← Random Weapon Cosmetic Stat Removal Open Calculator →

Weapon Cosmetic Stat Removal

Summary of the Bug

In Space Marine 2's weapon customization UI, there are two pickers per weapon: variant (gameplay) and skin (cosmetic). Internally they store separately, but both ultimately feed into the runtime's weapon resolution:

  1. Variant pick -> loads a modificatorsGroupName. The named group in firearm_modificators_library.sso defines every stat modificator on that variant.

  2. Skin pick -> loads a skinName. The named skin in firearm_skins_library.sso defines which mesh regions, materials, and attaching actors are used. The skin's modificatorsGroupName is NOT loaded when applied as a "skin" - only its visual definition.

When the player keeps the variant's original skin, the variant's modificators all apply correctly. When the player swaps to a different skin (whether another variant's visual, a chapter DLC like White Scars, a Hordemode reward color, or just the basic Standard Issue look), the runtime rebuilds the weapon visual. During that rebuild at least one stat type, rate of fire applied via ModificatorFireRate , is overriden and the variants stats are lost. Damage, headshot multiplier, magazine size, reserve ammo, charge duration, all survive a skin change correctly.

Weapon Stat Impacts Confirmed

Empirical confirmation from in-game testing on Melta Rifle, Multi-Melta, Stalker Bolt Rifle, Bolt Sniper Rifle, Instigator Carbine, and Plasma Incinerator:

Stat / Modificator

Outcome

ModificatorFireRate (barrel-tied, raw-set)

Strips

ModificatorDamageAmount (shell-tied)

Survives

ModificatorHeadshotMultiplier

Survives

ModificatorChargeDuration (barrel-tied, delta)

Survives

ModificatorClipAmmo (clip-tied, absolute set)

Survives

ModificatorAmmoPool

Survives

Godlike preset descriptionOverride.barrelDescriptions.common.fireRate.shotsPerMin

Survives (immune)

shotsPerMin (in base description, no modificator)

Survives (no modificator to strip)

Weapon Stat Impacts Predicted

Based on the pattern (every non-FireRate modificator tested has survived), these are predicted safe through any skin swap:

Modificator

Schema target

Used by

Prediction

ModificatorBulletSpread

barrel + delta

Accuracy variants (e.g. Bolt Rifle Master Crafted 02, Salvation of Bakka, Gathalamor Relic)

Safe (delta, like charge duration)

ModificatorRecoilRiseTimeSpeed

barrel + delta

Same accuracy variants as above

Safe (delta)

ModificatorReloadRate

weapon-wide (no targeting)

Ammo Capacity variants (Bolt Rifle Ophelian Alpha 04_b, Auto Bolt Rifle, etc.)

Safe

ModificatorHeatPercentPerShot

barrel + delta

Plasma weapon heat-management variants

Safe (delta)

ModificatorVentingSpeedDefault

weapon-wide

Plasma weapon vent variants

Safe

ModificatorContinousHeatingSpeed

weapon-wide

Heat-management variants

Safe

ModificatorStartSpeedForBullet

shell + delta

Any variants that modify bullet velocity

Safe (shell-tied)

ModificatorDamageCoefficientSpline

shell

Damage falloff variants (Heavy Meltagun _03/_04)

Safe (shell-tied)

Why Only Fire Rate

I do not have a clean answer for this, however the most likely cause is runtime-side: the rate-of-fire value possibly drives a per-shot timer in the shooting system, initialized once at weapon spawn from barrel.shootSettings.fireRate.shotsPerMin. The ModificatorFireRate apply path appears to be a single-shot mutation at spawn time, not re-evaluated when the weapon visual is rebuilt by a skin change. Other modificators (clip ammo, damage, charge duration, etc.) appear to be re-applied during the rebuild.

Whatever the root cause, the symptom is consistent: only ModificatorFireRate has been found to get stripped.

Affected Variants

All seven variants use ModificatorFireRate deltas. The base rate of each weapon comes from barrelDescriptions.common.shootSettings.fireRate.shotsPerMin in the weapon's base description.

Weapon

Tier

Variant

Internal ID

Modificator

Loss on skin swap

Bolt Sniper Rifle

Artificer

Drogos Reclamation - Beta

brifle_bolt_sniper_rifle_03_b

barrel common -> fireRate = 80

80 -> 60 RPM

Bolt Sniper Rifle

Relic

Ophelian Liberation - Beta

brifle_bolt_sniper_rifle_04_b

barrel common -> fireRate = 100

100 -> 60 RPM

Stalker Bolt Rifle

Relic

Ophelian Liberation - Beta

brifle_stalker_bolt_rifle_04_b

barrel common + scope -> fireRate = 220

220 -> 150 RPM

Melta Rifle

Relic

Ophelian Liberation - Beta

shotgun_meltagun_04_b

barrel auto -> fireRate = 60

60 -> base auto RPM

Multi-Melta

Master Crafted

Master-Crafted - Gamma

hwpn_support_heavy_meltagun_02_b

barrel blind -> 50, barrel aim -> 90

50/90 -> base/base

Multi-Melta

Artificer

Drogos Reclamation - Beta

hwpn_support_heavy_meltagun_03_b

barrel blind -> 55, barrel aim -> 100

55/100 -> base/base

Multi-Melta

Relic

Ophelian Liberation - Beta

hwpn_support_heavy_meltagun_04_b

barrel blind -> 60, barrel aim -> 110

60/110 -> base/base

Why Heroic Weapons Are Immune

Heroic-tier weapons use a fundamentally different stat mechanism: ModificatorUsingGodlikeModificatorPreset, which references a descriptionOverride block in the godlikeModificatorPresets section of firearm_modificators_library.sso. The override is a complete replacement of the weapon's barrelDescriptions, shellDescriptions, etc. - including barrel.shootSettings.fireRate.shotsPerMin as a baked-in value, not a delta on top.

When the player applies any skin to the Heroic Sniper, the weapon rebuild reads the barrel description as shotsPerMin = 45 (the override is the source of truth, not a delta on top of base 60). The Heroic's lower rate of fire holds through any cosmetic change.

Additionally, applying the Heroic Sniper's skin to the Ophelian Beta variant does NOT bring the Heroic's 45 RPM with it. The skin slot carries only the visual mesh, not the variant's modificatorsGroupName and certainly not the godlike preset. Ophelian Beta variant + Heroic Sniper skin resolves to: variant 04_b's ModificatorFireRate = 100 (stripped on skin swap) + base barrel shotsPerMin = 60 = 60 RPM.

Player Implications

If you are using one of the 7 affected variants DO NOT customize the skin. Keep the variant's default appearance equipped. Any cosmetic swap (chapter DLC, Hordemode reward, color reskin, or even just another variant's look) reverts the rate of fire to the base weapon's shotsPerMin, which negates the entire reason to use the Fire Rate variant. For the 7 affected variants, there is no in-game workaround except "keep the default skin."

Game Files

  • {CLIENT}/ssl/weapons/versions/firearm_versions_library.sso

  • {CLIENT}/ssl/weapons/creator/customization/firearm_modificators_library.sso

  • {CLIENT}/ssl/weapons/creator/customization/firearm_skins_library.sso

  • {CLIENT}/ssl/main/user/progression/weapons_mastery/appearance/weapon_appearance_library_pve.sso

  • {CLIENT}/ssl/weapons/versions/modificators/firearm_description_modificator_fire_rate.sso

  • {CLIENT}/ssl/weapons/versions/modificators/firearm_description_modificator_using_godlike_preset_modificator.sso

SM2 Melee Calculator Calculate exact damage for any weapon, variant, and perk combination against any enemy on any difficulty.
Open Calculator →