I like the crank action of this gun, it is very unique.
But I would prefer an automatic version of the gun, where the player has to keep cranking in order to keep firing the gun (and no reload - instead force a pause, once the gun gets too hot). That would be awesome. So this gun would work like a hand-cranked minigun version of energy weapons.
This is probably my favorite gun from the entire Fallout series. Which is why I'm so disappointed by this mod. Not because of a lack of quality, but one specific choice which ruins it for me. The crank operation: It's clunky. I never liked the laser musket, and the original YK42B wasn't like this. When playing this on a keyboard, mashing the R button to reload after each shot is just plain annoying, and I'm honestly baffled as to why it doesn't have an automatic conversion like the musket does (I haven't found one, anyways). It's just not fun.
Also, I legit cannot tell if this weapon is supposed to deal more damage to robots and power armored foes, but if it doesn't, that should be the majority of its damage. Should work the same way all the other pulse weapons have.
Yeah. Great models and textures, not-so-great implementation. Hope it gets updated or has sone tweaks made to it.
I might pick it up and try to make it functionally similar to the Tesla Cannon in the CC, but that’d feel more like a bandaid solution for a weapon deserving of its own assets.
I haven’t seen a good YK42B Pulse Rifle in a 3D Fallout game since EVE in Fallout 3.
I'd say the YK42B in Project Nevada/CFWNV was pretty good. Classic sound, a bit OP but had just the right feel. And I really liked the sight implementation in CFWNV, with it on the sides. Though the ones on this model are cool, too.
That said, I managed to kind of fix the weapon to work more like an automatic laser musket as my own bandaid fix. It kind of worked, though the animations are a bit borked in 3rd person. Also had to give it its own object effects since the vanilla ones it was utilizing were just too good for the automatic mode. Especially the DOT associated with the robot shock effect. Now it reliably decimates robots while still being about as viable as a laser rifle on flesh. Still can't figure out how to check enemies wearing PA though. The only truly terrible thing about it is the crank wind up and the recoil, only the latter of which is fixable. It's a lot more usable now, but I still wish it had the classic reload.
Hi, 3nikhey, Thank you for your effort and mod. your modeling and design is quite remarkable.
Guess that not many people noticed but, I found that Couldn't access to muzzle modification when i used a weapon workbench. seems like you've already made real cool muzzle/ cattle prod bayonet modeling ..it is shame.
How can i fix that? can you fix this one by anychance?
I replaced the mod with Weapons Project but didn't cover the YK42B this time around. You can use Aaron7491's Weapons Level List Patches for that gun instead. It uses my Leveled List Injector Script. Or you create your own version by following the guide on the script's mod page.
I would love to see high level LL integration. Its the only thing keeping me from endorsing. Cell placed weapons tend to cause more conflicts then LL integrated ones.
135 comments
But I would prefer an automatic version of the gun, where the player has to keep cranking in order to keep firing the gun (and no reload - instead force a pause, once the gun gets too hot). That would be awesome. So this gun would work like a hand-cranked minigun version of energy weapons.
Also, I legit cannot tell if this weapon is supposed to deal more damage to robots and power armored foes, but if it doesn't, that should be the majority of its damage. Should work the same way all the other pulse weapons have.
I might pick it up and try to make it functionally similar to the Tesla Cannon in the CC, but that’d feel more like a bandaid solution for a weapon deserving of its own assets.
I haven’t seen a good YK42B Pulse Rifle in a 3D Fallout game since EVE in Fallout 3.
That said, I managed to kind of fix the weapon to work more like an automatic laser musket as my own bandaid fix. It kind of worked, though the animations are a bit borked in 3rd person. Also had to give it its own object effects since the vanilla ones it was utilizing were just too good for the automatic mode. Especially the DOT associated with the robot shock effect. Now it reliably decimates robots while still being about as viable as a laser rifle on flesh. Still can't figure out how to check enemies wearing PA though. The only truly terrible thing about it is the crank wind up and the recoil, only the latter of which is fixable. It's a lot more usable now, but I still wish it had the classic reload.
Guess that not many people noticed but, I found that Couldn't access to muzzle modification when i used a weapon workbench. seems like you've already made real cool muzzle/ cattle prod bayonet modeling ..it is shame.
How can i fix that? can you fix this one by anychance?