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  1. Halfclick
    Halfclick
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    Currently getting a recurring crash that happens while trying to change mods on some weapons, one example being the barrel mod on a grendel. Crash stops if I disable this mod. I like the changes though, will be happy to use this if I can get the crash to stop.

    EDIT: I think this was an issue when used in combination with Starfield Extended - Craftable Quality (https://www.nexusmods.com/starfield/mods/5721) I just had the same issue after installing a different mod that balances fire mode damage and noticed removing SE-CQ allowed it (and also this mod it looks like) to function properly.
    1. awkwardgardener
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      I actually had a crash like this randomly at one point with a Grendel but haven't encountered it since. I wonder if it might just be a load order thing, cause I moved some things around and never saw the crash again. 
  2. geala
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    What about a corresponding balance of armor? I'm not sure, but isn't one effect of the changes from this mod a general higher damage niveau in the game? Maybe I misunderstand, but does f.e. removing fire mode related damage changes per caliber not mean normal damage for automatic weapons? I'm using a mod which makes automatic receivers of the same damage than semi-automatic, and that's a big change to combat. Low level losers with Grendels suddenly are a real threat for example in close spaces, which is a good thing.

    I doubled all spacesuit armor in the game for now, or at least I think so, as I'm terrible with the CK, and xEdit isn't currently available. Starfield with it's armored suits covering the whole body is a game where spongy enemies make at least a certain sense. I still have to test the effects, but from theory I would say heavy armor on the body should balance high damage, not difficulty settings and hp numbers (alone). I think a better skilled person than me should care for the armor, so maybe you could consider making an addition to the weapon mod?
    1. awkwardgardener
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      I've been playing with Spacesuit Balance Revised and imo it pairs really well with my weapon rebalance since it makes actual combat oriented suits much more protective even early game.
      I will definitely consider doing my own armor rebalance though. I just need to wait for Xedit to update cause I'm also awful with the CK lmao.
  3. Berry420Rasta
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    Maybe up the energy weapons damage a little? The physical/ballistic weapons are perfect, but the way it is the energy weapons are basically garbage(orion damage is too low and dont have full auto so doesnt make sense to use it. equinox is 'kinda' fine since it has full auto but maybe a little damage up. solstice is garbage damage is too low compared to ballistic pistols.

    Reminder:im talking about 1.5kv and 3kv weapons(equinox/orion etc), not the already overpowered heavy and light fuse ones(varun rifle/big bang etc)

    Anyways nice mod, just think about the energy weapons rebalace a little too.
    1. GiornoJJ
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      seconded
    2. awkwardgardener
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      I never really used energy guns, so I wasn't aware they're underpowered. I'll definitely give them a look over.
    3. Berry420Rasta
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      Nice, thanks.
      I would say orion  damage needs to be around 2.5x times higher since its only semi auto
      equinox maybe double damage
      solstice also maybe double damage

      All these numbers using the ballistic weapons as a comparison, obviously you are the creator and will probably get better numbers. just a start as to where they should be for them to be considered usable with your mod, and i didnt took into consideration the armors resistance to energy which is lower overall, so yeah you will probably get better numbers.

      Again,thanks.
    4. awkwardgardener
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      Made some changes, but honestly the Orion is a hard one to make work in a way I'm satisfied with. Such a weirdly limited weapon.
    5. Berry420Rasta
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      I would say the orion is between a full auto rifle, and a shotgun. it shots farther with more acuraccy than a shotgun, but has less damage. Shots slower than a rifle(semi auto) but has more damage.
      Probably something like that thought can give you some idea. but thanks for the update =)
    6. Berry420Rasta
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      Okay just for the final thought, the equinox got a little to powerful, so maybe tone it down juuust a little bit and it shoud be perfect. As for the orion, its still a little underpowered because it has no full auto. so yeah maybe tone down equinox a little and tone up orion a little. As for the rest i think is pretty fine. Sorry for trying to change things its your mod, its just beucase you said you didnt play with energy weapons im trying to help here.

      Anyways, thanks!
    7. awkwardgardener
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      Problem with the Orion is I can't just increase its damage if I wanna maintain the over all balance of the rest of the mod, that and its damage is split between two projectiles, so it does less damage against armored targets than normal.
      It's just a weird gun that doesn't really fit in.
      In the past (Fallout 3/NV) I would have just increased the ammo it uses per shot to counterbalance the increased damage, but unfortunately the Ammo Per Shot function doesn't exist anymore for some reason.
    8. Berry420Rasta
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      Makes sense. cant see myself playing without this one already, great mod man =)
  4. LoCatus
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    LoL!!   Got a laugh out of the 1.3 changelog entry.