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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.

Features

  • Speeds up the camera and body animation of every Coil ability presentation together, plus their fixed holds and effect timings.
  • One Speed setting, 4.0x by default, configurable from 0.25x to 8.0x.
  • 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.

Supported abilities

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

Configuration

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.

Requirements

  • 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.

Installation

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.

With a mod manager

  • 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.

By hand

  1. Install UE4SS for Star Wars: Zero Company.
  2. Extract the Fast Resonance folder into SWZeroCompany/Binaries/Win64/ue4ss/Mods/.
  3. Check that ue4ss/Mods/Fast Resonance/Scripts/main.lua exists.
  4. If your UE4SS setup ignores the packaged enabled.txt, add Fast Resonance : 1 to ue4ss/Mods/mods.txt.

See the UE4SS Lua mod guide for loader configuration details.

Updating and uninstalling

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.

Troubleshooting

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; please report it with the log.

Reporting a bug

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.

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.

Repository layout

.
├── .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.

Development

  1. Clone the repository and copy or link src/Fast Resonance into the game's ue4ss/Mods folder.

  2. Run the test from the repository root:

    python3 tests/nexus_changelog_test.py
  3. Restart the game after changes (the script doesn't support UE4SS hot reload), check that UE4SS.log has [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.

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.

Releasing

The manually run Release to Nexus Mods workflow publishes a release; build a local ZIP for package-only checks.

  1. Add release notes under ## [Unreleased] in CHANGELOG.md.

  2. Bump the version with patch, minor or major (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.

  3. Run the test, check the package with a mod manager and a clean manual install, and confirm the abilities with and without MXM.

  4. Run Release to Nexus Mods from the Actions tab. It needs the NEXUSMODS_API_KEY repository secret, with a key allowed to update the mod.

The workflow:

  • requires modinfo.json and zcom-mod.json to hold the same #.#.# version;
  • reads that version's notes from CHANGELOG.md;
  • packages src/Fast Resonance, with LICENSE added, as Fast 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).

Contributing

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.

Support

License

MIT © 2026 Chatter Chats. The release ZIP includes the license.

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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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