Fallout 4
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Crazydeal

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Crazydeal

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About this mod

A lightweight energy weapon overhaul. Improves the viability of splitter attachments, tweaks receiver stats, equalizes some barrels, and fixes a few minor bugs. Also adds enhanced muzzle attachments to the laser musket.

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Changelogs
This started as an attempt to make splitter attachments more viable but spiraled into a number of changes to energy weapons. I attempted to give purpose to attachments I have rarely ever used, while also ironing out inconsistencies and a few small bugs.

Laser Splitter changes:
- Fires 5 projectiles instead of 4.
- Fire rate reduced by 20% instead of 10% as a trade off for its better stats.
- Spread tightened to 2 instead of 8 for the basic splitter. The amplified version does 1.6 instead of 6. Its far more accurate now.
- Damage increased by 3 for the basic splitter and 6 with the amplified version. This is instead of the vanilla 10% damage increase for both. 
- Recoil changed to 2 instead of 4, effectively halving it.
- Ammo capacity set to 15. (Capacitors reduce and increase this value.)

Plasma Splitter Changes: 
(These changes are made with reference to the sniper barrel and this mod, which adds a new type of barrel.)
- Fire rate reduced by 20% instead of 10% as a trade off for its better stats.
- Ammo capacity set to 12. (Capacitors reduce and increase this value.)
- Improved damage by +25% for the basic splitter and +50% for the improved version.
- Spread halved once again to 4 instead of 8.
- Recoil maximum was set to 4, matching the lower value.

Plasma Flamethrower Changes:
- Changed to improve energy damage but worsen physical

Receiver Changes:
Beta/Gamma Receivers:

- Now deal Radiation damage instead of Burning damage. I thought this made more sense. 5/15/25 per capacitor for lasers, 10/20/30 per capacitor for plasma.
- Best ammo capacity upgrade.
- Naming changed to match the new radiation damage.
Photon Receivers:
- Now have bonus fire rate in addition to Crit. damage. Increases by 5%/10%/15% per capacitor.
- Basic ammo capacity upgrade.
Maximized/Overcharged Receivers:
- Now deal Burning damage. Maximized = 6 over 3 seconds. Overcharged = 12 over 3 seconds. I wanted to keep the Burning damage and this was my solution. This has the added benefit of making these capacitors more interesting as well.
- Basic ammo capacity upgrade.

Laser Musket:
- Added improved muzzle attachments based on the existing Laser Rifle versions.
- Barrels no longer affect ammo capacity and do the same damage (based on long barrel).

General Changes:
- All energy weapons now start out with 20% less ammo capacity and gain more through capacitor upgrades.
- Short and long laser barrels now do the same damage (based on the long barrel).
- Barrels do not affect ammo capacity in any way. (This change and the one above were made to mimic ballistic barrel upgrades. Does not affect the sniper barrels.)
- Sniper barrels now set the ammo capacity to 12 instead of subtracting a percentage to avoid bugginess with the splitter ammo capacity change. (Laser Rifle)
- Improved auto barrels have 15% greater damage than vanilla, but 15% worse fire rate. This one is a bit of a personal change. I prefer slower, harder hitting automatics.
- As a general note, I tried to make the "boosted + photon/gamma" receivers a little more interesting by further improving their stats. Vanilla buffed their basic damage to be on par with the boosted damage upgrade, but I thought this was a missed opportunity to make them more competitive with the Overcharged receiver.


Inconsistencies and Bugfixes:
- Removed a 25% damage penalty on the standard and first tier receivers of the Institute Laser. This caused a massive damage spike between these receivers and the first damage upgrade.
- The Institute Laser Photon Exciter Receiver is supposed to be set to mult/add, but is set to add. This causes this receiver to have greater damage than it should. The true fix would be to set it to mult/add, but I opted to remove this damage value altogether as part of my fix to the damage spike mentioned above.
- Fixed the order of the plasma beta wave tuner and photon exciter mods in the crafting menu. Did the same with the Laser Musket glow sights.
- Removed the out of range damage multiplier on the laser gun splitter, as the Institute Laser and Laser Musket versions lacked it.