DarkStar - Total Gameplay Overhaul
By WykkydGaming Verified
Community Rating
DarkStar is a complete gameplay overhaul that extends gameplay hundreds of levels beyond where core Starfield stops scaling. This includes continuously upgraded player rewards, a greatly enhanced Armor and Weapon crafting system, upgrades that take the Shipbuilding system well past level 100 and deeper into New Game+. Additionally, increased scaling is applied to enemies across the game, on ground and in space. Take your gameplay to level 300 and beyond with greater challenges and superior rewards for your efforts.
Features of DarkStar
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Advanced Shipbuilding with components that scale from level 45 and 0 new game trips to hundreds of levels, and multiple new game trips
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Advanced Crafting. Create weapons and armor from scratch, and upgrade them beyond level 200 and new game 50
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Advanced Enemy Scaling & Combat AI. Enemies use smarter tactics, wear DarkStar enhanced armor, and fire DarkStar enhanced weapons
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Enhanced Spacesuit Hide for more immersive suit display
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Hovering landing pads that terraform the surrounding area and make outposts breathable, and other hovering outpost buildings
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Legendary Codex extraction to move legendary effects from one piece of gear to another, or to learn to craft legendaries from scratch on your own
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Advanced looting features: strip your enemies of their armor and apparel when they die
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Enable Starborn Armor Scaling to continue receiving upgraded Starborn Armor through New Game 50
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Enable/Disable ship intercom chatter at your whim: your peace of mind is our goal
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Equip the .Boost Fixer pack to clear boostpack bugs off your person
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DarkStar Services kiosks have been placed in every city in strategic locations, for your purchasing convenience
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Paradiso holds a crafting hub for those who do not wish to build outposts or customize their ship interiors
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Gagarin, Paradiso & Hopetown now include Starborn Ship Technicians for all your DarkStar shipbuilding desires
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Increased maximum ship sizes (in builder, and when landing)
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Increased max number of ships owned to 100
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Increased some Outpost build height limits to facilitate the new habs & landing pads
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Increased item & outpost name length limits (may only work on PC, where the original limit was very small)
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more details inside the DarkStar Information Kiosk in game
Huge Thanks to Rayzel (discord) Rayzel stepped up and helped quite a bit on the latest update, and the forthcoming patches. He is our hero!
Special Thanks to my Testers (on discord)
- DaAngryMechanic
- syberghost
- NavyMonster
- CatLadyClem
- Kitalahara
- CDeisel
** For a Comprehensive list of all known comlimentary and conflicting mods, please visit the DarkStar HQ discord.
Load Order
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Place DarkStar near the end of your load order (last if possible)
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Load any Patches for DarkStar after DarkStar
Support Join us on DarkStar HQ discord for all feedback and support. We have a community of over 4,000 members who enjoy Starfield and DarkStar mods, all eager to share their knowledge.
Website
- For more information, visit https://www.wykkydgaming.com/
Update 2.1.0 is now available. Please check patch notes in game at any Information kiosk, or Changelog Slate
Release notes
Xbox
-
2.1.0The Void Update
-------------------------
Fixed Negotiator Mk.II legendary slots
Cleaned Quality file naming, and added Descriptions to quality crafting & mods
Fixed Peacemaker in Codex machine
Added "None" blank legendaries as defaults for slot 1, 2 & 3 on Mk.II Armor & Mk.II/Mk.III Weapons
Added Quantum Rig: Terminus to rig sales list
Added basic TA equipment (free content drop stuff) like the Bold & Vibrant suits.
Created a hard edit against DefaultLegendaryWeapons form to filter bgs qualities out of mk.ii and mk.iii weapons.
Created a hard edit against DefaultLegendaryArmor form to filter bgs qualities out of mk.ii armor.
Corrected crafting requirements for Ripshank Mk.III
Removed Novablast Mk.III. Too problematic to fix for now. May revisit in the future.
Removed Grav Drives that look like Reactors. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Removed Reactors that look like Grav Drives. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Added Void Master apparel lining. Available at Level 200+ and NG 40+
Added DarkStar Void Core resource. Can be acquired in Free Lanes encounters only.
A Strange device has appeared at a key location... its uses are unknown...
Altered the Interceptor ship to use vanilla Pilot & Grav Drive to fix 1st-time-player bug with accessing the Armillary. Note: Existing Interceptor ships may break. It is a low likelihood, but is remotely possible
Returned Interceptor to the ship claim system in the Kiosk
Added Ammo to the weapon injection scripts to resolve invisible weapon syndrome
Added ActorTypeRobot to the allowable races for weapon scaling, to aid Terran Armada patching
Added Accessory Legendaries (lightweight legendaries for use by patches)
Added Accessory Quality crafting
Added dynamic support for Magnetic Weapon Holsters
Removed a few unnecessary, unused forms
Fixed a few minor bugs with Scaling/Injection scripting -
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje -
1.0.1Changelog for 1.0.1 can be found on the Changelog slate in game, or in the info Kiosk. It will not all fit here.
Overview:
- Several minor bugfixes.
- Added a new quest for those starting DarkStar for the first time, to guide them to critical locations for crafting, shipbuilding and resource purchases.
- Overhaul of [X]-prefixed dynamic workbenches, to prevent all obstructions on landing pads.
Important:
- Rebuilding your landing pads is NOT required, but is highly recommended. Pre-existing landing pads will not gain all of the workbench enhancements without being rebuilt. -
1.0.0-3Initial Release
-
1.0.0-2== Describe this release ==
-
1.00Initial Release!
Playstation
-
2.1.0The Void Update
-------------------------
Fixed Negotiator Mk.II legendary slots
Cleaned Quality file naming, and added Descriptions to quality crafting & mods
Fixed Peacemaker in Codex machine
Added "None" blank legendaries as defaults for slot 1, 2 & 3 on Mk.II Armor & Mk.II/Mk.III Weapons
Added Quantum Rig: Terminus to rig sales list
Added basic TA equipment (free content drop stuff) like the Bold & Vibrant suits.
Created a hard edit against DefaultLegendaryWeapons form to filter bgs qualities out of mk.ii and mk.iii weapons.
Created a hard edit against DefaultLegendaryArmor form to filter bgs qualities out of mk.ii armor.
Corrected crafting requirements for Ripshank Mk.III
Removed Novablast Mk.III. Too problematic to fix for now. May revisit in the future.
Removed Grav Drives that look like Reactors. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Removed Reactors that look like Grav Drives. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Added Void Master apparel lining. Available at Level 200+ and NG 40+
Added DarkStar Void Core resource. Can be acquired in Free Lanes encounters only.
A Strange device has appeared at a key location... its uses are unknown...
Altered the Interceptor ship to use vanilla Pilot & Grav Drive to fix 1st-time-player bug with accessing the Armillary. Note: Existing Interceptor ships may break. It is a low likelihood, but is remotely possible
Returned Interceptor to the ship claim system in the Kiosk
Added Ammo to the weapon injection scripts to resolve invisible weapon syndrome
Added ActorTypeRobot to the allowable races for weapon scaling, to aid Terran Armada patching
Added Accessory Legendaries (lightweight legendaries for use by patches)
Added Accessory Quality crafting
Added dynamic support for Magnetic Weapon Holsters
Removed a few unnecessary, unused forms
Fixed a few minor bugs with Scaling/Injection scripting -
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje
PC
-
2.1.0The Void Update
-------------------------
Fixed Negotiator Mk.II legendary slots
Cleaned Quality file naming, and added Descriptions to quality crafting & mods
Fixed Peacemaker in Codex machine
Added "None" blank legendaries as defaults for slot 1, 2 & 3 on Mk.II Armor & Mk.II/Mk.III Weapons
Added Quantum Rig: Terminus to rig sales list
Added basic TA equipment (free content drop stuff) like the Bold & Vibrant suits.
Created a hard edit against DefaultLegendaryWeapons form to filter bgs qualities out of mk.ii and mk.iii weapons.
Created a hard edit against DefaultLegendaryArmor form to filter bgs qualities out of mk.ii armor.
Corrected crafting requirements for Ripshank Mk.III
Removed Novablast Mk.III. Too problematic to fix for now. May revisit in the future.
Removed Grav Drives that look like Reactors. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Removed Reactors that look like Grav Drives. Caused too many issues. Were broken, so it is not likely anyone built ships that included them.
Added Void Master apparel lining. Available at Level 200+ and NG 40+
Added DarkStar Void Core resource. Can be acquired in Free Lanes encounters only.
A Strange device has appeared at a key location... its uses are unknown...
Altered the Interceptor ship to use vanilla Pilot & Grav Drive to fix 1st-time-player bug with accessing the Armillary. Note: Existing Interceptor ships may break. It is a low likelihood, but is remotely possible
Returned Interceptor to the ship claim system in the Kiosk
Added Ammo to the weapon injection scripts to resolve invisible weapon syndrome
Added ActorTypeRobot to the allowable races for weapon scaling, to aid Terran Armada patching
Added Accessory Legendaries (lightweight legendaries for use by patches)
Added Accessory Quality crafting
Added dynamic support for Magnetic Weapon Holsters
Removed a few unnecessary, unused forms
Fixed a few minor bugs with Scaling/Injection scripting -
2.0.1-2- Fixed legendary insertion onto injected Mk.II and Mk.III weapons and armor
- Fixed legendary crafting on Mk.II and Mk.III weapons and armor
- Fixed ability to claim Force Assault equipment
- Removed 187 stray overrides generated by CK when adding some sfbgs### free content as dependencies in version 2.0
- Added support for ETE, Bold & Vibrant equipment, directly craftable now at the Apparel and Armor Crafting benches
- Added support for the Plasma Cutter to upgrade to Mk.II and Mk.III
- Reduced Weapon Crafting minimum levels from Relic level requirements down to their maximum vanilla drop level
- Added a chance that enemies which spawn holding an Arc Welder might have their weapons replaced with a Plasma Cutter Mk.II or Mk.III when DarkStar or Punish-Me scaling are enabled
- Cleared injections on DefaultLegendary lists to remove another potential point of conflict with Free Lanes update. This means the loss of my addition of Swashbuckling and Lawful, for now
- Returned "Quantum Rig:" Nexus to the bin outside of the starting building on Vectera... with 2 little bonus loots -
2.0.0-10Free Lanes Updates:
- Re-balanced every Mk.II and Mk.III weapon's quality files & tiers-any to account for new Free Lanes quality tiers.
- Re-balanced all Mk.II Spacesuit, Backpack, Helmet, Apparel, Cyberware & Headwear quality files & tiers-any to account for new Free Lanes quality tiers.
- Adjusted all upgrade recipes for Mk.II and Mk.III weapons and armor to adapt to new Quality Tiers
- Adjusted the base damage on many Mk.II and Mk.III weapons due to quality rebalancing.
- Removed Research requirements on Quality crafting for Calibrated through Exceptional on Mk.II and Mk.III weapons. Level requirements are still enforced.
- Changed the cost of Quality adjustments on Mk.II and Mk.III weapons and armor to require only one component: DarkStar's primary resource, Quantum Harness.
- Cloned base game Legendary object mods over to DarkStar
- Re-assigned new, DarkStar-specific Legendary Rank 1, 2 & 3 slot Attach Points to all DarkStar Mk.II and Mk.III equipment to allow continued use of Legendary Codex system.
- Re-built Legendary Object Mod to Codex reference data to account for Legendary fixes, including adding back the base game Legendaries and their crosswalks.
- Added Stat upgrade attach points & blank object mods to all Mk.II and Mk.III weapons and armor.
DarkStar Bug-Fixes:
- Boosted Human race headshot multiplier to 3.5x instead of 2x, to reduce "sponginess"
- Removed the Vex Slates quest. A different quest will return at a later date, with voice acting.
- Refactored loot injection for scaled NPCs to address bug where it sometimes failed to occur.
- Soft-deprecated the older stand-alone, multi-part Codex Machine since it was causing so many issues. 2 new, single piece stand-alone Codex machines have taken its place. If you have old one(s) built they will continue to exist and function, they just cannot be built again. The old ones will eventually be deleted from DarkStar (many months from now).
- Addressed small, rare issues with several scripts attached to obje -
1.0.1Changelog for 1.0.1 can be found on the Changelog slate in game, or in the info Kiosk. It will not all fit here.
Overview:
- Several minor bugfixes.
- Added a new quest for those starting DarkStar for the first time, to guide them to critical locations for crafting, shipbuilding and resource purchases.
- Overhaul of [X]-prefixed dynamic workbenches, to prevent all obstructions on landing pads.
Important:
- Rebuilding your landing pads is NOT required, but is highly recommended. Pre-existing landing pads will not gain all of the workbench enhancements without being rebuilt. -
1.0.0-3Initial Release
-
1.0.0-2== Describe this release ==
-
1.00Initial Release!
User Reviews (1)
If you’re high level player or low level player dark star has a lot to offer for $10 mod from updating ship parts to making the enemy stronger and the fight those enemies you can update your weapons and armor for high levels. They even give you a building pad for your outpost, which is really cool. It makes every planet breathable within your outpost and the jet pack is just far out.
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