Mod is surprisingly not compatible with this weapon replacer. https://www.nexusmods.com/fallout4/mods/44177?tab=description
Which is a damn shame given the linked replacer is a very snazzy version of the laser musket, and this mod has the mechanics I would like for said laser musket (Particularly regarding how the AI would actually use full power shots for em with this mod)
Judging by the forums and the comment section of this mod, you and i seems to be the very few that wanted a mod like this. Ever since Fo4 came out, i loved the laser musket for its design, sounds etc. But i hated the smash reload button system. I even asked in the forums if anyone was of the same opinion than me. Strangely enough people seems to like to repeatedly press the reload button like crazy fanatics. Not me. So thanks for having done this i really really thought that i was the only one in the world. Now i can fully enjoy the laser musket
i don't agree with your assesment, Laser Musket is a brilliant weapon as it is. Cause it allows you to crank once for weak enemies, and multiple times for stronger enemies, and ammo use is not a problem, even for me in survival (which i made 2x more difficult then vanilla survival), i have no problems with it, it should not be easy either to get your ammo in a world like that.
But you know, modding is fun, so i do understand that when you got the idea that you made it.
I found every time I wanted to use the musket as a primary weapon, I'd end up carrying a sidearm anyway just like with other snipers. While cranking different numbers of times based on your enemies sounds nice, I never found it to be a good choice compared to pulling out a pistol and applying bullets liberally to the affected area. I like the idea of the weapon going all-in on the alpha strike specialization, giving you the energy weapon equivalent of the Hunting Rifle just like the Gauss Rifle behaves a lot like the Laser Sniper.
As for the ammo issue, I think it's less to do with running out and more to do with the feel. There's no visual indication that you'd be loading a cell per crank on the model or in the animation, and a shoestring militia using a hacked together weapon that uses a relatively uncommon ammunition type in large multiples per shot doesn't make sense. The idea of this mod is to strike a balance between those that remove ammo from the weapon completely and the default 2-6 cell setup.
It's definitely a matter of personal taste though. This idea just came to me after trying out almost every Laser Musket mod here on the Nexus and feeling that nothing quite fit what I wanted.
To me, it makes no sense to use the MF cells, but for balance it had to be there. Personally, I think your mod strikes probably the best 'inbetween' for the balance vs immersion. The musket looks and feels like it shouldn't use cells at all, because of the charge mechanism. I think I like your idea better. Uses one shot per full crankup is a great go between.
Any idea if it works with weapon overhauls? Like Weapon Realism Overhaul that I'm currently running.
@Matakor It's hard to say, but in general it should be compatible with weapon overhauls as long as they use the base weapon forms to adjust balance instead of the attached mods (most probably do because it would be much more work to adjust hundreds of mods rather than dozens of base items).
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Which is a damn shame given the linked replacer is a very snazzy version of the laser musket, and this mod has the mechanics I would like for said laser musket (Particularly regarding how the AI would actually use full power shots for em with this mod)
So thanks for having done this i really really thought that i was the only one in the world. Now i can fully enjoy the laser musket
Cause it allows you to crank once for weak enemies, and multiple times for stronger enemies,
and ammo use is not a problem, even for me in survival (which i made 2x more difficult then vanilla survival),
i have no problems with it, it should not be easy either to get your ammo in a world like that.
But you know, modding is fun, so i do understand that when you got the idea that you made it.
As for the ammo issue, I think it's less to do with running out and more to do with the feel. There's no visual indication that you'd be loading a cell per crank on the model or in the animation, and a shoestring militia using a hacked together weapon that uses a relatively uncommon ammunition type in large multiples per shot doesn't make sense. The idea of this mod is to strike a balance between those that remove ammo from the weapon completely and the default 2-6 cell setup.
It's definitely a matter of personal taste though. This idea just came to me after trying out almost every Laser Musket mod here on the Nexus and feeling that nothing quite fit what I wanted.
Any idea if it works with weapon overhauls? Like Weapon Realism Overhaul that I'm currently running.