Starbound

Starbound

Starbound Weapon Overhaul - Compatibility Version
52 Comments
=+NillNight+= 12 Dec, 2023 @ 9:59am 
Works with FU just fine.
Elster  [author] 17 Jun, 2023 @ 11:02am 
It was when I made it five years ago. I'm not certain the extent of what FU changes these days, and I'm no longer modding Starbound.
Ell Dahmer 17 Jun, 2023 @ 10:40am 
Are you sure this is FU-compatible? I kept running into enemies who just hold up their gun straight right or left and can't shoot, and I had the same problem with a lot of vanilla weapons.
Davoker 8 May, 2023 @ 9:04am 
It must be said that this "does not add" new sprites, but completely replaces the original ones, the weapon parts are numbered from 1 to 20 just like the original parts, same directory, same name = sprite replacement, it also modifies the position of the weapons in the hand and the cannon flash, replacing the original as well.

So, this mod replaces, not adds, however, I really advise to use these sprites for several reasons:

- The weapons are better made.
- They are prettier and some have similarities to modern weapons.
- They have an ideal size, you will no longer look like a small person picking up a giant's weapon xD

I really recommend this mod to replace the original weapons, there are many weapon mods if you want more weapons, but at least with this one you fix the originals and improve them.

Thanks =)
Elster  [author] 28 Mar, 2023 @ 11:38am 
@ SirBillyGoat

It does not. This version includes only the new sprites, with no additional weapons added.
BillieGoat 27 Mar, 2023 @ 7:46pm 
Does this version still add the new types of guns? I couldn't tell from the description.
Daenorf 16 Dec, 2019 @ 2:18pm 
Is there a possibilty for a Sword Overhaul?
Elster  [author] 7 Sep, 2019 @ 9:09pm 
@ aspen

It shouldn't. If it does, let me know.
NerdCuddles 22 Aug, 2018 @ 12:28pm 
Can you make a version that adds the weapon parts in this just to the pot for them to get put on a gun? Becuse i changed the look of all my existing weapons
Cookiemaster & Co. 1 Jul, 2018 @ 6:14am 
The one handed guns thing I mentioned earlier seems to have been resolved, Wether it was something changed about Frackin' Universe or you guys did it. Glad it was fixed
Cookiemaster & Co. 30 Jun, 2018 @ 8:23am 
Small thing I noticed, the one handed guns (aka pistols and machine pistols) have a weird texture in which the gun looks normal, but then has a severed chunk in the middle floating below the rest of the gun,
Maybe Frackin' universe clashes with that but it still looks ok, just a tad weird
ATTA 27 Jun, 2018 @ 9:14pm 
Whatever,thanks for your design...if once you make it,this is the very kind of mod I want,I'll keep my eyes for it
Elster  [author] 27 Jun, 2018 @ 9:04pm 
@ 神秘车手

I would, but the way I've designed the weapon parts, they don't mesh together well with vanilla parts. You would end up with stocks and barrels that don't match up at all, and that's not even considering the inconsistency in design between my parts and the original ones.
ATTA 27 Jun, 2018 @ 8:23pm 
My old weapons sprites were changed...if you can make it not to replace the "classic types(vanilla)"and just "add new types",it will be a magnificant MOD.
Profile Name. 24 May, 2018 @ 10:09am 
Overpowered weapons are the best. Best weapon mod btw.
2005 Volkswagen Passat Wagon 12 May, 2018 @ 1:53pm 
okay thankjs
Elster  [author] 12 May, 2018 @ 10:24am 
@RedstoneRepublic

Untested. It's guaranteed to work as long as the client and server are both using it, but because the base and muzzle offsets are adjusted from vanilla, I'm unsure if it will work as intended if not every player is using it.
2005 Volkswagen Passat Wagon 12 May, 2018 @ 7:28am 
Multiplayer friendly?
Elster  [author] 21 Apr, 2018 @ 9:12pm 
@ Keep Displeasing The Divines

We'll see. I'm pretty swamped with other work at the moment, but I may become more motivated later on down the line.
Elster  [author] 21 Apr, 2018 @ 7:54pm 
@ Keep Displeasing The Divines

I've contemplated it, but melee weapons have a lot more variety than guns, and I don't know if I have the patience to resprite that many weapons again.
CapsuleDayze 26 Mar, 2018 @ 3:43pm 
yes. i agree. i have other mods im subscribed to that alter random weapon generation, and im probably seeing the result of mods clashing with eachother. thanks for lokking into it.
Elster  [author] 26 Mar, 2018 @ 3:35pm 
@ kalebeller60

I've tested each variant of the machine pistol and they seem to work fine on their own. My suspicion is that another mod you're subscribed to is altering the base offset of the machine pistols, but I can't be sure. I would suggest checking your mod list to see if there are any other mods that might be interfering.
Elster  [author] 26 Mar, 2018 @ 3:16pm 
@ kalebeller60

Either I didn't implement the machine pistol patch correctly, or some other mod's patch is modifying the base offset of the machine pistol. Let me double check it and I'll get back to you. In the meantime, could you look through your starbound.log and see if there are any errors regarding patches failing?
CapsuleDayze 26 Mar, 2018 @ 2:05pm 
machine pistols float in front of my character. what might be the problem?
Elster  [author] 22 Mar, 2018 @ 10:56am 
@ ReaverSP

If a weapon isn't being affected by the sprite changes, it's because it likely has its own set of sprites. If I recall correctly, the weapons added by Frackin Universe are from Expanded Weapon Generation, which all use vanilla sprites. There's no reason they wouldn't be affected by the new sprites (though they may look a little funny).
ReaverSP 21 Mar, 2018 @ 1:01pm 
There seems to be some weapons added by FU, that are no affected by this mod. Like "submachine guns" for example.
A compatibility version between this mod and FU (mod authors) would be great. FU is a very popular mod and it would be great to have some "re-size" mod for weapons.
Jimadon 13 Mar, 2018 @ 1:41am 
this looks cool i hope it is good and works fine for me! :D
777vp 12 Mar, 2018 @ 10:58am 
Woah! This looks cool! :)
Elster  [author] 11 Mar, 2018 @ 5:30pm 
@ ★ Soul ★

Only if those you're playing with have it as well. The mod alters muzzleoffset and baseoffset of the guns, which prevents it from being client side. I could theoretically remove those changes to allow it to be client side, but the bullets would then be improperly aligned with the resprited barrels.
Paschalis 11 Mar, 2018 @ 5:13pm 
Does this work in MP?
Elster  [author] 10 Mar, 2018 @ 9:44am 
@ ReaverSP

These sprites replace the vanilla weapons and this version should be compatible with FU. The guns are mostly the same size, but generally look less goofy than the vanilla ones. Hope it's what you're looking for?
ReaverSP 10 Mar, 2018 @ 9:40am 
May I ask if this mod replaces or re-sizes the vanilla guns?
If not, is there a mod that does that and is compatible with FU?
Lienom Zekon 10 Mar, 2018 @ 7:11am 
I been waiting for this
Elster  [author] 9 Mar, 2018 @ 5:27pm 
@ Gale

That's confusing. I was under the impression both the muzzle flash and bullet position were determined by muzzle offset. If the flash is positioned right, then the bullets should ideally be as well.
Gale 9 Mar, 2018 @ 11:59am 
@LondonStolte

Thank you for looking into this so quickly!

Just to report on what things are like now on my end - the muzzle flash is now perfectly centered, but the projectiles on all weapons (including the ones generated by the Borderlands mod and others, aside from the unchanged vanilla ones) are still flying out the barrels slightly lower than they should.
Elster  [author] 9 Mar, 2018 @ 9:38am 
@ Gale

From what I understand of the Borderlands and God Dame mods, they only affect new weapons (I think). Which leaves Frackin Universe as the likely culprit. Either way, setting the priority to an absurdly high number should cause this mod to load after most of those. It will be done in the next update, ETA ten minutes.
Gale 8 Mar, 2018 @ 11:57pm 
@LondonStolte

The only other mods that edit weapongen that I have are Frackin Universe, Borderlands Random weapongen mod and the God Dame weapon mods.

Sorry to bother, but do you think any of those might be affecting your activeitem.patch file?
Gale 8 Mar, 2018 @ 11:52pm 
@LondonStolte

Hmmmm, I'm guessing there's something conflicting with your muzzle flash/projectile fix. I have no idea what that might be, though, and can't even begin to think on where to start.

I'll take a look through my modlist and see what I come up with.
RustedCutlass717 8 Mar, 2018 @ 11:24pm 
So, my vanilla-part rifle that I really like has been overwritten by your parts. If it didn't override the vanilla parts, this'd be the mod of my dreams. Oh well.
K41RY 8 Mar, 2018 @ 7:20pm 
@LondonStolte Im saying that the original mod was incompatible with FU because of the weapons FU added. Though, I have no idea if/when FU and the original SB Weapon Overhaul mod were updated in a way to prevent clashing, thus rendering this compatibility version obsolete. I personally know for fact that FU-specific additional weapons had their own spawn command so yes, they had their own path. Then again, im no master coder, so like I said, it's best you talk with Sayter on the FU Discord.

And yes, it's best that only vanilla weapons are changed.
Elster  [author] 8 Mar, 2018 @ 7:10pm 
@ Crimsonite

Could you elaborate? Are you saying that the sprites are conflicting with the weapons added by FU? If so, I could change the path for the sprites so only vanilla weapons will be changed.
K41RY 8 Mar, 2018 @ 6:56pm 
this isnt FU compatile, is it? The original mod clashes with FU-additions since it adds new weapon types such as Battle Rifles, Revolvers, and Multi-Grenade Launchers. These additions have their own unique spawn command, /spawnitem swtjc_ewg_ so there is a chance patching certain aspects of the weapon generation system will prevent conflicts. That way the standard spawning mechanism is altered and swtjc_ewg remains intact. In any case, it'd be nice if you could touch base with Sayter.
Elster  [author] 8 Mar, 2018 @ 1:06pm 
Updated. Custom names removed for compatiblity.
ScrambieBambie 8 Mar, 2018 @ 12:57pm 
I have like 320 mods...after crunching ...so i have a good compatibility base to test. If your mod pass its great ;-)
Elster  [author] 8 Mar, 2018 @ 12:53pm 
@ ScarabParamit

Interesting. I'll roll the names back to default next update, hopefully that should solve the errors. It doesn't sound like it's causing any massive problems, thankfully.
ScrambieBambie 8 Mar, 2018 @ 12:33pm 
Nope... I just got this 3 errors in log.
Elster  [author] 8 Mar, 2018 @ 8:16am 
@ Gale

I was under the impression that I had fixed it. I used an activeitem.patch to correct them. Perhaps something is conflicting?

@ ScarabParamit

If it's only the names that conflict, then mine will be removed in the next update. Compatibility is more important. Did that result in a crash to desktop, then?
Gale 8 Mar, 2018 @ 8:05am 
Is there a way to fix the muzzle flash offset?
ScrambieBambie 8 Mar, 2018 @ 1:10am 
[Error] Could not apply patch from file /items/active/weapons/ranged/pistol/pistolnames.config.patch
[Error] Could not apply patch from file /items/active/weapons/ranged/machinepistol/mpistolnames.config.patch
[Error] Exception while invoking lua function 'update'. (LuaException) Error code 2, [string "/npcs/bmain.lua"]:162: (StarException) Lua Exception caught running action node enableTrading in behavior merchant: (LuaException) Error code 2, [string "/scripts/actions/merchant.lua"]:8: bad argument #1 to 'pairs' (table expected, got nil)

Not compatible with FU.
Elster  [author] 7 Mar, 2018 @ 9:19pm 
@ Spazdiesfirst360.0

As of right now, no, I haven't released it on the Chucklefish forums.