SamSeven's Purposeful Weapons (Vanilla)
By Sam-Seven
Community Rating
Bethesda doesn't know how guns work, and I took that personally...
This project has 3 goals:
- Make all guns more fun and enjoyable.
- Give every gun a unique purpose or identity.
- 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.
Release notes
PC
-
Release 1.1Fixed an issue where the Mag Pulse was using .50 MI Array instead of .50 MI Pulse Array.
The difference is that the Pulse Array ammo counts as 25 of the regular ammo.
Changed the Bridger, Canister Shell sound to fit a little better.
I got a report from Neon Security, something about a confiscated weapon? -
Release 1.0Very Large Patch, too large given the space I'm allowed.
MAG WEAPON Tweaks and Reworks.
Functionality, ammo capacity, lore accuracy.
3rd Grade Multiplication achieved.
GRENADE LAUNCHER buffs.
Bridger and Negotiator updated damage scaling and unique identities.
Bridger has more impact damage, Negotiator has more splash.
COACHMAN Hornet Nest Changes.
Yep more changes, I'm happy with it now.
SOLSTICE MINING PISTOL.
Works just like a cutter, but a little different, and it's small.
(Friend request, I made it figured I'd add it)
AMMO CONVERTER updates.
Finalized a few effects, works a bit better now.
DROPS AND SHOPS can hold some of the new attachments and equipment.
MY SANITY is very low.
Starfield, the Creation Kit, the Jank.
LIKE 300 OTHER CHANGES and I can't be bothered to write it all out.
It's probably not 300, I never actually counted, I don't want to know. -
1.00This is a meaty update.
ATTACHMENTS added and restored:
I've been reimplementing attachments, like Burst Fire on Kodama and Beowulf rather than completely replacing them with "Salvo Burst"
HORNET NEST Rework:
Negotiator and Bridger are unchanged, but the Coachman Hornet Rounds got a full rework.
NOVABLAST DISRUPTOR can be a gun:
Dropped "Disruptor" from the name along with a full rework top to bottom.
Qualities, Semi and Full Auto, actual lasers, etc.
ENERGY Ammo Conversion:
Energy weapons can change ammo types to further adjust the stats of each weapon.
ANNIHILATOR ROUNDS are now CONTRABAND:
They are described as "banned by almost every government" so now they are.
Into some of the changes.
Coachman Hornet Nest Rework:
Hornet Nest Airburst triggers much faster
Explosive damage reduced (70 -> 30)
Shrapnel is launched forward instead of downward
Shrapnel spread reduced (75 -> 20)
Shrapnel is slower and heavier
Less shrapnel damage (25 -> 12)
Larger outer radius (5 -> 7)
Smaller inner radius (2 -> 0.5)
(in a future patch I will implement proper damage scaling)
Ammo Conversion:
Converting ammo from 3kv to 1.5kv reduces damage by 40% but increases magazine size and fire rate by up to 50%.
Unlike drum and large mags, ammo changes act like base magazine sizes so they stack with effects like Legendary Extended Magazine.
Ammo Types and what they work in.
1.5kv and 3kv LZR:
Solstice
Equinox
Orion
Arc Welder
Light and Heavy Particle Fuse:
Novalight
Novablast
Big Bang
Va'ruun Starshard
Va'ruun Inflictor
Major reworks to Starshard and Inflictor.
Mostly fire rate, damage, and capacity.
A few extra things that are a little more work in progress:
Attachment prices.
Bridger now has Canister Shells. (40mm Heavy Shotgun)
Hard Target now has Full Auto. (M2 .50cal machine gun)
Kraken gets a Short Scope. (Sniper Kraken) -
1.01Hornet Nest:
Shrapnel Count increased from 3 to 12.
Fixed an issue where the Coachman was firing 5 full sized 40mm grenades.
(That wasn't me, that's just Starfield)
Changed "Old Earth" names for "Antique".
Most Weapons have Quality Damage Multiplier changes.
Most Pistols have better accuracy, spread, and spread recovery.
Ammo Type ---
Weapon Name (Base Damage - Fully Upgraded Damage)
Other Changes
7.77mm Caseless ---
Eon (10 - 86)
Fire Rate 50 -> 60
Standard Mag 12 -> 7
Large Mag 20 -> 14
White Hot Rounds: Standard -> Large
Drum Mag 30 -> 26
Grendel (7 - 55.8)
Mag Size 50 -> 30
Beowulf (21 - 107.5)
Salvo Burst Damage 20 -> 17
Kodama (15 - 65.55)
Microgun (10 - 45)
6.5mm TC ---
Kraken (7 - 54)
Maelstrom (8 - 58)
Caseless Shotgun Shells ---
Coachman (52 - 390)
Shotty (50 - 288)
.27 Caliber Caseless ---
Tombstone (15 - 77)
Sidestar (10 - 74)
Rattler (10 - 77)
.43 Ultramag Caseless ---
Urban Eagle (33 - 177.87)
Regulator (35 - 168)
15x25mm CLL Shotgun Shells ---
Pacifier (60 - 305)
Breach (100 - 394)
11mm Caseless ---
Drum Beat (20 - 118.6)
AA99 (28 - 154)
.50 Caliber Caseless ---
Lawgiver (48 - 306)
Hard Target (116 - 377)
Laser Weapons ---
Solstice (10 - 79)
Auto Damage 3 -> 7.5
Rate of Fire +70%
Short Mag 10 -> 9
Standard Mag 16 -> 12
Long Mag 22 -> 15
Equinox (13 - 90)
Auto Fire Rate -33%
Orion (27 - 135)
Arcwelder (20 - 86)
Fire Rate +100%
Particle Weapons ---
Novalight (33 - 190)
Damage Upgrades Adjusted
Big Bang (126 - 496.2)
Starshard (106 - 325.6)
Inflictor (151 - 395.6)
Mag Weapons ---
Shot (53 - 231.6)
Unchanged
Shear (15 - 45)
Mag Size 75 -> 50
Pulse (250 - 870)
Pellet Count 7 -> 25
Mag Size 20 -> 3
Rifle -> Shotgun
Storm (20 - 40)
Sniper (230 - 763)
Unique Ammo Types ---
Razorback (51 - 228)
Auto-Rivet (100 - 411)
Charge time reduced.
Antique Kinetic Rifle (25 - 134.25)
Antique Marksman Rifle (36 - 183.6)
Antique Shotgun (78 - 414)
Antique M1919 (30 - 150)
XM2311 (30 - 150)
-
1.00Many adjustments were made to ballistic weapons.
Urban Eagle and Sidestar traded firing sounds.
All weapons keep more damage in Full-Auto.
If a weapon only had full auto it got a damage buff.
Most Drum and Large Mags have reduced reload speed penalties.
Most Pistols have better accuracy and handling.
The AA99 and Drumbeat now deal very high damage.
This is because 11mm Caseless is a very big bullet, specifically 11.75x45mm.
For comparison, Desert Eagles fire .50 Action Express which is 12.7x33mm.
Meanwhile, the Tombstone now uses .27 Caliber instead of 11mm.
I got plenty of buffs in trade, it never should have been the "heavy hitter".
The Beowulf was reworked.
It was similar to Lawgiver and the Old Earth Marksman Rifle (Vs Val)
Now it is similar to Equinox, and the Old Earth Assault Rifle (AK).
The Beowulf, Kodama, and Drumbeat now have "Salvo Burst" capabilities.
Salvo Burst comes from the G11 and I would not have added it if it wasn't real.
The Kodama with Salvo Burst is considered a Shotgun, Full-Auto remains a rifle.
Lots of other changes but I'll compile them better somewhere else.
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