Legendary Module Recycler - Classic
Community Rating
This creation provides the ability to remove legendary module effects from items and receive X-Tech.
This version disables the legendary re-roll and the pick and choose system. If you prefer the new X-Tech system look for this Creation with the title naming "X-Tech"
2.11 update
- Multiple people pointed out and requested that I just use the X-Tech instead of my custom core system. Which I suppose makes sense. So I've updated to do so. It will still require 3 X-Tech to attach, which is the same as what the re-roll system used for random rolls.
For conversion options see the bottom of the description.
Getting Started
There is a permanent placed recycler in the basement at The Lodge. You can also build one at your outposts, on your ship, or your player home.
You interact with the recycler using the standard interact key/button. The first time you will be greeted by the instructions. Choose to turn them off if you wish. After proceeding you will be in a container transfer window. Switch to your character inventory and it will be restricted to weapons and armor. Simply transfer your desired item(s) that you want modules removed from. After exiting the trade window you can find your processed items in the output container directly in front of the recycler.
You can then proceed to a workbench to attach the legendary modules to different items.
The material cost to do so is as follows (without research skills):
- Slot 1 - 1x legendary module, 3x X-Tech
- Slot 2 - 1x legendary module, 3x X-Tech
- Slot 3 - 1x legendary module, 3x X-Tech
- Slot 4 - 1x legendary module, 3x X-Tech
- Slot 4 - 5x X-Tech, 65,000 credits (without a module) If you have maxed out the research to reduce crafting costs by 60% then the X-Tech costs will be reduced to 1x X-Tech each. When removing modules from items you are given 1x X-Tech for each module removed.
You can use the trade interact at supported recycler's to open the trade window which will let you buy and sell modules.
If you find yourself with a surplus of modules you won't use (here's looking at you Space-Adept), or otherwise do not want. You can sell them to the recycler at an increased value compared to regular vendors. While you can always sell them at regular vendors as well, they will give less for them.
The recycler trade system can potentially help you find modules you have difficulty finding on gear naturally. This is the only place to purchase modules. The trade vendor has varying modules based on level. With most modules having a chance to be available after reaching character level 15 and all by 30.
You can also find modules from bosses or in boss chests as you explore. There is no level restriction on what can spawn there.
Since the rank 4 modules do not spawn on items and extracting can only come from ones you crafted initially, or attached by looting a module or buying it from the recycler. I made them direct craftable as a fall back. So those have 3 methods of acquiring (loot, purchase from trade, craft).
Conversion Options
If you have any legacy "Legendary Core" items. You can trade those into the recycler to trade up to X-Tech. You will receive 1 X-Tech per 2 legendary cores. This might be a bit on the generous side as I think the cores were pretty abundant.
You may also trade legendary modules for X-Tech at a ratio of 2 X-Tech per 1 module.
You may also deposit X-Tech in the recycler and convert them to random legendary modules. You will receive 1 random legendary module of random rank per 3 X-Tech. The random chance is equal for all possible options.
Because of how this system is implemented to safeguard against item loss from script errors. If you convert a bunch of legendary cores to X-Tech. Then while leaving the new X-Tech in the output container give the recycler additional X-Tech wanting to convert them to legendary modules. It will also take the X-Tech in the output container and convert those. Similar will also happen if you deposit X-Tech for random modules. And then deposit a module to be converted to X-Tech which also exists in the output container. Those will be converted as well. If you don't want this to occur then you need to remove them from the output container first.
Known Issues:
- If you feed an item to the recycler which has a legendary that is not in the base configuration, or a supported addon creation. Then the module is left on the item. You will not receive materials for that rank slot. You can overwrite it at the workbench but to remove it a patch must be made to add support for it. Instructions for doing so for 3rd party authors is available on the NexusMods page https://www.nexusmods.com/starfield/mods/6074.
- Treasure Map reward items will show more stars than modules attached. The extra invisible mod will be removed when processing the item at the recycler. After processing it will show the correct number of stars and color title based on how many legendary modules are actually attached.
Release notes
Xbox
-
2.12_PSFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_XBFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_PCFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.11_PSImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_XBImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_PCImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.10_ps_reupload== Describe this release ==
-
2.10_xb_reupload== Describe this release ==
-
2.10Initial classic return
Playstation
-
2.12_PSFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_XBFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_PCFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.11_PSImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_XBImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_PCImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.10_ps_reupload== Describe this release ==
-
2.10_xb_reupload== Describe this release ==
-
2.10Initial classic return
PC
-
2.12_PSFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_XBFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.12_PCFix issue where a recycler built inside a ship will result in giving the player credits and modules if they modify the ship in the shipbuilder. This fix is not retro active and will require the recycler be scrapped and rebuilt.
-
2.11_PSImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_XBImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.11_PCImproved performance of converting materials. If you give it 400 legendary cores it should convert nearly instantly instead of taking 30-45 seconds.
[classic] By massive request, converted from using old legendary cores to using X-Tech. Since it doesn't make sense to have 2 types of material currency. It still retains the same crafting and exchange mechanics and such just uses a different item.
[classic] Added ability to deposit resources for conversion, converting legendary cores to X-Tech, X-Tech to modules, and modules to X-Tech. This is a lossy process: 2 cores for 1 X-Tech; 3 X-Tech for 1 random legendary module of random rank; 1 legendary module of any rank for 2 X-Tech.
[classic] Due to the removal of legendary cores, the initial rank 4 recipes (if you don't have a module) have been adjusted to use credits and X-Tech as cost material instead.
-
2.10_ps_reupload== Describe this release ==
-
2.10_xb_reupload== Describe this release ==
-
2.10Initial classic return
Additional Screenshots Available
This mod has 3 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos (1)
5 Mods That Make Outposts Essential For Starfield
Community Rating & Feedback
No reviews with comments yet.
Be the first to leave a review!
Related Starfield Mods
By shadedness • 1 year ago
Strip any equipped armor or clothes from your fallen foes! Or simply loot-all with 1 button. Steal items from knocked-out targets instead of pick-pocketing and waking them up!
By Deebz • 1 year ago
Makes the Chronomark watch visible on your left wrist, as it always should have been. Also equips the watch on other specific members of Constellation.
By Deebz • 1 year ago
Turns Gravity Wave into a proper “force push” power, using ragdoll physics instead of the vanilla knockdown animations. Designed to be fair and balanced.
By WykkydGaming • 1 year ago
Advanced Shipbuilding - DarkStar Avenger Ship - Starborn Armor Scaling - Ship Intercom Controls
Quick Actions
Your Rating
Sign in to rate and review this mod—your vote helps the community.
Community Rating
Categories
Mod Information
- Published
- Apr 20, 2026
- Last Updated
- Apr 27, 2026
- Platforms
- Playstation, PC, Xbox