Starbound

Starbound

Not enough ratings
Azure Modern Weapons Randomized
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
453.331 KB
24 Mar, 2023 @ 9:44am
17 Jan, 2024 @ 6:38am
14 Change Notes ( view )

Subscribe to download
Azure Modern Weapons Randomized

In 1 collection by Davoker
1- Mis esenciales para Starbound
213 items
Description
This is my version of Azure's Modern Weapons

Changes in the mod
  • Weapons are no longer crafted in a weapon bank, nor can the weapon bank be crafted, obviously.
  • Now all weapons are randomly generated in the world/universe, just like the original weapons in the game.
  • All weapons now have equivalent stats to the original weapons of the same type, for example, common guns of X level, will have the same damage as their game-generated counterparts, same for uncommon and rares for all weapon types included here.
  • Rarities of original weapons, common, uncommon and rare.
  • Novakid pistols and snipers implemented, they can be found randomly with the rest of weapons, they will be generated with pistols and snipers stats equivalent to their same weapon types of the game and according to rarity.

Other information
There are almost 300 new weapons that we can find on our travels divided into 4 types of weapons contained in the mod:
  • Assault rifles.
  • Sniper rifles.
  • Pistols.
  • Automatic pistols.

The mod comes as it comes, there are no plans to update anything, just some modifications of the original mod with the small addition of Novakid weapons.

Updates:
Update 4 (The rest of the updates can be viewed in the "Notes on changes" tab above.):

- The mod has been completely reworked, almost from scratch. Practically the entire file structure has changed, including the paths within some resource files.

- Now, the weapon positions should be almost perfect. With the mod's restructuring, the sprites are separated into 'additional directories' based on sprite sizes and weapon types.

Additional directories have been created for weapon types compared to before, precisely to facilitate the correct positioning of weapons on the player, adjusting the 'offset' parameters in each file to fine-tune or center them as much as possible.

- All weapons now have recoil effects upon firing.

Compatibility
It should be compatible with everything, because this mod "adds" weapons, it doesn't modify anything in the game.

But in case this is not clear, this mod is incompatible with the original for obvious reasons =)

Recommended MODs
A few

- Possible bugs -
There might be another weapon mod that could cause some of its 'weapon parts' to mix with those of this mod, visually creating a... strange-looking weapon. It's very unlikely to happen, and it really shouldn't worry you, but if it does, just discard the weapon. It's as simple as that.



Enjoy the mod.

Credits
All credits to AzureAurora , who did a fantastic job with his mod and gave me permission to upload here my personal modded version, give support to his mod please.

PS: I have bad English, sorry xD



[www.buymeacoffee.com]
27 Comments
Davoker  [author] 17 Jan, 2024 @ 5:17pm 
@Myta The scaling system is "global"; any mod that adds procedural weapons works with it. Mods that add specific weapons function differently; they are not procedural and have a predetermined level that has been assigned.

However, mods that add procedural weapons all benefit from the level scaling. That's how it works in the game.
Myta 17 Jan, 2024 @ 1:14pm 
@Davoker I believe you, I just play with quite a few mods, Frackin Universe, Arcana, Borderlands Weapons Remastered, Shellguard etc, and the loot pools for Tiers 4 and above get quite cluttered, with literally thousands of weapons and items, so I think the odds of finding your weapons are significantly higher early game for me as those loot pools are much smaller by comparison
Davoker  [author] 17 Jan, 2024 @ 1:11pm 
@Myta Do the test, make a copy of your "storage" folder, which is where all your game is saved, universe, everything, and then restore it.

Put "/admin" in the game to get administrator privileges, so you don't die or anything, go to a planet in a high tier system, I don't know what tiers you have, go to the highest you can find, by default the maximum tier is 6, anything 7 or more is what you are looking for.

Search for chests until you find a weapon, that weapon will have the same tier as the planet you are on.
Myta 17 Jan, 2024 @ 12:28pm 
@Davoker I see, interesting I've only run into weapons at Tier 4 or lower, maybe it's because my loot pools are so dilluted by other mods
Davoker  [author] 17 Jan, 2024 @ 12:26pm 
@Myta The game has an automatic scaling system, which means that if you have systems of tier 7, 8, 9, etc added by other mods, the weapons you randomly find in those new tiers will have their level adapted to that tier.

If you are on a tier 10 planet and find an assault rifle, that rifle will be tier 10. It's not really necessary to upgrade these weapons as you want. However, I can look into the matter to see how it works, but I can't promise anything.
Myta 17 Jan, 2024 @ 9:29am 
I've been loving the mod so far but I've noticed the weapons aren't upgradable at the Ancient Anvil or in the Frackin' Universe Tricodor which makes me kinda sad because I don't wanna let my AK go :(
Davoker  [author] 23 Dec, 2023 @ 6:04pm 
Small quick update to fix a bug, in case someone was quick and downloaded earlier, please do it again xD
Davoker  [author] 23 Dec, 2023 @ 5:41pm 
Ok, important update:

- The mod has been completely reworked, almost from scratch. Practically the entire file structure has changed, including the paths within some resource files.

- Now, the weapon positions should be almost perfect. With the mod's restructuring, the sprites are separated into 'additional directories' based on sprite sizes and weapon types.

Additional directories have been created for weapon types compared to before, precisely to facilitate the correct positioning of weapons on the player, adjusting the 'offset' parameters in each file to fine-tune or center them as much as possible.

- All weapons now have recoil effects upon firing.

I think this should be final now, unless there is some mistake I might have missed, I would not need any more changes, I can consider it "final version".
Blackwolf_swe 23 Dec, 2023 @ 1:02am 
Sounds good to me :) Thx for the extra effort
Davoker  [author] 22 Dec, 2023 @ 5:25am 
It's more work than it sounds just saying it, so I'll do it when I feel like doing it, but in the end it will be a perfect result and I won't have to make any more adjustments when I'm done xD