Added an "Alternative" version of the Main plugin, and is now available as an optional download.
The Alternative version was created for those who want only the crafting part of the Main plugin (Fusion Core Crafting and Alien Blaster Round Crafting), but don't want or are having conflict problems with the Gatling Laser tweak and crafting of its new ammo (Fusion Core Cell Crafting) with another mod they want to keep or use. This can later be enabled using the optional plugin "GatlingLaserAmmoReplacement.esp" (Alternative is REQUIRED for this optional plugin, and it's only necessary for the Alternative version). Or better yet, be replaced with the Main plugin instead (BaseIDs are the same, and the optional plugin is no longer necessary).
IMPORTANT: You need to have enabled either the Main "All-In-One" plugin, or this Alternative version. NOT BOTH!
For this Alternative + Optional version, the order plugin should be like this:
FusionCoreAmmoCrafting.esp (Alternative version) GatlingLaserAmmoReplacement.esp (Alternative version is REQUIRED)
This mod is exactly what I envisioned when I started looking for a fix. Funnily enough I just commented on another fix suggesting they should do exactly this as it's a lot easier and less problematic. Turns out this mod existed right down the list of results.
Just took this mod for a test-drive. It's great except the ammo weight is comparatively heavier than the core counterpart. 3,000 cells weighs a fair bit more than the 6 cores they were derived from.
Might have to rectify that as running a companion with 3k cells maxes out their carry weight. Conversely they can carry roughly double the capacity in cores. I don't personally use Gatts but 3k ammo isn't much for a companion I've noticed. They tend to blurt it away pretty quickly.
Just did the math on that. It's a staggering 20kg per clip. So 5 times that of it's counterpart. Quite a 'heavy' price to pay..
Will just alter that a bit and it should be golden.
Changed weight to 0.008000 That works out to be 4kg per clip. Also changed Copper to Aluminium. Makes more sense that the clip would be jacketed in Aluminium as it's a lot lighter and less conductive. Works wonderfully!
@ArmoredViolets- It's insanely easy to do. Just load the esp in fo4-edit, click on Ammunition >Fusion core cell, on the right pane you can adjust the weight.
If you want to change crafting materials, it's under Constructable object in the same esp.
Hello from 2019 Best mod that did the job better than anyone else ...But, I had to fix it a little bit by F4Edit, still I have a nuclear physicist 3 and a repair bobblehead. So for me its 1050 cells from 1 Fusion core Also I deleted other recipes because its to cheat for me :-)
hey man, can you add that when you craft an ammo there would be a spent fusion core ? I have a mod that can recharge a fusion core, it would be awesome if I can craft the ammo and recharge it right after.
i have this mod for recharging fusion cores https://www.nexusmods.com/fallout4/mods/33334?tab=posts&BH=0
This mod is absolutely amazing and finally allows me to switch off the gatling laser without cluttering my inventory full of fusion cores.
But heres a feature that this mod needs in my opinion: You should add the ability to make 625/750/1000 ammo units for the same resources depending on what level of nuclear physicist you have. In the base game, assuming your fusion cores dont glitch out, you eject a 50% fusion core when you fire all 500 shots and reload because with nuclear physicist your fusion cores last longer. Because this mod completely replaces gatling laser ammo you cant use half of it for your power armor so instead, why not make it so you put that remaining charge you should have into gatling laser ammo?!
updating armorsmith extended borked this mod. I reinstalled this mod straight up which fixed it, but this isn't the first time this has happened. maybe it's too low on my load order I dunno, but there seems to be some big conflicts with the other main crafting mods like awkcr armorsmith and perhaps the ammo crafting mod I got.
but I also can't stand the idea of using a million partially drained fusion cores for a gatling laser.
edit: specifically the gatling laser would keep defaulting to requiring fusion cores. the crafted ammo would persist but since curie isn't carrying any fusion cores she would switch to another weapon I had loaded her down with (a crippling hook). also, I am using the alternative version.
In your case, it looks like something loaded after my mod is overwritting how the Gatling Laser works, especifically, the ammo used. It must be a mod that also uses the Gatling Laser for something. In the list of mod plugins, the listed plugins in the upper area are loaded first and so on until the below area, which are the mods loaded last, changing everything set before for any conflict. So try to place my mod after any "suspicious" mod that could be the culprit. One way to know exactly which one(s) is(are), is looking for conflicts with FO4Edit.
Another thing: You're using the alternative version (consisting of 2 plugins: the required to create only the cores, and the optional that should be loaded after that one that changes the GL's ammo and also creates it). Since you're using this mod for the new ammo for the GL, you should be using the main mod instead of the alternative, which only uses one plugin for everything. The alternative was created for those that only wanted to create the cores, with the chance to enable/disable the ability to use and create the new ammo for the GL at any time later, without loosing the ability to create the vanilla cores. See the sticky above for more info about that.
what about ammo weight in survival? vanilla gatling is "the cheapest ammo in the game on a per-shot basis because one can get many shots from a single unit of 'ammo.' (c) wiki. What about your version? I'm doing a survival run, power armor + energy weapons, but damn, energy weapons in f4 are so bad..
I made this a long time ago and I stopped playing Fallout 4 months ago but never played in Survival Mode, so my memory is faded. But I always set these types of values very lore-friendly compared to the original vanilla content.
Right now I'm using FO4Edit (xEdit) to check the plugin and see this value, and I can see the weight was set by me to "0.04" per cell. By default, the game never uses these values when playing any mode (the ammo is always weightless), except on Survival Mode. But if you don't like this value, using FO4Edit you can always change the weight or whatever you want to your liking. On FO4Edit, select only the plugin you want to edit. The value of the weight is found here: Ammunition —> AmmoAzraelFusionCoreCell —> Data —> Weight. Right click on the value and select "Edit" to change it. To save the changes, close FO4Edit and make sure the plugin is checked in the list shown to save it.
Hi, first thank you so much for this mod! it's just perfect for what it does. Just wanted to ask a thing: I'm using VIS sort mod with all icons and colored Invetory but with your mod the gatlin loses the "icon" as long as the ammo (Fusion core cell); since i figured out how to put the "icon" to the ammo (simply adding the tag (Fuel) to the name with FO4edit) i can't figure out how to do the same with the gatlin. Is really nothing important but its annoying to see that everything is working perfectly but the laser gatlin missing the icon XD!
Sorry, I can't help you with that because I don't use VIS, and instead, I made a sorting mod for myself which does exactly what I want (VIS is just too "chaotic & messy" for me... )
But you're right, the tagging is actually really easy to do with FO4Edit, but if the weapon still doesn't show as you want in the list, then maybe —and this is just a guess without using VIS— maybe the reason is a Keyword missing added by VIS to the Gatling Laser (to determine what type of icon to use with it). I suggest to open both mods (VIS and mine) with FO4Edit and compare them at the same time to check for data differences in both Gatling Lasers, especially their "Keywords" and "Full Names", and then edit my plugin according to the differences (make a backup before, just in case).
"What does this mod do differently from IDon'tEvenKnow's mod, back in May?" To be honest, I've never used any other Gatling Laser mod before, and instead, decided to make my own how I needed it. But after reading about the mod you posted, I see some differences:
AMMO - IDontEvenKnow's: It changes the ammo used by the Gatling Laser to non-full/depleted Fusion Cores, but still Fusion Cores are used. - Mine: It changes the ammo used by the Gatling Laser to a different type of ammo that's not "packed" like the Fusion Core, and instead, uses cell units (Fusion Core Cells). This new ammo allows to reload the Gatling Laser at any time like any other weapon in the game without waste because the ammo is now "separated" into units. It works exactly like the Minigun in the game. You can now have hundreds or thousands Fusion Core Cells to shoot, without wasting any.
CAPACITY/SPINUP/MODS - IDontEvenKnow's: Adds new options for those, like increased ammo capacity and disable spin-up. - Mine: None of those. It keeps the Gatling Laser as vanilla as possible.
CRAFTING - IDontEvenKnow's: None. I don't see anything about that. - Mine: Allows you to craft this new ammo using Fusion Cores (500 cells craftable per Fusion Core at any Chemistry Station), craft more Fusion Cores if you need them, and since Alien Blaster Rounds are limited in the game by default (without cheating, around 300 can only be found in the U.F.O. event), it also allows to craft them using the "cores" of the Fusion Cores as part of their materials (500 craftable per Fusion Core at any Chemistry Station).
"Should I pick one, or does your mod work alongside his? Is the ammo crafting compatible?" Without testing, I would say, probably you should pick one. I say this because both mods change the ammo used. Although *if* they can work together, it could be in this plugin order: his first, and mine after his, so mine can override the ammo used.
It looks like my mod has a better chance of compatibility with Gatling Laser Overhaul, because it changes things that mine doesn't touch. The plugin order should be: GLO first, and mine after it.
About the crafting, it should not be an issue with other mods that do the same. It should add the new recipes to create the same results as others, but mine will be under "Fusion Core Ammo" at the Chemistry Station. And the possibility of having the same EDID (Editor IDs) that could conflict with others is close to none, because I always add my name (Azrael) to make them as unique as possible and also to make sure they won't conflict with the work of others.
If having the crafting and the Gatling Laser fix in the same plugin is a problem, I guess -if requested- I could separate them, as an optional download: the main optional plugin could add the crafting of the vanilla ammo, and the second optional plugin the gatling laser fix and crafting of the new ammo. Personally I thought that having everything-in-one was a better idea and more efficient, especially for those with many mods enabled at the same time.
EDIT: Actually, I liked the idea of having both, the crafting and the Gatling Laser fix, separated just in case of possible problems, so I went ahead and made it. This "Alternative" version is now available as an optional download.
19 comments
The Alternative version was created for those who want only the crafting part of the Main plugin (Fusion Core Crafting and Alien Blaster Round Crafting), but don't want or are having conflict problems with the Gatling Laser tweak and crafting of its new ammo (Fusion Core Cell Crafting) with another mod they want to keep or use. This can later be enabled using the optional plugin "GatlingLaserAmmoReplacement.esp" (Alternative is REQUIRED for this optional plugin, and it's only necessary for the Alternative version). Or better yet, be replaced with the Main plugin instead (BaseIDs are the same, and the optional plugin is no longer necessary).
IMPORTANT: You need to have enabled either the Main "All-In-One" plugin, or this Alternative version. NOT BOTH!
For this Alternative + Optional version, the order plugin should be like this:
FusionCoreAmmoCrafting.esp (Alternative version)
GatlingLaserAmmoReplacement.esp (Alternative version is REQUIRED)
Just took this mod for a test-drive. It's great except the ammo weight is comparatively heavier than the core counterpart. 3,000 cells weighs a fair bit more than the 6 cores they were derived from.
Might have to rectify that as running a companion with 3k cells maxes out their carry weight. Conversely they can carry roughly double the capacity in cores. I don't personally use Gatts but 3k ammo isn't much for a companion I've noticed. They tend to blurt it away pretty quickly.
Thanks a lot for making this.
Will just alter that a bit and it should be golden.
Changed weight to 0.008000 That works out to be 4kg per clip. Also changed Copper to Aluminium. Makes more sense that the clip would be jacketed in Aluminium as it's a lot lighter and less conductive. Works wonderfully!
If you want to change crafting materials, it's under Constructable object in the same esp.
Best mod that did the job better than anyone else ...But, I had to fix it a little bit by F4Edit, still I have a nuclear physicist 3 and a repair bobblehead. So for me its 1050 cells from 1 Fusion core
Also I deleted other recipes because its to cheat for me :-)
And again thanks a lot.
i have this mod for recharging fusion cores https://www.nexusmods.com/fallout4/mods/33334?tab=posts&BH=0
But heres a feature that this mod needs in my opinion:
You should add the ability to make 625/750/1000 ammo units for the same resources depending on what level of nuclear physicist you have. In the base game, assuming your fusion cores dont glitch out, you eject a 50% fusion core when you fire all 500 shots and reload because with nuclear physicist your fusion cores last longer. Because this mod completely replaces gatling laser ammo you cant use half of it for your power armor so instead, why not make it so you put that remaining charge you should have into gatling laser ammo?!
but I also can't stand the idea of using a million partially drained fusion cores for a gatling laser.
edit: specifically the gatling laser would keep defaulting to requiring fusion cores. the crafted ammo would persist but since curie isn't carrying any fusion cores she would switch to another weapon I had loaded her down with (a crippling hook). also, I am using the alternative version.
Another thing: You're using the alternative version (consisting of 2 plugins: the required to create only the cores, and the optional that should be loaded after that one that changes the GL's ammo and also creates it). Since you're using this mod for the new ammo for the GL, you should be using the main mod instead of the alternative, which only uses one plugin for everything. The alternative was created for those that only wanted to create the cores, with the chance to enable/disable the ability to use and create the new ammo for the GL at any time later, without loosing the ability to create the vanilla cores. See the sticky above for more info about that.
There's should be a texture difference between the FC Cell and the normal FC though.
Right now I'm using FO4Edit (xEdit) to check the plugin and see this value, and I can see the weight was set by me to "0.04" per cell. By default, the game never uses these values when playing any mode (the ammo is always weightless), except on Survival Mode. But if you don't like this value, using FO4Edit you can always change the weight or whatever you want to your liking. On FO4Edit, select only the plugin you want to edit. The value of the weight is found here: Ammunition —> AmmoAzraelFusionCoreCell —> Data —> Weight. Right click on the value and select "Edit" to change it. To save the changes, close FO4Edit and make sure the plugin is checked in the list shown to save it.
I'm using VIS sort mod with all icons and colored Invetory but with your mod the gatlin loses the "icon" as long as the ammo (Fusion core cell); since i figured out how to put the "icon" to the ammo (simply adding the tag (Fuel) to the name with FO4edit) i can't figure out how to do the same with the gatlin. Is really nothing important but its annoying to see that everything is working perfectly but the laser gatlin missing the icon XD!
Anyway thank you again for the mod
But you're right, the tagging is actually really easy to do with FO4Edit, but if the weapon still doesn't show as you want in the list, then maybe —and this is just a guess without using VIS— maybe the reason is a Keyword missing added by VIS to the Gatling Laser (to determine what type of icon to use with it). I suggest to open both mods (VIS and mine) with FO4Edit and compare them at the same time to check for data differences in both Gatling Lasers, especially their "Keywords" and "Full Names", and then edit my plugin according to the differences (make a backup before, just in case).
http://www.nexusmods.com/fallout4/mods/24225/?
Should I pick one, or does your mod work alongside his? Is the ammo crafting compatible?
"What does this mod do differently from IDon'tEvenKnow's mod, back in May?"
To be honest, I've never used any other Gatling Laser mod before, and instead, decided to make my own how I needed it. But after reading about the mod you posted, I see some differences:
AMMO
- IDontEvenKnow's: It changes the ammo used by the Gatling Laser to non-full/depleted Fusion Cores, but still Fusion Cores are used.
- Mine: It changes the ammo used by the Gatling Laser to a different type of ammo that's not "packed" like the Fusion Core, and instead, uses cell units (Fusion Core Cells). This new ammo allows to reload the Gatling Laser at any time like any other weapon in the game without waste because the ammo is now "separated" into units. It works exactly like the Minigun in the game. You can now have hundreds or thousands Fusion Core Cells to shoot, without wasting any.
CAPACITY/SPINUP/MODS
- IDontEvenKnow's: Adds new options for those, like increased ammo capacity and disable spin-up.
- Mine: None of those. It keeps the Gatling Laser as vanilla as possible.
CRAFTING
- IDontEvenKnow's: None. I don't see anything about that.
- Mine: Allows you to craft this new ammo using Fusion Cores (500 cells craftable per Fusion Core at any Chemistry Station), craft more Fusion Cores if you need them, and since Alien Blaster Rounds are limited in the game by default (without cheating, around 300 can only be found in the U.F.O. event), it also allows to craft them using the "cores" of the Fusion Cores as part of their materials (500 craftable per Fusion Core at any Chemistry Station).
"Should I pick one, or does your mod work alongside his? Is the ammo crafting compatible?"
Without testing, I would say, probably you should pick one. I say this because both mods change the ammo used. Although *if* they can work together, it could be in this plugin order: his first, and mine after his, so mine can override the ammo used.
It looks like my mod has a better chance of compatibility with Gatling Laser Overhaul, because it changes things that mine doesn't touch. The plugin order should be: GLO first, and mine after it.
About the crafting, it should not be an issue with other mods that do the same. It should add the new recipes to create the same results as others, but mine will be under "Fusion Core Ammo" at the Chemistry Station. And the possibility of having the same EDID (Editor IDs) that could conflict with others is close to none, because I always add my name (Azrael) to make them as unique as possible and also to make sure they won't conflict with the work of others.
If having the crafting and the Gatling Laser fix in the same plugin is a problem, I guess -if requested- I could separate them, as an optional download: the main optional plugin could add the crafting of the vanilla ammo, and the second optional plugin the gatling laser fix and crafting of the new ammo. Personally I thought that having everything-in-one was a better idea and more efficient, especially for those with many mods enabled at the same time.
EDIT: Actually, I liked the idea of having both, the crafting and the Gatling Laser fix, separated just in case of possible problems, so I went ahead and made it. This "Alternative" version is now available as an optional download.