About this mod
Complete work on all Vanilla Ship Weapons. Makes every weapon type matter and be viable. Ship weapon Brands now are different from each other. Adds better weapon descriptions. - Brought to you by Cion
- Permissions and credits
- Donations
This mod makes every ship weapon type viable. In vanilla Starfield only Particle Beam weapons are the best in every aspect, of which only 3 are the top DPS. That makes 95% of weapons in Starfield practically useless. My mod makes every weapon type: Ballistics, Lasers, and Missiles have their uses. Every weapon type has strengths and weaknesses.
THOUSANDS of records, yes thousands, have been edited to make this happen. Everything has been rebalanced to make every weapon useful, while keeping a sense of PROGRESSION intact. There are still top contenders, but each with different approach to combat. Top contenders also make sense and have higher level and perk requirements (in vanilla one of the top weapons had no requirements).
This was done by creating a custom formula to find out what every weapon stats should be according to weapon type, level required, Starship Design requirement, power requirement, range, price, etc. I the compared everything tweaking and adjusting values to be LORE FRIENDLY. It was then tested several times and slightly adjusted for gameplay and balance purposes. This took several months but I am Very Happy with the results.
Space battles now feel much funner for me. Time to kill has slightly increased, weapon choices matter, choosing weapon manufacturers matter. There is no useless weapon. There is no overpowered weapon, though there are still top contenders and [probably] a overall highest dps, but it's close to all other top weapons.
Weapon descriptions have also been changed in each weapon (previously all weapons of all types had the same generic description) to help new players figure out what to use and add a layer of lore to the game. Everything is 100% in tone with the original vanilla game. I even added some Easter Eggs in the descriptions, see if you can find them all!
**This mod is intended to integrate so well that you do not notice it "as a mod", but as a part of the game (or how the game should have shipped). If you play and get lost ingame the my objective is achieved!!! (but I would be honored if you come back to endorse, I'm new in the modding scene). **
**This mod has no Requirements!!**
Cannons: Long range because a kinetic projectile does not decelerate in space. Good vs. Hull.
Autocannons: Rapid fire kinetic projectiles at the cost of extra power to reload. Good vs. Hull.
Lasers: Short range because light does scatter in space. Good vs Shield.
Pulse Lasers: Shorter range because less time to charge but bigger punch. Good vs. Shield and ok vs Hull.
RailGuns: Long range heavy punch at low reload because actual platform. Good vs. Hull.
CoilGuns:Long range heavy punch at extra power because actual coils. Good vs. Hull.
EM: Higher power draw and short range because it's an EM pulse. Good vs. Systems.
Missiles: Big punch at the cost of reload time. Larger warhead = more damage.Good vs. Hull or Shields.
Particle: Medium punch for medium range because mix of ballistic and laser. Good vs. Hull or Shields.
Ballistic Solutions:Longer Range
Horizon Defense: Bigger punch at the cost of Rate of Fire
Light Scythe: Better effective range (minimum and maximum range extended before damage decrease)
Shinigami: Higher rate of Fire
Vanguard: Cheaper with no requirements, other than being part of the Vanguard of course!!
*Do note that because Missile weapons work differently, Weapon Manufacturer "flavors" do not always apply to missiles.
INSTALLATION
Use your mod Manager.
REMOVAL
Use your mod manager.
COMPATIBILITY
Anything that does not touch *vanilla* ship weapons will work. Therefore, it should be compatible with any mods that add new ship weapons to the game.
OTHER
Some ingame ships or your current custom ship may end up with weapon groups with over 12 power. You can still use these ships as they are. However, if you edit the weapon group that has over 12 power, you will get the standard ingame flight check error until you lower the weapon group power to 12. This should be pretty rare as very very few weapons increased in power requirement compared to vanilla. There are many many ships ingame and I did not feel like going through them all to edit each one... yet (as I am working on other mods to be released soon). I probably will get to that later.
Enjoy!
Dev notes:
Weapons are housed in 3 different objects, each of which had multiple fields that needed to be adjusted.
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Thanks to Bethesda for Starfield
Thanks to HeyYou for their mod Missile Ammo for the idea of making missile weapon ammo count equal to their displayed art. Because missiles are weird I had to manually do all that work myself, but his idea was very cool.
Thanks to NexusMods because we are here