Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

fender010

Uploaded by

fender010

Virus scan

Safe to use

Tags for this mod

About this mod

Adds fusion cell conversion receiver, Institute barrels, and plasma barrels to gatling laser. Fixes gatling laser bug with Nuclear Physicist. Removes spin-ups. Adds sniper barrel to Institute rifle. Reassigns laser beams for more visual variety. And more.

Permissions and credits
No longer being updated. Check out the new version here:
https://www.nexusmods.com/fallout4/mods/51586

This mod overhauls the gatling laser and the other laser weapons as well, with new mods and beam variety.

Gatling Laser
  • Institute Standard Barrels (blue laser)
  • Institute Charging Barrels (blue laser, uses cut-content blue Power Beam)
  • Ionizing Barrels (laser/plasma)
  • Institute Ionizing Barrels (blue laser, laser/plasma)
  • Fusion Cell Transformer (conversion receiver with reduced damage)
  • Fine-tuned Beam Focuser muzzle mod
  • Beam Splitter and Amplified Beam Splitter muzzle mods
  • Gyro Compensating Lens and Quantum Gyro Compensating Lens muzzle mods
  • Red laser speed reduced to Institute Rifle/Laser Rifle ratios
  • Institute laser damage reduced to Institute Rifle/Laser Rifle ratios

Laser Rifle
  • Sniper Barrels renamed to Charging Barrels to highlight the vanilla charge effect (see notes below)
  • Ionizing Barrels (laser/plasma)
  • Automatic Barrels speed reduced to Institute Rifle/Laser Rifle ratios (vanilla bug)

Institute Rifle
  • Charging (Sniper) Barrels (uses cut-content blue Power Beam)
  • Ionizing Barrels (laser/plasma)
  • Comfort Grip
  • Short Stock
  • Sharpshooter's Grip
  • Marksman's Stock
  • Recoil Compensating Stock

Beam Reassignments
  • Focus Beam removed from Beam Focuser muzzle mods on Gatling Laser, Institute Rifle, Laser Rifle, and Laser Musket, meaning it won't overwrite other beam effects
  • Small Beam removed from Splitter muzzle mods on Gatling Laser, Institute Rifle, Laser Rifle, and Laser Musket, meaning it won't overwrite other beam effects. Splitter will split whatever beam type the barrel is using.
  • Short Barrels on the Institute Rifle/Laser Rifle use the Small Beam
  • Gatling Laser Standard Barrels use the Rifle Beam
  • Long Barrels on the Institute Rifle/Laser Rifle use the Rifle Beam
  • Automatic Barrels on the Institute Rifle/Laser Rifle use the Rifle Beam
  • Charging Barrels on the Gatling Laser, Institute Rifle, and Laser Rifle use the Power Beam
  • Ionizing Barrels on the Gatling Laser, Institute Rifle, and Laser Rifle use the Focus Beam, plasma impact effect, and plasma crit effect. The concept here is that the tight Focus Beam concentrates the energy and causes plasma to ionize from air at the leading edge of the beam.
  • Laser Musket Beam has not been changed and blue Musket Beam has not been implemented. This is because the Laser Musket clearly has red energy in the chamber, and the blue Musket Beam looks too similar to the Gauss Rifle beam.

Misc Changes

  • Nuclear Physicist ammo bug with Gatling Laser fixed, allowing you to reach the max of 1100 rounds and use a whole fusion core when reloading.
  • Spin-ups removed from Gatling Laser, Minigun, and Vertibird Miniguns. Real miniguns fire on the first pull of the trigger, they don't "spin-up."

Notes
  • Ionizing Barrels on the Institute Rifle/Laser Rifle are based on the Laser Rifle Charging (Sniper) Barrels' stats and charging effect, while Ionizing Barrels on the Gatling Laser are based on the Gatling Laser Charging Barrels' stats.
  • Sniper Barrels were labeled as Charging Barrels in the Creation Kit default template. Charging Barrels have an undisclosed effect from vanilla where damage ramps up from 50% to 100% over 3 seconds, when the barrel charges prior to firing. Three red lights on the back of the Laser Rifle Charging Barrels, as well as a tink tink tink sound on both weapons, signal when it is at full charge.
  • Doesn't change base guns, only weapon upgrades. As such, CC skins, VIS, Legendary Modification, and other mods that don't change the weapon upgrades will work with this (you won't get VIS item sorting on the upgrade items themselves, but the upgraded weapons will sort).
  • All values based on vanilla modifiers and ratios from other weapons. No arbitrarily assigned numbers.
  • Effects and stats of all new weapon mods match their counterparts on other weapons.
  • Ionizing barrels reduce energy damage and add an equivalent amount of ballistic damage. This means the damage is balanced and not overpowered. It also means Ionizing Barrels won't be the best choice all the time and allows for beam choice flexibility.
  • Plasma Rifles are still superior in terms of combined energy/ballistic damage. I didn't want to make them irrelevant by making the Ionizing Barrels always superior. Each has a niche, with Ionizing Barrels being higher in energy damage while still carrying some ballistic damage, and also using much more common/cheaper ammo.
  • No new models or beam effects are included. Models were recycled for Institute Charging Barrels, Ionizing Barrels, muzzle mods, and Institute Rifle stocks. The Fusion Cell Transformer receiver shows fusion cores loading, and as the Alien Pistol doesn't change animations to load fusion cells, I figured this would be okay.

Changelog
Version 1.0: Release
Version 1.1: Removed several unnecessary modifiers. Added optional files with 2x and 3x base damage on laser weapons.