Xeno Master - Achievement Friendly
Xeno Master is a rather different creature companion mod that provides you a way to tame the various different faunas/creatures within the Settled Systems. Achievement Friendly!
Community Rating
If you are looking for the original and free version (non achievement friendly) of Xeno Master:
- https://creations.bethesda.net/en/starfield/details/5df8999e-ebed-49f4-98e4-968b56b26269/Xeno_Master
After seeing quite a bit of posts/discussions on forums/reddit, receiving more than a couple of requests, and a couple of nudges from a youtube content creator, all for an AF version of Xeno Master. After reconsidering so many times, I have decided that I will feature an Achievement Friendly version of Xeno Master. So here it is!
Have you ever found it disappointing with the lack of any creature/animal companions in the game? Tired of having to reanimate or "mind control" creatures all the time?
Xeno Master is here to take care of that.
Xeno Master is a rather different creature companion mod that provides you a way to tame the various different faunas/creatures within the Settled Systems. Your captured alien pets will behave more like real companions rather then being mind controlled or reanimated drones.
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====== FEATURES ======
. Xeno Master allows you to capture creatures through the use of an item called the Creature Cooperation Device (or C.C.D. for short) and manage them with a portable computer called the Xenobox.
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The C.C.D. is your main method of capturing creatures. They are thrown similar to that of Impact grenades, except with a few major key differences. The CCD does not deal any meaningful damage, instead when the CCD gets a direct hit on any creature, it will attempt to contain them into the Xenobox.
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The Xeno P.R.O.D.! An alternative main method and more "traditional" style of capturing creatures! Can also serve as an EM melee weapon! Capturing creatures this way uses prod taming batteries, which are special misc items.
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Hatch Alien Eggs! An alternative method for capturing creatures! Those Alien Eggs you find randomly in the vanilla game now serve a purpose! Build an Alien Egg Incubator in any of your outposts/ships and then place your alien egg in it to incubate your eggs!
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The Xenobox is your main method of managing your alien pets, this will allow you to send a xeno pet out to accompany you in your travels and behave as a real companion. This also serves as the storage for your pets, you can have up to 400 pets at a time!
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Have a companion not from Xeno Master? No problem! Xeno Master uses its own follower framework which means you can bring a companion (ex: Vasco, Andreja, Barrett, Adoring Fan, etc) and a xeno pet with you! 100% Compatible with The Gang's All Here!
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Caught a beautiful blue creature in a frozen biome? They will have that look everywhere! No more "chameleon" color swapping! Which means you can bring your newly caught blue creature to a Volcanic or Forest biome and they will still keep that look, no matter what.
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Special Xeno pets that have their own "backstory" and a unique way of obtaining them. Each of them having their own special ability granted to you once you have reached max friendship (or affinity) with them.
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Give your pet a unique name from the 600+ different names to choose from!
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Friendship system! Think of it as the affinity system for human companions. Your alien pet will react on how you treat them. Keep them happy by treating them well, and benefits ensure.
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Command/Order them! Unlike vanilla companions, you can command/order your pets to do specific things! Like telling them to attack an enemy from a distance, picking up items from a distance, interact with certain objects, etc. However, if they don't like you, they will refuse to obey your commands/orders.
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Check their stats! You can check in with your pet to see their current friendship, hunger level, power level, health power level, what level you caught them as, what slot they are in the Xenobox, and legendary status.
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Change their current range attack or even grant them one! You can feed your alien pet special treats that can give them fire breathing, explosive spit, electric breath, etc.
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Beef up your pets! You can feed them special power upgrading meals to permanently enhance their combat capabilities or even make them legendary! Higher level met pets can be found semi pre-beefed up. Caught Legendary creatures will automatically make that pet legendary!
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Relocate them or recall (dismiss) them anytime and anywhere! You can dismiss your pet by telling them in dialogue or from the Xenobox! Lost pet? No problem! Just dispense a Filled C.C.D. (and/or reselect the creature) from the Xenobox and then throw it! Your pets will always be there for you!
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Dress up your pets with accessories for style points! Mainly to serve as a way to distinguish your pet from their wild variants or to personalize your pet!
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Just like the vanilla game, all of your pets are essential! So you don't have to worry about them dying! They will only enter a kneel down state when they have taken too much damage, in which you can heal them with a medpack to get them back up!
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====== GETTING STARTED ======
. Since the Xenobox is your main method of accessing about 95% of this mod's features and functionality, you will be given a Xenobox, ten CCDs, and a Xeno PROD (with five battery charges) shortly after you have completed (or skipped if you are in NG+) the "One Small Step" Quest. This is usually when the game gives you the lodge key and stuff.
Once you have obtained the Xenobox, you can now go into any planet with life and start catching aliens!
The Xenobox is found under Weapons in your Inventory. The reason why it's a weapon is to allow you to hotkey it.
If you ever need more info you can go into the [Instructions] menu in the Xenobox.
The C.C.D. has five different tier levels that can all be crafted at the Xenoweapons Lab (Must be built from Ship Decoration/Outpost) with each tier having better base catching odds and with the last tier allowing you to capture the most dominant species in the Settled Systems. All tiers (except the lowest tier) require you to have security and zoology spec'd and researched before you can create them.
The meals and treats can be created from the Xenoweapons Lab as well, they are prefixed as "Xeno pet". Special pet meals/treats require you to have spec'd into Gastronomy and researched before you can create them.
Most of the creatures/aliens can be caught with a few exceptions. You cannot catch creatures owned by someone else and alien floaters.
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====== F.A.Q. ======
. Questions/Concerns/Complaints that I get the most, you can see the rest in nexus.
Q: Animals are invisible! A: Quit out of Starfield completely and relaunch. This happens whenever you are quitting to main menu and then immediately reloading your save.
Q: Is there anyway you could assign your pet to an outpost? A: You have to dismiss your xeno pet via dialogue and then you get the option to assign them to something.
Q: Does having a xeno pet following you affect the extrovert and introvert traits? A: Nope, having xeno pets following you does not affect those traits, since they are afterall not humans.
Q: Do Xeno Pets level with you? A: Yes, everytime you level up, you will notice that their health increases. This stops once you hit level 100. However their Power Level and Health Power Level need to be increased by you via Upgrade Meals and such.
Q: How do I skin color swap a Xeno Pet? I don't see the dialogue option! A: Make sure you have a Xeno Skin Color Morpher in your Inventory (You need to make one from a Xenoweapons Lab first) and then unequip any accessories your pet is wearing! After that, you will see the dialogue option! Please note that not all Xeno Species are capable of skin color morphing!
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====== DISCORD SERVER ======
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====== NEXUSMODS ======
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====== DISCLAIMER ======
. This is the Achievement Friendly Version of the original/free version of my Xeno Master mod: https://creations.bethesda.net/en/starfield/details/5df8999e-ebed-49f4-98e4-968b56b26269/Xeno_Master .
====== SPECIAL THANKS ======
FallenSorrow Community Members from my The Hallowed Devils Discord Server and people in Nexusmods - Name idea contributions The people behind the Skyrim and Fallout 4 Creation Kit unofficial mirror documentation. ElminsterAU hexabit Sly So Savage (XBOX Playtester) Thorgen_Ironside (Playtester)
My Friends and Family for the mental/moral support People who had the time to showcase and/or live stream Xeno Master
Release notes
PC
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1.5.2This release is based off of the 1.2.1 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a fix/change update for Xeno Master that fixes a ton of misleading and typos in the Fauna Compendium, adds more name choices, and tweaks a quest found in Xeno Master!
New Features:
- More Name Choices
Changes:
- Buffed Lysander.
- A personal quest for one of the Special Xeno Friends is now much harder to complete.
Fixes:
- Fixed where Shieldshell Pets couldn't be skin color morphed despite having other skin variants.
- Fauna Compendium: Fixed misleading entry for Spiderwasp where it was supposed to be found in Enlil II and not Enlil I.
- Fauna Compendium: Fixed typo for Boneshell where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Clickbeetle where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Blistercrab where Alpha Ternion was misspelled as "Alhpa Ternion"
- Fauna Compendium: Fixed misleading entry for Bonemane where it was supposed to be found in Bel II and not Bel I.
- Fauna Compendium: Fixed typo for Leecher where Rasalhague was misspelled as "Raselhague".
- Fixed where the name choice Brody didn't work.
- Fixed typo for Lysander in the Quick Xeno Selection Menu. -
1.5.1- Fixed where the Xeno Friends Species Searcher would error if you were to click a Xeno Pet that was either on slot 100, 200, or 300.
- Fixed Lysander Gift Greeting -
1.5This release is based off of the 1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
(Notes: Due to the character limit, the entire notes are super cut down, look at the nexus page for the full notes)
This major update introduces a very good handful of QOL features! You can now search your caught Xeno Pets by their species type, you will be able to move them around in your ships, Location Met, Xeno CCD Teams, Purge Injection, etc! The Xenobox capacity has also been increased! You will now be able to hold more Xeno Friends! 300 to 400! The more the merrier! Also introducing a new Special Xeno Pet! Besides the major additions and quality of life: This also fixes some serious glitches/bugs and includes a slew of changes.
New Features:
- More Name Choices
- New failsafe option: Remove All Xeno Pets from generic crew crime faction
- New failsafe option: Recheck Xeno Pet Visibility
- Xeno Friends Species Searcher! (Major QOL that allows you to search your Xeno Pets by their species type!)
- Assigned Xeno Relocator Device! (Major QOL, for your assigned ship Xeno Pets! MOVE THEM OUT OF THE WAY IN YOUR SHIP!)
- Xenobox Capacity increased by 100! You can now have up to 400 Xeno Friends! (300 to 400)
...
Changes:
- Failsafe Option: Using the Racial Refresh is no longer possible on Special Xeno Pets. In any situation, Special Xeno Pets already have a pre-determined race and specific stats. So there is no need for them to have the failsafe option for that.
...
Fixes:
- Fixed where your dismissed Xeno Pets' Power Level (and legendary status/vigorous injection) buffs would get applied to your ship's overall weapon damage when assigned to your ship.
... -
1.4This release is based off of the 1.1.5 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that adds a ton of new names, adds a random name picker, and a new default combat style for Xeno Pets!
New Features:
- More Name Choices!
- New [Random Name] option when naming your Xeno Pet which will randomly pick a name for you within the name list
Changes:
- Gave All Xeno Pets a new default combat style. Mainly based from Offensive Balanced, but tweaked. This doesn't affect Special Xeno Pets.
Fixes:
- Fixed typos for some of the Fauna Compendium entries -
1.3.1This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This includes the last minute fix in the 1.1.4 release of Xeno Master. Which fixes a Fauna Compendium entry bug found under the Mantis Creatures.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!)
- Fixed where filling the Fauna Compendium Entry for Leafstrider would "fill" two blank entries instead of one in Mantis Creatures. (Which makes it look like it's 16 instead of 17 entries if you haven't filled the Rockhound entry) -
1.3This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!) -
1.2This release is based off of the 1.1.3 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Highlight video of the Xeno PROD icons: https://www.youtube.com/watch?v=BW3vzphT3JE
New Features:
- More Name Choices
- New icon for the Xeno PROD! No more Rescue Axe placeholder!
Changes:
- Gave all Xeno Pets a default "stay put in the xenobox" package when not assigned to anything or been straight up dismissed to the Xenobox. This attempts to fix an "impossible to replicate" reported issue.
- Updated the [Quick Start] in the [Instructions] to mention Xenosociology in terms of Xeno Pet Slots.
Fixes:
- Fixed a glitch where releasing a Xeno Pet with a Power Level (Ex: 7/10) and then capturing a new Xeno Pet that is at level 1 would retain the same power level as the last released Xeno Pet.
- Updated [General Tips] and [Quick Start] in [Instructions] to mention the Xenoweapons Lab instead of the Industrial workbench. -
1.1This release is based off of the 1.1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
New Features:
- More Name Choices
- New Failsafe option: Reset Xeno Pet Skins
Changes:
- Xenoweaponry research tab injection is now performed as soon as you have the mod installed (or NG+) instead of waiting until you have completed the "One Small Step" quest. This is also a fix at the same time.
Fixes:
- MAJOR FIX: Swapped over to AVMS completely for the Xeno Pet biome skin appearance instead of Layered Material Swaps. Effectively eliminating the invisible animal issue and other odd texture issues regarding Xenos.
- Updated Vismar's skin material to no longer cause invisible issues to Trapmaws. -
1.00This release is based off of the 1.1.0.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Xbox
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1.5.2This release is based off of the 1.2.1 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a fix/change update for Xeno Master that fixes a ton of misleading and typos in the Fauna Compendium, adds more name choices, and tweaks a quest found in Xeno Master!
New Features:
- More Name Choices
Changes:
- Buffed Lysander.
- A personal quest for one of the Special Xeno Friends is now much harder to complete.
Fixes:
- Fixed where Shieldshell Pets couldn't be skin color morphed despite having other skin variants.
- Fauna Compendium: Fixed misleading entry for Spiderwasp where it was supposed to be found in Enlil II and not Enlil I.
- Fauna Compendium: Fixed typo for Boneshell where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Clickbeetle where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Blistercrab where Alpha Ternion was misspelled as "Alhpa Ternion"
- Fauna Compendium: Fixed misleading entry for Bonemane where it was supposed to be found in Bel II and not Bel I.
- Fauna Compendium: Fixed typo for Leecher where Rasalhague was misspelled as "Raselhague".
- Fixed where the name choice Brody didn't work.
- Fixed typo for Lysander in the Quick Xeno Selection Menu. -
1.5.1- Fixed where the Xeno Friends Species Searcher would error if you were to click a Xeno Pet that was either on slot 100, 200, or 300.
- Fixed Lysander Gift Greeting -
1.5This release is based off of the 1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
(Notes: Due to the character limit, the entire notes are super cut down, look at the nexus page for the full notes)
This major update introduces a very good handful of QOL features! You can now search your caught Xeno Pets by their species type, you will be able to move them around in your ships, Location Met, Xeno CCD Teams, Purge Injection, etc! The Xenobox capacity has also been increased! You will now be able to hold more Xeno Friends! 300 to 400! The more the merrier! Also introducing a new Special Xeno Pet! Besides the major additions and quality of life: This also fixes some serious glitches/bugs and includes a slew of changes.
New Features:
- More Name Choices
- New failsafe option: Remove All Xeno Pets from generic crew crime faction
- New failsafe option: Recheck Xeno Pet Visibility
- Xeno Friends Species Searcher! (Major QOL that allows you to search your Xeno Pets by their species type!)
- Assigned Xeno Relocator Device! (Major QOL, for your assigned ship Xeno Pets! MOVE THEM OUT OF THE WAY IN YOUR SHIP!)
- Xenobox Capacity increased by 100! You can now have up to 400 Xeno Friends! (300 to 400)
...
Changes:
- Failsafe Option: Using the Racial Refresh is no longer possible on Special Xeno Pets. In any situation, Special Xeno Pets already have a pre-determined race and specific stats. So there is no need for them to have the failsafe option for that.
...
Fixes:
- Fixed where your dismissed Xeno Pets' Power Level (and legendary status/vigorous injection) buffs would get applied to your ship's overall weapon damage when assigned to your ship.
... -
1.4This release is based off of the 1.1.5 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that adds a ton of new names, adds a random name picker, and a new default combat style for Xeno Pets!
New Features:
- More Name Choices!
- New [Random Name] option when naming your Xeno Pet which will randomly pick a name for you within the name list
Changes:
- Gave All Xeno Pets a new default combat style. Mainly based from Offensive Balanced, but tweaked. This doesn't affect Special Xeno Pets.
Fixes:
- Fixed typos for some of the Fauna Compendium entries -
1.3.1This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This includes the last minute fix in the 1.1.4 release of Xeno Master. Which fixes a Fauna Compendium entry bug found under the Mantis Creatures.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!)
- Fixed where filling the Fauna Compendium Entry for Leafstrider would "fill" two blank entries instead of one in Mantis Creatures. (Which makes it look like it's 16 instead of 17 entries if you haven't filled the Rockhound entry) -
1.3This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!) -
1.2This release is based off of the 1.1.3 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Highlight video of the Xeno PROD icons: https://www.youtube.com/watch?v=BW3vzphT3JE
New Features:
- More Name Choices
- New icon for the Xeno PROD! No more Rescue Axe placeholder!
Changes:
- Gave all Xeno Pets a default "stay put in the xenobox" package when not assigned to anything or been straight up dismissed to the Xenobox. This attempts to fix an "impossible to replicate" reported issue.
- Updated the [Quick Start] in the [Instructions] to mention Xenosociology in terms of Xeno Pet Slots.
Fixes:
- Fixed a glitch where releasing a Xeno Pet with a Power Level (Ex: 7/10) and then capturing a new Xeno Pet that is at level 1 would retain the same power level as the last released Xeno Pet.
- Updated [General Tips] and [Quick Start] in [Instructions] to mention the Xenoweapons Lab instead of the Industrial workbench. -
1.1This release is based off of the 1.1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
New Features:
- More Name Choices
- New Failsafe option: Reset Xeno Pet Skins
Changes:
- Xenoweaponry research tab injection is now performed as soon as you have the mod installed (or NG+) instead of waiting until you have completed the "One Small Step" quest. This is also a fix at the same time.
Fixes:
- MAJOR FIX: Swapped over to AVMS completely for the Xeno Pet biome skin appearance instead of Layered Material Swaps. Effectively eliminating the invisible animal issue and other odd texture issues regarding Xenos.
- Updated Vismar's skin material to no longer cause invisible issues to Trapmaws. -
1.00This release is based off of the 1.1.0.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Xbox
-
1.5.2This release is based off of the 1.2.1 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a fix/change update for Xeno Master that fixes a ton of misleading and typos in the Fauna Compendium, adds more name choices, and tweaks a quest found in Xeno Master!
New Features:
- More Name Choices
Changes:
- Buffed Lysander.
- A personal quest for one of the Special Xeno Friends is now much harder to complete.
Fixes:
- Fixed where Shieldshell Pets couldn't be skin color morphed despite having other skin variants.
- Fauna Compendium: Fixed misleading entry for Spiderwasp where it was supposed to be found in Enlil II and not Enlil I.
- Fauna Compendium: Fixed typo for Boneshell where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Clickbeetle where Kumasi was misspelled as "Kusmasi"
- Fauna Compendium: Fixed typo for Blistercrab where Alpha Ternion was misspelled as "Alhpa Ternion"
- Fauna Compendium: Fixed misleading entry for Bonemane where it was supposed to be found in Bel II and not Bel I.
- Fauna Compendium: Fixed typo for Leecher where Rasalhague was misspelled as "Raselhague".
- Fixed where the name choice Brody didn't work.
- Fixed typo for Lysander in the Quick Xeno Selection Menu. -
1.5.1- Fixed where the Xeno Friends Species Searcher would error if you were to click a Xeno Pet that was either on slot 100, 200, or 300.
- Fixed Lysander Gift Greeting -
1.5This release is based off of the 1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
(Notes: Due to the character limit, the entire notes are super cut down, look at the nexus page for the full notes)
This major update introduces a very good handful of QOL features! You can now search your caught Xeno Pets by their species type, you will be able to move them around in your ships, Location Met, Xeno CCD Teams, Purge Injection, etc! The Xenobox capacity has also been increased! You will now be able to hold more Xeno Friends! 300 to 400! The more the merrier! Also introducing a new Special Xeno Pet! Besides the major additions and quality of life: This also fixes some serious glitches/bugs and includes a slew of changes.
New Features:
- More Name Choices
- New failsafe option: Remove All Xeno Pets from generic crew crime faction
- New failsafe option: Recheck Xeno Pet Visibility
- Xeno Friends Species Searcher! (Major QOL that allows you to search your Xeno Pets by their species type!)
- Assigned Xeno Relocator Device! (Major QOL, for your assigned ship Xeno Pets! MOVE THEM OUT OF THE WAY IN YOUR SHIP!)
- Xenobox Capacity increased by 100! You can now have up to 400 Xeno Friends! (300 to 400)
...
Changes:
- Failsafe Option: Using the Racial Refresh is no longer possible on Special Xeno Pets. In any situation, Special Xeno Pets already have a pre-determined race and specific stats. So there is no need for them to have the failsafe option for that.
...
Fixes:
- Fixed where your dismissed Xeno Pets' Power Level (and legendary status/vigorous injection) buffs would get applied to your ship's overall weapon damage when assigned to your ship.
... -
1.4This release is based off of the 1.1.5 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that adds a ton of new names, adds a random name picker, and a new default combat style for Xeno Pets!
New Features:
- More Name Choices!
- New [Random Name] option when naming your Xeno Pet which will randomly pick a name for you within the name list
Changes:
- Gave All Xeno Pets a new default combat style. Mainly based from Offensive Balanced, but tweaked. This doesn't affect Special Xeno Pets.
Fixes:
- Fixed typos for some of the Fauna Compendium entries -
1.3.1This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This includes the last minute fix in the 1.1.4 release of Xeno Master. Which fixes a Fauna Compendium entry bug found under the Mantis Creatures.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!)
- Fixed where filling the Fauna Compendium Entry for Leafstrider would "fill" two blank entries instead of one in Mantis Creatures. (Which makes it look like it's 16 instead of 17 entries if you haven't filled the Rockhound entry) -
1.3This release is based off of the 1.1.4 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
This is a maintenance update for Xeno Master that fixes the additive catch bonus calculation bug, features a new buildable catagory, icon for the Xenobox when favorited, other QOL and changes!
New Features:
- More Name Choices
- New ship decoration/outpost buildable catagory: Xeno Master!
- Icons for the Xenobox and it's QOL items!
Changes:
- Xeno Pet Rug - Avian Box now has a little metal plate to show which side is front. So no more blindly figuring out which side of the box is front facing!
- New sounds for equipping/unequipping the Xeno PROD!
- Mainly for newcomers and recently NG+ players who may often struggle getting their first xeno: +20% catch chance additive bonus when you don't have a single xeno pet. This effect goes away once you have your first regular xeno pet.
- Moved all of the Buildable stuff from this mod to the new Xeno Master buildable catagory!
- Removed Slug Creatures from the egg hatch pool
Fixes:
- Fixed catch chance additive bonus calculation (No more crazy absurd boosts from a +5% additive boost!) -
1.2This release is based off of the 1.1.3 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Highlight video of the Xeno PROD icons: https://www.youtube.com/watch?v=BW3vzphT3JE
New Features:
- More Name Choices
- New icon for the Xeno PROD! No more Rescue Axe placeholder!
Changes:
- Gave all Xeno Pets a default "stay put in the xenobox" package when not assigned to anything or been straight up dismissed to the Xenobox. This attempts to fix an "impossible to replicate" reported issue.
- Updated the [Quick Start] in the [Instructions] to mention Xenosociology in terms of Xeno Pet Slots.
Fixes:
- Fixed a glitch where releasing a Xeno Pet with a Power Level (Ex: 7/10) and then capturing a new Xeno Pet that is at level 1 would retain the same power level as the last released Xeno Pet.
- Updated [General Tips] and [Quick Start] in [Instructions] to mention the Xenoweapons Lab instead of the Industrial workbench. -
1.1This release is based off of the 1.1.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
New Features:
- More Name Choices
- New Failsafe option: Reset Xeno Pet Skins
Changes:
- Xenoweaponry research tab injection is now performed as soon as you have the mod installed (or NG+) instead of waiting until you have completed the "One Small Step" quest. This is also a fix at the same time.
Fixes:
- MAJOR FIX: Swapped over to AVMS completely for the Xeno Pet biome skin appearance instead of Layered Material Swaps. Effectively eliminating the invisible animal issue and other odd texture issues regarding Xenos.
- Updated Vismar's skin material to no longer cause invisible issues to Trapmaws. -
1.00This release is based off of the 1.1.0.2 release of Xeno Master.
The only difference here is that all of the custom sounds (except the dialogue stuff) has been replaced with vanilla sounds. Old Sounds gameplay option has also been removed.
Additional Screenshots Available
This mod has 8 additional screenshots available on the official Bethesda.net page.
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Mod Information
- Published
- May 13, 2025
- Last Updated
- Dec 02, 2025
- Platforms
- PC, Xbox
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