This page was last updated on 23 September 2019, 8:37PM
Changelogs
Version 2.0-beta4
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.