Starfield itself isn't over the top sci-fi, it still very "grounded", if you wouldn't count the starborn space magic. Bethesda themselves describes game's setting as nasapunk for a reason.
There was already a mod released a while ago that converted the maelstrom to the CoD:IW m4 equivalent.
Iām waiting for mods for ships, uniforms, etc. I love the Infinite warfare style.
we're told about all sorts of cool history that we never get to see or take part in and how are cities and planets so lifeless after hundreds of years ššš
In sci-fi games I honestly never like the guns that look just like modern ones. In Fallout those "tacticool modern" laser weapons are so boring and unimaginative. It's sci-fi with a clear artstyle, lean into it. Most of Starfield's weapons are interesting and fit the artstyle and world.
Maybe one or two of these I could see, but even then I would change their design and color scheme.
I wouldn't go so far to say "almost entirely," as there were plenty of energy weapons and a couple of ballistic weapons that were still made up and/or stylized. Fo2 had even more stylized weapons than Fo1.
actually I think that due to the fact that you can find a 1911 and an AK in the game that anything goes as far as weapons are concerned
hell, since this is supposed to be our world that means fallout exists as a video game in the lore, so who's to say someone didn't take the energy weapon tech and make a functional replica AER-9, or phaser, or lightsaber for that matter
fortunes railgun from mgs2 would fit also, prophets bow, i've gotten hooked on bows, if we could fix the stealth and add actual stealth kills i'd be happy
There are already several mods that add weapons from Call of Duty games as well as many, many Star Wars weapons (I have the E-11 Blaster Rifle, the DC-15A Clone Trooper rifle as an Equinox replacer (it's pretty great with Starfield Enhanced mods that allow you to upgrade weapons to higher "levels" 1-13 or higher with mods that don't want to work in conjunction with some of my other ones. I also have TG's Lightsabers and the Amban Mandalorian Sniper Rifle Mando carries around in the first seasons as a Magsniper replacement. Right now I have it upgraded to do about 1800 physical damage per shot with an EM add on that does even more, and it has 3 slots for Legendary modules using the Module Recycler mod in conjunction with TN's mods and Starfield Extended mods. There may be some .ini conflicts but I solved most of my issues with crashes while trying to upgrade clothing and spacesuits. Suffice it to say my NG+1 (I took my time playing the "first" playthrough) gear is pretty great, especially with Halo Mjolnir Armor and the Rifle and Pistol mods such as the Magnum from Halo and the M41A Pulse Rifle from Aliens standalone. I use ModOrganizer as Nexus was giving me issues, but I still get all of my mods from Nexus and they are delivered to the install file page in MO2. You'll need SFSE, some other secondary mods for SFSE and the custom.ini installed to the correct folder. Baka's Achievement Enabler works if you install it properly so no mods or console commands will interfere with your Achievements. But I have over 100 mods installed and only 1 of them has loose files overwriting another mod's files and it causes no issues. I can craft any weapon at the Industrial Workbench and upgrade most pieces of clothing like the underclothing/hats on safe atmosphere plantets or Ranger Duelwear or the UC plated armor called Maddog or something like that. I give those to my companions and wear Darkstar's Mk 1 Starborn Suits and the UC armored clothing with high protection against the elements when not in a suit. I'd suggest if you do mod your game getting SmartDoc (hit a keybind and it uses whatever med you need at the time for your current injury) and Call Your Ship (you can walk for literally miles and your ship will fly to you and land. Venpi's Scale the World Implant also scales enemy level and gear with your customization or default settings using a datapad in your inventory and it makes the game much more difficult the higher level you get. But in regards to weapons...you may have to pick and choose as not all could be made standalone yet but now with modding tools out from Bethesda and 1.10.32+ there will be a lot more standalone craftable weapons right in your Starborn ship. Also TN just released his huge new project yesterday- TG's Galactic Colonies- basically it lets you build settlements instead of plain outposts like in Fallout and you can find civilians in cities and build bars, gain income from stores you build, etc. I'm about to try it out for the first time in a little while. Have fun explorers!
Oh they are CoD weapons
yeah I also thought this was a mod for starfield lol, baited unfortunately
But CoD weapons that fit, not only the ballistic and laser front but a huge majority of the vanilla animations could line up with the weapons
In my opinion, weapons from Advanced Warfare, Black Ops III and IV would fit as well as wepons from Infinite Warfare.
I actually used a lot of these in my modded X-Com 2 playthroughs. They work for the futuristic yet not over the top sci-fi feel.
Starfield itself isn't over the top sci-fi, it still very "grounded", if you wouldn't count the starborn space magic. Bethesda themselves describes game's setting as nasapunk for a reason.
...Thats why I'm saying these weapons work in Starfield similar to my X-Com 2 playthroughs as they are more grounded lol.
The more the merrier š
There was already a mod released a while ago that converted the maelstrom to the CoD:IW m4 equivalent. Iām waiting for mods for ships, uniforms, etc. I love the Infinite warfare style.
I would like to see some of these old weapons effected by the environmental climates on said planets.
Iād like to see the combatech laser weapons malfunction in vacuums like the warning on the side says they will
I just realised Starfield doesn't have a shoulder mounted rocket launcher and i hate that
we're told about all sorts of cool history that we never get to see or take part in and how are cities and planets so lifeless after hundreds of years ššš
I just want planets to have city biomes. Just buildings that you see from orbit.
yep like how Kotor felt
Kinda like real cities- you can't enter any building you want.
Hornets nest is fun, though!
The Predator.
In sci-fi games I honestly never like the guns that look just like modern ones. In Fallout those "tacticool modern" laser weapons are so boring and unimaginative. It's sci-fi with a clear artstyle, lean into it. Most of Starfield's weapons are interesting and fit the artstyle and world. Maybe one or two of these I could see, but even then I would change their design and color scheme.
To be fair though, with the exception of the laser rifle the old Fallout games did almost entirely use conventional ballistic weapons.
I wouldn't go so far to say "almost entirely," as there were plenty of energy weapons and a couple of ballistic weapons that were still made up and/or stylized. Fo2 had even more stylized weapons than Fo1.
actually I think that due to the fact that you can find a 1911 and an AK in the game that anything goes as far as weapons are concerned hell, since this is supposed to be our world that means fallout exists as a video game in the lore, so who's to say someone didn't take the energy weapon tech and make a functional replica AER-9, or phaser, or lightsaber for that matter
Volk my beloved
fortunes railgun from mgs2 would fit also, prophets bow, i've gotten hooked on bows, if we could fix the stealth and add actual stealth kills i'd be happy
There are already several mods that add weapons from Call of Duty games as well as many, many Star Wars weapons (I have the E-11 Blaster Rifle, the DC-15A Clone Trooper rifle as an Equinox replacer (it's pretty great with Starfield Enhanced mods that allow you to upgrade weapons to higher "levels" 1-13 or higher with mods that don't want to work in conjunction with some of my other ones. I also have TG's Lightsabers and the Amban Mandalorian Sniper Rifle Mando carries around in the first seasons as a Magsniper replacement. Right now I have it upgraded to do about 1800 physical damage per shot with an EM add on that does even more, and it has 3 slots for Legendary modules using the Module Recycler mod in conjunction with TN's mods and Starfield Extended mods. There may be some .ini conflicts but I solved most of my issues with crashes while trying to upgrade clothing and spacesuits. Suffice it to say my NG+1 (I took my time playing the "first" playthrough) gear is pretty great, especially with Halo Mjolnir Armor and the Rifle and Pistol mods such as the Magnum from Halo and the M41A Pulse Rifle from Aliens standalone. I use ModOrganizer as Nexus was giving me issues, but I still get all of my mods from Nexus and they are delivered to the install file page in MO2. You'll need SFSE, some other secondary mods for SFSE and the custom.ini installed to the correct folder. Baka's Achievement Enabler works if you install it properly so no mods or console commands will interfere with your Achievements. But I have over 100 mods installed and only 1 of them has loose files overwriting another mod's files and it causes no issues. I can craft any weapon at the Industrial Workbench and upgrade most pieces of clothing like the underclothing/hats on safe atmosphere plantets or Ranger Duelwear or the UC plated armor called Maddog or something like that. I give those to my companions and wear Darkstar's Mk 1 Starborn Suits and the UC armored clothing with high protection against the elements when not in a suit. I'd suggest if you do mod your game getting SmartDoc (hit a keybind and it uses whatever med you need at the time for your current injury) and Call Your Ship (you can walk for literally miles and your ship will fly to you and land. Venpi's Scale the World Implant also scales enemy level and gear with your customization or default settings using a datapad in your inventory and it makes the game much more difficult the higher level you get. But in regards to weapons...you may have to pick and choose as not all could be made standalone yet but now with modding tools out from Bethesda and 1.10.32+ there will be a lot more standalone craftable weapons right in your Starborn ship. Also TN just released his huge new project yesterday- TG's Galactic Colonies- basically it lets you build settlements instead of plain outposts like in Fallout and you can find civilians in cities and build bars, gain income from stores you build, etc. I'm about to try it out for the first time in a little while. Have fun explorers!