Immersive Gameplay 1_04
By ErezKristal
Community Rating
- Installation instructions: place the mod at the end of your load order. When loading the mod mid-game, unequip and reequip your spacesuit for combat health regeneration to apply. Health recalculations will take place upon level-up. If you're using the mod in a new game, just load and enjoy. If you're uninstalling the mod, health adjustments will take place after you level up. This mod is safe to uninstall due to not having new IDs.(Game files) *
This mod is balanced around the Normal difficulty, at this level you and your human enemies will have the same damage output and the same health range. There are no hidden modifiers and no unfair advantages. I recommend using that level as a baseline and adjusting the game difficulty to easy or hard, based on your desired challenge.
Gameplay changes from big to small.
- Spacesuits and combat outfits, provide greater protection and have nanites that upon receiving damage instantly heal and repair the wearer from 0% to 100% in 6 seconds(Applies only to humans).
- The world is unleveled.
- Humans’ health ranges between 300-410, with no extra health on level-ups.
- You and your human enemies deal the same damage to each other, without any hidden advantages.
- AI- Humans are more aggressive and will try to flush you if you’re hiding. Robots Love to close in while firing on you. Monsters are relentless.
- Helmets provide more protection. Backpacks don’t provide overall protection, instead when shot, they provide a hard shield that reduces damage significantly.
- Ammo is cheap and abundant.
- Robots can’t self-repair, but they are sturdier. Don’t go head to head with them, find cover.
- Headshots deal x2.5 damage, arms 0.85 damage, legs, 0.6 damage. It is easier to injure enemies' legs.
- Humans are no longer legendaries.
- Faction-based weaponry - Each faction will carry appropriate weapons made by their local suppliers. Spacers will grab whatever they can get. *Heartbeats start beating sooner to reflect the more intense gameplay and warn you to get into cover. *Medpacks heal you fully under in 1 second but take a toll on your available oxygen.
Weapons
- Damage is based on caliber and barrel length.
- Overall less sway, and more recoil and spread.
- Aim-down sight is based on the gun’s weight. Lighter and well-balanced guns sway less.
- Ballistic, automatic, and burst fire modes do the same damage as semi-auto and their fire rate and Recoil are identical.
- Laser weapons, are accurate and have no recoil but deal less damage compared to ballistic and particle weapons, they also don’t push you in a zero-g environment.
- Infantry particle weapons use a heat-based system like their original inspiration in Mass Effect and no longer require a reload
- Mining laser is combat-worthy.
- Grenade launchers lob grenades at faster velocities rather than work like rockets.
- Laser pistols use regular laser ammo.
- Magsniper can be used as a semi-auto rifle reliably or charged to act as a sniper rifle
- Tombstone uses 6.5 like Maelstrom, A99 uses 7.7 like Beowulf, Grendel, and Eon
- Some pistols were moved to 2.7 ammunition.
- Old Earth weapons deal more damage per second, but are less accurate, harder to handle, and have smaller magazines(In real life caseless ammunition is light, and produces less recoil but has more heat issues, hence the difference.)
Overall, accurate weapons deal less damage, and inaccurate weapons(microguns, shotguns) deal more damage. Damage upgrades(armor piercing, tungsten) have a much smaller effect. Changing weapon receivers from auto to semi-auto or vice versa doesn't require skills or resources.
Perks
- Require only a single perk in each tier to climb to the next tier
- Ballistics - Reduces the cone of fire (improves accuracy) instead of increasing damage. An important skill to improve for automatic weapons.
- Laser and particle weapons skills provide reduced damage buffs.
- Rifleman and Pistol Certifications - Improve reloading and reduce the cone of fire with rifles and pistols instead of damage improvements.
- Sniper Certification - reduces a greater amount of sway, and doesn’t add additional bonuses.
- 4th tier combat perks, and marksmanship. Nerfed. The idea was to allow the player more variety in their choice of play and to branch out sooner, while still leaving a small room to grow with certain skills and to specialize. Terrafirma and Spaced - Now add or reduce 25 health.
- Alien DNA doesn't add health, instead, you can carry more weight and deal greater melee damage.
Legendary items Reduce the amount of damage bonuses that can be found.
Other. Trade Authority vendors have millions of credits to trade with.
Since the time of the creation kit release, I have worked hard to ensure maximum compatibility with other mods, and to balance the game in a way that it will remain challenging and interesting throughout an entire playthrough. I will continue to release updates and tune the mod until it reaches a state of lasting satisfaction. Your comments are valuable, please let me know what you're thinking.
You are welcome to make requests, ask questions, and report bugs on my Youtube channel. I will not follow on the nexus posts, but I will leave it open for you guys to discuss the mod with each other.
Additional Screenshots Available
This mod has 10 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Aug 09, 2024
- Last Updated
- Aug 18, 2024
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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