I just started using your mods. PLEASE don't ever compromise on the complexity of your mods. That is the fun part IMO and I've seen too many modders pander to the masses and oversimplify. Keep your standards high.
Wow alright I was straight up confused on what this was when I downloaded it because i was going for perks on weapons and i was about to disable it and save it for another time since I wanted to level up first. But dude this might be one of the best mods I've ever tried ever. So well thought up and well worth the time and solving. Got me feeling like Tony Stark with all of the crafting and research. So glad I decided to experiment i spent a few hours dabbling around with this.
I will vouch, worth the grind! It took a min, but holy heck, its worth it. If youve ever got fustrated trying to find that PERFECT weapon, that fustration is much worse than doing the research for everything
This feels like when you're at boardgame night, and the person wants to read the rules to you before you start playing, and you KNOW you're never going to remember all this stuff. :D In seriousness though, great mod, havin a lot of fun with it all :)
I spent three IRL days getting all the materials and doing the research and I was actually enjoying myself. Then I went out to do some Ranger missions and the loot drops were so insanely good they gave my most of what I just learned to make. It made me laugh. I absolutely love this mod!
This is a dope mod. I started a new playthrough and have busted my hump to max out all the research. Relic level white weapons are sick by themselves and once you start adding mods, well... power fantasies ensue. Keep up the good work.
Cool stuff. Would be interesting/fun, kind of, if something like the volatile crafting was unlocked through like a special starborn mission. Doesn't even have to really be an actual mission, just a follow the bread crumbs things. Like a data slate found at the Lodge about a special starborn technology, and it points you to a location with another slate and it leads to another location/slate, and another (like a short trek from end to end on the star map). The final location is the secret to "unlocking" this starborn tech. Though you already had access to it, just a fun backstory adventure to go on really.
So I can honestly say I’ve had a few issues but once I went through the unity after all my research is complete I’m only having trouble extracting particle cores everything else works perfectly and I’d give up all the other mods for your two main mods astrodynamics and manufacturing they are that good and game changing
Excellent mod. I am noticing some conflicts when a Darkstar Quantum Harness is supposed to drop (boss or boss chest) and Astra. I saw in your notes that there may be a conflict with other mods that drop into bosses or chests...should there be a conflict with Astra drops?
Like once I could create vile weapons I couldn’t extract cores from the twenty nova and big bangs I had been collecting before I had the research completed but I could still craft the particle cores so it wasn’t keeping me from being able to craft them but it is allot to do for something you could already get from a boss lol. Also I noticed you can’t get the ammo from vendors or anywhere except crafting. I disliked this if it was intentional but no disrespect I get that you should have to work for it but also it would be cool if when a boss dropped the amount was a little more instead of being able to use the weapon for one or two clips then having to stop and go craft particle rounds. That being said your mods are by far the best mods in the game and the most rewarding to play and achieve the high levels of research
I will add more ways to acquire volatile ammo in the future. Originally they were sold on Astrodynamics Terminus, but I didn't want to create a hard dependency between the mods on creations.
I am just get started with this, and I have a problem. I tried to join the Discord but couldn't, so I'll ask for help here. When I started the Materials research projet, when I complete it and the screen comes up to tell me what options are now open... the game kinda freezes. At least, I can't exit from that screen or even load anmother save or exit the whole game: I have to use Task Manager to close the game... and of course I lose my prgress then Any ideas on how to fix this?
It isn't frozen. The ui is stretching the hot key tool tops off screen. The same keys/buttons that exit that screen still work just fine. And I don't usually offer help on comments like this. Discord is quite easy to figure out. Read the instructions in the channel my invite lands you in. If you read, it's fairly obvious what you need to do.
that would require a patch to enable, because I'm not going to make my main mods depend on you owning the Enforcer. A tutorial for making patches is being worked on currently.
K i just did all the reseach for the darkstar manufacturing. Can i upgrade superior weapen into relic item? If so where can i upgrade them? Also i try to add the effect to the weapon on the workbench but there are no instigating or other effects like one inch punch. But i know for sure i reseach them all. Including all the armors effects. Thanks! ❤
Hi, amazing work! One question: There are a lot of nice costume and armor mods which I'd like to use together with this. Would you say it's better not to, for the sake of conflicts? And if they'd work together, should they load before or after this? I've been testing with one armor mod, and after a while equipping and unequipping them causes the game to stutter and sometimes crash. Not sure if it's becausen of that particular mod not working properly or just the fact that these are two different mods. Thanks! :)
When you first do it. You will think the game is glithching. Because first hits of any kind are a tap 😂 well depending on the build. I kept going back to settings. Then it hit me. 2 more legendary clothes under my armor.#DAH 😅
all other equipment added by other mods will require patches so that they can take full advantage of DarkStar Manufacturing. Most of them won't conflict at all, and can be used alongside safely, they just won't get full effect of THIS mod until patched. No, I can't patch them all. I am working on a tutorial right now so that others can create all the patches they want.
@@R.L.Parker.Gaming The guns are to powerful to handle at level 3. They need to be recalibrated.. You cannot even handle the Kodma on level 3 Volatile rounds. Anything over 100 and the gun is to much to handle.
Doesn't alter the weapons directly. They are untouched by the mod. DSM edits the "quality tiers any" file of each vanilla weapon to add 3-4 new tiers. Everything else is new game files. New quality tier files. New versions of each weapon (MK.II, and/or MK.III). The MK.II version adds 2 base damage, switches to a craftable Quality stack, and craftable Legendaries. Etc
@R.L.Parker.Gaming Thanks! I haven't used VIP, and I must have missed that in the research (I was missing one of the prerequisites). I am LOVING this mod, it really brings a whole new level to research, crafting, and modding gear and ships. I have a weapon request for future update: I love the look and functionality of turrets. Could you make a 2-power turret? Obviously balance it for dps purposes, but I would love to be able to put 12 turrets on my big ships with some missiles or EM. Oh. And some new vanulla-style missile uograde options since vanilla missiles are so underpowered. I love the nuke, but a swarm of smaller weaker missiles, or even missile turrets would be a blast! Literally... Thanks so much!
Hey wicked you good bro I’m nearly done with the all the research on a brand new game when I jump into ngp will I have to do it all again or does it carry over ??
@@R.L.Parker.Gamingoh, sweet. Already got mentally prepared for another go after just having done some pretty heavy clicking. xD Loving the mod, beautiful work!
First of all, great mod! Unrelated...do I need to uninstall/reinstall your mods to get the latest version? The benches are still in the old positions. Or did I miss something?
The volatile rounds are to much to handle after 100 damage. I got it to 194 damage with one punch AA full-automatic. It's impossible to shoot at anything. That is with all violated rounds. I just stop at level 2 weapons. All my crew has the overpowering vol weapons. Even yhe NPC shoot that weapon on burts. When it is fully auto. 😅😅😅😅😅😅
One-Inch-Punch is a dramatic drop in accuracy. It is part of the legendary enchantment. It is also a dramatic drop in range. You are complaining about the way a legendary works that this mod didn't create or change.
@@R.L.Parker.Gaming Everything without one punch is overwhelming for the guns. Have you actually tried them maxed out? Grade 2 weapons I can bring up to 154 automatic and have a smooth action with no recoil. The One Punch turned it to 194..when I put my other AA at 154 on shatter. The recoil is smooth were I can control the aim. The only gun that handles the recoil like a champ. Is the Breach shotgun on fully automatic. It is at 1,084 and the double automatic build. Helps the Breach shot as fast as you pull the trigger no delays and with a 24 clip magazine. Since no of the other automatics can handle the Volatile rounds. Anyway you can add another LMG other then the Gatlin giun?
I just started using your mods. PLEASE don't ever compromise on the complexity of your mods. That is the fun part IMO and I've seen too many modders pander to the masses and oversimplify. Keep your standards high.
@babydrane I agree wholeheartedly! I love crafting and modding in RPG games, and this mod scratches my itch for Starfield...
I also agree with this comment.
Wow alright I was straight up confused on what this was when I downloaded it because i was going for perks on weapons and i was about to disable it and save it for another time since I wanted to level up first. But dude this might be one of the best mods I've ever tried ever. So well thought up and well worth the time and solving. Got me feeling like Tony Stark with all of the crafting and research. So glad I decided to experiment i spent a few hours dabbling around with this.
I will vouch, worth the grind! It took a min, but holy heck, its worth it. If youve ever got fustrated trying to find that PERFECT weapon, that fustration is much worse than doing the research for everything
Really enjoying this mod! Great video too, thanks for putting this our there 👍
My friend, thank you for being thorough and informing us!! Later today will be the first time I build your Darkstar Platform.
Again, many thanks.
Just wanted to say you did an awesome job breathing new life into this game with your mods!!!
Appreciate you!
LOLOL: all the times I ignored hammers and screwdrivers has me kicking myself😂
Looks like you can craft them, which is nice because otherwise this would be massively frustrating.
One of the best mods available! I enjoyed all of the research and crafting.
This feels like when you're at boardgame night, and the person wants to read the rules to you before you start playing, and you KNOW you're never going to remember all this stuff. :D
In seriousness though, great mod, havin a lot of fun with it all :)
Pretty much!
I spent three IRL days getting all the materials and doing the research and I was actually enjoying myself. Then I went out to do some Ranger missions and the loot drops were so insanely good they gave my most of what I just learned to make. It made me laugh. I absolutely love this mod!
This is a dope mod. I started a new playthrough and have busted my hump to max out all the research. Relic level white weapons are sick by themselves and once you start adding mods, well... power fantasies ensue. Keep up the good work.
Cool stuff. Would be interesting/fun, kind of, if something like the volatile crafting was unlocked through like a special starborn mission. Doesn't even have to really be an actual mission, just a follow the bread crumbs things. Like a data slate found at the Lodge about a special starborn technology, and it points you to a location with another slate and it leads to another location/slate, and another (like a short trek from end to end on the star map). The final location is the secret to "unlocking" this starborn tech. Though you already had access to it, just a fun backstory adventure to go on really.
I will be doing quests/lore in the future in new mods. Just trying to round out the last few features here first.
So I can honestly say I’ve had a few issues but once I went through the unity after all my research is complete I’m only having trouble extracting particle cores everything else works perfectly and I’d give up all the other mods for your two main mods astrodynamics and manufacturing they are that good and game changing
And I can still craft them so no big deal
They are not designed to be extracted after you complete the research. You switch to crafting them. So, that's not a bug :)
If I could suggest one thing, the workbenches next to the landing pad should be inside hab.
Excellent mod. I am noticing some conflicts when a Darkstar Quantum Harness is supposed to drop (boss or boss chest) and Astra. I saw in your notes that there may be a conflict with other mods that drop into bosses or chests...should there be a conflict with Astra drops?
Nope.
My particle core removal options disappeared when I researched the necessary tier to craft my own vile weapons
Like once I could create vile weapons I couldn’t extract cores from the twenty nova and big bangs I had been collecting before I had the research completed but I could still craft the particle cores so it wasn’t keeping me from being able to craft them but it is allot to do for something you could already get from a boss lol. Also I noticed you can’t get the ammo from vendors or anywhere except crafting. I disliked this if it was intentional but no disrespect I get that you should have to work for it but also it would be cool if when a boss dropped the amount was a little more instead of being able to use the weapon for one or two clips then having to stop and go craft particle rounds. That being said your mods are by far the best mods in the game and the most rewarding to play and achieve the high levels of research
You only extract once. You craft them raw after you finish the research.
I will add more ways to acquire volatile ammo in the future. Originally they were sold on Astrodynamics Terminus, but I didn't want to create a hard dependency between the mods on creations.
I am just get started with this, and I have a problem. I tried to join the Discord but couldn't, so I'll ask for help here. When I started the Materials research projet, when I complete it and the screen comes up to tell me what options are now open... the game kinda freezes. At least, I can't exit from that screen or even load anmother save or exit the whole game: I have to use Task Manager to close the game... and of course I lose my prgress then Any ideas on how to fix this?
It isn't frozen. The ui is stretching the hot key tool tops off screen. The same keys/buttons that exit that screen still work just fine. And I don't usually offer help on comments like this. Discord is quite easy to figure out. Read the instructions in the channel my invite lands you in. If you read, it's fairly obvious what you need to do.
Anyway you could add the Enforcer to your weapons crafting? I love the Relic but particle would be neat.
that would require a patch to enable, because I'm not going to make my main mods depend on you owning the Enforcer. A tutorial for making patches is being worked on currently.
@@R.L.Parker.Gaming no worries. Was just wondering.
K i just did all the reseach for the darkstar manufacturing. Can i upgrade superior weapen into relic item? If so where can i upgrade them? Also i try to add the effect to the weapon on the workbench but there are no instigating or other effects like one inch punch. But i know for sure i reseach them all. Including all the armors effects. Thanks! ❤
Make sure you're attempting to place legendaries on Mk.II or Mk.III weapons.
Hi, amazing work! One question: There are a lot of nice costume and armor mods which I'd like to use together with this. Would you say it's better not to, for the sake of conflicts? And if they'd work together, should they load before or after this? I've been testing with one armor mod, and after a while equipping and unequipping them causes the game to stutter and sometimes crash. Not sure if it's becausen of that particular mod not working properly or just the fact that these are two different mods. Thanks! :)
The clothing armor is the best. You can add 5+ crit damaged to clothes and hat. And get them to legendary status.
When you first do it. You will think the game is glithching. Because first hits of any kind are a tap 😂 well depending on the build. I kept going back to settings. Then it hit me. 2 more legendary clothes under my armor.#DAH 😅
@@gilbertgaines672 Haha, nice! Gotta go check it out... :D
all other equipment added by other mods will require patches so that they can take full advantage of DarkStar Manufacturing. Most of them won't conflict at all, and can be used alongside safely, they just won't get full effect of THIS mod until patched. No, I can't patch them all. I am working on a tutorial right now so that others can create all the patches they want.
@@R.L.Parker.Gaming The guns are to powerful to handle at level 3. They need to be recalibrated.. You cannot even handle the Kodma on level 3 Volatile rounds. Anything over 100 and the gun is to much to handle.
Darkstar proprietary legendaries??😂...im so lost rn😭...Great mod tho✌️
I reloaded and it worked 🏃🥳
One question. Are we able to craft these custom workbenches at outposts or player homes? Great mod, BTW.
Yes
How does darkstar manufacturing alter weapons besides adding tiers?
Doesn't alter the weapons directly. They are untouched by the mod. DSM edits the "quality tiers any" file of each vanilla weapon to add 3-4 new tiers. Everything else is new game files. New quality tier files. New versions of each weapon (MK.II, and/or MK.III). The MK.II version adds 2 base damage, switches to a craftable Quality stack, and craftable Legendaries. Etc
Thanks
I cant seem to locate where to do the research for apparel, cyberware, and headware. I have spacesuit design 1 unlocked.
disable vip mode if you have it enabled. it hides research (remembers progress, but hides it). Otherwise, it's in Material Analysis section.
@R.L.Parker.Gaming Thanks! I haven't used VIP, and I must have missed that in the research (I was missing one of the prerequisites). I am LOVING this mod, it really brings a whole new level to research, crafting, and modding gear and ships.
I have a weapon request for future update:
I love the look and functionality of turrets. Could you make a 2-power turret? Obviously balance it for dps purposes, but I would love to be able to put 12 turrets on my big ships with some missiles or EM.
Oh. And some new vanulla-style missile uograde options since vanilla missiles are so underpowered. I love the nuke, but a swarm of smaller weaker missiles, or even missile turrets would be a blast! Literally...
Thanks so much!
Turrets only function properly with a max of 4 installed in 1 slot
@@R.L.Parker.Gamingah, weird. Thanks for the response! Keep up the good work, I've been telling others how much I enjoy your mod.
Hey wicked you good bro I’m nearly done with the all the research on a brand new game when I jump into ngp will I have to do it all again or does it carry over ??
Carries over
@@R.L.Parker.Gamingoh, sweet. Already got mentally prepared for another go after just having done some pretty heavy clicking. xD Loving the mod, beautiful work!
First of all, great mod! Unrelated...do I need to uninstall/reinstall your mods to get the latest version? The benches are still in the old positions. Or did I miss something?
Probably yes
Question: Are they going to nerf the VOL ammunition? It is impossible to go full auto with any weapon setup.
The volatile rounds are to much to handle after 100 damage. I got it to 194 damage with one punch AA full-automatic. It's impossible to shoot at anything. That is with all violated rounds. I just stop at level 2 weapons. All my crew has the overpowering vol weapons. Even yhe NPC shoot that weapon on burts. When it is fully auto. 😅😅😅😅😅😅
One-Inch-Punch is a dramatic drop in accuracy. It is part of the legendary enchantment. It is also a dramatic drop in range. You are complaining about the way a legendary works that this mod didn't create or change.
@@R.L.Parker.Gaming Everything without one punch is overwhelming for the guns. Have you actually tried them maxed out? Grade 2 weapons I can bring up to 154 automatic and have a smooth action with no recoil. The One Punch turned it to 194..when I put my other AA at 154 on shatter. The recoil is smooth were I can control the aim. The only gun that handles the recoil like a champ. Is the Breach shotgun on fully automatic. It is at 1,084 and the double automatic build. Helps the Breach shot as fast as you pull the trigger no delays and with a 24 clip magazine.
Since no of the other automatics can handle the Volatile rounds. Anyway you can add another LMG other then the Gatlin giun?