do I have to have the PN core ESP enabled or can I disable it? I want the tesla cannon charge up but I don't want PN, its severely outdated and I've replaced it completely.
so I download this and it doesent seem to work its at the bottom of my load order the only thing I got for the tesla cannon is a re texture would that mess anything up? I made sure my PN MCM settings were right I re equipped the weapon and evendropped re picked it up. but I cant get it to charge up how do I fix this I want an amazing tesla cannon I always felt like it wasn't that great because the massive ammo use and the damage was good but other weapons were right behind it so... yeah ive been looking for a buff for this weapon. but if you don't mind think you could make a simple mod just increasing the damage to be about on par with the gauss rifle? and the tesla beaton proto on par with the YCS/186. I would much love a mod like this and I feel it would be simple but I wouldn't know because I cant mod very well THANKS FOR READING
Installed the rebalance version on its own,and it works fine. Boy HOWDY does it work fine! I feel like calling it Merlin,and going hunting for Nod vehicles! The beam is immensely satisfying,and even though it absolutely demolishes the weapon's durability,it makes sense; The thing's a jury-rigged mess. Fully compatible with WMX,too. You get all of my likes. Such a shame that Elijah's Advanced LAER deals more damage per shot,though. At least,that's that my Pip-Boy's reporting.
Gonna ask,on the off chance that someone'll answer this; Do I need both the core and rebalance versions,if I want the full monty? Or just the rebalance version?
While both versions have a random chance to knock down soft targets (basically targets with low to medium str/end), this can be disabled in the Rebalance version with its Explosion Knockdown toggle. Everything else is the same.
Thank you for the info! I can't believe there aren't more weapons that have the same charge effect. This is legitimately one of the coolest Energy weapons in the game for me right now. Thank you!
It seems like it would be easy, but it's actually a real pain in the ass to implement. At least that's how I remember feeling when I was going through the code. Plus, it helps to have new assets for the projectile's visual and sound effects; unfortunately, those take a completely different skillset.
Regardless, I'm glad you're having fun with it It was a gratifying mod to put together. Do you feel the weapon's damage is balanced, by the way? I tweaked it a couple times early on.
Very balanced. Honestly I thought the damage output of the Tesla Cannons was way to low to use them for the ammo they consume. This changes that completely and makes it completely effective as a mass destruction ray. (Very few energy weapons are like that.) Also it is hard to find actually so it helps balance it out even further. (I also felt like OWB didn't have good enough ultra energy weapons like it should have in vanilla. IMO.)
First of all, thank you for posting; 2 1/2 months since the last update and you were the only one to say something.
There's some strange bug with implementing a scripted addition to the FormList governing PN's "awareness" of charged weapons; PN's MainCharge script doesn't like it. I've gone ahead and added the weapon to the list manually.
What does this mean for you? Probably nothing, but if you use PN's Equipment module, you will need to create a merge patch to gain the benefit of all chargeable weapons.
I always enjoyed the chargeable weapons feature of PN. Could you make a version which doesn't require the Equipment and Rebalance parts of Project Nevada?
Two years on, finally got around to doing this Would have done so sooner but, honestly, was put off by how ill-received this has been. New update also includes beefier max charge firing sound.
32 comments
Uhhh....
I like this.
Regardless, I'm glad you're having fun with it It was a gratifying mod to put together. Do you feel the weapon's damage is balanced, by the way? I tweaked it a couple times early on.
There's some strange bug with implementing a scripted addition to the FormList governing PN's "awareness" of charged weapons; PN's MainCharge script doesn't like it. I've gone ahead and added the weapon to the list manually.
What does this mean for you? Probably nothing, but if you use PN's Equipment module, you will need to create a merge patch to gain the benefit of all chargeable weapons.