Skills Revised - Starfield Unity
Skills Revised

Skills Revised

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Hello!

Welcome to Skills Revised, part of the 'Starfield Revised' Series. Which aims to bring balance to our gameplay across the settled systems.

What does this mod do?

This mod places skills into more logical categories. It changes bonuses to provide a better quality of life. It adjusts challenges to make more sense, while also making challenges take longer to provide a better sense of progression. There's even a few new skills in there too!

It also adds a better element of roleplay and character building by combining skills of the same type into the same tier. I'll explain more below!

 Overview

The combat tree is now WAY more in-depth as an example. Tiers have been filled out and it makes better sense overall.

Tier 1: This is your basic combat skills that cover a wide range of equipment, like ballistics, particle beams, lasers etc. You can pick what type of basic skill (or skills) you want before unlocking tier 2.

Tier 2: These move into more specialized roles that move into more specific equipment, such as rifles, pistols and martial arts (moved over from physical). It will provide you with deeper customization and roleplay.

Tier 3: Marksman, sharpshooter and targeting, felt like they should all be together considering they are all about aiming and precision.

Tier 4: Tier 4 are your late game enhancements. These mostly benefit all playstyles but provide an edge in combat.

Skill Bonuses

Some skill bonuses have been readjusted. Shotgun Specialization, for example, will now have a chance to knockdown opponents at rank 4. Other skills, like concealment, have lost the camouflage ability. I felt it rendered the skill too OP, while also making the armour perk and the Starborn power redundant when acquired. Sharpshooting now only increases critical damage when you score headshots, it rewards accuracy.

Other skills have been given an overall quality of life adjustment, rapid reloading, for example, will now benefit ALL weapon types at each rank, rather than ballistics at rank 1, lasers rank 2 etc. I removed the suppressor requirement from concealment.

 Is there anything new?

Yes! I have readded the cut skill 'mindfulness', as well as separating the stealth skill bonuses. The stealth skill will now only affect you actual detection and overall sneakiness. Where as the new skill 'Operative' is a new tier 4 skill which adds sneak damage to suppressed weapons! This just allows more versatility in your builds, as well as filling out the tree more.

What else?

I also changed the skills of backgrounds to reflect the changes and also so they make more sense too, we only do logical around here.

I recommend starting a new game with this mod so you get the full benefit, but it will apply to current saves too.

Additional Screenshots Available

This mod has 3 additional screenshots available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

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Mod Information

Published
Oct 16, 2024
Last Updated
Oct 16, 2024
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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