Realistic Missiles & Enhanced Damage (Experimental-ish)
By KujKuj
Community Rating
Step right up, step right up! Have I got a deal for you! Are you tired of your missiles hitting like a wet noodle? Does your Starborn ship feel more like a cosmic minivan than a herald of the multiverse? Well, friend, put down that space-cola and feast your eyes on the all-new, shiny, chrome-plated Version 2.6
We’ve gone under the hood, kicked the tires, and slapped a fresh coat of paint on this baby. We’re talkin’ double the damage, triple the perks, and enough firepower to make a Terrormorph cry for its mommy! It’s the deal of a lifetime, and for a limited time only, it costs you absolutely zero credits! Void where prohibited, some assembly required, may cause a sudden urge to jump through the Unity.
WHAT’S UNDER THE HOOD? (V2.6 CHANGES) 🏴☠️ THE BLACK MARKET BAZAAR (NEW IN V2.6)
The "Experimental" Line: I’ve managed to "acquire" some highly classified UC Vanguard schematics. Introducing the standalone Experimental Tempest, Ares, Obliterator, Hellfire, and Starseeker! We spliced the absolute best stats across all reactor classes into these black-market monsters.
High Risk, High Reward (The Drawbacks): You're getting god-tier firepower and highly optimized reactor draws (only 2 power for guns, 3 for missiles, so you can mount an absolute armada). BUT, you are paying for the illegality. Expect premium black-market price tags (50k+ credits), heavier mass penalties from dense prototype parts, and very low module health. If your shields drop, these fragile beauties will break fast.
The Arsenal Breakdown:
🔥 Tempest CE-42 Missile: Hits like a Class-C freight train with a massive 300-damage explosive payload. Faster reload, but strictly locked to a 6-tube magazine. Make 'em count.
☢️ Obliterator (Particle Burst): The sniper's choice. A lighter frame so your ship doesn't drag, paired with insane engagement range.
⚡ Ares (Particle Auto): Full-auto particle death hose. Uses incredibly dense, heavy-duty heat sinks for sustained fire.
🌌 Starseeker (Laser) & Hellfire (Ballistic): The Starseeker melts shields pushing past standard range limits, while the Hellfire shreds hulls with Gauss-level reach—perfect for heavy ships that turn too slow to dogfight.
Vanilla Reversion: To make way for the new tech, standard Vanguard gear has been reverted back to boring, factory-default Bethesda balancing. My Experimental line is a true, separate endgame upgrade.
Contraband Requirements: These won't show up at standard vendors until you prove you can handle the heat. You must have successfully stolen the ComSpike prototype from SY-920 (Crimson Fleet quest: "The Best There Is"). Once you clear the heist, these weapons will dynamically populate at all technicians!
🛠️ THE INFINITE LOAD XBOX FIX (NEW IN V2.5b!)
The Loop is Broken: Tracked down a nasty recursive logic bug where the Creation Kit blueprints were trying to build themselves, causing crashes. The Xbox "Infinite Loading Screen" bug on the Creation Club and save menus has been completely eradicated!
🚀 THE BIG BOOM (MISSILES)
Double Trouble: Every missile launcher in the settled systems—from the Atlatl to the Shinigami—now deals 2x Base Damage.
Real-Tube Technology: No more "magic" missiles. If your launcher has four tubes, it fires four missiles. It’s science!
The Sniper’s Dream: We’ve cranked the lock-on range up to 9999. If you can see 'em, you can delete 'em! We even adjusted the Targeting Mode Camera to a massive 12000 so you never lose sight of the prize.
🌌 STARBORN SUPREMACY
Critically Improved: Starborn weapons now have a 5% Crit Chance (up from a measly 2%).
Elemental Chaos: We’ve infused the Solar Beams and Torpedoes with Energy, Particle, and EM damage.
Perk Power: Solar Beams now scale with Energy Weapon Perks, and Torpedoes scale with Missile Perks. It finally works as it should!
⚙️ THE QUALITY OF LIFE SPECIAL
Fleet Commander: Why stop at 10? You can now own 20 ships!
The Long Reach: Dock from 1000m, activate objects from 1000m, and loot debris from 2000m.
Logistics Master: Transfer items to your ship from up to 2500m away.
Profit Margins: Adjusted the ship registration to keep more of those hard-earned credits!
🎓 THE "FIXED" FIX (PERK CHALLENGES)
Back to Basics: I’ve gone back into the wiring and restored the Ship Missile Weapon challenges. They should now operate exactly like the vanilla game—no more "lazy fixes," just pure, honest progression!
A PERSONAL NOTE FROM THE "SALESMAN" All joking aside, I want to give a massive Thank You to every single person who has downloaded, tested, and supported this mod.
Life as a single parent working crazy hours as a Safe School Officer doesn't leave much "me time," and I’ve only managed to get behind the keyboard a couple of times this month. Knowing that so many of you actually enjoy and use this mod is what kept me motivated to rebuild it from scratch, squash those fatal bugs, and make it cleaner and better than ever. Thank you for your incredible patience and for sticking with me while I figured this out.
Enjoy the firepower—you've earned it!
Feedback I am actively refining this mod and value user input. If you encounter issues or have suggestions for specific changes, please reach out.
Discord: @kujo357
Release notes
PC
-
2.07== Describe this release ==
-
2.08small fix
-
2.06== Describe this release ==
-
2.05bshould be fix
-
2.05ahotfix
-
1.00== Describe this release ==
-
2.05Welcome to Version 2.5! This update introduces a highly classified, black-market tier of ship weaponry. We’ve reverted the standard Vanguard gear to their vanilla specs to make way for the brand-new "Experimental" line—a set of god-tier modules unlocked only for pilots willing to get their hands dirty.
New Content: The Experimental Arsenal
We have spliced the absolute best stats across all reactor classes into a new line of hybrid weaponry. These are standalone, custom monstrosities boasting best-in-class damage, optimized power draw, and increased capacities. This will be ajusted in a later update
Added: Experimental Vanguard Tempest Missile Launcher
Added: Experimental Vanguard Ares Particle Cannon
Added: Experimental Vanguard Obliterator Autoprojector
Added: Experimental Vanguard Hellfire Autocannon
Added: Experimental Vanguard Starseeker Missile Launcher
Unlock Requirements:
These weapons are highly illegal contraband. They will not appear in any vendor menu until you meet two strict conditions:
You must have Starship Design Rank 4.
For now, you must complete the Vanguard mission like normal to get the vanguard weapons
Once you learn how to hack top-secret military tech, the blueprints unlock.
System & Under-the-Hood Changes:
Vanilla Reversion: All standard-issue UC Vanguard weapons have been reverted to default Bethesda balancing. The Experimental line is now a true, separate endgame upgrade.
Architecture Overhaul: Completely rebuilt the mod architecture using proper GBFM (Generic Base Form) wrappers. Weapons now correctly link to the Ship Builder UI without bleeding into standard game files.
Universal Black Market: Implemented dynamic vendor logic. Once unlocked, the Experimental line will properly populate at Deimos, Hopetech, Nova Galactic, Taiyo, and Trident technicians.
Enjoy the new firepower, Captains. Just don't tell the UC where you got it. -
2.02New Missile added, Class C Vanguard. Test
-
2.01adjustments to damg
-
1.00Version 2.0 - The Complete Ship Combat & QoL Overhaul
Rebuilt from the ground up in xEdit for maximum stability and zero dirty edits! This update rolls all previous fixes into one massive, seamless package.
Ship & QoL Global Settings
Max Owned Ships: Increased to 20
Ship Transfer Distance: Increased to 2500m
Looting Distance: Increased to 2000m
Docking & Activation Distance: Increased to 1000m
Ship Registration Cost: Multiplier reduced to 0.841 (cheaper registrations!)
Targeting Lock-On Range: Massive increase to 9999m
Targeting Camera Range: Increased to 12000m
AI Combat Pathing: Increased to 9999m
Missile Fire Force: Adjusted to 0.9
Missile Systems Overhaul
2x Base Damage: EVERY missile launcher (Atlatl, Shinigami, Devastator, CE, Infiltrator, Hunter) hits twice as hard.
Real-Tube Volleys: Launchers now fire the exact number of missiles as visible tubes on the physical ship model.
Heavy Launchers: Reduced volley counts compensated with much faster reload speeds for balance.
Starborn Weaponry
Crit Chance: Increased to 5% (up from 2%).
Elemental Damage: Solar Beams and Torpedoes now deal base EM, Energy, and Particle damage.
Perk Integration: Solar Beams now properly scale with Energy Weapon perks; Torpedoes scale with Missile perks.
Vanguard Arsenal
Ares, Obliterator, Hellfire, Tempest, & Starseeker weapons all received buffs to base damage and fire rate to ensure they remain top-tier faction rewards.
Player Skill Tree: Missile Weapons
Damage Modifiers: Rank 1 (1.33x), Rank 2 (1.66x), Rank 3 (2.0x), Rank 4 (3.0x total damage). Stacks with vanilla lock-on/recharge bonuses!
Bug Fix: Restored the vanilla skill challenge progression that was temporarily removed in the v1.13 emergency fix.
A massive thank you to everyone who has been using this mod! Finding time between working and parenting is tough, but your support pushed me to rebuild this the right way. Enjoy the firepower!
-
1.13Important Message;
First off, I owe a sincere apology for the delay in getting this patch out. Real-life circumstances have kept me away from updating the mod. I am a single parent of two, working ridiculous hours just to try and get by.
Thank you all so much for your patience and understanding. I wanted to get something pushed out as soon as possible for those who have been waiting too long.
Version 1.13 - Skill Progression Workaround (Bug Fix)
Skill Rank Progression Fix (Temporary): Addressed a reported bug on Discord where damage from the modified missiles was not correctly counting toward the Ship Missile Weapons skill rank progression.
Upon inspection, no obvious cause for the issue was found (skill ranks and weapon tags appeared correct).
Temporary Fix Implemented: All progression requirements for the Ship Missile Weapons skill have been removed. This allows players to level up the skill and immediately gain the massive damage benefits from this mod.
Future Plans: I apologize for this "lazy fix," but it was necessary to push out an update. I will continue to investigate the proper cause in a separate test environment to restore the intended skill progression for those who prefer it. -
1.12Version 1.12 - Starborn Perk Integration
Starborn Weapon Perk Keywords: Addressed the issue of Starborn weapons not benefiting from player skills by assigning the appropriate keywords.
The Starborn Solar Beam now benefits from Energy Weapon perks.
Starborn Torpedoes now correctly receive bonuses from Missile perks.
These changes ensure that investing in your skill tree properly enhances the effectiveness of Starborn weapon systems, making them a more rewarding choice for specialized builds.
Hopefully, this worked, I've been scratching my head over this one -
1.11Version 1.11 - Starborn Weapon Rebalancing
Starborn Ship Weapon Adjustments: A series of balancing changes have been made to Starborn ship weapons:
Reload speed has been slightly reduced.
Critical hit chance has been slightly reduced.
The added Electromagnetic (EM) damage from the previous patch has been reduced.
These adjustments were made to balance the weapons better and prevent them from becoming overpowered. -
1.10Version 1.10 - Starborn Weapon System Overhaul
Electromagnetic Damage Added to Starborn Weapons: Implemented Electromagnetic (EM) damage to Starborn weapon systems for testing and evaluation. This is a new feature that we will be monitoring for balance.
Solar Beam Firing Adjustment: Made further adjustments to the firing characteristics of the Starborn Solar Beam to improve its performance and feel in combat. -
1.08nothing to see here, move along
-
1.09Version 1.08 - Starborn Weapon Rebalance
Starborn Ship Missile Fixes: Addressed and rebalanced Starborn ship missiles to reduce their previously overtuned performance. We are still actively investigating a method to increase the targeting range for these unique missiles, as they appear to function differently from standard missile systems.
Starborn Solar Beam Fixes: Implemented a rebalance to the Starborn Solar Beam ship weapon to address its previously overpowered state. The weapon's effectiveness has been adjusted for a more balanced and fair gameplay experience.
These fixes were implemented to reduce the "ridiculousness" of these Starborn weapons that were inadvertently caused in a previous update. -
1.07Starborn Weapon Enhancements
Starborn Weapon Overhaul: Made targeted modifications to all Starborn unique weapons to enhance their effectiveness and feel:
Increased Magazine Capacity: Boosted the ammo count in the magazine for all Starborn weapons.
Slight Reload Speed Boost: Implemented a minor increase to the reload speed, making them feel snappier.
Increased Critical Chance: Raised the critical hit chance from 2% to 5% (a 2.5x increase), making critical hits more frequent and impactful.
These changes aim to make Starborn weapons more compelling and reliable choices in combat. -
1.06Emergency Dependency Clean-Up
Emergency Dependency Removal: Addressed and removed unintended dependencies that were inadvertently created on other mods. This occurred during experimentation with the Creation Kit while learning from various mod authors techniques.
Prevented Conflicts: Ensured that no dependencies were made on a separate, unreleased perk overhaul mod currently in development. These links have been severed to prevent any unforeseen issues or conflicts for users. -
1.05Player Perk Overhaul
Missile Skill Perk Rework: Significant adjustments to the player's Ship Missile Weapons perk in the skill tree. These changes stack on top of the vanilla perk modifiers, meaning existing benefits like action cost reduction, lock-on time, and recharge rate are still present:
Rank 1: Ship missile weapons now deal 33% more damage
Rank 2: Ship missile weapons now deal 66% more damage
Rank 3: Ship missile weapons now deal 100% more damage
Rank 4: Ship missile weapons now deal 200% more damage
Inspired by Mordrid's Missile Weapon Systems Boost, these values aim to provide a more impactful and rewarding progression for missile-focused builds. -
1.04Version 1.04 - Balancing, Ship Enhancements & Future Foundations
Vanguard Weapon Buffs: Further tweaks and buffs applied to Vanguard ship weapons to ensure they offer a distinctive advantage and remain competitive.
Missile Perk Tweaks (Experimental): Began testing small, hopefully impactful adjustments to player skill tree missile perks.
New Missile Systems Groundwork: Laid initial groundwork and framework for implementing entirely new missile systems in future updates. -
1.03Vanguard Tweaks and Other fixes
Ammo capacity was increased and crit chance was raised slightly
distance values were adjusted -
1.02
Quality of Life & Vanguard Tweaks
Increased Missile Acquisition Range: Expanded the distance at which missiles can lock onto targets, making them more effective at range.
Enhanced Interaction Distances:
Missile force increased to 0.9
Looting distance increased to 2000 meters.
Docking distance increased to 2000 meters.
These adjustments align with more common standards for these features, improving convenience.
Expanded Ship Capacity: Maximum owned ships increased to 20, up from the default 10. This provides more flexibility without feeling excessive.
Vanguard Weapon Adjustments (Initial Pass): Began implementing tweaks to Vanguard ship weapons. As unique, these weapons deserve a buff to help them stand out and be more viable. -
1.00
Missile Launcher adjustments
Edits to All Missile Launchers: All missile launcher values and behaviors
Minor adjustments to reload speeds and projectile counts for optimal gameplay.
All missile launcher base damage has been doubled. -
1.01
Initial Test and Release:
This is the first experimental version of the mod, focusing on missile launcher adjustments.
Missile tubes now correspond directly to the number of missiles fired per volley.
Xbox
-
2.07== Describe this release ==
-
2.08small fix
-
2.06== Describe this release ==
-
2.05bshould be fix
-
2.05ahotfix
-
1.00== Describe this release ==
-
2.05Welcome to Version 2.5! This update introduces a highly classified, black-market tier of ship weaponry. We’ve reverted the standard Vanguard gear to their vanilla specs to make way for the brand-new "Experimental" line—a set of god-tier modules unlocked only for pilots willing to get their hands dirty.
New Content: The Experimental Arsenal
We have spliced the absolute best stats across all reactor classes into a new line of hybrid weaponry. These are standalone, custom monstrosities boasting best-in-class damage, optimized power draw, and increased capacities. This will be ajusted in a later update
Added: Experimental Vanguard Tempest Missile Launcher
Added: Experimental Vanguard Ares Particle Cannon
Added: Experimental Vanguard Obliterator Autoprojector
Added: Experimental Vanguard Hellfire Autocannon
Added: Experimental Vanguard Starseeker Missile Launcher
Unlock Requirements:
These weapons are highly illegal contraband. They will not appear in any vendor menu until you meet two strict conditions:
You must have Starship Design Rank 4.
For now, you must complete the Vanguard mission like normal to get the vanguard weapons
Once you learn how to hack top-secret military tech, the blueprints unlock.
System & Under-the-Hood Changes:
Vanilla Reversion: All standard-issue UC Vanguard weapons have been reverted to default Bethesda balancing. The Experimental line is now a true, separate endgame upgrade.
Architecture Overhaul: Completely rebuilt the mod architecture using proper GBFM (Generic Base Form) wrappers. Weapons now correctly link to the Ship Builder UI without bleeding into standard game files.
Universal Black Market: Implemented dynamic vendor logic. Once unlocked, the Experimental line will properly populate at Deimos, Hopetech, Nova Galactic, Taiyo, and Trident technicians.
Enjoy the new firepower, Captains. Just don't tell the UC where you got it. -
2.02New Missile added, Class C Vanguard. Test
-
2.01adjustments to damg
-
1.00Version 2.0 - The Complete Ship Combat & QoL Overhaul
Rebuilt from the ground up in xEdit for maximum stability and zero dirty edits! This update rolls all previous fixes into one massive, seamless package.
Ship & QoL Global Settings
Max Owned Ships: Increased to 20
Ship Transfer Distance: Increased to 2500m
Looting Distance: Increased to 2000m
Docking & Activation Distance: Increased to 1000m
Ship Registration Cost: Multiplier reduced to 0.841 (cheaper registrations!)
Targeting Lock-On Range: Massive increase to 9999m
Targeting Camera Range: Increased to 12000m
AI Combat Pathing: Increased to 9999m
Missile Fire Force: Adjusted to 0.9
Missile Systems Overhaul
2x Base Damage: EVERY missile launcher (Atlatl, Shinigami, Devastator, CE, Infiltrator, Hunter) hits twice as hard.
Real-Tube Volleys: Launchers now fire the exact number of missiles as visible tubes on the physical ship model.
Heavy Launchers: Reduced volley counts compensated with much faster reload speeds for balance.
Starborn Weaponry
Crit Chance: Increased to 5% (up from 2%).
Elemental Damage: Solar Beams and Torpedoes now deal base EM, Energy, and Particle damage.
Perk Integration: Solar Beams now properly scale with Energy Weapon perks; Torpedoes scale with Missile perks.
Vanguard Arsenal
Ares, Obliterator, Hellfire, Tempest, & Starseeker weapons all received buffs to base damage and fire rate to ensure they remain top-tier faction rewards.
Player Skill Tree: Missile Weapons
Damage Modifiers: Rank 1 (1.33x), Rank 2 (1.66x), Rank 3 (2.0x), Rank 4 (3.0x total damage). Stacks with vanilla lock-on/recharge bonuses!
Bug Fix: Restored the vanilla skill challenge progression that was temporarily removed in the v1.13 emergency fix.
A massive thank you to everyone who has been using this mod! Finding time between working and parenting is tough, but your support pushed me to rebuild this the right way. Enjoy the firepower!
-
1.13Important Message;
First off, I owe a sincere apology for the delay in getting this patch out. Real-life circumstances have kept me away from updating the mod. I am a single parent of two, working ridiculous hours just to try and get by.
Thank you all so much for your patience and understanding. I wanted to get something pushed out as soon as possible for those who have been waiting too long.
Version 1.13 - Skill Progression Workaround (Bug Fix)
Skill Rank Progression Fix (Temporary): Addressed a reported bug on Discord where damage from the modified missiles was not correctly counting toward the Ship Missile Weapons skill rank progression.
Upon inspection, no obvious cause for the issue was found (skill ranks and weapon tags appeared correct).
Temporary Fix Implemented: All progression requirements for the Ship Missile Weapons skill have been removed. This allows players to level up the skill and immediately gain the massive damage benefits from this mod.
Future Plans: I apologize for this "lazy fix," but it was necessary to push out an update. I will continue to investigate the proper cause in a separate test environment to restore the intended skill progression for those who prefer it. -
1.12Version 1.12 - Starborn Perk Integration
Starborn Weapon Perk Keywords: Addressed the issue of Starborn weapons not benefiting from player skills by assigning the appropriate keywords.
The Starborn Solar Beam now benefits from Energy Weapon perks.
Starborn Torpedoes now correctly receive bonuses from Missile perks.
These changes ensure that investing in your skill tree properly enhances the effectiveness of Starborn weapon systems, making them a more rewarding choice for specialized builds.
Hopefully, this worked, I've been scratching my head over this one -
1.11Version 1.11 - Starborn Weapon Rebalancing
Starborn Ship Weapon Adjustments: A series of balancing changes have been made to Starborn ship weapons:
Reload speed has been slightly reduced.
Critical hit chance has been slightly reduced.
The added Electromagnetic (EM) damage from the previous patch has been reduced.
These adjustments were made to balance the weapons better and prevent them from becoming overpowered. -
1.10Version 1.10 - Starborn Weapon System Overhaul
Electromagnetic Damage Added to Starborn Weapons: Implemented Electromagnetic (EM) damage to Starborn weapon systems for testing and evaluation. This is a new feature that we will be monitoring for balance.
Solar Beam Firing Adjustment: Made further adjustments to the firing characteristics of the Starborn Solar Beam to improve its performance and feel in combat. -
1.08nothing to see here, move along
-
1.09Version 1.08 - Starborn Weapon Rebalance
Starborn Ship Missile Fixes: Addressed and rebalanced Starborn ship missiles to reduce their previously overtuned performance. We are still actively investigating a method to increase the targeting range for these unique missiles, as they appear to function differently from standard missile systems.
Starborn Solar Beam Fixes: Implemented a rebalance to the Starborn Solar Beam ship weapon to address its previously overpowered state. The weapon's effectiveness has been adjusted for a more balanced and fair gameplay experience.
These fixes were implemented to reduce the "ridiculousness" of these Starborn weapons that were inadvertently caused in a previous update. -
1.07Starborn Weapon Enhancements
Starborn Weapon Overhaul: Made targeted modifications to all Starborn unique weapons to enhance their effectiveness and feel:
Increased Magazine Capacity: Boosted the ammo count in the magazine for all Starborn weapons.
Slight Reload Speed Boost: Implemented a minor increase to the reload speed, making them feel snappier.
Increased Critical Chance: Raised the critical hit chance from 2% to 5% (a 2.5x increase), making critical hits more frequent and impactful.
These changes aim to make Starborn weapons more compelling and reliable choices in combat. -
1.06Emergency Dependency Clean-Up
Emergency Dependency Removal: Addressed and removed unintended dependencies that were inadvertently created on other mods. This occurred during experimentation with the Creation Kit while learning from various mod authors techniques.
Prevented Conflicts: Ensured that no dependencies were made on a separate, unreleased perk overhaul mod currently in development. These links have been severed to prevent any unforeseen issues or conflicts for users. -
1.05Player Perk Overhaul
Missile Skill Perk Rework: Significant adjustments to the player's Ship Missile Weapons perk in the skill tree. These changes stack on top of the vanilla perk modifiers, meaning existing benefits like action cost reduction, lock-on time, and recharge rate are still present:
Rank 1: Ship missile weapons now deal 33% more damage
Rank 2: Ship missile weapons now deal 66% more damage
Rank 3: Ship missile weapons now deal 100% more damage
Rank 4: Ship missile weapons now deal 200% more damage
Inspired by Mordrid's Missile Weapon Systems Boost, these values aim to provide a more impactful and rewarding progression for missile-focused builds. -
1.04Version 1.04 - Balancing, Ship Enhancements & Future Foundations
Vanguard Weapon Buffs: Further tweaks and buffs applied to Vanguard ship weapons to ensure they offer a distinctive advantage and remain competitive.
Missile Perk Tweaks (Experimental): Began testing small, hopefully impactful adjustments to player skill tree missile perks.
New Missile Systems Groundwork: Laid initial groundwork and framework for implementing entirely new missile systems in future updates. -
1.03Vanguard Tweaks and Other fixes
Ammo capacity was increased and crit chance was raised slightly
distance values were adjusted -
1.02
Quality of Life & Vanguard Tweaks
Increased Missile Acquisition Range: Expanded the distance at which missiles can lock onto targets, making them more effective at range.
Enhanced Interaction Distances:
Missile force increased to 0.9
Looting distance increased to 2000 meters.
Docking distance increased to 2000 meters.
These adjustments align with more common standards for these features, improving convenience.
Expanded Ship Capacity: Maximum owned ships increased to 20, up from the default 10. This provides more flexibility without feeling excessive.
Vanguard Weapon Adjustments (Initial Pass): Began implementing tweaks to Vanguard ship weapons. As unique, these weapons deserve a buff to help them stand out and be more viable. -
1.00
Missile Launcher adjustments
Edits to All Missile Launchers: All missile launcher values and behaviors
Minor adjustments to reload speeds and projectile counts for optimal gameplay.
All missile launcher base damage has been doubled. -
1.01
Initial Test and Release:
This is the first experimental version of the mod, focusing on missile launcher adjustments.
Missile tubes now correspond directly to the number of missiles fired per volley.
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Mod Information
- Published
- Jul 22, 2025
- Last Updated
- May 21, 2026
- Platforms
- PC, Xbox