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Beowolf (base version)
Calibrated Beowolf
Refined Beowolf
Advanced Beowolf
then there might be another name in front of that which just indicates the player modifiable mods (these names change as you add mods)
such as these, each of the above could have most any of the following prefix
Modified
Boosted
Cornered
Suppressed
Scout
Smuggler
Specialized
Assasin
Marksman
Profesional
Tactician
Commander
so an example would be "Modified Advanced Beowolf" or "Commander's Advanced Beowolf"
then on top of That you have the Rare Legendary Epics that have some special traits
I really really wish Bethesda had done a better job of making it clear what "Calibrated, Refined, and Advanced" meant coz I'm not sure how I was supposed to intuit that an Assassin's Boosted Calibrated Gun was less powerful than a Professional's Refined Gun and despite everything, a Legendary Gun was gonna do less damage than either of those
armour goes up to and shows superior,
but weapons do not, they have 2 'Advanced' levels (so there is a superior tier) but no name change (i didnt mention it for that reason)
That was some reddit post by someone who doesn't know how the game works.
There are different sets of quality OMODs for each weapon (total 196)
(the +damage% and +$$$% are different for different weapon's OMOD sets)
You can add OMODs to weapons they don't belong to, but the game doesn't spawn them this way.
Each weapon has OMOD quality 1 (basic), 2 (calibrated), 3 (refined), most have 4 (advanced), and the other is random (picks one of basic/calibrated/refined/advanced).
You can add multiple quality mods to a weapon with console commands, they stack.
(they do not remove other quality mods when added)
You can add 10x advanced if you want (and have to rmod 10x to get rid of them all).
The way the game spawns weapons actually stacks quality 2+3+4 for advanced weapons, and 2+3 for refined.
For example, Grendel (3, 5, 9, 13 base damage if full auto) spawns with mods:
OMOD 6288C - +0% damage
OMOD 62886 - calibrated - +67% damage
OMOD 62888 - refined - +133% damage
OMOD 62896 - advanced - +133% damage
OMOD 6288A - random
An advanced Grendel spawns with 62886+62888+62896, the damage modifiers from all quality mods are added together and applied to base damage.
So 3 * (100% + 67% + 133% + 133%) = 3 * 433% = 13
As a note, if you amod the random quality OMOD to a weapon, you can not remove it by rmod'ing the same OMOD - you have to rmod whichever quality it picked instead.
- People claim they are mislabeled advanced weapons
- You can console command a weapon to superior quality as you would with applying mods
(lost the website that had all the console commands to do it)
- Some have not figured out equipping a weapon applies damage perks.
- As usual, no useful feedback from Bethesda on the issue.
https://www.reddit.com/r/Starfield/comments/16ke7xu/superior_weapons_solved/
I think Doombringer is using old Creation console commands?
They changed the name of a bunch of the commands for whatever reason.
https://www.shacknews.com/article/136971/starfield-console-commands
Anyways as I was saying it is kind of a confusing complicated issue issue currently. The only thing I can suggest is keep a close eye on advanced drops.
You can add any non-basic quality mod to a weapon and it's damage will go up, because they don't replace existing quality mods, they add to them!
0028f445 is a random quality mod, it is *NOT* superior.
You also can not remove it with rmod 0028f445 because it isn't actually added to the gun.
It adds a random pick of 0028f444 or 0028f443 or 0028f442 or 0028f441 to the gun!
You have to rmod whichever of those it adds to get rid of it.
(You can amod multiple copies of the same quality OMOD on a gun (they stack!), requires multiple rmod to remove them then.)
I have tested this all in game, don't tell me I'm wrong without trying it yourself please.
There are 196 OMODs for weapon quality, I was just using the grendel ones on a grendel as an example.
The ones I used are 5 of 196...
What I posted in post #10 is 100% correct and can be tested in game by anyone.
Again, the +damage% and +$$$% for each set of quality OMODs is different, the game spawns certain sets on certain weapons. The 628xx one is what spawns on Grendels.
*THERE IS NOT JUST ONE ADVANCED weapon OMOD*, there are 36 of them!
62896 12EA89 12EAAC 12EAC6
12F313 12FD1F 12FD25 12FD1A
12FD2F 12FD38 12FD41 12FD49
12FD53 12FDE9 1301E9 1308D4
131D43 131D4B 1BDC28 1BDC37
1BDC3F 1BDC47 28F43C 28F444
28F44B 28F45A 28F462 28FC04
28FC0B 28FC12 28FC1A 28FC20
28FC28 28FC2F 28FC3D 28FC44
(You don't need leading 0s, but can add them in if always using 8 digits codes makes you happy though.)
And, again, Advanced weapons spawned by the game use Calibrated+Refined+Advanced from their weapons set of quality OMODs (not just Advanced).
console:
help quality 4
then pageup to see them all, it is a long list.
For Example:
- Brute Force shotgun form your first Red Mile Run
- The rare combat shotgun from Entangled (A-7 Experimental?)
- Last Breath Hard Target from Mysterious Caption in NG+
They all can be modded.
Then you also have certain quality gear with random attributes like:
- The Mantis set
- The Microguns in the Terrormorph quest in the Londonion armory.