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Hey look buddy, I'm a modder. That means I solve problems, not problems like "What is beauty?" Because that would fall within the purview of your conundrums of philosophy. I solve practical problems, for instance: how am I going to stop some mean Crimson Raider from tearing me a structurally superfluous be-hind? The answer, use a gun, and if that don't work... Use more gun. Take for instance this heavy caliber tripod mounted lil' old number designed by me, built by me, and you best hope... Not pointed at you.


If there's one thing that Bethesda did decent with Starfield, it's gotta be the shooting. And while I do enjoy it very much, there are a few things that I don't like about it.

This mod is my attempt to make gunplay more practical and responsive, while making sure not to impede Todd Howard's holy vision and leaving vanilla balance more or less intact.

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Features:

-> Reload cancelling for all guns*
: Reload animations can now be skipped early by near the end of the animation, around when it enters the recovery phase, similar to other shooter games like CoD. Weapons that have a continuous reload are excluded.

-> Pistol quickdraws*: The shooting window for drawing pistols was increased to give a slight advantage; timed right, the later half of the equip animation can be skipped to shoot early. It's a small buff that adds more viability to the pistol scoundrel playstyle.

-> Fast sheathing: Sheathing guns is now a lot faster, for purely practical reasons.

-> Grenade throwing animation scales with weapon draw speed: self explanatory

-> No input buffer while vaulting: In vanilla, throwing a grenade or shooting a semi-auto weapon while vaulting would add the input to a delayed queue, meaning when the vault animation was finished, the fire/grenade throw animation would play instantly afterwards.

This was removed for gameplay reasons; it's too easy to waste a bullet or explosive because of a misinput or if the target moved from the position they were when the input was triggered.

-> Interruptible recovery for weapon bash*: Weapon melee attacks are now interruptible in the recovery phase by shooting. This decision was made to allow a smoother flow of combat; it's much more practical to hit an enemy for initial stun and then quickly shoot them afterwards.

* First person exclusive for now

Install:

Install with mod manager. Or if installing manually (not recommended), extract to data directory.

Compatibility:

Anything that replaces the gunactions.agx, 1stperson_gun.agx, or guneventcontrollers.agx behavior files is incompatible, due to lack of a behavior engine.

Gun animation replacers are compatible as long as they don't come with their own afx files.

New animations for new gun models are compatible but they won't have the reload or bash cancel.
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Report any bugs, leave suggestions in the comment section. Thank you all for the support!

Don't worry Skyrim peeps, I haven't abandoned y'all.

Files

Comments

raziell74

so far I haven't encountered any issues. Great work! As usual :)

Anonymous

Wow, I didn't know the new behavior format had been figured out yet. Nice work!