Flashy(JoeR) - Receiver Failures (DLC Reqd)
By FlashyJoer
Required mods
Install these creations before using this mod on Bethesda.net.
Requires DLC: Terran Armada
Community Rating
Important Note:
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, all you need to do is equip a weapon!
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above.
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.
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.
Release notes
PC
-
1.10Further tweaks to jamming code.
-
1.09Adds clamping to prevent the cutter from being used in mod functions.
-
1.08Small code correction.
-
1.07Fixed a script segment to separate "equipped item" from the base form of the item equipped. Makes the actual gun carried jam, not one of the other same kinds of guns you may be carrying.
-
1.06Adds examining weapon quality to reduce chances of weapons malfunction.
-
1.05Giving the player an item, or making them craft one, in order to get the mod's functions running was, lets be fair, not a popular idea.
To that end, the mod is still going to be dormant on New Games and NG+, until you equip a weapon. Thats it! Once you equip a weapon, the mod will fire up its functions scripting. -
1.04Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Receiver Failures", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
-
1.03Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Receiver Failures" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above.
Xbox
-
1.10Further tweaks to jamming code.
-
1.09Adds clamping to prevent the cutter from being used in mod functions.
-
1.08Small code correction.
-
1.07Fixed a script segment to separate "equipped item" from the base form of the item equipped. Makes the actual gun carried jam, not one of the other same kinds of guns you may be carrying.
-
1.06Adds examining weapon quality to reduce chances of weapons malfunction.
-
1.05Giving the player an item, or making them craft one, in order to get the mod's functions running was, lets be fair, not a popular idea.
To that end, the mod is still going to be dormant on New Games and NG+, until you equip a weapon. Thats it! Once you equip a weapon, the mod will fire up its functions scripting. -
1.04Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Receiver Failures", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
-
1.03Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Receiver Failures" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.02Added a new control to the game settings, so you can disable or enable the explosion effect when your receiver breaks. Also changed the explosion to something a lot quieter than the previous one.
-
1.01Corrected the crafting of JAMMED receivers - they are now blocked. Tightened the Magshear code to make it work as expected more times than not - likely the best I am going to get it, all things considered.
-
1.00Initial Release
Playstation
-
1.10Further tweaks to jamming code.
-
1.09Adds clamping to prevent the cutter from being used in mod functions.
-
1.08Small code correction.
-
1.07Fixed a script segment to separate "equipped item" from the base form of the item equipped. Makes the actual gun carried jam, not one of the other same kinds of guns you may be carrying.
-
1.06Adds examining weapon quality to reduce chances of weapons malfunction.
-
1.05Giving the player an item, or making them craft one, in order to get the mod's functions running was, lets be fair, not a popular idea.
To that end, the mod is still going to be dormant on New Games and NG+, until you equip a weapon. Thats it! Once you equip a weapon, the mod will fire up its functions scripting. -
1.04Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up. In order to make the mod active, it will give you a "consumable item" that you MUST use, "(Flashy) Start Receiver Failures", in order to make the main mod scripting start running. If for some reason you don't get the item given to you, you can craft one at the Industrial Bench. Once you use the item, the entry on the workbench will disappear, so your list won't be cluttered.
-
1.03Final Release Build.
Removed auto-updater function as it is no longer needed.
Mod now installs in a non-running state. This prevents function overload when you start a new game or NG+, when all other mods are usually firing up.
In order to start the mod, you MUST go to the Industrial Workbench and craft the "(Flashy) Start Receiver Failures" item and consume it.
For those who are already running the mod, you need do nothing - its running state will remain constant, until you go through Unity, at which point, it will be dormant, until you do the above. -
1.02Added a new control to the game settings, so you can disable or enable the explosion effect when your receiver breaks. Also changed the explosion to something a lot quieter than the previous one.
-
1.01Corrected the crafting of JAMMED receivers - they are now blocked. Tightened the Magshear code to make it work as expected more times than not - likely the best I am going to get it, all things considered.
-
1.00Initial Release
Additional Screenshots Available
This mod has 5 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
Community Rating & Feedback
No reviews with comments yet.
Be the first to leave a review!
Related Starfield Mods
By ProfX1527 • 1 year ago
Complete overhaul of the Allied Armaments PDW-27 weapon mod with a ton of added features and skins
By SAVAGESTEVE45 • 10 months ago
The Weapons Test Lab, making slightly bonkers weapons so you don’t have to.
By ErezKristal • 1 year ago
Fast-paced infantry combat overhaul. Play with a new or ongoing game, uninstall without compromising your game's stability. Human enemies have equal access to healing and damage.
By ItheraI • 1 year ago
Weapon Balance Overhaul This mod aims to bring all standard weapons up to a (reasonably) usable level. Many of the early game guns in the game are quickly left behind in damage output or don’t even...
Quick Actions
Your Rating
Sign in to rate and review this mod—your vote helps the community.
Community Rating
Mod Information
- Published
- Apr 18, 2026
- Last Updated
- May 18, 2026
- Platforms
- Playstation, PC, Xbox
Search Mods
More by FlashyJoer