A patch for QuadRioter's Accelerator Plasma Weapon that lets it work with CHW, and gives it custom reverb tails for EACH weapon variation, plus some bugfixes!
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Console modding permissionThis mod will not be available on Bethesda.net for console users
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File credits
- QuadRioters for the Accelerator, of course - The SimSettlements Discord for being there at 3 AM when I'm banging my head against another silly thing Bethesda did - Bethesda, to be fair, or hey we'd have to all be doing something else with our lives
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Changelogs
Version 3.0
Fixed all the .nifs so it works with CHW now
Redid all the sound files because something went fucky in the archive
Boosted volume a little
Found some silly errors in Quad's plugin which i've overrode / fixed
Version 2.3
NEW PLUGIN NAME, and some NEW FORM IDs. This was to clean up some stuff and prepare for more updates.
MAKE A BACKUP OF YOUR SAVE before upgrading from 2.2 to 2.3
The only thing that SHOULD happen is that the new custom purple matswap and See-Through Scope from 2.2 will vanish from existing weapons, but the weapons themselves should remain.
KNOWN ISSUE: the See-Through Scope only seems to attach properly after you apply my matswap ("SpaceCat"). I have no idea why.... or how.
The scope itself has been vastly improved! The reticle for the 4x STS will no longer jump and jiggle around like a squirrel on crack when firing an automatic weapon.
Corrected a number of inconsistencies in materials which caused the glowy bits on SpaceCat to be annoyingly, obviously different shades and brightness.
Now all glowy bits are a uniform glow, not as washed-out, less pink and more dark purple.
Original matswaps from Quad I do not think had these issues so i left 'em alone, let me know if any need fixing.
Version 2.1
Added a new available Material Swap based on Quantum Cat, with purple glowy bits, mostly to see if I could.
ESL-patching version is still forthcoming as I need to figure out a sane way to keep the versions in sync
Version 2.0
Added 8 more reverb tails (original was based on Auto Sniper), so now each barrel and firing sound has its own, unique echo.
Found and fixed an error in the original mod where the Machine Pistol and SMG entries were pointed at each other's files for the reverb profile (tech details: the keyword descriptors were swapped).
Version 1.3
Let's just all pretend THIS is the one I uploaded the first time.
Version 1.2
blargh shoot me
Version 1.1
True to form, I bollocksed up my first upload. It helps to actually pack the sounds INTO the archive before uploading.
Version 1.0
Initial upload to Nexus.
This mod adds QoL fixes to the Accelerator Plasma Weapon by QuadRioters. Obviously, you need that mod. This mod has no other dependencies.
and hey if you get some use outta this why not mash the shiny ENDORSE button =) =<>=
See the videos below for a "before and after" comparison!
New in 3.0: fixed all the NIFs so it works with CHW now. Redid sounds because I think one of them was corrupt in the archive and causing sporadic crashes.
Comparing the Bethesda Bangs to a custom reverb tail:
A quick rundown of the different barrels / firing sounds - now each with its own echo:
Note: The reload sounds are replacers for the Vanilla plasma gun, so technically, the vanilla Plasma gun now has those sounds too. But honestly who uses the vanilla Plasma once they have the Accelerator??? NO ONE, I TELL YOU