Zero Jump Apps - Expanded Quality Tiers
By XeroxlsLabz
Community Rating
Zero Jump Apps - Expanded Quality Tiers
Version 1.0.0
Hit Exceptional and ran out of road? Expanded Quality Tiers keeps the workbench quality upgrade going for another 20 levels.
The mod extends Starfield's own quality upgrade system rather than replacing it. You upgrade exactly as you do now: take an item to a Weapon or Spacesuit Workbench, pick the quality upgrade, pay, and move up one tier. The vanilla tiers and their credit/X-Tech costs are untouched. Once an item reaches Exceptional, the new tiers take over, and they cost crafting resources and manufactured components instead of credits. Early tiers want Titanium and Adhesive; the last few want stacks of Vytinium, Caelumite and Quark-Degenerate Tissues.
Each tier is stronger than the last, and each step is a little bigger than the one before it. Upgraded items are renamed the same way vanilla ones are: "Elite Grendel", "Apex AA-99", "Infinite Mark I Spacesuit".
What it covers
- All 51 upgradeable base-game weapon families, ranged and melee
- All 134 upgradeable spacesuits, helmets and packs
- Legendary and unique items keep their special names, as they do with vanilla tiers
Tier order
- Ranged: ... Superior > Exceptional > Elite > Prime > Masterwork > ... > Infinite
- Melee: ... Flawless > Masterwork > Elite > Prime > Grandmaster > ... > Infinite (melee already has a vanilla "Masterwork", so its third new tier is "Grandmaster")
- Armor: ... Advanced > Superior > Exceptional > Elite > ... > Infinite. Armor stops at Superior in the base game; this mod adds an Exceptional step (300,000 credits + 5 X-Tech, the same price weapons pay) so weapon and armor tiers line up.
Tiers and costs
| # | Tier | Cost |
|---|---|---|
| 1 | Elite | 4 Titanium, 2 Adhesive |
| 2 | Prime | 5 Titanium, 3 Tantalum, 2 Zero-G Gimbal |
| 3 | Masterwork (melee: Grandmaster) | 4 Platinum, 4 Neodymium, 2 Paramagnon Conductor |
| 4 | Ascendant | 4 Vanadium, 3 Supercooled Magnet, 3 Positron Battery |
| 5 | Exalted | 4 Ytterbium, 3 Polymer, 2 Sterile Nanotubes |
| 6 | Apex | 5 Ytterbium, 3 Europium, 2 Power Circuit |
| 7 | Paragon | 4 Palladium, 4 Dysprosium, 2 Nuclear Fuel Rod |
| 8 | Relic | 4 Plutonium, 3 Microsecond Regulator, 3 Control Rod |
| 9 | Quantum | 5 Ytterbium, 4 Ionic Liquids, 3 Nuclear Fuel Rod, 2 Power Circuit |
| 10 | Stellar | 4 Veryl, 2 Veryl-Treated Manifold |
| 11 | Nova | 5 Tasine, 2 Tasine Superconductor |
| 12 | Pulsar | 5 Aldumite, 2 Aldumite Drilling Rig |
| 13 | Neutron | 6 Rothicite, 2 Rothicite Magnet |
| 14 | Singularity | 6 Indicite, 3 Indicite Wafer |
| 15 | Voidforged | 7 Vytinium, 2 Vytinium Fuel Rod |
| 16 | Starborn | 8 Caelumite, 3 Quark-Degenerate Tissues |
| 17 | Celestial | 10 Caelumite, 3 Indicite Wafer, 3 Tasine Superconductor |
| 18 | Transcendent | 10 Vytinium, 3 Vytinium Fuel Rod, 5 Quark-Degenerate Tissues |
| 19 | Eternal | 12 Vytinium, 12 Caelumite, 4 Substrate Molecule Sieve, 4 Rothicite Magnet |
| 20 | Infinite | 20 Vytinium, 20 Caelumite, 8 Quark-Degenerate Tissues, 5 Vytinium Fuel Rod, 5 Indicite Wafer |
How strong is it?
- Weapons: the quality damage bonus keeps climbing past Exceptional. An AA-99 goes from +82% at Exceptional to +88% at Elite, about +155% at Stellar and +259% at Infinite. Item value rises with it.
- Spacesuits: the quality bonus to physical, energy and EM resistance goes from +64 at Superior to +80 at Exceptional, +97 at Elite and +568 at Infinite. Helmets and packs get half those numbers.
Infinite gear is meant to be end-game, NG+ territory. The material bill for the last five tiers is steep on purpose.
Known issues
- Upgrade button text. For the new tiers the upgrade entry reads
$UPGRADE_QUALITY_TO_TIER_7(and so on) instead of "Upgrade to next quality level (Prime)". The game only ships that text for its own tiers and reads it before any Creation is loaded, so a Creation cannot supply it. The cost list next to it is correct, and everything works; it is only the label. - Mod Slots screen. The "Quality Level" row shows an empty value for items above Exceptional. The game fills that cell from a built-in list that stops at Exceptional. The item's name always shows the real tier.
- Both issues are cosmetic. On PC the button text can be fixed with optional loose files (see the Nexus page / optional download); there is no equivalent on Xbox.
- The in-game help page "Equipment Quality Upgrades" still lists only the vanilla tiers.
- Names of the weapons and armor this mod touches display in English in every language.
- Not covered: the Shattered Space Plasma Cutter, and two Free Lanes unique weapons that the base game caps below Exceptional.
Compatibility
- Requires Starfield 1.16.244
- Edits the 51 weapon and 134 armor base records, the three item naming rule lists (
dn_CommonGun,dn_CommonMelee,dn_CommonArmor) and the two quality tier tables (DefaultLegendaryWeapons,DefaultLegendaryArmor). Mods that change the same records will conflict; load this one after them to keep the new tiers. - No scripts. Safe to add mid-playthrough. If you remove it, items already upgraded past Exceptional lose their tier bonus.
- Achievements are disabled in this mod
Credits
Zero Jump Apps
Release notes
Xbox
-
1.0.0Initial Releases
PC
-
1.0.0Initial Releases
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