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About this mod
Carve your way through the Commonwealth with the iconic weapon of the Jedi and Sith. Personalize your weapon with a plethora of hilt styles, blade colors, blade lengths and sound options!
- Requirements
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Nexus requirements
Mod name Notes AnotherOne CyberOut 77 Required ONLY for the Cyberout patch! You DO NOT need this to run the mod, this and the patch are COMPLETELY optional! Backported Archive2 Support System Required ONLY if you are running game version 1.10.163 or older! If you're on 1.10.980 or higher, you DO NOT need this! Fallout Kensei Set Required ONLY for the custom animations patch! You DO NOT need this to run the mod, this and the animations patch are COMPLETELY optional! Fallout Samurai Set Required ONLY for the custom animations patch! You DO NOT need this to run the mod, this and the animations patch are COMPLETELY optional! Melee hold block Not strictly required but recommended. The Staffmaster Required ONLY for the custom animations patch! You DO NOT need this to run the mod, this and the animations patch are COMPLETELY optional! Mods requiring this file
Mod name Notes Consolidate Weapon Crafting Recipes Surplus (CWCRS) *optional* Custom Lightsaber Animations Mod Download 3.0 and overwrite the .esp with mine Lightsaber Bullet Deflect and Block Sound Lightsaber Mod Replacers LightSaberMod_BatonReplacer Mostly Unique Lightsabers duh Star Wars - The Lightsaber CN 主要的 Star Wars Lightsaber - Disciples Blade replacer STAR WARS Night of the Synth -Night of the creeps replacer For the Lightsaber of course. - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission The author uploaded this mod to Bethesda.net and it is available for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Original sound design - Ben Burtt, Darren Blondin
Ajhakra for his custom cubemaps.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Mandarin
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Translations available on the Nexus
Language Name Mandarin Author:lp8785 Star Wars - The Lightsaber CN - Mirrors
- Changelogs
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Version 3.9
- Added 3 new hilts: Fusion, Shadow, Rey (ROS)
- Added descriptions to a majority of the sound options to help give an idea what the sounds are like.
- Added two new Sith-style ignition sounds (E and F)
- Split the Sith A ignition sound so you can pick between the slower or faster variants of the sound.
- Added Rey ignition and retraction sounds.
- Added the Igneous hilt into the rotation of hilts used by Coursers
- Fixed the lightsaber leveled-list for Coursers. It erroneously had a Chance None of 45 set on it, meaning that a Courser Blademaster could show up having forgotten his lightsaber at home.
- 1-handed hilts now all have 1H in their names so they won't all sort below the 2H hilts in the weapon workbench.
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Version 3.8
- ::THIS UPDATE WAS PACKAGED WITH THE NEW CK. IF YOU'RE STILL ON 1.10.163 OR OLDER, BE SURE TO INSTALL BASS (https://www.nexusmods.com/fallout4/mods/81859)::
- Added a hilt option for the Darksaber, taking after its appearance in The Mandalorian
- Changed the Instance Naming rules on the Synth lightsabers so they should properly show up as "Institute Plasma Sword" instead of Lightsaber
- Added 12 new hilts: Vader ESB, Vader Energizer, Xiata, Rogue, Balor, Pragmast, Sultan, Igneous, Gorc, Obi Wan ROTS, Luke Super ESB, Kilana
- Removed a 1h weapon keyword from one of the 2h Synthsabers.
- Tweaked the lightsaber's disarm ability to hopefully make it more consistent.
- Added a material swap to the Qui-Gon hilt
- Tweaked the model of the ANH Vader hilt to be more prop-accurate. Adjusted its textures a bit as well
- Revised how the lights are handled. No longer called by addon nodes. This also should eliminate the issue where they interfere with power armor headlamps.
- Fixed the Gold lightsaber color labeling as Amber
- Added a 2h hilt for the Darksaber (Mando Darksaber's got one too)
- Corrected the orange color for Black lightsabers (and the Darksaber) so it's in line with the change made to the normal lightsabers.
- Tweaked the keywording on double-bladed lightsabers so they should be usable by Strong now.
- Lightly tweaked the textures on Kartarn's DF2 hilt
- Fixed some of the Darksaber's swirl colors, a few had the wrong UV scaling settings, resulting in wonky visuals.
- Added a Rainbow and Lavender light option
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Version 3.7
- Added 9 new hilts: Ancient Crossguard (Rebels), Institute (Custom), Caliburn (Randomsabers), Jacen Solo, Yun, Imperial Knight, Mirkanin, Ki Adi Mundi, Luke ROTJ V2
- Added 8 new blade colors: Viridian, Teal, Azure, Gold, Plum, Turquoise, Cerulean, Crimson
- Added a condition to the lightsaber deflection ability to prevent lag from potentially occurring when blocking.
- Synth Coursers wielding lightsabers now have a chance to sport a black-core blade.
- Added an aid item, craftable at a Chem Station, that can be used to re-seed the level lists, so you don't need to use the command console (especially important for you XBOX users).
- Tweaked the visuals on the Compressed blades, so that the glow more visibly tapers out towards the tip.
- Tweaked the Orange blade color so it's more on the yellow side (was originally a bit too red, causing it to look like another red option)
- Created a separate lightsaber for Synths to use. This had to be done in order to well and truly put the Synth crash to bed. The Synth lightsaber can be converted straight into a standard lightsaber so you can mod it in full, since the Synth saber is restricted to two hilts and a small selection of blade types. Note that this is just for the robotic synths, Synth Coursers still use the normal saber.
- Reduced the Science requirement for crafting the lightsaber from Science 3 to Science 1. Crafting the lightsaber is now done in one go rather than requiring an inert hilt to be made first.
- Adjusted the perk requirements on the power module recipes. Low-power modules still have no perk requirement, but above that the progression is now 2, 3, 4 instead of 1, 2, 4.
- Fixed the 2H Bursary and Anakin AOTC hilts using their 1h hilt meshes instead of their 2h meshes.
- Fixed a typo on the 2h Sariss Style B hilt.
- Added a second holster option for the Darksaber that has it equipped on your hip like other hilts.
- Removed Science 1 requirement from the Dark Forces 2 hilts.
- Revised the nomenclature for hilts to hopefully help organization in the workbench. They're now all prefaced with [Hilt] for 1h hilts and [2H Hilt] for two-handed hilts.
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Version 3.6
- Added 6 new hilts: Yoda, Obi-Wan TPM, Sidious, and Plo Koon (3 variants)
- Added a white core Darksaber blade.
- Revised the deflection perk so it now handles deflection through an ability applied to the player.
- Adjusted the energy damage increase provided by Unstable blades, fixing a few blades that were missing the damage increase in the process.
- Removed the SpeedMult boost from the lightsaber since it was effectively useless
- Adjusted the names of various sound-affecting modifications to make it clear they only affect audio, not animations.
- Added 3 new Cantra style swing sounds, utlizing the Lightsaber Sound Cookbook by Darrin Blondin
- Adjusted the script that adds the deflection perk so said perk will no longer be added to Synths.
- Adjusted textures on the AOTC Anakin, Maul, McQuarrie B, Toa and Leia EU hilts for better shine
- Added TFA style blades in short and long lengths, as well as unstable and black variants.
- Corrected some long blades missing instance naming keywords
- Fixed, at long last, Synths crashing the game if they're hit while wielding a lightsaber.
- Removed the attachment keyword for Attack Style from several 2h hilts so the attack style won't potentially override the 2h animations.
- Added a secret unique weapon that unlocks a 7th hilt when obtained.
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Version 3.5
- Changed the holsters to use slot 56 instead of 61 to avoid conflicts with the Pip-Pad mod.
- Added 4 new hilts: Vader ROTS, LEGO, and 2 user submitted hilts: Gemini and Constable
- Added a new blade color, Rainbow (and just in time for Pride Month!)
- Overhauled the visuals on the Unstable blades, giving them a much more movie-accurate look. No sparks though. I did try to add sparks in but the game wasn't having it.
- Removed unnecessary keywords from the 2h Stormtrooper hilt
- Revised the textures for the two ROTJ Luke hilts as well as ANH Vader.
- Removed Visible Weapons pre-linking to the lightsaber, so it's no longer linked out of the box to the ANH Luke Holster
- Added descriptions to various sound mods so it's clear they don't change animations in any way.
- All hilts now have a [CHWIgnored] node, so the blades won't render when the lightsaber is holstered if using Classic Holstered Weapons.
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Version 3.4b
- Fixed the blue light holder, which had been modified as part of an experiment in making the lights less goofy, but I had dropped said experiment and forgot about the modified light holder. Includes the 3.4a hotfix.
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Version 3.4a
- Small fix to correct a bug in a script on the Darksaber so its sound set will get properly unlocked for normal lightsabers.
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Version 3.4
- Changed the holsters to use slot 61 instead of 55.
- Added Ahsoka's Clone Wars and Rebels hilts, as well as their accompanying shotos
- Set all holsters to not have under armor scaling, to correct an issue where the holsters would get all distended and weird if worn with an undersuit like the Vault Suit or similar.
- Added a line to the level-listing script to revert the LL_InstituteLaserGun_Boss list, which was modified in the older version of the script. This in turn had caused Chase to give you a lightsaber with the Hitman legendary at the end of the Far Harbor quest The Arrival if you were above a certain level. Doing the stopquest startquest routine will revert the list so anything else using it won't toss lightsabers around. This won't change the lightsaber you got from Chase, however; you'll need to load a save prior to completing The Arrival and cycle the level-listing quest before completing The Arrival if you want the correct reward.
- Fixed the 1-handed Stormtrooper hilt. I had removed its keywords when trying to narrow down the cause of a crash with Synths and forgot to reinstate them for 3.3; as a result you'd resort to fisticuffs while wielding the saber if using that particular hilt.
- Fixed a typo in the name for the Secondary Black Thick Blade (was missing a space)
- Added an Ahsoka sound set.
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Version 3.3.1
- Fixed the black right quillion for Kylo Ren's hilt not appearing when attached
- Fixed the 2h ANH Obi Wan hilt pointing to the 1h mesh.
- Removed 1h animation keywords from the level-listed lightsaber, should allow 2h hilts to work properly again.
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Version 3.3
- Added 4 new hilts: Reborn, Sariss A and B, and ANH Obi-Wan.
- Added black blades.
- Revised the Darksaber's blade to utilize the same approach as the black blades
- Tweaked the mod collection for Synth lightsaber colors so normal Synths don't end up with colors meant for Coursers.
- Tweaked the level-listing quest so it now will show a notification when it's seeding the level-lists. It can also now be reset by using the stopquest and startquest commands so the lists can be re-seeded.
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Version 3.2
- Tweaked the diffuse texture for the ROTS Anakin hilt and corrected its normal map (was missing some details)
- Adjusted the textures on the Evasto and Inrita hilts so they look better. Inrita's silver material option has also been adjusted.
- Pushed changes made in 3.1 to certain 1-handed hilts to their 2-handed counterparts
- Added 3 new hilts - Rive, Dooku, Vader Barbican
- Added the Darksaber. The Darksaber is separate from the main lightsabers and has its own set of modifications (though some are the same as the normal lightsabers).
- Adjusted the attach points on a number of hilts to accomodate the new thick blades.
- Added a sound "font" for the Darksaber, which is unlocked for normal lightsabers once you get the Darksaber itself.
- Added several lightsabers to the Institute SRB
- Courser Blademasters now have a chance to spawn with dark blue, dark red, purple, or indigo lightsabers. They've also been added to the Synth level lists so they have a chance to crop up at higher levels, though they shouldn't be super common.
- Tweaked the textures for the vader ROTJ hilt
- Removed redundant keywords from a couple hilts.
- Prefaced all blades that go into secondary emitters (on lightstaffs like Maul or Rive) with "Secondary" to help set them apart from primary emitter blades.
- Added 4 new blade colors: Lavender, Emerald, Amethyst and Scarlet
- Courser Blademasters are now helmeted for extra spook factor. Also makes them stand out at a glance.
- Lightsabers now properly swing faster while attacking (you move faster too, which is unavoidable with how Fallout 4 handles things.)
- Added the option to have no quillions active on Kylo Ren's lightsaber.
- Leveled the lightsaber onto the Brotherhood of Steel soldiers. It's much rarer in their hands compared to Institute synths and the only instance where you'll find unstable lightsabers in the wild. BoS saber-havers will spawn with red, dark red, scarlet, orange, yellow, or amber lightsabers.
- Added thick blades. These only come in Standard, Short and Long lengths with corresponding unstable variants, and increase the stagger the lightsaber deals.
- Added a new load screen.
- Changed the audio category and output model for all sounds so they're all balanced out and don't stab your ears.
- Fixed the 2h Kanan hilt, which was erronously pointing to the 1h mesh.
- Added a custom impact decal.
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Version 3.1
- Adjusted and compressed the textures for a few hilts.
Shrunk the Toa hilt slightly
Tweaked the positioning of the Luke ANH hilt
Added Qui-Gon's hilt
Enabled the Automatic flag on the lightsaber so it can be more effectively used in VR.
Adjusted the impact effect for the lightsaber when it strikes hard things. It'll now throw off normal sparks rather than the red laser sparks.
Added a few new sounds.
Added Visible Weapons support! Most of the hilts (save one) can now appear on your hip with an appropriate belt clip, provided you're using the Visible Weapons mod. You can of course just wear the apparel hilts without Visible Weapons, but there won't be any dynamic holstering/unholstering of the saber. The apparel hilts can be crafted at a chem station under a new category, Lightsaber Holster. None of the holsters have a material requirement since they're just cosmetic items. The lightsaber in its default state has been set up so it'll work out of the box, but if you're gonna use any other hilt you will need to unlink things and relink it to the appropriate apparel hilt (once you've made it of course).
The lightsaber now starts off with the low-power module set, whether crafted or picked up in Virgil's lab.
Redid leveling of the lightsaber on Synths, now there are dedicated saber-synths and saber-Coursers that have been script-mixed into the synth lists
Reduced the Science requirement for the lightsaber crystals
The precise blades now have an emitter flare. On top of this the McQuarrie blades have had their emitter flares revised.
Added a load screen. - Increased the radius of the lights, so they're more useful in dark environments.
- Adjusted and compressed the textures for a few hilts.
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Version 3.0
- Added 5 new hilts: Bursary, Kylo Ren, AOTC Anakin, Cantra, and Kanan Jarrus
Added a silver material swap for the Inrita hilt
Fixed short unstable blade requiring refined crystals instead of cracked ones to craft.
Made Unstable variants of the precise blades. These require both cracked and compressed crystals to make.
Removed the lightsaber from the Institute Boss Rifle level-list, which is used by Far Harbor for a quest.
Revised the level-list quest and script. Lightsabers can now spawn on Legendary enemies and are also now placed directly on certain Synths (including Coursers) via the level-listing quest.
Added new sounds, including a new Kylo Ren swing "font" and hum. Amended one of the hums to be more equalized as well as loop properly
Revised the unstable blades' visuals to make them a little more movie-like.
Added a Short precise blade
Added Force Awakens style standard length blades.
Maul's hilt and Evasto's hilt now both have a moddable slot for the second blade. These second blades don't have any material requirements, since the idea is what they need is built into the hilt.
Fixed the long unstable blade, which wasn't using the correct mesh, as well as missing improvements to reach on the long precise blades.
- Added 5 new hilts: Bursary, Kylo Ren, AOTC Anakin, Cantra, and Kanan Jarrus
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Version 2.0
- 5 new hilts added! Give your saber a positively retro look with the McQuarrie line of hilts, based on the concept art for A New Hope, as well as the Stormtrooper lightsaber, a white plastic affair with metal fittings that has its own material swap, allowing you to make it black instead of white.
Coursers have been added to the leveling listing, and will tote the black version of the new Stormtrooper hilt or the new Vader McQuarrie hilt.
The Synth level-lists have been purged of all other hilts, leaving them to strictly use the new Stormtrooper hilt, since it fits the Institute's aesthetic a great deal better than the other hilts did.
Added 2 new colors, Blue-White and Dark Red.
New blade type: McQuarrie. This blade style seeks to emulate the needle-like blades shown in McQuarrie's early concept art for A New Hope. It's a bit of a mid-length blade, being shorter than the standard blade but longer than the short blade, and is notably thicker closer to the hilt.
Lights function properly now and are no longer managed by a script, instead they're now configurable on the lightsaber itself as a mod. This means you can mix and match lights with blade colors if you so choose, or make the saber cast no light at all.
The blades have been significantly revised. Now, the blade color has been emancipated from the blade itself and put into its own category, leaving the blades by themselves. This significantly reduces clutter for the blades, as it means you just have to pick a blade type, then apply the color you desire, rather than having to scroll for days to find the one you want. And it also makes added new colors much easier for me.
Small blades no longer stab and swipe. Rather, now you have the Attack Style category, where you can switch between Standard and Quick. This only shows up on 1-handed lightsabers, however.
Added Compressed blades. These are like the newly-added McQuarrie blades, but come in Standard length, as well as Long and Small, lack the brighter glow near the blade's bottom, and come in two flavors: Precise and Compressed. The Compressed style has a pulse of light running up the length of the blade at a regular interval, while the Precisee blade lacks this. Both increase critical damage, but the Compressed one does so by more. Making these require the newly-added Compressed crystals, which are made at a Chem Lab using Refined crystals. - Added a new ignition sound
- 5 new hilts added! Give your saber a positively retro look with the McQuarrie line of hilts, based on the concept art for A New Hope, as well as the Stormtrooper lightsaber, a white plastic affair with metal fittings that has its own material swap, allowing you to make it black instead of white.
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Version 1.5
- Three new hilts have been added: Kyle Katarn's lightsaber and Jerec's from Jedi Knight: Dark Forces 2, and Kyle's hilt from Jedi Outcast.
Added a new hum sound, labeled K
Shifted all lightsaber stuff in the Chem Lab to a new LIGHTSABER category.
Adjusted the material requirements of some recipes
Tinkered with the light application script a bit to hopefully make it a little more consistent.
- Three new hilts have been added: Kyle Katarn's lightsaber and Jerec's from Jedi Knight: Dark Forces 2, and Kyle's hilt from Jedi Outcast.
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Version 1.4.1
- Fixed the missing long unstable green blade, which had been missed during my 1.2 blade overhault.
- Added missing recipes for the power modules, so they can now be properly attached to your saber at a workbench
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Version 1.4
- Added Mace Windu's hilt and Anakin's ROTS hilt.
Maul's lightsaber now can have a second blade! The main blade can be changed as usual, but the second blade is part of the hilt; this means to change the length of the second blade you have to change the hilt, but the color will change on the second blade depending on the color of the first blade. The Evasto hilt style now also can have a second blade, though it's short.
Added power modules. These reduce or raise the damage the saber deals by certain degrees.
Lightsabers are now level-listed! They rarely turn up on enemy Synths, only with standard or long blades in varying blue shades and using either the Pipe, Leia, Anakin ROTS or Maul hilts, and are fitted with one of the new power level modules. Lower-level Synths will have weaker lightsabers, but those at higher levels may well tote sabers that are at full strength or worse.
Fixed the Dark Blue blades. Almost all of them except the plain standard one hadn't been assigned the proper meshes.
Lightsabers blades now extend! A bonus from this is that now the hilts aren't offset by the blades in the inventory view, though it means you can't disco up your house with lit sabers.
It took a lot of finagling, but the lightsabers cast light once again! It may only be on my end, but be advised the lights may not appear in 1st person. I tried my damnedest to correct that, but it could be due to a mod conflict rather than an issue with the game itself.
The lightsaber found in Virgil's Glowing Sea lab is now no longer inert, instead it's fully active.
Various texture tweaks and gave some sabers a different cubemap so they look nicer.
- Added Mace Windu's hilt and Anakin's ROTS hilt.
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Version 1.3.1a
- Removed the IsAttacking condition from the Deflection perk, as it proved to be causing problems.
- Blade mat files have been revised slightly
- Vader ROTJ textures have been re-saved in a more compressed format
- Blade meshes have been revised slightly, removing some unnecessary flags
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Version 1.3.1
- Repacked the BA2 archives to hopefully clear up any crash-causing errors that may have been introduced
- Revised the material files for the blades, darkening some colors to reduce their penchant for screen dimming.
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Version 1.3
- Added Leia's Expanded Universe lightsaber, in honor of Carrie Fisher.
Added Vader's ROTJ lightsaber.
Dropped the requirement for making the functional lightsaber to Science 3
Added a couple features to the Deflection perk, which now allows the lightsaber to deal significant limb damage and ignore a fair chunk of an opponent's armor. It now may allow deflection of projectiles when you're swinging the saber
A new blade color, Dark Blue (which is the more pure blue seen in the prequels) comes in along with an overhaul to the blades themselves. While things are still the same internally, there's now only one master mesh for each blade length and their unstable variant, with the colors now applied via material swaps. Unfortunately, due to these changes, lightsabers no longer shed light. I was unable to find a workable solution for the lights, despite my best efforts. - Found a way to speed up the lightsaber's swing speed. However, since things don't work here as they do in Skyrim, it doesn't actually affect the animation speed, just the delay in which the game receives the input. It'll still be a bit sluggish with 2-handed sabers, a bit faster with 1-handed, and blazingly so when a small blade is fitted.
- Added Leia's Expanded Universe lightsaber, in honor of Carrie Fisher.
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Version 1.2.3
- Added Darth Maul's hilt. Maul's is unique in that not only do you have the option to wield the hilt at a more standard length, but you can wield it 1-handed at its full length, as well as 2-handed. Unfortunately, you can't have a second blade yet. I tried my absolute damnedest to make it work, but the only potential solution I came on would involve making duplicates of ALL the blades and set them to be children to the second emitter's attach point. Until I can figure out a more elegant solution, you'll just have to go without.
The inert hilt now uses a separate version of the Luke hilt, which should finally put to bed any invisible hilt issues.
Revised the crafting recipe for the active hilt. It no longer uses any materials that are shared with the inert hilt, instead requiring just the fiber optics and 1 Refined crystal. This should hopefully address any inability to craft the active saber.
Minor restructuring, resulting from my attempts to get a second blade working on the Maul hilt. The special crystals now no longer use the Magazine slot, but their own slot labeled "Crystal Socket". The Magazine slot will only appear on the double-sided 2-handed Maul hilt, and is occupied by a null blade.
- Added Darth Maul's hilt. Maul's is unique in that not only do you have the option to wield the hilt at a more standard length, but you can wield it 1-handed at its full length, as well as 2-handed. Unfortunately, you can't have a second blade yet. I tried my absolute damnedest to make it work, but the only potential solution I came on would involve making duplicates of ALL the blades and set them to be children to the second emitter's attach point. Until I can figure out a more elegant solution, you'll just have to go without.
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Version 1.2.2
- Fixed the inert hilt missing its mesh.
- Added a new hilt style: Pipe
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Version 1.2.1
- Finally resolved inviso-saber issues by changing the name of the Luke hilt mesh and adjusting the object template. Any inviso-saber issues from hereon out will likely be due to other factors.
- Reduced the circuitry requirement of the active hilt by 1, and set it to require Science 4, with the inert hilt now requiring Science 3.
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Version 1.2
- Removed the WeaponTypePlasma keyword from the lightsaber and replaced it with WeaponRequiresMods, to hopefully fix inviso-saber issues.
Overhauled the instance naming rules. Things still behave the same, but it's more organized behind the scenes.
Revised naming conventions on the blades and hilts for better organization/prettiness
Revised the naming of idles, so they're now referred to as hums.
Removed fiber optics from both the inert hilt's component list and crafting recipe to avoid issues with creating the functional lightsaber.
Added a new blade color: Amber
Adjusted all the blades to reduce the screen darkening that occurs when one is equipped. The glows now look a bit different due to these changes. This hasn't utterly eliminated the dimming, I don't think I can do that without completely killing the look of the blades, but it's been reduced to a tolerable degree IMO.
Increased the radius of the saber lights a bit to make them a more practical lightsource.
- Removed the WeaponTypePlasma keyword from the lightsaber and replaced it with WeaponRequiresMods, to hopefully fix inviso-saber issues.
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Version 1.1
- Added the ability to deflect most projectiles when blocking. Bullets and other ballistic projectiles can't be deflected, but if you time things right you'll take little to no damage due to the bullet melting on the blade.
Fixed two of the Sith shutoff sound mods, which were erroneously set to be equip sounds.
Added a new hilt style: Ametha
Adjusted the electrical mod to do more damage against robots and other mechanical opponents. It also significantly boosts the energy damage now.
Legendary mods can now be attached to the lightsaber, if using a mod that allows it.
Tweaked the object template for the lightsaber, in hopes that it may resolve inviso-saber issues. This might affect sabers that are otherwise fine, so if your saber was ok prior to 1.1, try finagling it at a weapon workbench or, failing that, craft out/console in a new one.
- Added the ability to deflect most projectiles when blocking. Bullets and other ballistic projectiles can't be deflected, but if you time things right you'll take little to no damage due to the bullet melting on the blade.
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- Donations
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Straight donations accepted
STAR WARS
The Lightsaber
"This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster. An elegant weapon, for a more civilized age..."
===========
Description
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This mod brings the iconic weapon of the Star Wars franchise to the Commonwealth. Ladies and gentlemen, the lightsaber!
*Confetti, noisemakers, applause, cat shrieking*
Ahem, right. Anyway, as said before, this mod brings the lightsaber into Fallout 4. Now, I know what you're gonna say: "But DMagnuuss, there's ALREADY a lightsaber mod!" Yes, there is, and that's cool, but for me it doesn't hit the right notes, as far as visuals and moddability. Because what I wanted out of a lightsaber mod didn't exist, I went above and beyond to make that happen, and now after 2 months of work, here we are. The mod comes replete with custom meshes, sounds, textures, and even impact effects!
So, here's the skinny: To even start faffing about with the weapon, you need to get your mitts on the hilt. You can either craft it at a Chem station, under the LIGHTSABER category, which requires Science 1 to do so, or venture to Virgil's Lab in the Glowing Sea to get the one he has. Lightsabers are also leveled on Synths and Synth Coursers, as well as Brotherhood of Steel mooks, however they're a bit uncommon. A unique version of the lightsaber, the Darksaber, also exists (as of 3.2) and can be found in Sentinel Site Prescott (named just Sentinel Site on the map), located in the Glowing Sea. The Darksaber has its own set of customization options, mostly the same as the standard lightsaber, but the sounds and blade length can't be changed.
Once you've got a working one, you can mod that sucker at a weapon workbench. The lightsaber is extensively customizable, with a choice of not three, not four, but over 20 blade colors!
The colors you can pick from are:
Red
Dark Red
Scarlet
Blue
Blue-White
Dark Blue
Green
Emerald
Cyan
Sky Blue
Orange
Purple
Amethyst
Indigo
Magenta
Pink
Lavender
Yellow
Yellow-Green
White
Amber
Rainbow
Azure
Cerulean
Teal
Turquoise
Viridian
Gold
Crimson
Plum
On top of color, you can also pick your blade's length, with 4 to pick from: standard length, long, short or small, with small provided the shortest reach. It's also great for slicing bread. As of version 2.0, you can also make your blade Precise or Compressed, which will make the blade much slimmer and increase the saber's critical strike damage. With a 1-handed hilt, you're also able to change the way you attack, so you can either lay heavy cuts on your foes or make it so you'll thrust and swipe at whatever doofus decided to pick on the dude armed with an energy sword. Ah, but, this isn't all. On TOP of both color and blade length, you can opt to make your blade Unstable. Unstable blades come in all the colors and lengths, and do additional energy damage due to not being as restrained. There's a visual difference, as the unstable blade will have a rippling glow to it. You can also use the Black blades to give your saber a black core, or plug in a Thick blade to make the saber better able to stagger opponents. You can also make the blade shed light in whatever color you wish as well, whether or not it actually matches the blade's color.
The customization doesn't end here, no sir! You also have over 30 hilts to choose from, with more being added each update!

(Click for a nice up-close look. Be advised, the picture does not reflect how the hilts will look in-game.)
This is just a small sampling of what's available (look in the Screenshots tab for previews of others). The three on the left are my own designs, while the four on the right all hail from the Original Trilogy. The hilts come in 1 and 2-handed varieties, so you can opt to give fools a nice 2-handed whack with your new toy or buzzsaw them 1-handed. This also leads into the next bit of customization, the sounds!
On top of everything else I've mentioned, you can also change how the lightsaber sounds. The hum, ignition, retraction and swinging sounds can all be changed to suit your needs. Some hilts will change the sounds, but they won't prevent you from changing them around if you'd rather it sound different. What can't be changed are the impact sounds, since those are tied to the impact effects, however said sounds will vary depending on if you're hitting a wall/armor, or whacking the saber into a Raider's chest.
Now, all this is great and all, but "how do I make all this?" you ask? Good question, Billy! Blades of all stripes require crystals in order to craft; Normal blades require Refined crystals, while Unstable blades require Cracked crystals, and the Precise/Compressed blades require Compressed crystals, which need Refined crystals to make. All of these can be made at a chem station, under the LIGHTSABER category. How many crystals you'll need depends on the blade: Small blades require only one, Short blades require 2, standard blades require 3, and long blades require 4. Changing the sounds require nothing.
Oh yeah, one last thing. You've done all the above, but you noticed the Crystal Socket section on the lightsaber. The trunk is that, you say? Well my friend, that's the cherry on top of the customization sundae. There are three special crystals you can make and fit into the lightsaber (all three are doable at the Chem Station). These crystals, Cryogen, Radioactive and Electrical, will make the lightsaber deal cryo, radioactive or electrical damage on top of its normal damage, and affect opponents accordingly. Nothing really changes visually, but the naming will and so will its effect on enemies.
As of Version 3.1, Visible Weapons support has been added! Most hilts now have apparel versions that can be crafted at a Chem Station under the Lightsaber Holster category, as well as empty holster models for D-ringed lightsabers and the prequel-style Covertec clip. For full functionality, you need to have Visible Weapons installed. Once you have an apparel hilt made you can link it to your lightsaber using the Visible Weapons Config item in your inventory. There are some limitations, though: As Visible Weapons looks at the base ID of a weapon, you can't have multiple lightsabers linked to different holsters. Linking a crafted lightsaber to a holster means any other crafted lightsabers will use that holster, and the same goes for lightsabers retrieved from Synths. Also, you have to manually re-link your lightsaber to a holster, as there isn't any sort of dynamic reassignment function in this mod or in Visible Weapons itself that changes the holster to match the hilt you've selected. If all that sounds like a headache for you, not to worry; the lightsaber is set up to be compatible with Classic Holstered Weapons, which I'd personally recommend over Visible Weapons as it doesn't suffer from the aforementioned limitations in Visible Weapons, but you can use whatever you like.
Ok, I think that covers it. So go out, find or make yourself a lightsaber and have fun!
!!NOTICE!!
How the lightsaber's glow looks is entirely dependent on how bloom is handled in your game, and varies depending on the environment and time of day. It's passable with the vanilla bloom, though some colors will look more like butts than others, and if bloom is turned off, then you'll just have white sticks. Ideally the glow would look as it do in most of my screenshots, hence I recommend an ENB of some sort to make the bloom less butts so you can has nice, more realistic-looking glows. ENBs that add other lighting effects to bloom (like anamorphic flares, etc) might interfere/look icky, so give it a go, see how it looks with your preset and make adjustments if necessary. I personally use a rather barebones ENB fitted with Natural Bloom.
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F.A.Q
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Can be found here. This covers a lot of simple, common problems, so be sure to read it in full before posting questions or bug reports.
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Future Plans
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- Custom animations. Unlike the custom animations addon mod by wer123456, the planned animations will take after Jedi Outcast's stance system, meaning you'll have three "forms" to choose from, as well as a separate form for lightstaffs. The three "forms" will be equivalent to the Fast, Medium and Slow styles from JO; Fast will allow you to make quick swipes and cuts, infinitely chainable and may also invoke the deflection perk, making it ideal for deflecting shots in combat. Slow will focus on brute force; swings are slow and telegraphed, but hit like a bus if they connect. Medium will strike a balance between the two; swings will be of moderate speed and power, with the ability to chain attacks like the Fast style. No fancy acrobatics or flourishes will be implemented. There may also be two more styles, Quick and Heavy, which if implemented would be intermediaries between Fast and Medium (for Quick) and Medium and Slow (for Heavy). Heavy, at the very least, would marry the chainability of Medium with the speed and power of Slow.
- Saber trails/fanning.
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Installation
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Drop that sucker into your Data folder, or download with NMM/Vortex, then activate via NMM/Mod Organizer or the ingame mod menu. If using Vortex, make sure that once the mod is enabled that it's been deployed.
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Uninstallation
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Deactivate the mod from the in-game mods menu, or via NMM/Mod Organizer/Vortex/Wrye Bash. Delete the .esp and BA2 files if you want to completely wipe the mod.
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Known Issues
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Known Issues
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•Putting the weapon away in 3rd person causes the ignition sound to play instead of the shutoff. This unfortunately is an issue with the vanilla game, so there's not much I can do to resolve it. The problem lies either with the 3rd person unequip animations, or with the game's sound engine. In the former case this bug could be resolved by modifying the animations, but if it's in the game's engine[/color], that would make it nigh-impossible to fix.
•Wielding the lightsaber 2-handed results in you holding it like a baseball bat when idle, meaning your player (or NPCs) will rest the blade in their hand. Or not, if using the small blade. There's really nothing for 2-handed swords in the vanilla game, that I know of, so this is another issue that boils down to vanilla guff and can only be fixed with custom animations
•The lights have some quirks. A saber with a light attached will always be lit when the saber's dropped, or if it's in the mitts of a follower. But, I added a Null light so you can use this if your follower being lit like a Christmas tree bugs you, and you don't mind a lack of light.
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LET IT BE KNOWN THIS MOD SHALL NOT BE COPIED AND PASTED ELSEWHERE WITHOUT PERMISSION OF THE AUTHOR (ME). DOING SO WITHOUT PERMISSION MAY RESULT IN FREQUENT RASHES, HEAD COLDS, ANTIDAEPHOBIA, WEIGHT GAIN, DEMONIC HARD DRIVE POSSESSION, BAD GAS, AND A SUDDEN LOVE FOR JUSTIN BIEBER. IF YOU ALREADY ARE A FAN OF JUSTIN BIEBER, YOUR CDS WILL TURN INTO JAR JAR BINKS AND MP3S WILL PLAY NOTHING BUT PREQUEL ANAKIN QUOTES.