This mod edits weapons directly. This mod WILL conflict with other mods that edit weapons. This mod WILL need a patch for any other weapon mod if you want these features in it.
I have NOT patched my other mods yet. I will today some time after work. Enjoy your god guns.
EDIT 11/16/23: This previous statement is bullshit. I have now patched all of my own weapon mods to work together. I did not include the Dividing Agrome cause... its a death laser already, I am not uploading another f*#@ing patch omg. In the optional downloads you can find patches based on the mod name: Any Mod Any Weapon = AMAW or AMAW_vTZv vTZv Weapon Balance Pass = WBP Craftable Legendary Weapons = CLW
If you see a file like CLW-WBP, this means that the file will patch Craftable Legendary Weapons and Weapon Balance Pass with this mod. If you use those 2 mods and want this mod too, download that, for example. If you use all of my weapon mods, download the Ultimate patch.
Love the mod but noticed something that I have been trying to ignore for the past 10 hours but can't anymore...
Using this mod causes the ammo counter on weapons to glitch out. While I normally ignore the ammo counter on most weapons, I enjoy using it on weapons like the Beowulf, Grendel, and Razorback. So I genuinely hope someone can help me figure this out or the mod author can help out. :/
I assume it has something to do with scripting, but seeing as I'm not familiar with creating mods or messing with that kind of thing, I could absolutely be wrong.
Everyone else has noticed this, it's a sideaffect of early mod tools. We can't edit the data that calculates the ammo counters so we have to remove it in order to modify the weapons. I literally had to hex edit the guns into this mod. It just is what it is until that happens which should be some timethis month.
Ahhhh. That makes sense, then! Huge thanks for weighing in on the issue! :D
I look forward to future updates for the mod. I also went ahead and endorsed it for you, seeing as I dont have any other issues with your mod and this one is just a very minor, if ignorable one. :)
The mod isn't working for me. I have the mod installed and enabled in plugins, but the I don't get a quality mod option in the weapon mod table. I only have this mod installed an none of your other ones.
Has anyone run into an issue with va'ruun infiltrator (rifles)? When they are not legendary I can apply the weapon tier kits to them, but the legendary ones I created can't take the upgrade kits. Just wondering if I'm doing it in the wrong order or if this is a known issue with that weapon type. Thank you!
It appears naturally found weapons are able to be take upgrade kits
Newly created legendary weapons are missing the line item to allow upgrades
non-legendary weapons upgraded to any level do not retain the level post upgrade to legendary
I use vortext. Mod rules created for this one were before Integrated Legendary Slots, Every weapon spawns as Quality 1 & vTZv Core v1. I suspect this is the issue. I'm happy to test any mod orders you recommend.
In the mean time I'll read the posts on your other mods for the correct load order.
The quality at tier 1 is intentional to fix the damage scaling bug, you can just upgrade the quality for a handful of credits, if I did not make them all spawn at quality 1, the damage from quality 1, 2, 3, and 4 stack together making the damage scale at an unprecedented amount. You do not keep the quality when you upgrade to legendary, I have no way of doing this currently. It is an entirely different weapon, hence the ^. I might have left out something in the legendary weapons to allow quality upgrades, will look into shortly.
Download the file where it says manual download, drag and drop _vTZvCore.esm ,vTZvUltimateWeaponOverhaul.esm, and the "Scripts" folder into your "data" folder located in your starfield directory, for steam is is usually at C:\Program Files (x86)\Steam\steamapps\common\Starfield,
So it would be dragging and dropping the 3 files into C:\Program Files (x86)\Steam\steamapps\common\Starfield\data. Then either using plugins.txt or testfile method to activate, just get a mod manager its much simpler.
Hey man, would be cool if you added a crafting recipe for the legendary cores so we can actually "craft" the weapon tiers rather than spawn them in console. Cheers.
It WILL conflict with mods that edit weapons, every weapon was touched by this mod, but yes I used vanilla qualities up to 4, if you go above that then remove the mod, I'm not sure what will happen but I'd think it'd revert to quality 1... I'd think.
Downloaded installed and deployed through Vortex so how do I actually craft the weapons? I noticed it said that the industrial workbench is where I can make the items needed but they're not showing up. I'm LV32 and have close to a million credits so it's not a lack of money. Do I need a certain skill level in weapon mods to do it? I just barely unlocked it.
Craft legendary cores, use the cores to make upgrade credits. They should be at the top of the industrial bench menu. You upgrade the quality at a weapon bench like normal. Check the pictures.
I checked and it took me a while due to see what you were talking about in your pics, but using the cutter for example I only have the skin option nothing below that, and at the industrial bench I have 0 core options just the standard ones. Could it have anything to do with having time on this save file? or is there a known issue with using the lodge work benches? Edit: I have screen caps if that would help, if needed just let me know if I should post them here or how to PM them.
Hmmmm that's very interesting. I'll double check when I can later. It should work just like the pics. Besides asking the obvious such as is it in plugins.txt, is the mod active, and is it conflicting with something else, I don't really have any idea. There is a chance my mod could just be wrong but I thought otherwise, obviously it works in my game so I'm not sure. Will have to check.
Yes plugins.txt is active as are the other mods I have that need it to work, and there is no found conflicts with it either. And no rush as its free and I'm in no rush as I have a few other games I'll just play until the weekend when I build my new PC and will have to transfer everything over which will be joy as I have several TB of things to move over on the internal drives alone.
which order are the included plug-ins meant to be in?
edit:
figured it out, sorry if this was in the description and I missed it, the existing weapons aren’t updated, only when I went out collecting new ones did the tier mods show up. So need fresh weapons, basically.
this mod I have isn’t compatible though. I wonder if there’s a way to make it add the tier module like the legendary recycling mod so it doesn’t need so many patches? Endorsed regardless. https://www.nexusmods.com/starfield/mods/5795/?tab=posts
Hmmmm existing weapons SHOULD be updated by default. Strange. Also funny you mention legendary recycler like everyone else. I reached out about working together and I didn't even get a response so. We use the same names for our items and everything too. I will not patch our mods, sorry.
So do you know if dropping your weapons then picking them up would work? As I got my main 4 guns all modded out and would hate to have to try and find them again. As it's a collection of mostly refined with an advanced va'rrun rifle and even before upgrading it any it wrecks everything below like 30 and i found it at lv 20
Yeah, I made a mod that does this too. But in testing it led me to discover a pretty significant engine bug. And I haven't really wanted to play Starfield since running into that.
The randomly changing damage values. There's also a bunch of other weird stuff that you'll see on some of the weapons, probably from Bethesda using a perk to do things that should have been handled by omods, that become apparent at higher than level 4 because their perk doesn't account for those. In some ways this game is a big step backwards from Fallout 4.
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I have NOT patched my other mods yet. I will today some time after work. Enjoy your god guns.
EDIT 11/16/23: This previous statement is bullshit. I have now patched all of my own weapon mods to work together. I did not include the Dividing Agrome cause... its a death laser already, I am not uploading another f*#@ing patch omg. In the optional downloads you can find patches based on the mod name:
Any Mod Any Weapon = AMAW or AMAW_vTZv
vTZv Weapon Balance Pass = WBP
Craftable Legendary Weapons = CLW
If you see a file like CLW-WBP, this means that the file will patch Craftable Legendary Weapons and Weapon Balance Pass with this mod. If you use those 2 mods and want this mod too, download that, for example. If you use all of my weapon mods, download the Ultimate patch.
Using this mod causes the ammo counter on weapons to glitch out. While I normally ignore the ammo counter on most weapons, I enjoy using it on weapons like the Beowulf, Grendel, and Razorback. So I genuinely hope someone can help me figure this out or the mod author can help out. :/
I assume it has something to do with scripting, but seeing as I'm not familiar with creating mods or messing with that kind of thing, I could absolutely be wrong.
Has anyone else noticed this?
I look forward to future updates for the mod. I also went ahead and endorsed it for you, seeing as I dont have any other issues with your mod and this one is just a very minor, if ignorable one. :)
In the mean time I'll read the posts on your other mods for the correct load order.
So it would be dragging and dropping the 3 files into C:\Program Files (x86)\Steam\steamapps\common\Starfield\data. Then either using plugins.txt or testfile method to activate, just get a mod manager its much simpler.
EDIT: Patched in v1.1
Edit: I have screen caps if that would help, if needed just let me know if I should post them here or how to PM them.
which order are the included plug-ins meant to be in?
edit:
figured it out, sorry if this was in the description and I missed it, the existing weapons aren’t updated, only when I went out collecting new ones did the tier mods show up. So need fresh weapons, basically.
this mod I have isn’t compatible though. I wonder if there’s a way to make it add the tier module like the legendary recycling mod so it doesn’t need so many patches? Endorsed regardless.
https://www.nexusmods.com/starfield/mods/5795/?tab=posts
There's also a bunch of other weird stuff that you'll see on some of the weapons, probably from Bethesda using a perk to do things that should have been handled by omods, that become apparent at higher than level 4 because their perk doesn't account for those. In some ways this game is a big step backwards from Fallout 4.