Infinicat's Enemy Overhaul - Starfield Unity

Infinicat's Enemy Overhaul

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My first attempt at modding in Starfield, this is not necessarily intended for anyone but me, but I'll still explain what I've changed in this mod.

To start, I've overhauled most of the human enemies, robots, the Starborn, and Terrormorphs' health pools to be a lot less damage spongey and a bit more in line with what I feel like they should roughly be at.

I haven't touched anything to do with Shattered Space, so no enemies in that DLC will be affected.

In general, human enemies will have somewhere between 75-255 health now instead of the thousands and thousands of health that some of the higher level enemies have in Vanilla. This means that Vanilla weapons will now feel a lot more powerful without actually being touched at all.

I have tried to follow the Main Quest in terms of enemy's health scaling, but for the most part there isn't a massive gap between a high level and a low level enemy, but you will definitely notice that higher level enemies will feel like higher level enemies by comparison to early game enemies, but they're only human and while armor can play a role in protection, ultimately bullets and lasers are very deadly even in space.

Crimson Fleet has 11 tiers of enemies, and these tiers range from the weakest enemies in the game to some of the highest leveled humans with this mod.

Spacers start off slightly tougher than Crimson Fleet, but taper off a lot sooner in terms of their high end, so ultimately these two factions won't feel all that different, but tier to tier there is a slight difference.

Ecliptic mercs start off at a considerably higher health pool than any other human faction(except Starborn) but their top tier and the other faction's top tiers will still feel pretty close in terms of how many shots you need to kill.

I made UC Marines and UC Sysdef scale somewaht along the same lines as Spacers and Crimson Fleet, and there was only one Freestar Ranger template that I could see and I put them at about the same level as mid tier of the other factions to keep them competitive.

For robots and turrets, I used a little different approach. Most turrets are slightly tougher than Spacers or Crimson Fleet, so lower level turrets received a health buff while higher end turrets received a bit of a nerf, but in general they will have about the same health as other human combatants and that may prove difficult to deal with if you get overwhelmed.

Robots start out about twice as tough as lower tier humans and scale up to about 50% more health than the highest tiers of Ecliptic Mercs so they're definitely pretty tanky by comparison to humans which makes sense since they're made of metal.

I also buffed outpost turrets, because for some reason they use the same health pool as the other turrets in the game, but only the lower level ones as far as I can tell so I buffed the health of them to be on the higher end, so your outpost defenses should be a bit better. I gave a similar treatment to the Outpost Robots so your Robots will have a lot more health and actually serve as good defenders for your outposts.

Starborn are by far the toughest humans, and they in general are twice as tough at lower tiers but taper off to be only marginally tougher than the highest tiers of the other factions, so they will definitely pose a threat, especially in groups.

Terrormorphs are fascinating. In Vanilla Starfield, the Elder Terrormorphs can scale as high as 18 thousand hitpoints, which is kind of ridiculous.

I have significantly scaled them back, but kept their toughness as a feature. Now the highest level Terrormorph in the game will have 900HP, so they will still be tough customers, but not nearly as spongey.

Now I realize that you can make weapons become ludicrously powerful, so if you're playing like that or using mods that buff weapons, these changes might make the game trivial, but I wanted to even the playing field against higher level enemies and make weapons feel more viable in general. Plus with difficulty settings you can still make things harder, but this ultimately equalizes the player and enemies for most of the game in terms of health, so it will feel a bit more like you're fighting humans instead of demigods.

Anyway, if you use this have fun!

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Mod Information

Published
May 26, 2025
Last Updated
May 26, 2025
Platforms
XBOXONE, XBOXSERIESX

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