lightsaber
光剑
About this mod Machine translation
⚔️Lightsaber - 8 craftable energy blades
Eight legendary energy swords join Legion of Mankind as stand-alone melee weapons – with glowing blades, realistic dynamic light, authentic lightsaber sounds, and full integration with crafting, quality, durability, repair, and disassembly. No panels, no shortcuts - make one at the electronics workbench and light it.
Real weapons, not reskinned
Each lightsaber is a brand new item with a unique identity: exclusive icon, name and description in 14 game languages, properties, recipe and disassembly chart. They roll like weapons at high quality levels, wear out, are repaired with kits, and display correctly in tooltips, containers, and saves - all running through the game's own item system, no fakery.
✨Blade
Obi-Wan Kenobi's Lightsaber — Blue · Damage 132 · Perform 36%
Rey Skywalker's Lightsaber - Yellow Damage 132 Perform 36%
Luke Skywalker's Lightsaber — Green · Damage 136 · 40% execution
Ahsoka Tano's Lightsaber - White·Damage 140·Performance 44%
Mace Windu's Lightsaber — Purple · Damage 150 · 50% execution
Count Dooku's lightsaber - red curved hilt·Damage 150·Performance 50%
Sith Lightsaber — Red·Damage 200·Performance 56%
Sword of Darkness - solid black blade·Damage 300·Execution 60%·Durability 1000
About scale: The strongest vanilla melee weapon does 60 damage. These are endgame weapons, but with an endgame price - quality stacks, just like the original (a quality 6 blade is 10x more damage, 6x more durable).
✨ What it does
Craftable - 8 recipes on the electronic workbench. At the core of each lightsaber is a high-energy laser emitter, as well as chips, circuit boards, batteries, magnets, and metal ingots; advanced versions require chromium, tungsten, and rare post-production materials
Draw the sword and ignite it - pull out the hilt and the blade snaps with the sound of ignition; put it away and it will shut down
A walking light source - the drawn blade casts realistic dynamic light and shadow. Night runs, dark rooms, caves - you can now bring your own light (with adjustable brightness and range)
Each lightsaber retains its authentic sound - each blade has its own ignition/buzz/power-off sound, and each strike has an energy blast sound and a synthesized swing whoosh
Native Melee Controls - Attack animations, combos, hitboxes, stamina drain and gore are all inherited from the game's bladed weapons, so combat feels completely native
Repair and Dismantle - Repair with a tool kit like any melee weapon; dismantling will yield partial crafting materials, including the opportunity to salvage the laser emitter
High execution rate - the original "Blade Execution" triggers (+100 extra damage), the original dagger was up to 10%, here it is increased to 60%
The fine print, honestly
The Sword of Darkness is a solid black blade, not an energy sword - it retains the physical swing and impact sounds, and only emits a faint silver light
These are the ultimate toys that are intentionally overpowered. Think they're too strong (or not strong enough)? They are automatically registered in the weapon tuning - each attribute has its own slider
The blade glows at the set brightness, regardless of quality - quality affects stats, not visual effects
Lightsabers cannot be found in loot - currently only available through crafting.
⚙️ Configuration
Everything lives in BepInEx\config\humanhost.lightsaberpack.cfg: Blade glow intensity, light intensity/range/shadow, and four independent volume sliders (buzz, ignite, hit, swish). Files are monitored - in-game changes take effect immediately after saving, no restart required, no keyboard shortcuts required.
Save and uninstall
Crafted lightsabers are real items, so they exist in your save like any weapon. This goes both ways: throw away or disassemble every lightsaber you own before removing the mod. The lightsaber in the save becomes a "ghost slot" (no icon, cannot be moved or deleted) - the save itself is still usable, but the slot is wasted.
I …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.