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TheOGTennessee

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TheOGTennessee

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  1. TheOGTennessee
    TheOGTennessee
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    Version 2.1 comes with an important change! Previously, we used a method of tricking Starfield into thinking that the weapon mods from here were part of the base game, so that the game wouldn't delete them when they were in containers and the like. A while back, Bethesda fixed that bug. Because this could cause issues with future updates, rendering the mod inoperable, and because that was only ever meant to be a temporary fix, I have reverted 90% of those OMOD entries to their previous state.

    This means 2 things. 1. We won't be very likely to have the mod break in the future as more content is added to Starfield. 2. When you update to 2.1, you're going to need to re-do the mods on your melee weapons. I am sorry about that part, but it is unavoidable. The rest of the mods that remain, and still use the trick to appear as part of Starfield.esm, do so because that allows me to still build in better compatibility with other mods if need be. They are largely unused right now, so if they do break in the future, it will only matter for a small amount of patches.

    The update was also cleaned up some, removing old entries that got cut through development, and I went into the CK to find any small errors and fix them. If there are any issues moving forward, please post here to let me know and I will find and fix them.
  2. TheOGTennessee
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    Version 2.0 is here! So as you all may know, Bethesda added modifications slots to melee weapons finally. Their changes were EERILY similar to the ones I made (with Blades and Handles being the primary mod slots), but hey, I did call them out for not doing the obvious thing, and I just followed what I thought they should have done!

    All in all, I've integrated with their slots, preserving the ones I made for now (unless through testing I see that they are far too similar), and I'm using their research categories now instead of tacking the research onto the gun research. All in all, the mod still works well, though updating to this version may or may not make your weapons behave a little strangely, since so much changed internally about melee weapons.


    • I'm using the new melee weapon research projects.
    • I'm using the new mod slots.
    • I have cut the weapon tiers, since they added them, but they are still in the files, and still used by some of the patches.
    • All of the patches are updated. I have set them to be ESL flagged now too, to help ease the burden on your load order (the main file remains a full ESM for now).

    I have temporarily removed the FOMOD download, since it needs some work. I am no longer offering patches for the Prequel, Original, or Sequel Trilogy Lightsabers due to the author delisting them.
    1. LisbethSAO
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      THANK YOU
      for the new update!!!  \o/ ♥ ♥ ♥


      So I been playing around with the new vanilla melee updgrading/customization feature they added with 1.12.30, and honestly...it feels kinda bare bones compared to your original rendition, or maybe it's just me, since I really enjoy the way your mod does it, hehe. But man, when I saw the notification for this update, I downloaded so fast, ear-to-ear grin, lol!  ♥ x3 :D
  3. Dadditude
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    Is there any chance of getting a patch to get this to work with the renaming feature of StarUI Inventory?
  4. TheOGTennessee
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    I have seen that the lightsabers mod has had a major overhaul. My patch most likely doesn't work with it anymore. I do not have the time to update it yet, but I will try to work on it soon.
  5. LisbethSAO
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    Woohoo, still working heckin' awesome, with Starfield Update 1.14.70 !  \o/  ♥

    EDIT: Seems like all functionalities are still intact, with the recent/new Starfield Update 1.14.74, hella nice!  o7 

    Again, THANK YOU for this hella fire mod, TheOGTennessee! Still the GOAT and still my fav melee weapon modifications mod!  o7 
  6. ldotplop
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    Great mod! If you could do a boxing/unarmed revised... then you would have successfully balanced combat in Starfield by extension..
    1. TheOGTennessee
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      There is a framework around which scales unarmed damage by your level. That does the trick pretty well, and I do suggest it. It is called Player Level Scaling.
  7. SiriusLeStrange
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    Is there no dual wield in Starfield? I am pretty used to it in Skyrim.
    1. TheOGTennessee
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      Nope.
  8. BlueGiant24
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     i really like that you can turn any melee weapon to be EM damage but i don't know if there's one like that for ranged weapons, awesome mod
  9. PrincessJessy
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    love the idea, very nice mod.
    not complaining, but problem: it conflicts with the craftable quality mod, its only one or the other. the mod loaded last will be active and override the other. too bad :-(

    good thing: i installed the mod, modded my blade, saved and uninstalled the mod. the modded blade was still there. no issues. had to override it again with quality mark 4, but it did work well.

    i suppose i could keep this mod and look for a mark 4 blade, but i like crafting the quality more. :-)
    again, not complaining. awesome mod.
    1. TheOGTennessee
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      I'm not sure how you're getting any meaningful conflicts between the two mods. Since bethesda did their own implementation of melee mods, and they have their own quality levels, what's left in this mod is the original blade/grip mods that I made for mine, just added to the list of available mods.

      You are going to have to explain further what you mean by incompatibility.
    2. PrincessJessy
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      will absolutely do.

      again, the mod works well and im not complaining. i just thought id mention it. :-)


      the craftable quality mod i use adds a slot for the weapon quality right at the end of the weapon mods list in the work bench to make an advanced weapon into a superior for example.
      it seems that your mod uses that very same slot for the melee weapon modification and it overwrites the quality slot. hence only one mod can be used at a time, not both together.
      im not a modder, i wouldnt know where to even start to make this work ... if its even possible at all or wanted/needed. :-)

      EDIT: ive updated the quality mod and even tried Gambits patch (even tho its meant for older versions) and its not computing. the only melee mods i see are the vanilla mods. as soon as i load your mod, it kicks out the craftable quality. :-(
      not sure why, im sorry. :-(
    3. TheOGTennessee
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      Load craftable quality after my mod in the load order, and do not use the patch. The patch should no longer be necessary, and will revert changes.

      Edit: This is also assuming that the craftable quality mod has been updated for the new melee weapon mod slots. If Craftable quality is old (I haven't installed it in ages), then the issue with craftable quality would also disable the blade/handle mods that Bethesda added in their recent patch.
  10. LisbethSAO
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    Still working as advertised, with the new Starfield Update 1.13.61 !  o7  ♥

    Re-installed and tested with no other mods installed, as well with all my other mods installed. (Steam, Manual install)

    Bought some new melee weapons from vendor (Centaurian Arsenal, New Atlantis), and tested all functionalities on the Weapon Workbench in my ship---all functionalities seem to be intact.
  11. Sherbert91
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    Love the mod! I was using it with Immersive Sabers on XBox through CK. I was wondering if you plan on updating the CK version to work with ATL as well?

    Thanks for this and all of your mods on CK!
    1. TheOGTennessee
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      I'm very bad with abbreviations. What is ATL?
    2. Sherbert91
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      All Trilogy Lightsabers. My bad. 
    3. TheOGTennessee
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      I have a patch for that, and I keep checking in on it. Does the patch no longer work?
  12. Langkard
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    I just wanted to take a moment to thank you for the wonderful mods. They make an already great game even better. It is very much appreciated.
    1. TheOGTennessee
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      Thank you so much!