Starfield Extended – Craftable Quality

Starfield Mods |

Starfield Extended – Craftable Quality

This mod makes weapons and spacesuits quality level craftable like other mods at the weapon and spacesuit benches.

This mod was complicated. In Starfield, just for weapon quality, Bethesda treated the omods for that completely different than all weapon and armor omods. Instead of a single omod in a slot, they set up the omods to be applied concurrently stacking. Now this doesn’t work with the modding bench system, only for newly generated weapons. So for this mod I had to scrap what they did and recycle it into something good for our needs. To do so, I had to rebalance all the weapon quality mods to set them up to be used individually, and in doing so I made them consistent in damage and value addition by the tiers.

Weapon Mk.2 +50% damage +25% value
Weapon Mk.3 +100% damage +50% value
Weapon Mk.4 +150% damage +75% value

These value changes now match the value addition scale on spacesuits. Spacesuit resists were left vanilla, with the exception of unnerfing the reductions on Pirate Charger and Corsairs spacesuits and helmets, cause why was Bethesda picking on them? I also added Mk.4 quality to the Eon, Equinox, Rattler, and Sidestar, as I didn’t see the point in them being left out.

The state of the mod is mostly complete. I’ve handled all the weapons that Bethesda did, but I’d like to extend the system to the rest of them, especially melee. So guns are all good, spacesuits are all good, helmets are all good, but backpacks can be unpredictable, which I’ll discuss further below.

There is an issue, not really a bug, that you’ll see after installing this midgame. Priorly created guns will have up to 4 quality mods applied, like so.

You’re gonna want to get rid of those unless you want to be OP. You can see the difference here in what the same gun in Mk.4 should be doing damage wise.

Also I forgot to mention as a comment so eloquently put it “The mod completely messes up the ammo counter on weapons”. This is because xEdit cannot currently copy REFL (reflection data), which is in all the weapon records that have ammo counters. So the weapon record overrides in this are missing those entries. This will be resolved as soon as Elminster finishes decoding that data, which he is currently working on. Sorry if that is a big disappointment for anybody. Myself, I play in 3rd person, so I never see the ammo counters anyways.

Now to the issue with the backpacks. I’ve really dug in deep on my end. They all have the proper attach point and ma_keyword combinations. But I have seen some weird wonkiness occurring sometimes, manifesting in a couple different ways. Sometimes the quality mod slot just won’t show up like so.

But sometimes it shows up on the same type of backpack.

Sometimes it won’t even show the Mk.1 quality mod on it like the top pick, sometimes it does and still won’t show the mod slot in the bench. Once I’ve even see it show the quality mod but have a lock next to it like so.

Shit is mysterious and unpredictable, but also sometimes working properly, so I didn’t see the point in holding up the release to keep Scooby Dooing it. Maybe someone else will see something that I missed, I have suffered a decent amount of cognitive decline from covid. Maybe it’s just the engine. Time will tell, or not, que sera sera. The wheel weaves as the wheel wills.

Made with xEdit. Thanks Elminster and Zilav.
As all .esm plugins made with xEdit, this mod requires Plugins.txt Enabler.


Author: Gambit77
1 Star2 Stars3 Stars4 Stars5 Stars (3 votes, average: 5.00 out of 5)
Loading...

This content was uploaded by website visitors. If you notice any mistake, please let us know.




Useful Information: How to install Starfield Mods | Starfield System Requirements | Starfield Cheats | Starfield Tips | Starfield News

You may also like...

Leave a Reply

Your email address will not be published. Required fields are marked *