The update uses ESM, so those who used the ESP have lost their Legendary Modifiers. It is recommended you sell all Legendaries with the new modifiers prior to installation. I have included all Legendary IDs in the Description so you may reclaim them. My apologies once again.
Just noticed you have a "Rifleman" affix which adds 10% rifle damage. There's a vanilla affix "Peacemaker" that does the same thing, slot 3, normally only appears on one set of quest reward armor. It's a small thing, but you might consider combining the two into one affix.
Thanks for the take on stacking effects. I didn't have an answer to offer myself but would have said also that in my understanding, stacking of effects and how it works generally transcends this mod specifically. I think that is hard to ascribe clearly in general across all effects in Starfield. Or at least it was for me, and I imagine is for anyone trying to figure it out without modding experience and associated toolset, like a majority of players.
Obviously trying to reconcile how it works from just gameplay experience is difficult or impossible to do fully in most RPG games perk/effects framework--you can't visually apprehend most effects impact easily, other than those you can like reload speed when you see the reload animation and others. That's not unique to Starfield to not comprehensively outline in game the specific mechanics of how all perks and buff/debuffs interplay to ascribe things like how stacking works. But I would have thought it was clearly outlined somewhere.
My experience when first tried to find this information to understand how I should approach that aspect of the game more strategically, it was surprisingly opaque, and seemed much harder to come by than I would have imagined for a game with any much outside information as Starfield (or other BGS titles) where there is a whole universe of comprehensive encyclopedic-level efforts at detailing information covering every aspect of the game from lore to quests, to game world objects, to console commands and RefIDs, with multiple such resources actually, for SF it'd take you more time apprehend all the information in any one of Starfield Wiki, Inara, Starfield Database than it would to actually play the game through to NG+10 ... I was personally surprised to struggle as much in trying find a clear account of the effects framework to know deterministically how stacking buffs/debuffs across character Perks, armor/clothing/weapons OMODs and consumables all interplay in the Vanilla game. Of the answers I did get scattered across various forums, which might have addressed a small subset of it only (like does environmental protection stack between clothing items and armor? and the individual pieces?) and even then I ended up with conflicting responses, sometimes indicating the the complete opposite).
My point is (for anyone that might have made it here wondering if there was one) is that this is an aspect of Starfield game dynamics that is not well detailed and outlined anywhere I've come across, as a rare exception relative to all other aspects of the game. Hoping I just sacked it and someone here will respond and just drop a link like "you should learn to internet better. see here."
You've added to WeaponReloadSpeedMult. I've got 2 pieces of that armour and it went from 0 to 2.20 and it's lightning fast. There's also PlayerReloadSpeedMult, mine is currently 1.25, maybe add .1 to that instead?
Either way, you've added 110% (1.10) instead of 10% (0.1) I know creation kit had an option flag somewhere to use the value as a percentage, i noticed that wasn't ticked.
Hello, while I enjoy this mod so much let me first say thank you and my request is to add vice versa module of Anti-Gravity to experience more gravity instead. E.g. on a moon with .1 grav and serous extreme difficulty one wrong jump out of the boulder will create a lengthy LOS, revealing your floating body for a long time window where all the enemies will shred you. Increased gravity suit will help to make this window less :)
I considered that, but the issue is when it comes to Zero-G. If you modify Gravity in Zero-G, the result is moving on the ground in a Zero-G environment, and that causes all kinds of issues like softlocks and moving at super speed.
Can't comment on Shattered Space as I've not started it yet, but just wanted to come back and say how great these new legendaries are - great to have so many new and useful options, and none are overpowered in my opinion.
68 comments
The update uses ESM, so those who used the ESP have lost their Legendary Modifiers. It is recommended you sell all Legendaries with the new modifiers prior to installation. I have included all Legendary IDs in the Description so you may reclaim them. My apologies once again.
Patch for Legendary Effect Overhaul (to allow crafting the effects) is now live at https://www.nexusmods.com/starfield/mods/11724/
"Agile" stacks
Obviously trying to reconcile how it works from just gameplay experience is difficult or impossible to do fully in most RPG games perk/effects framework--you can't visually apprehend most effects impact easily, other than those you can like reload speed when you see the reload animation and others. That's not unique to Starfield to not comprehensively outline in game the specific mechanics of how all perks and buff/debuffs interplay to ascribe things like how stacking works. But I would have thought it was clearly outlined somewhere.
My experience when first tried to find this information to understand how I should approach that aspect of the game more strategically, it was surprisingly opaque, and seemed much harder to come by than I would have imagined for a game with any much outside information as Starfield (or other BGS titles) where there is a whole universe of comprehensive encyclopedic-level efforts at detailing information covering every aspect of the game from lore to quests, to game world objects, to console commands and RefIDs, with multiple such resources actually, for SF it'd take you more time apprehend all the information in any one of Starfield Wiki, Inara, Starfield Database than it would to actually play the game through to NG+10 ... I was personally surprised to struggle as much in trying find a clear account of the effects framework to know deterministically how stacking buffs/debuffs across character Perks, armor/clothing/weapons OMODs and consumables all interplay in the Vanilla game. Of the answers I did get scattered across various forums, which might have addressed a small subset of it only (like does environmental protection stack between clothing items and armor? and the individual pieces?) and even then I ended up with conflicting responses, sometimes indicating the the complete opposite).
My point is (for anyone that might have made it here wondering if there was one) is that this is an aspect of Starfield game dynamics that is not well detailed and outlined anywhere I've come across, as a rare exception relative to all other aspects of the game. Hoping I just sacked it and someone here will respond and just drop a link like "you should learn to internet better. see here."
Either way, you've added 110% (1.10) instead of 10% (0.1) I know creation kit had an option flag somewhere to use the value as a percentage, i noticed that wasn't ticked.
Edit: Lets hope that fixes it. Old Professional pieces may need to be replaced.
I have been using alongside Legendary Module Recycler and MLE-LMR-Patch and having an absolute blast!