DarkStar
By WykkydGaming Verified
Community Rating
DarkStar is a complete gameplay overhaul that extends gameplay hundreds of levels beyond where core Starfield stops scaling. This includes continuously upgraded player rewards, a greatly enhanced Armor and Weapon crafting system, upgrades that take the Shipbuilding system well past level 100 and deeper into New Game+. Additionally, increased scaling is applied to enemies across the game, on ground and in space. Take your gameplay to level 300 and beyond with greater challenges and superior rewards for your efforts.
Free Mods with features embedded into DarkStar
- DarkStar Astrodynamics
- DarkStar Manufacturing
- DarkStar Boost Fixer
New Features Added With DarkStar
- Advanced Enemy Scaling & Combat AI
- Enhanced Spacesuit Hide
- Legendary Codex extraction
- DarkStar Outpost Habs
Shipbuilding Features
- New ship weapon unlocks from level 45 & New Game 0 to level 126 & New Game 10
- New shield, grav drive & reactor unlocks from level 84 & New Game 0 to level 103 & New Game 10
- Many additional, secondary ship parts
- Most ship parts from DarkStar have multiple flips so you can choose your appearance
- 2 new ships with multiple tier unlocks: DarkStar Interceptor & DarkStar Ravager
- DarkStar landing pads now offer shipbuilder inventory filtration
Crafting Features
- Legendary Codex extraction & installation: Move legendaries between equipment pieces
- Research & level driven unlocks for crafting & equipment upgrades, starting at level 1 & New Game 0 to level 150 and New Game 20
- The ability to convert Ballistic weapons into Particle Beam weapons, keeping most weapons relevant in the end game
- New Quality Tiers includes the addition of Advanced and Superior to all equipment, with Unrivaled and Relic beyond those
- Learn to craft Legendary Codex from scratch with Research
- Craft DarkStar's proprietary "combo" and "unique" Legendaries with Research, Levels & New Game+ trips
- Unlock the coveted DarkStar Force Assault armor & blade by completing Research
- Unlock superior food & drink recipe by completing all DarkStar research (once learned they become craftable and purchasable)
Enemy Scaling Features
- Enemies are now scaled to a percentage of your level. The percentage used on each is directly related to their world spawn & base level configurations
- Human enemies can be scaled up, or down, further in difficulty by dialing your DarkStar Challenge setting in Gameplay Options
- Scaled enemies now use DarkStar equipment against you
Outpost Features
- New Cargo Links that hover above the ground and offer enlarged cargo capacity
- New Outpost hab recolors to fit the DarkStar tone
- New 2-Story Large Hex hab for all your industrial builds
- Build any of 5 new Landing Pads: Omen X, Omen V, Omen H, Nexus & Plexus
- All habs & landing pads in DarkStar levitate atop invisible, magnetic fields and can be built high in the sky
- All DarkStar landing pads generate atmosphere in your local area, providing a modicum of safety through small-scale terraforming
- All outpost structures are built with Quantum Rig components, which can be purchased or crafted and are weightless
Gameplay Features
- Enable Starborn Armor Scaling to continue receiving upgraded Starborn Armor through New Game 50
- Enable/Disable ship intercom chatter at your whim: your peace of mind is our goal
- Equip the .Boost Fixer pack to clear boostpack bugs off your person
- DarkStar Services kiosks have been placed in every city in strategic locations, for your convenience
- Paradiso holds a crafting hub for those who do not wish to build outposts or customize their ship interiors
- Gagarin, Paradiso & Hopetown now include Starborn Ship Technicians for all your DarkStar shipbuilding desires
Gameplay Overrides
- Increased maximum ship sizes (in builder, and when landing)
- Increased max number of ships owned to 100
- Increased some Outpost build height limits to facilitate the new habs & landing pads
- Increased item & outpost name length limits (may only work on PC, where the original limit was very small)
- more details inside the DarkStar Information Kiosk in game
Special Thanks to my Testers (on discord)
- DaAngryMechanic
- syberghost
- NavyMonster
- CatLadyClem
- Kitalahara
- CDeisel
Complimentary Mods
- Starborn Among Us => worked wonderfully together in testing
- Bedlam => high success rate in testing, but occasionally Bedlam enemies do not properly scale
- Forgotten Frontiers => tested by several testers. Works great.
- Dark Universe: Crossfire => tested by Double D and declared successful
- Community Patch => several testers used this patch and experienced no issues. Others ran no patch at all and experienced no issues. If you wish to use a Starfield patch, use this one.
- Gorefield => the combination can be overpowered, depending on gameplay settings, but it can help those who struggle with the higher difficulty
- The Gang's All Here => this can also help with difficulty, and add flavor to your playthrough
- Most companion mods... take your pick
- Starfall SEEDs by DaAngryMechanic => useful if you find space battles too difficult
- Starfall STEM Habs by DaAngryMechanic => the best empty habs on Creations
Compatible Mods
- Place Doors Yourself
- StarUI
- Shipbuilder Categories => tested and functional
- Ship Crew Assignments
- Most ship part mods (can't think of any that aren't)
Known Conflicts
- Minor conflict with DarkStar Manufacturing if running them side-by-side. Use the 'DSM DarkStar Transition' patch to fix
- Smarter Spacesuit Autohide => soft conflict. SSA would simply fail to do its thing properly
- Royal Leveled Enemies & similar scaling mods => Whichever mod loads last in your load order would win. For best experience, it is recommended you disable these mods
- Mods that increase outpost radius => soft conflict. The false atmosphere generated by DarkStar landing pads will not extend beyond default build radius. Pieces of the landing pads that overlap the extended buildable area might also become detached and stuck in place if you move or destroy the landing pad (rare)
Dealer's Choice Mods
- DarkStar Astrodynamics => You can run these side by side, but it is recommended you transition to only DarkStar.
- DarkStar Manufacturing => You can run these side by side, but it is recommended you transition to only DarkStar. Patch required if running together.
- McClarence => [Soft Conflict] These will run at the same time, but their custom legendaries will not transfer between them. Their crafting does very similar things to DarkStar.
- DM Legendary Recycler => [Possible Conflict] You may succeed in running these side by side, but it is recommended you transition to DarkStar. Their crafting does very similar things to DarkStar. Choice is yours.
- *** Craftable Quality => [Possible Conflict] You may succeed in running these side by side, but it is recommended you transition to DarkStar. Their crafting does very similar things to DarkStar. Choice is yours.
** for a Comprehensive list of all known comlimentary and conflicting mods, please visit the DarkStar HQ discord.
Load Order
- Place DarkStar near the end of your load order (last if possible)
- Load any Patches for DarkStar after DarkStar
Support Join us on DarkStar HQ discord for all feedback and support. We have a community of over 1400 members who enjoy Starfield and DarkStar mods, all eager to share their knowledge.
Website
- For more information, visit https://www.wykkydgaming.com/
Update 2.0.1 is now available. Please check patch notes
Release notes
Xbox
-
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje -
1.0.1Changelog for 1.0.1 can be found on the Changelog slate in game, or in the info Kiosk. It will not all fit here.
Overview:
- Several minor bugfixes.
- Added a new quest for those starting DarkStar for the first time, to guide them to critical locations for crafting, shipbuilding and resource purchases.
- Overhaul of [X]-prefixed dynamic workbenches, to prevent all obstructions on landing pads.
Important:
- Rebuilding your landing pads is NOT required, but is highly recommended. Pre-existing landing pads will not gain all of the workbench enhancements without being rebuilt. -
1.0.0-3Initial Release
-
1.0.0-2== Describe this release ==
-
1.00Initial Release!
Playstation
-
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje
PC
-
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje -
1.0.1Changelog for 1.0.1 can be found on the Changelog slate in game, or in the info Kiosk. It will not all fit here.
Overview:
- Several minor bugfixes.
- Added a new quest for those starting DarkStar for the first time, to guide them to critical locations for crafting, shipbuilding and resource purchases.
- Overhaul of [X]-prefixed dynamic workbenches, to prevent all obstructions on landing pads.
Important:
- Rebuilding your landing pads is NOT required, but is highly recommended. Pre-existing landing pads will not gain all of the workbench enhancements without being rebuilt. -
1.0.0-3Initial Release
-
1.0.0-2== Describe this release ==
-
1.00Initial Release!
Additional Screenshots Available
This mod has 4 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
Community Rating & Feedback
User Reviews (1)
If you’re high level player or low level player dark star has a lot to offer for $10 mod from updating ship parts to making the enemy stronger and the fight those enemies you can update your weapons and armor for high levels. They even give you a building pad for your outpost, which is really cool. It makes every planet breathable within your outpost and the jet pack is just far out.
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Preparing for Free Lanes Update + Terran Armada Story Expansion
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Mod Information
- Published
- Apr 08, 2025
- Last Updated
- Apr 13, 2026
- Platforms
- Playstation, PC, Xbox
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