Starfield talk:Weapons

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Weapon TiersEdit

I exported the OMOD data regarding weapon tier data from xEdit version 4.1.4m (experimental). It makes sense to include some of this data somewhere on a weapons page. Perhaps split it up and put the relevant section on each individual weapon page. Could I get some input on what format makes sense to others? I think it also makes sense to have a page dedicated to explaining weapon tiers in more detail, and include this master list on that page.

I would also note a few things revealed in this data. Some of it might be incorrect. Primarily due to xEdit data being experimental and incomplete.

  • There is no Superior Tier for any weapon. Only armors can have Superior tiers.
  • Some weapons like the EON and Sidestar do not have an Advanced tier.
  • Some weapons lack tiers. The Novablast Disruptor is one example.
  • Weapon tiers are simple OMODs attached to a weapon. These are mostly hidden from the UI due to being tagged with the keyword DontShowInUI [KYWD:00374EFA]. The tiers only appear in the weapon name and stat buffs.
    • Just like other OMODs such as laser sights or barrels, these can be added or removed using the AttachMod and RemoveMod console commands.
    • This is the same system Fallout 4 used for armor tiers. Presumably there are still Papyrus functions for attaching and removing these.
    • Unlike most of the other weapon mods these do not fill an Attachment Point on the weapon. This means you can technically have multiple tiers attached to the same weapon. You can even attach tiers intended for other weapons using console commands.
    • Not all spawned weapons will have a tier attached. Even the tier I labeled "(none)", aka Tier Quality 1, is not present on these weapons.
  • LVL Column - This is referred to as Min Level in xEdit. Taken from the Weapon Combinations list that typically assigns weapon tiers. I believe it refers to the location's min level and not the player level. In testing I have managed to get tiers from well above my player level. So far only in systems and planets that were appropriately high level.
  • The Lawgiver "Sniper High" variant appears to have a bug that allows the vanilla game (v1.7.29) to assign multiple tiers to the same weapon. The Calibrated and Refined tiers are guaranteed to be assigned to this variant, along with potentially a duplicate Refined tier and a standard (none) tier. The Min Level for this variant is 25. I believe it will show up as a Refined Sniper in the game UI but its weapon damage stats will be significantly higher than an ordinary Refined Lawgiver due to the stacked tiers. Further testing is needed.
  • Weapon tiers are cumulative. An Advanced Regulator will have the Calibrated and Refined OMODs attached to it in addition to the Advanced one.
    • This can be confirmed by selecting the weapon using the in-game console and running HasKeyword 6288f. That keyword is dn_weapon_quality_2 and is added by the Calibrated OMOD.
    • If you compare the in-game displayed damage values to the xEdit multipliers, the only way to arrive at the in-game values is by adding up all of the previous tiers as a multiplier.

The dump of OMOD data can now be found on the Object Modificiations page.

--Jimothy (talk) 12:36, 20 September 2023 (EDT)

After pondering this some more I have formulated a two pronged plan. First I am going to update the weapon tier section on this page to include some of the more general info. We should remove the "Superior" tier since that is armor-only. Mention that not all weapons have all tiers. Clarify that weapon tiers affect weapon damage and value. Remove mention of levels until we actually understand how those apply. Do tiers spawn based on the system level, player level, or POI level, or a different calculated value? One thing is for certain, players are seeing weapons spawn from far above their player level. Finally, let's provide an example of weapon damages and values from at least two tiers.
The second part of the plan is to create a general OMOD page. Understanding OMODs is helpful to a decent number of players and mod authors. That page can contain in depth information about weapon tiers and other OMODs. Note how tiers are cumulative, the formula used to derive damage/value from tiers, and the above list of weapon tiers. This general OMOD page can have separate sections for Weapons and Armor. Much of the information said regarding one set of OMODs will apply to the other.
If no one has feedback then I will shutdown this discussion. And move forward with this plan.
-- Jimothy (talk) 17:18, 22 September 2023 (EDT)

Propose to remove unusable weapons on pageEdit

I propose that this page be dedicated to player equip-able weapons only. As things are, the table at the bottom of the page has lots of useful info, but is bloated with entries that could be cut that are irrelevant to typical players.

Ships have their own section on the ship page and we could have a separate page for weapons the player cannot equip (turret and robot weapons in particular). I can edit the table, but would prefer for someone else to move that table to a different page as I don't have a lot of experience with big-picture edits. --Joosh (talk) 11:23, 25 September 2023 (EDT)

Radioactive trait, refined is stronger than advanced.Edit

So i have a advanced AA99, and a refined one. The advanced one has all upgrades that maximize its power, the refined one only has the semi auto mod. The refined one deals way more damage than the advanced one. The refined one does have the radioactive trait though, with isnt listed here. The effects of radioactive are random though, so im not sure how it could contribute to the extra damage. Does anyone know whats going on here? 178.85.21.132 15:08, 7 October 2023 (EDT)

Is there any chance that you have been dabbling with the AttachMod (amod) command in the console? There is some poorly informed advice going around telling people how to increase their weapon's tier quality. If you follow the instructions it results in getting damage values that you would not get from a vanilla weapon of the same tier. You will still see the weapon name change and the damage value increased. But the amount increased is no longer appropriate to the weapon. Sometimes the damage increase is lower than the vanilla tier, often it is considerably higher.
I agree that the radioactive damage should not be showing up in the weapon PHYS calculations. Inspecting that perk in xEdit seemingly confirms this.
Jimothy (talk) 22:00, 11 October 2023 (EDT)
FYI, the semi-auto mod MASSIVELY increases the per-shot damage of an automatic weapon. This is true of any weapon, not just radioactive ones. Horizonstar (talk) 19:36, 15 October 2023 (EDT)
Return to "Weapons" page.