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MrMindstalker

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MrMindstalker

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46 comments

  1. TheOdiumWitch
    TheOdiumWitch
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    Looks like we got some new laser weapons in shattered space. No rush, just letting you know.
    1. Badchocobo77
      Badchocobo77
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      yeup hopefully they add those 3 laser weapons to this mod.
  2. Badchocobo77
    Badchocobo77
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    Is it possible to change the sound effects to use the same sound the Laser Cutter mining tool uses? since laser weapons now with this mod in effect use continuous beam, I thought they should use the same or similar sound effect.
    Can this be done? or is there some instructions that can walk me through switching/adding this sound effect/wave file to this mod?
  3. robotbandit
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    How difficult would it be to create a new weapon version instead of replacing the default beams?

    How would you tweak the accuracy of the weapon, I've made my own mod and the enemies are painfully accurate.
    1. MrMindstalker
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      I have described the main changes I did for this mod here: https://www.nexusmods.com/starfield/articles/554

      What you are looking for is this:
      Set "Disable Combat Aim Correction" - without it, the enemies are 100% accurate.

  4. mateusmarcone
    mateusmarcone
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    This looks incredible. I use Ascension so I dont know if the balancing here would throw things out there (all weapons in Ascension have extremely high damage output to mimick actual firearm lethality) . However, since lasers are a continuous beam and the hp pools in Ascension are low and static then it probably would work in terms of balancing, the thing with lasers is more the continuous bem being a flurry of dps than actual numbers. Would like the pespective of someone who tried this, though.

    Xbox port sometime? (:
    1. MagickaAddict
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      Did u get a chance to try this with Ascension? I would love to read up on your experience.
    2. mateusmarcone
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      Nope. I play on xbox and this mod hasnt been ported to the Creations platform yet.

      I have a feeling that it would end up working pretty well. In vanilla, lasers work like semi auto rifles, but if they are a continuous beam with no recoil like in this mod then even if the damage is not as high as in Ascension it could end up being similarly good as full auto weapons are in that mod. I would need to test it, though.
  5. robotbandit
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    Is there a weapon damage mod that works with this? My solstice can instakill anything using Weapon Rebalace. It does 25 damage with 130 firerate. Without the mod it does 30 damage.

    Also why are Hot-headeds dropping so much for me?
  6. Mixail
    Mixail
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    I found out that some of the Model A robots still fire vanilla lasers if I install projectile only version. Also did you tried to add these effects to ship weapons?
  7. Badchocobo77
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    the new update, removed the quality level of my Equinox. was this intentional? the previous update didn't interfere with Gambits weapon quality Ex mod. 
  8. baneofcows
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    I really like the idea of this mod, but I have to agree with the other commenter that the semi-auto cooldowns are quite long—anything longer than a second feels like an eternity in fast-moving FPS gameplay. I do like the idea of there being some cooldown in order to change the tactile feel of the weapon, but I'm not sure it's quite "dialed in" yet.

    Otherwise, this is quite cool. My only real feedback besides the cooldowns is that I wonder if you could make this mod both/and rather than either/or, by offering receivers with your beam effects as options alongside the vanilla options. Something like "beam burst receiver," "continuous beam receiver," "semi-auto pulse receiver," "full-auto pulse receiver." So end users can mix and match the gameplay as they want.

    Regardless, thanks for your work! 
    1. brando56894
      brando56894
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      I agree. I just came here to see if it was a bug because I keep getting hurt because I can't shoot. It feels like I'm using the shotgun where you have to spend like 5 seconds reloading, while Spacers shoot at you constantly. Gonna have to uninstall it.
    2. MrMindstalker
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      Actually, adding separate receivers for all flavours of lasers is a great Idea.
      (Though, properly balancing that many versions is kind of a nightmare, especially accounting for all the tiers and other weapon mods)

      Anyway, version 0.2.2 adds new receivers for the lasers and reduces the durations and cooldowns used by the default receiver.
      See the updated description.

      Currently, the balance is very preliminary.
      Lately I am busy on my day job, and did not have much time to test it myself. So, any feedback is welcome.
  9. DelverRootnose
    DelverRootnose
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    Having a problem with version 0.2.0   

    Using the Orion Laser on short burst, 30 shots in one burst at a fire rate of 76. This means the laser is firing for me at about 1.5 seconds, whether I let go of the trigger before that or not. This means that my Orion laser weapon is firing in a runaway for a second or more, after I let go of the trigger.  While version 0.1.0 operates properly. Short burst 

    In 0.1.0 The Orion's burst fire rate is 250. this is MUCH faster. coupled with the shots fired per burst, of only 10, the burst is over usually as quickly as you can let go of the trigger.

    The 0.1.0 version feels more correct If anything, I think the fire rate on a burst should be bumped up quite a bit so that the burst stops by the time one can let go of the trigger.  All lasers probably should be checked.

    I'm not certain that you one should have a laser that fires even when one lets go of the trigger. 
    1. MrMindstalker
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      The 0.2.0 version just further develops the initial idea - to make the lasers to feel really different from other weapon types.
      In 0.2.0, they work much closer to the lasers in mechwarrior (online or 5).

      The long burst and longer delay, force you to really commit to each shot, to keep the beam on target while the beam is firing and to take cover or reposition while the laser is on the cooldown.
      After testing it for a while, I think I would slightly tone down the beam duration and the delay (upd: done in 0.2.1). But the general idea won't change.
      (Mechwarrior is balanced around relatively clunky mechs, so the durations are already toned down to fit the faster paced human combat) 

      Note that finding/installing Full-Auto receiver on Equinox or Solstice will make them shoot only while the fire button is held, so you can interrupt the beam at any time. Will probably add a Full-Auto receiver for Orion in the next version (upd: added in 0.2.1).


      If you don't like where this mod is heading, you can keep using the versions 0.1.x. (Let me know if there are issues there - I will try to fix them)
      Or, you can modify it using the creation kit or the sf1edit to tweak it to your tastes.
      (I will upload the esp for both 0.1.0 and 0.2.0 closer to the weekends, to make it easier to create branches of this mod) (done)
    2. DelverRootnose
      DelverRootnose
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      Great to know, thanks. I'll stay with 0.1.0  It seems about right for me.
  10. whamy03
    whamy03
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    any plans for tuning the firing sounds and the impact decals? now that they function like real lasers. also... toning the recoil a little bit lower?