NEWS: Accelerator v5 updated, so as all my other guns.
Q&A and Notes - Don't panic if some barrels consume ammo from the ammo pool directly. This is a workaround for the lag of multiple ammo consumption in the game. The script was written by Niero and also used in Niero's Break Action Laser Rife. - If you do not want the multiple ammo consumption script (default main version), there is a no ammo-script version but it would be imbalance as the powerful round consume 1 round like the rest.
the 45 long slide is already on nexus and theres more than 1 including the laser weapons the machines use there are some mods that bring just the laser weapon and 1 mod does that and its firing sound.
This is a really cool sci-fi gun! I like the customization options, but its very overpowered :( 1-2 shots everything. MUCH stronger than the vanilla plasma rifle. Fun to mess around with, but it quickly ruins any serious challenge in the game. If there was a damage percentage option in the workbench then it would be perfect!
Is anyone using with this with CHW? I always have, and it always worked, and now it doesn't, and I have no idea why.
I made a sound mod to give it custom reverb based on all the custom shots, but all that does is add sound descriptors and remove the s_40_plasma sound keyword from the weapon. It still has the WeaponType<Rifle or Pistol> that CHW uses to display the thing, so i've no idea why it's just not showing up any more. Always used to.
SOLVED: on the CHW read the sticky, there is a link to an experimental patch .dll file. Drop that file where it says ALONGSIDE the original chw .dll, you need bolth, don't change the names of either of them. Then it will work :)
Fun Weapon Mod! I love the Alien Assault Rifle, but unfortunately it does not work right in VR. The Accelerator Plasma Energy Weapon gives me the same vibe as the Alien Assault Rifle, but it actually works in Fallout 4 VR. It's a blast killing mobs with a proper energy weapon, it's like something out of Forbidden Planet (Yes, I'm that old).
Lookin awesome af... but sadly so hefty overpowered, can't use it. Oneshots just about everything, and if no oneshot, then the second burns it down.
if anyone can tell me how to downscale that i would be very gratefull. but other than that - awesome lookin mod, feels great to play with, but jeah.. unfortunately just way to hard hitting.
Edit: tryd to tinker a bit around witht hat weapon in fo4edit - still cant get the dmg down with my noobish knowledge, so if ANYONE is able to make a patch for this to tune it down so it doesnt overpower just about everything - would love to have such thing
My sound enhancer for this weapon https://www.nexusmods.com/fallout4/mods/51381 also downtunes it slightly. If you want to nerf it more, look at my mod vs. this one (open both in xedit) and the number for base damage i changed will be obvious (it will be change instead of 'same as master') then you lower it further if you want.
I'm really liking this. It looks good of course. But I just ran Children of Ug-Qualtoth with my level 45 gunslinger build (level 48 by the time I was done) and the accelerator pistol (with all the mods that Science 4 can offer) slayed, as Zeke would say. It hits hard, balanced by a lower fire rate which is fine with me since I try to aim my shots. And damage per shot, as opposed to DPS, is important when playing COA since you face hundreds of enemies. The regular enemies went down with one shot, the stronger ones with two, and those friggin' skull-body spider things with 3. But most of all I love the sound it makes, as if Barry White was saying, "pew pew." Endorsed, of course.
385 comments
Q&A and Notes
- Don't panic if some barrels consume ammo from the ammo pool directly. This is a workaround for the lag of multiple ammo consumption in the game. The script was written by Niero and also used in Niero's Break Action Laser Rife.
- If you do not want the multiple ammo consumption script (default main version), there is a no ammo-script version but it would be imbalance as the powerful round consume 1 round like the rest.
https://mega.nz/file/Yc0lHRBT#kT1HpVKVzVLWg6qX-vdW5oMhQYugYC5abVNLfAEV5Ps
1-2 shots everything. MUCH stronger than the vanilla plasma rifle. Fun to mess around with, but it quickly ruins any serious challenge in the game. If there was a damage percentage option in the workbench then it would be perfect!
I made a sound mod to give it custom reverb based on all the custom shots, but all that does is add sound descriptors and remove the s_40_plasma sound keyword from the weapon. It still has the WeaponType<Rifle or Pistol> that CHW uses to display the thing, so i've no idea why it's just not showing up any more. Always used to.
Using Explorer, open the CHW folder. Naviagte to F4SE, and there should be a .dll and a .ini file. Drop the patch .dll into the folder.
Works on my setup flawlessly; both pistol and rifle configs show up with no issue after installing the patch.
MuhMurzion is preserved!
if anyone can tell me how to downscale that i would be very gratefull. but other than that - awesome lookin mod, feels great to play with, but jeah.. unfortunately just way to hard hitting.
Edit: tryd to tinker a bit around witht hat weapon in fo4edit - still cant get the dmg down with my noobish knowledge, so if ANYONE is able to make a patch for this to tune it down so it doesnt overpower just about everything - would love to have such thing
https://www.nexusmods.com/fallout4/mods/51381
also downtunes it slightly. If you want to nerf it more, look at my mod vs. this one (open both in xedit) and the number for base damage i changed will be obvious (it will be change instead of 'same as master') then you lower it further if you want.