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Leejin666

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47 comments

  1. SithisRedlight
    SithisRedlight
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    Please Help!

    I installed it with Vortex. Did not work?
    Do I need to type in some code ingame with the cheat console?

    Or do I have to make some coding stuff in the Starfield files?
    Please help out, I don't know what a .bat file is and where it is?

    Would like to set the damage on 10x
  2. Angalie
    Angalie
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    Thanks for the mod! I was looking for just a double value of the original damage. You can use this as well in the debug screen: 
    player.modav meleedamage 1.2

    Note that if you start playing with this value, the damage only increases adding to the existing value. To revered it, use player.modav meleedamage 0 and reload your safe, works for me.
  3. gelophee
    gelophee
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    Not a techie guy but where should I put this??

    If you already have a mod that executes a bat file at launch, you can add this

    player.setav meleedamage 2

    the '2' is a multiplier, if you increase that number, damage dramatically increases.

    This same text can be set in the cheat/debug menu normally opened via the [`/~] key
    This setting only applies for as long as you are playing, when you relaunch the game
    you will have to enter the debug menu again retype the setting. Having the text in a
    bat file that launches when the game does, saves you that hassle.


    Is it in CustomIni?
    1. EvilMango16
      EvilMango16
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      in StarfieldCustom.ini you can do `sStartingConsoleCommand=bat otherMod;bat otherMod2;bat thisMod`
      or just put them in one l think is easier/cleaner:
      so I did `sStartingConsoleCommand=bat sStartingConsoleCommand` and then in my `sStartingConsoleComand.txt` I put all the commands I want to run on startup, now including `player.setav meleedamage 15` (yes 15, I want to 1 hit k with my lightsaber lol)
    2. EpicGamer87
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      Could you show me verbatim what you put in the ini to make it run at start up and the category you put it under?
  4. qtng
    qtng
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    Comment for those who wants to make melee weapon quite stronger but not so broken, by increasing the weapon tiers and rarity via console command. Both commands require you to know the weapon ID of your melee. To do this you need to drop the weapon on the ground, open the console command and click on the item, use mouse wheel to scroll until the type of the item switch to (WEAP), the number next to it is the ID of your melee weapon.

    Command to increase the weapon tiers (this can be done in the game already by looting, sometimes you're very lucky to loot a higher tier of melee weapon, but it rarely happens in my game because melee weapons are so scarce and almost it never has higher tier than Calibrated to me):

    refID.amod modID, in which refID is your melee weapon ID from above, modID is as follows:

    Calibrated tier: 0028F442
    Refined tier: 0028F443
    Advanced tier: 0028F444

    So for example to turn a common melee weapon ID FF04C06C into Calibrated tier: FF04C06C.amod 0028F442
    Note that each of the tier can be applied via console indefinitely, so you obviously can abuse this to make melee weapon overpowered. Or you can do the more immersive way is to increase the tier gradually one time only. Like apply Calibrated tier one time, then apply Refined tier one time, then apply Advanced tier one time, and only increase the tier in an appropriate circumstance, like stop at Refined tier when you are at level 20-40for example and only apply apply advanced tier at level 40+. Ofcourse it's up to you.

    Next is the weapon mods, we cannot do this in the game currently because well, Bethesda doesn't allow us to mod weapons via weapon workbench:
    Same command structure as the weapon tier:

    refID.amod modID, in which refID is your melee weapon ID, for modID you can check this reddit post: https://www.reddit.com/r/Starfield/comments/16eqvsa/list_of_all_possible_weapon/

    The rarity of the weapon will change based on the number of added mods, as you may already knew: Rare (1 mod), Epic (2 mods), Legendary (3 mods).

    You can only apply 1 mod in each group to the weapon, if there are two mods of the same group, the latter will overwrite the first. Also same rule apply for weapon mods as above if you don't want to feel like cheating: add the mods gradually. Not every mod in the list is suitable for melee, like those relate to "magazines" or "scoped" or "round", which are obviously tailored to guns. You can add them to melee but it won't benefit anything. I saw some viable candidates from the list that you want to pick from:

    Group 1:
    000F437E - Berserker: Does more damage the less armor one has.
    000F428E - Cornered: Damage increases as health decreases.
    001625EB - Disassembler: +20% damage against robots.
    0015DD18 - Exterminator: +30% damage against aliens.
    000EA117 - Furious: Each consecutive hit deals more damage.
    000F2013 - Instigating: Deals double damage to targets with full health.
    000F7321 - Space-Adept: +30% damage while in space, and -15% damage while on a planet.
     
    Group 2:
    0008AB47 - Corrosive: Randomly deals corrosive damage and reduces the targets’ armor over 6 seconds.
    000F2E39 - Crippling: Deals +30% damage on the next attack after hitting a target’s limbs.
    0007D728 - Incendiary: Randomly deals incendiary damage.
    000FEA49 - Lacerate: Randomly applies a bleed effect to the target.
    000FFA3C - Med Theft: Chance that humans drop extra Med Packs on death.
    00319AEC - Poison: Randomly deals poison damage and slows the target.
    000EA13B - Radioactive: Randomly deals radioactive damage and demoralizes the target.
    000FEA04 - Rapid: +25% increase in attack speed.
    000E8D64 - Staggering: Small chance to stagger enemies.

    Group 3:
    000FBD3C - Concussive: Small chance to knock down targets.
    000FC884 - Demoralizing: Small chance to demoralize a target.
    0031C0C5 - Elemental: Randomly deals Corrosive, Radiation, Poison, and Incendiary damage.
    000FC8A4 - Frenzy: Small chance to frenzy a target.
    000F4557 - Shattering: Break through even the strongest armor.
    000FFA3D - Titanium Build: Premium build materials make this weapon light as a feather.

    For me personally, I find this combo best for my melee:
    Group 1:
    000F2013 - Instigating: Deals double damage to targets with full health.

    Group 2:
    000FEA49 - Lacerate: Randomly applies a bleed effect to the target.

    Group 3:
    000F4557 - Shattering: Break through even the strongest armor.

    But I see some other viable mods that can benefit your own playstyle. Wish you all have a bit more fun with melee before Bethesda fix melee (unlikely) or modders do it (only after CK is released next year).
    1. Sarahshirayuki
      Sarahshirayuki
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      You are a lifesaver. May the Unity bless your road ahead. 
    2. cjors
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      You've actually seen a calibrated melee weapon? I have 125 hours in game and I never have.
    3. Icyspring
      Icyspring
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      All melee weapons have no damage rating prefix. I'm not sure if this is a game setting or a bug.
    4. taker116270
      taker116270
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      You just helped immensely to make my darksaber finally be as powerful as chronicled. This is the way
  5. laredson
    laredson
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    I put this into my bat file, but the weapon number onscreen is the same, doesn't it had to change?
    player.setav meleedamage 3

    Then I put this but none is working
    SetINISetting "player.setav meleedamage 3"

    Some help please?
    Maybe do it con custom.ini?
    1. Eiland99
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      drop your current items or find new melle items and itll fix it
  6. Dichobust
    Dichobust
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    Is there anyway to increase melee attack speed? I've tried 000FEA04 - Rapid: +25% increase in attack speed but it is not that effective.
    1. cpeters1114
      cpeters1114
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      agreed, dying to know the same. Melee attack speed is so slow especially considering how lightweight the weapons are.
  7. Substaticman
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    Damn nice, with this and slow-time power I feel almost as cool as my Cyberpunk character. Now all we need is a fix to that weird bug that stops your character and doesn't swing when you hit attack while sprinting. And maybe the ability for melee weapons to drop with Quality Tiers.
    1. pootthedestroyer
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      Melee weapons never getting quality tiers feels like a straight-up bug. They can be added via console commands with no instability whatsoever. I'd be interested to see how people would feel about melee's raw damage output being "undertuned" if they could access a refined/advanced/whatever else melee weapon roughly close to the appropriate level.

      With proper skill support, an advanced wakizashi reads as doing somewhere around 500 damage. An advanced painblade is over 600. High level enemies are still spongey, but they wouldn't be uniquely spongey with those numbers, especially considering the availability of power attacks.

      All melee's other problems, sadly, feel like bad/lazy design decisions. That means there's little hope that Bethesda will address them. If things under the hood are similar to FO4, trying to increase attack speed -- a hallmark of melee builds everywhere else in gaming -- will be a nightmare for modders.
    2. Morroblivionrim
      Morroblivionrim
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      how do you get better tier melee with console commands? You just have to be higher level when using the additem command?
    3. pootthedestroyer
      pootthedestroyer
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      There's a guy who located a long list of "mods" that aren't bench or legendary mods, but instead add damage and affixes. It's somewhere on this site already. Once you've downloaded and installed that mod, you can type "bat quality" into console commands and that list will pop up. I ended up discovering that the fourth one on the list applied the "advanced" affix and a big chunk of damage, so I stuck with it.

      So, from there, you'd just drop your melee weapon, select it with the console up to find its ID, then type in something like "[ID].amod [whatever that amod string is from that list]."
    4. LineOfSight
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      I haven't seen melee weapons with higher quality tiers but I tried a console command that is usually added to guns but it also works for melee weapons

      Advanced Weapon Quality Level 40028F444
  8. cpeters1114
    cpeters1114
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    .
  9. cpeters1114
    cpeters1114
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    possible to increase the animation speed? seems even lighter melee weapons are extremely slow.
  10. mathoma94
    mathoma94
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    Thanks for making this, nice! Any chance of an unarmed version of this for our poor forsaken fisticuffs brethren?
    1. Leejin666
      Leejin666
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      I'll see if I can't dig something up, this would be much easier with the creation kit lol
    2. mathoma94
      mathoma94
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      Thanks a ton - I know the demand is there for sure
    3. hotsushi
      hotsushi
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      The stat for unarmed is just "unarmeddamage" so it'd be something like "player.modav unarmeddamage 999"

      A lot of the commands in starfield is similar, if not the same, as commands in Fallout and The Elder Scroll series so you can reference those games' commands and it'll most likely work in Starfield.

      Also, a simple tip that I like to use is the "player.getav" command. Correct me if I'm wrong but unlike other Bethesda games, it seems like Starfield doesn't show your damage stat so using getav can display the current stat to see your unarmed damage.
    4. Substaticman
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      I wonder if someone can make a mod where each level you get "player.modav unarmeddamage 10". So that unarmed would scale. Not sure if that requires CK or not.
    5. mathoma94
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      I actually made a post on the idea forum here on how Unarmed could be somewhat fixed by just allowing some Combat skills to affect its damage. No clue what that would take on the operations side, but it's worth a read! Thanks