Fallout 4
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Hackfield

Uploaded by

Hackfield

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About this mod

The Laser Musket doesn't require ammo, it charges using the hand crank.

Requirements
Permissions and credits
Translations
  • German
Mirrors
Changelogs
Inspired by Pokepunch's CrankToCharge and while trying to fix some bugs and things I didn't quite like, I ended up remaking the mod entirely.

Now uploaded on Bethesda.net
For PC
For XBOX



Warning, tech info ahead, do not read if you care about realism
Pokepunch's mod works by giving you an invisible quest that adds a "fusion breeder" (which is an ammo placeholder) each time you pull a laser musket, and a script that gives you another each time you drop/use/lose one. This causes a bug where the player ends up having hundreds of breeders, unable to remove them from the inventory.

This implementation has no inventory check script, it adds a "breeder" when you equip a laser musket and adds another when you reload it (i.e. used the one you had).
It also hides them from the user, so you won't see fusion breeders at all, hiding the "breeder" mechanism completely, which is how it should have been from the start, since the breeders are just a placeholder.


In Short
You turn the hand crank to charge the musket, no ammo required.


Thank you blindpigfighter and Kottabos for the videos
     




Update
As for version 2.0, this mod now requires F4SE (Version 0.6.11 or higher) and its scripts (make sure to extract the Data folder from F4SE as well).


Compatibility
It should be now compatible with any mod.

Known Issues and How to solve them
On a new game, you shouldn't have any issues. On an existing save, the following issue may appear:

#1: Existing laser muskets still use cells.
Make any modification to the Laser Musket in a Weapon Workbench, this should fix the issue for this musket.


Please report any other issue you may find and I'll try to fix it as soon as possible.



Credits
Pokepunch, for CrankToCharge, which served as inspiration.
Bethesda, for making the musket a dumb weapon.