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Speeds Coil Resonance Transfer and Shared Suffering presentation timings with optional per-ability multipliers through MXM Config Manager.

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Fast Resonance

Nexus Mods UE4SS License: MIT

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/.

Commands

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

Layout

The standard layout (see ../ModTemplate/STANDARD.md). Specific to this repo:

  • src/Fast Resonance/Scripts/main.lua is the whole runtime; Scripts/MXM.lua is the unmodified MXM client and MXM/settings.lua the settings page (speed plus one switch per ability).
  • tests/main_test.lua loads main.lua with UE4SS and MXM stubbed out.
  • dev/ResonanceProbe/ is the development probe the rewrite was built from (never shipped). Link it into ue4ss/Mods by 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.

How it works

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 to 1.0 when 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's TEMPLATE_ 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.

Testing in game

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 | x4 at startup, then Hooked … lines once the cinematic Blueprints load;
  • Node timings set | <n> values | x4 when 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 example SM_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.

Verification status

  • 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.

License

MIT, copyright 2026 Chatter Chats.

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Speeds Coil Resonance Transfer and Shared Suffering presentation timings with optional per-ability multipliers through MXM Config Manager.

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