Varuun Zealots – Less Peace More Purge v1.2

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Varuun Zealots – Less Peace More Purge v1.2

Increases the presence of Va’ruun zealots at POIs, space encounters, space bounty missions, and expands the generic mission board for enhanced gameplay variety.

“Va’ruun Zealot: Brothers and Sisters. Now is the time. We must spread the word of the Great Serpent across the Settled Systems. Me must speak. And if the Unbelievers refuse to listen, then they will be purged. We must go to their places. Where they are, where they were, where they will be. We must pave the galaxy with scales, and all who stand before us will fall!” – Va’ruun Zealot Orders 1 slate

There is an unsettling rise in the presence of Va’ruun zealots… This mod is aimed at players who want to encounter more Va’ruun zealots. It is sort of a vanilla plus mod.

It should be significant, but I tried not to increase their presence so much that it became repetitive. I can tune it a bit as players test it out! Every players experience could change depending on what other mods you are running. A mod like Desolation is of course going to affect the distribution of POIs, encounters and so on. If anything I think players may want me to turn it up a bit, we’ll see.

Added Va’ruun zealots as a faction option at these radiant dungeon POIs:
– Abandoned Mine
– Abandoned Robotics Facility
– Abandoned Mining Rig
– Deserted Colony War Barracks
– Abandoned Deimos Scrapyard
– Abandoned Industrial Compound
– Deserted Relay Station
– Deserted UC Garrison
– Deserted Freestar Collective Garrison
– Abandoned Weapon Station

I was careful to only add them where multiple factions were already a possibility, so that I don’t stomp on locations intended to be exclusive to one faction where there is lore for that faction, etc.

NOTE: There is an alternate version in the Optional Files section that adds Varuun as an option at the rest of the radiant dungeons (with human enemies), just be aware it breaks lore storytelling at the sites and required a lot of hard edits to those POI maps.

Increased chances of zealot ship encounters when traveling at space locations
– Slightly increased a global value used to tune chance of zealot ship encounters overall
– Increased chance of zealot ship encounters in “uncivilized” space (a certain distance from planets with major cities)

Added four spaceship bounty missions on the generic mission board:
– Two hunting a single zealot ship, of different difficulties
– Two hunting a group of zealot ships, one smaller group and one larger group
– These mission names start with “Hunt …” such as “Hunt the blah at blah”

Added four planetary/ground bounty missions on the generic mission board:
– Two local system and two far/remote bounty missions targeting any faction
– These are not Va’ruun specific, but a sort of bonus add. These bounty missions are tuned differently than vanilla. They are more likely to select planets with breathable atmospheres and habitable environments as opposed to the vanilla bounty missions which tend to bias towards barren moons. This means they are more likely to pick up a wider range of POIs, including POIs added by mods which in my analysis are typically conditioned on breathable or habitable environments. Since I already added zealots to more POIs, with more bounties on the board you are more likely to see a bounty target for them.
– These missions start with the prefix “End …” such as “End the blah at blah”

Mission board tweaks:
– Increased generic board overall to allow up to max 10 concurrent missions from the vanilla 5 (allows more missions on the board).
– Increased generic board bounty missions to allow up to 3 concurrent from the vanilla 2
– Increased generic board space bounty missions to allow up to 4 from the vanilla 2
– Slightly decreased chance of getting the vanilla space bounty missions that target crimson fleet, relative to the new va’ruun space bounty missions.

Load Order:
– Probably want to load earlier in your load order, so it doesn’t mess with any mission board mods or faction mods you care about more. Just be aware some other mission board mods are going to touch the same areas. None of them should remove the missions this one adds, but they may lower the number of missions available or alter the odds a bit. Faction mods that overwrite keywords like this one does will likely overwrite this mod until I set this one up for keyword injection.

Known incompatibilities
– Incompatible with any mod editing location keywords for the locations it touches. It will overwrite/be overwritten by any mod that does the same. For example Factions & Encounters Expansion. Load order will determine which mod is overwritten. Soon I might upgrade this to perform injection to resolve that.
– Incompatible with any mod changing the conditions or max current quests on generic mission board or branches. Load order will determine which mod is overwritten. For example this mod would overwrite some features of my own DUO Selective Assignments mod.


Author: CyberPsycheMods
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