Isn’t it a shame that Bethesda forgot to give us mods for our melee weapons? Well, modders to the rescue! I have figured out how to add two mod slots to melee weapons, allowing you to modify the grip of the weapon as well as the material the business end is made from. So far there’s 14 mods available, all unique and interesting.
*The xEdit version used was compiled specifically to allow changes to Reflection data. While care was made not to change any values in the Reflections, and this mod has been tested with no ill side effects, it is not recommended to play with Reflections willy nilly until xEdit releases the ability to edit them officially. As with all of these pre-CK mods, BACK UP your games and test the mod before proceeding.
Installation:
Unzip the archive and put TNMeleeWeaponModifications.esm into your Starfield/Data folder (most likely under Documents/My Games/Starfield/Data), or let your mod manager install the file.
Ensure that archive invalidation is enabled in your StarfieldCustom.ini. (Look below if you don’t)
Either add the line sTestFileX=TNMeleeWeaponModifications.esm under the [General] section of your StarfieldCustom.ini file (With X being replaced with the next available number 1-10), or add *TNMeleeWeaponModifications.esm to your Plugins.txt file if you have the plugin.txt enabler. (Ensure it has the * in front of it.)
Install Baka Achievement Enabler and SFSE if you don’t want achievements disabled.
If you haven’t already done it for another mod, this is what needs to go in your StarfieldCustom.ini:
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Included in the Mod:
All melee weapons have been given modification slots.
The melee weapons can now spawn with weapon quality tiers (Calibrated, Refined, Advanced).
So far “grip” and “internal” slots are being used (and unlocking them corresponds to the research already in the game).
Several cut manufactured resources have been re-added in for use in crafting these mods.
Grip slots are for different handles and handle attachments.
Internal slots represent different materials or blades that the weapon can use.
The following mods are currently added:
Titanium Alloy (Internal) – Reduce weapon weight and increase attack speed.
High Carbon Steel (Internal) – Increases damage.
Damascus Steel (Internal) – Increases damage and critical chance.
Serrated Blade (Internal) – Increases critical chance, and causes a bleed effect.
Piezonucleic (Internal) – Increases damage, reduces oxygen consumption and increases regeneration, may give targets radiation poisoning.
Starborn (Internal) – Increases damage, increases critical chance and damage, slightly reduces gravity’s effects, and regenerates star power faster.
Molecular Blade (Internal) – Increases damage, doubles critical damage, and ignores a portion of armor.
Superheated Blade (Internal) – Changes the damage type to energy, and has a chance to catch targets on fire.
Comfort Grip (Grip) – Slightly increases attack speed, and increases power attack damage.
Decorative Grip (Grip) – +5% Intimidation and Persuasion
Tesla Grip (Grip) – Adds a small amount of EM damage to each hit.
Stun Hilt (Grip) – Changes damage type to EM.
Gravitic Hilt (Grip) – Adds extra physical and energy damage, as well as critical hit damage.
Hidden Toxin Grip (Grip) – Adds poison damage and a chance to poison a target with every hit.
Some Notes:
Melee weapons that you have already picked up may not work with the mods because they do not have a “default” mod already installed. Because of this, only new versions of these weapons may be modifiable. You can solve this using the BAT files.
Why am I using existing mod slots from guns? Because that makes it really easy for another modder to add additional mods to my list without making my mod a direct dependency. It is a cleaner way of doing things.
I will not be adding any unique visuals to the mods because that could interfere with skins, not work with any reskins, and is above my paygrade.
Credits:
TheOGTennessee