Fallout 4

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JackRob

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JackRob

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About this mod

Several mod patches to make various energy weapon mods throughout nexus work with my mod "Fusion Cells are Batteries". Includes fixes and rebalances for some weapons.

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This is a dedicated mod page to where I will publish patches for various nexus weapon mods to function with my Fusion Cells are Batteries mod, which allows Fusion Cells and other energy ammo to work like the Fusion Core, where a single unit of ammo can provide several shots in a weapon.

I will update the patches that are currently found on the FCaB main page with rebuilt-from-the-ground-up patches with a different name, so it may or may not update nicely if you update/install mid-game on a save with the older patch, but you may try to do so.  However it is encouraged to never uninstall mods mid-way through a playthrough unless you roll back to a save without the mod, patches included, so I encourage you to do the same or simply start a new playthrough.

As it will be pointed out in the description below, Basic versions of the patch simply adds FCaB function support to the weapons, similar to the Lite version of FCaB, while the Overhaul versions are made with the Main/Full version of FCaB in mind as well as many personal tweaks.  However, you can use Basic patches with the Full version of FCaB or vice versa, since these patches do not directly require FCaB at all.


- = Standalone Weapon Patches = -

Accelerator Plasma Energy Weapon by QuadRioters, Version 5
Currently only supports the primary .esp version of the weapon mod and untested with the NAS (No Ammo-Script) version.
Currently available as a Basic Patch:
  • Shots per cell matches original ammo capacity.
  • Disables Ammo Script.


AER15 Modern Laser Assault Rifle by Utherien, Version 1.0b
Currently available as a Basic Patch:
  • Shots per cell matches original ammo capacity.
  • High-Capacity Magazine has a x0.63 damage penalty, however doubled shot capacity means 25% more damage output per cell compared to low-capacity magazine.


America Rising - Gear of the Enclave by Otellino and WasteofSpace95, Version 1.06
Available as both a Basic and a Full patch.
  • Basic sets the shot capacity for the Enclave Laser Gun set to 27.  Modifiers to ammo capacity provides similar effect to shot capacity.
  • Full also sets the base shot capacity of the Enclave Laser Gun to 27 and applies changes found in the Full/Main version of FCaB.
  • These patches does not affect the Enclave Plasma Gun, as it's already works perfectly with FCaB since it's parts are based on the vanilla plasma gun.


AQUILA - Laser Rifle by VigVam33, Version 1.2.1
Basic and Overhaul version of the patch are available:
  • Both capitalizes and corrects Modules and Misc-mod names and adjusts module descriptions, disables the crafting recipe for the Legendary Effect "Penetrating" as this does not work correctly for energy weapons, and reduces the amount of MF Cells that can be found on the NPC with the weapon and a nearby ammo box.
  • Basic patch sets shot capacity set to ammo capacity with Boosted Condensor, while shot capacity with the Original Condenser is reduced to 80%, so upgrading the Condenser increases shot capacity by 25%.
  • Overhaul makes a number of changes:
Spoiler:  
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  • Weapon has been balanced as an end-game laser rifle.
  • Barrel modules largely work the same, but with refined statistics.
  • Boosted Condenser now trades shot capacity for greater damage.
  • Projectiles (the laser beams) have been changed to ones used by Beam Focuser Muzzles, reducing their size.
  • Blue Magazine (now referred to as capacitors) increases energy efficiency and rate of fire, but reduces damage and requires the Institute Laser Gun's Standard Capacitor Misc-mod in its crafting recipe as well as rank 2 of the Science! perk.
  • Damage modifiers have been adjusted and supplemented.  They work on a multiplier now and include modifiers that reduce damage.
  • Legendary Effects crafting recipes now require additional resources and an additional perk depending on the effect.
  • Added a new module to increase critical damage.


COBRA - Officer's Revolver by VigVam33, Version 1.2.2
Basic and Overhaul version of the patch are available:
  • Both contains some polishing such as proper capitalization, consistent wording, filling in NPC ammo list to drop ammo with the weapon, and renamed the weapon to Officer's Plasma Revolver.
  • Basic simply sets the shot capacity to six shots.  I suggest attaching the +100% Damage module in this case.
  • Overhaul transforms the weapon into a proper Unique weapon with a unique legendary effect that I called Split Personality.
Spoiler:  
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  • Originally, select legendary effects could be attached to the weapon if the Excellent/Top Receiver was attached, but I shifted this over as a unique legendary ability to be accessed regardless of attached modules and changed a couple of the effects.
  • More advanced Receivers continuously reduces shots per cartridge from 9 to 5 but the dramatically increasing damage will more than compensates for this as well as concentrate the damage into each shot, emphasizing efficient shot placement.  If you find the upgraded damage ludicrous, it's not really when considering ammo consumption.  Better receivers also improve rate of fire and reload speed.
  • Barrel upgrade improves projectile speed and range with higher recoil instead.
  • Other modules had their stats tweaked to be more in-line with vanilla upgrades.
  • Module description streamlined to vanilla wording.
  • Removed Naming Rule so it will be named Officer''s Plasma Revolver regardless of upgrades.
  • Added a note to be found with the weapon at Listening Post Bravo to add some rather generic but fitting lore.

Also, I thought I'd mention in addition to finding the weapon at (the modified) Listening Post Bravo, the weapon can also spawn as a weapon for Gunner bosses after level 25.  This is true with or without the patch.


CROSS Break-Action Laser by Niero, Version 091b3
Currently only supports the mod as an .esp, untested when it is an .esl.
Basic and Overhaul version of the patch are available:
  • Basic sets shot capacity to doubled of the original mag capacity while also disabling the Ammo-Script that consumes additional fusion cells.
  • Overhaul makes major changes to the receiver modules and add a new set of modules.
Spoiler:  
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  • Muzzles now have the same shot capacity and designed to be equally effective, though obviously have different roles.
  • Receivers now largely determine shot capacity and compensates damage with smaller shot capacities.
  • Added a new suite of modules called, funny enough, "Modules".  These can apply additional effects usually found on other energy receivers and muzzles from your typical Gamma-wave and Photon Agitator for increased effectiveness to Hi-Capacity Expansion for those who wish to use the gun as their primary instead of a powerful secondary.
  • Changed Naming Rules so "Break-Action Laser [Scatter]" would become "Break-Action Laser Shotgun"
  • Adjusted Aim model.  It should feel pretty much the same, but without zero spread when hip-firing with certain combination of modules (Non-Shotgun Muzzle and Rifle Stock) as well as increased recoil (which doesn't seem to affect much in first person, probably due to animation).
  • Misc-mod names were adjusted from "Bal: Muzzle Lobber" to "BA Laser Muzzle: Lobber".


CROSS PlasRail by Niero, Version 094a
Currently only available as a Basic patch. Basic patch can be used completely stand-alone without any FCaB plug-ins installed.
  • PlasRail Core (ammo) now provides shot capacity. It's crafting recipe and value is adjusted for this fact.
  • Shot capacity is 10. Weapon modules that boosted/reduced ammo capacity now modify shot capacity by the same amount as a multiplier instead of additive.


Glock 86 Plasma Pistol by 3nikhey, Version 2.0
Currently only supports the .esp version of the mod.
Basic and Overhaul versions of the patch are available:
  • Both contains bug-fixes such as stat fixes, naming adjustments, and restoring the short recon scope.
  • Basic patch implements FCaB function while largely retaining the original balance and feel of the mod.
  • Overhaul patch rebalances the Glock 86 into a plasma weapon more similar to the vanilla plasma gun.  If you found the weapon too powerful and/or want it to blend seamlessly into the game, this plug-in may suit you better.  See spoiler below for more detailed changes.
Spoiler:  
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Initially a low/mid level plasma weapon that runs on cheaper Microfusion cells, savvy wastelanders can modify the weapon to rival the vanilla plasma gun or design new barrels to give it different functionality late-game.
  • Removes the base fire damage in favor of ballistic damage equal to the energy damage output, with a new base damage of 18B/18E.  This is 40% weaker than the vanilla plasma gun (if you use full/main edition of FCaB), which correlates with ammunition costs between MF cells and Plasma Cartridge.
  • Other base stats tweaked to be similar to the plasma gun with emphasis on low weight, cheaper VATS cost, and slower rate of fire in comparison.

Modifications has been greatly changed to be more in line with vanilla upgrades.
  • Additional Power units increases shots per cell and rate of semi-automatic fire.
  • "Magazine" modules found attached under the weapon such as the Gas Bottle and Compressor act as vanilla receivers, boosting damage with potential for better critical damage, fire damage, and loss of shots per cell depending on the specific module.
  • Muzzle mods, which attaches new barrels to the weapon are mostly reserved for high level gameplay with one attachment available to craft right away.
  • Stocks and sights have been adjusted to match their vanilla counterpart.
  • Module description matches vanilla style.

The unique weapons have been redone statically with a more pronounced and consistent theme for each weapon.
  • The unique "Dignity" features a small boost to almost all stats, including overall accuracy, critical charge, and recoil at the cost of additional weight.
  • The unique "Old Boy" boasts greater damage, critical damage, and fire damage with poor shots per cell, rate of fire, and accuracy. Can also be upgraded with a unique Recycler rifle stock to compensates its initial poor shots per cell.  The weapon performs best as a hand-cannon.
  • The unique "Rookie" in contrast to the Old Boy possesses great shot per cell, range, accuracy, rate of fire, and crit meter charge while dealing poor damage.  This weapon is optimized as a low-powered, rapid-fire, mid/long-range weapon, ideally in a sniper rifle configuration.

Reminder that this weapon will start spawning in most places where the vanilla plasma gun appears after level 12, with the rifle variant appear after level 24.  This also makes direct edits to leveled lists for weapon distribution to enemies instead of by script, so if you plan to play this with several other weapon mods, creating your own patch may be necessary for all of your weapons to appear in your game naturally.


HK G11 K2 - Kraut Space Magic by asXas, Version 1.2
Currently only supports the ESP version of the mod.
Only the Overhaul patch will be available.
Spoiler:  
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This patches the two unique receivers that are powered by Microfusion Cells:
  • Both unique receivers retain a shot capacity of 50.
  • Damage Type switched to Energy instead of Ballistic/Normal.  Don't expect the damage modifiers modules to work with these receivers.
  • Before, both receivers were statistically the same, just shot different laser colors.  With this patch, I tweaked both to work a little differently from each other.  Kraut packs a better punch and therefore better energy efficiency, while the Robot possesses better rate of fire, accuracy, and critical damage.
  • Also corrects a few misc mods assignments as well as make the automatic fire select work with the Commando perk instead of Rifleman.


Institute Turboplasma Rifle by Scail, Version 1.0
Currently available as a Basic Patch for now.
  • Shot capacity generally matches original ammo capacity.


LAER (Laser Assisted Electrical Rifle) by The Rizzler, Wanaming0, and others, Version 1.24
Currently available as a Basic Patch for now.
  • Shot capacity generally matches original ammo capacity.


The Laser RCW - An Energy Submachine Gun from F:NV by MikeMoore, Version 1.0.2
Available as both basic and overhaul patch.
  • Both fixes the misaligned rear sights (feel so good to aim now!), misc-mods of several modules, and duplicate Submachine Gun recipe.
  • Basic sets the shot capacity to 60.
  • Overhaul fleshes the weapon out with many new modules and some rebalancing.
Spoiler:  
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  • The weapon starts out noticeably lighter (7lb standard), a little weaker, and much slower rate of fire.  High recoil and V.A.T.S. costs is still something to manage on this weapon.
  • Original Receiver effects have been transferred to new barrels.
  • 30 new receivers (probably went a little overboard here), which are a combination of 4 primary effects: 3 degrees of More Damage; 2 degrees of Armor Piercing; 2 degrees of Greater Rate of Fire; 2 degrees of Better Criticals.
  • 4 barrel options, including an improved and "super" barrel.
  • Several new "magazines" to improve reload speed and/or shot capacity as well as two Fusion Core options with new mesh.
  • Stocks are pretty much the same, though the short stock improves accuracy while the full stock improves recoil control.
  • As mentioned above, Sights have been fixed, which required new meshes and edited receiver mesh to ensure they sit nice and straight.  I also added 3 new recon scopes.
  • The muzzles have been exchanged from Ballistic to Energy ones.  Standard muzzle acts as a "Targeting Camera" for better recoil. For those of you who liked the suppressed effect, that is now a barrel module.
  • Completely new Naming Rules for the weapon to reflect all the new modules.


AnotherOne Laser RCW Reborn, Version 0.99
Available as both basic and overhaul patch.
  • Both fix the crafting recipes for the grips (Now you actually have a choice of 5 different grips instead of 5 recipes for the same poly grip) and several Misc-mod assignments for Grips and Stocks.
  • Basic patch sets shot capacity to 30/45/60 depending on the receiver/capacitor upgrade.
  • Overhaul patch changes the weapon in a number of ways:
Spoiler:  
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  • [Receiver] are now referred to as [Magazine].
  • Initial Drum Capacitor features 60 shot capacity fired at 12 beams a second (not F:NV's 9, I know, lasers are faster in this game.)
  • The "Stick" Capacitor features improved damage and reload speed while reducing rate of fire and shot capacity.
  • Upgraded Drum Capacitor features the Recycler Module as seen in F:NV which increases its shot capacity by 33%.
  • Previous [Damage] modifiers are converted to [Receivers] in name and function. Thus, they now require resources to craft and have appropriate misc-mods.
  • Added Armor-Piercing Receivers, which converts some direct energy damage into direct fire damage which bypasses regular ballistic/energy resistance (though mods that add fire resistance can resist this damage).
  • Added a noticeable amount of recoil, but not much. This can be reduced/eliminated with Stock upgrades.
  • Grip and Stock modules had their stats tweaked. Certain modules will have a different/better effect than others.
  • Edited Leveled List Injector Quest:
  • The weapon will start appearing in stores and on enemies after level 19, about when you should be seeing automatic laser rifles drop as well.
  • I've allowed the weapon to possibly appear in specialty gun stores as early as level 15.
  • Can now be found as a Legendary drop starting at the same level.
  • Included the weapon in the Triggerman's arsenal starting at level 15.


P94 Plasma Rifle - Standalone Edition by DawnofAmericaProjectTeam, Version 1.6
Currently available as both a Basic Patch and Overhaul Patch

Basic Patch:
  • Shot capacity generally matches original ammo capacity (which was kind of all over the place, so I streamline it quite a bit)
  • Contains a couple of important bug fixes.  Should make the Photon Exciter/Agitator Receivers appear in the workbench.

The Overhaul patch, contrary to my other patches, is actually a ".esp replacer" as not only do I overhaul the weapon, but I also incorporated all changes from my Unofficial Update for the weapon which is also a ".esp replacer".
Spoiler:  
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  • The weapon has been rebalanced: The P94, compared to the vanilla plasma rifle, fires heavy hitting plasma bolts with similar or better accuracy.  It however possess some shortcomings, such as poor shot capacity (12 for standard barrel and capacitor), longer fire delay (+22%) and despite being (~25%) heavier, the weapon has noticeably more recoil.
  • Shotgun Barrel has been rebalanced as an improved shotgun barrel for better late-game viability since there is no "infused" equivalent and thus now requires more expensive resources and Science 3 to craft.
  • Sniper Barrels features double damage and range with half shot capacity and reduced rate of fire.
  • Infused Barrels now intentionally boost energy damage greatly at a minor cost of shot capacity and rate of fire.
  • Capacitors (Receivers) effects match that as the Full version of FCaB.
  • Cycling Capacitors are now truly automatic, both in first-person and third.  These also doubles shot capacity and halves damage.
  • Standard Stock now acts as a vanilla Recoil-Compensating Stock, while the Lightweight Stock acts as vanilla Marksman Stock, but lighter.


Plasma Cycler by Shoeburglar, Version 1.7
Currently available as a Basic Patch for now.  This was built on the LL version and is untested on the non-LL version of the weapon mod.
  • Shots per cell generally matches original ammo capacity.
  • Short-Circuited Receiver damage reduced greatly as stated in description.

Bug Fix!: I have included a compiled (.pex) version of the script this weapon mod uses to distribute the weapon to enemies and vendors because it is missing in the original download.  So if it seems like you can't find the weapon on enemies, this is the solution.  If you already started the game with this weapon mod and don't want to roll back, open the console and type "resetquest xx00B708" where "xx" is the index of the weapon mod.  Then type "startquest xx00B708" to activate the script and give a few in-game days to fully affect the in-game world.  Otherwise if you freshly installed the weapon mod and this patch at the same time and continue/start your game, it should work.  Also if you picked the no-LL version of the weapon mod, having this script shouldn't cause weapon distribution.


Rheinmetall EG-7 Energiegewehr, Version 1.2
Available as a basic patch. (I'm unlikely to overhaul this weapon.)
  • Adjusted XMFC value.
  • Adjusted several recipes. Bulk ammo recipes now have a condition to only appear when you have enough bulk ammo for them. This nicely cleans up the UI when crafting ammo.
  • Adjusted Energy Consumption perk to allow external modifiers, like Nuclear Physicist perk from FCaB - Full.


The Zap Gun by Gmoi6, Version 1.4
Currently only supports the .esp version of the mod.
Basic and Overhaul versions of the patch are available.
  • Basic patch implements FCaB function while largely retaining the original balance and feel of the mod.
  • Overhaul merely adjust stats to balance against the laser gun, particularly with the Full version of FCaB:
  • Starts out as an inefficient laser weapon, but sufficient upgrades to the weapon, such as those manufactured by the gunners, will bring it in-line against other laser weapons.


Union Blaster by Kentington, Version 1.1
Currently available as a Basic patch for now.
  • Shot capacity generally matches original ammo capacity.
  • Recycler Receiver's original function have been nullified in favored of a straight increase to shot capacity.
  • Hi-Capacity Receiver multiplies shot capacity by 1.5 while also multiplying damage by 0.75.


Wattz Electronics Weaponry by Jake Necroix, Version 6
Currently available as a Basic patch for now.
  • Both weapons have a shot capacity of 12, a handful of mods can increase or decrease this.
  • Made Small Energy Cells act like a battery with adjusted value.
  • Fixes up a few things: missing recipe for Iron Sights, more organized weapon workbench module list, a better default range to the laser pistol so it actually has some VATS accuracy and some other minor tweaked stats.
  • Added a conversion recipe to the Chem Station under Utility so you can directly convert Small Energy Cells to Microfusion Cells or vice-versa, similar to F:NV.
  • Added Damage Modifier module to help balance the gun for mid/end-game combat.  These require the Science! perk to unlock.


Wattz Laser Gun by Deadpool2099 and others, Version 1.3.1
Currently available as a Basic patch for now.
  • Shot capacity generally matches original ammo capacity.


Winchester P94 by 3nikhey, Version 1.3
Based on the Rebalanced version (1.3) by Senki.
Basic and overhaul versions of the patch are available (almost!).
Basic changes consist of:
Spoiler:  
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  • Ammo capacity didn't seem to be seriously considered for balance, so I instituted my own values:
  • Mk.I has a base shot capacity of 30, while Mk.II has 25 shot capacity.
  • Flamer barrel and Drill doubles shot capacity.
  • Railgun barrel reduces shot capacity to 40%.

Overhaul patch almost completely rebuilds the weapon mod from the ground up to make it more lore friendly and fit more seamlessly into the game.  If you found the model great, but the implementation poor, give this plug-in a try.  See general changes below.
Spoiler:  
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  • Winchester P94 was renamed to "Plasma Caster", while the Mk.2 was renamed to "Turboplasma Caster".
  • Standard weapon works much like how it did in New Vegas. A MF-Cell powered plasma weapon with a 10-shot capacity firing semi-automatically.
  • Turboplasma Caster features all-around improvements, particularly to rate of fire, but not quite as much as before.
  • All barrels are craftable and can be made on both the base and turbo version.
  • Added the whole array of receivers as found on vanilla energy weapons and a couple more.
  • Added magazine choices.  Choose between the base MF Cells, Plasma Cartridges for a boost to damage, rate of fire, and shot capacity, or Fusion Core for high-capacity, quick-firing, low-damaging action.
  • Aim Model changed to Gatling Laser.


X12 Plasmacaster by Utherien, Version 1.0a
Currently available as a Basic Patch:
  • Shots per cell matches original ammo capacity.
  • High-Capacity Magazine has a x0.63 damage penalty, however doubled shot capacity means 25% more damage output per cartridge compared to standard magazine.


AnotherOne YK42B Pulse Rifle Reborn by AnotherOne, Version 1.0
Currently available as a Basic patch for now.
  • Shot capacity matches original ammo capacity.





- = Overhaul Patches = -

Vanilla Unique Weapons Remastered by lKocMoHaBTl and others, Version 1.1
Based on the Immersive version of the mod.
Available as a basic patch.
  • Simply adds vanilla keywords to energy weapon modules are that are missing this.




- = Armor and Devices Patches = -

CROSS Courser Recall Collar by Niero, Version 0.91d
  • Adjusts activation costs to 3/2/1 cell depending on ammo cost module.
  • Adjusted Overcharged Warp module to only increase cell consumption by 1 cell.
  • Neutralized the Energy Flux Field Module's ability to return cells, as there was no way to reduce the number of cells it gave back.
  • Instead it now has a 10% chance for incoming laser, pulse, and plasma damage to deal no damage, similar to the Unstoppable Magazine Perk.
  • On my first test run with this device, I was able to encounter the bug where excessive fusion cells are consumed upon activating it.  This is likely a script bug and not something I can fix easily.

[Robotic Voice]: No press repeat.