Fallout 4
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Babaloo321

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Babaloo321

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LPPO Addon for TheRizzler1's LAER mod. Overhauls the leveled lists, weapon combinations, lore, and more! Also fixes some bugs in the original plugin.

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LAER (Laser Assisted Electrical Rifle) Overhaul - An LPPO Addon
                                                                                                                          
This is an addon for my other mod Laser Plasma Pulse Overhaul (LPPO) - Classic Energy Damage Types and More that adds compatibility between it and LAER (Laser Assisted Electrical Rifle) by TheRizzler1, but also overhauls the Leveled Lists, Weapon Combinations, the LAER itself, and the lore surrounding the origin of the weapons. It also fixes some bugs present in the original mod and changes the method of Leveled List distribution from scripted quest injection, to one that makes use of RobCo Patcher by Zzyxzz.

                                               CHANGES                                                         
THE LEVELED LISTS
- Changed the method of Leveled List distribution from scripted quest injection, to one that uses RobCo Patcher.
- Made new Leveled Lists and added the LAER to more of them than they were in originally, but removed them from ones that didn't make sense to me.
- Upped the level requirement for most LAERs to spawn.
- Gave all the Institute Robotics division scientists LAERs, just in case of malfunctioning Synths and whatnot.
- Gave all Institute Synth Patrol Leaders each an LAER, and an LAER Stun Baton.


THE LAER ITSELF
- Added new weapon combinations that the LAER will spawn with, this goes for the LAER Stun Stick, too.
- Consolidated the Worn LAER variant into the main one, with custom keywords assigned to these new weapon combinations and the existing worn LAER leveled lists. For simplicity's sake.
- Made the Coil Body, Tesla Barrel, and Arc Diverging Barrel all change the ammo used to Electron Charge Packs from Munitions - Ammo Expansion Project by codeblackcrash.
- All LAER mods/attachments are now able to spawn on all LAERs. Doesn't matter who has it, or where it spawns, this goes for the LAER Stun Stick, too.

- Changed the Instance Naming to the one for vanilla guns, but added the LAER OMOD INNR names to the vanilla one via quest injection.
- Disabled the LAERiachi.
- All of the weapons now give actual scrap when scrapped.
- The LAER weapons will no longer conflict with the Damage Modifiers from Laser Plasma Pulse Overhaul (LPPO) - Classic Energy Damage Types and More, this goes for the LAER Stun Stick, too.


THE LORE
- Changed the lore contained in the holotapes so as to imply that the LAERs weren't a unique discovery by the Institute. They were always out there, and are used by some technologically savvy wastelanders and factions. The Institute just modified it for their own use.
- The Institute's LAER variant exclusively uses Microfusion Cells, and doesn't have it's ammo changed by the Coil Body, Tesla Barrel, or Arc Diverging Barrel. It also has a bit less damage and a slightly higher ROF than the regular LAER.

THE BUG FIX
- Some of the objects added by the original mod in the Hotel Rexford were not properly marked as owned by the player (Including a LAER Skin Mag). This makes it problematic when attempting to read the Mag, since you can't without picking it up, which counts as stealing (And it's also in the player-rented room). I fixed this by adding player ownership to all of the added objects within this cell.
- Some of the cells that were added items to had broken precombines since the author did not carry over the Precombines/Previs file timestamps. I fixed this.

                                                   FILES                                                             
1) LAER Overhaul - An LPPO Addon
M
ain file. Contains the plugin and RobCo Patcher files.

2) We Are The Minutemen LL Override (Should be used with We Are The Minutemen)
Updates the Leveled Lists changes to add the LAERs to the custom Minutemen LLs in We Are The Minutemen by TheFirstEnD. Contains updated RobCo Patcher Leveled List files that overwrite the ones in the main file. Does not specifically require WATM, but will not be of much use without it.


3) ECO - REDUX PATCH (Requires Equipment and Crafting Overhaul (ECO) - Redux)
Contains a patch for Equipment and Crafting Overhaul (ECO) - Redux by DankRafft that integrates it into the ECO framework.

4) ECO-NEO INNR PATCH (Requires ONE of the INNR plugins from ECO-Redux or NEO)
Changes the order of the Instance Naming record that's used by the quest injector to one that's compatible with Equipment and Crafting Overhaul (ECO) - Redux's INNR Plugin (Dank_ECO-INNR.esp), as well as New Equipment Overhaul (NEO)'s INNR Plugin (Dank_INNRoverride.esp).

PLEASE READ HERE FOR CRITICAL INFO REGARDING ECO-NEO PATCH PRECAUTIONS

                                          REQUIREMENTS                                                   
Since this mod is an addon for my other mod Laser Plasma Pulse Overhaul (LPPO) - Classic Energy Damage Types and More, it will require that mod in order to be used.

It also requires Munitions - Ammo Expansion Project by codeblackcrash, so you can't use the Non-Munitions version on the LPPO downloads page.

Just like the master LPPO mod, this addon makes use of RobCo Patcher by Zzyxzz, so it is required in order for the LAERs to be distributed, and for most of the ECO - Redux patch to even function properly.

The We Are The Minutemen LL Override file should only be used if you also use WATM. It shouldn't cause any issues if you don't use WATM, but it would be quite pointless to use if you don't plan on using WATM at any point in your save-game, plus it'll make the Minutemen not use the LAERs. Make sure to overwrite the original RobCo Patcher files in the main file with these.

The ECO-Redux Patch requires Equipment and Crafting Overhaul (ECO) - Redux by DankRafft.

The ECO-NEO INNR Patch requires ONE of the optional INNR plugins from Equipment and Crafting Overhaul (ECO) - Redux OR New Equipment Overhaul (NEO) [Dank_ECO-INNR.esp / Dank_INNRoverride.esp]

PLEASE READ HERE FOR CRITICAL INFO REGARDING ECO-NEO PATCH PRECAUTIONS

                         INSTRUCTIONS AND INSTALLATION                                
All of the files listed here are light ESP plugins, meaning they won't count towards your max plugin limit.

Manual:
Place in Fallout 4\Data

With Manager:
Install normally


As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

                                   SOME OF MY OTHER MODS                                      

Constructible Settlement Faction Guards
Wild Plants Grow Back - Wild Plant Respawn Fix
Utility Grenades Have Visible Throw Arc
Institute Has Their Own Batons - Uses Robco Patcher
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Laser Plasma Pulse Overhaul (LPPO) - Classic Energy Damage Types and More
Wasteland Imports - Reloaded
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!