About this mod
Makes Starfield’s weapons behave more realistically, while balancing them to maintain playability throughout the game and future mods. Hard-Hitting Automatics. Heavier Ammo. Redone Recoil, and more!
- Permissions and credits
- Changelogs
- Donations
V0.2 Update!
- Body Parts Revamp: Headshots deal more damage, Animals & Robots take less damage from bodyshots based on their natural armor (20-50%). AKA: the clankier they are, the more bullets needed.
- Ranged Weapon Quality: More damage will be tied to the base weapon rather than the weapon quality. Overall damage will be slightly less, to account for skill bonuses.
- ADS Speed: Increased for pistols, decreased for Mag weapons & Sniper Rifles.
- AoE Damage: Increased by 2-4x for most Grenades & Mines. I still recommend “Better Explosives” by Zzyxzz. I mostly did these changes to get experience.
- Damage: Increased for Grenade Launcher Direct Damage, as well as Rescue Axe & Naval Cutlass.
- Recoil: Increased for most ballistic & Varuun non-automatic weapons. Recoil will start immediately for all guns after the first shot, rather than 3-5 rounds later. Exceptions being burst weapons, MagStorm & Microgun.
- Rate of Fire: Increased for most ballistic pistols & ballistic semi-auto shotguns
Changelog can be found here.
Overview:
This is a comprehensive project meant to make Starfield’s weapon mechanics more realistic, while maintaining playability, no matter what other DLC or modded quests are added in the future.
This mod is meant to be played with tougher gameplay settings with (see first image):
- Enemy Damage: Very Easy or Extreme.
- Player Damage: Very Easy
- Ammo Weight: On
- Carry Capacity: Reduced
Highlights:
- ADS Speed adjusted to take into account base weapon weight. At the moment, this mostly applies to heavy weapons. (WiP)
- Ammunition now weighs 3-5x as much, from lightest to heaviest: Energy / Caseless/ Ballistic / MI / Explosives.
With Ammo Weight turned on, this will incentivize you to pack ammo accordingly, rather than carry everything with you, or sell unneeded ammo.
- Damage Drop-Off
- When out of range, these munition types deal % of their damage:
- Ballistic: 75%
- EM: Unchanged
- Lasers: 50%
- Magnetic: 90%
- Ballistic & Lasers are also modified by weapon type:
- Handguns: -25%
- Rifles: Base Value
- Shotgun: -15%
- SMGs: -10%
- When out of range, these munition types deal % of their damage:
- Full Auto will not reduce damage, but introduce noticeable recoil, making it hard to control at longer ranges. Most full auto weapons have received a noticeable increase in damage per shot. Semi-auto and burst weapons are still preferred for longer ranged firefights.
- Heavy Weapons will deal much more damage, at the cost of high recoil & weight. The idea is that these weapons are extremely powerful, but are inaccurate and expensive to keep running.
- NPC Weapons such as follower weapons, turrets, robots have been tweaked. (WiP: Elite Crew Weapons have not been edited yet.)
Range has been increased for most weapons aside from Sniper Rifles. Shotguns will now slightly outrange pistols. - Scopes will have increased magnification to accompany the increased engagement ranges. Generally a 1-2x increase.
- Vertical Recoil has been doubled/tripled for most ballistic weapons. (WIP, still fine tuning values
This will force you to pace your shots more, whereas in vanilla, you can magdump most weapons with very little drop in accuracy. This also evens out the playing field against NPCs more, as they tend to fire in shorter bursts than players do.
Future Plans
- Armor Rebalance (Standalone)
- Body Part Rebalance (Standalone. More headshot damage, less limb damage)
- Legendary Rebalance (Standalone)
- Perk Rebalance (Standalone)
- Weapon Mod/Parts Rebalance (Standalone)
Recommend Mods:
PEAK - Enemy Combat AI
Improved Follower Behavior
Royal Galaxy
High-Vis Crosshair And Scope Replacement - Ultrawide Compatible
Clean Reflex Sight Lenses
Disclaimers:
- This mod is still being actively worked on, I appreciate constructive feedback! If anyone wants to help test or work on the mod with me, let me know!
- I am a US Army Veteran with extensive firearms experience. I know what's realistic. Gameplay will always take precedence over realism in my book.