Experimental MagShear Standalone - Starfield Unity
Experimental MagShear Standalone

Experimental MagShear Standalone

By LX6R

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The Kore Kinetics MagShear is one of the company's finest and most popular weapon systems, so it should come as no surprise that they are already busy working on a successor.

Classified documents have been leaked that describe two prototypes in development, giving us a pretty good idea of what Kore Kinetics is planning to add to future versions of the platform. While the second revision seems to be further into development and much more compatible with older variations of the weapon, the R3 Pryototype is highly experimental and mostly lacks backwards compatibility at this point.

○ Massive Equipment Expansion: The documents reveal that the list of available attachment options of the weapon is more than doubled. Expect a significant increase in versatility across all combat scenarios. ○ Introducing Dedicated Optics: This is a major deviation from the current iteration. After the big success of the MagSniper, Kore Kinetics engineers are testing scope options that integrate with the MagShear's beam technology. These are prototypes in very early development stages and therefore still come with limited functionality; they primarily function as zoom magnifiers without a traditional reticle, using the weapon's beams for aiming. ○ New Mod Categories: The schematics also show entirely new modification options, including specialized covers designed to further increase the weapon's performance and charms to add a personal touch to the design.

The informations also hint at some internal chaos at Kore Kinetics, suggesting that there have been problems within the logistics team, causing the company to run way behind their planned release schedule. While a thorough investigation on what exactly went wrong is still pending, new prototypes have been sent out to be tested at the shooting range in Neon.

//Features: • 30 new, theme friendly attachment options • Category: barrels - three new options • Category: lasers - three new options (different colors) • Category: muzzles - four new options • Category: receivers - four new options • BRAND NEW CATEGORY: charms - eight new options (Plus three new ones in 1.02) • BRAND NEW CATEGORY: covers - four new options • BRAND NEW CATERGORY: optics: Four new options • Two unique versions that can be found in the game world (Plus another one in 1.02 that can be found on The Colander) • LL-integration with Petrov's guards on The Scow • Three new dataslates adding a background to why the weapon is distributed to these places

//Additional notes to users: • The new modifications are separated into normal, Prototype R2 and Prototype R3 attachments. R3 attachments are built as a set and might not look right in combination with other, non R3 attachments. • One unique variant can be found and acquired for free at Kore Kinetics in Neon. The other one can be found on The Scow - but you know Petrov, he doesn't give away parts of his collection voluntarily. • The weapon's quality tier can be upgraded at the workbench. The upgrade costs are deliberately high as your character would need to learn a lot about the weapon to be able to upgrade some unreleased prototypes. • Most Kore Kinetics weapons do not have options for optics in vanilla Starfield, which is most likely because of their unique beam projectiles. The new optics are mostly cosmetical items and only really usable as a "zoom in" feature. They are not well suited for aiming in first person, as the weapon's beams will eventually shift out of your view the closer you get to a target. • This version shares some content with my free "Experimental Magshear Modifications" creation. It is however significantly expanded and upgraded and adds the weapon as a standalone vs. adding the new attachments to the existing weapon. This improves compatibility with other creations, as there are no records of the vanilla weapon edited anymore. The two creations cannot be used together though. • You might need to wait for a full cell reset for the weapons to spawn properly if you visited the affected locations already during your current character save. • The charms are unfortunately static, as there doesn't seem to be a way to have physics on weapons. Similar moving parts on vanilla weapons are using animations, which we cannot make yet. • The Ranger charm unlocks when you receive the badge in the Ranger questline

//Contact If you got any issues, questions or suggestions, you can contact me on Discord @LX6R or tag me on the offical Bethesda Discord server.

//Thanks to my testers Bub200 youngneil1

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Mod Information

Published
Dec 02, 2025
Last Updated
Jan 16, 2026
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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