Space Engineers

Space Engineers

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NiteOwl Star Wars Small Grid Weapons Pack WC
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
465.623 MB
11 Dec, 2024 @ 6:27pm
14 Mar @ 5:21pm
5 Change Notes ( view )

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NiteOwl Star Wars Small Grid Weapons Pack WC

Description
NiteOwl’s Star Wars small grid Weapon Pack (WeaponCore Edition)

Made for players to give their vehicle builds a little PEW PEW power!

Before downloading or subscribing to this mod, please read the Disclaimer in the discussion section below.

The Standard Vanilla version of the mod without scripts can be found here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3388828820

If you like NiteOwl mod content and would like to support more projects, head over to my mod page where you can donate. https://graveillustrations.wixsite.com/graveart/gamemodding

I'd like to say thanks to the following people for assisting me with getting this mod working!
Enenra
LCV (jperk354)1
DarkXeRoX
Abisius
BDCarrillo
Kreeg
Digi

Ships seen in the preview videos were created by Sauron2012
https://gtm.steamproxy.vip/profiles/76561198021726111/myworkshopfiles/?appid=244850

Features:
Small Grid Blocks
Build Stages
Mirroring
Colorable & Skinable
LODs
Accurate mount placing
Custom Laser Projectiles in Multiple Colors
Custom Particle Effects
Custom Sound Effects
Custom Ammo & Magazines
WC Beam Weapon Effects
WC Overheating Mechanic

Full Block list below in the discussion section

Included Weapon Blocks
Rebels:
19 - Cannons
2 - Turrets
Empire:
18 - Cannons
2 - Turrets
Republic:
20 - Cannons
8 - Turrets
Separatists:
9 - Cannons
3 - Turrets
Mandalorian:
8 - Cannons
1 - Turret
Miscellaneous:
8 - Cannons
6 - Turrets




Check for NiteOwl updates on X/ Twitter

https://x.com/MTGraves_Owl

Or on Instagram

https://www.instagram.com/mtgraves_nog/#




If you haven't already, check out my other mods:









<- Notes ->

Laser and Particle effect color is tied to the ammo used, so changing the ammo mag to a different color will completely swap all weapon effects except for the impact blast when the projectile hits a target.

Weapons are graded Light, Medium, Heavy, and Beam. Block costs and ammo mag types are tied to these 4 categories. Mag type is listed in the item description.

Ammo mags come in 6 colors and have 4 different types Light, Medium, Heavy, and Beam in each color.

The muzzle particle effect will shift position/ direction when moving since it uses a smoke particle.

Due to using the missile turret system, the fixed cannon weapons have their AI targeting switched off, you’ll still see the controls for AI and manual control, but if the cannon is set to AI, it will not fire. If this is something that the community wants to be turned on for drone use, let me know.

Laser bolts are physical projectiles and can collide with each other, ricochet off surfaces, as well as be shot down by other weapons.

The laser bolts do include a small amount of explosive damage.

Voxel damage has been disabled for Beam and Light Ammo weapons to reduce game and server lag, should the surface of a planet or asteroid be hit by stray fire.

Beam weapons can inflict heavy damage when used consistently, so the overheating system has been set up to force players to fire the weapon sparingly and to reduce the overuse of the beam weapon by the AI.

This Nite Owl mod has its own categories in the menu, but in case you want to search for items, here are a few key search words for the item menu:

Generic Search items:
• Cannon • Turret • Laser

Weapon Manufacture Names:
• Borstel • Gyrhil • ArMek • Taim Bak • Slayn Korpil • Sienar or Sienar Systems • Theed PSVEC
• Incom • KS or Kuat Systems Engineering • Walex • RHE or Rothana Heavy Engineering
• Koensayr • Haor Chall • Baktiod • Colicoid • SoroSuub • Mandal-Motors • Mandal-Hypernautics


<- Known Issues ->

With WeaponCore, I’ve noticed an issue when logging out while in a cockpit and then loading back in while still in that cockpit causes a glitch where weapons will not fire unless you fire a weapon from 3rd person view first, IDK what that’s about.

<- No Re-Uploads Please ->

This mod pack and all items contained in it may not be altered and redistributed/ re-uploaded without permission. Please contact MTGraves before uploading any modified variation of the mod or any item found within this workshop item.

Thank you.
Popular Discussions View All (3)
0
22 Jan @ 6:59pm
Full Block List
MTGraves
0
11 Dec, 2024 @ 6:48pm
Weapon Additions that are coming.
MTGraves
0
11 Dec, 2024 @ 6:34pm
Disclaimer
MTGraves
122 Comments
Ivan of Spades 28 Sep @ 8:48pm 
On the point of Left-Right differences with weapon IDs, you actually *have* a solution within Weaponcore itself, which allows weapons with different IDs to fire simultaneously or sequentially when in a block group with various settings within. This isn't a relatively new concept, but a lot of creators using WC weapons forget this fun usage.
While within vanilla, agreed, this is impossible, Weaponcore is more flexible on this issue.

Alternatively, (from what I see, and while vastly more work), having a Gimbal and Fixed version of (author's choice) appropriate weapons would allow both solutions to be resolved, and would keep the originals functioning as-is without changes while separately allowing the ability of fixed weapons that can be used freely for AI turrets at the users discretion.

I don't know if these solutions have crossed your table already or if this is a possible resolution, but I hope my 2 cents helps.
Thanks for the explanation of the issue regardless.
MTGraves  [author] 27 Sep @ 10:11pm 
@Ivan of Spades - The original reason for rigging all the weapons like turrets, was due to the larger options for particle effects with the missile turret rig.

There was no intent for AI control setups, but since the release of the mod, a lot of unforeseen issues has come up.

I was in the middle of changing the static weapons over to actual fixed weapons so the trigger/ mouse can be used to fire them. But I've ran into an issue with having a Left & Right version of a weapon. The game doesn't allow multiple weapons with different IDs to be fired at the same time, so you can't fire left and right variants together, which most of the weapons are mirrored pairs.

I've been looking into work around and have come up short, which is why the change has not been published to either of these mods versions.

At this point, I was just choosing to not break the mod until I could confirm there was a way to change it without causing yet another broken function for players to deal with.
Ivan of Spades 26 Sep @ 9:41am 
I really *really* just wish many (if not all) of the fixed weapons were really *fixed* weapons.

The fact there's the tiny gimbal in all the "fixed" guns makes it just impossible to make functional AI turrets out of.

The decision or weird porting of the turrets from the vanilla version just seems so goofy when a fixed gun could have been easier for everyone to use.

Apologies, its just really frustrating since this is pretty much the *only* comprehensive small grid SW weapons mod with weaponcore.
Cliffood 20 Sep @ 2:54am 
I have an idea for a solution, but I'm no modder, so I figured I'd offer it as a suggestion for you, if you are interested in making it. From what I've seen (correct me if I'm wrong) all of your weapons, or at least all the ones I've looked at so far, their projectiles all travel at the same velocity.

If so, my idea would be to add a target designator block, a fixed "weapon" that fires invisible projectiles at the same speed as your weapons, but that do no damage. Drones would be able to see the designator, and line up shots for it, and doing so would also line up shots for your "turrets" to fire.
Cliffood 20 Sep @ 2:54am 
I've done a lot more testing, and it's less that the drone is struggling to line up shots, and more that it isn't actually trying to, it just occasionally manages it regardless. The AI recognises fixed weapons and adjusts its approach angle to line up the shot, but because the AI block doesn't see the "turret" weapons, it just flies straight towards where the target is, instead of lining up to where it needs to aim to actually land a hit.
MTGraves  [author] 17 Sep @ 1:18pm 
@Cliffood - The weapons in these pack are rigged as turrets without movement.
They were setup like this due to the game limitations when changing fixed weapons to laser weapons with laser particle effects.

That might be why it takes longer to like up shots and doesn't show in the fixed list.
Cliffood 17 Sep @ 12:33pm 
I've been trying to build a combat drone using some of your weapons (a Vulture Droid), it works, but it seems to really struggle to line up shots using your weapons, which I've noted don't show up under the list of weapons the drone recognises as fixed weapons. I've tested with other weapons which are fixed and show up in the drones AI list, and the drone is much more aggressive when using those, so for some reason they don't want to attack when using your weapons and I can't see any obvious reason why. I would have thought the gimbal mount yours seem to work on would make them better at lining up shots, but it seems to have had the opposite effect.
KarlThorsten89 2 Aug @ 2:57pm 
You may not have large grid laser weapons yet, but what exists here can be used to build large turrets and then placed on large grids, so very nice!
We still need a new Star Wars Weapons mod like the one from Harbinger Ace. He sadly won't make a WC version, but that mod has the best-looking Star Wars weapon turrets so far.
MTGraves  [author] 1 May @ 4:57pm 
@tdrave - -IMDC Encounters - MES issues are likely due to the Dev update that overhauled the random encounter system that the mod relies on.

I'm glad you found the issue cause I was scratching my head on the issue being my mod since I nor none of the players I spoke to were having issues.
tdrave 1 May @ 12:52am 
The crashs come from MES that i am sure here the list of the mods i used on a new world :
-Weapon core 2.5
-Niteowl Star wars small grid weapon pack WC
-Star wars TIE-fighter Modpack reforged (WC)
-MODULAR ENCOUTER SYSTEMS
-IMDC Encounters - MES
Like i said when i remove MES+ Encoutner no crash when i shoot the blue ship from the world