About this mod

Brings the Automatron Tesla Rifle up to the same standard as the base game's energy weapons. New attachment slots, fixed bugs, improved special effects, and proper distribution into the world.

Requirements
Permissions and credits

Electric, tesla, lightning, pulse, shock, etc. -based weapons are always such a cool thing in games that made me excited when I first discovered the Tesla Gun in Automatron. Unfortunately, it freakin sucks. I fixed that.


REQUIRES Munitions and Leveled Item Fixes.

TLDR: Automatron's Tesla Rifle has been drastically overhauled to have more usability, better balance, far more attachments, and is treated as a Heavy Gun. You can acquire it in the same way as before, but now completing Automatron's questline will distribute it to the game world.

NEW features:

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-Now does ELECTRIC damage! The vanilla game doesn't have proper elemental resistances set up, so I HIGHLY recommend finding you a mod of your taste to add this, as it's set to use the target's Electric Resistance as well.
-Damage Type Values (dtEnergy, 32 -> dtElectrical, 32)
-Has its own AimModel! The original used the Laser Gun's AM, and since it's a new weapon, it should have its own stats to make it more unique. The differences are as follows:
-Higher maximum spread (Cone of Fire Max Angle 4.0 -> 6.0)
-Less spread reduction over time (Cone of Fire Decrease Per Sec 5.0 -> 3.0)
-Improved crouched accuracy (Cone of Fire Sneak Mult 0.8 -> 0.5)
-Less recoil auto-correction (Recoil Diminish Spring Force 150.0 -> 50.0)
-Slightly reduced auto-correction while aiming (Recoil Diminish Sights Mult 1.0 -> 0.9)
-Improved Hipfire recoil (Recoil Hip Mult 1.0 -> 0.5)
-Removed recoil Runaway buffer (Runaway Recoil Shots 3 -> 0)
A few of these are nerfs, so that it feels closer to a big, hulking scrap weapon. There is also a separate Aim Model for the Automatic barrels, intended to make it feel more like a focus-fire support weapon. The stats are identical to above, except for a slight change:
-Spread now STARTS at maximum, and firing reduces it until you hit the minimum spread angle. (Cone of Fire  Increase Per Shot 0.8 -> -0.2 | Cone of Fire Decrease Per Sec 3.0 -> -0.15)
-New attachment slots! You can now modify the Receiver and Grip. It also has the Legendary keyword, so you can find it in the wild, or apply an effect with another mod.
-New attachments in existing categories! Includes custom optics and iron sights with new models, rather than copypasted attachments that already existed in the base game. They also all have properly named misc items, and sorted based on comparable cap values to the Plasma and Laser weapon attachments.
Scopes:
-Standard Sights and Reflex Sight both have custom models (Thanks to Micalov for the Reflex housing design).
-New Short, Medium and Long scopes, and their Night Vision variants with custom models.
-New Recon scope that new uses the gigantic Assault Rifle variant.
Barrels:
-Semi-Auto Barrel has no change.
-Charging Shotgun Barrel now has modified spread, recoil, and damage properties that are additive instead of a forced SET value, among other changes.
-AimModelMinConeDegrees (SET 10.0 -> MUL+ADD 1.0)
-AimModelMaxConeDegrees (SET 10.0 -> MUL+ADD 1.0)
-AimModelRecoilMaxDegPerShot (SET 4.0 -> MUL+ADD 2.0)
-AimModelRecoilMinDegPerShot (SET 4.0 -> MUL+ADD 2.0)
-Removed the aim down sights penalty to spread. Now you can use it COD-Shotgun style. (AimModelCone IronSightsMultiplier, SET 1.0 -> removed)
-Increased the projectile count. (NumProjectiles 4 -> 5)
-Changed the damage type and amount (SET dtEnergy 130 -> MUL+ADD dtElectrical 3.5)
-Charging Barrel
-Changed the damage type and amount (SET dtEnergy 110 -> MUL+ADD dtElectrical 5.0)
-Automatic Barrel
-Changed the fire rate modifier to a multiplier (SET 0.15 -> MUL+ADD -0.15)
-Reduced the recoil per shot (AimModelRecoilMax/MinDegPerShot -> MUL+ADD -0.25)
-Changed the damage type and amount (ADD dtEnergy -0.25 -> MUL+ADD dtElectrical -0.4)
-Charging Lob Barrel
-Min/Max Spread (SET 10.0 -> MUL+ADD 2.0)
-Min/Max Recoil per Shot (SET 4.0 -> MUL+ADD 1.0)
-Aim Spread Multiplier (SET 1.0 -> MUL+ADD 0.5)
-Changed damage type and amount (SET dtEnergy 110 -> MUL+ADD dtElectrical 4.0)
-NEW BARREL: Ball Lightning Barrel! Automatic, and fires an arcing, explosive orb of electrical energy that tracks targets.
Receivers:
-Same as the Laser Gun, but damage is now Electrical, and rather than burning damage there's a 5% chance to stun on hit. There's also a Quick Eject receiver based on an older mod I made for the Laser and Plasma guns.
Grips:
-Same as the Rifle grips from Plasma and Laser guns, with custom models! Short Stock is the one you're used to, and is the default.

Like the Plasma and Laser guns in the base game, there are now Improved variants of the barrels with boosted stats for later game use. Stats not listed are identical to the base variant.
-Improved Semi-Auto Barrel
-Min Range Multiplier 4.0 -> 7.0
-Max Range Multiplier 6.0 -> 8.0
-Caps Value Multiplier 0.1 -> 0.2
-Electrical Damage Multiplier null -> 0.5
-Improved Charging Shotgun Barrel
-Min Range Multiplier 4.0 -> 6.0
-Max Range Multiplier 5.0 -> 8.0
-Caps Value Multiplier 0.3 -> 0.4
-Added Projectiles 5 -> 11
-Electrical Damage Multiplier 3.5 -> 4.0
-Improved Charging Barrel
-Min Range Multiplier 4.0 -> 6.0
-Max Range Multiplier 7.0 -> 9.0
-Caps Value Multiplier 0.4 -> 0.45
-Electrical Damage Multiplier 5.0 -> 5.5
-Improved Automatic Barrel
-Speed Multiplier null -> +0.1
-Caps Value Multiplier 0.2 -> 0.3
-Max/Min Recoil Multiplier -0.25 -> null
-Electrical Damage Multiplier -0.4 -> -0.3
-Improved Charging Lob Barrel
-Caps Value Multiplier 0.35 -> 0.4
-Added Projectiles 5 -> 8
-Electrical Damage Multiplier 4.0 -> 4.5
-Ball Lightning barrel does NOT have an Improved version, as it's intended to be the equivalent of the Plasma Thrower for this weapon. (Yeah, I know the Lobber is realistically that, but I really wanted to make a DOOM Plasma Rifle barrel.)



CHANGES:

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-Like some electric or heavy weapons in 3/NV, this now uses Electron Charge Packs (Munitions Required).
-Now treated as WeaponTypeHeavyGun, since it's a bigass clunker.
-Removed "Featured Item" keyword, so you aren't forced into the inspect screen when picking it up.
-AP cost increased from 30 to 35.
-Sighted transition seconds increased from 0.2 to 0.3.
-You still get your Tesla Rifle from where you'd find it in the Automatron DLC - But now, once you complete the final step in its quest, it will be distributed to the Wasteland, where I think it makes sense. It will not show up until you finish Automatron.
-BoS Heavy PA troops (Minigun and GatLaser) now have a chance to carry one, in various configurations.
-BoS Quartermaster, Proctor Teagan can sell them.
-Gun vendors can now sell it.
-Boss type enemies can now have one.
-Quest Rewards using the Weapon_HighLevel pool can have a chance to grant you one.
-Anything using Weapons_Guns_Long can have one.


FIXES:

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-The lightning projectiles now have a max distance of 10000, so you can actually hit things further than 10 feet away.
-Muzzle flash and projectile lifetime are reduced so they don't linger around so long anymore, like proper bolts of lightning.
-The "chain" explosion is no longer invisible! Now you can actually see that you hit things, even if the chained bolt doesn't spawn.




Thanks to:

Micalov for the Reflex model.
DankRafft for the fantastic leveled list scripts.
codeblackcrash for Munitions.
and Degenerate Dak's discord server for putting up with my shenanigans.