Advanced Needs - Receiver Failures (NO DLC)

Advanced Needs - Receiver Failures (NO DLC)

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Advanced Needs Elements Vol.2 - Receiver Failures

NOTE: This is the NO DLC version of the mod. There is another version available that links Shattered Space and Terran Armada weapons into the system. Do NOT install both mods, you only need one or the other.

Always pushing the envelope to make games a little more difficult, the Advanced Needs series of survival based realism mods is now introducing the possibility that your guns could suffer jams that are not recoverable in the field, rendering your gun useless until repaired at a weapons workbench. I could never do this before, not easily, because Fallout 4 had too many weapons, with too many receiver types per gun. This game has greatly simplified that, so... here we are; for the first time ever, as far as I've been able to see, catastrophic receiver failures are now a thing in Starfield!

How It Works:

The mod has two settings you can adjust, in the Game Settings menu - one to enable or disable the ability to have receiver failures, and the other to determine what the chances are that any given weapon will suffer catastrophic failure when fired. Just enable it, set your chances and away you go!

When a gun suffers receiver failure, you will see it's receiver is flagged as "jammed". This is just a simplified word that fit the text area, to express that the weapon is unusable and will no longer be able to fire until you take it to a weapons bench and replace the receiver with a new one, at the usual crafting costs, with full respect to the established Weapons Modification skill level. You must have at least skill level 1 in order to repair most of the common weapons in the game. Once at a weapons bench, simply modify the receiver to change it from "Jammed" to whichever receiver type you want (semi, burst, auto, depending on the weapon).

Due to limitations of the crafting system, the "JAMMED" receiver types will always show as craftable on applicable weapons. Without a "crafting recipe", the game would not allow the receiver to be replaced at all. To that end, the "JAMMED" receiver has a 999 Iron cost and states clearly in the preview window NOT to build it. Wish I could hide it completely, but, sadly, its a limitation that could only be worked around in this way.

Not every weapon was included. Not out of laziness, lol, but more that based on research, certain kinds of weapon platforms with higher pressure and velocity, higher heat, would be more prone to potential catastrophic receiver failures. To that end, what is included are...

Base Game: AA99, Beowulf, Drumbeat, Grendel, Kodama, Kraken, Old Earth Assault Rifle, Maelstrom, Magshear, Magsniper, Tombstone, Equinox, Orion and the Va'Ruun Inflictor Rifle.

The mod has two Gameplay Settings.

An enable and disable toggle. A chance of failure switch, with five levels of probability to choose from.

Known Issue:

Sometimes the Magshear, for reasons I have not been able to identify, or work around, does not always register it's receiver breach properly. It will perform some of the scripted actions, but sometime, yeah, it fails to jam the weapon and it can still fire. It seems to be based mostly on continual fire until magazine needs to be replaced where it fails. But if you are shooting in bursts, it will work as expected. Not much I can do about this; I've tried and tried, nothing sadly 100% works for this gun. Considered removing it, but its so heavily used, it would be a shame to completely ignore it. So, just take that consideration into effect. This is not a bug - this is something related to the weapon's animation graph and how its parsing the "weaponFire" event, and is completely outside of my control.

Additional Screenshots Available

This mod has 5 additional screenshots available on the official Bethesda.net page.

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Mod Information

Published
Apr 17, 2026
Last Updated
Apr 17, 2026
Platforms
Playstation, Xbox

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