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youngneil1

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youngneil1

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About this mod

Maybe you just give up: ammo is ultra rare and expensive, you are fragile and healing kits are only for the rich, leveling is slow unless you explore the unknown and - adding insult to injury - nothing but contrabrand can be sold. So give up and get lost in the Blackest Sea? Or, maybe, just maybe, you push through and bring a Knife to a Gunfight.

Requirements
Permissions and credits
Donations
Introduction
A gameplay overhaul to make the player character feel small and vulnerable  - for space is gloriously larger when one is smaller and victory all the sweeter when won just on a knife's edge. Besides, Knife to Gunfight alleviates the player character from the burden of looting and carrying back and forth items just for their credit value alone and therewith from drowning in the tedium of inventory and vendor screen micromanagement. The one who wields the knife is better light on their feet. 

Changes
  • Rounds of all ammo types found on enemies or in containers are reduced to about 10% of their former quantity.
  • Ammo and Med/Trauma kit prices at vendors are at 400% of the original price.
  • Player character's health growths only half as fast when leveling up (from +20 HP to +10 HP each level)
  • EXP gained is down to 25% of the original vaule (due to the nature of EXP curve this means the player character will always be half the level they would normallly be), only EXP from succesful exploration surveys and discocery of new locations remains as high as before
  • Everything, really everything (weapons, armors, packs, helmets, resources, junk, all other items like survey data slates or organics samples, spaceships, ship components, etc.) sells for 0.1 percent, ie one promille, of its former value (mostly for only 1 symbolic credit). Only contraband retains its former sell value.
  • New in v1.1: Food heals for a 400% stronger hp effect, so it is much more rewarding to look for it and enjoy its tasty glory

Effects on gameplay
  • With ammo being rare and expensive, melee combat gets a center stage role. Knives out, you Ronins! 
  • The gameplay is much smoother and fluent because no more time is lost looting items for their credit value alone. No need to run back and forth between vendors to sell all that stuff. Freed from the min-maxing-hoarding drive, finally. Watch the glory of the Settled Systems, not the inside of your backpack. 
  • Money is precious now - decide wisely on what to spent your hard earned, sparse credits first. The dialogue options revolving around demanding a reward are now more tempting than ever. As are all those missions boards and their reward opportunities.
  • Money sinks are in place big time with ammo cost, med pack cost and ship components being non-refundable.
  • Outleveling the massive content out there is less liklely now due to the hefty EXP gain reduction. Exploring yields still high exp though, so it's much more worth it to travel out into the uncharted.
  • The hp gain per level reduction is meant to keep the mid to late game especially challenging as the player character will get relatively more vulnerable later on (like eg a hefty 500hp less on lvl 50, even more so with traits granting hp boni from lower base then). This way food remains more interesting late game, too, as it heals - now 4x times increased - absolute amounts of hp (in comparison to the max hp percentage baesd healing of med packs).
  • Generally, a new feeling of humbleness and awe, which was lost a bit in the over-abdundance of credits, ammo, healing, health and exp in the vanilla balance.

How it was done
Knife to Gunfight is an .esm mod, made with xEdit. It's a single .esm file that only changes values. No scripting involved. All values changed can easily be seen when opening the mod file with xEdit.

Installation
  • First make sure to enable Archive Invalidation
  • Then please install Plugins Enabler
  • Download the mod, unzip it and place KnifeToGunfight.esm into you game's data folder
  • In your plugins.txt file please add the line *KnifeToGunfight.esm (preferably at the end, so the changes are not accidentally overwritten by other mods)

Credits
Many thanks to BarryMcChicken for the very helpful Starfield Leveling Curve Tables.
Also, big credits to Inquisitor for Starfield Surveying Gives More EXP.
Same goes to wSkeever for Variable Contraband Prices.
Kudos to Centerpat for Make Food Useful at Starfield Nexus - Mods and Community (nexusmods.com).
And of course big thanks to JustAnOrdinaryGuy for Configurable Ammo Rarity at Starfield Nexus - Mods and Community (nexusmods.com).
All of which helped me to find values in the vast field of Starfield.esm I wanted to change.
Finally, without xEdit and Elminster's work of a genius all this would not be possible, so, many kudos to Elminster and team.

Notes
For a less restrictive (full exp gain, full hp gain) and simplified approach have a look at Scarcity at Starfield Nexus - Mods and Community (nexusmods.com). Parts of this work (EXP and sell price reductions, with small differences) can also be found in my more light weight mods Longplayer at Starfield Nexus - Mods and Community (nexusmods.com) and No Money No Burden at Starfield Nexus - Mods and Community (nexusmods.com).