Update 1.3 is now out, and that includes support for the Heat Sink mechanic. The heat sink mechanic makes it so that you will take a small amount of damage from the incredible amount of heat given off by the lasers. Energy resistance will lower the amount of damage, and anything that gives over 500 radiation resistance (like the Power Armor or Hazmat Suit) will protect you against the heat effects as well.
Since NPC's should take the heat damage as well, certain enemies have been made completely immune. Synths and Super mutants (including valentine and strong) take absolutely no heat sink backlash damage, because their bodies don't react the same way. Mutants have hides that are just too tough, and robots don't really have pain receptors.
The beam splitters overrides are now included into the main esp, so you don't need that patch any longer. The mod now also modifies the stocks and handles or the various energy weapons as well. Do watch your load order, because other mods are now more likely to overwrite the changes from my mod.
If you don't like the changes, you can stick to 1.2, but you'll need the beam splitters patch still.
Planned Changes and/or Known Issues: - Gatling Laser has no heat sink feature. The Gatling Laser has no stock upgrades, and I didn't want to edit the weapon itself. Should I edit the barrels to make those give heat sink? Should the Gatling Laser even have a heat sink? it is held fairly far away, and looks like it could vent the heat safely. - Maybe a different heat mechanic for the Laser Musket? I doubt most people are going to notice the heat from it while firing, given that it fires so slowly. However, it is also a fairly early game weapon, and that could cause people to avoid it in the early game even more? - Alien Blasters and Gamma Guns have no heat sink as well. I don't believe gamma would cause a heat backlash. Maybe a radiation backlash? I really don't think Alien tech should be subject to any negatives either, it is ALIEN tech. - The Institute Laser has very limited modifications for the Stock/Handle. I made the Institute Laser by default have low heat generation, given it is supposed to be a more advanced kind of laser.
Lastly, do let me know what you think of the damage values. It is hard to get a good read on where something like this should be in order to be fair. Is it too much damage, too little? Please test with the different stocks and handles as well.
Update 1.3.2 includes a fix for the naming rules (used the Creation Kit this time, so no errors). It also adds a low heat transfer to the Gatling Laser barrels. Their rate of fire will mean they will add up quickly though. I also made some changes to the script, so that shouldn't be an issue any longer either.
All in all, small patch, but worth downloading and updating. I'm also starting to use the official " - Main.BA2" style, which seems to be how the CK does it when uploading to Bethesda. I'm going to adopt that method as well as long as there are no issues, to keep my mods universal.
I agree that Alien Weapons should have no downsides when it comes to that.
Question(May be stupid): Does this mod work with modded weapons? I'd assume no, but I was figuring maybe you mod effects based on ammunition type, or something. (But that seems overly complicated, and maybe not even possible. so..)
But lasers DO have recoil. Ah, extremely small, infinitesimal, not noticeable amounts of recoil. So, no, laser weapons should not have practical and noticeable levels of recoil. It doesn't have anything really to do with moving parts, but the moving mass coming out of the barrel, an equal and opposite reaction thing. The momentum of a photon is planck's constant divided by wavelength. Now, plasma projectors would have more recoil than energy beams, but still much less than moving hunks of lead.
Tried the mod on the next gen update, and it seems to effect the recoil on my laser weapons, but as far as I can tell there is no heat sink mechanic at work. At first I thought it was just because I had the sharpshooter's grip and/or recoil compensating stock that reduce the mechanic by 96%, but even after switching back to the basic grips... nothing. Is there a fix to this?
Is it just me or is the heat generation mechanic not working? Like I can fire full auto as much as I want without any consequences even when using a standard pistol grip and basic automatic barrel.
While it is annoying, someone pointed out that recoil can easily come from muscle memory, meaning you're less accurate realistically with a laser gun because you instinctually expect the cause of the recoil, generating false recoil. Since you can't get rid of the actual recoil animations, this actually checks out still.
Instead of making overheated weapons hurt the shooter, you could just handle it like Mechwarrior (awesome GOG) did: the energy weapon was unshootable until it cooled down. The player would use energy weapons until they overheated and then use ballistic weapons while they were cooling off. It was quite fun that way actually. It makes sense that energy weapons would have a regulator on them and a fail safe shut- off until the heatsinks expelled the heat, so as not to harm the shooter. Actually the sentry robot already does this very thing in vanilla.
OMFG everyone here is a dumbass, yes lasers dont have recoil but according to the lore laser weapons have recoil so that a soldier can freely switch between lasers and standard guns
Lasers have no recoil because the cubo hysteric plain of the black mass is equal to the atmospheric pressure of planet X-10. The fusion reaction in the weapon is divided into three, of which four photons do not make a noise and therefore do not wave. Scientists did not agree on only one thing - where the plasma bottle is hidden.
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Since NPC's should take the heat damage as well, certain enemies have been made completely immune. Synths and Super mutants (including valentine and strong) take absolutely no heat sink backlash damage, because their bodies don't react the same way. Mutants have hides that are just too tough, and robots don't really have pain receptors.
The beam splitters overrides are now included into the main esp, so you don't need that patch any longer. The mod now also modifies the stocks and handles or the various energy weapons as well. Do watch your load order, because other mods are now more likely to overwrite the changes from my mod.
If you don't like the changes, you can stick to 1.2, but you'll need the beam splitters patch still.
Planned Changes and/or Known Issues:
- Gatling Laser has no heat sink feature. The Gatling Laser has no stock upgrades, and I didn't want to edit the weapon itself. Should I edit the barrels to make those give heat sink? Should the Gatling Laser even have a heat sink? it is held fairly far away, and looks like it could vent the heat safely.
- Maybe a different heat mechanic for the Laser Musket? I doubt most people are going to notice the heat from it while firing, given that it fires so slowly. However, it is also a fairly early game weapon, and that could cause people to avoid it in the early game even more?
- Alien Blasters and Gamma Guns have no heat sink as well. I don't believe gamma would cause a heat backlash. Maybe a radiation backlash? I really don't think Alien tech should be subject to any negatives either, it is ALIEN tech.
- The Institute Laser has very limited modifications for the Stock/Handle. I made the Institute Laser by default have low heat generation, given it is supposed to be a more advanced kind of laser.
Lastly, do let me know what you think of the damage values. It is hard to get a good read on where something like this should be in order to be fair. Is it too much damage, too little? Please test with the different stocks and handles as well.
The naming rules may cause some mod conflicts if other mods also change the naming rules for guns. These conflicts will be purely cosmetic however.
All in all, small patch, but worth downloading and updating. I'm also starting to use the official " - Main.BA2" style, which seems to be how the CK does it when uploading to Bethesda. I'm going to adopt that method as well as long as there are no issues, to keep my mods universal.
Question(May be stupid): Does this mod work with modded weapons?
I'd assume no, but I was figuring maybe you mod effects based on ammunition type, or something. (But that seems overly complicated, and maybe not even possible. so..)
Great mod.
When shooting firearms you dont go with the recoil, you mitigate the recoil thru your points of contact on the Firearm
recoil is generated from the force of the bullet.