Starfield

Starfield

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surr3a1 Sep 1, 2023 @ 10:17am
Weapon mods are not interchangeable and are destroyed upon removal
Hello,
I'll go straight to the point with my issues about this mechanic.

- When you craft weapon mods, you can't seem to be able to take the same mod from a weapon you've acquired from enemies - that is incredibly stupid.

- You can't keep mods which have been installed on weapons if you want to test something else. Even removing a mod costs resources - that is again incredibly stupid.

I wanted to remove a scope and replace it with something else for the test. I put iron sights and my scope just vanished. If I want to attach it again, I actually have to craft it from scratch with new materials - that is just plain retarded and quite frankly something I've never ever seen in a game.

This BS is killing the whole point of crafting because you're not allowed to play and test different builds.

Is there something that I am missing from this system?
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Showing 1-15 of 29 comments
kdodds Sep 1, 2023 @ 12:17pm 
Haven't tried yet, but I can't imagine they deviated from FO4 that much. When you replace a mod, it goes into your inventory. And even though it says you need resources to make a new one, you actually don't if you have the mod in inventory. One gun's mod, as well, is not transferable to other guns. So if you're using an EON and add a scope, it can only be added to another EON if removed. Have you played Fallout 4 at all?
Stenger Sep 2, 2023 @ 8:24am 
Kdodds is wrong. OP is correct, mods take off currently modified weapons are destroyed. Very annoying...
Kashra Fall Sep 2, 2023 @ 8:25am 
Pretty sure it is like the fallout 76 system, where mods are consumed so to speak, but you rebuild them.
WastingSanity Sep 2, 2023 @ 8:27am 
Ship parts are the same way. If you want to use parts from one ship for another ship you can not. You can only sell the parts.
AndrewMiE Sep 2, 2023 @ 5:24pm 
this game disappoints me more and more every day. why make such systems inferior to your previous games? wtf were they thinking. 90% of NPCs don’t die, attachments are consumables, no gore, what else?
JerkStoleMyName Sep 7, 2023 @ 4:15pm 
Have to agree with OP. It makes 0 sense at all. It COSTS to remove a scope and go to stock iron sights. This is a huge dropped ball for me. It's like they got it wrong in two different ways. One would have been bad enough, but two is unreal.
MisterPool Sep 7, 2023 @ 4:20pm 
Originally posted by ⓀⒾⓦⒾ‰:
zzzz grasping much?
give it a month nobody will care because the costs are trivial
I think this is likely. I prefer the F4 system, but with outposts, etc., it appears that you can drown in resources once your supply chain really gets going.
smf5576 Sep 7, 2023 @ 4:30pm 
Originally posted by AndrewMiE:
this game disappoints me more and more every day. why make such systems inferior to your previous games? wtf were they thinking. 90% of NPCs don’t die, attachments are consumables, no gore, what else?
That's what mods are for! /s
Artorias Sep 12, 2023 @ 1:49pm 
Welp. Probably what we can hope for is a modder fixes this, or Bethesda implement this feature into Starfield. Probably will go to the modders to fix this expected feature
juskom95 Sep 13, 2023 @ 5:56am 
Originally posted by surr3a1:
Hello,
I'll go straight to the point with my issues about this mechanic.

- When you craft weapon mods, you can't seem to be able to take the same mod from a weapon you've acquired from enemies - that is incredibly stupid.

- You can't keep mods which have been installed on weapons if you want to test something else. Even removing a mod costs resources - that is again incredibly stupid.

I wanted to remove a scope and replace it with something else for the test. I put iron sights and my scope just vanished. If I want to attach it again, I actually have to craft it from scratch with new materials - that is just plain retarded and quite frankly something I've never ever seen in a game.

This BS is killing the whole point of crafting because you're not allowed to play and test different builds.

Is there something that I am missing from this system?
I preferred the FO4 system much better, I'm not a fan of how equipment mods are handled in this game.
juskom95 Sep 13, 2023 @ 5:58am 
Originally posted by Gemini:
Originally posted by smf5576:
That's what mods are for! /s
If everyone thinks like that we will no longer have proper games on release in the future.
Let's just ship a mediocre game, with overly annoying mechanics. I mean why not? Modders will fix it for us while we laugh all the way to the bank!
Profit.
Bethesda games are built around being HIGHLY moddable, its part of the reason they're popular.

Looking at the stock weapon mod system in FO4 and comparing it to my highly modded one . . . well there's no true comparison, so many more equipment mods, more slots etc.
marinfrs Sep 13, 2023 @ 6:28am 
Just learning the weapons mod system now, Yes it requires new materials for every single mod, it's not like the FO4 system.
But like what was mentioned before by Kiwi, I don't think it's going to matter.
After playing FO4 for a while, I had so many weapons mods for every single kind of weapon, I had 100k's caps and so many resources that I would never ever spend them all even maxing out all the settlements that I had. But it was still a scrounge at the beginning of the game.

Right now this mechanic is a PITA at level 6 trying to scrounge for every single little resource to upgrade my gun, but it's really not going to matter for us long-term. I'm going to play the game a long time and I'm going to have so many resources that I won't be able to spend them all again.
marinfrs Sep 13, 2023 @ 6:30am 
Originally posted by surr3a1:
Hello,
I'll go straight to the point with my issues about this mechanic.

- When you craft weapon mods, you can't seem to be able to take the same mod from a weapon you've acquired from enemies - that is incredibly stupid.

- You can't keep mods which have been installed on weapons if you want to test something else. Even removing a mod costs resources - that is again incredibly stupid.

I wanted to remove a scope and replace it with something else for the test. I put iron sights and my scope just vanished. If I want to attach it again, I actually have to craft it from scratch with new materials - that is just plain retarded and quite frankly something I've never ever seen in a game.

This BS is killing the whole point of crafting because you're not allowed to play and test different builds.

Is there something that I am missing from this system?

Just save your game before doing any crafting. It's only going to be a waste of resources at the beginning of the game anyway.
Bored Peon Sep 13, 2023 @ 6:34am 
Originally posted by kdodds:
Haven't tried yet, but I can't imagine they deviated from FO4 that much.
They did unfortunately. They went with the way it changed for Fallout 76 that mods were no longer a separate item.

Technically Fallout 76 still had mod items for sale or loot. Meaning you could go to a vendor and buy mods or find them hanging around loose. Players were just unable to create them by removing them from a weapon. Looks like that axed that part because I had not seen any "loose mods" in the game.
Artorias Sep 13, 2023 @ 7:51am 
It's probably going to be a while before a modder is able to include it, as unless anyone has seen em I don't think there is any items for the individual mod parts for weapons
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Date Posted: Sep 1, 2023 @ 10:17am
Posts: 29