High Level Enemies
By youngneil1
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High Level Enemies, a so small collection mod (see collection details at the end) [works with Free Lanes update]
High Level Enemies aims to bring more challenge to the game, especially on higher player levels. It does so in three different ways: 1. A new tier of lethal legendary enemies, 2. a new selective damage reduction system for even regular enemies requiring the player to have an arsenal of well developed different weapons and to adjust their loadout for different enemy types and 3. by spawning generally higher leveled enemies than the game regularly does.
In detail:
- The [Superpositioned] A new tier of lethal legendary enemies, called [Superpositioned]. In quantum physics the term superposition describes the princple that a physical system can exist in multiple potential states or configurations simultaneously.
Normal legendary enemies have up to 3 traits, the [Superpositioned] have 2 to 6 traits instead: for each "normal" trait they gain a superpositioned twin trait (12 new traits included) and on top move faster and do more damage as a baseline advantage. The chances for [Superpositioned] spawning instead of normal legendary enemies (those with trait symbols) increase with each character level and also with each NG+ (from 40% to finally 100% around character level 300 or NG+10). They can be humans / starborn, creatures or robots, like normal legendary enemies.
The new traits are described in the vanilla gameplay options which allow you to set the level when a legendary enemy can spawn (see provided screenshot). They range from full immunities to weapon or damage types to causing damage over time to midcombat health regeneration. Some are said to even pierce your armor or become immune to all damage while you use your Phased Time or Void powers.
- Selective Damage Reduction System Most human/Starborn and robot enemies (regular, legendary or [Superpositioned]) benefit from a new selective damage reduction system. The system knows three weapon types: PIS for pistols, LON for all ranged longweapons (eg rifles or shotguns) and MEL for melee weapons. As well as three damage types: BAL for ballistics, LAS for lasers and PAR for Particle Beam weapons. Leading to 9 possible combinations.
Of these six types each enemy is assigned one weapon and one damage type (like PIS and BAL), ie one combination. Damage done by player (of one of these damage types or with one of these weapon types) is reduced to 1/3 (33%). Or even 1/9 (11%), if both types apply (like shooting a PIS/BAL enemy with a Rattler). Enemies are divided into 9 groups (Crimson Fleet, Spacers, UC, Freestar, Syndicate, Robots regardless of faction, Ecliptic, Varuun, Starborn) and each group has its unique reduction combination.
A status effect shows these 9 combinations and the respective enemy group (see provided screenshot). Upon mod installation these combinations are randomly assigned to each group. These are rerolled on each NG+. This way each universe presents you new challenges and requires you to rethink your strategies for otherwise well known missions and POI as well as to focus on different weapons each run.
- High(er) Level Enemies A simple, yet effective tweak: Each leveled list encounter set up in the vanilla game has an encounter difficulty (easy, medium hard, very hard). This difficulty modifies the encounter level by a percentage (40%, 70%, 100% and 125% in the vanilla game) and therewith the level cap of a possible enemy. HLE increases these percentages by about 20 percent points respectively, so that you more often enounter enemies even above your own level. This mechanic is fully compatible with Dynamic Universe and complements it nicely.
Fair warning at the end: this creation is not for the faint of heart. HLE cranks up the difficulty big time. Then again, that´s the whole point of it :-). I hope you have great fun with HLE, out there on the Blackest Sea!
-- Installation and usage -- After installing HLE, please make a save and reload that save for the scripts to kick in properly. That is neccessary only once, after that you are good to go.
HLE applies the selective damage reductions dynamically, even for already spawned enemies. It does so in intervalls and these only swipe a limited number of enemies at once (in order to not affect performance). Therefore, in crowded areas (think New Atlantis) it might take a few seconds before all enemies have their reductions applied. You will likely not notice this much or even at all ingame though.
-- Contact -- Feel free to ama on the "NoSodiumStarfield" reddit. Have a look for the "High Level Enemies" thread there 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.
Just the names from here on: Health Journey Waylayer Time PPOI Desert UC Listening Post Level Scaled Quest XP (LSQXP) Jump from the Edge Feel the Scale Legendary Choice Tabula Rasa Progressive Starborn Power Upgrade Costs Costly Gear Upgrades Perkout - Locational Gameplay Difficulty Buildup GunFu
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Mod Information
- Published
- Jul 14, 2026
- Last Updated
- May 30, 2026
- Platforms
- Playstation, PC, Xbox
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