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JackRob

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JackRob

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  1. JackRob
    JackRob
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    News:
    (3/2/22) Uploaded Version 1.6.1 of both Lite and Full.  This should fix any issues with the Laser Musket, including Preston's.  Let me know if it does or doesn't.  I've also made changes to the Automatic Laser Musket in the full version while I was at it, see changelog for details.  Apologies for any of those waiting for this fix.

    (11/12/21) Uploaded Version 1.6 Full files. Lots of changes so seek changelog as well as updated description for details. If you use either
    of the optional plug-ins "Somewhat Drained Batteries" or "Reduced Ammo - Quest Rewards and World Loot", please uninstall those when updating to 1.6 as these optional plug-ins are now included with the Full version.

    (10/12/21)Uploaded Version 1.6 Lite files, will have the updated Full version up soon after it's all polished up. See changelog for details.

    Older Notices
    Spoiler:  
    Show

    (9/28/21) Updated to Version 1.5. This should fix all problems that I was able to encounter and should be the most refined version of the mod thus far. See Change-Log for specific details. However if you still find something is off, don't be afraid to comment on it.

    (3/7/21) Uploaded an optional file called Reduced Ammo - Quest Reward and World Loot. Read the description for details.

    (7/07/20) Finally got around to uploading version 1.4 for the full/main files, see Logs tab for details. I had more problems with my computer than with this new file so it took longer than I would have liked. Lite version will follow soon.

    (12/7/18) Uploaded Nexus Energy Weapon Patches version 2.6.1. I've extensively redone/rebalanced my "Wattz Laser Gun" patch, so if you don't use that particular patch, no need to update.

    (8/31/18) Uploaded a tutorial on how to use the template .esp to make your own patches. If you want to send me a patch that you made, PM me a download, and I'll likely "proof-read" it and add it to the collection with credit.

    (8/30/18) Updated "FCaB - Nexus Energy Weapon Patches" to 2.6, adding both a Lite and Full patch for Institute Turboplasma Rifle.

    Updated Description, particularly the FAQ, and added a template patch that should help a lot if you want to make your own patches for a weapon.

    (5/4/18) Updated the Lite Patch of the LAER for version 1.02, and added another Lite patch for Cross' Cryolance. Also while I was at it, I've renamed the "Main" version as "Full" so it won't get confused when referring to a main version versus a main file, both in the description and the file name. Otherwise the main plugins are unchanged, no need to redownload them.

    (4/5/18) Added a Lite patch for the LEAR to the Nexus Weapons Patches. I say lite because I haven't majorly adjusted damage and ammo capacity yet in accordance with the other patches. I'll get back to it and adjust it when the mod becomes pretty stable.

    (4/4/18) Updated the Nexus Weapons Patches with new patches for the Officer's Revolver and the Plasma Cycler and the Accelerator.

    (2/27/18) Updated the Nexus Weapons Patches for the latest Break-Action Laser update (v091b3).

    (2/11/18) Fixed several conditions causing several receivers to not function correctly in all four of the main versions.

    (11/28/17) Uploaded Version 2 of the Nexus Energy Weapon Patches, which so far includes Break-Action Laser, Wattz Laser Gun, and Union Blaster.
  2. JackRob
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    List of Known Compatibility Patches for FCaB.
    Official Patches made by me
    Darkbeatlebot's basic patches for some weapons.
    Caliber-Complex Patch
    AWKCR/VIS-G Patches
    Can't find a patch for an energy weapon you want?  Try your hand at making it yourself by reading this article I have made on the process.

    Rules for Commenting
    1. If you have a question, be sure that you've read the description page fairly carefully before asking. If there's still something you don't understand, go ahead and ask.

    Rules for Bug Reporting
    1. Before posting, make sure that this is at the end of your load order and see if the bug persists, if it does follow rule #2.
    2. Provide as much detail as possible, the greater the detail, the more likely I can hunt it down and squish it.
  3. maleficscholar
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    May I suggest making a short video on how to make patches?...and also a patch for the new wattz? having trouble getting it  to work myself D:
  4. Starxander
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    Is the Alien Blaster Pistol supposed to deal 330 damage unmodified? I have Gunslinger at level 4, but it still seems like much.
  5. Cavelizard
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    Hi. I've been working on a large energy weapon rebalance using this mod as the framework. however, I seem to be running into an issue as it comes to rechambering. aka I have a modded laser gun that can switch between using plasma cartridges and MFCs, but when it rechambers, it doesn't actually switch away from the plasma cartiridge. This only happened after I added the necessary perks to change "Mod Ammo Health Mult" I'm trying to figure out if this is a core issue with the mod, or if I'm messing up the implementation somehow. Any help would be appreciated.
    1. Cavelizard
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      after some testing i have determined that this is actually a "gatlling laser ammo fix problem" i guess i need to figure out how to tell it what ammo to use.
  6. Guitarman355
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    Have you looked into the possibility of utilizing F4SE to be able to have the charge display show like it does for Fusion Cores, while not allowing the Fusion Cells to be put into Power Armor?
    I have no idea how F4SE interfaces with mods but I would imagine something like a logic statement might work:
    If (form ID of is power armor battery keyword) and (form ID of Fusion Cell), or (form ID of is power armor battery keyword) and (form ID of Plasma Cell), then (whatever would interrupt the script to allow fusion cores to be put into power armor)
    Else
    (allow normal fusion core insertion behavior)
    I would absolutely love to see a charge display be implemented, and I think there is a way to make it a run once script that only triggers when the player tries to put it into the power armor inventory. Or something like that.
  7. StrawberryWolferz
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    Having trouble trying to see if it's just me or not, but the microfusion cells are not showing their charge in my inventory. It's a minor UI thing on my end that I have been ignoring because I assume the 100 or so Microfusion cells in my inventory that are together are at full charge so I can still technically see which ones are not at full charge... But just curious if this is a normal experience or if I'm having a tiny mod incompatibility "issue"?
  8. HerGuardian427
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    Hi author! Is there any way you request/encourage/donate to you to get this mod uploaded on xb1? Can I upload it if not? I would love to have this mod in our load orders for my wife and friends!
  9. Psccon
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    Hi there, amazing mod, but the Nuclear Physicist perk is not working as intended after NextGen update.
  10. HoomanPlus62
    HoomanPlus62
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    I made a patch for Munitions ECPs and SECs. Here
  11. Phant0m5
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    Hello, thank you for making and maintaining this excellent mod. In addition to making the energy weapons feel more immersive, your rebalance of the laser musket in the "full" mod version is by far my favorite compared to, say, "Useful Crank" or any of their like.

    It does cause an issue with the Creation Club's Experimental Gauss Rifle though. The experimental gauss uses a crank like the musket so every crank loads a fresh gauss charge, but because of this mod they aren't expended while doing so. Since every crank pulls from the top of the pile after a couple of engagements instead of one partially depleted gauss charge and a stack of full ones you end up with an inventory full of half-depleted gauss charges. 

    I'm not sure you're even interested in fixing this since it means buying Creation Club content, but if you're willing to look at it that would be great. Two possible fixes I could suggest might be: have the Experimental Gauss in particular reload from the least-charged cell, or do a rebalance like the musket to make cranking free but need a lot more cranks to reach max damage.

    I also had an unrelated request? As mentioned, your laser musket rebalance is by far my favorite version of the ammoless musket mods. Could that possibly be made into a standalone version, without the full FCaB experience? 

    Thanks for your time!
    1. JackRob
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      Firstly, thank you for the well written comment.  I definitely appreciate it.

      For the Experimental Prototype Gauss Rifle, I assume that it uses 2mm EC rounds as stated on it's fandom wiki, and therefore must note for others that FCaB itself does not add "battery" function to 2mm EC, so this weapon should not break as you've described with FCaB.  However, you are likely using the Extended Version of Ballistic Ammo in Magazines that does add this function to 2mm EC and will cause the problem you describe.

      To patch the problem, your options are to make it function just like FCaB's Laser Musket, remove the magazine functions from the 2mm EC round, or make the Prototype Gauss Rifle take a new unique round that you can craft from 2mm EC round, almost all of which requires you to at least use FO4Edit to create these patches.  While I would like to change the behavior of the reload, there is no way for me to change it's behavior (easily if at all) since it's entirely hard-coded in the game.

      The easiest option would be to remove the remove the magazine functions from the 2mm EC round.  You can do this either by using the basic version of BAiM instead, or edit the BAiM plug-in to remove the edit to 2mm EC round.

      If you want to make it function like the FCaB's Laser Musket:
      Spoiler:  
      Show

      I'm going to be simplify the instructions, you'll need to do two things to make the weapon work.  An "Enchantment" to add the script effect for free ammo, and setting the weapon to use the free ammo.

      You'll need to make a new plug-in in FO4Edit, so load up the CC weapon plug-in and FCaB together.  Then when it's loaded, find the Prototype Gauss Rifle data in the WEAPON tab, right-click it and "copy as override into...".  You'll check the box "new esp" either at the top or the third one if you want to flag it as a esl plug-in.  After naming your plug-in, you'll right click it's name in the list and "Add Masters..." and add the FCaB plug-in as a master to your new patch.

      After that, go open up the Prototype Gauss Rifle data in your plug-in and find the entry "EITM - Object Effect" (it's near the top below the model entry) and you'll need to add the enchantment "FCaBEnch_WeapEnergyWeaponBonusDamage" by right-clicking the empty space in the column of your new plug-in and "Add".  This contains the script effect needed for free ammo.  Next we'll want to set the weapon to use the free ammo, so you'll want to scroll down near the bottom to "Ammo" and change that to "AmmoStaticCharge".  Additionally, scroll down to the very bottom to find "LNAM - NPC Add Ammo" and set to "LL_Ammo_StaticCharge" so you can potentially pick up some of this ammo when you retrieve the weapon.  One last step:  Go to the FCaB plug-in and find the SPELL tab and find "FCaBSpell_AddStaticChargeAmmo".  You'll want to right-click the header at the top and click "copy as overwride into..." and select your patch in the following checkbox.  Then in the new column for your plug-in, you'll want to remove the condition at the very bottom by right-clicking the blank space above "Subject.GetEquipped(LaserMusket) = 1" and Remove.

      At this point, the weapon should function like FCaB's Laser Musket, so it's best to save your new plug-in and test it out (make sure it's enabled in your Mod Manager before starting the game.)  If you find it works, you're welcome to open your plug-in back up and adjust the damage and ammo capacity of the weapon as you see fit.  Though it's possible it might not work as I might have forgotten a detail.

      If you do decide to do this much and get it working, you're even welcome to publish the patch if you feel the desire to.


      Concerning the Standalone Laser Musket feature, I'll consider it.
    2. Phant0m5
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      ... you know, I somehow never made the connection that gauss rifles, being a ballistic weapon, would have been edited by BAiM rather than FCaB.

      Anyway, thank you for the quick response! Under the circumstances, I think I'll... hmm. I suppose, make a new ammo type that "unpacks" the 2mm EC cartridge into ten rounds just for the Prototype Gauss. It seems like the solution that makes the most in-game sense, has the fewest edits, and also doesn't need me to downgrade my BAiM version. 

      Thank you for your help!
  12. hoangkien
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    Small request: Can you make a mod that is similar in concept to this mod, but used with the minigun instead? Instead of looting individual 5mm rounds, player could loot a box of 5mm rounds that can fire 500 or so rounds before needing to reload. Something to make finding ammo for miniguns easier while not showering the players with caps.
    1. JackRob
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      I've done something like this in the extended version of Ballistic Ammo in Magazines.  If you prefer a standalone version more tailored to your request without other weapons touched, let me know.
    2. hoangkien
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      A standalone version would be amazing. Ballistic Ammo in Magazines is a bit too feature-rich for me. What I'm thinking is removing 5mm rounds from loot and vendors, and decreasing its value to 0. Then add a new item that is a box of one or a few hundred 5mm rounds, that functions similarly to a fusion core for a minigun, to the leveled list. Maybe something similar for the flamethrower too.
    3. JackRob
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      I have added your request as a Misc file under Ballistic Ammo in Magazine.  Enjoy, Merry Christmas, and happy holidays.
    4. hoangkien
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      Happy holidays to you too! : )