Flashy(JoeR) - Hardcore Encumbrance
By FlashyJoer
Community Rating
Important Note:
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, all you need to do is pick something up. Whether from the world, from a crate, from a corpse, even buying something from a vendor. The minute the interceptor detects something going into your inventory, the mod's functions will become active.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above.
Advanced Needs Elements Vol.3 - Hardcore Encumbrance
A very simple mod, with a very straight forward premise; introducing realism-adjacent carry capacity and the effects of being overloaded. This is an upgrade on the system users of my Fallout 4 mod "Advanced Needs 76" will be used to, but taken to the next level due to the added modding capabilities in Starfield.
This is not a mod for the light-hearted and is aimed at those looking to realistically harden their experience beyond what the base game "Difficulty Settings" allow for.
The intent of the mod is to make you less "loot goblin" and kind of force you to rely on companions to help carry the spoils of your adventures. Or, to force you to rely on quests, surveys for Vlad and mission boards to earn credits, rather than hopping to your nearest chain of vendors to offload 100+ kilos of grabbed loot for tens of thousands of easy credits.
So, What Does This Mod Do?
This mod does the following when enabled in Game Settings:
Reduces player base carry capacity to 60kg. Over-encumbred means no sprinting, no fast travel and 50% slower movement.
You also have an additional option that will offset the gains you get from ranking up Weight Lifting. When enabled:
Rank 1 remains the same at +10 kg capacity. Rank 2 lowers the benefit to +20 kg capacity. Rank 3 lowers the benefit to +30 kg capacity. Rank 4 lowers the benefit to +50 kg capacity, but retains the 50% stagger resistance.
You have the ability to enable the following encumbrance restrictions and effects to your active human companion:
Carry capacity is reduced to either 50kg or 60kg, to match the player (see a little further down the page). Over-encumbered means they move at 65% their normal speed and are not able to run. The gains they get from LEADERSHIP, rank 2 has been reduced to +25 kg carry capacity.
NOTE: These affect Elite Crew followers as well as the "companions", with the exception of Vasco or Delta. They are unaffected.
There is also a Game Setting which allows the player to think about their inventory in terms of "weight", where gravity has an effect on what you can carry, as opposed to mass (the game's actual measurement), which is not affected by gravity in any measure. With this control enabled, planetary gravity can affect your max carry capacity, up and down, depending on the strength of the local gravity.
0.0 -> 0.5 == +50 kilos 0.5 -> 1.0 == +25 kilos 1.0 - 1.25 == no change 1.25 - 1.5 == - 25 kilos 1.5 - 2.x == -50 kilos
Newly added in v1.02+, there is a setting that allows you to enable or disable how this mod handles o2 use and co2 gains. You can either enable this function to allow the mod to handle breathing, at double rate when encumbered, or you can leave it disabled (default setting) and allow other mods, like Real O2, for example, to handle breathing systems.
Another newly added game setting in v1.02+, allows you to choose if your starting carry capacity is 50 kilos (85 kilo reduction) or if it will be 60 kilos (75 kilo reduction). If you enable followers being affected in this mod, their carry capacity will mirror your choice in this setting.
In v1.03+, there is now a game setting that allows the mod to severely limit your boostpack capability when you are considered in an overencumbered state, by costing double the fuel.
In v1.04+, there is now a game setting that allows you to double your fall damage when overencumbered.
In v1.05, there is now a game setting that allows you to disable running, should you desire.
Suggested Use:
Set the Bethesda Game Setting for Carry Weight to "normal". Enable the Bethesda Game Setting for Ammo Weight. Enable every setting in this mod. And finally... suffer. (rofl)
Technical Information:
This mod does not require any DLC to function. It pulls Companions directly from the SQ_Companions quest. Mod added companions should work, if their authors made them properly, to occupy aliases in SQ_Companions. This mod does everything it does through custom forms - there are no edits to any base game forms. This mod can go anywhere in your load order that you please.
Release notes
Xbox
-
1.13Realized the "Offset Weight Lifting" was active all the time, whether you selected it or not. Added the necessary game option checks to ensure it respects your settings.
While I was at it, I also added two new starting weight options. Now there is a 90 kilo option, and you can choose to leave it at base game default of 135, but still use the rest of the mod's features. -
1.12Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, all you need to do is pick something up. Whether from the world, from a crate, from a corpse, even buying something from a vendor. The minute the interceptor detects something going into your inventory, the mod's functions will become active.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.11Important Note:
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Hardcore Encumbrance", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.10Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Hardcore Encumbrance" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.09Retooled some of the encumbrance "magic effects" so they function better than originally designed.
Fixed the Fast Travel blocker so that when you are in your home ship, fast travel unlocks so you can travel to other planets.
Added a "Cheat Mode" setting that reduces worn armor sets (head, pack and suit) and equipped weapon weights to 0. -
1.08Adds refalias scripts for the active companion and elite crew member, that tracks some ingame events, for the purposes of recalulating their carried inventory weight and evaluating their AI package stack.
-
1.07Reworked the "companion" and "Elite Crew" AI packages and spell effects.
-
1.05Adds the ability to prevent running.
Adds an auto updater function to the mod. -
1.04Altered Boostpack when encumbered to use double the fuel, as dampening was not working properly.
Altered O2 use when encumbered as it was acting weird. It now just doubles O2 use.
Added a toggle for double falling damage when encumbered.
Cleaned up the Game Settings so they make better sense. -
1.03Allows the mod via new game setting, to limit boostpack use when overencumbered.
-
1.02Minor tweaks to systems.
Split Breathing from main function to a separate control so you can opt to not use that, in lieu of some other mod's O2 functions (like Real O2, for example).
Added a Game Setting to allow player to choose base starting carry capacity. -
1.01Changed carry weight reduction from 85 to 75.
Adds a new toggle to Game Settings that allows users to switch from MASS to WEIGHT, where local gravity will affect your max carry capacity. -
1.00Initial Release
Playstation
-
1.13Realized the "Offset Weight Lifting" was active all the time, whether you selected it or not. Added the necessary game option checks to ensure it respects your settings.
While I was at it, I also added two new starting weight options. Now there is a 90 kilo option, and you can choose to leave it at base game default of 135, but still use the rest of the mod's features. -
1.12Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, all you need to do is pick something up. Whether from the world, from a crate, from a corpse, even buying something from a vendor. The minute the interceptor detects something going into your inventory, the mod's functions will become active.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.11Important Note:
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Hardcore Encumbrance", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.10Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Hardcore Encumbrance" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.09Retooled some of the encumbrance "magic effects" so they function better than originally designed.
Fixed the Fast Travel blocker so that when you are in your home ship, fast travel unlocks so you can travel to other planets.
Added a "Cheat Mode" setting that reduces worn armor sets (head, pack and suit) and equipped weapon weights to 0. -
1.08Adds refalias scripts for the active companion and elite crew member, that tracks some ingame events, for the purposes of recalulating their carried inventory weight and evaluating their AI package stack.
-
1.07Reworked the "companion" and "Elite Crew" AI packages and spell effects.
-
1.05Adds the ability to prevent running.
Adds an auto updater function to the mod. -
1.04Altered Boostpack when encumbered to use double the fuel, as dampening was not working properly.
Altered O2 use when encumbered as it was acting weird. It now just doubles O2 use.
Added a toggle for double falling damage when encumbered.
Cleaned up the Game Settings so they make better sense. -
1.03Allows the mod via new game setting, to limit boostpack use when overencumbered.
-
1.02Minor tweaks to systems.
Split Breathing from main function to a separate control so you can opt to not use that, in lieu of some other mod's O2 functions (like Real O2, for example).
Added a Game Setting to allow player to choose base starting carry capacity. -
1.01Changed carry weight reduction from 85 to 75.
Adds a new toggle to Game Settings that allows users to switch from MASS to WEIGHT, where local gravity will affect your max carry capacity. -
1.00Initial Release
PC
-
1.13Realized the "Offset Weight Lifting" was active all the time, whether you selected it or not. Added the necessary game option checks to ensure it respects your settings.
While I was at it, I also added two new starting weight options. Now there is a 90 kilo option, and you can choose to leave it at base game default of 135, but still use the rest of the mod's features. -
1.12Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, all you need to do is pick something up. Whether from the world, from a crate, from a corpse, even buying something from a vendor. The minute the interceptor detects something going into your inventory, the mod's functions will become active.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.11Important Note:
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Hardcore Encumbrance", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.10Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Hardcore Encumbrance" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.09Retooled some of the encumbrance "magic effects" so they function better than originally designed.
Fixed the Fast Travel blocker so that when you are in your home ship, fast travel unlocks so you can travel to other planets.
Added a "Cheat Mode" setting that reduces worn armor sets (head, pack and suit) and equipped weapon weights to 0. -
1.08Adds refalias scripts for the active companion and elite crew member, that tracks some ingame events, for the purposes of recalulating their carried inventory weight and evaluating their AI package stack.
-
1.07Reworked the "companion" and "Elite Crew" AI packages and spell effects.
-
1.05Adds the ability to prevent running.
Adds an auto updater function to the mod. -
1.04Altered Boostpack when encumbered to use double the fuel, as dampening was not working properly.
Altered O2 use when encumbered as it was acting weird. It now just doubles O2 use.
Added a toggle for double falling damage when encumbered.
Cleaned up the Game Settings so they make better sense. -
1.03Allows the mod via new game setting, to limit boostpack use when overencumbered.
-
1.02Minor tweaks to systems.
Split Breathing from main function to a separate control so you can opt to not use that, in lieu of some other mod's O2 functions (like Real O2, for example).
Added a Game Setting to allow player to choose base starting carry capacity. -
1.01Changed carry weight reduction from 85 to 75.
Adds a new toggle to Game Settings that allows users to switch from MASS to WEIGHT, where local gravity will affect your max carry capacity. -
1.00Initial Release
Additional Screenshots Available
This mod has 5 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Apr 23, 2026
- Last Updated
- May 04, 2026
- Platforms
- Playstation, PC, Xbox
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