Fallout 4

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jkruse05

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jkruse05

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About this mod

Two mods, one page. These two together are intended to give the lesser energy weapons of Fallout 4 unique purposes. Institute weapons get changed to the LAER, or Electrolaser concept and do extra damage to mechanical enemies. Regular lasers now ignite organic enemies with most receivers and can be 'silenced'.

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Since Fallout 4 came out players have expressed disappointment with the mighty Institute's pitiful weaponry. I previously attempted to remedy that issue with Institute Electrolasers and Institute Electrolasers 2.0. Unfortunately those mods left the standard laser weaponry comparably useless and undesirable. This pair of mods aims to fix both problems.

With Electrolasers Redux you will find that institute lasers now do two types of damage, which can be balanced against each other. If you just want a powerful laser, adjust the EMP damage to nothing and your laser damage will increase. The extra energy damage appears to apply in small amounts, but scales with perks alongside the base damage. You can even convert to pure EMP damage with the right perks.

With Incendiary Lasers the fire damage applied with certain receivers has now become nearly universal, and increases with the power of your chosen receiver. This fire damage now applies only to organics, offsetting the mechanical enemy damage of Electrolasers. In addition, standard lasers now feature a 'silencer' option to make them an even more competitive choice.

Electrolasers Redux Features

-"Institute Laser" renamed to "Electrolaser"

- 2 sniper barrels and 2 snub barrels (which can only be attached with a pistol grip)

-2 pistol grips and 2 rifle stocks

-2 attachment options for projectile. Use the vanilla blue laser for a slight boost to basic energy damage, or the electrical arc projectile for a slight boost to EMP damage

-4 attachment options to balance overall EMP damage against overall energy damage. Energy damage is calculated into the overall damage displayed in weapon stats. EMP damage is an additional, fixed amount that applies to mechanical enemies only (robots, old model synths, power armor, vertibirds, and turrets), it is dealt per-shot. EMP damage amounts are in the names of the attachments, so you can check it fairly easily. The EMP damage potential is higher than standard Energy damage potential until very high levels. i.e. unless you have all the damage boosting perks you can always do more damage to mechanical enemies by having the highest EMP attachment, but will lose damage against other enemies. The numbers displayed for Energy damage are a range, like 4-8, that reflects how high it will get with JUST maxed out Rifleman, Commando, or Gunslinger, it will be more if you have other damage perks. Be careful, as a synth's Energy damage could potentially be boosted by as much as 20 per shot (typically it will be around 4-8).

-3 EMP attachments linked to Rifleman, Gunslinger, and Commando, that can remove all regular energy damage, and swap to a straight 100 EMP damage. This is great for early to mid game, but can be overcome by basic energy damage at high levels.

-All attachments except the full EMP conversions can be found on enemy weapons.

-All turrets that use the blue laser effect now deal EMP damage as well.

-Due to changes in how the EMP effect identifies targets, multiple versions for different DLC are no longer needed.

-Alternate file for use with Laser Weapons 1st Person Reposition Make sure Electrolasers Redux is after that mod in your load order.

Incendiary Lasers Features
-Old Receivers with fire damage are no longer craftable for regular laser guns or gatling lasers. Instead, all other receivers above the base damage have a version of that fire effect, increasing in damage as receivers improve, and targeting only organic enemies. These effects apply over 3 seconds and range from 2 to 4 damage per second, resulting in an increase of 6-12 damage per shot. This may increase in future patches as I continue to balance the weapons. Laser Muskets also get this new fire effect on higher tier receivers.

-Laser guns and laser muskets now have a 'silencer' muzzle that has an invisible projectile and a custom sound (if anyone wants to make a better sound feel free). It will still be somewhat more difficult to remain stealthy than with ballistic weapons, because the fire effect will let enemies know someone is around, but should be far easier than without the new muzzle. It also references vanilla textures, so your Creation Club skins will more or less work on it.

-Any and all lasers in the world, whether from turrets or robots, now have the base level fire effect. 

-Alternate file to make robot weapons in Automatron also have the base level fire effect.

-Alternate file for JUST the new silencer muzzle on laser guns and muskets, no other changes. 

COMPATIBILITY
-Electrolasers Redux will conflict with anything that makes changes to Institute Weapons, even re-textures will not appear correctly on the new parts (except the snub barrels).

- Incendiary Lasers will conflict with anything that makes changes to laser gun receivers, laser musket receivers, gatling laser receivers, robot laser weapons, or laser turrets. The alternate file that just adds the silencer muzzle should be compatible with anything.

KNOWN ISSUES
-The pistol version of the Institute laser recoils up before the projectile is spawned, then back down afterword, making it appear that the projectile originated above the weapon. The default projectile just doesn't linger quite as long, so it's harder to notice. Rifles do the same, but because of their mass, and decreased recoil it is less noticeable. The removed muzzle flash on the electrical arc projectile mesh helps to make this somewhat less of a problem when using that projectile option.

-Minor lighting/texture errors on new models.

-It is possible to get the Commando 100 EMP option to show at the same time as one of the others, but since you can only attach one I'm not too concerned.

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