cool, I never used this 5 minutes after acquiring it so I hope this'll make it more interesting. I also like the munitions addition because it really makes no sense balancing wise how this can use the same ammo as a standard level rifle.
Thanks! Yeah i always hated how the two laser ammos were either tiny high abundance cheap cells, or giant fuckoff high capacity gatling ammo. No betweens, so you always have a ton of ammo, making a strong energy weapon either needed to be low damage per shot or have a massive fire rate, couldn't realistically do like a heavy gun or high caliber equivalent without making it OP.
Changing the ammo and damage types was a terrible decision. Don't understand why you decided on those when everything else is exactly what this weapon needed.
Changed the ammo type because electric weapons have a history of being ECP in Fallout, and it makes sense as a heavy weapon since they aren't as common as MFC. Damage type is because it's an electric weapon, so doing electric damage separates it from basic energy.
You can always tweak with xEdit or make your own mod if you don't like what other people make!
Hi, is the charge sound bug still present with this mod or was it fixed? it's an interesting mod but that bug has been around for ages if a Tesla is given to an NPC
This has to be the ugliest weapon in all of gaming, just an eyesore, from the colour to the design. Thank you for taking the time to make this mod but this weapon is un-salvageable.
Then what would you call what I would like to see? I just want to be able to fire my tesla and it only damage and agro things actually hostile to me :(
Can you make the tesla not hurt friendlies or neutrals, only enemies/hostiles? I don't really care what it's called I just want to feel safe using my tesla, especially with the arcs.
Yeah I'm not sure if the game counts hits or damage when it comes to agro though, that's the only thing. I know in 76 it takes damage, once they fixed the night light enemies stopped reacting to it because it did no damage which was trippy to see videos of.
Happy to see this finally out. The tesla rifle was a great weapon, and this gives it some much needed polish. I look forward to seeing what else you work on going forward.
One design decision I'm a little concerned about is the swap to electrical damage. I think even damage overhaul mods that incorporate fire and cryo resistances into the game tend to ignore electrical damage, and the weapon has quite high damage besides. The rest of the changes are very neat and cool, though.
If you run a heavily modded load order with new equipment, npcs/enemies and such, patches for those kind of things can be a pain in the ass. It's why I don't run any damage/resistance overhaul mods, as much as i think it would be cool.
I like a lot of what's been done here so I might tweak damage types and see how that works for myself.
I can't stand all non-ballistic damage being just Energy, and I will always implement it for my weapons or armor. It doesn't make sense that cold based weapons, fire based weapons, and electric weapons are all the same damage type and resistance as laser beams.
There's very little in the vanilla game that touches on Electical Resistance as it was implemented into the Robot DLC, rather than the base game. So, unlike Poison, Acid, Cryo, Fire, Energy, Physical... Electrical is definitely one of the least resisted types. Acid is pretty close behind, with Cryo and Fire after... Poison, Energy, Physical of course have the most vanilla resistances.
Personally I'm ok with the change because I have my own resistance/immunity/damage system.
Maybe in the future I'll make an optional file but it won't be soon. I highly highly recommend you give munitions a shot, it's unintrusive and helps the game feel closer to to the rest of the series
39 comments
You can always tweak with xEdit or make your own mod if you don't like what other people make!
Thank you for taking the time to make this mod but this weapon is un-salvageable.
Or go on that quest with radio boy and fire a tesla in the beer factory and he doesn't die and neither does the hostage but all the raiders do.
That's what I mean by friendly fire :).
One design decision I'm a little concerned about is the swap to electrical damage. I think even damage overhaul mods that incorporate fire and cryo resistances into the game tend to ignore electrical damage, and the weapon has quite high damage besides. The rest of the changes are very neat and cool, though.
I like a lot of what's been done here so I might tweak damage types and see how that works for myself.
Personally I'm ok with the change because I have my own resistance/immunity/damage system.
Would be doing this myself, but I don't do it often, ignore my ignorance :)
But I feel it didn't hurt to ask, thanks.
Thank!!