DarkStar Astrodynamics
By WykkydGaming Verified
Community Rating
Advanced Shipbuilding - DarkStar Avenger Ship - Starborn Armor Scaling - Ship Intercom Controls
For more details, visit: https://www.wykkydgaming.com/ For support, join us on Discord: https://discord.gg/NRDUdvftVr
DarkStar Astrodynamics is designed to empower and reward those who push higher levels and travel into New Game plus. Ship modules are split between M-series, and X-series. M-series modules are designed to serve non-NG+ players. X-series modules are exclusive to NG+ players. The mod also provides several enhancements to the way Starborn are rewarded as they enter a new game, making it easier to acclimate to their new reality.
Visit the basement of the Lodge, next to the Mark 1 armor case to access the DarkStar Terminal, and pick up a slate with details.
Gain access to the DarkStar Avenger Mk.I through Mk.V, and fly a prototype ship that can be claimed even if you already own 10 ships... completely for free (starting at level 40).
Build a DarkStar Terminus advanced shipbuilder platform at your outpost, and gain access to a plethora of mission boards, food and drink kiosks, crafting benches, vendors and the DarkStar Terminal, all for the cost of a few credits.
Build enhanced ships using DarkStar weaponry, shields, grav drives, reactors, equipment, landing gear, cargo and fuel and conquer the galaxy on the most Extreme difficulty with confidence.
If you are Starborn, place a DarkStar Cloaking Device on ANY ship to cloak when you boost, just like the Starborn Guardian.
Changelog v4.3.3
- Added Dunn 11/21/31 Engines that were missing (Named Dunn-X in Astrodynamics now). Special thanks to Izlagor on Discord for pointing out their absence.
Changelog v4.3.2
- Removed "ShipTypeStarborn" keyword from Predator and Avenger ships, to fix docker animation hijacking when docker was installed beneath the ship.
- Converted cloak & grav drive animation hooks to new, custom Perk and assignments, bypassing the need for ShipTypeStarborn keyword.
- Avengers are NOW EDITABLE & SELLABLE... but have larger crew & passenger capacity thanks to hidden stat buffs, so it may not be necessary.
- Predators & Avengers are now flagged as Mantis & Freestar Ranger faction & Vanguard faction. Go... police the galaxy.
- Blue Starborn-style grav drive animations that used to fire on ships which had X-series grav drives installed is now gone, and for now can't be brought back. This is due to the need to remove the ShipTypeStarborn keyword as mentioned above. This keyword triggers the animations. If I can find a way to bring it back optionally (your option) in the future, I will. For now... it's gone
Changelog v4.3.1
- Fixed a bug with Terminal that had incorrect conditions for when the Predator option should display for lower level characters.
Changelog v4.3
- Compressed & renamed Ship Engines in build menu.
- Compressed & renamed Ship Landing Gear in build menu.
- Added Nova 1-power Engines to all classes.
- Added SA-4x 1-power Engines to all classes.
- Added DarkStar Predator, a new ship you can claim at Level 75+ & NG+20, OR Level 125+ if you're pre-NG or under NG+20. Use the Control Slate, or Terminal, to acquire the ship. It CAN be sold & modified, so be careful or you might lose it.
- Added Game Setting changes to increase ship module limits from 130 to 250. Enjoy :)
- Ship Technicians will now respond to the Avenger and Predator ships as if they were Starborn.
Changelog v4.2
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Flattened CLASS scaling of existing Ship Weapons to the lowest class available originally. IE: if a weapon started as Class A, it will now stay Class A through all tiers rather than scaling up to Class B and C.
- Reduced ship weapon option visibility to only the highest Mark version unlocked by the player. If you have unlocked a Mark 10 ship weapon, that is now the only version that will show in the build list as a NEW part to be installed (existing ships with lower tier weapons will still show a limited supply of those lower tier weapons in the list when removed, until you save an exit the builder).
Release notes
Xbox
-
4.3.3Changelog v4.3.3
- Added Dunn 11/21/31 Engines that were missing (Named Dunn-X in Astrodynamics now). Special thanks to Izlagor on Discord for pointing out their absence. -
4.3.2Changelog v4.3.2
- Removed "ShipTypeStarborn" keyword from Predator and Avenger ships, to fix docker animation hijacking when docker was installed beneath the ship.
- Converted cloak & grav drive animation hooks to new, custom Perk and assignments, bypassing the need for ShipTypeStarborn keyword.
- Avengers are NOW EDITABLE & SELLABLE... but have larger crew & passenger capacity thanks to hidden stat buffs, so it may not be necessary.
- Predators & Avengers are now flagged as Mantis & Freestar Ranger faction & Vanguard faction. Go... police the galaxy.
- Blue Starborn-style grav drive animations that used to fire on ships which had X-series grav drives installed is now gone, and for now can't be brought back. This is due to the need to remove the ShipTypeStarborn keyword as mentioned above. This keyword triggers the animations. If I can find a way to bring it back optionally (your option) in the future, I will. For now... it's gone -
4.3.1HOTFIX v4.3.1
- Fixed bug with Terminal that had incorrect conditions for when the Predator option should display for lower level characters. -
4.3.0Changelog v4.3
- Compressed & renamed Ship Engines in build menu.
- Compressed & renamed Ship Landing Gear in build menu.
- Added Nova 1-power Engines to all classes.
- Added SA-4x 1-power Engines to all classes.
- Added DarkStar Predator, a new ship you can claim at Level 75+ & NG+20, OR Level 125+ if you're pre-NG or under NG+20. Use the Control Slate, or Terminal, to acquire the ship. It CAN be sold & modified, so be careful or you might lose it.
- Added Game Setting changes to increase ship module limits from 130 to 250. Enjoy :)
- Ship Technicians will now respond to the Avenger and Predator ships as if they were Starborn. -
4.2.0Changelog v4.2
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Flattened CLASS scaling of existing Ship Weapons to the lowest class available originally. IE: if a weapon started as Class A, it will now stay Class A through all tiers rather than scaling up to Class B and C.
- Reduced ship weapon option visibility to only the highest Mark version unlocked by the player. If you have unlocked a Mark 10 ship weapon, that is now the only version that will show in the build list as a NEW part to be installed (existing ships with lower tier weapons will still show a limited supply of those lower tier weapons in the list when removed, until you save an exit the builder).
-
4.1.1v4.1.1 Changelog
- Fixed Protector shield Port variant stats, all tiers.
- Merged Terminus builds into 1 slot, with flips.
- Merged Kiosk builds into 1 slot, with flips.
- Added Sunk/Low/Standard Shipbuilders in 1 slot, with flips. Similar to Terminus without workbenches, clutter & outpost storage.
- Added Small Shipbuilder. Just like the vanilla Small pad, only allows Small ships to land.
- Added Magellan C1 bridge to flips.
- Added Hull value to ship weapons that were missing the value. -
4.0.7v4.0.7 Changelog
- Removed faction mission boards from Terminus. There's no way to make them work in all systems, and I get constant bug reports about them. Use another mod that adds mission boards as buildable to your outpost, if you want them. You DO NOT NEED to rebuild your Terminus unless you want to remove the mission boards and gain the new pre-attached storage box. Nothing else changed. Existing Terminus will still be fully functional.
- Renamed DarkStar Utility Box -> DarkStar Linked Utility Box, to signify its inventory is linked to your build menu.
- Added DarkStar Unlinked Storage. Buildable at outpost. Now attached to Terminus where Bounty board used to sit. Infinite storage that does not link to build inventory. A safe place to stash equipment you want to keep/save.
- Added the ability to craft 1 of each at outpost (not on ship): TerraBrew kiosk, Chunks kiosk. Tranquilitea kiosk, TA Kiosk, and Starborn Services kiosk. If you wish to constantly re-roll inventory in the TA Kiosk to buy DarkStar Quantum Harness, you can now do so by destroying & rebuilding a kiosk several times in your outpost, rather than sleeping 24 UT hours over and over.
- Cleaned up some stray overrides that CK injected into the mod without my knowledge. Mostly relating to Red Mile and Taiyo habs, for some reason.on! -
4.0.6v4.0.6 Changelog
- Added more ships to Terminus inventory.
- Merged PC/XB Creations listings into 1. PC Players: Download from "DarkStar Astrodynamics", not "DarkStar Astrodynamics [old]". All future updates will go only to the unified listing. The old listing will be disabled in a few weeks time, to give you time to migrate. Uninstalling one to install the other WILL NOT BREAK YOUR SAVES. Just swap over while in the Creations menu, without loading a save in between. The files are IDENTICAL and will have no affect on your saves whatsoever. If you upvoted the PC listing previously, please upvote the newly merged listing as well. This change is being made to improve support for players who play on both Xbox and PC, so that they no longer need to re-download the mod every time they switch devices. Thank you for your understand, and game on! -
4.0.5New in 4.0.5
- TA & Starborn Kiosks are now forced to adhere to 25 hour inventory reset. You may need to re-place your Terminus. Lodge Starborn merchant will reset if you rest on Venus for 7 UT days.
- Renamed: DarkStar Terminus -> DarkStar Terminus - sunk.
- Added: DarkStar Terminus - low :: Starts 4 coordinates taller than DarkStar Terminus.
- Added: DarkStar Terminus - std :: Starts at standard Landing Pad height.
- DarkStar Transfer Link Container now has the proper build limit.
- X-series equipment, cargo & fuel given the correct filter. Should now show on starborn vendor (den), not mortal vendor (clinic).
- Fixed rate of fire on all Turrets. Go forth and lay waste.
- Added: WD10X Ultra engines to Class A, B and C in both M-series and X-series versions. Faster than normal engines of their tier, and 1 power each so you can install 12.
- Ship Fleet Max Size is now set to 25.
** Check the new DarkStar Change Log slate in your inventory!
For support, join us on Discord: https://discord.gg/NRDUdvftVr -
4.0.4Recompile. Hopefully fixes any broken saves.
-
4.0.3NEW FEATURES
- Build on top of the DarkStar Terminus!
- Build 100k storage modules at your base!
- Transfer links now function with DarkStar storage modules!
- DarkStar Utility Box's inventory is now available when building & crafting!
- Starborn NG+ rewards will now enter your inventory, rather than being default equipped. This removes a hard link to the Starborn Rewards leveled list, and reduces the chances of mod conflicts. -
4.0.2Re-upload to see if it fixes weird ship issue for some players.
-
4.0.1Update to Terminal user interface so that Enable/Disable toggles are displayed directly, since pop-up messages might fail to display.
Also truncated the list of Ships available through the terminal to display only the highest Mark ship you can access, and any that you have previously claimed. For example, if you qualify for the Avenger Mk.III, you will not be prompted to claim an Avenger Mk.II or an Avenger Mk.I, since it would make little sense for you to claim a weaker ship. -
1.00== Describe this release ==
-
4.0.0Initial XBox release
PC
-
4.3.3Changelog v4.3.3
- Added Dunn 11/21/31 Engines that were missing (Named Dunn-X in Astrodynamics now). Special thanks to Izlagor on Discord for pointing out their absence. -
4.3.2Changelog v4.3.2
- Removed "ShipTypeStarborn" keyword from Predator and Avenger ships, to fix docker animation hijacking when docker was installed beneath the ship.
- Converted cloak & grav drive animation hooks to new, custom Perk and assignments, bypassing the need for ShipTypeStarborn keyword.
- Avengers are NOW EDITABLE & SELLABLE... but have larger crew & passenger capacity thanks to hidden stat buffs, so it may not be necessary.
- Predators & Avengers are now flagged as Mantis & Freestar Ranger faction & Vanguard faction. Go... police the galaxy.
- Blue Starborn-style grav drive animations that used to fire on ships which had X-series grav drives installed is now gone, and for now can't be brought back. This is due to the need to remove the ShipTypeStarborn keyword as mentioned above. This keyword triggers the animations. If I can find a way to bring it back optionally (your option) in the future, I will. For now... it's gone -
4.3.1HOTFIX v4.3.1
- Fixed bug with Terminal that had incorrect conditions for when the Predator option should display for lower level characters. -
4.3.0Changelog v4.3
- Compressed & renamed Ship Engines in build menu.
- Compressed & renamed Ship Landing Gear in build menu.
- Added Nova 1-power Engines to all classes.
- Added SA-4x 1-power Engines to all classes.
- Added DarkStar Predator, a new ship you can claim at Level 75+ & NG+20, OR Level 125+ if you're pre-NG or under NG+20. Use the Control Slate, or Terminal, to acquire the ship. It CAN be sold & modified, so be careful or you might lose it.
- Added Game Setting changes to increase ship module limits from 130 to 250. Enjoy :)
- Ship Technicians will now respond to the Avenger and Predator ships as if they were Starborn. -
4.2.0Changelog v4.2
- Streamlined slate-issuing quest, and script
- Injected slates into Jemison Mercantile inventory
- Cleaned up and adjusted names & descriptions of items/ship parts to reduce confusion when future DarkStar mods are published
- Flattened CLASS scaling of existing Ship Weapons to the lowest class available originally. IE: if a weapon started as Class A, it will now stay Class A through all tiers rather than scaling up to Class B and C.
- Reduced ship weapon option visibility to only the highest Mark version unlocked by the player. If you have unlocked a Mark 10 ship weapon, that is now the only version that will show in the build list as a NEW part to be installed (existing ships with lower tier weapons will still show a limited supply of those lower tier weapons in the list when removed, until you save an exit the builder).
-
4.1.1v4.1.1 Changelog
- Fixed Protector shield Port variant stats, all tiers.
- Merged Terminus builds into 1 slot, with flips.
- Merged Kiosk builds into 1 slot, with flips.
- Added Sunk/Low/Standard Shipbuilders in 1 slot, with flips. Similar to Terminus without workbenches, clutter & outpost storage.
- Added Small Shipbuilder. Just like the vanilla Small pad, only allows Small ships to land.
- Added Magellan C1 bridge to flips.
- Added Hull value to ship weapons that were missing the value. -
4.0.7v4.0.7 Changelog
- Removed faction mission boards from Terminus. There's no way to make them work in all systems, and I get constant bug reports about them. Use another mod that adds mission boards as buildable to your outpost, if you want them. You DO NOT NEED to rebuild your Terminus unless you want to remove the mission boards and gain the new pre-attached storage box. Nothing else changed. Existing Terminus will still be fully functional.
- Renamed DarkStar Utility Box -> DarkStar Linked Utility Box, to signify its inventory is linked to your build menu.
- Added DarkStar Unlinked Storage. Buildable at outpost. Now attached to Terminus where Bounty board used to sit. Infinite storage that does not link to build inventory. A safe place to stash equipment you want to keep/save.
- Added the ability to craft 1 of each at outpost (not on ship): TerraBrew kiosk, Chunks kiosk. Tranquilitea kiosk, TA Kiosk, and Starborn Services kiosk. If you wish to constantly re-roll inventory in the TA Kiosk to buy DarkStar Quantum Harness, you can now do so by destroying & rebuilding a kiosk several times in your outpost, rather than sleeping 24 UT hours over and over.
- Cleaned up some stray overrides that CK injected into the mod without my knowledge. Mostly relating to Red Mile and Taiyo habs, for some reason.on! -
4.0.6v4.0.6 Changelog
- Added more ships to Terminus inventory.
- Merged PC/XB Creations listings into 1. PC Players: Download from "DarkStar Astrodynamics", not "DarkStar Astrodynamics [old]". All future updates will go only to the unified listing. The old listing will be disabled in a few weeks time, to give you time to migrate. Uninstalling one to install the other WILL NOT BREAK YOUR SAVES. Just swap over while in the Creations menu, without loading a save in between. The files are IDENTICAL and will have no affect on your saves whatsoever. If you upvoted the PC listing previously, please upvote the newly merged listing as well. This change is being made to improve support for players who play on both Xbox and PC, so that they no longer need to re-download the mod every time they switch devices. Thank you for your understand, and game on!
Additional Screenshots Available
This mod has 10 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos (1)
Starfield This Mod Should Cost Money Darkstar Astrodynamics and Manufacturing
Community Rating & Feedback
User Reviews (1)
Loved this free version of Darkstar for just the ship building. In some ways, I prefer it to the paid version with its normal landing pad for your outpost. The weapons and engines and shields are a bit overpowered - so much so I sometimes do playthroughs without any Darkstar mods.
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Mod Information
- Published
- Jun 01, 2024
- Last Updated
- Dec 31, 2024
- Platforms
- PC, Xbox
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