.
  • Health: Health increases much slower upon leveling up.
  • Gameplay Only: Crafting no longer grants XP. You must play the game (combat, quests, exploration) to level up.

🔫 Weapon Mechanics & Ballistics

  • Universal Damage: A bullet’s damage is tied to its type, not the level of the gun. Quality tiers (Calibrated, Refined, etc.) have been removed.
  • Fire Modes: Automatics now deal the same per-shot damage as semi-autos.
  • Lethality: Most humans (and the player) will die from a single headshot. However, weapons now have increased sway, making those shots harder to land.
  • Ammo Types: * Hollow Point: +30% Damage / +30% Target Armor. (Standard on shotguns).
    • Armor Piercing: -30% Damage / -30% Target Armor.
    • Note: These break even at 500 Target Armor.
    • Added wide/tight beam lasers and AP/HP options for laser weapons.
    • All weapons now have access to all ammo types (Explosive, Whitehot, etc.).
  • Legendary Effects: "Ammo-type" legendary mods (like Explosive) are now 100% guaranteed per shot rather than percentage-based.
  • EM Weapons: Rebalanced to be a difficult but viable non-lethal strategy.

🛡️ Armor & Survival

  • Increased Significance: Armor ratings are significantly higher. AP rounds are mandatory against high-level, heavily armored foes.
  • Tiers Removed: Base stats for armor are consistent; you can reach the "armor cap" at any point in the game.
  • Material Weaknesses:
    • Metal: 50% weak to EM.
    • Kevlar: 50% weak to Energy.
    • Fabric: 50% weak to Ballistic.
  • Unarmored Defense: While unarmored, 50% of shots will miss you. This "dodge" chance decreases as your armor weight increases. (You also dodge 50% of the time in Zero-G).

👾 Faction & Enemy Tiers

Enemies no longer scale to your level. Their difficulty is determined by their gear and faction:

  • Low Tier: Spacers and Crimson Fleet (Weak armor/weapons).
  • High Tier: Ecliptic and Va'ruun (Strong armor/weapons).
  • Boss Tier: Starborn (Inhuman armor, human weapons, new abilities).
  • Creatures: Robots/Turrets are heavily armored; Aliens are larger/stronger than humans; Terrormorphs are true apex predators with massive health.

✨ Perk Overhaul

Damage-increasing perks now focus on secondary effects (which have been doubled). Essential abilities are unlocked by default:

  • Free Abilities: Boost Pack use, Combat Slide, Stealth Meter, and Pickpocketing are all unlocked from Level 1.
  • Ballistics: Now allows fire-mode modification without resources; higher ranks unlock ammo type research.
  • Boost Packs: Rank 1 allows fire-rate modification without resources.
  • Wellness: Nerfed to a flat 10% health bonus.
  • Piloting: Requires triple the kills to level up (gates C-Class ships to late game).
  • Removed: Manipulation is no longer in the perk tree.

🚀 Space Combat & Ships

  • Unleveled Encounters: High-tier ships can appear at any time.
  • Faction Difficulty: Spacers (Low), Crimson Fleet (Mid), Ecliptic/Va'ruun/Starborn (High).
  • Purchasing: All ship parts are available at any level if you have the required perks.
  • Space Adept: Flat 15% damage increase in space.
  • Registration: Now costs 50% of the ship's value.

📦 Miscellaneous Changes

  • Loot: Non-legendary enemies no longer drop spacesuits (they are "ruined" by combat).
  • Economy: Resources are 5x more expensive; Houses/Hotels/Doctors cost more; Contraband is more valuable; Weapon buy-prices are halved.
  • Combat Tweaks: * Headshots = 3x Damage | Limb shots = 0.5x Damage.
    • Med Packs heal much slower.
    • Suppressors reduce damage by 10%.
    • Instigating perk does +25% damage on the first hit.
  • Exploration: Only 5 scans needed to survey a planet.
  • Second Chance: Once per location, if you hit 0 HP, you are healed to 10% (can be disabled).
  • Early Game: Ecliptic Mercs in "The Old Neighborhood" replaced with Spacers for balance.

🛠️ Instructions & Compatibility

  • Difficulty: Designed for Normal Difficulty. This ensures the player and NPCs follow identical rules.
  • Requirements: New Game highly recommended. Installing on a mid-playthrough save will cause significant balance issues.
  • Customization: Use the gameplay menu to adjust XP rates (-100% to +100%) and Health gain on level-up (0–2).

📧 Feedback & Credits

If you have questions or feedback, please contact me on the Nexus page: Ascension on Nexus Mods

Additional Screenshots Available

This mod has 2 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Jun 16, 2024
Last Updated
Apr 21, 2026
Platforms
Playstation, PC, Xbox

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