Fallout 4
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Doom1991

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29 comments

  1. Smylzz
    Smylzz
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    This is perfect thank you!
  2. Pawsomeness
    Pawsomeness
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    This mod conflicts with the No Spin Ups mod (http://www.nexusmods.com/fallout4/mods/21321). I installed this mod and No Spin Ups quit working (both managed by NMM). I can't comment on how well this mod works, but just an FYI for others who are addicted to the instant cycle up.
    1. bolcien
      bolcien
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      have you tried putting the no spin ups after this mod in your load order?
    2. Doom1991
      Doom1991
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      I will be putting instant cycle up weapon modifications in my Wasteland Weapon Overhaul mod as additional barrel modifications that give no cycle/charging attack time as well as damage values. This mod for fusion core ammo will be implemented in that mod as well. It just will take a little time to get the update out for that mod.
    3. JDaremo
      JDaremo
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      Since you're not working on the WWO anymore, could you please add those changes to this mod?
  3. Wolfycrash
    Wolfycrash
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    Why is this on the new vegas nexus??
    1. Doom1991
      Doom1991
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      It isn't on the Fallout NV Nexus...
  4. MoofMan
    MoofMan
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    Awesome mod in concept. I downloaded it, and it's only putting my cores at 750 maxed with level 3 nuclear physicist. 500 x 2 should be 1000, obviously, and then 1100 with the bobblehead. Not sure if this is due to patches or what happened.
    1. oldmanwynter
      oldmanwynter
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      This is happening for me as well. Game updated to latest version (1.5.307.0.1)
    2. MoofMan
      MoofMan
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      Yeah, it's weird. I went through and checked the mod files and the base game files and I cannot figure out why it's not functioning as it should. I'll go through and weird multipliers and see if that changes anything around. I'll reply again if it's useful.
    3. Doom1991
      Doom1991
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      Yeah. I just got back from a vacation and I'm not sure what would break it like that. I know that the ammo visual limit is capped at 999 but still counts above that number while showing 999 until it goes below. I'm not sure what would break an ammo capacity on the main weapon stats like that within a patch but I will try to figure it out.
    4. MoofMan
      MoofMan
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      Best thing I can report is that it's specifically tied to lv 3 of the perk. Levels 1 and 2 make it go up 25% then 50% but the last level doesn't change anything. I went through and test with 0-1-2-3 level of the perk, reloading each time. I increased the base capacity to 600, still the same increases on all levels. It's like the level 3 version of the perk itself is bugged entirely, I'm not good enough with modding files to dig into all of the depths of where I would need to check to see what's wrong, but I'm 99% sure it's tied directly to the level 3 version of the perk.
    5. MoofMan
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      A somewhat stupid solution I came too was just increasing level 2's perk value to 2.0 as opposed to the 1.5 that is normally has.
    6. Vendettaghost
      Vendettaghost
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      As stated by other mod Gatling Laser - Nuclear Physicist Ammo Fix by aapplepie, this might be because nuclear physicist is picked up before the repair bobblehead is picked up.
    7. liffer87
      liffer87
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      had the same problem and it seems like Vendettaghost is right. Used console commands to remove all NP perks and then add them again and now my ammocount says 999 instead of 750. but it still reloads when i switch weapons, any of you with the same problem?
  5. IBananaShakin
    IBananaShakin
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    Does this make is so never ending gatling lasers are actually never ending?
  6. ff7legend
    ff7legend
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    Wouldn't this mod be better suited for the Ammo or Bugfixes category here on Nexus? Just a suggestion in an attempt to get this more exposure/endorsements.
    1. R380rn
      R380rn
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      its not bugged and this aint really a fix it just changed how it works
  7. wolfwaya
    wolfwaya
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    I don't know if it's possible but looking at this mod gave me an idea for a mod suggestions that would go well with this.

    1. A workbench routine that would consolidate fusion cores. IE: consolidating two that has 600 shots would result in one that's 1100 and one that's 100, and able to consider cores of other uneven balances to consolidate

    2. Instead of loosing fusion cores when they are spent have an empty core added to the inventory which can be put into a new workbench that over time adds a certain amount of charge to any cores contained within it, which will be a way to recycle empty cores and not loose them entirely. Could even go as far as an NPC somewhere that for a fee (that is less than a new core) will replace your empty cores with fully charged cores.

    3. It would probably be scripted to work right, but a system so a core has a lowish base value and the rest of the value based on how much charge a fusion core contains so if you sold an empty fusion core it'd not get many caps, but if you sold one fully charged you'd get the full value your capable of getting, and if it's a partial charge it'd be some value in-between.
  8. SkyeFlyer
    SkyeFlyer
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    This sounds pretty cool. Though, another issue I noticed with the gatling laser is that it always wants to have a fresh core when you switch to it from another weapon. Would it be possible to make it load either the most used up core, or just keep the one it had before in there?
    1. Doom1991
      Doom1991
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      Actually its not. It's because of the weapon scripts in Fallout 4 that make weapons start with their default value or closest to it depending on your inventory. Standard weapons start out with full clips, Laser Muskets start out with a clip of 0 (which I find annoying), and Gatling Lasers start out with the fullest Fusion Core. It's just a part of the reloading mechanics.
    2. MEV4NS
      MEV4NS
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      Actually they patched it so that if you shoot half a clip, swap weapons then swap back, the original weapon will still have half a clip. Would it be possible to apply this to the gatling laser? Works with the other weapons like 10mm pistol & laser rifle, but i assume the battery method that the gatling laser uses is what is screwing with that system
    3. Doom1991
      Doom1991
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      I have no clue what they did to patch this or where they did it...
  9. Darthmufin
    Darthmufin
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    For someone who finds reloading a weapon part of the enjoyment, and also a nasty habit due to fps games, this mod does nothing for me really. If i reload it still switches to another core instead of going off of the same core. Unless it's just not working correctly for me.
    1. Doom1991
      Doom1991
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      Then you need to get out of the habit of reloading so often.
  10. DarkPurity
    DarkPurity
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    Does this mod have any conflicts with things that modify Lasers?

    Ex:
    I have a no recoil mod for lasers, because that never made sense to me. All lasers are affected.
    I have the Research Projects mod, which allows you to make a weapon mod that swaps out Fusion Cores as ammo for the Cold Fusion Core as ammo and that modification has a 20,000 shot capacity.
    I have a weapon that is part of a mod which creates and uses Weaponized Nuka Cola Quantum. For some reason, this mod sometimes uses a Weaponized NCQ in place of fusion cores for PA and Gatling weapons.
    1. Doom1991
      Doom1991
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      Depends on your load order and what those mods effect file specifically. Put this mod first in the load order and then your other mods after it. If you see all of your mods working fine and your ammo capacity above 500 then it works fine. If not then there is a conflict somewhere and they are not compatible.