I've got to agree with DragonAir that this mod would be incredibly popular if it was finished. If you aren't able to make a texture for it, perhaps ask someone who's experienced with the kind of thing. That's just my two cents anyway. Great mod nonetheless
I know you've not been active in a bit, but I thought I would toss this up here none the less.
Would you perhaps be willing to toss up a basic texture map for your .nif models? If you would i'm quite sure somone, myself included would be inclined to try and make a nice texture set for this, as I would quite love to see this properly implemented in game. I for one miss the AEP quite a bit and wished to integrate it into my usual fallout derpery.
would download and the mod would have been VERY popular if it was textured correctly maybe ask someone to do it instead of killing the mod after releasing it
Hello waster is there a way you could make it abit more viable endgame? I Absolutely love the Aep7 and was sad to see it go. Its always sad when its damage becomes less viable. Also could you make patches for a few things like horizion.
All energy weapons aren't viable end-game unless you use mods to fix the retarded lapse on Bethesda's part where they do not have perk tree benefits like all the shitty boring as f*ck ballistic weapons do...
The damage on this mod is fine as long as it is benefiting from the proper perks, and that those perks have been tweaked to not suck butts. >.>
...Alternatively you can just open up the plugin in FO4Edit yourself and edit the damage on the gun. Takes all of 5 seconds and is not that hard to figure out even if you have no prior experience with XEdit.
To be honest ... why ? wouldn´t it be easier to just add extra mods for the already included Laserpistol/rifle ? So the already excisting Laserpistol/rifle can be modified to look and acted like the Fallout 3/new vegas version ?
You did a really good job, that model looks awesome.
But its still very redundant.
Fallout 4´s ingame Weapon and Armor mod system excists also, to add many similar weapons, without cluttering the game with tons of actual very similar weapon.
So, your mod is good for nostalgia, but bad for general gameplay.
It gives choice and allow's users to have both heavily modded fallout 4 native lasers and also these older fallout 3 version's, my quip is that I always preferred the fallout NV Wattz laser pistol over the fallout 3 and 4 lasers, oh all the fallout 3 lasers were in fallout NV but not the Wattz version's and there are mod's for them on the Nexus.
So let' see, if this mod is in BSA or has it's own texture path which as it has it's own model I assume it has then it would not be affected by retexture of the in game lasers which will mean it remains distinct, it is useful for mod's that tie fallout 4 to the capital wasteland and it is also useful for hoarders that simply want more versions in there display cases, other than that it is neat, provides a different version of the Laser for those that want it and is also fully Lore Friendly AND if the Lasers in both game's are different (though similar) it can be explained as them being made by and distributed by different government and private contractor's before the war or it being down to two competing patent design's.
In other word's there are any number of reason's why.
Why does one guy choose a Ferrari and another a Lamborghini, why choose that tie this morning or that coat, why choose those pant's.
The game is about role playing as well as shooty-shooty (or Smashy-Smashy) and that mean's it is about immersion so more choice make's for a deeper world with more immersion, more customization and more expression of your own personal creation of character.
Still your point's are valid and it DOES need something to make it more distinct, custom sound's, laser effect's, damage rating's etc all would make the difference but it is far better than a simple ESP that changes the damage to the standard in game model and call's it something else because it has it's own model so all that can be done later.
You will also notice it does not have that ugly MF cell sticking out of the side like a cobbled on battery and look's more like a weapon than the fallout 4 laser's do, the fallout 4 lasers are actually far more ugly.
No different to the 10mm smg mod in that, yes, I could just make the in game 10mm pistol automatic, but it's not the same. I personally think the modding system makes a few weapons feel the same because they can be turned into each other. The 'sniper rifle ' can be made from a hunting rifle and the other way around; the laser rifle can be made from the laser pistol and the other way around.
Mods like this, the 10mm smg or dks sniper, add in weapons that are of there own and increase the arsenal with more diverse weaponry. As far as gameplay goes the mod is designed to add in a weak early game laser weapon and bring back a classic for many players.
bethesda scrapped a lot of stuff for its crafting and building features to the point that many other facets of the game suffer. some stuff may have seemed similar but there were discernible distinctions between the old stuff. diversity is a core feature to fallout games. be it the wide array of techniques, endings, weapons, armor, characters, whatever, you name it. and its really really lacking in fallout 4. every dialogue choice is the same thing worded differently, every npc is cut-and-paste, the story pretty much forces you down one path but lets you choose who follows you on that path, every quest is the same hold for a few, every character build washes out to basically the same thing and has no consequence or significant impact, you run in to like the same 8 guns in the game with a bigger mag here and a longer barrel there. its not a de-cluttered system, its an incomplete system. so let him mod in his cute little legacy laser pistol. also some people just, as you said, have nostalgia. I sure do. NV and 3 kicked ass.
I think i did the math once in new vegas you can make the Aep 7 more energy efficient then the AER9 its not that much differnt but it adds up over time.
Yeah there will be updates. There's a Fallout 3 Small energy Cell mod I got the green light to use. I've got up a little early everyday to try to resolve the collision glitch without much luck, but I think I'm close. As far as texturing goes, I applied a basic texture, and I know how to bake textures and create a BGSM, but it relies on a UV map or something and I can't get the files to read correct.
I'll make an update when I've resolved the collision glitch. Will also use the SEC and just have a flat gray texture until I figure texturing out.
42 comments
Would you perhaps be willing to toss up a basic texture map for your .nif models? If you would i'm quite sure somone, myself included would be inclined to try and make a nice texture set for this, as I would quite love to see this properly implemented in game. I for one miss the AEP quite a bit and wished to integrate it into my usual fallout derpery.
The damage on this mod is fine as long as it is benefiting from the proper perks, and that those perks have been tweaked to not suck butts. >.>
...Alternatively you can just open up the plugin in FO4Edit yourself and edit the damage on the gun. Takes all of 5 seconds and is not that hard to figure out even if you have no prior experience with XEdit.
wouldn´t it be easier to just add extra mods for the already included Laserpistol/rifle ?
So the already excisting Laserpistol/rifle can be modified to look and acted like the Fallout 3/new vegas version ?
You did a really good job, that model looks awesome.
But its still very redundant.
Fallout 4´s ingame Weapon and Armor mod system excists also, to add many similar weapons, without cluttering the game with tons of actual very similar weapon.
So, your mod is good for nostalgia, but bad for general gameplay.
So let' see, if this mod is in BSA or has it's own texture path which as it has it's own model I assume it has then it would not be affected by retexture of the in game lasers which will mean it remains distinct, it is useful for mod's that tie fallout 4 to the capital wasteland and it is also useful for hoarders that simply want more versions in there display cases, other than that it is neat, provides a different version of the Laser for those that want it and is also fully Lore Friendly AND if the Lasers in both game's are different (though similar) it can be explained as them being made by and distributed by different government and private contractor's before the war or it being down to two competing patent design's.
In other word's there are any number of reason's why.
Why does one guy choose a Ferrari and another a Lamborghini, why choose that tie this morning or that coat, why choose those pant's.
The game is about role playing as well as shooty-shooty (or Smashy-Smashy) and that mean's it is about immersion so more choice make's for a deeper world with more immersion, more customization and more expression of your own personal creation of character.
Still your point's are valid and it DOES need something to make it more distinct, custom sound's, laser effect's, damage rating's etc all would make the difference but it is far better than a simple ESP that changes the damage to the standard in game model and call's it something else because it has it's own model so all that can be done later.
You will also notice it does not have that ugly MF cell sticking out of the side like a cobbled on battery and look's more like a weapon than the fallout 4 laser's do, the fallout 4 lasers are actually far more ugly.
Mods like this, the 10mm smg or dks sniper, add in weapons that are of there own and increase the arsenal with more diverse weaponry. As far as gameplay goes the mod is designed to add in a weak early game laser weapon and bring back a classic for many players.
There's a Fallout 3 Small energy Cell mod I got the green light to use.
I've got up a little early everyday to try to resolve the collision glitch without much luck, but I think I'm close.
As far as texturing goes, I applied a basic texture, and I know how to bake textures and create a BGSM, but it relies on a UV map or something and I can't get the files to read correct.
I'll make an update when I've resolved the collision glitch. Will also use the SEC and just have a flat gray texture until I figure texturing out.