Ok, guys, I'm working out how to replenish spent power packs for this baby, and came up with an idea I'd quite like to do but dunno if it's feasible, so if y'all have any ideas how it could be pulled off, just reply to this sticky or PM me if you'd rather not.
Here's the idea: To recharge spent power packs, all ya gotta do is slap 'em into an electrical outlet. This way you wouldn't need to use up small energy cells or whatevs in order to recharge them. I don't think, though, that electrical outlets are anywhere in the game by default (as far as I know at least), and I'm also not sure how exactly this sorta thing would be pulled off.
The wall outlet idea would be great, but as you've said I don't think there are any in the game, since everything is pretty much fission powered, even radios. The only thing I can think of is to make a power pack recharger be build-able at at work bench and use it to recharge the power packs that way.
There's generators here and there in the game. You could add a script to them that exchanges empty power packs for charged ones at the cost of some proportionate amount of flamer fuel. That's pretty much what my Homemade Gas Energy Cell Charger does. It wouldn't be hard to make that script work with your power packs.
Hmm, I think that maybe, if you were to do something similar to what Keleigh suggested, but have it use a much rarer form of energy cell(Electron Charge Packs) instead of Flamer Fuel, it would work great. Like, one ECP per every 4 power-packs?
I was about to suggest the fission batteries as well (http://fallout.wikia.com/wiki/Fission_battery), but Kainschilde209 beat me to it. There's plenty of them around, and you salvage 'em from robots occasionally with the Certified Tech perk, so keeping them in stock isn't too hard.
The standard phase packs are XX001658 (with the XX denoting the load order number, which you can find out using Wrye Flash or Mod Organizer). The Stun and Kill packs IDs are XX001656 and XX001657, respectively.
Yes, a workbench based conversion from Fission batteries would do nicely. To balance things out, you could make stun, phase, and kill packs from different numbers of batteries on hand.
Much as I hate to coin a Star Trek phrase to state my agreement..."Make it so, #1." In all seriousness, this would be PERFECT, and like Kain says, make the Fission Batteries GOOD for something other than bogging you down with extra weight.
Not sure if the phaser packs used sarium krellide in the old days. Have to figure out just what that material is. Could make it so you produce it at the workbench by breaking down stuff like fission batteries and microfusion cells. Making the packs would require scrap electronics, scrap metal and the refined sarium krellide.
Repair skill needed to extract the material needed to produce the sarium krellide and the process of manufacturing the packs should require a skill of 90 (repair and science) due to the fact it is very advanced tech and you may even want to require demolitions skill as well due to the fact it would be really easy to blow yourself to kingdom come playing with this stuff.
Another recipe could be for the spent packs themselves which would use something like a fission battery and 350 MF cells + the empty pack. Skill requirements would not be as steep.
It is entirely possible sarium krellide was in use during the TOS era, but the TOS era tech wasn't advanced enough to utilize it in smaller power cells; it could be that the powerpacks on a hand phaser were as small as a sarium krellide-based power cell could get, and as the years went on technological advancement lead to smaller and smaller sarium krellide power cells, just like how IRL technological advancement led to smaller and smaller storage mediums, phones, etc.
That said, I do like the idea of getting sarium krellide together in some way to make powerpacks. If I could, I'd make it that if you try to do so with low ranks in the requisite skills, you'd have X% chance of completely nuking yourself. I dunno if that could be done though.
i'm sorry, i always feel like an idiot when the author gives the id for an item, cause it Never works for me. so in this instance, i'm using MO and in the right window the priority # is different than the left window priority #. (priority being the load order# as i understand it), but go into console comm. and try to player.additem 55001658. item not recongnized. so i tried all variarnts of # to replace the xx and nothing. on the good side i have found a drop or 2 in containers for an extra 2 stuns and 2 phase over a period of 18 lvl increases
Yeah, I prefer to use Wrye Bash/Flash for handling mod sorting and stuff since it's more clear about what the load order number is. With it you can also right click on an ESP and hit Details to see the contents of the mod and their base IDs. That said, make sure when you type in the command you define a quantity [So it'd be like "player.additem 55001658 20"], otherwise it won't work.
I Took down 15+ deathclws singlehanded with one on these on the phase and kill settings, would be nice if the ammo could be recharged from a reload bench costing fusioc and energy cells
Causes issue with Improved Holdout weapon lists if you have Project Nevada. Would recommend making a patch for it(Patched my own mod). Other than that it is all that I wanted in a Phaser Mod.
What with the self charging and what not, what you could do is borrow a page from the recharger pistol and rifle's book. Make it so that the weapons can only fire at full power non stop for a certain length of time and....well if you have ever used any vanilla recharger weapon you'd get the drift. Anyway, that was what I was thinking would work. Perhaps come up with MF breeder knock offs for stun, phase and kill.
I some how lost everything when my game crashed. I'm playing hard core and cant restart. thank you for putting the ammo id's in here. but what is the phaser its self id? also love this so much
Ahh, good reference images if I do ever decide to make one of those things, so thanks for that. :3
I do plan on making some other sci-fi weapons. What's next may well be the ol' BlasTech E-11. I have somewhat started work on it, more GECK work than actual model work at this point, but the rugged thing would make a decent fit.
Damn, somehow I used up all the kill ammo. I thought I was being careful too. How rare is it to find more? Any chance you could make it craftable at workbenches?
I do plan to make the ammo craftable, just haven't yet gotten around to sorting it out. I think it is level-listed, but it might not show up very often. I'll probably adjust that along with craftability.
Until DMagnus gets the whole ammo thing ironed out and finished, you could do what I did. Just load up the mod in the GECK and change the ammo use 1 to ammo use is 0 then save. Kind of a cheat and not very realistic, but I also got tired of running out of ammo for my number 1 favorite energy weapon. Now I can just "Phase" away and never worry.
I'd rather be able to craft it, or such, but I'm not familiar enough with the GECK to make it craftable, or increase the availability in the leveled lists...so...was my next best solution.
I'm still fervently hoping that DMagnus comes out with that TOS phaser rifle he mentioned sometime back.
Not to worry, the TOS rifle is definitely planned, though at this point I can't really give an ETA on it. I have another gun in the works, but for the moment it's shelved.
I've actually just started work on it and already made a fair bit of progress, so while I still can't give an accurate ETA, it'll be around fairly soon if this keeps up.
175 comments
Here's the idea: To recharge spent power packs, all ya gotta do is slap 'em into an electrical outlet. This way you wouldn't need to use up small energy cells or whatevs in order to recharge them. I don't think, though, that electrical outlets are anywhere in the game by default (as far as I know at least), and I'm also not sure how exactly this sorta thing would be pulled off.
For clarity:
Stun Charge Pack1 Fission Battery = 50 packs
Phase Charge Pack 2 Fission Batteries = 50 packs
Kill Charge Pack 3 Fission Batteries = 50 packs
Repair skill needed to extract the material needed to produce the sarium krellide and the process of manufacturing the packs should require a skill of 90 (repair and science) due to the fact it is very advanced tech and you may even want to require demolitions skill as well due to the fact it would be really easy to blow yourself to kingdom come playing with this stuff.
Another recipe could be for the spent packs themselves which would use something like a fission battery and 350 MF cells + the empty pack. Skill requirements would not be as steep.
That said, I do like the idea of getting sarium krellide together in some way to make powerpacks. If I could, I'd make it that if you try to do so with low ranks in the requisite skills, you'd have X% chance of completely nuking yourself. I dunno if that could be done though.
on the good side i have found a drop or 2 in containers for an extra 2 stuns and 2 phase over a period of 18 lvl increases
It is still a pain actually going and getting it tho lol.
Easily 2 thumbs up & to date my favorite weapon for NV.
I also like your other ST assault phaser, though I prefer this one overall.
Very well done.
Endorsement # 290.
Would love to see you recreate similar weapons from other Sci-Fi series, too.
Some examples:
Pulse pistols from Farscape:
https://www.youtube.com/watch?v=HnBvgetIBvw
Blasters from Battlestar Galactica:
I do plan on making some other sci-fi weapons. What's next may well be the ol' BlasTech E-11. I have somewhat started work on it, more GECK work than actual model work at this point, but the rugged thing would make a decent fit.
Great job on this btw. Port it over to Fallout 4 when it comes out.
I'd rather be able to craft it, or such, but I'm not familiar enough with the GECK to make it craftable, or increase the availability in the leveled lists...so...was my next best solution.
I'm still fervently hoping that DMagnus comes out with that TOS phaser rifle he mentioned sometime back.