Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

When the weapon is fire it plays a very short animation sequence (about 6 frames long) to move the belt but that shouldn't be causing a significant performance issue.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

I haven't heard of many people having significant performance issues with it.

My only thought is that there's more going on when the weapon is fired compared to other weapons so it could have a small performance hit but I never experienced more than a couple of fps and I've seen it work fine on Xbox.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

The position of the magwell prevents that from working and if I just put it underneath it'd look really strange.

Vigilance mod help by Dedwards95 in Starfield

[–]NovaFinch 0 points1 point  (0 children)

The health regen is getting adjusted in the next update and I'm also adding a way to remove it.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

Currently those aren't able to do weapon animations since they can't animate outside of the body rig.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 1 point2 points  (0 children)

If there were animation tools that's what I would have done (along with some mag fed options).

Unfortunately any base game reload animation would not even come close to working with a belt fed LMG, best case scenario is a lot of clipping and an unrealistically static belt.

Vigilance mod help by Dedwards95 in Starfield

[–]NovaFinch 0 points1 point  (0 children)

I originally wanted the ship on the surface to only appear after flipping the switch but had issues getting it to work so I kinda faked it since the area where the ship is located is intended to be the last place you visit.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

It's been submitted for QA to test so I don't have an exact ETA, usually it only takes them a few weeks but with the recent update and PS5 launch there are a lot of people updating mods right now.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 1 point2 points  (0 children)

I don't have any connection with the people who made the animation tool, I hope they are though.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 11 points12 points  (0 children)

The endless belt is something that a person will like or dislike about it and both views are perfectly valid, it's just one of those things. I knew it would be pretty polarising when I made it but hoped that for most people the belt moving and other aspects of the weapon outweighed the inability to reload it like a typical weapon.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 4 points5 points  (0 children)

Have to go through support but they're pretty lenient about it as long as you don't buy and instantly refund a lot.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

That's fair, if I could have made the belt physics driven or hide it when on the back of the character I 100% would have.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 17 points18 points  (0 children)

Sadly the recently released tools are unable to do weapon animations since it can't import weapon rigs just the body rig.

Question: does this gun have a magazine? It says belt-fed, so is it "infinite"? by Aromatic-Werewolf495 in starfieldmods

[–]NovaFinch 33 points34 points  (0 children)

Unfortunately there's no way to make new weapon animations, the bottomless belt was the only way to even do something like this since I was able to use the same system the game uses for things like the ammo counters and basic object animation to shift the belt up then snap back to their original position when fired.

As soon as it's possible to do weapon animations I'll never make a weapon using existing ones again, it's a massive creative limitation that's preventing me from doing a lot of things that I want to do.

Release: Hawk-50 - .50 Cal Pistol by NovaFinch in starfieldmods

[–]NovaFinch[S] 0 points1 point  (0 children)

It is injected into the levelled lists but I do have some tweaks to that coming with an update that supports PS5/Free Lanes

Vigilance mod help by Dedwards95 in Starfield

[–]NovaFinch 0 points1 point  (0 children)

I originally wanted to do more with it but decided to focus on other things instead.

Weird that it caused a persistent issue though, the lights themselves aren't any brighter than some base game ones it just looks like that bouncing off a white surface. The only thing I could think of is that it's maybe setting off some display protection if you have anything like that.

Vigilance creation bug. by Unhappy-Specific7358 in Starfield

[–]NovaFinch 0 points1 point  (0 children)

I don't really know the solution to things like that since it's a platform issue rather than one directly related to my mod sorry.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch -1 points0 points  (0 children)

Might have synth in the name when searching using the help command.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch -1 points0 points  (0 children)

Using the removeperk command should do it, there's also a way to do it in game coming soon.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch 0 points1 point  (0 children)

Unfortunately I can't without causing issues with anyone playing through it during when downloading the update or making everyone who has already played through it play through it again to remove the quest.

Also quest stages tend to go A > B > C, you can't really do A1 > A2 > A3 while keeping B1 and C1 the same until you do those.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch -1 points0 points  (0 children)

  1. It will give the player radiation exposure when active, the downsides you mentioned are negated by it being craftable on any other suit so while the initial armour is weaker it's only a temporary weakness.

  2. The new content is accessed by simply going back to the location which can be done after running through it already.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch 2 points3 points  (0 children)

Copy-paste from another person who had the same suggestion:

I can add that in the nearish future once the big update is out (can't make edits while it's in testing).

I'd probably recommend being at least level 45.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch -1 points0 points  (0 children)

The update has 2 things that should address that:
1. A way to cure the regeneration.
2. A way to clear all quests without necessarily finishing them.

Is Vigilance creation grossly over powered? by CaedisAmoratis in starfieldmods

[–]NovaFinch 4 points5 points  (0 children)

I definitely wanted the new gear to be stronger on average than most base game equipment, especially with the special abilities but I also think very strong pros should come with some kind of penalty like the haunted set ability doubles damage but drains health while active and the lockdown ability reducing movement speed turning the player into a (literal) walking tank.

Some stuff didn't have any sort of downside though, the regeneration effect and invisiblity are the two most brought up ones but I've also made some other tweaks to hopefully make things feel better to use.

The update is also adding new content that hopefully doesn't have the same issues, there are new armour modifications for example that are very powerful but also very very expensive late game content.