This mods audio sound is great but unfortunately causes a crash if an automatron fires a gatling laser after the mod is installed. There seems to be workarounds which I will describe.
I had Ada, Jezebel and a caravan bot in Greygarden equiped with Gatling lasers. When it came under attack, I had a great opportunity to test the crash. I traveled there and Jezebels laser seemed to cause me to CTD like other posters here have said. I did keep my distance initially, and if I was far enough away, she didnt cause me to crash.
I solved this by loading a slightly earlier save and removing their gatling lasers. There was no crash after that when it came under attack that way. Gatling lasers are pretty good on automatrons, but the damn bots are so bugged i prefer using normal companions anyways so i dont really care what weapons they have.
Im unsure if I will encounter any random automatrons with gatlings in the wasteland but Ive been using it ok since then. I had already completed Machinists Lair and I have a mod that greatly reduces Rust Devil encounters so I might be in the clear. ill update this later if i run into more issues.
A quick walkthrough to change gatling laser charging barrel firing sound: 1. open fo4edit, go to fallout4.esm, find "sound keyword mapping", look for "RifleLaserGatlingPlayer" and "RifleLaserGatlingSuperPlayer", 2. then copy "RifleLaserGatlingSuperPlayer" into a override to a new esp/esl, 3. select "RifleLaserGatlingPlayer" in fallout4.esm and "RifleLaserGatlingSuperPlayer" in your override.esp/esl, right click selected records, click "compare", 4. copy everything in "DNAM Primary Descriptor" and "Sounds (sorted)" from "RifleLaserGatlingPlayer" to your override "RifleLaserGatlingSuperPlayer", 5. find "object modification", look for "mod_GatlingLaser_BarrelMinigunLaser_Super", 6. copy "mod_GatlingLaser_BarrelMinigunLaser_Super" into a override to a new esp/esl or the esp/esl you just created, 7. in this "mod_GatlingLaser_BarrelMinigunLaser_Super" override, find a property that have "s_30_BarrelSuper [KYWD:001E077A]" in it, then delete this property, 8. save your esp/esl(s), quit fo4edit, enable your new plugin(s) in your mod manager and enjoy your game.
Tip: English is not my native language, I finished this with the help of some browser plugins.
I love this mod so much, it's made the Gatling laser so much fun to use, IT IS AWESOME! Thanks a bunch. Would you pretty please be able make a version for the charging barrels?
EDIT: Just saw a few comments down you're already aware it doesn't apply to the charging barrels, sorry!
I havent had time to check that out properly , I know the charging barrel gets the sounds from "Sound\FX\WPN\RifleLaser" wich is stupid , if i use this folder I will affect the Laser Rifle. THis will need to be a separate ESP... if anyone wants to help set that out...msg me.. i hardly have time to do this, and wen I do I prefer to be making the sounds.
Thanks for pointing that out. I had a quick dig through the Gatling Laser info is the Creation kit and it turns out the Charging Barrels mod changes a keyword so that it uses the Laser Rifle sound instead of the original Gatling Laser sound. I've made the edit to stop this and saved it to a .esp, now it works perfectly! How do you want me to send it to you?
I'm not sure what everyone else is trying to say.. but this mod fixes the gatling laser weapon sound freeze ctd for me and I'm not experiencing any robot companion gatling laser friendly fire freeze or ctd either..
49 comments
I had Ada, Jezebel and a caravan bot in Greygarden equiped with Gatling lasers. When it came under attack, I had a great opportunity to test the crash. I traveled there and Jezebels laser seemed to cause me to CTD like other posters here have said. I did keep my distance initially, and if I was far enough away, she didnt cause me to crash.
I solved this by loading a slightly earlier save and removing their gatling lasers. There was no crash after that when it came under attack that way. Gatling lasers are pretty good on automatrons, but the damn bots are so bugged i prefer using normal companions anyways so i dont really care what weapons they have.
Im unsure if I will encounter any random automatrons with gatlings in the wasteland but Ive been using it ok since then. I had already completed Machinists Lair and I have a mod that greatly reduces Rust Devil encounters so I might be in the clear. ill update this later if i run into more issues.
1. open fo4edit, go to fallout4.esm, find "sound keyword mapping", look for "RifleLaserGatlingPlayer" and "RifleLaserGatlingSuperPlayer",
2. then copy "RifleLaserGatlingSuperPlayer" into a override to a new esp/esl,
3. select "RifleLaserGatlingPlayer" in fallout4.esm and "RifleLaserGatlingSuperPlayer" in your override.esp/esl, right click selected records, click "compare",
4. copy everything in "DNAM Primary Descriptor" and "Sounds (sorted)" from "RifleLaserGatlingPlayer" to your override "RifleLaserGatlingSuperPlayer",
5. find "object modification", look for "mod_GatlingLaser_BarrelMinigunLaser_Super",
6. copy "mod_GatlingLaser_BarrelMinigunLaser_Super" into a override to a new esp/esl or the esp/esl you just created,
7. in this "mod_GatlingLaser_BarrelMinigunLaser_Super" override, find a property that have "s_30_BarrelSuper [KYWD:001E077A]" in it, then delete this property,
8. save your esp/esl(s), quit fo4edit, enable your new plugin(s) in your mod manager and enjoy your game.
Tip: English is not my native language, I finished this with the help of some browser plugins.
EDIT: Just saw a few comments down you're already aware it doesn't apply to the charging barrels, sorry!
I know it's been almost 5 years but could you sent this .esp to me if you still have it? Or at least tell me how you did it?