Fallout 4

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Micalov and Rosalind Orman

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micalov

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92 comments

  1. AkiMinowara
    AkiMinowara
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    I`m level 684 and still can`t find this weapon anywhere in the game. Installed with Vortex, so no problem here. Weapon simply don`t exist.
    1. BingusBoy20
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      1. How in the hell are you lvl 684
      2. It might be Vortex screwing up, since it doesn't exactly have the best rep for reliability.
    2. Alloy4Ghost
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      the best way is trading on institute... (synth trader) if not, just use a esp explorer xd 
  2. BryanBreynolds
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    Looks like a neat mod and I'm sure the low damage is fine for vanilla on lower difficulites.  
    However I'm using "Unleveled World - F4SE" and "Encounter Zone Recalculation", (which are self self explanatory and solid mods).
    So low damage ain't gonna cut it, even on hard difficulty, which doesn't nerf your weapon damage by half like very hard does.
  3. rlw6664
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    Mod didn't seem to work for me either (Lvl 63). Could be something on my end though. I typed in player.additem FE057075 and received the weapon.
  4. Nightmasterxt
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    Beautiful weapon but I have a question:

    Is it compatible with your other mod Institute Plasma Defender (https://www.nexusmods.com/fallout4/mods/69001?tab=posts)?

    If so in what order should I load it to have both weapons in my game?
    1. micalov
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      yes and what ever since both are stand alone
    2. Nightmasterxt
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      I asked because in the description you say they start to appear in the synths after certain levels so I feared they could interfere with the leveled lists of one one another
  5. mjblaine
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    hey could you put in mod description how to obtain this weapon. cant find it any where
    1. GabrielWithoutWings
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      It's on the main page:

      Added to the leveled lists from level 10via scripts, using dankrafts script injector.
    2. golivie
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      Mod authors put descriptions for no reason now apparently. 
    3. AkiMinowara
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      maybe description and actual game don`t match. let`s exclude the "maybe' word. yeah. let`s do this.
  6. shade0217
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    Forgive a rookie (I'm new to PC gaming and to mods) - I saw this mod on youtube and wanted to try it out because it looks awesome. I downloaded this mod, and it's currently showing up at the bottom of my load order, and I can't find any of these rifles anywhere. In my save, I've sided with the institute, and have finished their main story prior to the download. The Synth vendor in the institute doesn't sell the rifle (thought I noticed they now sell more vanilla plasma elements).

    I've downloaded your EM rifle mod (it's awesome btw) and was able to craft it at the chemistry station, but can't find this plasma rifle anywhere. Any tips, or is there a way to spawn one in my game via console commands?

    TYIA - sorry for a likely dumb question!
    1. VaIediction
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      I second this persons issue. Installed mod shortly after entering the Institute for the first time in the playthrough. Have not encountered the rifle naturally in either Synth loot or Institute vendor inventory. The Vendor however does sell an abnormal amount of Plasma weaponry. Currently level 41. 

      The Command sequence  to manually add this weapon to your inventory is: "help plasma 4", scroll up the results until you find a weapon entry labeled Institute Plasma, note the ID of the item,  then use command "player.additem (item ID here) 1". 
    2. micalov
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      also type help name 4 weap will just list weapons ammo for ammo etc
  7. RavenKing95
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    I don't know if it was just me or I wasn't hitting right, but I was messing around with this last night and finding an oil slick, I naturally fired on it so as to burn it away before something else could use it against me. Funny thing though, it failed to ignite. I fired a few more times, just to make sure and still nothing. Eventually, I switched to my sidearm (Alexerator's excellent Plasma Defender) and it burned quite merrily. I can confirm that the plasma rifle will make car engines explode (the people below the highways must have wondered what was going on), but for some reason, no oil fire. Did you miss a keyword or something? I was a little confused, because I know that lasers will do the job just fine, but maybe putting the beam together the way you did changed something. Just thought you should know.
    1. micalov
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      Thats a weird one, honestly no real clue.
    2. RavenKing95
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      I guess it would be a pretty easy one to miss! Still, it's not like it's a gamebreaker, is it? Gun still works perfectly, still gooifies on command... It just struck me as odd, you know?
    3. RavenKing95
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      I am pleased to report, incidentally, that the Institute Plasma Rifle is affected by the Penetrator Perk, much as conventional laser weaponry is. I've just tried it out with the Cheat Terminal!
  8. rashikgutpa1994
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    Love the mod!

    Wish there was a fix for how s#*! the vanilla weapon grip is, would make mods like this so much better without the "hold rifle gently like hamburger"

  9. HudsonX01
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    I absolutely love this mod! I've always wanted a beam style plasma weapon in the game and the design is phenomenal. I just wish it was easer to find in game. I noticed some of your other mods can be crafted at the chemistry station, I was wondering if you had any plans to do the same for this one?
  10. RavenKing95
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    So I finally had a chance to try out all your stuff yesterday, but I'm going to post it all here just to save some time. You have done an absolutely phenomenal job. It all works fantastically well, the designs are smooth and boxy with none of the unnecessary bulk and by not changing any of the major stats or perk requirements, you've made (in the case of the plasma rifle, at least) a weapon that manages to avoid the usual problem of being straight up overpowered. The weight difference and greater availability of ammunition are nicely offset by the relative lack of versatility, as unlike a vanilla plasma gun, you can't turn this little beauty into a pistol or use it as a flamethrower. I particularly like the use of the alien blaster sound, which nicely distinguishes this from a conventional plasma or laser weapon, especially as the plasma is produced in a different form. Why shouldn't it sound different as a beam?
    Your laser rifle remeshes are top notch (though I will say, a little funny looking in Paladin Danse's hand!), again producing something that still looks lore-friendly but cutting down on size and the same goes for your gamma gun, which is never going to leave my LO again, even if I never use them myself. 
    Even your ballistic pistol and the new Institute Field Knife are some of the best work I've seen in a while (by the way, I noticed one of the batons on a synth was kind of... exploded? It was still there, but in pieces, but only on that one synth) and all the more impressive considering you used nothing but vanilla assets to make them. I was a little concerned after seeing the way the CC skins attached to them that I might have placed Institute Weapons Debulked in the wrong place, but on reflection it seems much more likely that it's simply down to placing textures of a certain size onto objects originally meant to be larger. Regardless, the finish is still smooth and well-placed, so I can hardly complain about the Brotherhood iconography not being visible, especially as I usually only use it for the colours! 
    All in all, you've done extremely well and given your habit of providing these masterpieces to those of us on Xbox, I can hardly wait to see what you do next. Oh, and I hope you do eventually figure out a way to replace Experiment 18-A with one of these. Icing on the cake, good sir. Icing on the cake!
    1. micalov
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      Sorry for the delay and thanks,

      In regards to the exploded baton, my guess would be it spawned prior to the mod, thats my only guess.
    2. RavenKing95
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      Seems doubtful. It was a completely fresh save! Still, they swing them so quickly you barely notice them anyway, so it's not a huge problem. While I've got you here, I had a question about the rifle that didn't occur to me earlier. I know that conventional plasma weapons aren't able to make use of the Penetrator perk and won't pass through any layer without the use of critical hits. Wiki doesn't seem to know why, but I'd guess it's got something to do with plasma projectiles essentially being superheated blobs of energy which 'splash' on impact.
      Either way, this magnificent thing fires a beam (which I assume you achieved by modifying a laser and changing the damage types, which in hindsight seems like it would just cause energy damage rather than that AND ballistic, but I'm getting sidetracked). My question, then, is whether or not it will penetrate (assuming you've got the perk) like a laser would? I prefer using plasma mid-to-late game, so I very rarely bother to take Penetrator. Might be interesting if I can this time.
    3. micalov
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      In honesty I do not know, might be beams can penetrate full stop and if that is the case it probably would.

      If its tied to the actual setting on the projectile which guessing it might be to penetrate geometry, then yes it can, the plasma bolt does not have it enabled, but the beam projectile the mod uses does.

      Thats all just hyperthetical as unsure exactly HOW the perk works but would be my best guess.


      The actual beam is just the mesh of the liaser beam, applying the gradiant effects texture of the plasma projectile and using the, I have figured out how to do a projectile switch
    4. RavenKing95
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      Yeah, I was going to say. You did a really good job on the beam, the sound effect really adds to that and the fact that it still LOOKS like plasma... I mean, I can't praise this thing enough. I haven't properly played Fallout 4 for the better part of this year because I was waiting on someone to port a patch for the Wattz 3000 and it seems increasingly unlikely that's never going to happen, but your stuff has given me so many alternatives, even if it means the aesthetics are just more suitable for what I'm going for. Literally, my only complaint about the plasma rifle is that it looks a little short even with the Sniper barrel, but that might just be because I'm used to the Wattz which is ridiculously long.
    5. micalov
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      It is quite a short weapon, even though watzz is super long, I have a tendency and preferance towards shorter weapons unless its huge snipers tbh so guess it rubs off in the weapon meshs.
    6. RavenKing95
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      That's more than understandable. I feel like if it were maybe a quarter longer, maybe half as much as that? It'll look just a little better. That's my preference, though, obviously. I'm just happy to have it!