SamSeven's Purposeful Weapons (Vanilla)

SamSeven's Purposeful Weapons (Vanilla)

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Bethesda doesn't know how guns work, and I took that personally...

This project has 3 goals:

  1. Make all guns more fun and enjoyable.
  2. Give every gun a unique purpose or identity.
  3. Make guns more realistic unless it contradicts goals 1 and 2.

A few examples:

I marked Annihilator Rounds as Contraband. The description says "banned by almost every government" and I think it creates unique roleplay/buildcrafting opportunities.

I swapped the firing sounds of the Urban Eagle with the Sidestar. Instead of the Urban Eagle sounding wimpy and the Sidestar sounding Chunky, they both sound correct.

I've made hundreds of changes, bug fixes, tweaks, reworks, new attachments, and firing modes.

If that sounds good and you're happy to go in blind, have fun!

NOTE: Does not include changes to any DLC or Creation weapons. This mod may not be compatible with other mods that change vanilla weapons, attachments, ammo, etc...

If you want to know what you're downloading, below are "most" of the changes.

Changelog Diagram:

WeaponStat Before -> After (Notes) WeaponDamage Standard/Exceptional (Notes) (Notes)

AUTOMATIC WEAPONS are financial worth using: Reduced the massive gap between Full-Auto damage and Semi-Auto damage.

Grendel:

Full-Auto damage 3/23 -> 7/60 Semi-Auto damage 11/84 -> 9.5/81.3 (1.35x Semi Auto Damage) Burst Fire Shots 2 -> 3 Magazine Size 50 -> 30 Damage Scaling Reworked

Old Earth Assault Rifle:

Renamed "Antique Kinetic Rifle" Full-Auto damage 15/60 -> 25/134 Rate of Fire 150 -> 100 Drum mag 100 -> 75 Sneaking is significantly more effective at reducing spread and recoil. (7.62 is powerful, AK-47 fires at 600 rpm not 900, and the RPK drum holds 75)

Kraken:

Full-Auto damage 3/23 -> 7/47 Magazine Size 25 -> 20 Accuracy, Spread, and Spread Recovery improved Added a Short Scope (Sniper Kraken)

ENERGY AMMO CONVERTERS are magazines that allow energy weapons to use both versions of their ammo type:

Light Particle Fuse and Heavy Particle Fuse: Novalight Novablast Starshard Inflictor Bigbang

1.5kv LZR and 3kv LZR: Solstice Equinox Orion Arcwelder

Heavy Particle / 3kv LZR ammo deals more damage and fires slower usually with smaller magazines. Light Particle / 1.5kv LZR ammo has the opposite effect. Ammo Conversion is multiplicative and affects the base stats of each weapon rather than acting like standard attachments. It works with effects like Legendary Extended Magazine and Ammo Capacity Upgrade.

ENERGY WEAPONS got reworks, fixes, and changes on top of Ammo Converters.

A few examples of reworks and Ammo Converters.

Solstice: (This gun truly felt awful)

Magazine Capacity set to 15 Barrel Length no longer effects ammo capacity (long barrel was best barrel and the "energy bar" has a limit of 15.) Full-Auto damage 3/23.7 -> 7.5/59.25 Full-Auto rate of fire 40 -> 75 Semi-Auto Rate of fire 25 -> 40 Accuracy and spread improved. 3kv Converter damage 1.4x, firerate 0.65x, capacity 1x

Equinox:

Full-Auto damage 3.12/21 -> 9.75/68 Full-Auto rate of fire 180 -> 120 Standard Mag 20 -> 24 Semi-Auto rate of fire 50 -> 80 1.5kv Converter damage .75x, firerate 1.75x, capacity 1.5x

Arc Welder:

Reworked Standard Arc Welder acts like the cutter, infinite, recharging, aiming overclocks. Standard Damage 16/84 -> 13/58.5 1.5kv and 3kv reverts the Arc Welder to it's original functions. 1.5kv Converter damage 1x, firerate 2x, capacity 1x 3kv Converter damage 1.7x, firerate 1.5x, capacity 1x

Novablast Disruptor:

Renamed "Novablast" Reworked to act as a Light Particle Carbine Damage 0/0 -> 45/192 Mag Capacity 5 -> 32 Rate of fire 20 -> 60 Full-Auto Damage 34/144 Heavy Converter damage 1.7x, firerate 0.7x, capacity 0.5x

Va'ruun Starshard:

Light Particle Damage 106/324 -> 62/190 Light Rate of Fire 11.5 -> 25 Light Capacity 12 -> 24 Light Burst Shots 2 -> 3

*New Heavy Particle Damage 105/323 (I tried to mimic the stats of the original but with Heavy Particle Cost) *New Heavy Rate of Fire 12.5 *New Heavy Capacity 12 *New Heavy Burst Shots 2

Va'ruun Inflictor:

*New Light Particle Damage 99/259 *New Light Rate of Fire 22 *New Light Capacity 18

Heavy Particle Damage 151/394 -> 303/515 Heavy Rate of Fire 20 -> 11 Heavy Capacity 20 -> 9

11MM CASELESS Reworked: 11.75x45mm are very big bullets.

Tombstone: Ammo 11mm Caseless -> .27 Caliber Caseless (Look at the bullets in the mag, they are not 11mm) Full-Auto damage 25/87 -> 15/77 Rate of fire 90 -> 140 Magazine size 20 -> 25 Drum mag 36 -> 60 (small bullets, huge drum)

AA99: Full-Auto damage 17 -> 28 Semi-Auto damage 28 -> 31 Rate of fire 112 -> 80 Standard Mag 25 -> 16 (based on the size of each bullet, 16 isn't physically possible but 10 felt terrible) Large Mag 40 -> 22 Small Mag 15 -> 12

Drumbeat: Full-Auto damage 8 -> 20 Semi-Auto damage 19 -> 25 Rate of fire 160 -> 92 Drum Mag 60 -> 32 Medium Mag 30 -> 16 Small Mag 15 -> 12 Burst fire converted to 4 Salvo Burst similar to Beowulf changes

MAG ARSENAL REWORKED to actually makes sense now:

The Magstorm fires from a 9x8 pattern of 72 barrels, each barrel is fed by matching tubes held in the magazine. So logically Mag Weapons should have ammo capacities based on the number of barrels.

So that's what I did. Mag Shot, Pulse, Storm, and Shear now have accurate ammo capacities regardless of upgrades chosen.

MagShot:

Legendary Extended Magazine 6 -> 12 Ammo Capacity Upgrade 3 -> 6

MagStorm:

Full-Auto Damage 9/28 -> 13/32.5 Standard Capacity 160 -> 216 Uranium/AP/Tactical Capacity 160 -> 144 *New Overstacked Arrays 288 Legendary Extended Magazine 160 -> 144 Ammo Capacity Upgrade adds 80 -> 72

MagShear:

Full-Auto Damage 9/28 -> 13/32.5 Standard Capacity 75 Uranium/AP/Tactical Capacity 75 -> 50 *New Overstacked Arrays 100 Legendary Extended Magazine adds 75 -> 50 Ammo Capacity Upgrade adds 37.5 -> 25

MagPulse:

Big Rework Ammo Changed 6.5mm MI Array -> .50 MI Array Pellet count 7 -> 1 5 Round Burst Fire Burst Fire Damage 10p/39p -> 15/45 ("p" refers to damage per pellet) *New "Recalled 7 Round Burst"

Standard Capacity 75 Uranium/AP/Tactical Capacity 50 *New Overstacked Arrays Capacity 100 Legendary Extended Magazine 50 Ammo Capacity Upgrade 25

*New "Pulse Fire" causes the MagPulse to fire 25 bullets at a time. Pulse Fire Ammo .50 MI Pulse Array (equivalent to 25 .50 MI Array bullets) Pellet Count 25 Damage 375/1125 (15 x 25 = 375) Standard Capacity 3 (3 x 25 = 75) Legendary Extended Magazine 2 Ammo Capacity Upgrade 1 Benefits from Shotgun Certification instead of Rifle Certification

Some weapons and attachments got reworks because they were boring and/or meta defining.

Annihilator Rounds: Weapons with Annihilator rounds will be marked as "Contraband" and always use Heavy Particle Ammo. Getting caught with an Annihilator weapon will result in a fine and confiscation of said weapon. (The description says "Banned by almost every government..." so now it is)

Bridger / Negotiator Hornet Nest: Shrapnel count 3 -> 12

Coachman: Standard Damage Scaling Increased Coachman Hornet Nest Reworked Hornet Nest Pellet Count 5 -> 1 (it fired five, 40mm grenades at full strength) Shrapnel Count 3 -> 8 Blast damage 70 -> 30 Blast radius reduced Shrapnel Damage 25 -> 12 Hornet Nest Shrapnel is fired forward rather than downward

The Beowulf: Semi-Auto damage 36 -> 21 (Instigating nerf) Full-Auto damage 12 -> 17 Burst-Fire damage 14.4 -> 17 Salvo Burst damage 14.4 -> 17 Salvo Burst fires 3 bullets at 2,400 rpm with a longer reset delay (The real world G11 was developed in the 80s and had a 3 round "Salvo Burst" at 2,100 rpm.) (Very high burst damage, very low sustained damage)

Hard Target: Magazine size 5 -> 7 Large mag 10 -> 8 (there is only a 7 round mag model) Recoil greatly increased New attachment, Full-Auto.

Kodama: Full-Auto damage 13 -> 15 Burst fire rounds per trigger pull 3 -> 2 Added 4 Round Salvo Burst similar to Beowulf changes The Full-Auto and Burst Fire Receivers benefit from Rifle effects. (fixed) The Salvo Burst Receiver benefits from Shotgun effects. (fixed) Accuracy and spread are worse across the board, but are no longer effected by moving or shooting.

Old Earth Pistol: Renamed "Antique M1919" Magazine Size 9 -> 7 Damage 28 -> 30 Accuracy generally increased. (Hipfire, sneaking, spread recovery time, gun feels good)

Old Earth Hunting Rifle: Renamed "Antique Marksman Rifle" Damage 30 -> 36 Rate of fire 40 -> 50 (The Antique Marksman Rifle has replaced the Beowulf as the "Sneak Bow", but it uses 9x39mm which is rare and much more expensive)

Eon: Standard Mag 12 -> 7 (I'm being generous, you couldn't fit 7 rounds in that mag if you tried) Large Mag 20 -> 14 Drum Mag 30 -> 26 Rate of fire 50 -> 60 Accuracy and spread improved (sneak, hipfire, spread recovery speed)

Microgun: Damage 9 -> 10 Damage upgrades adjusted. (9, 12, 16, 20, 25, 30) (10, 14, 19, 25, 32, 40)

Full list of changes are even longer, I just wanted to bring up the big selling points.

AMMO CRAFTING gives more ammo for some of the expensive options.

.50 MI Array is cheaper and you find a bit more of it. .27 Cal is cheaper and you find more of it. a couple other ammo changes but I'm running out of letters.

A friend requested I rework and add attachments to the Railgun Bundle, so I'll be making a patch. After that, Shattered Space (which I've already been working on), so expect those in the days to come.

Additional Screenshots Available

This mod has 12 additional screenshots available on the official Bethesda.net page.

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Mod Information

Published
Apr 18, 2026
Last Updated
May 02, 2026
Platforms
PC

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