while a visually appealing and functional gun, I was disappointed upon trying it out. the lack of modification variety (only one barrel option, missing scopes (no long recon scope? on a laser musket?), all three stocks providing no stat differences) hampered its potential usefulness for me, and the damage per crank didn't measure up to the laser musket I was intending to replace with this. there were also debug messages in the corner while the gun was in use, though as I was intending to use it as (and in replacement of) a sniper, this would not have been an issue for me on its own. while I won't be using this mod due to these issues (admittedly mostly the lack of a long recon scope), I do hope to see this mod updated and improved in the future.
on an unrelated note, I find it rather funny how while the vanila laser musket uses fusion cells despite having no visible ammo slot, this model has a fitting place to insert them (the cylinder the crank is attached to, if hollowed out) and yet uses no ammo. perhaps a semi-auto receiver modification could make use of this, removing the crank, charging, and ammo system, in favor of a more traditional firing style? just a thought, though.
Adding the ability to not use ammo - which should have been there in the first place, thanks Bethesda - broke the weapon. Won't crank, won't load, can't shoot. There have been a number of mods that have attempted to do this, and they have all failed. On my load order, anyway.
Rolled back to the pervious version, which I now consider a permanent entry in my order.
Hey gunrunner! You have a talent for finding bugs. I honestly tested this for hours and couldnt find anything lol. I'll look into it right now. Any extra info you could give me? Was the weapon you tested it with the same one before updating? If so, destroying that weapon and making/buying a new one might fix it. It has something to do with how fallout 4 instancing works.
Sorted. Tossed it on the ground, picked it up and it worked. So did building a fresh one. Now... Can we maybe not get printed feedback every time we fire the weapon? I get that this is a scripted execution, but can the feedback not display? Is there a setting I'm missing?
Hey Mate I recently downloaded your mod and for some odd reason the gun doesn't show up besides the one in diamond city but it's invisible I tested the mod without any other mods installed and it still isn't showing up do you know a fix for this
If the gun is invisible, then the mesh failed to load. Suggest reinstalling the mod, or downloading a new copy. Download failures do happen.
Note that if a given object displays, but it's pink, then the texture failed to load. Same procedure to fix. Occasionally an author will fumble the text, usually by putting it in the wrong folder. You can usually fix that yourself, with a little knowledge of how Fo4's file structure works.
just as a thought I'd try spawning a new version of the gun using console commands and testing that (if trying on an existing save). Sometimes keywords and stuff get stuck on weapons already spawned in-game which can cause problems in bug-testing/verification. I'm not at home so can't test myself at the moment to check if a newly spawned version still throws the messages to verify.
Im still working on this. Not sure why its happening but ill keep working on it when i can. Definitely use older version if you're having this issue though. Im actually having a different issue that im trying to figure out while being unable to replicate this issue though so give me a min to figure stuff out lol.
I wish the Red Beamer was cannon. I like the Idea that Pre-War they made a cheap laser weapon for kids to learn junior riflery like you would with a Red Ryder BB gun or .22. It could have been made to capitalize on not only the new popularity/interest of energy weapons but also as an introduction for Americas youth to the new energy weapon platform and its basic principles and model that was used as a loose template to make the post war Laser Musket in the Commonwealth. Especially If they all canonically worked more like a Cheap Crank Operated Recharger Rifle.
We are working on a version of the weapon that as you crank it, it takes longer and longer. Kinda like how pumping a bb gun works. Also as of 1.3 we have a working cranking ammo sytem working.
63 comments
on an unrelated note, I find it rather funny how while the vanila laser musket uses fusion cells despite having no visible ammo slot, this model has a fitting place to insert them (the cylinder the crank is attached to, if hollowed out) and yet uses no ammo.
perhaps a semi-auto receiver modification could make use of this, removing the crank, charging, and ammo system, in favor of a more traditional firing style? just a thought, though.
Rolled back to the pervious version, which I now consider a permanent entry in my order.
A handful of things to try occoured to me as soon as I rolled the mod back, I'll give them and your suggestions a shot and report back.
Now...
Can we maybe not get printed feedback every time we fire the weapon? I get that this is a scripted execution, but can the feedback not display? Is there a setting I'm missing?
Note that if a given object displays, but it's pink, then the texture failed to load. Same procedure to fix. Occasionally an author will fumble the text, usually by putting it in the wrong folder. You can usually fix that yourself, with a little knowledge of how Fo4's file structure works.
I'm not at home so can't test myself at the moment to check if a newly spawned version still throws the messages to verify.