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JackRob

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JackRob

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About this mod

ESP replacer that fixes several issues with DawnOfAmerica ProjectTeam's P94 Plasma Rifle, including: weapon workbench sorting, odd footstep sound, and many inconsistencies.

Requirements
Permissions and credits
Changelogs
Recently, I was patching weapons for my FCaB mod, and I came across the P94 Plasma Rifle as part of a set of requests. As I worked on that, I eventually felt compelled to fix all the issues I could possibly encounter and implement it into the weapon mod.  Since the Author(s) declared the weapon mod finished and has allowed publishing modified versions of their mod (hence read their permission section), I thought I'd publish my fix as well as PM them to see if they possibly want to include them in their mod as a new update. If they agree, I will hide this mod page and repurpose it for another weapon mod I have in mind.


- = Installation = -

In case it isn't apparent: This mod REQUIRES the original mod to work.

This mod contains an ESP replacer and two loose files. Just download the mod with your favored Mod Manager, and if prompted to overwrite, Press Yes/Confirm/Agree/Accept etc.
The two loose files is a modified "WPNRunFowardReady.hkx" from the weapon mod and "Dank_GunLLInjector" script.


- = Changelog = -

  • Adjusted Misc-mod values to sort the crafting recipes better when viewing them in the Weapon Workbench.
  • Several Misc-mod names for Automatic Receivers were missing "Cycling" so they could be confused with their semi-auto counterparts.
  • The Photon Exciter and Photon Agitator Capacitors had the incorrect Mod Association keyword, causing them to appear on the Vanilla Plasma Rifle instead.
  • Changed ammo capacity and damage properties from SET to ADD+MULT, as several modules were marked for SET which would override each other. Best example: I attach the "Cycling Boosted Gamma-Wave Emitter Receiver" which sets the ammo capacity to 40, but then I attach the Lightweight Grip which then sets the ammo capacity to 20. The final product is an automatic P94 with only 20 round capacity, which is likely not the desired effect.
  • I took the liberty of adjusting ammo capacity bonuses/penalties on receivers to be more consistent with vanilla values.
  • Most receiver's weight and value that had a value of 0.025 were adjusted to vanilla values with some tweaks.
  • Removed redundant Material slot from Boosted Capacitor module.
  • Added "Improved Barrel" keyword to the Infused barrels.
  • Created Standard Sight Misc-mod and attached it to its respective omod, as it was missing.
  • Long Scope misc-mod assignment was pointing at the vanilla plasma gun's misc-mod for the Long Scope.  This was corrected.
  • Increased Standard Grip's weight, to give a better point for the Lightweight Grip, which almost weighed the same.
  • Changed the crafting recipe for the Standard Stock to require Adhesive and Screws in it's creation, much like the Plasma Gun's Stock recipe.
  • Changed the crafting recipe for the Lightweight Stock like the above, but needs Aluminum and Fiberglass instead of Steel and Plastic.
  • Renamed both Grips to Stock for consistency and to emphasize that it's a two-handed weapon/rifle.
  • Reflex and Holo Sights have been aligned with the center of fire. However, this is only true when standing still.  Due to the animation when moving, the sight's center will float above the center of fire.
  • Copied and Pasted the Instance Naming Rules "dn_CommonGun" into a standalone entry and assigned it to the gun.  Now the weapon will keep its unique naming rules if other mods also modify "dn_CommonGuns".
  • Added base scrap recipe for the weapon.
  • Removed a few wild/obviously unintended edits.
  • I edited the "WPNRunFowardReady.hkx" file to fix the odd footstep sounds when running, which occurs regardless of whether one is in power armor or not. (Before it sounded like the Sole Survivor was skipping when they had the weapon out, I almost love it, but I imagine others want this fixed.)
  • Included the free modder's resource "Dank_GunLLInjector" in the mod because the original weapon mod forgot to include this file in their BA2 Archive to distribute their weapon. Keep in mind that if you were already running the game with the weapon mod, you'll need to reset the basic LL quest for it to work.  Other quests below will inject regardless.
  • Added several additional LL Injection Quests for more specific weapon additions.  Semi-Auto rifle for certain Gunners and Gunner Officers, Cycling rifles for certain Gunner and Gunner Officers, Randomized rifles for stores, legendary drops, and quest rewards.  BOS specific rifle for BOS soldiers.
  • Truly removed direct Leveled List edits.
  • Weapon can appear as early as level 17 in stores, but will start being common on enemies, typically gunners but BOS too, after level 27.
  • All available receivers can now possibly be found on the weapon depending on your level.  Before this was restricted to a handful of receivers.