DarkStar - Watchtower Patch - Starfield Unity
DarkStar - Watchtower Patch

DarkStar - Watchtower Patch

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WARNING - DO NOT PUT WATCHTOWER GEAR IN THE CODEX PROCESSOR

Some work will need to be done in DarkStar itself to support this. You won't need to do this to extract the Runner's Codex, those can be constructed directly in the Legendary workbech once you have reached the appropriate quest step.


This mod is an INTEGRATION PATCH. Both of these mods work just fine side by side without this patch. What this mod accomplishes is full integration between the original and DarkStar, so that the original's assets can take full advantage of DarkStar's features. If you are seeking an achievement friendly playthrough, you can safely use the original mods together without issue. However, if you want to experience the original mod alongside DarkStar's entire featureset and gain access to the special features provided by this integration patch, then you will, of course, need this integration patch installed. Usage of this patch is entirely optional, and at the discretion of each individual player.

This patch requires two Creations:

  • DarkStar
  • Watchtower

Patch Changes:

  • Watchtower ship parts unlock at DarkStar shipbuilders when they unlock at Gren
  • Watchtower armor can be Enhanced to Mk.II at DarkStar Armor Enhancement benches
  • Watchtower weapons can be Enhanced to Mk.II and Mk.III at DarkStar Weapon Enhancement/Vile benches
  • Watchtower NPCs, both human and robotic, benefit from DarkStar player-based leveling. Good luck with those mechs!
  • Cyberamps can be enhanced to Mk.II at the new DarkStar Cyberamp Enhancement bench. The bench is craftable under the Apparel tab, once you have completed the necessary Research, which requires unlocking ALL cyberamps at the Doctor.
  • Bonus canon DarkStar lore from author WykkydGaming!

Load Order

  • kinggathcreations_spaceship.esm
  • DarkStar.esm
  • other patches for those mods
  • DarkStar patches for those mods

Version 1.0.4:

Replaced a hard edit with injection, incorporated an upstream keyword change to upgraded Mechs

Version 1.0.3.2 changes:

fix inadvertent edit of base forms

Version 1.0.3.1 changes:

Cyberamp workbench remeshed to DarkStar patch standards

Version 1.0.3 changes:

revert bugfixes to Torin, KGC fixed in latest patch

Version 1.0.2 changes:

more cyberamp recipe fail, I got them all this time I swear

Version 1.00 known issues:

  • Ships will not benefit from DarkStar levelling. This will be added in the future when some updates are made to DarkStar to facilitate it.
  • The Codex Processor will eat Harper's unique Legendary without producing a codex. You can construct the codex at the Legendary workbench after reaching the appropriate quest step. This will be added in the future when some updates are made to DarkStar to facilitate it.
  • Skydrops may behave somewhat differently when PCs and NPCs are highly levelled. They still do their jobs though.

Thanks to the folks who helped me with their deep understanding of the systems and DarkStar:

WykkydGaming DaAngryMechanic Shengokai

Our triumphs are shared, any failures are mine alone.

Thanks also to the folks on the DarkStar HQ Discord who provided testing and feedback:

Sweetpea704 Kitalahara

...and the many who asked me "are were there yet?" on a daily basis and kept me motivated when the hills got steep.

Last but not least, thank you to my wife, who put up with me being locked in my office for long hours and late nights to get this patch working.

If you have questions or need support, please come by the DarkStar HQ Discord, full of wonderful folks who can help with any issues even when I'm not around, and I'm around a lot!

http://discord.com/invite/joindarkstar

Additional Screenshots Available

This mod has 4 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Jun 16, 2025
Last Updated
Dec 28, 2025
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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