EM Turrets - Achievement Friendly
By -phinix
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ACHIEVEMENT FRIENDLY VERSION
This updated version also includes some checks on the crew chatter to avoid repeat notification of enemy ship systems being disabled. In the vanilla game there are no limits on most of these lines and with fast EM weapons your crew would sometimes repeat the same line over and over many times in a row which totally broke immersion. Now, they will only say a line 25% of the time when a system goes down, and after saying a specific line there is a 1 hour cooldown on them saying that same line again.
I was always bothered by the absence of any EM Turrets in the base game. Turrets are great for passively damaging ships to the side or rear while actively pursuing the target in front of you, and EM weapons are great for disabling various ship systems (weapons, engines, jump drive, etc.) while doing moderate shield damage. I always thought it would be great to have turrets that combined these functions, so I created this mod.
Information about all 19 new weapons can be found here: nexusmods.com/starfield/mods/8657
DETAILS:
This mod adds a full range of EM Turrets to the ship builder. All of the game's normal fire EM weapons are covered (plus six new original weapons currently) and their new turret version will unlock at the same player level and ship perk level as the base weapons. The turrets are kept balanced according to the original manual fire versions with some basic universal adjustments:
- All turrets are normalized to power level 2 per unit. This is to allow a total of 6 turrets of any type (two rear, one on each side typically).
- All turrets can be fully colorized! Check out Ship Colorize by derekm17x so you can also colorize your other base game ship weapons to match.
- All turrets are increased by one tier firing speed as turrets would typically fire more rapidly, and damage is adjusted to maintain relative DPS (see below).
- All turrets have roughly 33% higher DPS at max power (4 of 4 turrets) to account for auto-fire sometimes missing and tracking having limited angle.
- All turrets also do 50% of the EM damage they do to shields. So a turret shot that does 24 EM damage would also do 12 damage to shields.
- Turrets do a TINY amount of hull damage (1 without perks) which keeps them shooting targets to disable ship systems even after their shields have been depleted (they would otherwise stop when shields were down even if other ship systems remained operational). This damage is so low you will likely not have to worry about powering them down to avoid destroying ships as it would take a LONG time for this to happen.
AVOID TURRETS NOT FIRING:
In vanilla Starfield there is a bug where turrets will not fire under certain conditions. Basically this happens whenever you have more than 16 total weapons (and possibly if using a mod that allows you to assign more turrets than the total 12 power limit although this one is not confirmed). To avoid this bug on a ship you want to deck out with more than 16 weapons total (usually huge ships using mods to bypass limits) simple do the following:
Assign all your turrets first, and finalize the ship builder. Then go back into the ship builder and add any additional weapons. So long as the turrets are added first, having more than 16 weapons will not prevent them from auto-firing. This goes for ANY turrets not just the ones from this mod.
To report an issue or provide feedback you can visit my Discord: https://discord.gg/w4dhKFAa6j
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Mod Information
- Published
- Jan 28, 2025
- Last Updated
- Jan 09, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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