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youngneil1

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youngneil1

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About this mod

Challenge created simply - by scarcity of credits, ammunition, healing items, resources and Points of Interest as well as decreased Starpower regeneration rate and less short cuts to good equipment. Also, the player character gets 50% less health on each level up while the NPC get 50% more. Finally, NG+ loops get increasingly difficult, too.

Requirements
Permissions and credits
Changes
  • Rounds of all ammo types found on enemies or in containers are reduced to about 10% to 15% of their former quantity.
  • Ammo and Med/Trauma kit prices at vendors are at 400% of the original price, new in v1.2: 7.77mm at 800%
  • Adjusted in v1.6: Nearly everything (weapons, armors, packs, helmets, junk, survey data slates, spaceships and ship components, aid items etc.) sells for 0.1 percent, ie one promille, of its former value (mostly for only 1 symbolic credit). Only resources/crafting items/manufactured components and contraband retain their former sell value. Please note that the tool tip still shows the normal values (increased even in case of contraband or resources/crafting items/manufactured components), but the vendors will still only pay 0.1 percent of these values.
  • Food heals for about 300% stronger hp effect (finetuned down a bit in v1.4)
  • Various shortcuts to get eg a Wakizashi or a Va'ruun Painblade early on have been closed (you will find different items in their place instead)
  • New in v1.1: Closed down a few easy to reach places where you could sell contraband without any risk of being scanned
  • Adjusted in v1.6: Buying resources/crafting ittems/components for crafting/outpost building is 1000x times more expensive than before - get your own hands dirty on these rocks and critters :-). Again, please note that the tool tip shows 1000x times increased sell values for resources/crafting items/components, but the vendors will still only pay 0.1 percent of these values.
  • New in v1.2: Enemies will no longer drop their equipped armor, helmet or boostpack (vanilla had a 10% chance). They still might drop a piece of armor, helmet or boostpack as player character leveled extra loot (known as "death item"). The equipped items are based on NPC level, so it was too easy to farm those while being a low level player character. NPC still drop their equipped weapons (this gets balanced somewhat by ammo scarcity and increased ammo price though).
  • New in v1.3: More adjustments to Loot Leveled Lists and specific NPC to make finding Va'ruun Painblades early on much more unlikely
  • New in v1.4:  The player character gets 50% less health on each level up while the NPC get 50% more, compared to vanilla. This way, the game gets increasingly difficult the higher the player character levels up (and therewith encounters higher level NPC). Think of this as a dynamic, level dependent modifier to damage received and dealt. Long term challenge is guaranteed this way.
  • New in v1.5: Vendors will sell as much ammo as in vanilla, still at the heftily increased prices though
  • New in v1.6: Resources/crafting items/manufactured components can be sold at vanilla value again, making outpost mining/production a lucrative prospect (see also above).
  • New in v1.6: Doubled the EXP rewards for completing planet surveys (to counterbalance that there are no credit rewards for this anymore)
  • New in v1.7:  Reduced chance of finding human made Points of Interest (POI; like mines, labs, shipyards...) to 20% of vanilla chances in civilized/settled areas and only 10% of vanilla chances in uncivilized areas; this further emphasizes the need for extensive exploration (and keeps the game fresh much longer as it will take signifcantly more time before you have seen everything); civilization itself has a become scarce now outside the big cities
  • New in v1.8: Ship registration fee is down to 1% (from around 80%); while selling ships is still not really profitable (remember: only 1 promille of the ships former sell value is gained), it now is really tempting to steal other ships to use in your own fleet as there are no prohibitive registration fees anymore; great is the pirate's life :-)
  • New in v1.8: The data slate that triggers the Mantis Lair Quest will now only drop at level 23 or higher; the rewards in the Lair were a bit too good for low level characters and rendered many other equipment items obsolete for a too long time. When found around level 23 the Mantis gear fits in very well; same for the Razorleaf
  • New in v1.9: I have included the NG+ mechanism from my The Deep End mod (so when using Scarcity there is no need to also install The Deep End): each NG scales difficulty up to NG+100, see details here: The Deep End at Starfield Nexus - Mods and Community (nexusmods.com)
  • New in v2.0: Starpower regeneration rate down to 25% of vanilla; this way the various strong star powers have to be used very deliberatley, at the right time, as they are on a much longer cooldown. To make this work Scarcity has got the Console Command Runner Updated mod as an additonal requirement and installation instructions got updated accordingly; Note: it is still possible to use all other features of Scarcity when not installing Console Command Runner Updated 
  • New in v2.1: Integrated my little Insert Coin To Continue at Starfield Nexus - Mods and Community (nexusmods.com) mod; only 1.000 credits for a reload are a steal, no ;-)?

How it was done
Scarcity is mostly an .esm mod, made with xEdit. It's mainly 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. Only exceptions are the decreased starpower regeneration rate and the 1.000 credit load game cost, which are both  realized via additional files for the Console Command Runner Updated mod (in Scarcity.toml and in InsertCoinToContinue.toml).

Installation

Credits
Many thanks 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).
Big shout out to agd25 for making the outstanding Desolation - POI Overhaul at Starfield Nexus - Mods and Community (nexusmods.com) mod, which helped me set up the adjustments in 1.7 much more swiftly.
All of which helped me to find values in the vast field of Starfield.esm I wanted to change.
Also hugs to Bobbyclue and Meridiano for  Console Command Runner Updated at Starfield Nexus - Mods and Community (nexusmods.com)
Finally, without xEdit and Elminster's work of a genius all this would not be possible, so, many kudos to Elminster and team.

Notes
Part of this work can also be found in the more restrictive Knife to Gunfight at Starfield Nexus - Mods and Community (nexusmods.com) or 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). They form a family of mods with different riffs around the same theme. Scarcity is the most recent one and the one I personally use.