Fixed mod not working after loading a save (you'll have to modificate your laser musket again, sorry :( )
Fixed minor issue with companions
Mod is now a light plugin, will not count towards your plugin limit
Version 2.0-beta
Complete rework, it now requires F4SE scripts. It doesn't modify any record, it should be compatible with any Laser Musket overhaul out there.
Version 1.5
Removed worldspace edits, this should prevent any issue near the concord museum as well as any concord laser musket bugs
Version 1.4
Fixed issue with Preston (and Ronnie?) not using the Laser Musket.
General optimizations and performance improvements.
(Just tweaked the script here and there, hopefully now is more efficient, or maybe not, we'll see)
Version 1.3
Fixed issue with Preston not using his Laser Musket.
Nerfed version is now a patch and not a replacer (easier to update this way). You can merge the changes with xEdit if you don't want an extra esp.
Version 1.2
General optimizations and performance improvements.
Improved behaviour of companions when a musket is given, they will now crank 1 or 2 times if they need to sustain fire, or crank to the max available if they are hidden or taking cover.
Version 1.1
Fixed a bug where constantly swapping between muskets would result in one of them being unable to recharge.
Inspired by Pokepunch's CrankToCharge and while trying to fix some bugs and things I didn't quite like, I ended up remaking the mod entirely.
Warning, tech info ahead, do not read if you care about realism Pokepunch's mod works by giving you an invisible quest that adds a "fusion breeder" (which is an ammo placeholder) each time you pull a laser musket, and a script that gives you another each time you drop/use/lose one. This causes a bug where the player ends up having hundreds of breeders, unable to remove them from the inventory.
This implementation has no inventory check script, it adds a "breeder" when you equip a laser musket and adds another when you reload it (i.e. used the one you had). It also hides them from the user, so you won't see fusion breeders at all, hiding the "breeder" mechanism completely, which is how it should have been from the start, since the breeders are just a placeholder.
In Short You turn the hand crank to charge the musket, no ammo required.
Update As for version 2.0, this mod now requires F4SE (Version 0.6.11 or higher) and its scripts (make sure to extract the Data folder from F4SE as well).
Compatibility It should be now compatible with any mod.
Known Issues and How to solve them On a new game, you shouldn't have any issues. On an existing save, the following issue may appear:
#1: Existing laser muskets still use cells. Make any modification to the Laser Musket in a Weapon Workbench, this should fix the issue for this musket.
Please report any other issue you may find and I'll try to fix it as soon as possible.
Credits Pokepunch, for CrankToCharge, which served as inspiration. Bethesda, for making the musket a dumb weapon.