Starfield

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TheOGTennessee

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TheOGTennessee

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  1. TheOGTennessee
    TheOGTennessee
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    v2 is here, and I have taken your feedback into consideration, and I have to announce I found something amazing recently. It turns out that Bethesda planned on adding something like 'gunpowder' to the game, as I found an unused manufacture good called Vac Grade Explosive (which I can only imagine is a gunpowder you can use in the vacuum of space). My mind was blown. I also found Veryl Explosives and it just took giving them both crafting recipes and to show up in the leveled lists for the dream to become reality. Below are all of the changes in v2:

    • Added Vac Grade and Veryl Explosives back into the game. (Vac Grade still use tetraflourides as one of the components to make them.)
    • Replaced the tetraflourides crafting component with either vac grade or veryl explosives in all recipes.
    • Magnetic Induction rounds now use magnets as a component instead of explosives.
    • Removed the rank 4 requirement from 7.5mm whitehot rounds, and the rank 3 requirement from 15x25 CL shells.
    • Added a number of previously uncraftable chems which rely on the Chemistry skill to unlock.

    For all of the new crafting recipes, either take a look at the screenshots I uploaded for reference, or just grab the mod and look in game. It should be relatively straight forward. Gunpowder farming may be a little harder, but you get 5 vac grade explosives for 3 components now. It should be less expensive overall than the tetraflourides were.
    1. TheOGTennessee
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      Also, check out the optional file Craftable Nades if you enjoy the Nades mod and want them craftable in the same way the vanilla grenades are crafted.
    2. TheOGTennessee
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      FOMOD now includes MO2 options.
  2. TheOGTennessee
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    Small update with version 2.1, I adjusted the Vac Grade Explosives recipe so it uses 2 Alkanes and 1 Tetraflouride (removing the third ingredient to simplify it).

    More importantly though, I have a vortex fomod now where you can choose to forgo the perk requirements, or forgo the vac grade and veryl explosives (it will use tetraflourides again), or both! You choose.
    1. TheOGTennessee
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      v2.2 Update is also pretty small. I integrated all of the changes and fixes present in the Community Patch (which are similar to the ones in Skill Fixes), to the perk entries included with the mod. This was highly requested, and for good reason.

      I also changed the MI Array recipe to use Zero Wire now, instead of magnets. I really don't know what this ammunition would be made of in reality, but it did make more sense to use coiled wire than a magnet, since the magnetism should be coming from an electromagnet, not a normal magnet.
  3. jameskirk1701e
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    Im gonna guess its user error but i cannot for the life of me get this mod to work. ive tried manually installing the mod and going through mo2 it just wont work.
    1. TheOGTennessee
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      Is mine your only mod? Getting mods working for the first time can be tricky since Starfield doesn't yet officially support it. Once you do though, it usually goes smoothly. I personally use Vortex for mine. I don't personally know the steps in MO2.
  4. Blackieees
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    Would it be possible to add the ammo aspect to the fabrication or fabricators for automated manufacturing?
    1. TheOGTennessee
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      I did attempt it. There's some stuff that makes it near impossible to do right now with the way those things work. With the CK it should be possible. Although someone may have figured it out by now... I certainly never did. If you know another mod that figured those things out, point me to them so I can see what they did. I could never figure out how they linked up and knew what to manufacture.
  5. Blackieees
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    Thank you for this mod, I did replace CAAU with this mod, I welcome the challenge and immersive of this mod, One thing.... I did make some changes to some of the perks that required ballistics over level 1, I'm OK with level 1 but anything over that I feel is an overkill even with very hard mode, I moved those perks over to Weapon Engineering 2 and 3 depending on the ammo, all the rest I left as it were.   
    1. TheOGTennessee
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      Hey, no worries. Everyone has their own preferences. I am glad you're enjoying it!
  6. ojSkyeraven
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    HI senterpat made awesome new mod that i think this one would benefit from.
    https://www.nexusmods.com/starfield/mods/8024?tab=description
    1. TheOGTennessee
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      I can look into it. Sorry I've been out for a while. Real life and being sick and stuff. This intrigues me though.
  7. SoulDragonWithFlow
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    Love the mod. Great work, man. Certainly makes the perks a lot more attractive. Shame BSD couldn't think of this seemingly simple idea.
  8. Seigncor
    Seigncor
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    Not sure what could cause it. I see no conflict in xEdit. But I do not receive crafted 3kv or 1.5kv LZR cartridges. The resources are being used, but no item is being received.
    This mod's medpack (there is a second recipe for that item already), does work. So the mod itself works. I have laser perk on level 3.

    E: The items do not get stored into my inventory but are lying on the floor for me to pick them up. Odd.
    E2: Oh well, it seemed to be happening only in an industrial workbench in a generic POI, and also for other mods' items.

    tldr: nevermind ;-)
  9. Tschudy
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    Installed the simple version using Vortex and followed the instructions for the custom .ini.  Mod does not function.
    1. TheOGTennessee
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      I suggest just going with the Plugins.txt enabler. If you still want to use the custom ini setup with the sTestFile entries, that is on you. I do not recommend it though.
  10. fardriel
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    Anybody know off-hand how this mod interacts with Skill Fixes? They look like they edit some of the same entries, but I'm not sure how Starfield would handle it.
    1. Argonil
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      I'm the author of Skill Fixes. The only real problem is that this mod doesn't include the crit chance fix on the Particle Weapons skill. TheOGTennessee should copy the fix from Skill Fixes and add it to the record in this mod. Then you'd just have to load this mod after Skill Fixes.
    2. TheOGTennessee
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      I am unfamiliar with the mod myself. What crit chance fix? I can include it for an update, sure. Until then though, make sure that Skill Fixes is lower in your Plugins.txt than my mod is. That will make sure that the changes it makes are loaded after the ones I make. Since mine are just to the description, you should prioritize actual mechanics changes over mine.
    3. Argonil
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      The bug is that Particle Weapons (Rank 4) multiplies your crit chance by 1.05 instead of adding 5% flat crit chance, making it pretty useless. You can just download Skill Fixes in the link above and carry the fix forward in SF1Edit.
    4. TheOGTennessee
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      So these are more tweaks to make them less crappy than bug fixing. I will have to think on that. I suggest for now, just load Skill Fixes after my mod.
    5. Argonil
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      Several other perks that add crit chance and use the same phrasing use flat crit chance, so it's probably a straight up bug. The base crit chance is around 5%, so a 1.05 multiplier would put it at 5.25%. I don't think +0.25% crit chance is the intended effect, the developer probably added it as a multiplier out of habit since most perk entries are multipliers. It's definitely not what people expect from the perk.
    6. TheOGTennessee
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      Then you are probably right on that one. I have heard the particle weapons have a few oddities to them as well. Alright, I think I'll probably include it then.
    7. Fuzzelicious
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      Did this end up being included? Worth noting that you'd be forwarding a change from the community patch.
    8. TheOGTennessee
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      It did not. I admittedly forgot all about this when I made the last update. -_-

      I just went ahead and put it into my private file. I have to release an update with a new MI recipe here soon, so this will get included next time now. Sorry about that.
    9. TheOGTennessee
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      It has been done finally.
    10. TenPenny
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      Great! So both this & Skill Fixes work well together? Is there any particular load order or will any order work?
    11. TheOGTennessee
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      Mine needs to be loaded after Skill Fixes.
  11. ojSkyeraven
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    Hey there gotta say loving your mod have been using it for a while now. my only question is where or how do i manufacture Veryl Explosives? im rank 3 in special project and recipe isn't showing up is it a rank 4 recipe? i can't find any info on it 
    1. TheOGTennessee
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      It is Rank 4, yes. It is considered a Tier 3 manufactured good.
  12. Somnolentone
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    A small nitpick - magnetic induction rounds wouldn't use magnets at all. Currently the weapons induce a magnetic field using coiled wire to accelerate the ferrous projectile. If you feel the need to increase the cost of the ammunition for balance reasons, It'd be more accurate to use those wire spools that are sitting around everywhere than magnets, or zero wire, even though the coiled wire is in the barrel of the weapon, not the ammunition :)
    1. TheOGTennessee
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      That's valid. I was trying to figure it out because I wasn't using any gunpowder in them obviously. I will take your advice I think. Or if there's something more elegant. Though all of the MI rounds are also array. I have no idea how "array" works. lol
    2. TheOGTennessee
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      Updated with the latest version now.