The Institute Laser Gun now does 25% more damage in the player's hands. This means it has a higher Damage Per Second that the regular Laser Gun, but consumes more ammo due to its higher Rate of Fire.
Has the ESL flag, so it doesn't contribute to your load order maximum.
Permissions and credits
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Changelogs
Version 1.0
Initial version.
Disclaimer: I don't know how balanced this mod is because I've not played Fallout 4 yet, but it's pretty obvious that the Institute Laser Gun is not competitive in comparison to the regular Laser Gun.
If anyone would like an alternate version with more or less damage, let me know.
Overview:
This mod adds a new effect to the first ranks of the perks Science!, Rifleman, Commando and Gunslinger.
Taking multiple does not stack the damage (see below for detailed explanation).
The original effects of the perks are unchanged and only the first ranks are changed, meaning it's compatible withmy other mod Hipfire Perk Replacers.
Conflicts:
None. However, if any mod changes any of the perks mentioned above, the one loaded last will overwrite.
Known Issues:
None. This is a very simple mod that just adds an additional effect to a few perks.
This mod has the ESL flag, preventing load order bloat, but I'm not sure how that affects similar mods overwriting.
The Details:
The effect in question is Mod Weapon Attack Damage. It has two conditions, one of which is that The Weapon (1) must have the keyword ma_InstituteLaserGun. The other checks that The Player (0) doesn't have certain perks:
The effect on Rifleman checks that the player doesn't have Science. If they do, the effect is inactive.
The effect on Commando checks both Rifleman and Science.
The effect on Gunslinger checks Commando, Rifleman and Science.
This means that it doesn't matter which perk you have, only one of the InstituteLaserGun buffs will be active at once.
Yes, it would be cleaner to add a new perk to the player, but that requires scripts. See my other mod for an example of that.