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.
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.
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
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.
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!
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.
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
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.
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.
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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.
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.
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.
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.
What the game gives us is sufficient already.