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GrizBane

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grizbane

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About this mod

Fixes a number of apparent data entry mistakes in the Ship Weapons Information in the vanilla game file

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Description
After data mining the Starfield.esm file to extract all the ship weapon data there appear to be a number of data entry mistakes and a few places where the data is inconsistent.  There is also one EM weapon that appears to be incorrectly balanced with respect to the other EM files and one Atlatl Missile weapon that is oddly configured.  This mod patches the ship weapon information to make it consistent with what appears to be the original intent of the game designers.

All the extracted data plus the computed damage metrics along with details of the specific changes made by this mod can be found in the Starfield Mod: Ship Weapon Fixes Google Sheet.  The sheet has a second tab that provides more detailed explanations of the damage metrics and there is further information below in the Background section.

Installation
Vortex
Click on the Mod Manager Download button to download and deploy the mod via Vortex then manually edit your plugins.txt file to add the following line:
*ShipWeaponFixes.esm

Manual
Click on the Manual Download button to download the mod file, copy the ShipWeaponFixes.esm file into your Starfield/Data folder and then edit your plugins.txt  file to add the following line:
*ShipWeaponFixes.esm

Load Order
This mod should be loaded after the Starfield Community Patch as it patches some of the same weapon data.  If there are other mods that also override some of the same weapons records as this one, just decide which overrides you want to use and place those mods *later* in the load order.

Background: Ship Weapon Characteristics
Max Power vs Power Allocation
When installing weapons the total max power of the a weapon group (a collection of identical weapons) cannot exceed '12'.  This determines the maximum number of weapons of a given type that one can install on a ship.

When operating the weapons, one must allocate power to the weapon group for it to function.  The amount of power that can be allocated cannot exceed the aggregate max power of the weapon group.  Note that power allocation only impacts the recharge time of the weapon group and appears to depend on ratio of allocated power to max power rather than the total number of power points allocated (meaning - 50% powered is what matters, not the number of power points required to reach 50%).

To maximize the damage that one's ship can inflict, one wants to install a full 12-point complement of weapons.

Volleys
When a weapon is discharged, it will fire a volley of one or more rounds.  Most weapons have a volley size of '1', but some will fire up to five rounds as a single volley.  The amount of damage inflicted by a volley is the number of rounds times the damage per round.  Volley damage is probably most important for EM weapons where one wants to disable an enemy ship with a single blow in order to board.

Rate Of Fire
The ROF indicated for a weapon indicates how many rounds the weapon will fire per seconds.  This is not the same as the number of volleys.  For example, if a weapon has a ROF of 6.67 and a volley size of '3', it will fire slightly more than two volleys per second.

Also note that for non-magazine weapons (see below) the effective ROF depends on how much power has been applied to the weapon.  For magazine weapons, the weapon will discharge its magazine at the weapon's full ROF irrespective of how much power has been applied to the weapon.

Magazine vs Non-Magazine
Weapons can be divided into those that have a magazine vs those that do not have a magazine.  Magazines hold a number of rounds that can be discharged in a burst before requiring that the weapon be recharged.  The difference between the two is the cadence for how the weapon delivers damage.

Non-Magazine weapons have a simple cadence of volley-discharge/recharge.  The weapon will fire a single volley and then must wait for the weapon to fully recharge before firing another volley.  Other characteristics of non-magazine weapons include:

  • There is no delay after discharging the weapon before the recharge cycle starts (recharge delay is always '0')
  • The ROF times the recharge time will be approximately '1'
  • Applying partial power will increase the time required to recharge the weapon which will reduce the effective DPS of the weapon proportionally (half power means double recharge time which means half DPS)
  • Once the weapon is recharged, it only requires one point of power to keep it charged

Magazine weapons have a three-phase cadence: burst-discharge/recharge-delay/recharge.  When the weapon is fully charged, one can discharge a number of rounds equal to the magazine size at the weapon's full ROF rating.  Once the magazine is exhausted (or one stops firing) there is then a recharge delay before the recharge cycle begins.  This means that there is a difference between the Burst DPS (DPS seen while discharging the magazine) vs the Sustained DPS (DPS averaged over the entire burst/recharge cycle).  Other characteristics of magazine weapons include:

  • Since power allocation only impacts the recharge time, partial power allocation has a smaller impact on the sustained DPS of a magazine weapon than it does for non-magazine weapons
  • One can discharge the weapon again before it reaches full charge, but there will be fewer rounds available in the magazine and since this incurs the recharge delay again, it would reduce the Sustained DPS
  • Once the weapon is fully recharged, it only requires one point of power to keep it charged
  • Magazine weapons have a modifier in the weapon's name of "Auto" or "Pulse" or "Rapid"
  • A magazine weapon's ROF is not tied to the weapon's recharge time
  • All magazine weapons have a non-zero recharge delay

Ship Weapon Skills
Weapons are tagged with flags to indicate what type of damage the weapon inflicts - Ballistic, EM, Energy, Missile and Particle Beam.  There is a skill associated with each type of damage that boosts the damage inflicted by weapons with the corresponding damage type.

Some weapons are also tagged with flags to indicate that the weapon is a Turret and there is a corresponding skill that will boost damage for any turret weapon.

Note that as of Starfield 1.8.88 I do not see any impact from Skills in the Ship Builder in terms of the reported damage for various weapons.  I don't know whether this is a short coming in the ship builder, or a bug in the skills.  But either way, I cannot at this time verify whether changing the way in which weapons are tagged is having the intended impact in terms of applying skill bonuses to weapons.

Fix Details
For full details of the fixes applied, please consult the Starfield Mod: Ship Weapon Fixes Google Sheet that contains all the weapon data mined from the Starfield.esm file plus additional columns to the far right for the computed damage metrics.  Changes are highlighted in the sheet with comments indicating what was changed.  The sheet can be sorted and filtered in a number of ways.

A summary of the changes follows:

Turret Weapons
The following weapons are supposed to be turret weapons, but were not marked as such:
  • Blaze-P 2GW SX Pulse Laser Turret
  • Disruptor 3340A Auto Alpha Turret
  • Jishaku Nd RF Rapid Railgun Turret

Non-Magazine Weapons
The following weapons were marked as having a magazine when they should be non-magazine weapons:
  • Disruptor 3320 Neutron Turret
  • EMP-80 Suppressor
  • EMP-200 Suppressor
  • EMP-500 Suppressor
  • EMP-1000 Suppressor
  • KE-42 Cannon Turret
  • Marauder 115N Railgun Turret
  • Obliterator 250MeV Alpha Turret

Electron/Proton Beam Weapons
About half of the Electron and Proton Beam weapons were tagged as being both Energy and Particle weapons.  This mod makes all Electron/Proton Beam weapons to be both Energy and Particle weapons.

EMP Suppressor Weapons
Half of the EMP Suppressor weapons delivered hull and shield damage in addition to EM damage.  This mod makes all EMP Suppressor weapons deliver hull and shield damage.

Price Fix
The Fulminator 8000 Suppressor has a price of 3,125.  It seems like the price is missing a '0' and was changed to 31,250.

EM Re-balance
The Tatsu 501EM Suppressor has the highest Level/Class/Design requirements of any EM weapon - it should have been the best EM weapon, but it was not.  Adjusted the EM damage to 130 and the price to 34,600.

Atlatl 290B Re-balance
The vanilla Atlatl 290B has a max power of '10', which doesn't seem to make any sense even taking into account that the 290B is the only missile weapon with a volley size of '2'.  The max power is not a divisor of '12' as are the max power's of all other weapons.  It also throws the Atlatl 290B out of balance with respect to the rest of the Atlatl missile weapons in terms of cost and damage metrics.  This mod changes the max power of the Atlatl 290B to be '6' which seems to put the weapon into a more sensible balance with respect to the rest of the existing weapons.