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frogs345

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  1. namaste1608
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    bonjour voila ce qu'indique loot
    # WeaponModFixes-ShatteredSpace.esm- Indice d'ordre de chargement : 68- Attributs : Actif, Plugin maître## Messages- Erreur : Ce plugin nécessite l\'installation de \"ShatteredSpace\.esm\"\, mais celui\-ci est manquant\.Merci de confirmer cette exigence.
    1. frogs345
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      Je ne parle pas français, c'est pourquoi ce texte a été traduit à la machine. Je suis désolé s'il y a des erreurs.

      Ce que LOOT vous dit est correct. Le fichier « WeaponModFixes-ShatteredSpace.esm » nécessite le DLC « Shattered Space ». Si vous ne possédez pas ce DLC, vous n'avez pas besoin de ce fichier.

      Original English:
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      I don't speak French, so this has been machine translated. I'm sorry if there's any mistakes.

      What LOOT is telling you is correct. The "WeaponModFixes-ShatteredSpace.esm" file requires the "Shattered Space" DLC. If you don't own that DLC, then you don't need that file.
  2. Jmille711
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    The Mod continues to throw an error for me. loot will state "Error: esplugin failed to resolve the record IDs of "WeaponModFixes"
    1. frogs345
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      I've just tried the version of LOOT built into Mod Organizer 2, and I can't replicate that at all. I don't get any of those sorts of errors.
    2. Jmille711
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      to be honest any mod that has Shattered Space dlc causes this error for me know.
    3. frogs345
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      That sounds like you've got a larger issue going on if it's happening with other mods as well. I'd recommend verifying your game files, and making sure that LOOT and any other tools are up to date.
  3. Thirnn
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    Hey, first of all -- stellar job on this mod, thank you very much!

    One small issue, which may or may not be related to this mod -- since most recent mod update the MagSniper scopes are misaligned, seemingly firing at a point roughly halfway down the vertical crosshair, instead of the center. Now, I'm not sure that your mod is responsible, but I don't think I have any other mods that tweak weapon modifications, so I'm mentioning this here, just in case. Would love to hear if others have this issue and if you can replicate it.
    1. frogs345
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      Thank you, it's nice to hear that about the mod!

      As for that issue, it's because of some of the changes to the MagSniper's laser sights. I thought I'd tested this before and it wasn't an issue, but maybe I missed it or something changed in the engine between testing it and now.

      Unfortunately, it's a situation where there's pros and cons with whichever way I do it. There's how it is currently, where the laser guides shots but makes them inaccurate while scoped in, there's having it so the laser doesn't guide shots and there's no reticle when not scoped in (for consistency with other Mag weapons), and then there's closest to the base game, where the laser doesn't guide shots and there is a reticle when not scoped in.

      I'll probably go for the last option, as the better gameplay experience is more important than consistency with other Mag weapons, but there's some specifics with some other MagSniper changes I need to decide on (and I need to make similar changes to two of my other mods as well).
    2. Thirnn
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      Thanks for the detailed explanation! It is a bit of a conundrum indeed... I do hope you'll be able to resolve it soon!
    3. frogs345
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      There you go, that's fixed in the latest update! I did go for that last option like I said, but I was able to keep some of the consistency with the other Mag weapons, even with the changes I had to make. You shouldn't have any issues like before with the MagSniper being inaccurate.
    4. Thirnn
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      After some testing I can confirm -- MagSniper scopes are 100% on point now. Thank you!
  4. VirtualChrisM
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    Thanks for maintaining and updating this. A question about load order. I use Gambit's Starfield Extgended - Craftable Quality Extended which as far as I can see has all weapons copied as override into his mod to add keywords for the craftable quality mods and rebalance damage output.  Should your mod go before, after, or it doesn't matter, or it's not compatible? Thanks!
    1. frogs345
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      From what you've said, I'd probably class it as incompatible without a patch. While some of my changes can be overriden without losing too much, other changes would be lost, like the Rail changes for the MagPulse and MagSniper, the fix for the Painblade, and probably the perk keyword changes too.

      That said, I imagine it'd be pretty easy for someone to make a patch, as it sounds like it's probably pretty straightforward to do. But that would be someone other than me, as I generally don't make patches for other mods.
  5. DragonBreakGod
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    Holy S#&%, dude. That was an amazing update. Thanks.
    1. frogs345
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      I'm glad to hear you like the update! It was a lot of work, but it was good to get the At Hell's Gate and Shattered Space patches out, and some of the base game changes should have a good impact as well.
  6. beaverfeaver12
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    Amazing!
  7. gluonman
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    Hey, I noticed that for the Crew_Elite_BigBang, you changed the range multipliers for low gravity and high gravity.  Just wanted to point out that a planet's gravity totally would affect the range of a particle beam, considering that gravity can bend the trajectory of particles due to the curvature of spacetime.  The higher the energy of the particle beam, the more it can overcome this effect, but in general you would find that on planets with higher gravity, a particle beam would not have as high of a range as it would have on a planet with low gravity.
    1. frogs345
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      I changed the stats to match the version of the Big Bang that the player and regular NPCs use (though the elite crew version is unused currently). It's not a balance decision or anything over those multipliers, I've just set them to match the regular version of the weapon.
    2. gluonman
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      Ah, okay.  That makes sense.  I am still about halfway through your weapons record overrides (patching up my setup), so I didn't catch that yet.  So looks like I'm going to match the player version to use the multipliers from the NPC version, opposite of what you did.  The only difference is that I'm flipping the min and max mults for high gravity, since in vanilla for the NPC version it sets the min to 1 and the max to .5.  Doesn't make sense to have a max that's smaller than the min lol.

      Thanks for your work, btw.  Lots of useful fixes in here.
  8. cubanbface
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    Is this mod compatible with Starfield Revised - Weapons: https://www.nexusmods.com/starfield/mods/9324    ?
    1. frogs345
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      You can load that mod after this one, but you will lose some of the fixes from this due to some of the changes in that. To work together properly, a patch will need to be made between the two mods.
    2. cubanbface
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      Thank you
  9. timmi57
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    Hi,
    I downloaded the new update today but I noticed that NoEmberBackfire.esm and NoMaelstromNormalChange.esm suddenly requires UnleveledShipParts.esm. Was that intentional? I don't see any mentioned about it in the changelog.
    1. frogs345
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      They shouldn't do, that was a mistake that somehow slipped through. I'm not even really sure how that ended up as a master for those, but I'll release an update soon fixing it. Thanks for bringing it up.
    2. frogs345
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      That should be fixed now, let me know if you run into any other issues.
    3. timmi57
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      Thanks! The update solved it :)
    4. cubanbface
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      .
  10. VirtualChrisM
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    Hi, I love what you're doing so I installed this mod but I'm also using Starfield Extended - Craftable Quality Extended... I had to put this mod before SE-CQE in my load order otherwise it removed the craftable quality. I see some of your changes came through using this order, like label and description changes, but I'm not sure if some of the mechanical changes are showing up - for example, I see the  Magpulse shock charge band as a muzzle device where as your change notes suggest it should be a different rail slot?  My Magstorm also has a blue laser while your notes indicate it should be green? Do you have any thoughts on how your mod is going to play with SE-CQE?

    Also, I use a lot of texture mods for guns to make them black. I see you have some texture changes in your change notes... so I suspect your mod is going to overwrite some of those?  I don't know how others feel, but I would prefer to keep texture changes out of this mod - maybe have a separate mod for cosmetics? I'm probably not alone in reskinning various guns. 
    1. frogs345
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      Unfortunately, there's going to be conflicts between this mod and any mod that also edits weapon records, like Craftable Quality Extended does. It's not something that can be resolved with load order, as the game will load whichever plugin is last in the load order. The only way way around it would be to make a patch between the two plugins. It's not too difficult to do, but it would require using xEdit. It's not something I'd do, as keeping up with patches for other mods has caused my stress in the past.

      As for textures, most of the texture changes are for the unique skins, and are correcting which textures are assigned to the weapon parts. None of the actual texture files are changed for that, it's just telling the game which textures to apply for the unique skins.

      The rest of the texture related changes are small file things. One for the MagSniper's mesh having the wrong texture applied, one for the MagSniper's material being set up correctly, and then the only actual texture file change is for fixing the Beowulf's magazine texture to display the correct total ammo count. No other texture files are changed, so other texture mods will work other than for that one specific Beowulf texture (but I find it unlikely that mods will change that texture).
    2. VirtualChrisM
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      Thanks. I’m going to just have to either keep this mod higher in the load order or remove it then. I’ll see how it goes.