Glad to see you're still kicking Ruadhan, haven't spoken in like, 5 years?
Good times, great news that you'll be making more Mad Science stuff for Fallout 4, I've been looking for high-tech, sciencey weaponry all over and have barely found anything. If you need some 10/10 ideas to mod. let me know (or if you need a very thorough tester!)
A similar idea was done by Skibadaa. His changed all lasers to a "bolt", and allowed changes in color for each weapon type. Later a Plasma bolt option was added. His mod also made laser turrets fail to fire, and also caused the "penetration" perk to not work for lasers. Until GECK is released a true change is not possible.
Here is the link if anyone wants to compare: http://www.nexusmods.com/fallout4/mods/8513/?
This is an interesting idea, and I wonder how other energy bolts might look if changed to this model/texture.
oddly, the turrets worked for me when they were on the floors. so not sure why the ceiling guns weren't working!
I think Skibadaa's mod is generally better, more features. I wouldn't have bothered with mine if I'd found his earlier. However mine being simpler might be more appealing to some!
Your idea is more that Institute weapons should have been a different type of energy weapon (like the YK Pulse weapons in FallOut 2) rather then the recolored blue Laser weapons currently in game. I also agree that more variety could have been used with all of the lore rich history FallOut has to offer. Skibadaa admits that his mod makes bolts to big and bright for some weapons types (sniper and aimed auto fire), and was going to make them smaller eventually. I think your mod already has this problem solved for Institute weapons.
I hope both of these mods continue to be developed. Variety makes sandbox games like these more fun, and entertaining. If I made your efforts feel belittled I am sorry for the confusion. Your idea is a good alternative that will allow more options. I do not like every mod, but feel they all deserve a chance to be experienced by all.
I've got a whole folder set aside just for it, and a document outlining what I'm going to be making for it!
I'm planning it out this time in detail, not just throwing stuff into a mod whenever I come up with a cool idea PM me if you have any suggestions though, I'm always open to ideas.
Not much I can really do about that until the Creation Kit comes out. other than swap the projectile the turrets use, but FO4Edit doesn't allow changing the projectiles yet.
I think it's worth the sacrifice for now, I'll update in a month or so when the CK comes out.
I've been learning a lot over the past few days. I think I know how to rework this mod and fix the issue with the turrets. I'll try and sort it out tonight
Update: I playtested the turrets, and when I spawned a few to test (I couldn't find any at my level!) they worked great..
I'm wondering if it's a problem with them being on the ceiling rather than the floor as they were when I tested them.
True, but one can only assume it was a one-off prototype for a Courser (or courser-type synth), whereas the laser weapons are mass-produced for use by utterly disposable cannon fodder
That assumes of course that it was the weapon he was issued with, and not something he got from the Railroad...or even modified himself.
I'm afraid not. Basically what I'm doing is swapping the projectile mesh for the blue lasers for the alien blaster projectile, but there's also a few other things that have to be done in the ESP file, like setting the projectile data to Missile rather than Beam. If I just made a copy of the alien blaster projectile mesh and named it to override the laser, it'd fail because lasers are treated very differently.
TLR, you need the ESP to tell the game how to treat the changes.
Now if only this made the same sounds as the original DOOM's plasma rifle. When the CK comes out, I'm changing some firing sounds to suit the new Institute guns~
23 comments
Good times, great news that you'll be making more Mad Science stuff for Fallout 4, I've been looking for high-tech, sciencey weaponry all over and have barely found anything. If you need some 10/10 ideas to mod. let me know (or if you need a very thorough tester!)
Here is the link if anyone wants to compare: http://www.nexusmods.com/fallout4/mods/8513/?
This is an interesting idea, and I wonder how other energy bolts might look if changed to this model/texture.
I think Skibadaa's mod is generally better, more features. I wouldn't have bothered with mine if I'd found his earlier.
However mine being simpler might be more appealing to some!
I hope both of these mods continue to be developed. Variety makes sandbox games like these more fun, and entertaining. If I made your efforts feel belittled I am sorry for the confusion. Your idea is a good alternative that will allow more options. I do not like every mod, but feel they all deserve a chance to be experienced by all.
I'm planning it out this time in detail, not just throwing stuff into a mod whenever I come up with a cool idea
PM me if you have any suggestions though, I'm always open to ideas.
Long time no see!
I like this a lot, and totally concur.
Blue lasers? pffft, uninspired . Blue bolts all the way!
Great to know you're still kicking around!
I've got a file on my computer which is basically an Ideas list for fallout 4 mods..I am so so ready for the creation kit right now
I suppose I could add them, but the pictures are pretty self-explanatory anyway. got rid of ugly beams, replaced with pretty pulses.
as in, they fire inside of themselves and block their own shot
Not much I can really do about that until the Creation Kit comes out. other than swap the projectile the turrets use, but FO4Edit doesn't allow changing the projectiles yet.
I think it's worth the sacrifice for now, I'll update in a month or so when the CK comes out.
Your call whether you agree of course.
Update:
I playtested the turrets, and when I spawned a few to test (I couldn't find any at my level!) they worked great..
I'm wondering if it's a problem with them being on the ceiling rather than the floor as they were when I tested them.
given what we see in Fallout 3, the A3-21's plasma rifle was create by the institute and is one best weapon in the game
That assumes of course that it was the weapon he was issued with, and not something he got from the Railroad...or even modified himself.
Basically what I'm doing is swapping the projectile mesh for the blue lasers for the alien blaster projectile, but there's also a few other things that have to be done in the ESP file, like setting the projectile data to Missile rather than Beam.
If I just made a copy of the alien blaster projectile mesh and named it to override the laser, it'd fail because lasers are treated very differently.
TLR, you need the ESP to tell the game how to treat the changes.