File information

Last updated

Original upload

Created by

WarMocK

Uploaded by

WarMocK

Virus scan

Safe to use

Tags for this mod

23 comments

  1. MegaBroBuster
    MegaBroBuster
    • member
    • 0 kudos
    The remesh of the barrel lacks the nail on the front acting as the front sight. Thus ironsights are more annoying to use
  2. Flipocles
    Flipocles
    • premium
    • 30 kudos
    Is there a way to get this to work on an existing save? My laser musket has no ammo and won't reload. I checked in FO4Edit and nothing is overriding the record changes in your plugin. I also tried dropping and picking it back up. I can't check the scripts to see how it works(no source scripts), so how and when is the ammo supposed to be added?
    Edit: I just tried adding the ammo with console and it gets used up like normal instead of not being used, replenished, or however it's supposed to work with this mod.
    1. MegaBroBuster
      MegaBroBuster
      • member
      • 0 kudos
      yeah im seconding this, i have sadly bricked my laser musket and it no longer fires

      EDIT: NEVERMIND. After a couple of days i decided to take my laser musket outta the chest. It worked completely fine! No idea what fixed the issue, probably just had to reload the whole game. Either or, im absolutely enamored with this thing!

      Love the design, love the functionality, luv me bayonet.
  3. never2881998
    never2881998
    • member
    • 3 kudos
    Is the cranking thing suppose to be you crank 6 times then you can shoot 6 times, or shoot 1 shot 6 times stronger? I cranked 6 times but only managed to shoot 1 shot
  4. alexandrehiroshi
    alexandrehiroshi
    • member
    • 0 kudos
    Minutemen don't spawn with the ammo required to use the Laser Musket, resorting to punching. 
    1. WarMocK
      WarMocK
      • premium
      • 163 kudos
      Thank you, finally a good hint about what's going on!
      I'll do some testing to see why the scrip won't fire up as planned.

      EDIT: I spawned in a settler and gave her a laser musket. Upon equipping it from the trade menu, the cells were also spawned in as planned. She also used the musket to incinerate two mongrels that came along.
      I need to think a bit about it and consider what might be the cause.

      EDIT 2: spawning the Minutemen NPCs in via console commands and using "openactorcontainer 1" showed that none of them had any weapons on them at all - something must mess up the LL_Minutemen_Weapons_Ranged for some reason. Gonna investigate that next.

      EDIT 3: I managed to tweak the inventory list for EncMinutemen01Template by replacing LL_Minutemen_Weapons_Random with a new leveled list which imply combines the random LL with a new LL containing the Minutemen grenades, and spawning those NPCs in resulted in them both having the muskets (including ammo) and the grenades. Next step would be reverting to the random weapon LL instead of a pure musket LL so any mod which would add weapons to the vanilla game LL would still be compatible with this mod.
    2. alexandrehiroshi
      alexandrehiroshi
      • member
      • 0 kudos
      Thanks for looking up! I really love your mod! I began a Minutemen campaing using only minutemen, laser musket and mortars, that's why the punching militia came to my attention. I eagerly wait for any updates, cheers!
    3. WarMocK
      WarMocK
      • premium
      • 163 kudos
      I found the issue!
      Apparently the script associated to the laser musket for generating the charges does not fire up properly if the NPC does not spawn in with at least one charge also added to their inventory. I just added a new LL containing a few laser musket charges to be associated with the weapon, the result was the NPC now properly spawning in with 21 charges as they should. I'll upload a new version asap.
    4. alexandrehiroshi
      alexandrehiroshi
      • member
      • 0 kudos
      Holy molly that was quick, it is working! So long minutemen boxer company!
  5. Greenmailman
    Greenmailman
    • member
    • 1 kudos
    how do you figure this mod loaded after WE ARE THE MINUTEMEN would do? id want all Minutemen spawning consistently with bayonet-Laser Muskets but the Minutemen set to spawn in Power Armor to spawn with Broadsiders and gauss rifles. tried to do it myself but failed
  6. CHALLENGERIZER
    CHALLENGERIZER
    • supporter
    • 2 kudos
    Will this work with Far West Minutemen? I feel like this would compliment is perfectly but im hesitant since it they both edit the Minutemen.
    1. VampireWarmonger
      VampireWarmonger
      • supporter
      • 0 kudos
      far west minutemen mod leaves the weapon list alone. so this mod should be compatible
  7. TylerB003
    TylerB003
    • member
    • 0 kudos
    How well does this play with Minutemen Weapon's Pack (REDUX)?
    1. WarMocK
      WarMocK
      • premium
      • 163 kudos
      If it doesn't edit the inventory of the Minutemen directly it'll be fine. I added the grenades directly to the NPC inventories as the MM have no unique leveld list by default which is NOT random so I had to go this route, unfortunately.
  8. theRealRandomGamer
    theRealRandomGamer
    • member
    • 0 kudos
    nice, but with such efficient stuff, how you would explain they took a patée at Quincy?
    1. Sngll17
      Sngll17
      • member
      • 9 kudos
      Gunner's arsenal and manpower is superior, no matter what. That is where Preston's best friend (aka the Sole Survivor) is useful: enhancing the Minutement faction up to Gunners' level.
    2. TylerB003
      TylerB003
      • member
      • 0 kudos
      T-51 Power Armour, plus a traitor, plus low numbers protecting a lot of people, plus loss of morale from being left out to dry by allies.

      What the game gives us is sufficient already.
  9. Sngll17
    Sngll17
    • member
    • 9 kudos
    Good improvement to the otherwise feeble Minutemen firepower.
  10. HomelessGamerGO
    HomelessGamerGO
    • member
    • 7 kudos
    Nice mod i like what you did with the Pipe Revolver (Pretty Slick!) Great Job! 👍👍