Fast Resonance is a UE4SS Lua mod for Star Wars: Zero Company that shortens the Coil's ability presentations without speeding up combat as a whole.
It changes only the play rate of each supported ability's cinematic sequences
and the fixed holds and effect timings inside its state machine. The abilities
complete through their normal paths and their gameplay effects are unchanged.
Players should download the release ZIP from
Nexus Mods or the
GitHub releases; the
mod page text, with install steps and the ability list, is in
docs/nexus/.
make help lists everything. The usual loop: edit, make test, make install, restart the game.
| Target | Does |
|---|---|
make test |
the mocked-UE4SS test of main.lua, no game needed |
make install / make uninstall |
link src/Fast Resonance into the main install, or remove the link |
make package |
dist/FastResonance-X.Y.Z.zip, with Fast Resonance/ at its root |
make bump V=X.Y.Z |
set the version everywhere, date the changelog |
make release |
check, test, tag, push; CI publishes to GitHub and Nexus (mod 154) |
make check / make sync |
drift from the standard / fetch the latest shared files |
The standard layout (see ../ModTemplate/STANDARD.md). Specific to this repo:
src/Fast Resonance/Scripts/main.luais the whole runtime;Scripts/MXM.luais the unmodified MXM client andMXM/settings.luathe settings page (speed plus one switch per ability).tests/main_test.lualoadsmain.luawith UE4SS and MXM stubbed out.dev/ResonanceProbe/is the development probe the rewrite was built from (never shipped). Link it intoue4ss/Modsby hand and run it with Fast Resonance disabled so rates are vanilla: it logs, with the[ResonanceProbe]prefix, every state inside a Coil ability's state machine, each node class's numeric settings, the sequences played and the animations they drive, and every new state machine the game creates (to find abilities not covered yet). It's slow and noisy; don't leave it enabled.
The whole runtime is
src/Fast Resonance/Scripts/main.lua.
Each Coil ability runs a cinematic state machine (SM_*). Inside the enabled
ones:
- Sequences play faster. The camera and the body animation are both in the
ability's sequence, so setting the sequence player's rate covers both. Hooks
on the two sequence state classes (
SMstate_PlayChoreographedSequence,SMState_PlaySequence) find the owning state machine from the state's path and set the rate; it's reset to1.0when the state ends, because sequence actors can be reused. - Holds and effect timings are shortened on node templates. Fixed delays
(
SMstate_SimpleDelay) and the plague bridge and Shared Suffering hit timings are divided (or their speeds multiplied) on each state machine'sTEMPLATE_nodes, which the game copies for every cast. The original values are kept, so a settings change recomputes from vanilla.
Ability classes load with missions; when one loads, its templates are set once
the burst of loading has settled. Nothing runs per frame or per cast beyond the
sequence hook. The table of abilities and the state machines each switch covers
is at the top of main.lua.
Restart the game after make install (no UE4SS hot reload), then fight Coil units and check each
changed ability's camera, body animation and holds. Everything goes to UE4SS.log with the [FastResonance] prefix:
v… loaded | x4at startup, thenHooked …lines once the cinematic Blueprints load;Node timings set | <n> values | x4when the abilities' state machines load with a mission (and again after a settings change);<state machine> | x4 | <sequence>each time a supported sequence is sped up, for exampleSM_Resonate | x4 | ….
An ability that plays at normal speed with no such line is either switched off
or not covered yet: find its state machine with the probe and add it to ABILITIES.
- September 16, 2026: Resonance Transfer body and camera confirmed at 3x; Shared Suffering body, camera and confirmation at 4x, with the final delay cut from 2 seconds to 0.5 (the earlier design).
- October 12, 2026 (single-script rewrite): played through several story and
side missions against the Coil, including the chapter 6 finale, at 4x with
no problems seen (
SM_ReactionCloak, added to Cloak that morning, wasn't in the tested copy). Not every ability has been confirmed individually.
MIT, copyright 2026 Chatter Chats.