Advanced Needs - Receiver Failures (DLC Reqd)

Advanced Needs - Receiver Failures (DLC Reqd)

Free Mod

Required mods

Install these creations before using this mod on Bethesda.net.

Requires DLC: Terran Armada

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NOTE: This is the DLC version of the mod that requires BOTH Shattered Space and Terran Armada. There is another version available for those without the DLCs. Do NOT install both mods, you only need one or the other.

Advanced Needs Elements Vol.2 - Receiver Failures

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!

Man, I really should've named this mod something simpler like "Weapons Can Break Now!" 🤣

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 Weapon Modding, and have researched Receivers level 1 as well, 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. You can never build that receiver though, as it requires a "dummy" item that you cannot obtain in the game, "Unobtainium". Just know that for now, it has to be there in order for you to repair your guns.

Weapons Included:

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.

DLC: Va'Ruun Starlash, Va'Ruun Long Fang, Antique SMG, Dogfight, MGP Ballistic Rifle and the MGP Laser Rifle.

Mod Options:

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. Sometimes, it may fail to jam the weapon and can still fire, but that is rare. It also doesn't like to jam while you are holding in the trigger, unlike other weapons, and it will only process a jam when the magazine empties and needs to be reloaded. If you are shooting in bursts, it will work as expected. Not much more I can do about this; I've tried and tried, sadly for this gun, its not going to be 100% like it is for all the other 19 guns this mod covers. I considered removing it, but its so heavily used, it would be a shame to completely ignore it. So, just take that consideration into account. 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 18, 2026
Last Updated
Apr 18, 2026
Platforms
Playstation, Xbox

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