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.
- Speeds up the camera and body animation of every Coil ability presentation together, plus their fixed holds and effect timings.
- One Speed setting,
4.0xby default, configurable from0.25xto8.0x. - An on/off switch for each ability.
- Live settings through Mixamoo Mod Config Manager (MXM); built-in defaults when MXM isn't installed.
- No broad animation, MovieScene or Blueprint delay hooks: anything outside the supported abilities' state machines plays at normal speed.
| Switch | Covers (state machines) |
|---|---|
| Resonance Transfer | Resonate and plague transfer, including the bridge's build and travel (SM_Resonate, SM_PlagueBroadcaster, SM_AbilityPresentation_PlagueBroadcast) |
| Shared Suffering | The Guardian's link, its Confirm shot and end hold, and the damage redirect (SM_SharedSuffering, SM_SharedSuffering_Redirect) |
| Unnatural Resilience | The Brute's opening hold, body animation and camera (SM_Tenacity) |
| Tenacity Heal | SM_TenacityHeal |
| Miasma | SM_Miasma |
| Plague Surge | Surging and plague stack gain (SM_PlagueSurge, SM_Passive_PlagueStackGain) |
| Scream | SM_Scream |
| Devour | SM_Devour |
| Bind | SM_Bind, SM_Bind_AttackerRelease |
| Cloak | Cloak, reaction cloak and decloak (SM_Cloak, SM_Cloak_Tutorial, SM_ReactionCloak, SM_Decloak_OnCondition) |
| Death Explosion | SM_Coil_DeathExplosion |
| Life Beyond Death | SM_LifeBeyondDeath |
| Melee Strike | SM_MeleeStrike |
Without MXM, every ability is enabled at 4.0x.
| Setting | Default | Range |
|---|---|---|
| Speed | 4.0x |
0.25x–8.0x in 0.25x steps |
| One switch per ability (above) | On | On / Off |
With MXM installed, open MOD SETTINGS from the main menu or press F2.
Sequence speed applies to the next presentation; holds and effect timings are
updated as soon as the setting changes. Set Speed to 1.0x, or switch an
ability off, for vanilla timing.
- Star Wars: Zero Company
- UE4SS for Zero Company, with the delayed game-thread action API
- Optional: Mixamoo Mod Config Manager for in-game settings
| Steam build | Status |
|---|---|
| 25134257 | Tested |
| 24874058 | Tested |
Steam is the tested launcher. Later builds may work but are unverified until tested.
Download the release ZIP from
Nexus Mods, not
GitHub's source-code archive (unless you package src/Fast Resonance
yourself). The ZIP keeps Fast Resonance as its top-level folder and
includes metadata for both mod managers below.
- Zero Mod Manager (formerly ZCOM Mod Manager): open Install, drop in the ZIP, then confirm Fast Resonance is enabled under Mods.
- Zero Company Mod Command: drag the ZIP into the Hangar Bay and check that it's enabled.
- Install UE4SS for Star Wars: Zero Company.
- Extract the
Fast Resonancefolder intoSWZeroCompany/Binaries/Win64/ue4ss/Mods/. - Check that
ue4ss/Mods/Fast Resonance/Scripts/main.luaexists. - If your UE4SS setup ignores the packaged
enabled.txt, addFast Resonance : 1toue4ss/Mods/mods.txt.
See the UE4SS Lua mod guide for loader configuration details.
Close the game, then install the new ZIP the same way (by hand, copy it over
the old folder). To uninstall, disable or remove it in your mod manager, or
delete the Fast Resonance folder; timings return to vanilla.
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; please report it with the log.
Open an issue with:
- the game build and UE4SS version;
- whether MXM and a mod manager are installed;
- your ability settings;
- the steps to reproduce it, and for a hitch, whether it happens on the first use, repeated uses or both; and
UE4SS.log, or the crash dump.
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.
.
├── .github/workflows/release-nexus.yml # manual Nexus release
├── CHANGELOG.md
├── README.md
├── docs/nexus/description.bbcode # mod page description
├── scripts/
│ ├── bump_version.py # version bump + changelog promotion
│ └── nexus_changelog.py # a release's notes as Nexus text
├── src/Fast Resonance/ # the distributable mod folder
│ ├── MXM/settings.lua # MXM settings page
│ ├── Scripts/ # main.lua (the runtime) and MXM.lua
│ ├── enabled.txt
│ ├── modinfo.json # Zero Company Mod Command
│ └── zcom-mod.json # Zero Mod Manager
├── src/ResonanceProbe/ # development probe, never shipped (see below)
└── tests/nexus_changelog_test.py # release-notes formatter test
src/Fast Resonance is the distributable folder; there is no compile or
bundle step. Keep repository-only files out of it.
-
Clone the repository and copy or link
src/Fast Resonanceinto the game'sue4ss/Modsfolder. -
Run the test from the repository root:
python3 tests/nexus_changelog_test.py
-
Restart the game after changes (the script doesn't support UE4SS hot reload), check that
UE4SS.loghas[FastResonance] v… loaded, then fight Coil units and check each changed ability's camera, body animation and holds.
src/ResonanceProbe is the development probe the rewrite was built from. 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.
- 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.
The manually run Release to Nexus Mods workflow publishes a release; build a local ZIP for package-only checks.
-
Add release notes under
## [Unreleased]inCHANGELOG.md. -
Bump the version with
patch,minorormajor(case-insensitive):./scripts/bump_version.py patch
It checks and updates all four version declarations, promotes the Unreleased notes to the new version and leaves an empty Unreleased section.
-
Run the test, check the package with a mod manager and a clean manual install, and confirm the abilities with and without MXM.
-
Run Release to Nexus Mods from the Actions tab. It needs the
NEXUSMODS_API_KEYrepository secret, with a key allowed to update the mod.
The workflow:
- requires
modinfo.jsonandzcom-mod.jsonto hold the same#.#.#version; - reads that version's notes from
CHANGELOG.md; - packages
src/Fast Resonance, withLICENSEadded, asFast Resonance V#.#.#.zip; and - uploads it to Nexus as
Fast Resonance v#.#.#.zip, finding the mod and its single active file through the API (exactly one active file is required).
Bug reports and focused pull requests are welcome through Issues and Pull Requests.
Keep changes narrowly scoped: any new timing target must be gated to its owning ability's context. Global animation or delay acceleration is out of scope.
- Downloads: Nexus Mods
- Changes:
CHANGELOG.md - Bugs and requests: GitHub Issues
MIT © 2026 Chatter Chats. The release ZIP includes the license.