I've FINALLY managed to figure out what was causing the gun to crash the game, so with Version 1.3 any and all crashing issues should be finally put to rest.
As it turns out, the cause of this whole mess wasn't the gun, or a mod on the gun, it was the muzzle flash. Why was the muzzle flash of all things causing the game to crash?
It was because a node in the muzzle flash nif didn't have a name. Yes. One nameless NiNode was at fault for all this. But, it's finally fixed now, with the added bonus of a bit of animation to the flash itself, so it'll now vary in size when firing the rifle.
Idk if anybody will answer this, but Dmagnus, is it possible for you to port this to xbox, cause I've been trying to make a star wars run for the mm, but the replacer mods refuse to work even though the individual mod is in different mod that has it as one of them?
It means Plasma Cartridges, which is a base game ammo type used by the game's plasma guns. The DC-15a is supposed to come with 1000 already loaded into it, but that's only with the one found in Hubris Comics, the crafted version doesn't come with ammo.
Doing so would require me to learn how to put an MCM together and coding things so custom hotkeys could be assigned and all that, which is a headache to even think about. If I wanted to add the ability to quickly switch between firing modes, it'd be simpler to set up something similar to how the Hand Phaser handles changing settings. That besides, there's the Tactical Attachment System mod, which lets you change modifications on a weapon in the field. Not quite as fast as a hotkey, but I do highly recommend it nonetheless (Though I'd recommend getting the 2.0 version instead of the more recent 3.0 version, since 3.0 seems to be a bit too fussy).
Use the command help "dc-15" 4that will get you the IDs of the rifle and its modifications. Ignore any results with (OMOD) by it because those are the actual modifications, and can't be added to your inventory, you'll want things with MISC by it for mods. The rifle uses vanilla ammo (plasma cartridges) so you can the code for that through the console with help plasma 4
able to put a hole through a b1 at a mile out, On maximum power, a shot from a DC-15A could leave a 0.5 meter wide hole in any ferroconcrete wall this is one of the best guns from the clone wars era...
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As it turns out, the cause of this whole mess wasn't the gun, or a mod on the gun, it was the muzzle flash. Why was the muzzle flash of all things causing the game to crash?
It was because a node in the muzzle flash nif didn't have a name. Yes. One nameless NiNode was at fault for all this. But, it's finally fixed now, with the added bonus of a bit of animation to the flash itself, so it'll now vary in size when firing the rifle.
https://mods.bethesda.net/en/fallout4/mod-detail/4056862
help "dc-15" 4
that will get you the IDs of the rifle and its modifications. Ignore any results with (OMOD) by it because those are the actual modifications, and can't be added to your inventory, you'll want things with MISC by it for mods. The rifle uses vanilla ammo (plasma cartridges) so you can the code for that through the console withhelp plasma 4