Can you create an alternative version that massively increases the missiles' reload speed? This would give it real massive firepower, with no balancing. Thank you, really appreciate this mod.
If the missile launcher of the corresponding mod is not displayed in the weapon upgrade, try the following instructions:
1. In the 1 2 3 weapon category, before changing weapons, remove only 1 weapon from the ship and the rest, and then check if the missile launcher appears in the upgrade item again.
2. If you are using the "Ship Builder Configurator" mod,
uninstall the ("Ship Builder Categories" mod and
"Ship Builder Categories Compability Patch") mod, and then
check again in the weapon upgrade.
In my case, I tried "1" and failed, so I tried "2",
and the missile launcher appeared normally in the upgrade.
Now I'm slaughtering pirates in space with the missile launcher!
1. In the 1 2 3 weapon category, before changing weapons, remove all but one weapon from the ship, and minimize the reduction in power and mobility, and then check if the missile launcher appears in the upgrade item again.
Are you able to make one barrage equal to one single shot of a regular missile? It just takes a long time to recharge if you are only using missiles in one slot like myself. Less damage and faster reload time would be awesome. Thanks again for the fantastic mod!
Absolutely love this mod - thankyou! Was wondering how hard it would be for me to: a) reduce power pip usage of each launcher B) add more missiles per launcher C) reduce each individual missile's damage (for balance)
Aim being to fire LOTS of missiles with each activation!
I think so, there should be some prototype/blueprint for NPC generation. Though this might not be the case, I would check if I have CK installed but it's a good idea.
I installed this along with the patch since I use SBC but none of the new launchers appear in the weapons list. So what went wrong here? Is it load order?
EDIT: Nevermind the above. Doesn't seem to work for me even after exiting and restarting the game. Uninstalling. Thanks for the mod though.
I'm sorry to hear that, have you tried the patch? If there is another ship weapon mod vendor order values might be conflicting (all weapons have a unique order value).
Does the missiles curve towards target, if so can we ask for modules similar to VLS or Vertical Launch systems? that fit inline with modules. also if they do this then side launch as well. as for how im assuming that we make a module for a catwalk module at different lengths and then have the modules attach to points facing outward in the direction they will fire dunno, this would all rely on the missiles actually curving towards the enemies rather then spawn and fire off like FAF weapons. id like to make a ship similar to the Stargate vessel like the Daedalus or the Caldari vessel Corax (just with VLS instead of turrets) or other indirect launch systems, if its possible id like to request the suggestion and inquire on if it could be done with your mod?
Hi, I pushed some buttons in CK to see if your idea is possible. In a nutshell unfortunately not with CK maybe with SFSE? I'm not sure. The reason is every projectile (missiles, bullets, etc.) behavior is engine level, this means you can change some values like speed and spread but not rotation, every projectile goes forward. This might not be 100% correct, but adding new behaviors is not trivial even if possible.
Edit: An idea might be scripting the weapon or the projectile to rotate after spawn, maybe that would work. I don't know honestly.
It might be possible with the CK alone...In regards to this, I have not taken the time myself to fiddle with the Starfield CK yet but it *might* be possible if the missile projectiles themselves are able to be acted upon by other sources.
I fiddled with something similar in FO4's CK when I was working on a top attack Javelin mod. To put it in the simplest of terms...the projectile that you see, this being the missile/rocket, had to actually be two separate projectiles and have several simultaneous triggers prior to achieve the desired effect. In sequence, the weapon is fired, launches projectile A at a slow speed with short detonation timer, projectile A detonates, spawning projectile B at a set direction (Very similar to how vanilla Fatman would spawn MIRV rounds), followed by a tiny explosion effect (In my case, below projectile B). The explosion effect pushes projectile B up, while its targeting effect (At this point, besides audio and mesh/texture, Projectile B is a standard lock-on missile from vanilla FO4) guides the missile back to its target, arcing down to strike. In this instance, both projectile A and B physically have the appearance of the same missile, but projectile A ceases to exist after it detonates and creates projectile B. This is all done in extremely fast timing using the vanilla game's forms for triggers, timing, projectiles, and effects.
In case you're a visual person, might help you get the idea...https://www.youtube.com/watch?v=f83k3klyeqM
Great mod but I noticed that the launchers are inconsistent with each variation. Some have more ammo some have different amounts of rockets that burst out. Any reason why?
Burst weapons are the only weapons this mod adds, and they are a little inconsistent because vanilla weapons are inconsistent, I tried to match DPS and total reload time.
Hi, I'm sorry to hear that. Are you sure you don't have a mod that changes Missile Launchers or have you installed Ship Builder Categories and have this load order Ship Builder Categories > Main File > Patch?
47 comments
try the following instructions:
1. In the 1 2 3 weapon category, before changing weapons, remove only 1 weapon from the ship and the rest, and then check if the missile launcher appears in the upgrade item again.
2. If you are using the "Ship Builder Configurator" mod,
uninstall the ("Ship Builder Categories" mod and
"Ship Builder Categories Compability Patch") mod, and then
check again in the weapon upgrade.
In my case, I tried "1" and failed, so I tried "2",
and the missile launcher appeared normally in the upgrade.
Now I'm slaughtering pirates in space with the missile launcher!
1. In the 1 2 3 weapon category, before changing weapons,
remove all but one weapon from the ship,
and minimize the reduction in power and mobility, and then check if the missile launcher appears in the upgrade item again.
Thanks again for the fantastic mod!
a) reduce power pip usage of each launcher
B) add more missiles per launcher
C) reduce each individual missile's damage (for balance)
Aim being to fire LOTS of missiles with each activation!
EDIT: Nevermind the above. Doesn't seem to work for me even after exiting and restarting the game. Uninstalling. Thanks for the mod though.
Edit: An idea might be scripting the weapon or the projectile to rotate after spawn, maybe that would work. I don't know honestly.
I fiddled with something similar in FO4's CK when I was working on a top attack Javelin mod. To put it in the simplest of terms...the projectile that you see, this being the missile/rocket, had to actually be two separate projectiles and have several simultaneous triggers prior to achieve the desired effect. In sequence, the weapon is fired, launches projectile A at a slow speed with short detonation timer, projectile A detonates, spawning projectile B at a set direction (Very similar to how vanilla Fatman would spawn MIRV rounds), followed by a tiny explosion effect (In my case, below projectile B). The explosion effect pushes projectile B up, while its targeting effect (At this point, besides audio and mesh/texture, Projectile B is a standard lock-on missile from vanilla FO4) guides the missile back to its target, arcing down to strike. In this instance, both projectile A and B physically have the appearance of the same missile, but projectile A ceases to exist after it detonates and creates projectile B. This is all done in extremely fast timing using the vanilla game's forms for triggers, timing, projectiles, and effects.
In case you're a visual person, might help you get the idea...https://www.youtube.com/watch?v=f83k3klyeqM