Dynamic Universe Terran Armada Patch

Dynamic Universe Terran Armada Patch

Free Mod

Community Rating

No ratings yet

Dynamic Universe Terran Armada Patch, a so small collection mod (see collection details at the end)

A free patch to integrate the Terran Armada content (human and robotic ground enemies) into the gameplay balance set up with the Dynamic Universe creation (version 2.2). Dynamic Universe (available on PC/BOX already and - at the time of writing this on 14th of April 2026 - soon on PS5, too) is required for this to properly work.

The ground enemies contained in Terran Armada (humans, robots) will scale to a minimum level of 92% of the player level (only upscaling, enemies spawning at higher levels are not downscaled). The whole picture when using Dynamic Universe:

70% for fauna classified as prey 75% for Spacers 78% for standard UC Marines 79% for Freestar Rangers 80% for Crimson Fleet 81% for UC System Defense 81% for various elite security guards 82% for fauna classified as predator 83% for the Syndicate 84% for class A and S robots 85% for Ecliptic Mercenaries 87% for The First 90% for Varuun 92% for Terran Armada faction (humans, robots) 100% for Starborn, regular Terrormorphs and Aceles 110% for Elder Terrormorphs

All NPC and creatures not listed have a minimum level of 75% of player level (standard fallback). This mechanism is only for upscaling - enemies spawned by the game at higher levels than these minimum levels keep their higher level.

For overview reasons please put the patch behind Dynamic Universe main mod in your load order (though that's not technically neccessary).

-- Contact, bug reporting and feedback -- I have created a thread on NoSodiumStarfield reddit (search for "Dynamic Universe" 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.

Rarity: Increase your chances of finding Legendary and Epic loot by fully surveying Star Systems. The more you explore , the better. the loot. But beware, all beginnings are hard.

Health: Health regeneration from the start, but only up to a limit. Increase it by killing enemies, but beware: if you die or reload midsession you have to rebuild your kill streak.

Journey: Skill ranks 3 and 4 only unlock after crossing Unity many times and having 1000 Units of varying minerals. Broaden your play style, rebuild outpost networks, embrace the journey.

Waylayer: Open field random encounter system. For adventures inbetween the POI. You never know what lurks out there.

Time: Touching the Artifact caused rapid cellular decay. Only 24 wait/sleep cycles then it's time to let the white dove go. Reach the next Universe to reset the counter. Use time wisely.

PPOI Desert UC Listening Post: Procedural Points of Interest (PPOI) aims to make the contents of each POI procedural - no repeat visit should ever feel identical. This time upgraded: Deserted UC Listening Post.

GunFu: Headshots to human enemies cause slow motion for a short time. Use melee attacks during bullet time. Re-enter by shooting other limbs. Configurable. Everybody is GunFu fighting!

Difficulty Buildup: The modifiers from the gameplay options (ground and ship combat) gradually build up instead of being applied fully at level 1. Make the higher difficulties playable from the start.

Level Scaled Quest XP: LSQXP makes XP rewards for almost all quests (campaign, faction, mission boards, other radiants...) scale with the player level. Questing stays relevant mid and endgame this way.

Perkout - Locational Gameplay: Every universe plays differently. Each star system and planet have a unique selection of deactivated player skills. Rerolled and optionally increased each NG+. Adapt to survive.

Costly Gear Upgrades: Increases the credit and X-Tech cost of upgrading ranks (by 3x) and tiers (by 6x) for all weapons, armors and ships (3x). X-Tech extractor works only at 0.5% of vanilla speed.

Tabula Rasa: No gear can be taken into NG+ as the Quantum Entanglement Device has a malfunction with this creation. Enter Unity for a tabula rasa, freed from your material shackles.

Progressive Starborn Power Upgrade Costs: This creation increases the cost of upgrading Starborn powers from a flat 2 Quantum Essences to (level of specific power) times 10. Eg Rank 4 will cost 40 QE instead of 2 QE.

Additional Screenshots Available

This mod has 1 additional screenshot available on the official Bethesda.net page.

View All Screenshots on Bethesda.net

YouTube Videos (3)

Starfield PS5 - 15 Things You NEED TO KNOW Before You Buy [Free Lanes And Terran Armada New Details]

By GamingBolt • 3 weeks ago

Starfield HUGE UPDATE! OFFICIAL PLAYSTATION Release Date, New Features, COMPLETE BREAKDOWN!

By Red Wolf Renegade • 1 month ago

Starfield PS5 Release Date Announced With Huge Update

By Destin • 1 month ago

Community Rating & Feedback

No ratings yet
Be the first to rate!

No reviews with comments yet.

Be the first to leave a review!

Forum

No forum posts link this mod yet.

Sign in to start a discussion.

Mod Information

Published
Apr 14, 2026
Last Updated
Apr 14, 2026
Platforms
Playstation, PC, Xbox

Search Mods