Pilgrimage - A Skill Overhaul
By Vollmetal
Community Rating
A comprehensive skill overhaul aiming to make the game's skill system more cohesive and interesting.
A new game is required or else you might run in to bugs with skills you've already taken and challenges.
- All crafting skills unlock all research of the type associated with the initial rank of the skill. No more having to invest 4 skill points to craft everything!
- All skill challenges are more streamlined in their requirements, doubling every rank. Most requirements are decreased for less grind.
- Scan range is set to 200 from the start. Now you can reliably scan planets without having to hug every plant, animal, and rock!
- All 4 scanner zoom ranges are unlocked from the start!
- You can use boost packs, ship targeting, and ship thrusters from the start!
- Backgrounds tweaked to fit into the new skills.
Each category has been rearranged and rebalanced to fit certain paths or goals in a build:
Physical Skills: These skills are set up to improve stealth, unarmed fighting, survivability, and mobility. Access to food and drink crafting and carrying capacity improvements are also in this category.
- Boxing has been buffed to give 2x damage right away and 10% more damage every 10 levels up to 3x damage at level 90.
- Gastronomy has been merged into Nutrition and all food research is accessible with Nutrition rank 1.
- Stealth no longer requires a suppressor sneak attack to progress the skill.
- Weightlifting carryweight bonuses have been standardized to 25/50/75/100 kg instead of jumping at rank 4.
- Fitness has been moved to tier 2.
- Energy Weapon Dissipation has been merged into Pain Tolerance. You now only need to spend 4 skill points to max defensive skills. Pain Tolerance now protects against 5/10/15/20% damage from all sources.
- Martial Arts has been moved to tier 2.
- Gymnastics has been moved to tier 3.
- Decontamination has been merged into Cellular Regeneration. You now only need 4 skill points to protect against status effects.
- Neurostrikes has been moved to tier 3.
Social Skills: These skills focus on getting more money and equipment, manipulating others, and managing crew and followers.
- Commerce: Buy for 10/20/30/40% less and sell for 10/20/30/40% more.
- Persuasion: 20/30/40/50% increased chance of success when persuading someone. This is additive instead of multiplicative now.
- Ship Command: You can have up to 4/6/8/10 active crew members.
- Scavenging: Moved to tier 2.
- Isolation: Do +5/10/15/20% weapon damage and and all helmets and spacesuits gain 15/30/45/60 Damage Resistance when you don't have a companion or any crew. Moved to tier 3.
Combat Skills: Tier 1 is now for damage type skills. These are where you get your base damage bonuses from skills.
- Ballistics: Ballistic weapons gain 25/50% damage at ranks 1 and 3. Ballistic weapons gain 25/50% more range at ranks 2 and 4.
- Lasers: Laser weapons gain 25/50% damage at ranks 1 and 3. Lasers gain a 5/10% chance to set the target on fire at ranks 2 and 4.
- Incapacitation: EM weapons gain 25/50% damage at ranks 1 and 3. EM weapons gain a 10/20% chance to deal 3x damage at ranks 2 and 4.
- Particle Beams: Particle beam weapons gain 25/50% damage at ranks 1 and 3. Particle beam weapons gain +5/10% critical hit chance at ranks 2 and 4.
- Demolitions: Moved to tier 1.
Tier 2 is now for all weapon types. These are where you specialize into more specific playstyles.
- Pistol Certification: Rank 1: Gain 25% more reload speed for 15 seconds after getting a kill with a pistol. Rank 2: Gain 25% crit chance after killing an enemy with a pistol for 15 seconds. Rank 3: Pistols do 25% more damage to enemies at full health. Rank 4: All previous bonuses are doubled.
- Shotgun Certification: Kills with shotguns give a 10/20% chance to knock enemies down with shotguns at ranks 1 and 3. Shotguns have a 10/20% smaller cone of fire at ranks 2 and 4.
- Heavy Weapons Certification: Rank 1: Ignore 10% of all incoming damage while wielding heavy weapons. Rank 2: Gain 20% resistance to stagger while wielding heavy weapons. Rank 3: Gain a 5% chance to reflect incoming damage back at your attacker. Rank 4: Double all previous bonuses.
- Rifle Certification: Rank 1: Rifles now penetrate 15% of the target's armor. Rank 2: Rifles have a 10% higher rate of fire. Rank 3: You are 10% more accurate with rifles. Rank 4: Double all previous bonuses.
Tier 3 has the first set of more specific subtype skills such as scoped versus hip firing skills.
- Marksmanship: Increase critical hit chance with non-automatic ranged weapons by 10/20% at ranks 1 and 3. Non-automatic ranged weapons deal 25/50% more critical damage to enemies at ranks 2 and 4.
- Crippling: Rank 1: You have a 20% increased chance to down enemies with automatic weapons after they go under 50% health. Rank 2: Human enemies have a 25% increased chance to not naturally recover from a downed state when attacking them with an automatic weapon. Rank 3: Automatic weapons now deal 50% damage to downed enemies. Rank 4: Previous ranks now apply to all enemy types.All previous rank bonuses are doubled.
- Sniper Certification: Rank 1: Scoped weapons are steadier and have 20% less sway. Rank 2: Holding your breath when aiming a scoped weapon uses up half as much oxygen. Rank 3: Headshots while aiming with a scoped weapon have a +25% critical hit chance. Rank 4: Scoped attacks deal 50% more critical hit damage.
Tier 4 is capped with a choice between automatic and semi-automatic weapons
- Armor Penetration: Attacks from automatic weapons ignore 25% of the target's armor for 6 seconds after a critical hit. Rank 2: Automatic weapons have a 10% increased chance to critical hit. Rank 3: Attacks with automatic weapons ignore 50% of a target's armor. Rank 4: Automatic weapons have a 20% increased chance to critical hit.
- Sharpshooting: Rank 1: Increase headshot critical damage by 50% with non-automatic ranged weapons. Rank 2: Headshots with non-automatic weapons increase critical hit chance by 15% for 15 seconds. Rank 3: Critical headshots with non-automatic weapons deal 50% more damage. Rank 4: All previous bonuses are doubled.
Science Skills:
- Astrodynamics: Rank 1: Increase grav jump range of jump drives by 20%. Rank 2: Reduced fuel cost of jump drives by 20%. Rank 3: Grav jumps take 20% less time to calculate. Rank 4: Reduced fuel cost of jump drives by 50%.
- Chemistry: Moved to tier 1. You now have access to Research for chem recipes. Chems you take are 20/30/40/50% stronger. You have a 10% chance to craft 2x as many chems at rank 4.
- Geology: You now get double the resources 100% of the time instead of a random chance.
- Spacesuit and weapon design: Moved to tier 1. All respective crafting research unlocked. Respective mods cost 10/20/30/40% less and have a 10% chance to not cost resources at rank 4.
- Surveying: Removed and all zoom levels unlocked from the start. Scan range set to 200m.
- Botany and Zoology: You now get more resources 100% of the time instead of a random chance. Research Methods: Moved to tier 2. Resources required to complete research projects is reduced by 10/20/30/40%. Sudden developments during research are twice as common at rank 4.
- Planetary Habitation: Moved to tier 3.
Tech Skills:
- Boost Pack Training: Rank 1: Using a boost pack expends 20% less fuel. Rank 2: Boost packs regenerate fuel 25% faster. Rank 3: Boost packs now have 20% more thrust. Rank 4: Doubles previous bonuses.
- Piloting: Rank 1: Ship turning speed is increased by 25%. Rank 2: Unlock the ability to pilot Class B ships. Rank 3: Ship turning rate and maneuverability are increased by 50%. Rank 4: Unlock the ability to pilot Class C ships.
- Targeting Control Systems: Rank 1: Time to lock onto enemy ships is reduced by 15%. Target-locked ships fire at you 25% slower. Rank 2: You have a 10% increased chance of critically hitting a target-locked ship. Rank 3: Deal 25% increased damage in targeting mode. Rank 4: All previous bonuses are doubled.
- Ballistic and Laser Weapon Systems have been merged into Conventional Weapon Systems: Rank 1: Ballistic and energy ship weapons have 25% increased damage to hull and shields respectively. Rank 2: Ballistic and energy ship weapons have 10% increased critical damage to hulls and shields respectively. Rank 3: Ballistic and energy ship weapons recharge 25% faster. Rank 4: Double all previous bonuses.
- Missile and EM Weapons Systems have been merged into Automated Weapon Systems: Rank 1: Turrets, missiles, and electromagnetic weapons do 25% more damage and reduce all targeting mode costs by 20%. Rank 2: Missiles have 20% longer range. Your ship takes 10% less damage while in targeting mode. Rank 3: Turrets, missiles, and electromagnetic weapons recharge 20% faster. Electromagnetic weapons have an extra 10% critical hit chance while in targeting mode. Rank 4: Double all previous bonuses. Turrets, missiles, and electromagnetic weapons deal 25% more damage in targeting mode.
- Boost Assault Training: Rank 1: Aiming down sights while while boosting lets you hover in place. Rank 2: Hovering uses 20% less fuel. Rank 3: Deal 20% more damage while hovering. Rank 4: When you boost you have a 15% chance to catch enemies on fire, 25% chance to knock enemies down, and you deal damage to enemies around you.
- Payloads: Ship cargo holds have 20/30/40/50% more capacity.
- Particle Weapon Systems: Ship particle beam weapons do 20/40% more damage at ranks 1 and 3. Particle beam weapons have a 10/20% higher chance to critical hit at ranks 2 and 4
- Starship Engineering: Rank 1: All ship systems repair 25% faster. Rank 2: Ship systems have 25% increased damage mitigation. Rank 3: All ship systems repair 50% faster. Rank 4: 10% chance that repairing one block of a system will repair the entire system.
- Aneutronic Fusion: Moved to tier 4.
Additional Screenshots Available
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Mod Information
- Published
- Jun 18, 2024
- Last Updated
- Jun 19, 2024
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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