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diaz dizazter

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kellthekyuss

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About this mod

24 new weapon types spread across 38 weapons. also has a moderate uptick on explosions. clothes have a little armor and resists. a couple of new spacesuit mods and other stuff

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Hi. Hello.  Howdy.  welcome to the best weapon store in the galaxy

1: Know that I do not play vanilla, so attempting to eyeball some of these numbers is annoying but I do the best I can
2: this will make your starfield experience much more fun and enjoyable.  it will also make it both easier and harder - tit for tat for tit and all that

yes, all this was in scarfield prior to new years except for the implosive, anti material, and 2 bridgers - they were done except for the fx - which is difficult

this is meant to be used in conjunction with ultimate space combat compendium and mélange of revolutionary accoutrements 

there are multiple optional files if you do not want everything at once

a:  first.   auto aim settings are off by default for pistols, heavy pistols, heavy guns, rifles, sniper rifles and the cutter
b:  many of the actor value burst fire, full auto and semi auto receiver bonuses have been slightly raised - this also includes some weapon mods
c:  aim models for the equinox, one inch punch, tombstone, assault rifle, coachman, rivet gun, aa99 are all more friendly
d:  aim models for full auto orion, inflictor pistol, inflictor rifle, big bang and novablast are also as friendly
e:  vanilla ammunition is still vanilla. added 12mm, laredo overload, cryogenic rounds, micro torpedoes, toxic paks, imposive and anti material ammo
f:    clothing moved to melange
g: 45 new crafting mods have been added - 2 armor and the rest weapons, almost all of these are in the form of magazine modifications
h:  basic changes
  •      cutter effective range is 5, which is real, real, real far. 
  •      russian rifle is now assault rifle. 
  •      russian hunting rifle is now hunting rifle.  
  •      xm2311 is now a desert eagle
  •      m1919 is now a colt .45acp
  •      damage on followers and elite crew weapons has been raised
  •      robot damage has been increased by a factor
  •      human fist damage was only changed.  i wont make you suffer by giving all of the npc barehand attack upgrades starfield has
  •      melee damage weapons are boosted considerably and attack times are lowered
  •      pretty much every weapon has been given a slight boost     

i:  several drugs.  
  •     aurora is very usable now.  50% slow time, 12 seconds.  
  •     o2 shot is now quite useful - 4x as strong - lasts 9 seconds instead of 2
  •     amp is faster and has a 3x jump bonus - duration 10 minutes
  •     dwarf heart is now a 10 minute 33pt power regen and a 15% accuracy/reload speed buff
  •     pick me up - one of my favorites is called sky high - 33x jump height for 18 seconds - very addictive
  •     reconstim - my favorite.  +260 speed for 18 seconds - instant addiction - ground vehicles are overrated
j:  leveled lists have all of the ammo available in them this will include vendors to some extent
k:  fletchette and lacerate go off about 2x as much - from 10% to 20% activation chance
L:   several new hazards were added which are part of the weapon mods - no old hazards were changes except these 5
  •      5 hazards were retooled as well, so these are not vanilla
  •      generic cold dangerous area, generic corrosive gas dangerous area
  •      generic corrosive substance dangerous area, generic heat dangerous area
  •       inverted gravity field has also been amped up
k:  object effects.  mines, gases, weapon effects - fire, ice, radiation, corrosive, gamma, flechettes have all been retooled to be slightly better damage over time
m:  15 new object effects were added, 28 new magic effects - though a couple of those are probably useless - these are only for new weapons
n:   28 new projectiles added, almost all of these have their own effects  (you will see ) these are only for new weapon types
o:   spells, like object effects have had a bunch of elemental stuff retooled.  4 new added 
p:   explosives - this is pretty much  my lowest tier explosive mod that i deleted some time back - better brutal boom booms version 1
  •       this includes 360 degree explosion radiuses for everything - not bethesdas 180degrees explosion radius
  •        cryo mine, frag, impact, inferno mine, incendiary grenade, tesla, toxic mine, sleep mine, as well as tesla pylons.  
  •        missile changes removed
  •        gravity torpedoes removed
  •        all structure explosions and clutter explosions, many have new effects, and a very wide and big booms, including boostpack explosion
  •        this includes pipe bursts, electric bursts, oxygen tanks, horizontal and vertical gas silos, pressurized tanks, landing engine damage
  •        shotgun explosion ammo is now an explosion and not a normal round.  
  •        for means of projectile control the shotgun slug is treated as one but it's rather fake
  •        everything else that falls under explosions, including
  •             white hot rounds, rocket launchers, rifle ammo, 11mm rifle ammo explosion, novalight and nova explosion, annihilator explosions
  •             legendary tesla rounds, radioactive, poison, incendiary, corrosive and explosion
  •             hornets nest, gutbusters, equinox impact, depleted uranium and bridgers

new weapon explosion types
o: added explosions - this is where it gets fun  - and yes, i spent a ton of time getting the fx worthy, yes this is all vanilla assets
       as noted, these are all available as magazine modifications
  •         corrosive beams.  corrosive shotguns and rockets
  •         napalm bridger, inverted gravity nuke, dirty bomb nuke, normal nuke
  •         implosive sniper ammo, anti-material sniper ammo, liquid nitrogen tipped sniper rounds
  •         fire beams, dragons fire shotgun, thermite shotguns
  •         toxic bridgers, toxic beams, toxic shotguns
  •         tesla shotgun and improved tesla shotgun
  •         tesla full auto inflictor rifle
  •         implosive assault rifle and razorback rounds
  •         special ammo for laredo weapons, called lardeo overloaded ammo
  •         special ammo for rowland arms called microtech torpedoes
  •         pretty sure I forgot a couple

         
p: speed and impact force of all projectiles has been increased - projectile data - also SEE 'S' below
q:  vanilla 1-3 quality tiers are the same for weapons.  quality 4 has had the stats bumped on them in order to be far superior
r:   all unique weapons are now always quality 4, and additionally, aside from some renames, most all have 3 legendries, while some have 2
  •      this is because unique weapons and quest rewards should be GOOD - not shit
s:  object modifications actually say what they do now - lots of weapon mods have received critical hit, damage, speed, staggers
t:  most non default ammo types apply some sort of affliction.  - this allows most all ammo and mods to be useful
  •     how ever I have no actual means to show the character which ammos get which afflictions - sorry
  •     these are typically env_affs applied from hazards but as singular - decreased accuracy, receive extra damage, lower hps or armor etc etc
u:  very special big bang can be me made besides the full auto big bang - this is a fun af weapon
v:  this also makes the arc welder and cutter and auto rivet beyond viable.  rivet should be treated as a close to full auto weapon
  •           these are actually superior weapons now - like they should have been in vanilla, not useless hunks of junk
w:  vending machines have a chance to occasionally sell drugs instead of food or drink - this will probably be moved to a different nexus mod soon
x:   safes and containers got some love,  mainly with ammo and drugs.  robot corpses are also a good place for loot now - also will be moved out soon
y:  frank rennick and anya griffon are the best ammo merchants
z:   well.  that's it off the top o me head. 



installation - load dead last in your load order so that nothing over writes -  get naked before you activate this

removal - um.  may or may not murder your player file, I dont know, never removed it.  also dont know if fallrim tools resaver has a starfield version but if you cant zero the null scripts then it's probably not going to be a happy save file.  since it modifies every single explosive and weapon in game.  it is almost certain your playfile will not survive.   but im not an expert by any means


as always, thank you for playing - a mod is nothing if no one plays it
~Diaz Dizazter


please : buy me a ko-fi :)





hey fantastic, stay fabulous  
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