I really like it. It's not uber but also stays to the theme. I had to recolor the battery to make it blue-black but it's still great. Meshes well with the Synth Uniform Dark mod :D.
I am unable to spawn the weapon when I type help tesla 4 weap what I get is three sets of id numbers for NPC Tesla turrets, I am not doing something correctly, can anyone give me a step-by-step solution? I am not that good at console commands unless I see the commands written out. Thanks to anyone kind enough to help.
Appearance and performance are spot-on along with the lightning chains and a surprisingly well-balanced damage setup. Even in my convoluted-AF playthrough with 700+ mods @ level 250ish it works as intended. Auto-kills on easy mobs and settlers, varmints etc, while needing 5-10+ shots to take on the big bads like deathclaws and legendaries. With the inherent crowd control from the lightning it works like a charm and definitely an ideal weapon for close-range pack decimation like for ghouls or other melee-based mobs. The low damage output listed is a bit misleading, as it seems to scale with the enemy, but otherwise works fine and the time between charges is just enough to add some strategic difficulty without making the weapon underwhelming in combat like the vanilla Automatron POS (I can't stand that weapon lol).
Only suggestion would be to add some limited mod slots - by default there are none and no bench availability for customization of any kind (the slow ADS speed and iron sights are especially awful in 1st person view). Having slots for aim speed (maybe via 'upgraded' barrel/stock mods to lighten the weight?) and a reflex sight would be great additions.
Fully functional ESLified, compacted just fine. Among a few other minor plugin edits (like ADS speed lol) I changed the name of mine to Tesla Rifle Ex (TsR-Ex for short), gives it a more futuristic and catchy sound IMO.
I would love to have seen an additional optional replacer; the Tesla Rifle really is sadly lacking in the modded replacer department and this looks awesome, imo.
No, you are not missing anything. Weirdly VATS mode requires ammo (I dont know why). Since the weapon doesnt use any type of ammo,it wont operate in VATS mode. I will be looking into this issue, if I can fix it, I will make an update.
@TheMajesticNoob - I recommend taking a look at using a "fusion breeder" style system, like a few existing mods I've used (as well as the recharger guns from New Vegas vanilla), as an inspiration.
https://www.nexusmods.com/fallout4/mods/24349 - Useful Crank https://www.nexusmods.com/fallout4/mods/12075/? - Crank to Charge, but taken down by author
Possible avenues of investigation include: -A script that always made sure you had a dummy ammo? -Obfuscated keywords that make vats not require ammo? -^A NEW keyword that makes the previous possible? -^F4SE hacks? -Something that makes just the vats system think its a melee weapon, ergo no ammo requirements, while retaining ranged capabilities? -An actual "melee weapon" DISGUISED as a gun by using gun animations, idles, and models - firing a close range (melee range) blast that's actually, game code wise, the weapons "swing range"? -If the vats system simply requires ammo to be present in order to fire, but in fact uses none, could you in theory use the GUN as its own ammo, therefore always being available but never consumed?
Now I want a bat, super sledge, or Brute gravity hammer or similar that "fires" a Sith lightning shotgun-esque blast on swing or impact. Time to create!
Actually,your suggestion are great an creative. Definitely worthwhile. But, at the moment, I am working on a new project, an armor compendium, so I don't wanna spend time on Tesla Rifle Ultimate yet. Apparently I will be working on this project even after I release it. So I don't know when will I be (or will ever be) back on this.
And about that little project of yours, you can do this easily with Creation Kit. Go edit sledge hammer and place a projectile override. You are good to go.
18 comments
I am not that good at console commands unless I see the commands written out. Thanks to anyone kind enough to help.
Appearance and performance are spot-on along with the lightning chains and a surprisingly well-balanced damage setup. Even in my convoluted-AF playthrough with 700+ mods @ level 250ish it works as intended. Auto-kills on easy mobs and settlers, varmints etc, while needing 5-10+ shots to take on the big bads like deathclaws and legendaries. With the inherent crowd control from the lightning it works like a charm and definitely an ideal weapon for close-range pack decimation like for ghouls or other melee-based mobs. The low damage output listed is a bit misleading, as it seems to scale with the enemy, but otherwise works fine and the time between charges is just enough to add some strategic difficulty without making the weapon underwhelming in combat like the vanilla Automatron POS (I can't stand that weapon lol).
Only suggestion would be to add some limited mod slots - by default there are none and no bench availability for customization of any kind (the slow ADS speed and iron sights are especially awful in 1st person view). Having slots for aim speed (maybe via 'upgraded' barrel/stock mods to lighten the weight?) and a reflex sight would be great additions.
Fully functional ESLified, compacted just fine. Among a few other minor plugin edits (like ADS speed lol) I changed the name of mine to Tesla Rifle Ex (TsR-Ex for short), gives it a more futuristic and catchy sound IMO.
Thanks to the author.
I will be looking into this issue, if I can fix it, I will make an update.
https://www.nexusmods.com/fallout4/mods/24349 - Useful Crank
https://www.nexusmods.com/fallout4/mods/12075/? - Crank to Charge, but taken down by author
Possible avenues of investigation include:
-A script that always made sure you had a dummy ammo?
-Obfuscated keywords that make vats not require ammo?
-^A NEW keyword that makes the previous possible?
-^F4SE hacks?
-Something that makes just the vats system think its a melee weapon, ergo no ammo requirements, while retaining ranged capabilities?
-An actual "melee weapon" DISGUISED as a gun by using gun animations, idles, and models - firing a close range (melee range) blast that's actually, game code wise, the weapons "swing range"?
-If the vats system simply requires ammo to be present in order to fire, but in fact uses none, could you in theory use the GUN as its own ammo, therefore always being available but never consumed?
Now I want a bat, super sledge, or Brute gravity hammer or similar that "fires" a Sith lightning shotgun-esque blast on swing or impact. Time to create!
And about that little project of yours, you can do this easily with Creation Kit. Go edit sledge hammer and place a projectile override. You are good to go.
it looks great, i will test ... what is the name of this armor?
Dunno whether I will publish it or not yet.