Nexus Link: https://www.nexusmods.com/starfield/mods/17672
A growing list of Energy weapons that are given a mod slot via StarPatcher that allows you to change their laser color.
Meat and Po-ta-toes
Attachpoints were added to energy weapons via StarPatcher that will let you alter the beam colors in the weapon mod workbench.
The colors you can choose from consist of:
- Red
- Pink
- Purple
- Cyan
- Aquamarine(ish)
- Green
- Yellow
- Orange
- White
- Black with Inner White
- Rainbow
Listed energy weapons have a new mod slot that let's you change the color of the beam. The muzzle flash and the light emitted from the flash are colored accordingly. The lights used for the muzzle flashes are their own forms that are simply duplicates of the base game's ones, but recolored and slightly brighter - they shouldn't conflict with anything.
- Equinox
- Solstice
- Orion
- Inflictor Rifle and Pistol
- Novalight
- Big Bang (Beams were added to the Big Bang and have colors. There is also a version of the default colors with a beam. I will not be making colored versions without the beams).
- MGP Laser Rifle
- Cathode
- Resonator
- Dogfight
A default option was added to allow you to revert back to the base game color if you wish. I also don't plan on recoloring the Stealth Laser as I don't think it is needed.
Terran Armada "bullet" energy weapons were turned into a beams. I'm not a fan of the bullets for lasers. I tried to make a couple of them more distinct from typical energy weapons however.
Shattered Space and Tracker's Alliance weapons will be done in the future.
Quirks and stuff I don't know how to change yet
Smaller weapons like the Solstice and the Cathode, will appear to have their laser beam extend through the behind of the gun, or to the side of it. That's how it is in vanilla and I'm unsure how to fix that. Though, sometimes it goes away, and sometimes it stays around. I have no idea why.
Resonator's beam in spaceships doesn't really work as it should. No idea why, but outside of ships the weapon's laser beams are fine.
Technical Stuff
Why use StarPatcher?
StarPatcher was used to ensure compatibility between this mod and other mods that modify the Starfield weapons. While I can add the attachpoints in the CK for any weapon, this would conflict with other mods that also alter the weapons.
There is a "However..."
However, because of how projectiles and their particles work, these custom projectiles will not have any changes made by any mod that alters the projectile of a weapon. Those will need to be patched and you are free to do so if needed (typical credits apply). IE a mod that increases the damage of a weapon's base game projectile or adds an effect will not have that damage increase or effect on any of the colored lasers.
Regarding LUTs
Colors of the beams will be changed if you have a LUT mod (and will look different even without them). They will still *look* like their color, but might not be exactly that color (ie green might look different with a LUT). I use Gravity LUT myself and they do look different when looking from the CK to in game. Even in vanilla they look different. Keep that in mind.
On Modded Weapons
You can either patch modded weapons yourself via utilizing StarPatcher, or request that some be added. However, permission would be needed for me to make and upload those mods. Especially paid mods.
Installation instructions
Ensure you have StarPatcher and install like any other mod. The ba2 that comes with the mod is necessary for the particles to appear.
Requirements
StarPatcher is required for the attach points to be added to the listed energy weapons.
Shout outs
Zzyxzz for making StarPatcher and having documentation on how to use it.
On Creation Club
Due to this mod's requirement of StarPatcher, it will not be available on the Creation Club. I can make a version that adds a keyword to weapons, but that will have potential conflicts with any mod that alters the weapons as well.