I just logged into F4, and got to work on upgrading weaponry in the Railroad HQ. I have the mod, already successfully used it on my fav laser rifle, and was about to use it on my only plasma rifle, too. When I tried, the mod was there, the option was there, but it was greyed out. When I tried it, it said "You lack the skills to use that item" I have Science 4 and Gun Nut 4, there are no locks anywhere visible, but the Supercharged (and Overcharged) options are grey, unusable. Any ideas, suggestions?
I also am having this problem. I have both perks, and all the parts to create the capacitor for a laser rifle, but it says I don't meet the requirements.
Thanks for all the hard work - this is a pretty fun little mod that really helps flesh the plasma/laser weapons out at the higher levels. Huzzah!
Just curious, but is there any chance you could make a similar capacitor of some kind for the Gauss rifle as well? Pretty lore friendly, I think, as it is entirely electromagnetic/kinetic in nature.
Unless I'm doing something very silly, it seems that trying to move this mod from one weapon to another doesn't work. When I went to take it off my Limitless Potential and put it on my Righteous Authority, the weapon mod didn't add itself to my inventory — it just stopped existing. I don't know if this is a glitch other people have experienced or what, but it's pretty annoying...
I love the supercharged capacitor. So, what about the Institute supercharged capacitor with adding Cryo damage? Just like same 2x the Laser and Plasma.
Good idea, now it looks like I can make use of those laser rifles I threw away long ago in replacement for the Gauss Rifle. There are, however, some suggestions: 1. Damage is 2x increased while mag is reduced to 3 is reasonable, 2. If possible, I hope you could add new sfx for the new Supercharged Capacitor, I recommend that sound of Laser Musket when shot with around 2-4 charges. Anyway, thanks very much for your mod!
I will sure consider that I'm also making a weapon overhaul mod. I may include future updates into that. And the actual damage of the laser rifle would be around 108 with improved sniper barrel. The 217++ damage is affected by Riflemen perk 4, the perk giving it another 2X boost. The weapon overhaul mod will also cover perks too
@SoulThief1221: For argument about laser's recoil that many smart-asses all over the nexus have criticized about: Yeah I know that, but I don't give a f.
Could you maybe do a slightly toned down version that keeps the damage of Overcharged but just adds the better ammo capacity, better burning damage, and better critical shot damage from the other high end capacitors?
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This is a small taste of my upcoming Overhaul mod which will cover All the Weapons. Armors, Explosives and Perks.
I have the mod, already successfully used it on my fav laser rifle, and was about to use it on my only plasma rifle, too.
When I tried, the mod was there, the option was there, but it was greyed out. When I tried it, it said "You lack the skills to use that item"
I have Science 4 and Gun Nut 4, there are no locks anywhere visible, but the Supercharged (and Overcharged) options are grey, unusable.
Any ideas, suggestions?
DrDyddan
Just curious, but is there any chance you could make a similar capacitor of some kind for the Gauss rifle as well? Pretty lore friendly, I think, as it is entirely electromagnetic/kinetic in nature.
Either way, thanks for sharing the mod!
Any chance my poor Institute Guns could get a super-ing?
1. Damage is 2x increased while mag is reduced to 3 is reasonable,
2. If possible, I hope you could add new sfx for the new Supercharged Capacitor, I recommend that sound of Laser Musket when shot with around 2-4 charges.
Anyway, thanks very much for your mod!
I'm also making a weapon overhaul mod. I may include future updates into that. And the actual damage of the laser rifle would be around 108 with improved sniper barrel. The 217++ damage is affected by Riflemen perk 4, the perk giving it another 2X boost.
The weapon overhaul mod will also cover perks too