I could, but note that the game only comes with melee weapon options that are bladed. So since I do not know how to 3d model the weapon is going to look a little weird even though it will do EM damage.
If you can find someone who makes weapon models for free in Starfield I'd happily credit/link them in the mod. But for now tell me what weapon type you would like to do the EM damage? Maybe the Va'Ruun Painblade?
Yeah, I thought about how the lore doesn't make sense to have a sharp melee be non-lethal. But the pain blade would be cool or the wakizashi even though it wouldn't make sense lore wise
I'll upload a "place holder" version of the mod. It's silly but I will hope someone more familiar with the CK can help me. Presently I have been able to change the art model to other art assets in the game, but eve then I couldn't find any that were appropriate.
Also, it is rather frustrating as the fastest and slowest I can get the weapons to swing is not that different from each other. Still, I'll post it within the next day or two when I feel it is in a presentable enough state. You will be able to buy the melee weapons from vendors and /should/ be able to find some on enemies (coded, not tested).
Introducing one of the first EM melee mod on the Nexus for Starfield (There are a few others that have EM damage in there for the heck of it, but pretty sure this is the first to be designed specifically to TKO an opponent).
Have fun with it, and don't forget to endorse if you like it.
If you are looking for colored weapon models Zone79 might be able to help, his green coloured painblade for the Mantis Vigilante 2 mod is cool. Maybe do the same for coloring but blue?
Ps. This mod is working great love it! Be cool if the particle grenade had some kind of visual effects. Otherwise awesome.
You're updating faster than Bethesda is updating the game itself! /J
Legit just downloaded the 0.02 version 5 minutes ago and now the 1.0 version is out! XD
Nice work!!! :D
Edit: Loaded up my game to try it out, and when I couldn't find them at UC Distribution, I tried consoling them in and apparently, all of them only do 1 physical damage, but no other damage. they also don't appear to throw. when switching to first person, they appear in my hand as I go to throw them, but never leave my hand. on top of that, I know they arent leaving my hand because one isn't deducted from my inventory when throwing them. could this be a conflict with Better Grenades, does anyone know? or is this a bug with the 1.0 version? :3
I had an ideal "minimum viable product" I wanted before I started this mod, that was to have working grenades that did stun damage and for them to be available for purchase from vendors. With those goals accomplished there was no more need for the beta versions.
Thank you for letting me know about your issues with the mod. I will look into this shortly, in my brief testing before the update all 3 grenades were doing 1 standard damage and the designated EM damage. I will see if it has conflicts with "Better Grenades" as a thank you.
While I didn't find a "Better Grenades" mod I did find a "Better Explosions" mod: No conflicts, grenades showed proper EM damage.
I even tried re-downloading my mod directly from the nexus to see if perhaps the version I uploaded had an issue. All the grenades still show their correct EM values. Though it does turn out I uploaded a version where the Particle tGrenade did 2 physical damage instead of 1. So This exercise did prove worthwhile.
If you want to try this mod with your others disabled, it should show the EM damage. Please let me know if you can isolate the conflict or problem. I will be uploading version 1.01 with the PHYS damage fix
Ah. Better explosions was the mod, my apologies! I don't have a "Better Grenades" mod. XD
So I opened my game up this morning and it magically started working again. I assume it was just the Starfield console being buggy/grenades being buggy. I had switched to another non-em grenade type last night and when I went to go select another this morning, the damage numbers had shown up properly and they can now be thrown. I still don't know why they acted weird yesterday, but alas.
One thing I will say, is that after trying them out, finally, they definitely seem a little underpowered. I dunno if it is the Better Explosions mod or if it's my other mod I use that changes a lot of things with combat, GRiNDY Combat. Either way, it seems to take me two or three or more grenades to put one enemy to sleep. Just doesnt seem to do it fast enough before an enemy runs out of cover or runs from the spot the gas is deploying at. So I have to use an EM weapon alongside them to stun them faster, which is not ideal in large groups of enemies where I am trying to stun one guy, and I have 6 others shooting me.
But alas, I definitely like this mod a lot and I will continue to use it and I am tracking it for mod updates as well! I look forward to seeing how it plays out and the balancing you try to do with it! As always, I am open to giving ya feedback here and there, if ya want it! ^_^
I spent the extra 20 min and made 2 more variations of the mod for players like you: 1.5x damage and 2x damage. The original was designed to feel "Vanilla+" and since a single impact grenade usually couldn't kill a foe, I didn't let a single stun grenade EM incapacitate one.
Honestly, that's fair. I can see now why they're the way they are. :3
Kinda another random question (sorry for all of them... 🤣), but is it affected by the "EM" or "Explosives" perks, by chance? I haven't touched my EMs perk yet, but have fully maxed out the Explosive perk last night.
I play on extreme and my EM rifle just was not able to fully stun my targets no matter what I did. This fixes that and I can now no longer dread the wanted: Alive bounties anymore.
I just added 3 variations of the mod: Default is what I feel is balanced for a Vanilla+ playthrough. 1.5x damage and 2x damage in case the default doesn't have enough "oomph" for you.
Instead of being gas-based, had you considered making them charge-based similar to a particle grenade? I haven't looked at the grenades in xEdit or CK, so I'm not sure how all of their damage is handled.
I know the "Stun Mine" uses a "sleep gas" for the effect, and I'm guessing that's what you are using for this grenade? If so, you might want to consider giving it a different name. Calling it an "EM" grenade would mean it's a pulse of electromagnetic damage. Maybe rename it to "Stun Grenade", to stay in-line with the naming conventions used by other throwables?
And your description might have a typo. Both the impact and timed grenades state "explodes on contact", but I would assume the timed version does not explode on impact and instead is time-fuzed like the frag grenade.
I'm looking forward to seeing how you develop and improve this mod. As you mentioned, there is a lack of non-lethal options. Now that the CK is out, hopefully we'll be seeing new updates to mods like Functional Brigs as well as more mods favoring the Bounty Hunter gameplay. We even have the new Creation content for the Trackers Alliance stuff, but overall options for non-lethal takedowns is quite limited.
I'll try to take the Particle Grenade and modify it to do EM damage. This whole thing is my first foray into modding Starfield so I'll do it to learn. Also, it'll be neat to offer a spread of different kinds of Grenades.
You are correct, I took the impact grenade and had it create the same "hazard" effect as the stun mine. I'm a little confused by your request to rename it to "stun grenade" as in the game it is a stun grenade... "Stun iGrenade" and "Stun tGrenade", it is only listed as "sleep" in the game files, just as the Stun mine is referred to as Sleep mine in the game files -- This is my long way of asking you to clarify the suggestion.
Thank you for letting me know about the description issue. I'll fix that on the next release!
Ditto here, my long term dream/goal is to create a bounty hunting system that is comparable to the Trackers Alliance Bethesda offered and list it on the creation store. But I am a very long way from there.
Sounds great, looking forward to seeing how it turns out. EM grenades are not just useful for knocking out human bounties, they would also be quite effective at destroying robots and turrets.
I'm a little confused by your request to rename it to "stun grenade"
While your in-game items are named Stun Grenade, the mod's current title is EM Stun Grenades. I was suggesting you remove the EM portion of the title until the mod was offering an EM-based grenade. Just to help avoid confusion.
Creating mods is definitely a learning experience, so take your time and don't be afraid to ask questions. Everyone has to start somewhere, and I think your mod sounds like a good intro.
As referred to by Keelo6969, Starfield does not use .esp files, Starfield only uses .esm plugins and they are of the following 3 types - and nothing else: Full Master Medium Master Small Master as explained by Pickysaurus, here: https://www.nexusmods.com/news/14993 (under New plugin types section)
For how to save the file in one of the required .esm formats, see the following tutorial video: Starfield Creation Kit | Create a Basic Mod by Darkfox127 From the PINNED TOPIC Helpful Links, References, and News, Section 3 - Modding the Game, which also contains some other helpful tutorials as well, and which will be expanded as more are released. As regards Darkfox127, he creates excellent tutorial vids, and they are well worth one's time to view - even for those who are already familiar with the CK, but wish to refresh their memory.
And an excellent idea for a mod! Fills a definite need in the game! Good luck, and get this updated ASAP, so that people can start making use of it!
Wow, thank you so much for doing the leg work for me and giving me all the resources needed to make the mod better!
I'll get on this and hopefully have this in ESM format by next week. As well as get it added to the vendors inventories. I appreciate you sharing your knowlege smr1957
Love the idea, looks great!. Will download and try. One question, if you cant buy or find on enemies, then are they just laying around and/or in containers?
Ahhh, still might try. But the only other thing is that this is an .esp file. Possible to make it an .esm? As others have repeatedly said .esp's are not good. And honestly, Since the last update, I've been trying to get mods to work and some do and some dont, some have issues, some cause other issues, and I seem to be more trouble shooting than playing..LOL, so, in the end, if I am able to use any prewarned info about using .esp's, whether they cause or not cause problems, I prefer to be on the safer side...:)
Cool, and np, glad to see new modders and their ideas. Not a modder myswlf, but hell, donw so much trouble shooting with othwrs, I might start learning myself. Good luck.
And as far as I can tell from other modders comments, its somewhat easy to make the esm's.
And dont forget to ask for help, the modding community will always lend a hand.
29 comments
If you can find someone who makes weapon models for free in Starfield I'd happily credit/link them in the mod. But for now tell me what weapon type you would like to do the EM damage? Maybe the Va'Ruun Painblade?
Also, it is rather frustrating as the fastest and slowest I can get the weapons to swing is not that different from each other. Still, I'll post it within the next day or two when I feel it is in a presentable enough state. You will be able to buy the melee weapons from vendors and /should/ be able to find some on enemies (coded, not tested).
Have fun with it, and don't forget to endorse if you like it.
Ps. This mod is working great love it!
Be cool if the particle grenade had some kind of visual effects. Otherwise awesome.
Cheers!
https://www.nexusmods.com/starfield/mods/10532
Legit just downloaded the 0.02 version 5 minutes ago and now the 1.0 version is out! XD
Nice work!!! :D
Edit: Loaded up my game to try it out, and when I couldn't find them at UC Distribution, I tried consoling them in and apparently, all of them only do 1 physical damage, but no other damage. they also don't appear to throw. when switching to first person, they appear in my hand as I go to throw them, but never leave my hand. on top of that, I know they arent leaving my hand because one isn't deducted from my inventory when throwing them.
could this be a conflict with Better Grenades, does anyone know? or is this a bug with the 1.0 version? :3
I had an ideal "minimum viable product" I wanted before I started this mod, that was to have working grenades that did stun damage and for them to be available for purchase from vendors. With those goals accomplished there was no more need for the beta versions.
Thank you for letting me know about your issues with the mod. I will look into this shortly, in my brief testing before the update all 3 grenades were doing 1 standard damage and the designated EM damage. I will see if it has conflicts with "Better Grenades" as a thank you.
I even tried re-downloading my mod directly from the nexus to see if perhaps the version I uploaded had an issue. All the grenades still show their correct EM values. Though it does turn out I uploaded a version where the Particle tGrenade did 2 physical damage instead of 1. So This exercise did prove worthwhile.
If you want to try this mod with your others disabled, it should show the EM damage. Please let me know if you can isolate the conflict or problem. I will be uploading version 1.01 with the PHYS damage fix
So I opened my game up this morning and it magically started working again. I assume it was just the Starfield console being buggy/grenades being buggy. I had switched to another non-em grenade type last night and when I went to go select another this morning, the damage numbers had shown up properly and they can now be thrown. I still don't know why they acted weird yesterday, but alas.
One thing I will say, is that after trying them out, finally, they definitely seem a little underpowered. I dunno if it is the Better Explosions mod or if it's my other mod I use that changes a lot of things with combat, GRiNDY Combat. Either way, it seems to take me two or three or more grenades to put one enemy to sleep. Just doesnt seem to do it fast enough before an enemy runs out of cover or runs from the spot the gas is deploying at. So I have to use an EM weapon alongside them to stun them faster, which is not ideal in large groups of enemies where I am trying to stun one guy, and I have 6 others shooting me.
But alas, I definitely like this mod a lot and I will continue to use it and I am tracking it for mod updates as well! I look forward to seeing how it plays out and the balancing you try to do with it! As always, I am open to giving ya feedback here and there, if ya want it! ^_^
Kinda another random question (sorry for all of them... 🤣), but is it affected by the "EM" or "Explosives" perks, by chance? I haven't touched my EMs perk yet, but have fully maxed out the Explosive perk last night.
I play on extreme and my EM rifle just was not able to fully stun my targets no matter what I did. This fixes that and I can now no longer dread the wanted: Alive bounties anymore.
Great work!
I just added 3 variations of the mod: Default is what I feel is balanced for a Vanilla+ playthrough. 1.5x damage and 2x damage in case the default doesn't have enough "oomph" for you.
I know the "Stun Mine" uses a "sleep gas" for the effect, and I'm guessing that's what you are using for this grenade? If so, you might want to consider giving it a different name. Calling it an "EM" grenade would mean it's a pulse of electromagnetic damage. Maybe rename it to "Stun Grenade", to stay in-line with the naming conventions used by other throwables?
And your description might have a typo. Both the impact and timed grenades state "explodes on contact", but I would assume the timed version does not explode on impact and instead is time-fuzed like the frag grenade.
I'm looking forward to seeing how you develop and improve this mod. As you mentioned, there is a lack of non-lethal options. Now that the CK is out, hopefully we'll be seeing new updates to mods like Functional Brigs as well as more mods favoring the Bounty Hunter gameplay. We even have the new Creation content for the Trackers Alliance stuff, but overall options for non-lethal takedowns is quite limited.
You are correct, I took the impact grenade and had it create the same "hazard" effect as the stun mine. I'm a little confused by your request to rename it to "stun grenade" as in the game it is a stun grenade... "Stun iGrenade" and "Stun tGrenade", it is only listed as "sleep" in the game files, just as the Stun mine is referred to as Sleep mine in the game files -- This is my long way of asking you to clarify the suggestion.
Thank you for letting me know about the description issue. I'll fix that on the next release!
Ditto here, my long term dream/goal is to create a bounty hunting system that is comparable to the Trackers Alliance Bethesda offered and list it on the creation store. But I am a very long way from there.
While your in-game items are named Stun Grenade, the mod's current title is EM Stun Grenades. I was suggesting you remove the EM portion of the title until the mod was offering an EM-based grenade. Just to help avoid confusion.
Creating mods is definitely a learning experience, so take your time and don't be afraid to ask questions. Everyone has to start somewhere, and I think your mod sounds like a good intro.
Full Master
Medium Master
Small Master
as explained by Pickysaurus, here: https://www.nexusmods.com/news/14993 (under New plugin types section)
For how to save the file in one of the required .esm formats, see the following tutorial video:
Starfield Creation Kit | Create a Basic Mod by Darkfox127
From the PINNED TOPIC Helpful Links, References, and News, Section 3 - Modding the Game, which also contains some other helpful tutorials as well, and which will be expanded as more are released. As regards Darkfox127, he creates excellent tutorial vids, and they are well worth one's time to view - even for those who are already familiar with the CK, but wish to refresh their memory.
And an excellent idea for a mod! Fills a definite need in the game! Good luck, and get this updated ASAP, so that people can start making use of it!
I'll get on this and hopefully have this in ESM format by next week. As well as get it added to the vendors inventories. I appreciate you sharing your knowlege smr1957
Good luck, and looking forward to seeing this updated - and hopefully more mods by you!
EDIT - I see you updated it! Congrats!!!
Cheers!
Sorry for the rant..:)
Cheers!
P.S. Still looking forward to this mod
I'll look into it, this is my first mod so I will have to learn how to make it an esm instead of an esp.
And as far as I can tell from other modders comments, its somewhat easy to make the esm's.
And dont forget to ask for help, the modding community will always lend a hand.
Cheers!