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youngneil1

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youngneil1

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About this mod

Tier Requirements implements character level requirements for effectively using Calibrated (Lvl 20), Refined (Lvl 30), Advanced (Lvl 40) or Superior (Lvl 50) weapons, armors, helmets and packs. Select weapon types even have a level requirement for their base version. Enjoy unbroken loot progression and save good gear found early for later.

Requirements
Permissions and credits
Important note: Tier Requirements is outdated by my newer and much more precise 
Equipment Level Requirements (ELR) at Starfield Nexus - Mods and Community (nexusmods.com)
mod.

I will still keep it up here though as its broader approach (just considering the tiers, but not the base level of an item) might be helpful for mods that change base weapon stats alot.

[Summary

When equipping gear (weapons, armors, helmets and packs) without having the required character level, your character fumbles due to unsufficient training and all weapon damage done while wearing even a single piece of such gear is reduced to zero.

The required character levels are:

Calibrated | 20
Refined | 30
Advanced | 40
Superior | 50

05/27/2024, v1.1: I have added minimum level requirements for even the base versions of certain weapons as follows:
Level 20: Razorback, Tombstone, XM2311, Russian Assault Rifle, Bridger, Breach, Urban Eagle, Big Bang, AA99, Shotty, Beowulf, Kodama, Wakizashi
Level 30: Microgun, MagShear, Hard Target, Painblade
Level 40: Inflictor Pistol, Rocket Launcher, MagSniper, MagStorm
Level 50: Inflictor Rifle
If the character does not reach the base level, the calibrated and higher versions will obviously not be usable either.
05/28/2024: The new min level settings for base versions are not applied. I have the fix already (use haswornkeyword), but need to find some time to implementt it. Beides, I have a cool new approach for much more precise requirements (that will take lots  of hours of effort to implement, but it will be worth it). Stay tuned :-).


Effects on gameplay
Finding good gear early on by thorough exploration, luck or due to an accidental oversight of Bethesda is still rewarding as you can keep it for later usage. You have something to look forward to.

At the same time, the loot progression remains intact  - ensuring you find new interesting rewards every few hours instead of finding an endgame weapon early on and then being bored by whatever comes after.

Notes
The weapon damage shown in inventory drops to zero for all weapons once a piece of gear is equipped underleveled. No worries, once unequipping that piece of gear the damage shown returns to normal. Sometimes you have to switch between a few different gear items to fully restore the UI display. This is only a little visual quirk, no effect on your gameplay.

The levels chosen are in line with Bethesda's loot tables that define when an item has a chance of dropping (note that this is sometimes calculated by enemy level, not player level; furthermore, many higher tier items are handplaced by Bethesda, bypassing the level restrictions for dropping from the loot tables).

05/27/2024: A few low quality items (like Kraken, Grendel, Miner Backpacks,...) will appear in higher tiers from their loot lists before you can equip them with Tier Requirements. The 20|30|40|50 scheme is just a middleground. It has the benefit of simplicity and readability though. Depending on feedback I could also make a light version with eg 10|20|30|40 to tackle things from the lower end of gear quality.

There are a few gear pieces that do not make use of the tier system, most prominently melee weapons or some truely unique weapons/armors. Some of these I have included with at least base version requirements (like eg for Painblade or Wakizashi), the others are (obviously) not affected by this mod.


How it was done
Tier Requirements is a pure .esm mod, made with xEdit. No scripting involved. It changes an existing perk on the player actor. You can use the mod right away, midgame. It cannot hurt to make a manual save beforehand to return to in case of problems anyway (should be good standard practice).

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

Credits
Without xEdit and Elminster's work of a genius all this would not be possible, so, many kudos to Elminster and team.

If you like Tier Requirements or are just curious about other stuff I am up to, please have a look here:

The whole DOE Series and friends
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DOE Resources at Starfield Nexus - Mods and Community (nexusmods.com)
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DOE Loot
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DOE Ammo Prices
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DOE Research
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DOE Less Shortcuts
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Replicant
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XP Unchained
XP Unchained at Starfield Nexus - Mods and Community (nexusmods.com)
Sneak Damage Hotfix
Sneak Damage Hotfix at Starfield Nexus - Mods and Community (nexusmods.com)
Equipment Level Requirements (ELR)
Equipment Level Requirements (ELR) at Starfield Nexus - Mods and Community (nexusmods.com)
NGXP Plus / NGXP Plus Risk
NGXP Plus at Starfield Nexus - Mods and Community (nexusmods.com)
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Spongecop
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Building Rarity
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Minimum System Level
Minimum System Level at Starfield Nexus - Mods and Community (nexusmods.com)