Changelog: Salvaged Assaultron Head v1.1 Salvaged Assaultron Head 2LM v1.1 Salvaged Assaultron Head 2LM Combine v1.1 Upgraded Damage, fixed slot, upgrade charge.Linked to my Other Mod, Legendary Modification Continued - Effect Chip Modes - DLC's with 2LM support
Update include(s): -No Self Radiation -Damage Out of Range from 0.5 to 0.8 (Match Assaultron) -Increased Damage to 90 (less than Standard Assaultron still) -Reduced Actionpoint cost (match Assaultron head) -Increase magazine to 20 (from 15, or the original of 5) -Beam duration changed from .25 to 1 (For those that asked for it, Note Duration of the beam does not actually cause more damage) -I FOUND THE FIX FOR THE VATS AIMING BUG!!!!!! -Auto disintegration flag upon death ( Customer Enchant, combines the Auto disintegration and Pentration, which makes sense based on Visual and Lore) -Tested Penetration lining up NPC's and was able to kill Multiples with one Salvo
Sadly this mod seems Outdated , the dmg multiplier somehow work ( dmg more than doubled indeed... i dealt 70 with gunsliger lvl5, now 180 ) and 20 charges work but it doesn't remove the self-radiation. it also change the visual effect of the laser in something worse (visualy), it's something like more diffuse with more transparancy, not good, even sometimes the laser effect is no coming from the weapon, but from the right, just weird. a total disaster sorry to say that. i'll stick with "Salvaged Assaultron Head - No Self-Radiation" mod , who does not add dmg but at least does what it claims and does not ruin other stuffs like the laser visual effect
Is there an easy way I could put that back? I'm doing a Child of Atom run and it's very useful for maintaining the radiation required for the Robes of Atom's Devoted effect, but as you know the weapon is underwhelming. With the charging effect restored this mod would be just the ticket.
Hi, I really love the mod, but I was hoping to make use the higher damage from your mod (to make it playable) along with the self radiation effect with ghoulish to do some self healing. Do you mind posting a version that has the base game's radiation damage effect included?
Is there something going on with this mod, did an update break it? The damage is now back down and can only hold 5 charges again. I even moved it near the top of my load order and i'm not getting the upped damage or charges anymore.
2 months later, now I'm also having this issue. This mod doesn't work, even when at the very bottom of my load order. It did before the update that came out around when the high-res DLC did.Very disappointing, as before that, this was one of my favorite weapons. Now it's just a severed head that shoots weaksauce.
I tried to do a self-reloading version or non-reloading (for simple shot), but did not have any capacity, this would make the most useful weapon for quick shots
great mod! I'm not a big fan of dmg altering mods (though I can see your point) - the main thumb up for me is that the vats is now working correctly! Could you be so kind and elaborate more on what you changed in CK? Alternatively, could I ask you to upload a new version of this mod with working vats and no rads dmg only (without other alterations)?
hey ty for reply! I would like to have only 5 charges (vanilla style ) to sum it up: - working vats - no rads dmg - everything else like in vanilla fallout
This weapon is really neat, but there have always been a few things that bugged me about it that made me stop using it, even though it's easily one of my top 3 favorite vanilla weapons (if not #1):
1) The self-radiation effect. This alone makes the weapon unsuitable for regular usage unless you're drip-feeding yourself Rad Aways. The radiation damage also ignores any and all radiation resistance - I tested this THOROUGHLY: gave myself over 10k rad resistance -> same rad damage. Gave myself the "rad immunity" perk that *all* the wasteland creates have -> same damage.
I finally removed the rad damage altogether with a mod I made, though: Salvaged Assaultron Head - No Self-Radiation *This should be compatible with your mod, as I made no edits to the WEAP reference - just to the OMOD that contained the radiation effect.
...But the secondary and tertiary annoyances still killed it for me:
2) The accuracy is screwed up, like the author of this mod mentioned. It often seems like it just "decides" it has an accuracy value of 0% when fired at random - I've been off by something like half a screen's width away from where I was aiming at before ffs!
Didn't know adding the Deadeye legendary effect fixed this, though - thanks for the tip Thirdstorm! :]
3) The 1st person model is all up in your face when you try to aim with it. Now, Fallout 4 is already stupid as f*ck for making you stuff pistols up your nose to aim with them, but this weapon's ironsight model is the worst it all of Fallout - I can't see a damn thing, and the fact that using a pistol removes the crosshair when aiming in 1st person without a scope just makes this gun worthless for anything other than 3rd person or VATS!
...And honestly the model is still the most "in your way" even when you aren't aiming while in 1st person mode (which I'm in a lot when I'm looting).
I could TRY turning my mod off lol, but I think I'll just use both of our mods as they seem to "play nice" with each other (I tried to make my mod as compatible as possibly by only editing the weapon mod and not the gun itself).
Fallout 4's approach to handling radiation damage kind of annoys me - it's nothing more than a stacking debuff that lowers you maximum health, and I find it too damn easy to ignore it for a bit, then stumble onto a strong enemy and forget that you really need your full HP back...
In Fallout 3/New Vegas, it was a separate stat that introduced various debilitating effects are you entered higher "stages" of rad sickness (i.e. one debuff was lowered health regen iirc). If you hit the max level, you simply died. I liked this method a lot better, as it had further incentives for wanting to cure your rad sickness and not get irradiated in the first place, but as the debuffs were not overly concerning for every single situational encounter, you could also chose to ignore it for the moment, i.e. if I have full health already, I don't really care about my lowered health regen while I'm fighting something.
...But mostly I'm just pissy about the ridiculously low "soft cap" on rad resistance in Fallout 4, meaning you will never NOT be irradiated regardless of how TINY the area's rad levels are, or how OP your rad resistance gear is. You could be wearing the best radiation-shielded hazmat suit the world has ever seen, and will still take SOME radiation damage if the wimpiest of the feral ghouls so much as sneezed in your general direction.
Fallout 4 is basically saying "There is not perfect radiation shielding, nor even good enough shielding just to block enough of the radiation so that it does you no physical harm", and this gun is 100 steps above that line of thinking -> it ignores ALL radiation resistances, as all spell effects do (such as the Blood Bug's "suck out your blood and blow it into your face" attack). Hell, it won't even respect rad IMMUNITY perks ffs...
Heh, after so many hours and having seen literally every square inch of the map at least 3 times, I just cheated and gave myself the rad immunity perk that almost all creatures have.
I always walk around in a suit of the best power armor you can get, so I honestly don't see much of an "immersion break" even lmao.
--------------------------------------------------------------- Side Note: Seriously, whoever on the dev team though radiation damage weapons would be "neat" is an idiot, since every single thing and also their grandmothers are completely immune to radiation lmfao.
Sometimes I like to camp outside of the various Children of Atom camps, grab some popcorn and tell Dogmeat to go nuts while I laugh myself silly as they all pepper him with blasts from their "mighty" Radiation Guns that he just shrugs off like they're butterfly kisses (being radiation immune) and rips all their throats out one at a time! >:D
I believe normal Assaultron lasers cause radiation if you're close to them, which is why holding one and firing it irradiates you. It's also hardly any rad damage at all, especially if you have Solar Powered, which drains your radiation constantly. The weapon ignoring rad resistance is a bug that only occurs for some people (and leads to a few other issues, as well, such as it not hitting in VATS.) You might try using the console to conjure another one, or disable / enable to see if that will fix it for you, otherwise the only known solution is, unfortunately, to reload from before it happened.
Also, the radiation damage can be used in conjunction with perks or effects that benefit from being irradiated to do non-standard playstyles.
1) I removed the Self rads due to the bug... plus your right it wasn't that much... 2) If more than a couple people ask for it happen to releases an optional file that includes the self rads 3) I fixed the VATS bug, or so testing shows, as mentioned in the notes:-. :-)
Well the update to fallout has made this mod crash the game on start up. I went through one mod at a time and its this one on the workshop mods that break the game. I thought you should know before you get the frothing barbarians at your gate. I wanted to use this mod. Hopefully you can fix it and thank you for making this mod.
It would happen when i got to the menu screen with the power armor in the garage. I tested all my mods and this one was the one crashing it before. I'll give it a try now and report back.
Okay so i did it 3 times. Deleted from the folder and the menu and redownload. Always crashes on mod restart and when i start the game is crashes at the garage menu.
More testing. If i have other kind of stand alone weapons or items it crashed when i have this mod active. So weird. One was a solar panel. Another was the classic sniper rifle. I have no idea whats going on i can have all my mods active but yours or have yours active but i can only have a few other mods.
That's strange.. I'm running 255 mods, of all types!
Ok follow up questions. 1) Which version did you download? (there are 3 different versions) 2) If you downloaded a 2LM version did you get the correct one? 3) IF you got a 2LM version which version of Legendary Modification are you using? 4) Do you have another mod that changes the DLC1 items>?
Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 armorkeywords.esm=1 unofficial fallout 4 patch.esp=1 Snap'n Build.esm=1 Power Armor Quick Enter And Exit.esp=1 Hardcore_fast_travel_enabled.esp=1 Ring of Streangth.esp=1 BallisticWeaver-Quest.esp=1 Clean Sanctuary Homes.esp=1 CROSS_Jetpack.esp=1 CROSS_Cybernetics.esp=1 LeverActionExtendedAmmo.esp=1 CROSS_PlasRail_BethNet.esp=1 PipeShotgun.esp=1 armorsmith extended.esp=1 WeaponCraftingYAY.esp=1 Cheaters Den.esp=1 BridgeFix.esp=1 Enhanced Melee Weapons.esp=1 armorsmith automatron.esp=1 armorsmith far harbor.esp=1 Enhanced Power Armor Durability.esp=1 powerarmort49.esp=1 StandaloneConstruct.esp=1 nanolabs.esp=1 ImprovedJetpacksv6.esp=1 SmallPowerArmorStation.esp=1 PABatteryOptimizer.esp=1 dbwCalibartedPowerArmor.esp=1 PortableRecycler.esp=1 BallisticWeave_RadPosRes.esp=1 GatlingRifle.esp=1 Hunting Revolver_SA.esp=1 SlowTime.esp=1 alienassaultrifle.esp=1 sleeporsave.esp=1 laser assault barrel.esp=1 solarpower.esp=1 flamer-napalmer-incinerator.esp=1 10mmrevolver.esp=1 tesla x01.esp=1 Molerat_Disease_Immunity_PA_Hazmat.esp=1 awkcrpatch-ufo4p.esp=1 classicsniper.esp=1 QuickLevel.esp=1 WM Chinese Assault Rifle - Standalone.esp=1 fusioncorerefueler.esp=1 g2m_fishfarmbridges.esp=1 salvaged assaultron head.esp=1
I don't see anything right away that should conflict.. Would suggest the following: 1) Uninstall and delete the mod 2) Load and make a clean save 3) Redownload and activate the mod 4) Test...
Sorry for the trouble, I'm running 255 plugins and just downloaded this from nexus (my own mod) and can use it... really not sure.
You could reverse engineer how to do a continuous beam by looking at how the mod Alien Blaster Rifle does it, as that is one of the firing options it adds (I love it lol - it's very fun to use).
1) I've figured out how to increase the duration of the beam 2) Duration of the beam does not actually cause more damage 3) The original Assaultron Head (off the NPC) is an automatic weapon
Update will include: -No Radiation -Damage Out of Range from 0.5 to 0.8 (Match Assaultron) -Auto disintegration flag upon death (it's fun) -Increased Damage to 90 (less than Standard Assaultron still) -Reduced Actionpoint cost (match Assaultron head) -Increase magazine to 20 (from 15, or the original of 5) -Beam duration changed from .25 to 1 -I FOUND THE FIX FOR THE VATS AIMING BUG!!!!!!
53 comments
Changelog:
Salvaged Assaultron Head v1.1
Salvaged Assaultron Head 2LM v1.1
Salvaged Assaultron Head 2LM Combine v1.1
Upgraded Damage, fixed slot, upgrade charge.Linked to my Other Mod, Legendary Modification Continued - Effect Chip Modes - DLC's with 2LM support
Update include(s):
-No Self Radiation
-Damage Out of Range from 0.5 to 0.8 (Match Assaultron)
-Increased Damage to 90 (less than Standard Assaultron still)
-Reduced Actionpoint cost (match Assaultron head)
-Increase magazine to 20 (from 15, or the original of 5)
-Beam duration changed from .25 to 1 (For those that asked for it, Note Duration of the beam does not actually cause more damage)
-I FOUND THE FIX FOR THE VATS AIMING BUG!!!!!!
-Auto disintegration flag upon death ( Customer Enchant, combines the Auto disintegration and Pentration, which makes sense based on Visual and Lore)
-Tested Penetration lining up NPC's and was able to kill Multiples with one Salvo
it also change the visual effect of the laser in something worse (visualy), it's something like more diffuse with more transparancy, not good, even sometimes the laser effect is no coming from the weapon, but from the right, just weird.
a total disaster sorry to say that.
i'll stick with "Salvaged Assaultron Head - No Self-Radiation" mod , who does not add dmg but at least does what it claims and does not ruin other stuffs like the laser visual effect
Would need to, in FO4Edit, add back DLC01mod_Legendary_Weapon_AssaultronHead "Charging" [OMOD:x1001125] (Replace the X with load order number)
Give it a try, let me know if you have questions.
Top of the load order = lowest priority
Bottom of the Load order = Conflict Winner
Alternatively, could I ask you to upload a new version of this mod with working vats and no rads dmg only (without other alterations)?
I would like to have only 5 charges (vanilla style
to sum it up:
- working vats
- no rads dmg
- everything else like in vanilla fallout
1) The self-radiation effect. This alone makes the weapon unsuitable for regular usage unless you're drip-feeding yourself Rad Aways. The radiation damage also ignores any and all radiation resistance - I tested this THOROUGHLY: gave myself over 10k rad resistance -> same rad damage. Gave myself the "rad immunity" perk that *all* the wasteland creates have -> same damage.
I finally removed the rad damage altogether with a mod I made, though:
Salvaged Assaultron Head - No Self-Radiation
*This should be compatible with your mod, as I made no edits to the WEAP reference - just to the OMOD that contained the radiation effect.
...But the secondary and tertiary annoyances still killed it for me:
2) The accuracy is screwed up, like the author of this mod mentioned. It often seems like it just "decides" it has an accuracy value of 0% when fired at random - I've been off by something like half a screen's width away from where I was aiming at before ffs!
Didn't know adding the Deadeye legendary effect fixed this, though - thanks for the tip Thirdstorm! :]
3) The 1st person model is all up in your face when you try to aim with it. Now, Fallout 4 is already stupid as f*ck for making you stuff pistols up your nose to aim with them, but this weapon's ironsight model is the worst it all of Fallout - I can't see a damn thing, and the fact that using a pistol removes the crosshair when aiming in 1st person without a scope just makes this gun worthless for anything other than 3rd person or VATS!
...And honestly the model is still the most "in your way" even when you aren't aiming while in 1st person mode (which I'm in a lot when I'm looting).
Could not agree more w/ the Accuracy and Model, but it's still an awesome weapon and played in 3rd person it's visually stunning!
BTW adding Twoshot + Deadeye is silly... I am thinking of a modified version that had Deadeye embedded in the base effects. (Feedback please)..
Also give the charge up to 15 a try, trying to tweak it, but it ends up killing most mid level non-survival NPC's gloriously.
Fallout 4's approach to handling radiation damage kind of annoys me - it's nothing more than a stacking debuff that lowers you maximum health, and I find it too damn easy to ignore it for a bit, then stumble onto a strong enemy and forget that you really need your full HP back...
In Fallout 3/New Vegas, it was a separate stat that introduced various debilitating effects are you entered higher "stages" of rad sickness (i.e. one debuff was lowered health regen iirc). If you hit the max level, you simply died.
I liked this method a lot better, as it had further incentives for wanting to cure your rad sickness and not get irradiated in the first place, but as the debuffs were not overly concerning for every single situational encounter, you could also chose to ignore it for the moment, i.e. if I have full health already, I don't really care about my lowered health regen while I'm fighting something.
...But mostly I'm just pissy about the ridiculously low "soft cap" on rad resistance in Fallout 4, meaning you will never NOT be irradiated regardless of how TINY the area's rad levels are, or how OP your rad resistance gear is. You could be wearing the best radiation-shielded hazmat suit the world has ever seen, and will still take SOME radiation damage if the wimpiest of the feral ghouls so much as sneezed in your general direction.
Fallout 4 is basically saying "There is not perfect radiation shielding, nor even good enough shielding just to block enough of the radiation so that it does you no physical harm", and this gun is 100 steps above that line of thinking -> it ignores ALL radiation resistances, as all spell effects do (such as the Blood Bug's "suck out your blood and blow it into your face" attack). Hell, it won't even respect rad IMMUNITY perks ffs...
I always walk around in a suit of the best power armor you can get, so I honestly don't see much of an "immersion break" even lmao.
---------------------------------------------------------------
Side Note: Seriously, whoever on the dev team though radiation damage weapons would be "neat" is an idiot, since every single thing and also their grandmothers are completely immune to radiation lmfao.
Sometimes I like to camp outside of the various Children of Atom camps, grab some popcorn and tell Dogmeat to go nuts while I laugh myself silly as they all pepper him with blasts from their "mighty" Radiation Guns that he just shrugs off like they're butterfly kisses (being radiation immune) and rips all their throats out one at a time! >:D
Also, the radiation damage can be used in conjunction with perks or effects that benefit from being irradiated to do non-standard playstyles.
1) I removed the Self rads due to the bug... plus your right it wasn't that much...
2) If more than a couple people ask for it happen to releases an optional file that includes the self rads
3) I fixed the VATS bug, or so testing shows, as mentioned in the notes:-. :-)
I was playing with this last night (as in game killing things), I'll test it when I get home.
BTW when did the CTD occur?
Load of game?
Load of save?
More testing. If i have other kind of stand alone weapons or items it crashed when i have this mod active. So weird. One was a solar panel. Another was the classic sniper rifle. I have no idea whats going on i can have all my mods active but yours or have yours active but i can only have a few other mods.
Ok follow up questions.
1) Which version did you download? (there are 3 different versions)
2) If you downloaded a 2LM version did you get the correct one?
3) IF you got a 2LM version which version of Legendary Modification are you using?
4) Do you have another mod that changes the DLC1 items>?
GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
armorkeywords.esm=1
unofficial fallout 4 patch.esp=1
Snap'n Build.esm=1
Power Armor Quick Enter And Exit.esp=1
Hardcore_fast_travel_enabled.esp=1
Ring of Streangth.esp=1
BallisticWeaver-Quest.esp=1
Clean Sanctuary Homes.esp=1
CROSS_Jetpack.esp=1
CROSS_Cybernetics.esp=1
LeverActionExtendedAmmo.esp=1
CROSS_PlasRail_BethNet.esp=1
PipeShotgun.esp=1
armorsmith extended.esp=1
WeaponCraftingYAY.esp=1
Cheaters Den.esp=1
BridgeFix.esp=1
Enhanced Melee Weapons.esp=1
armorsmith automatron.esp=1
armorsmith far harbor.esp=1
Enhanced Power Armor Durability.esp=1
powerarmort49.esp=1
StandaloneConstruct.esp=1
nanolabs.esp=1
ImprovedJetpacksv6.esp=1
SmallPowerArmorStation.esp=1
PABatteryOptimizer.esp=1
dbwCalibartedPowerArmor.esp=1
PortableRecycler.esp=1
BallisticWeave_RadPosRes.esp=1
GatlingRifle.esp=1
Hunting Revolver_SA.esp=1
SlowTime.esp=1
alienassaultrifle.esp=1
sleeporsave.esp=1
laser assault barrel.esp=1
solarpower.esp=1
flamer-napalmer-incinerator.esp=1
10mmrevolver.esp=1
tesla x01.esp=1
Molerat_Disease_Immunity_PA_Hazmat.esp=1
awkcrpatch-ufo4p.esp=1
classicsniper.esp=1
QuickLevel.esp=1
WM Chinese Assault Rifle - Standalone.esp=1
fusioncorerefueler.esp=1
g2m_fishfarmbridges.esp=1
salvaged assaultron head.esp=1
I don't see anything right away that should conflict..
Would suggest the following:
1) Uninstall and delete the mod
2) Load and make a clean save
3) Redownload and activate the mod
4) Test...
Sorry for the trouble, I'm running 255 plugins and just downloaded this from nexus (my own mod) and can use it... really not sure.
That said never seen an automatic Assaultron, they all seem to charge before firing!
1) I've figured out how to increase the duration of the beam
2) Duration of the beam does not actually cause more damage
3) The original Assaultron Head (off the NPC) is an automatic weapon
Update will include:
-No Radiation
-Damage Out of Range from 0.5 to 0.8 (Match Assaultron)
-Auto disintegration flag upon death (it's fun)
-Increased Damage to 90 (less than Standard Assaultron still)
-Reduced Actionpoint cost (match Assaultron head)
-Increase magazine to 20 (from 15, or the original of 5)
-Beam duration changed from .25 to 1
-I FOUND THE FIX FOR THE VATS AIMING BUG!!!!!!