Perkout - Locational Gameplay - Starfield Unity
Perkout - Locational Gameplay

Perkout - Locational Gameplay

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Perkout - Locational Gameplay, a so small collection creation (see collection details at the end)

Every universe plays differently. Each star system and planet have a unique selection of deactivated player skills. Rerolled and optionally increased in number each NG+. Adapt to survive.

From a pool of 52 player skills/perks each individual star system randomly (but stable for the current universe) selects its own six skills (number is configurable under gameplay options) that are completely deactivated, regardless of the achieved rank in the skill.

Each planet/moon adds up to another six (configurable) random, but stable deactivated skills, rolled for each specfifc planet/moon individually. In case these overlap with perkouts already rolled for the star system the planet/moon is in, less than six perkouts are added (no doubles).

Optionally, the resulting number of 6 to 12 perkouts in each location increases by +1 (configurable) for each NG+. Rising stakes... up to a configurable maximum amount of perkouts.

The perkouts are completely (re-)rolled for the whole universe at the beginning of the game and on the start of each NG+. Every star system, every planet, every moon... every universe plays differently.

Adapt to these new challenges by broadening your skill choices, otherwise a perkout might leave you in the dark with with no valid options. Keep alternative gearsets ready, as you will need a much wider selection of specific tools to get the job done. On a moon that disables Ballistics, Shotgun Certification and Rapid Reloading it might be time to switch from your trusty shotty to that dust collecting fast firing laser pistol, even more so if you have wisely picked up some skills in pistols and lasers. Same goes for the weapon loadout of your ship and your dogfighting skill choices.

The 52 skill/perks potentially affected by Perkout are:

Aneutronic Fusion Armor Penetration Automated Weapon Systems Ballistics Ballistic WeaponSystems Boost Assault Training Boxing Cellular Regeneration Concealment Crippling Decontamination Demolitions Diplomacy Dueling EM Weapon Systems Energy Weapon Dissipation Energy Weapon Systems Engine Systems Environmental Conditioning Gymnastics Heavy Weapon Certification Incapacitation Instigation Intimidation Isolation Lasers Manipulation Marksmanship Martial Arts Medicine Missile Weapon Systems Neurostrikes Nutrition Pain Tolerance Particle Beams Particle Beam Weapons Systems Pistol Certification Rapid Reloading Rejuventation Rifle Certification Robotics Scavenging Sharpshooting Shield Systems Shotgun Certification Sniper Certification Starship Engineering Stealth Targeting Targeting Control Systems Weight Lifting Xenosociology

I will gladly code options for adding or removing specific skills to/from this list, based on requests (within reasonable limits in order not to clutter the options menu too much).

The perkouts active at your (your spaceships) current location are shown as a status effect called "Perkout Matrix" (see also the attached screenshot). The matrix mirrors the skill trees in a very condensed format: 5 sections (physical, combat, social, science and tech), 4 lines (for tiers) each, with up to 5 entries in each line. Three letter abbreviations (like PIS for Pistol Certification) help to identify a skill (in addition to the position in the matrix). A "1" indicates that the skill was hit by a perkout and is deactivated at the current location. "0" indicates a skill not affected by a perkout at this location.

Additionally, you will notice in your real skill tree that skills hit by a perkout have been reset to rank 0. Dont worry, once you enter a location where this skill is not affected, the old skill rank is fully restored (including your progress on that rank's challenge meter). Should you have accidentally leveled up a skill while it was affected by a perkout you will lose those meanwhile leveld up ranks on next location change (but get the amount of skill points spent back).

In the gameplay options menu you will find options for setting the number of perkouts per star system (0 to 20, default 6), per planet/moon (0 to 20, default 6), additional star system perkouts on each NG+ (0 to 5, default 1) and max. perkouts for star systems, incl. NG+ (10 to 45, default 20).

And now - have great adventures in a universe that never was as unique, varied and challenging ever before.

-- Contact, bug reporting and feedback -- I will create a thread on NoSodiumStarfield reddit after release (search for "Perkout - Locational Gameplay" creation and my name there: yourfellowglitch) for feedback, bug hunting, updates and general chat with a good Terrabrew in hand.

-- so small collection -- This mod is part of the "so small collection" of mods. These mods dont require each other and can be played stand alone, even balancewise. They form a greater whole though - the more of them you combine, the more you see this final shape. The overarching idea is to create a gameworld that feels immensely vast, begs for thorough exploration, is full of mysteries, plays truely challenging and lasts very, very long. In other words the goal of the mods is to make the player feel: so small.

Here's the so small collection's homepage for further info: https://youngneil1.github.io/so-small-collection/

And an overview video on youtube: https://www.youtube.com/watch?v=KKrZ3oP20aA

Finally a list of the Creations in the so small collection in case this idea resonates with you:

Dynamic Universe: A universe that dynamically scales up with your character level - be it star systems or individual enemies. No more outleveling of content, no more overleveled starts of NG+.

Gear Progression: Gear Progression adds levels to all weapons, suits, helmets and backpacks. Your character level must match these in order to equip the gear. Each NG+ these levels raise further.

Economy: Economy shifts income generation away from tiresome loot hauling. Ship building becomes the long term goal it's meant to be. As credits get more scarce, rewards remain meaningful.

Explorer: An immersive overhaul of the resources - crafting - exploration loop. Get out there into the Starfield and explore - the rewards are much bigger now, but so is the need to do it.

Linearity (alternatively have a look for "Death" or "Ruin" mods): A new gameplay mode where reloading is your last resort. Live and embrace your adventure as it unfolds, imperfect as it may be. You can always save to quit and continue later.

Slow Travel: Slow Travel makes your journey through Starfield much more tactile and immersive by grav jump costs, less map markers, no move on overencumberance and restricted fast travel.

Star Powers: Live as a Spellblade in the Settled Systems. Powers are rebalanced so that eg crowd control, slowed time and near invisibiilty become interesting instead of game balance breaking.

The Isotopes: A compelling reason to explore POI in all Star Systems. Loot the 75 new Isotopes, each specific to a singular Star System. They are needed for rank 4 skills and gear mod crafting.

High Level Weapons: Continue to find better weapons, all the way up to level 300. 7+ new revisions/tiers for each of 50 weapon types. Uniquely named, legendary, each hidden in a specific star system.

High Level Armors: Continue to find better armors up to lvl 255. All HLA share about the same power level - mix and match for the looks you like. Starborn armors improve in quality and variety, too.

Counterfire: Starting with level 85 the player gets 1% more ground combat damage for each level. Idealy used in combination with the "High Level Weapons" mod.

Terra Incognita: All ground surface maps disabled. No markers, no topography, no top down small buildings, no white dots - nothing. Welcome to Terra Incognita - the universe is yours to discover.

Helium-4: Gravjumping requires a pilot to inhale new Helium-4. Not storable and non-tradable - lasts 2 jumps. Explore those moons to get it. Can you chart a course across the Blackest Sea?

Dusty: The new stat Suit Energy depletes rapidly on airless worlds. Mine minerals or take shelter to survive. Five very hidden grains of Elder Dust reward the true Dusties out there.

Less XP: Extra XP for more difficult vanilla gameplay options removed. New options to turn off crafting XP, lower XP for killing fauna and adjust XP gain rate to 75/50/25/10 percent.

The Waiting Game: Whenever you wait or sleep you will sell loot for zero profit for the next 60 real time minutes. Go visit vendors at different places, adventure naturally, quit the waiting game.

Enter Unity: With Enter Unity your origin universe has a max level of 60, raised by 30 with each NG+. If you enter Unity more than 50 levels below max though, you are in for big trouble.

POI Rotation: A new realtime timer and a new list of discovered POI (Points of Interest) effectively prevent repetition. It will now take many hours before you can discover the same POI twice.

Furthermore (not enough space here): Rarity Health Journey Waylayer Time PPOI Desert UC Listening Post Level Scaled Quest XP (LSQXP) GunFu

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Mod Information

Published
Jan 06, 2026
Last Updated
Dec 18, 2025
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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