No, not until there are tools available to edit the particle records. Sounds like not even the first release for xEdit is not going to be able to. May have to wait for the CK.
In your searching, did you happen to find anything on the weapon accuracy values? I want to tweak the lasers and particle beams and I'd like to know if that's possible and how to do it safely.
Yes it's possible, not as easy as what I did, but is possible.
First you need xedit from the xedit discord Opening the starfield esm go to the weapons find, for instance, equinox. find aim model and control-click that entry this will take you to the aim model for it.
Then note down the edid and get a hex editor I use HxD.
Using that search for the edid and you have the data after the ANAM record See Image - The selected portion is the data. See image - The xedit record
Using a float to hex converter (tick box for big-endian) take the value in xedit such as 1.65 for cone of fire - min angle and converted to hex is 0x3333d33f. look at the hexidecimal values in the left of the hex window you can see the values 33 33 d3 3f and directly after that is 33 33 bb 40 which translate to 5.85 which is cone of fire - max angle and the rest of the values follow on from there and you can tweak the values from there. So say you wanted to change the cone of fire - max angle you'd pick a value say 1.8 you'd convert that to hex 66 66 e6 3f and replace the values 33 33 bb 40 with 66 66 e6 3f. And your done. Save and test in xedit if the record loads in xedit without any errors in the message your probably good so try it in game.
It goes without saying, this is risky if you overwrite the wrong values you could corrupt the record. Plus there is nothing to validate what you put in so if you put in anything other than numbers you could crash the game. So theres the risks and its up to you.
Thank you so much for laying it all out for me though! I did find the aim model records before your reply, so that's good. But the tricky part is definitely the ESM. I don't mind restarting saves if I have to, and I'll back up the ESM. This is going to be a personal mod unless I can confirm stability.
Luckily for me, there is Equinox_modelA or something referencing the display in the gun store and it still has an aim model. The values are very low, much more in line with the mining beam. I'm going to find that bit of the ESM and see if I can copy the values to the regular Equinox. If it works, then that irritating spray pattern will be gone!
Brilliant solution, BTW. And I think this is the first time I've seen a mod flagged as suspicious. Kind of a joke when there are all manner of DLL loaders, script extenders, etc. for Bethsoft games and this is a MOD site after all, lol
Anyways, thank you for the effort, I was delighted to see someone had actually tackled the tracers this early. As a gun guy, tracers in video games drive me crazy
Could you possibly elaborate a wee bit more on how this was done? Mostly curious what programs you used to do this. I've been trying to kill the shitty dialogue camera state for a while now and would love to use a hex editor just to do some messy edits for personal testing so I can identify what exactly I would need to disable and how before trying to achieve the same effect with an SFSE plugin. :)
Basically I looked at the weapons with the early version of xedit (its read only at the moment) on the xedit discord.
Using that I then identified which projectiles each weapon used.
With the hex editor hxd (https://mh-nexus.de/en/hxd/) I searched for the editor IDs and then I compared the actual records in xedit to the text in the hex editor until I figured out which character was the tracer frequency and changed it to zero.
I then reloaded xedit to check it had changed and then in game to see if it had an effect.
I then repeated each projectile until I was done. Somewhere along the way I realized that the location was exactly 52 hexidecimal characters away from the beginning of the PROD string so I was then able to create the script using Chat-GPT to get me started.
No, unfortunatly they are particle effects. Which are all new to starfield and therefore has not been decoded yet. We would need a working xedit for that.
EXE - Effect Textures Enhanced edits many particle effects in the game. Perhaps laser effects can be changed as well using the method the mod author used.
That mod replaces textures not particles. Particles seem to have two components: records in the esm and .psfx files. Neither of which have any reliable methods for reading them, never mind editing.
Great idea, you aren't alone, I hate them too, especially how silly it looks in slo-mo, when the tracer flies after the bullet has already done the dmg (sniper).
But alas, atm being 162h into the game the risk is too great :(
You just described my problem with the vanilla game.
Most FPS games either don't use tracers or use them differently(faster flash instead of this slow volley arc....and/or they have bullet travel time/drop and it syncs better)
This game, however, is extremely annoying. Instant hit, no drop, but visuals that lag WAY behind.
I'm seeing a lot of little things in this game like that, something done in a very random or illogical way. I tried to reskin the cigarettes because I'd seen others here on Nexus, and boy is that box laid out all f'd up(on top of being an atypical size). It's no wonder most of the skins I've seen only do 1 of the two boxes.
With the guns shooting, it's like Dev's who have never played an FPS before and/or two different people worked on the different aspects and just jammed them together.
I'm not going to try this mod though. I'm going to wait for better tools and modders to really break things open. I'm sure this works but eh...I know how most other mods are done conceptually, so I have no hesitation with them. I'm not as familiar with what OP did here.
30 comments
First you need xedit from the xedit discord
Opening the starfield esm go to the weapons find, for instance, equinox. find aim model and control-click that entry this will take you to the aim model for it.
Then note down the edid and get a hex editor I use HxD.
Using that search for the edid and you have the data after the ANAM record
See Image - The selected portion is the data.
See image - The xedit record
Using a float to hex converter (tick box for big-endian) take the value in xedit such as 1.65 for cone of fire - min angle and converted to hex is 0x3333d33f. look at the hexidecimal values in the left of the hex window you can see the values 33 33 d3 3f and directly after that is 33 33 bb 40 which translate to 5.85 which is cone of fire - max angle and the rest of the values follow on from there and you can tweak the values from there. So say you wanted to change the cone of fire - max angle you'd pick a value say 1.8 you'd convert that to hex 66 66 e6 3f and replace the values 33 33 bb 40 with 66 66 e6 3f. And your done. Save and test in xedit if the record loads in xedit without any errors in the message your probably good so try it in game.
It goes without saying, this is risky if you overwrite the wrong values you could corrupt the record. Plus there is nothing to validate what you put in so if you put in anything other than numbers you could crash the game. So theres the risks and its up to you.
Luckily for me, there is Equinox_modelA or something referencing the display in the gun store and it still has an aim model. The values are very low, much more in line with the mining beam. I'm going to find that bit of the ESM and see if I can copy the values to the regular Equinox. If it works, then that irritating spray pattern will be gone!
Can you check in with a moderator and see if you can get your mod unblocked?
Anyways, thank you for the effort, I was delighted to see someone had actually tackled the tracers this early. As a gun guy, tracers in video games drive me crazy
Using that I then identified which projectiles each weapon used.
With the hex editor hxd (https://mh-nexus.de/en/hxd/) I searched for the editor IDs and then I compared the actual records in xedit to the text in the hex editor until I figured out which character was the tracer frequency and changed it to zero.
I then reloaded xedit to check it had changed and then in game to see if it had an effect.
I then repeated each projectile until I was done. Somewhere along the way I realized that the location was exactly 52 hexidecimal characters away from the beginning of the PROD string so I was then able to create the script using Chat-GPT to get me started.
Yes, I also hate the ballistics in this game,it looks very disorganized!
But alas, atm being 162h into the game the risk is too great :(
Most FPS games either don't use tracers or use them differently(faster flash instead of this slow volley arc....and/or they have bullet travel time/drop and it syncs better)
This game, however, is extremely annoying. Instant hit, no drop, but visuals that lag WAY behind.
I'm seeing a lot of little things in this game like that, something done in a very random or illogical way. I tried to reskin the cigarettes because I'd seen others here on Nexus, and boy is that box laid out all f'd up(on top of being an atypical size). It's no wonder most of the skins I've seen only do 1 of the two boxes.
With the guns shooting, it's like Dev's who have never played an FPS before and/or two different people worked on the different aspects and just jammed them together.
I'm not going to try this mod though. I'm going to wait for better tools and modders to really break things open. I'm sure this works but eh...I know how most other mods are done conceptually, so I have no hesitation with them. I'm not as familiar with what OP did here.