Rebalanced Explosives

Rebalanced Explosives

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My other mod is called Rebalanced Guns, you can get it seperately on creations, or if you use Nexus you can download Weapons and Explosives Rebalanced which has both of them at this address https://www.nexusmods.com/starfield/mods/15172?tab=description

Make sure to DL both files for all the changes. I do not recommend using other mods that alter the DPS of weapons or explosives along with mine. You will have problems if you do. I have not touched any weapons from Terran Armada, and I don't plan to. I have only adjusted weapons from Vanilla and Shattered Space. I have not touched the VaRuun vortex grenades. This mod is simple. It does not alter levelled lists, vendor lists, no custom assets, does not use scripts, and does not alter crafting or weapon mods at the weapons work bench in any way. It should be safe to install or uninstall it at any time, and it should work anywhere in the load order. I would love to hear feedback regarding heavy weapons and explosives. I'm sure you will find that the gameplay is fair and balanced. Enjoy!!

EXPLOSIVES ARE FIXED!!!!

Vanilla Starfield had a problem with the explosives either being underpowered, or not affecting NPCs at all. Rebalanced Explosives does a lot of things. Explosives are stronger, the grenades and mines can be thrown further, most will do damage over time to NPCs, and they also have custom enchantments to produce a hazardous area when they explode. The explosions will cause less stagger effect, and the mines have less obnoxious sounding explosions. I have reworked the special effects to include better NPC reactions such as demoralize and frenzy. Also, your character can become briefly frozen if stepping on a Cryo mine now, as it should be. In Vanilla your followers could become frozen, but not your character.

Along with new explosive enchantments I have increased the power of explosives as well. As a new character you may still feel the explosives are underwhelming, but if you look at the Perk tree you will see that you really need the explosives perks when you level up for the explosives to really come alive in game. Also, there is a starborn power to see where NPC will walk and what they will do, land mines are used best along with that power and if using stealth, or you are in zero g you can fling them like a frizby. If I make them too powerful at the baseline you will be overpowered. The damages listed in the inventory screen of explosives is the total number of potential DPS if an NPC is to take the full blast of the explosives and stay in the hazard area at ground zero. This number does not account for character perks, or if the NPC runs out of the blast area. It's only a base line number.

Aside from explosives being more powerful for the character, they will also be more dangerous as well. There were some land mines in vanilla that simply did not effect the character. That has been fixed. If you are a new character you may have to pay attention to land mines. In my opinion my explosives still are not dangerous enough to the character, but I will leave it as is for now unless I get some feedback.

If any of you come across any weapons that you feel are too strong or weak, I'd like to hear about it.

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Mod Information

Published
May 03, 2026
Last Updated
May 03, 2026
Platforms
Playstation, PC, Xbox

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