DarkStar Manufacturing

By WykkydGaming Verified

Free Mod

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DarkStar Manufacturing is a comprehensive, extensive and balance-oriented Crafting & Upgrading system for Apparel, Armor and Weapons.

For more details, visit: https://www.wykkydgaming.com/ For support, join us on Discord: https://discord.gg/NRDUdvftVr

This mod adds:

  • Apparel, Armor & Weapon Crafting.
  • Enhanced Apparel, Armor & Weapons that allow Quality, Legendary, Lining (armor) and Skin (weapon) customization.
  • "Vile" crafting that converts Ballistic weapons into Particle Beam weapons.
  • Advanced quality tier to everything that was missing it.
  • Superior quality tier to everything that was missing it, including weapons.
  • Unrivaled quality tier 15 levels higher than Superior.
  • Relic quality tier, 30 levels higher than Unrivaled.
  • New "DarkStar Proprietary" multi-legendary weapon enchants, starting at level 10 and ending at level 130 with NG+20.
  • New DarkStar Cargo Links for your Outpost
  • DarkStar Manufacturing Terminal & Slate. Use the slate in inventory to open the Terminal, or visit the Lodge basement to use the Terminal attached to the wall.
  • VIP mode to bypass all new DarkStar-added Research & requirements when crafting.
  • New Umbral Assault armor & helmet as a reward for those who finish the research.

** Base features unlock at level 1. The strongest upgrades require level 130, and potentially up to 20 NG+ trips for the best custom Legendaries.

Yes, this mod will allow you to become Overpowered. But... you have to earn it. These upgrades are not cheap, and they are not cheats. Full unlock and having access to all upgrades and legendaries requires a lot of blood, sweat and tears. The rewards, however, are quite real, and very worth the effort.

Everything needed to access the power of DarkStar Manufacturing is available in the Mark I spacesuit room in the basement of the Lodge. You can also build all workbenches at your outpost, or on your ship. Make sure to visit the Lodge at least once to obtain the informational slates that explain how everything works. There is also a Terminal in the same room which contains the same information in case you lose the slates.

LOAD ORDER: Place after other mods that add custom workbenches or alter crafting.

Changelog v2.2.3

  • Changed Research Category to an injection process to reduce collisions with mods like Xeno Master

Changelog v2.2.2

  • Fixed script that issues loot to boss chests.
  • Reticles are now CUSTOMIZABLE at the Weapon Workbench. If you have a Mk.II or Mk.III weapon that has no reticle, try adjusting at the workbench. If the option is not present, make a NEW copy of that weapon and it should be available on the new one.
  • Cleaned up a few errant descriptions. (volunteer: DaAngryMechanic)

Changelog v2.2.1

  • Fixed description of Linings (Apparel, Headwear, Cyberware, Helmet, Spacesuit) which lost their full detail with the last update if they included the character: %
  • Fixed Coachman vanilla quality scaling so that Superior, Unrivaled & Relic can actually spawn in the wild.

Changelog v2.2

  • REMOVED Tracker's Alliance content patch from DarkStar Manufacturing due to continued issues with Creation Kit & xEdit respecting the content patch as a dependency. Look for a future patch from DaAngryMechanic to cover the TA base content to work with DarkStar Manufacturing.
  • 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
  • Moved all RESEARCH into a NEW CATEGORY: DSM
  • All loot modifications on boss chests removed from hard edits, and converted to scripted injections to reduce chance of mod conflicts

** Check the Changelog data slate in your inventory when you log into the game.

If you are inspired to do so, you can donate to the author at: https://www.wykkydgaming.com

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