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  1. DMagnus
    DMagnus
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    Wow, it's 2.1!



    2.1 comes with some nice additions and tweaks, so here's the rundown:


    > Revised how the power setting is handled. Instead of being tied to the magazine, it's now its own separate entry. The setting options can only be applied to the normal phaser; converting it to use fusion cells sacrifices this capability.

    > The phaser can now be set to vaporize, and isn't picky on what it vaporizes. The stun effect has also been reworked and now ragdolls the target rather than paralyzing them.

    >The stun packs have been replace with Overcharged packs, which provide an increase in damage and ammo capacity. As an upgrade you can also make Supercharged packs, which offer even more damage and ammo capacity.

    > Added a new receiver option, the A.I. Targeting Module, which enables the phaser to fire target-seeking shots. The converted receiver can't has this, however.

    > Revised the visuals for the muzzle flash and added a custom projectile

    > The phaser can now be set to be automatic, meaning in its normal configuration you can fire a steady stream. In its converted form it's a more typical automatic.

    > Revised the specular texture for the clean material, and re-saved the diffuse texture in BC7 format to reduce compression artifacts. Also changed the cubemap used by both the clean and weathered phaser.



  2. dionisiy300
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    the weapon mod itself is beautiful!!! (as a single pistol) BUT very shockingly realized his appearance in the Commonwealth.....and here the Institute in General???? in my opinion it is much more interesting to replace the alien Blaster.... but alas, the upgrade is weak as the original alien Blaster upgrade even to the rifle.... so in General, the mod is damp and requires development in the line of Phaser upgrades from a pistol to a rifle and even a sniper....and in fashion then we can make an alien ship housing in the style of star trek.... so try it)))
    1. DMagnus
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      Building the phaser into a rifle will come eventually, I have plans to implement attachments that'll allow one to convert it into the unused assassin rifle from The Undiscovered Country:



      I won't be making it a replacer for the Alien Blaster, though. I generally try to work things in a way that makes sense with the game lore and everything, and arbitrarily replacing the alien blaster with a phaser, as well as re-doing the ship to be a Star Trek shuttle or something, is outside the scope of this mod. Also, the phaser isn't on par with the Alien Blaster. Yes, it may not have a whole lot in terms of options right now, but it's not weak. The phaser already does a base 75 in both energy and physical damage, increased of course by perk selection and chosen upgrades, not to mention it has damage modifier options that can be applied if the damage upgrades from the power packs isn't sufficient.

      There's still more I aim to do with the phaser. Obviously there's the aforementioned rifle version I intend to implement and there's the Institute-designed version that will be wielded by Synths and Coursers as well. This Institute version won't be the same as the proper phaser, it'll be more of a blaster and have its own assortment of modifications, as well as be markedly weaker. That's the only version of the phaser that'll be level-listed in any way, the proper phaser will remain as just two extant in the world: One in the Institute and one in Virgil's lab in the Glowing Sea, since I've established in the mod that the phasers came from a crashed Federation shuttle (in a nod to the crash site from Fallout 2), of which there were only a handful that escaped being destroyed in the crash. For things that are unique like this I prefer to weave a little story and keep them relatively restricted in their presence rather than just doling them out to everyone in the Commonwealth like Oprah doling out cars.
  3. nimrod88
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    i use weaponsmith extended. i obtained pretty early, with no ammo and now im lvl 38 but heck no ammo
    1. DMagnus
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      You can get some power packs for it in the Institute (if it hasn't been destroyed) or Virgil's cave in the Glowing Sea. They can also be crafted at a chem station but Weaponsmith may interfere with the ability to do so, depends on what it does, like if it modifies or replaces vanilla chem stations. I don't use it myself so I can only guess.
  4. dcwildfire4
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    OMG! The best gun ever. I love it!
  5. Saipha
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    This is great. I'd sure love to see someone add a Star Trek "transporter" mod as well.
  6. prgh1212
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    ESL FILE?
  7. Cocrane
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    Hun i'm not a fallout 4 expert,and in don't find the syth Lab,or the virgil lab,and i don't see where is the glowing sea,do you have any screenshot of the map ? beside,i'm french,sorry for my realy bad anglish !
    1. DMagnus
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      http://www.digital-utopia.org/fallout4/

      That's an interactive map of the Commonwealth with all the locations marked. The Glowing Sea is in the lower left-ish part of the map, its that large black mess, with the Rocky Cave being Virgil's lab. The other location (Advanced Systems) isn't on the map, it's a section within the Institute, and to get to it you have to get some ways along into the main quest.
    2. Cocrane
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      oooh,thank's you ! i'm on the Diamond city part. that's why i don't see where is it,with the cheat map code. now i have it in my cheated save. also this Phaser is really well done, but it is really too powerful XD it does not surprise me you put this towards the end of the game ! and sorry for my english.
  8. Didaskos
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    Would you consider adding this to the leveled list at all? Perhaps as a new weapon for Coursers and institute personnel?
    1. DMagnus
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      I'm planning, actually, to implement a unique variant that'll be toted by Coursers, and it'll be in line with the Institute's aesthetic. It won't be as powerful as the real McCoy and fire in pulses rather than streams, the idea being the Institute managed to reverse-engineer the phasers they had obtained and introduced them to the Courser program. I might make it that they can be modded into proper assault phasers, but not 100% sure on that yet.
    2. Didaskos
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      Thanks for the quick reply - that sounds absolutely fantastic!
    3. Didaskos
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      Thanks for the quick reply - that sounds absolutely fantastic!
    4. Paladinboyd
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      If it’s possible I think a courser should stun you first check if your a synth or not than leave you alone to wake up. Would be good for a random encounter.
  9. sunday44
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    are you still working on this?
    1. DMagnus
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      Currently, no, working on an update for the lightsaber mod. But, that doesn't mean I'm done with this; sometime I'll get back around to working on the update I have planned for this.
  10. kweegbeard
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    Would you perhaps ever consider making a klingon disrupter? This mod is awesome though thanks!
  11. waspdeath
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    This baby is way better than I imagined it was going to be. It's in my main loadout now. I love that it alternates between zapping people and exploding them into a mess, adds a nice touch of immersion. Nice juicy sound and low recoil too. Perfect.
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