Fallout 4

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Braneman

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Braneman

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About this mod

Fiddles with Lasers and Institute Lasers to re-balance them

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OK so I don't like the current state of Laser weapons in Fallout 4, it never makes sense to use Institute weapons because they favor rate of fire over damage. Honestly that doesn't make sense with reference to how Fallout 4's armor system works. None of the weapons will be overpowered with this mod, this is not a cheat mod and if anything here invalidates shotguns or something that needs to be fixed.

Nothing in this mod will nerf anything else, everything is achieved through upward gains. That means everything will either be the same or better than before.

So here is what this mod does:

Beam splitters have had their damage increased by double for the first one and quadruple or more for the improved version.(in my testing it was about +6 damage and +12 or so damage)

With default mods institute weapons do +5 more damage than before which is still 4 damage less than a laser rifle.

However as better upgrades come in the Institute Laser will start to equal and by science 3 will outdamage the normal Laser rifle in all but two places.

Normal Laser rifles should have higer damage automatic barrels and sniper barrels and with those they should be unilaterally better than Institute weapons.(still need to do some testing with these.)

For the future:
I need to do some more testing on the automatic laser rifle to make sure that with all upgrades its always better.
In the meantime I will take balance suggestions for this, but keep in mind I'm pretty bad at this so a lot of things will be out of my reach.

Laser sniper barrels have a charge mechanic that is poorly implemented as the indicator lights for it are obscured by most scopes, it is also somewhat obscured from the player as to how it works. I want to either reduce the charge time by a LOT(to make it competitive to hunting rifles) or remove it entirely.

When the creation kit comes out:
I want to give each weapon more defined roles, for example I want to make it so that the institute rifle has the best burning damage and the normal laser rifle has the best critical damage to further differentiate their roles. However with FO4edit this is about the best I can do for now. I will look into this more however and see if its possible I can do this already.

I would also like to attempt to give the institute weapons a cryo thrower thing ripped from robots, however I'm not sure if I should put it as the receiver and allow the splitter to work on it, or put it as the muzzle and allow the beta wave emitter to work on it, another option would be to put it as the barrel and just let everything work on it.