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  1. spacefiddle
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    Read the description page for some (quick) instructions on how to get DEF_UI to show an icon for the Fusion Gun! (It will already show icons for the ammo carts and loose mods, without needing to alter anything.)

    3.0 puts the tags back where they should be, going by VIS' page directly, and preserving most of the gun's original adjectives. Re-did the files from scratch so now they are really only the text overrides (and the co_ changes, in that version), rather than the 'orrible botched copy I had up earlier.
  2. FalloutNerdNation
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    Hey are you still planning on doing an update to this mod?
    1. spacefiddle
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      You must be psychic, I just started looking at this today o.O

      It's going to take a little time, I forgot how messy the base weapon's components are. Also, in its default form, it's damn near unusable lol. Ridiculous shot spread and recoil, impossible to hit anything with an aimed shot. I'll see what I can do to clean it up without ruining the original author's intentions.
    2. spacefiddle
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      Also since VIS has kinda dropped off and m8r's UI and sorting are the current best options, the main plugin will be based on compatability for m8r's mods. But really all that needs is cleaning up its INNR scheme and m8r's utility should handle it fine from there. This gun has SO many OMODs tho, its names are always gonna be super long lol
    3. FalloutNerdNation
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      There's definitely been a shift in the sorting scene.  I'm currently using a mix between def-ui, vis-g and fallui.  I really love the design of this gun, but there're a few things it really needs to be used "flawlessly".  I picked up 4estGimp's mod per your page and it seriously cleans up a good bit of the original mods downfalls, but I'm still catching a break in the tunnel area around the bomb chamber.  The biggest problem I'm still not sure about are the fractured particle reflections on the gun itself (not sure if anyone else is seeing that, but it seems to be connected to lighting issues seen in  the Marksman's Mistress mod. Instead of the light flaring out like the Marksman, it kind of bleeds particles in black blocks).  All that being said, then there's the sorting and naming convention, a.k.a. longest named gun variants EVER, lol!   Hope to see this mod get some kind of all in one pack that makes it truly recommendable!  Thank you for your efforts!
      Godspeed on your end big guy!
  3. rasonage
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    will you be making a VIS-G version of the patch?
  4. spacefiddle
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    3.0 up; if you've gotten a version with the tags backwards and have been rolling your eyes, it's fixed now. Plugins redone from scratch and are just the overrides. I was going to prune the previous versions, but after a few minutes, it became obvious that just starting over clean would be much better...
    1. ApoAlaia
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      Thanks for the update, my OCD likes you.

      Is this collaboration between yourself and @GTAFYFE to enable it to be crafted via AWCKR likely to yield fruit?
  5. damnforcedreg9197
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    Damn, did the same myself today just before finding this. So, I had to compare. All in all very well done, but if I were to nit-pick:

    - Modding the DESC fields of COBJ records has no function but subjective taste - and goes against the spirit of the original IMHO.
    - [Ammo] still should be (Ammo) - and true to VIS's defaults one could consider removing their weight.
    - The main INNR takes a long trek to prepend the [Cart] (well, it should be '[Cart]' even if it is currently '(Cart)') - adding a ruleset with just one name '[Cart]' and no KWDA's then moving it to the front would wave been easier and far faster to maintain - also allowing the following rulesets to remain completely unchanged. Dropping the 'Overcharged' word is again of taste counter to original spirit. 'Incindiary' should be 'Incendiary' - again, this whole 3-rule ruleset is a matter of taste, mine did nothing of the sort. Lastly, for people using LegendaryModification, copying the Legendary ruleset over from VIS is nice, easy to do - and unnoticeable for non-LM-users (FG has LVLI's that would allow epic Fusion Guns to spawn, but they are unused). P.S. - I named my tag F-Gun in honour of Tiny Tina...
    - The loose mods should be {Mod}... to be consistent with VIS. You didn't catch the 'Charcoal' leftovers. Overriding miscmod_mod_InstituteFusionGun_CHARCOALScope_SightReflexRecon is superfluous - it's a dead record. You didn't catch the Full/Rifle Stock confusion. You renamed the 'Overcharged' OMODs but not their loose counterparts.
    - Keeping that identical-to-master WEAP is still BS, no gung-fu is required to force a master: Right-click on the esp's line unter the FormID header, there's the Add Masters command in FO4edit. And you get the master anyway for all the other overrides...
    - OMODs: Adding (crafted) to the ammo line of the Copper Receiver descriptions - OK, but then that should be done for the Leaded ones, too. And you didn't catch the three that have wrong loose mod references (Copper Overcharged Receiver, Leaded Closed Barrel and Leaded Standard Receiver).
    - One thing you did catch which I did not: discreet instead of discrete. Kudos!
    1. damnforcedreg9197
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      P.S.: Re-Overriding the Fusion Gun's one LCTN Location record with the original from Fallout4.esm mostly fixes Liberty Reprimed, while leaving the new area accessible. I've tested twice with different results. In both I already had Sentinel Site cleared once and retrieved the first gun, the difference being that first I walked from Waypoint Echo, the second time I fast traveled. First attempt gave everything as it should be, Henri and his Assaultron in the control room, quest proceeding as normal, the only difference being the extra workbench and safe in the stockpile's back. The second time that 'Rogue Courser' from the Fusion Gun mod did appear, triggering a battle between him and Henri+Atom's Wrath through the closed door, which I could only solve by murdering Henri, pickpocketing him, or killing the courser via VATS+Penetrator perk+Buggy clipping.

      So - reverting foSuite's edits to that LCTN record definitely helps and never worsens things.

      In case you're curious - http://mir.cr/1WACZUZW (warning: cyberlockers are dangerous - protect your browza) (do with that as thou wilt)
    2. spacefiddle
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      You rock. Thanks for the complete report of your thorough investigations. Have a kudos, and if I'm able to get all this into the update (currently traveling with a Potatotop) I'll be crediting you :)
    3. spacefiddle
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      Since I was traveling I don't think I really processed all of this. The funny thing is most of the things you mention about weird tagging was originally correct, but I misunderstood someone else's comment and messed them up. The copy of the master record was just a flat-out mistake, not intentional. The inconsistent omissions, like some ammo but not others, was just sloppy...

      I've gotten a number of other things out the door, but I see this is still getting active downloads - that gun is pretty awesome - so I'll be fixing this up this weekend.
    4. spacefiddle
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      Well, I managed to break my Fusion Gun installation really good, with having it uninstalled and reinstalled on an existing playthough... the gun is there and usable, but despite being nowhere near the Sentinel Site, at some point I seem to have obliterated the added room. The door is there, and it swings open... to nothing, the original broken corridor with the ghouls is all that's behind it. o.O

      Soooo going to be a bit before I can test some of this, as I really should just make a new save or go back pretty far to grab one pre-gun, and go check the place out.

      Side notes: there's no way to move a ruleset. You can move the priorities within one, but can't, say, add a new one at the end and then make it ruleset 0, bumping everything up. Yes, it would look cleaner to have "[Cart]" as its own before everything, since it's a constant; but that would mean redoing all of them.

      The Leaded ammo is already noted as being crafted; he left that out for Copper. I should add those; I was only changing what I ran across, because I wanted to alter as little as possible, but maybe making another pass over everything wouldn't hurt.

      The gun itself is spawned on the Rogue Coursers; and I don't see any indication that they can't spawn Legendary as anything else might.

      Also not sure what you mean by Full/Rifle confusion? I see only Pistol and Rifle and they're noted correctly, as all three variants.
  6. deadboxx47
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    Could I get the command console item ID for this. Mine is just gone.
    1. spacefiddle
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      Well this is only a patch that renames it - I didn't make it - but, as with any item, you should be able to just "help fusion 4" in the console. It will spit out a list of all items containing the word "fusion" - you'll see its ID there.
  7. deleted1545890
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    Thanks for this, it just bugged me having the ammo sitting there all by its lonesome.

    Side note, the mod has the record for the Fusion Gun itself copied over, but not changed at all. Is that an intentional ITM, or an accidental one? And if an accident, should we just clean the mod through xEdit?

    EDIT: Also, the brackets [] sort the fusion cartridges to the bottom of the inventory, as opposed to the parentheses () that are used for all the other ammo through VIS.
    1. spacefiddle
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      Thanks, that's.... weird. I thought I saw square brackets for ammo. I use DEF_UI, so I get icons, so I'm realizing I never see the ammo tags outside the CK or xEdit.

      I actually came here to update something else: in the files, FalloutSuite has three base receivers, which they call SingleShot, SemiAutomatic, and Automatic. Well, they are an excellent artist, programmer, and composer, but they're s#*! with firearms terms ;]. SingleShot is actually a semi-auto receiver; SemiAutomatic is a fully automatic receiver; and Automatic is, uh, I tagged it as HyperAutomatic because otherwise it would have to be HOLYSHWTFTAKECOVER. It's sort of like a handheld minigun, and exactly as easy to control as you'd expect it to be.

      Guess I'm going back to look at the ammo tags before I upload the new one... >.>

      Oh, about your original question: I had to perform evil sorcery to make FusionGun the master of my plugin. Probably I could have left it alone, and probably it would have been fine, but probably it would have bugged me that the .esp itself didn't carry its requirements..... it's safe to clean. I undid and redid a bunch of things while first experimenting with this mod and never cleaned it up.

      Edit again - I'm not crazy, lol, this is what's on Valdacil's actual VIS page:

      Weapons: [ammo] Name Pistol/Rifle [receiver] (modifier) {barrel} LegendaryName

      I used that as the template. Apparently he has his own tags wrong on his Description page xD

      I should probably change the sights too... they've named iron sights Iron-Sighted, well and good. However the reflex sights they've named Glow-Sighted which, er, is not correct.
    2. spacefiddle
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      All set! New version of the file fixes that, bunch of other stuff. Let me know if you get a chance to check it out.
    3. deleted1545890
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      Taking a look through xEdit, and a couple things of note, found in both versions:

      >Ammo tags are still bracketed [] instead of parenthesized ()
      >Naming rules for the Fusion Gun itself use parentheses () instead of brackets []

      For clarification: VIS uses [10mm] for 10mm pistols; as current, this mod would use (Cart) for the Fusion Gun instead of [Cart]. On the other hand, VIS uses "(Ammo) Plasma Cartridge" for plasma cartridges; this mod would name them as "[Ammo] Fusion Cartridge." The "Weapons: [ammo] Name Pistol/Rifle [receiver] (modifier) {barrel} LegendaryName" thing from the VIS page is the naming scheme used to describe weapons through the naming rules, based on what ammo they use, not the directly-changed names for the ammunition items themselves. A Lucky Laser Pistol would become [Cell] Laser Pistol [Overcharged] (Focused) {Automatic} of the Lucky, for instance.

      >Fusion Gun ITM still in place

      Not a really big deal, might as well just leave it there in case it's needed at any point until the main mod updates (and even then, for consistency until this one updates too). If it really causes problems it's easy enough to clean anyway.

      >Some of the OMOD keywords' "Value 2 - Int" details switch from 640 to 1. No idea what this means, does, or has relevance to.

      The recipes, mod-tags and semi/auto/bulletstorm naming conventions are all good, though. The only real major effect the parentheses/bracket switch should cause is a mis-sort to the bottom or top of the inventory - at least for DEF_UI users hiding tags, since the game still sorts by name - and weapons can be renamed in-game, so it's alright. I wouldn't worry too much about updating in any hurry/rush/maddashtocover unless the main mod itself gets an update.

      In which case I'll be the first to make like a Twist and say, 'Please, sir, I want some more!'
    4. spacefiddle
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      Rofl. The gun WAS labeled as [Cart] Fusion Gun Stuff. I misread your post, and went and and changed them all, and made them backwards. DEF_UI doesn't care about the kind of brackets, so the icons worked fine, so I didn't notice. It's the ammo I should have changed, not the gun. yyyyyeah...

      Simple enough to fix. It'll bother me if I leave it wrong - maybe I'd roll my eyes and move on if it was my own mod, but I feel weird screwing up someone else's stuff. I'll toss it up as 2.1, leave 2.0 where it is, and maybe tomorrow after sleep and coffee I'll run it through xEdit. I can't remember why I'd stopped doing that, it did something weird and then I got distracted.
  8. spacefiddle
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    Update out that adds more tags, check the main page!
  9. ScytheNoire
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    Thanks for the mod and update.
    Makes me wish Fallout 4 had something like SkyUI that is so widely accepted that everything is designed for it.
    DEF_UI, VIS, and AWKCR seem to me that every mod should be designed for them, just not everyone does so.
    Really like accepted standards that everyone builds to.
    Thanks again.
    1. spacefiddle
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      Unfortunately, as long as the front page is dominated by boobs, and the majority of users vote for some guy saying "pew" in contests, it's hard to make people aware of these options. The Nexus' function is awesome, but its design is terrible. All you'd really need is a best-of list for each category with the top few spotlighted, so people could immediately say, oh, here's this overwhelmingly well done UI overhaul, here's this widely-used tagging standard, etc.

      Nope. Boobs.

      Sometimes also ass.
    2. ScytheNoire
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      I agree.
      I also have to remember that Skyrim has been around a lot longer and is far more mature in content (length of time it's been around, still lots of boobs and butts).
      I find the Top List to be the closest thing to an essential mod listing.
      http://www.nexusmods.com/fallout4/mods/top/?
      We just have to wait for Bethesda to stop releasing patches and give it some time.

      Now to watch as they update Skyrim and break all the old mods over there.