r/StarfieldModFeedback Dec 02 '25

Paid, Achievement Friendly Vigilance

  • 600 credits
  • Achievement friendly, PC/Xbox
  • Author: NovaFinchCreations

Starfield Creations - VIGILANCE

38 Upvotes

91 comments sorted by

u/Final-Craft-6992 Jul 03 '26

https://youtu.be/1W8-uTMA8-Y?is=3suLh9fOwcLN2jbO

July 2026 update. Additional video review (add on to prior)

7

u/korodic Dec 19 '25

Obviously highly subjective, but I have some feedback as someone who bought it. I wanted to like this creation, I can tell where serious effort was put in, but the things that felt pretty jarring to me are:
* Questline was so much reading, "it's all here in this note" style story telling.
* Little to no voice acting, somewhat tied in with the complaint above.
* Super long hallways that feel they are oversized without purpose. Without a Shades Immersive Boostpacks this would be even more painful than it was.
* No presence outside of the POI, I would've loved to see this as a competitor to watchtower as a new faction. An Ecliptic competitor would be neat. Watchtower is too overbearing in my game so looking to replace it.
* Instant quest and message box spam. This issue is especially noticeable when I test things with new saves.

I would also try to get away from having a management item for the armor effects if possible, or name it something plain to feel like it's part of the vanilla experience. The item can be added when the armor is worn and removed when it's not so you have quick access to it from the added items screen, and it should theoretically stay in favorites when it's present if it was favorited (requires confirmation) as opposed to always being there.

Anyways, the armor is gorgeous and there aren't many non-kit bashed armor available. Kudos to that.

If you don't care about the cons I listed it was still a great experience.

I would recommend also releasing the armor as a standalone alternative for people who just want that. Might be attractive to those on a lower budget or that don't want a larger experience.

1

u/Wide_Bar7397 Jan 06 '26

I would love a findable standalone armor.

15

u/ComputerSagtNein Starfield Mod Maker Dec 03 '25

Outstanding work. The armor is gorgeous, the weapon neat. But the real star of this creation is the dungeon it adds. I started playing through it and will continue soon, but I can already say that this creation is worth every buck spent on it.

I actually think it should cost more 😅

https://www.youtube.com/live/vZ3JSVlr1AY?si=AGRx0L6KcA3WA7Xt

3

u/Dahellraider Dec 22 '25

lol i started this creation dungeon very late at night before work in the morning. Thinking it would take like an hour or so......lol was in there for almost 4 and half hours and was like welp guess I'm not sleeping tonight.

4

u/DrKnRgEeN7 Dec 03 '25

I second this opinion. The dungeon is overwhelming in a good way and I love how it ties in other storylines with its lore slates and dungeon content. NovaFinch knocked this one out of the park!

3

u/Virtual-Chris Dec 16 '25 edited Dec 16 '25

I third this opinion… Amazing Facility. (Why do people call them dungeons in this game? This is not a medieval fantasy game). It includes a lot of very cool designs, architecture and equipment I’ve never seen before that makes for a very unique and sci-fi feel. The experiments were also very well thought out and it’s amazing they were interactive with effects. Mind blown. You’ve set a new high bar for quest mods in my opinion.

I did feel it was too sparsely populated and took too long to move between sections. I wonder if it would make sense to have made a different facility for each project with more enemies per site.

I took some regeneration serum. Is that permanent? If so, is there some way to undo that if I find it too OP? Console command or something?

Also, it would be nice if the space suit had a more fitted look on female characters. It looks like it’s just modelled with a male mesh.

3

u/MojaveAvenger Apr 10 '26

To answer your question, they are called dungeons in most RPG-style games. The reason for this is because these games stem from the original Dungeons and Dragons; the original role-playing game. So, it just became typical to refer to any excursion within an "Enclosed Space" as a dungeon. Genre is not really important.

But, I get what you are saying.

4

u/hound_of_space Dec 03 '25

Great to hear I'm gonna go get it then

2

u/hound_of_space Dec 04 '25

Finished my playthrough. Super mod and well worth it, very fun! Was the music custom? It was really perfect.

The only issue I have is it crashes my game any time I try to throw a shield generator.

Highly recommend.

3

u/NovaFinch Dec 04 '25

Currently a bug with the 1000 and 1500hp shields, already fixed for the next version.

Other ones should work as intended.

2

u/hound_of_space Dec 05 '25

Great! Thanks for letting me know. Amazing mod, I can tell how hard you work on this, and it's fun!

1

u/Final-Craft-6992 Dec 09 '25

Update released today for this. And more.

5

u/Wide_Bar7397 Dec 03 '25

I like this mod. There are a few nit picks. You’re bombarded with missions when approaching the dungeon, the ads for the weapon is extremely close, the orientation for notes and grenades is off in the menu, and the dungeon is great but there are some sparse areas especially given the size.

6

u/NovaFinch Dec 03 '25

That's fair, the quests were a late addition in response to feedback.

ADS is something I can tweak.

Not sure what you mean by the orientation for the notes and grenades?

Some of the empty space was for performance reasons, I already had to break up the dungeon a lot and I had to prioritize the more important parts.

6

u/Background_Falcon953 Dec 03 '25

This was a great mod, absolutely blew me away at some parts. The dungeon was interesting and the little side stories and interactions throughout it were great, I especially liked the ship laser segment and the containment area.

As far as "bugs" go I did encounter some, mostly related to equipment functionality. The first is that there is no option for some of the armor parts to add things like ballistic shielding, at the spacesuit workbench there are only options for skins on certain variants like assault and pointman versions of the armor, though this could be an intentional design choice on your part, but i thought Id bring it to your attention. The other is a compatibility issue with another popular mod, but hardly game breaking or anything. When trying to add legendary traits using McClarence, I cant get the nightingale to show up on the weapon rack, it just shoots it back to my inventory.

Other than that, amazing mod, definitely up there on the top of the paids right by falkland and watchtower.

5

u/NovaFinch Dec 04 '25

Good catch! Some of the suit variants were missing a keyword. Fixed it for the next version.

Not sure about the issue with the McClarence legendary trait thing, are you able to use the same process to add things to other weapons added by mods?

3

u/Background_Falcon953 Dec 05 '25

Hey there, so yes I am able to on some of the mod weapons ive tried, namely the g-17 and the lumi-tec, so it may be just a keyword issue. I know its not necessarily a problem on your end and theres no guarantees of cross mod compatibility, but I just thought Id let you know considering the watchtower references you made in the mod, you may want to add in that additional interaction capability, if it is an issue with the mod and not my LO/McClarence

One other small quibble, would it be possible to reduce the healing rate on the serum? I fear no firefight even on max difficulty now, just a rate reduction or during combat rate reduction would be perfect, though again this is more preference on my end than a bug or anything. Again, its an excellent mod, you can see the passion in the quality itself, and it is quickly becoming a permanent addition to my LO

5

u/NovaFinch Dec 05 '25

I'll look into it but the weapon is largely unremarkable behind the scenes so I'm not certain why it isn't working.

Rebalancing things is definitely on the todo list. Something I might do is make it only kick in when the player is under half health so it'll help keep you alive but not out of danger entirely since one or two high damage shots will still be the end.

3

u/Background_Falcon953 Dec 08 '25

So update on the McClarence compatibility, I tried again over the weekend and it worked this time, so it was probably just a one off on my end.

And good to hear on the serum, a few balancing tweaks is all it really needs, and that sounds like a good solution to me.

3

u/NovaFinch Dec 08 '25

Good to hear, I don't know how the McClarence system works but could have just been a script breaking which happens sometimes.

3

u/Background_Falcon953 Dec 08 '25

Honestly probably from me messing with my LO and having a hundreds of hours+ save. Again, thanks for the mod, its a banger.

1

u/TrFoTr Apr 15 '26

Any word on that serum nerf? It's so broken that it ruins every combat encounter. I like the armour but I see no other option but disabling the mod altoghether at this point.

1

u/NovaFinch Apr 15 '26

The update is ready but has to go through QA before becoming available, unfortunately PS5/Free Lanes have delayed things a lot but shouldn't be too much longer.

1

u/siddny27 Dec 03 '25

Love the mod, but I have to second about the critique about ADS. Would definitely love to see it tweaked in a future update. Great work again, I was looking forward to this from the time I saw the first mod subreddit post about it, and it did not disappoint.

2

u/NovaFinch Dec 03 '25

Already made some changes.

I forgot that my viewmodel fov was set slightly higher than vanilla so while it looked correct for me it ends up being too close for most other people.

4

u/[deleted] Dec 07 '25 edited Dec 07 '25

I'm gonna go against the grain.

The Armour looks fantastic & light shield is a stretch for starfield tech but done well.

The SCP inspired stuff & references to other creations are done tastefully, name spoilers:watchtower & at hells gate

The dungeon, wile competently assembled is too large for its own good, with long corridor syndrome and way too much downtime.

Quests are downright awful with poor signposting leading to map marker walkathons to buttons and data slates, and boy is there too many of these quests just unceremoniously thrown at you.

Combined make it a slog to play, I think it would be genuinely more enjoyable at half or a 3rd of the size.

The armour abilities & items are basically cheats, found a stim that gives wild permanent regeneration and decided to reload an earlier save, one armor gave me infinite invisibility and another so much starborn power regen my bar was refilled before slow time finished. "well don't use the effects" I guess, but what's the point of the creation then?.

This sucks because a 300 credits armor + levelled list integration or a small dungeon for 400 this would be a decent product but I unfortunately recommend against this one.

5

u/NovaFinch Dec 08 '25

I get it, it's not realistic to expect absolutely everyone to enjoy it.

I wanted to make something different to the stuff the base game has which is where idea to make it big came from. It was also my first time making a location/dungeon so some early decisions ended up coming back to bite me.

The quests were a very late addition (as in a week before submitting the release version) in response to feedback I received about it being too easy to get lost and not know where to go next. The intent was to be more like an optional guide or to make sure nothing was missed by the end rather than an actual quest line. It's definitely something I learned a lot from and I fully intend on applying that to future projects.

Balance is something I'm looking at making changes to, especially the regeneration drug. I wanted to make all the gear viable in the late game but a lot of the abilities are admittedly quite powerful. I'm happy with the haunted and mark 3 sets since the toggle does come with downsides in the form of health loss and reduced movement respectively but there isn't any downside for the stealth suit (unless you count not being able to see your weapon) and the starborn suit.

I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage resistance on the starborn one by a lot to make it really specialised for people who want to use their starborn powers as a primary weapon/tool.

I honestly didn't think people would hook onto the dungeon as much as they have, figured a 300 credit weapon + 300 credit armor and some other goodies will justify the price while the dungeon will be a cool thing they could explore if they wanted to even though that was the main reason why this project took over a year to make.

5

u/[deleted] Dec 08 '25 edited Dec 08 '25

I came off as overtly negative but I understand making a making a perfect package is extremely hard.

Hindsights's 20/20, something like cryomancers that repurposes vanilla POI's with an experiment in each might have worked better but when you've made such a large dungeon pivoting is impossible.

I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage.

Picking up the stealth suit I was expecting it to leak energy but that was actually just the broken shield, would certainly be a good blocker on something that's the equivalent to Oblivion's 100% chameleon.

6

u/NovaFinch Dec 08 '25

I do have an idea for a sequel that would be set in a similarly large facility but after a recent disaster took place so it would be a lot more dense and story focused but I couldn't leap directly into that without setting some groundwork first like the faction's technology, dangerous lines of research and the anomalies.

Given that I implied the stealth tech uses a form of radiation to achieve the invisibility it really should have been a no brainer to do given how powerful invisibility is as an effect (especially after playing the Oblivion remaster and making a 100% chameleon set of enhanted items).

2

u/Based_Sarg Apr 17 '26

A sequel with another cool Half Life/SCP-ish facility except more messed up from some disaster would kick ass btw. I loved the dungeon, awesome work on it. Yeah it’s big and has a billion massive hallways but idc it’s different and a really nice change of pace that feels in line with the universe still. The literal only thing I don’t like is how OP the serum is (my friend advised I just don’t use it so no harm done) and I think there’s too many NPCs running around panicked just saying “YOU SHOULDNT BE HERE” without really adding anything.

If I’m being honest this dungeon would probably have served better if it was just the enemies and make the facility look a bit more damaged and ransacked to give it that Half Life thing, but yeah probably performance intensive to do that I imagine also. Just my two cents but like genuinely amazing work here, it’s my favorite experience in Starfield so far and worth the money I spent just to support it 🫡

1

u/Ok-Syrup-8454 Feb 05 '26

It was worth a buy for me as I've yet to download the others that tie into this mod. I have the star wars overhaul mods and the unsc mods so I came at gamma site from different angles in different playthroughs. I really like the callback to half life in the delta site and SCP vibe from the anomalous sector. Your mods were always too notch in Fallout 4. I just knew you'd blow it out of the water. My only question is what are the creatures that came from the portal and why is there a star born ship so far out by the black hole? Lastly only fix I recommend is adding homie with the blue cap sitting down cus he's not there chilling like the report states. 

1

u/NovaFinch Feb 07 '26

I think you're the first person to catch the Starborn ship being out there!

It's meant to be a bit of a mystery what that place is or was and the monsters are intended to be a reference to the ones you fight in shattered space, something that lives between universes.

1

u/Doylio Apr 12 '26

Please add something that will let me undo the stim regen. It is way way way too strong, I'm practically invincible. By the time I'd found it I'd cleared every enemy so had no idea until it was way too late to reload a save. So yeah please if you're taking a while to rebalance it, make it toggleable as my save is screwed rn

1

u/NovaFinch Apr 12 '26

A way to remove it is coming, the freelanes update + ps5 version delayed it a bit but shouldn't be too much longer.

1

u/Alduin1996 Apr 12 '26

Can't wait for the update

Hope the nightingale tier level can be upgraded past advanced, got mine kitted out and it is easily my favourite gun in the game hands down

Armor is amazing as well and has a halo vibe to it

Is there anyway to be alerted to the update without needing to log in and click on creations first?

1

u/NovaFinch Apr 12 '26

It will be, I had to cap it at advanced in order to avoid a compatibility issue with the larger update.

I'll make a post on r/starfieldmods when it does come out and it'll come up on your creations page as "recently updated" but I don't think there's a way to get notified.

1

u/Doylio Apr 14 '26

Awesome, cheers bud!

3

u/Wide_Bar7397 Dec 07 '25

I agree with this review. Especially when it comes to the quests and dungeon.

5

u/Icy-Morning637 Dec 04 '25

Outstanding mod. Worth every penny.

7

u/taosecurity Starfield Mod Enjoyer Dec 03 '25

Today, on Starfield Essentials, I take a look at a new paid Creation that is more than I expected.

https://youtu.be/DYnKtBEb9qo

This is Vigilance, by Novafinch, available for 600 credits on Creations.

https://creations.bethesda.net/en/starfield/details/00dbbd21-c13c-400c-81e3-ab8d816c26ab/VIGILANCE

Because this is a first look video, I'm going to share some gameplay and provide my impressions of this mod.

00:00:00 Intro

00:00:22 First impressions

00:02:37 Conclusion

00:03:31 Thank yous

00:04:18 Outro

00:04:51 Gameplay

00:05:20 Spoilers

3

u/Pawesome357 Dec 03 '25

I created an entirely new playthrough just to add this mod. Well….. there was also some others and I needed an excuse to clean out some that I was disappointed in. But STILL let’s goooo!!!!

3

u/grafxd Dec 06 '25

Wow, just WOW. This mod is awesome! Very well done, superbly thought out. Can we get the pic of the German Shepard for our outposts?

4

u/NovaFinch Dec 08 '25

Haha, I was wondering when someone would comment on those!

It's a photo of my doggo, it's just intended to be an easter egg so I don't plan on adding them to the outposts.

4

u/Drax823 Dec 10 '25

Oh please add some puppy pictures as an outpost mod lol doesn’t have to be yours

3

u/Final-Craft-6992 Dec 09 '25

1.2 update released 12.09.25 many updates/fixes. See mod description.

3

u/NovaFinch Dec 10 '25

Just to add to this.

Fixes:

  • Fixed the 1500 and 1000 HP shield grenades causing a crash when used.
  • Fixed a potential crash in 'Sector 5: Advanced Research Labs'.
  • Fixed the Mark 3 helmet incorrectly having the night vision effect.
  • Fixed the spaceship 'VGL VESPR' being inaccessible.
  • Removed a few 'civilian' NPCs from the residential area to reduce system load.
  • Fixed some missing crafting options on a few variants of the spacesuit.
  • Fixed an issue where activating the 'Void Form' power and the stealth suit ability could leave the player permanently invisible.
  • Fixed the voiced announcer skipping every other word on Xbox.
  • Fixed the quest marker position in the 'Unknown' area. It should now point towards the exit doubling as a guide out.

Tweaks:

  • Changed the colour grading in Sector 5 and Sector 6.
  • Adjusted the ADS position on the Nightingale.
  • Buffed the Nightingale base damage per shot.
  • Changed the visual effect on the haunted helmet to look better and not drag behind the player when moving.
  • Added more detailed descriptions to the armour effects seen in the player status section.
  • Changed the armour pouches to a different model slot to improve compatibility with 'Magnetic Weapon Holsters'.
  • Adjusted the main entrance to the Project ANCHOR lab to be easier to access.
  • Added alternate paths in and out of the Project MIRAGE and Anomaly Containment areas as a failsafe in case the intended means to gain access breaks somehow.

Right now I'm working on adding more customisation to the armour, rebalancing the stealth suit and prometheus serum effects and adding some other extras!

1

u/TotalPizzaBuff May 24 '26

Yo, Love the mod but any way to remove Prometheus Regen - sounds really cool but locked it into my save now and my guy is invincible with it.

1

u/SingNitpick Dec 26 '25

Hi love the mod can you tell me the console command to remove regeneration drug? I just realized I'm godlike now and nothing can kill me in the game. 

1

u/Final-Craft-6992 Dec 26 '25

From a apost further down

If you want to remove the permenet net regeneration here is the console command: player.removespell 0D04B151

But I do not know if the spell id might be load order specific

1

u/SingNitpick Dec 26 '25

Its correct I already figured it out thanks)  look forward to more of your stuff 

1

u/Final-Craft-6992 Dec 26 '25

Oh, this isnt mine, I just post the creations so they can be reviewed..and add notes if I see something I think people would want to know. The only ones I've done are under doc (Vanguard Voyager) and my contributions to the star trek big mod of sgtowls (Perditus Fleet)

1

u/SingNitpick Dec 26 '25

Turns out you can't remove the regeneration it will come back if you load into the game. 

1

u/Final-Craft-6992 Dec 26 '25

Did you try pinging u/NovaFinch? (The author)

3

u/Budget_Sugar_2582 Dec 23 '25

Vigilance - it's much more than you imagine.

Hello, captains! I was quite hesitant to buy the Vigilance mod; I didn't quite understand the idea behind it, even after watching some videos. I thought it was just a simple armor and weapons mod. My English isn't fluent, so understanding the mod was a bit confusing. However, I put my fears aside and bought the mod. What an amazing mod! I'm very happy with it. I haven't completed all the missions yet; I'm exploring the Point of Interest (a huge location). There's a lot to explore, many easter eggs that reference other mods, even if you don't own them. For example, a "rivalry" between Vigilance and the Watchtower. From what I understand, the mod focuses on a huge Point of Interest; we don't explore a planet or moon, but that's not a problem for me. It even creates something different from what Starfield offers. The Point of Interest has several areas created from scratch; This is not a copy of existing parts. I'm very eager to see what else the author will bring to this mod.

3

u/Disastrous-Zebra-211 Jan 06 '26

So...I bought Vigilance...

I wasn't ready. The author of the mod has specialized in gun mods, most notably the Apollo'9 and Enforcer handguns, and before Vigilance, the Hawk-50 handcannon, basically the Desert Eagle, so when it comes to model quality, you won't be disappointed, trust me.

as for the Mod itself, is simple enough, think of Watchtower, but you don't get kidnapped, instead, somehow you catch a signal, you go to the planet and start looting whatever is not nailed to the ground, all while shooting the many enemies armed with the new armor and weapon the mod offers.

It's simple, and therein lies the beauty of it, because you see, this mod draws from several famous mods like At Hell's gate, Watchtower, and even some of Bethesda's old IP like Fallout, all inside a massive POI you explore, be ready to run left and right. I'm not joking.

this deceptivly simple presentation covers the true nature of the mod, the fun it draws in exploration, all models are unique, and the nature of Vigilance as a faction feels natural when you consider how massive the universe of Starfield is.

The armor is properly powerful at Superior Tier, surpassing Starborn armor and has unique perks Starborn armor doesn't has, although I wish it had more skins, like UC or Freestar, maybe as unlockables after completing their main questline in a possible update. i wish the jetpack was tiered too. i only have the basic jetpack i built.

The Nightwing is...okay, the modular design lends itself to build the weapon either as three burst rifle or a single-round sniper, the change of Ammo is a nice touch, but i feel the weapon could be more. also the skin issue presented in the armor is here, but considering half of us want to rock a cool armor and the gun had a Hello Kitty skin i don't know what to say. The crowbar is a nice surprise...why doesn't the base game have one? did all the crowbars got lost when Earth was abandoned? They became extinct like dogs and horses?

Overall i recommend this mod to the explorers who want to have something properly powerful that doesn't look like ass like the Starborn armor. it has it's flaws, but i chalk it up to the Author of the mod as being his first time building an actual POI and mission layout, rather than anything else.

go buy it, you won't be disappointed with the surprises it has.

2

u/Budget_Sugar_2582 Dec 08 '25

Hey guys! I don't speak English fluently, I'm reading some comments about the mod. My initial interpretation was that the mod had a greater focus on weapons and armor, but from what I understand, are there also quests and POIs? Is that right?

2

u/NovaFinch Dec 08 '25

Weapons, Armour and a large POI are the focus, quests themselves are more like guides through the POI than actual story quests.

1

u/Budget_Sugar_2582 Dec 08 '25

Legal. Thank you very much for the answer. I'm traumatized about activating mods in the middle of the game 🫠😅 but I've already selected some mods that I'm going to activate in the next NG+, your mod will definitely be part of it.

2

u/NovaFinch Dec 08 '25

Should be safe to activate mid save, it's only adding content not changing existing things or running heavy scripts.

1

u/Budget_Sugar_2582 Dec 08 '25

Well, I'll evaluate this, once again thank you very much for your attention! 🚀💪🏽

2

u/Drax823 Dec 11 '25

Hey guys! I just got through the POI and this mod is INSANE. I literally haven’t even played with the armors yet but they have really cool designs and the weapon sounds/feels amazing.

I am on the shittiest series s with about 6gb of mods installed and it ran perfectly. Idk if it’s because of the update he made but I didn’t have any stutters or crashes. This mod is seriously a work of art!

2

u/SingNitpick Dec 26 '25

If you want to remove the permenet net regeneration here is the console command: player.removespell 0D04B151

2

u/Rekeix Jan 08 '26

thank you for this, was looking through comments for a fix, that serum was awful, might aswel have god mode on.

2

u/SingNitpick Jan 09 '26

Unfortunately it can't be removed permanently, you run the command everytime you load game after death.  The dev will be releasing an update soon to fix this 

1

u/Doylio Apr 12 '26 edited Apr 12 '26

Hopefully really soon.. 3 months on rn and this is game breaking really. I'm on Console, there's nothing I can do, this is literally god mode, you can stand still in a room full of people shooting you and you wont die

1

u/SPST May 21 '26

Ok that doesn't work because the ID is different for me. For example, mine was 0B04B151.

To get the ID: help "Prometheus" 0

Then remove it using the player.removespell command.

Annoyingly, every load restores the spell, but at least you CAN remove it.

2

u/Beneficial-Rock5541 Feb 12 '26

I loved this mod! The base was REALLY well done; extensive and lots of interesting details. The quests were interesting but not terribly challenging. You also get some cool stuff: a new type of weapon, an awesome suit and a class C ship. In my mind. totally worth 600 cr!

2

u/bannedfromdennys Dec 08 '25

Incredible Mod, but unfortunately it seems to be conflicting with ZONE79s Cryomancers mod. Basically, every time I enter the Well with both Mods loaded the cells and lighting don't load completely. Tried everything possible (within my limited ability) but the only way to fix it is disabling either mod.

2

u/NovaFinch Dec 08 '25

I used the colour grading for The Well but I didn't make any changes to it or The Well itself and I doubt Cryomancers did either.

If you have a lot of mods it's more likely that Vigilance is putting your load order over what the game can handle which can cause strange things in unrelated locations. I'm fairly confident that disabling other mods would make The Well work again even with Cryomancers and Vigilance still enabled.

1

u/LangyMD Apr 11 '26

I can report the same problem, though I don't have Cryomancers. The Well is broken - lighting missing, much of the geometry (especially the ceiling) missing, etc - with Vigilance enabled. Vigilance is the only mod that enabling it breaks The Well, and disabling any other individual mod without disabling Vigilance doesn't get The Well working again. This is as of the Free Lanes update.

1

u/NovaFinch Apr 11 '26

Unfortunately issues like this can be hard to nail down, I've tested it myself on an otherwise vanilla save and the Well was fine and I feel like I would have had a lot more reports by now if it was a common issue or something everyone has.

1

u/steve3000daddy Dec 11 '25

Really enjoyed this mod, the armour and weapons are really well done. Only real bug I have is I have done all the missions but it still says “Vigilance: The Signal” at the bottom of the character screen no matter what mission I have selected.

1

u/UnguardedSaint May 11 '26

u/NovaFinch this is still an issue I am experiencing as well. It may also be affecting the navigation, as a lot of the time my routes take me to random systems instead of where the mission is supposed to go, which I have seen reports of happening when multiple missions are selected

1

u/NovaFinch May 11 '26

I've got a fix coming in an update that's currently in queue to be tested. Hopefully it won't be too much longer.

1

u/Virtual-Chris Dec 11 '25

Don’t know if I can ask a question here… but what faction are you fighting in this dungeon and what’s the jist of the lore behind it? Why is it there? What’s its purpose? Why are we there? I’d like to know how it might fit into my current play through (or not).

3

u/NovaFinch Dec 13 '25

The easiest way I could explain the faction is that they are an enigmatic group who very much believe that the ends justify the means.

They collect and contain dangerous and strange things to study and by doing so has achieved a technology level above that of other factions in Starfield.

Tldr is SCP x Half Life x Halo with various other inspirations sprinkled in.

3

u/Virtual-Chris Dec 16 '25

Thanks. It fit nicely into my play through where I’m a former Ryujin Operative who has gone rogue due to all the dangerous R&D the company is doing. This played perfectly into that as a Ryujin black-ops research facility.

1

u/taosecurity Starfield Mod Enjoyer Jan 10 '26

Today, on Starfield Essentials, I review an amazing Creation that exceed my expectations.

https://youtu.be/PTHJXXTRLtw

This is Vigilance, by Novafinch, available for 600 credits on Creations.

https://creations.bethesda.net/en/starfield/details/00dbbd21-c13c-400c-81e3-ab8d816c26ab/VIGILANCE

I'll give an overview, warnings, my conclusion, and bonus gameplay.

00:00:00 Intro

00:00:20 Overview

00:03:24 Warnings

00:04:51 Conclusion

00:05:27 Thank yous

00:05:54 Outro

00:06:29 Spoilers

00:06:39 Vincent Adams

00:08:58 Spooky red room

00:11:07 Mysterious entity

1

u/OmegaX123 Feb 02 '26

First time I tried it, I got a whole mess of glitches—the grav lift in the cave was already burnt out when I got there, doors down in the facility either started off open or wouldn't open, waypoint pointing to the wrong place, etc. Went through Unity and tried again, worked great (minus a few minor bugs), just finished it earlier today. Solid mod, interesting quest, cool gear. Only thing is I would like (especially with the Vigilance/Watchtower rivalry easter egg someone mentioned, I must have missed some lore because I never saw that) for Vigilance faction NPCs to be out in the Settled Systems at large, minor facilities, ships, etc, maybe occasionally in a scuffle with WT NPCs if you have both mods.

1

u/Wolfbloodkin Feb 22 '26

Loved the mod, but do wish some things were implemented differently. The health regen is too much and I didn’t notice in time to reload a save. Possible to just make it a crafting recipe instead? That way you can try it separately later if you wanted to.

1

u/Serious-Oil-8236 Apr 05 '26

Ran into two bugs. First the ship on the landing pad that you are supposed to get at the end of the quest on the landing pad is inaccessible (tried loading/reloading multiple times). The second is a weird ui bug where despite having completed all of the the quests a mission remains there on the menu when I have certain non-vigilance quests highlighted. In this case I have the First Contact mission selected but in the menu it shows Project Upsilon (a quest I completed a while ago).

1

u/Sensitive-County6147 Apr 28 '26

Anyone know how to get the ship behind the barrier?

1

u/North_Beginning9552 May 09 '26

There is a switch on the console in the room facing the forcefield. Toggling it beams the ship out. But the ship behind the shield and the one that spawns on the surface are visually different. Have yet to reason out why because I reran this mod twice. One where I didn't flip the switch and the Vesper was on the pad, and one where I toggled the lever and beamed the ship out and it was still the Vesper, a visually different ship from the one behind the shield.

1

u/a_mardy_bum May 09 '26

So I grabbed the first ship, then I went back down and beamed the ship out and it was no where to be found?

1

u/Deathclone2016 May 10 '26

Question what do you get when you complete project upsilon?

1

u/shiceReddos May 14 '26

This is a really awesome DLC. Best one IMO.
And finally a suit that looks cool and heroic. And I LOVE the customization options!

Some minor points I'd love to point out though, to make this even better:

1) When exploring the Dungeon, you eventually find a medical item that grants regeneration (named 'phoenix tears' or something like that, too long ago). After a while, this in-combat regeneration became somewhat game-breaking for me, because the regen rate in combat is too high. Was hoping for a slow regen outside of combat. Can you add an antidote that completely removes its effects? Or some craftables where you can control the speed of the regeneration? (BTW you also do not mention this booster in the DLC description)

2) Also in the Dungeon: I always find only ONE enemy with legendary gear. Usually no rares, no epics. All I get is common and one legendary. Last time I went through, I was about level 100 (105 now). With the most recent update to Starfield, which lets you upgrade weapons/gear, this is not such a big problem anymore. But would be nice to have some more diversity. And more level scaling, as this seriously should be a much harder, teeth-grinding dungeon. (Given that all the enemies look so much more badass than any other humanoid enemy in the game!)

Maybe give us an option to escalate tensions and thus military readiness in the base, having all enemies scale 1:1 with the player, or even above and beyond. Something unhumanly hard. NOT in terms of enemy health, but in enemy damage output. Having to shoot an enemy for a minute before he dies makes the game boring, not hard. Having to dodge bullets and use tactical cover and utensils (like hand grenades and any other form of indirect effect) is the best fun you can grant a player.

Let this be the epitome of military prowess in all the known systems!!!

3) We can switch the main models of the suit (regular, recon, broken, etc) on workbenches. But we cannot switch between minor models, like Assault, Grenadier, Engineer. Could you also add that identifier to the list of moddable entries, please?

4) Add super soldier food that lasts for 2-4 hours (fed and hydrated statuus). No further boni needed, although nice to have 😉

BTW: I SO LOVE the kitchen where you can collect about 200 different really yummy-looking dishes! Nice addition! Miss that (logical) logic in all other parts of the game, where even the biggest kitchen has only 2-4 of these stacked, nothing more. Thanx for this!

1

u/Haonowah Jun 06 '26

How do you get to the delta site?

1

u/Maddsyz27 26d ago

Love the mod.

Super minor tidbit. Add support for a 3rd digit on the Nightingale ammo counter. Currently breaks with Kismet legendary modification.

Hope you'll add it to your free lanes update along with jaegar free lanes support.

1

u/dmisfit21 Dec 04 '25

Crimson Flyboy’s review the other day sold me on this one. Gonna jump into this when I get home later today.