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Changelogs
Version 28-12-2018
Just a quick fix to add The Ammunition to the Mercenary that carries the YCS/186 and to add Recipe's to the Workbench
Added TFH HD Gasuss Rifle as a master
Removed 1 projectile from Ycs/186 and gave it the Gobi Campaign Scout Rifle "DummyNVStraightRazor" Crit Chance/Damage Effect. Updated file version to V.29-12-2018
Also Changed the Skill/Equipment type on YCS/186 back to Guns/Small Guns... Got swapped back to energy weapons when I made TFH HD Gauss Rifle a master
Just a simple Patch that changes the ammo to 2mmEC Rounds and the Skill/Equipment type to Guns/Small Guns
To start;
I couldn't get my head around the fact that in game the Gauss Rifle and the YCS/186 are energy Weapons... When by it's Very Description on the New Vegas Wiki "The Gauss rifle, also called a "coil gun," is a device used to propel a ferromagnetic projectile by accelerating it through a process of electromagnetic induction" they are very clearly Ballistic Weapons... well I got fed up and did something about it.
What this mod does
Simply Put, it changes the ammo used to 2mmEC rounds in 3 different Flavors: Standard, Max Charge and Over Charge. It also Changes the Skill and Equipment type to Guns and Small Guns they now use 1 round per shot, and I gave them a slight buff to damage and critical chance (both of them now have the "DummyNVKnife" Critical chance effect) and the YCS/186 now shoots 2 Projectiles per shot (hey it's a unique Gauss Rifle so I gave it a certain Uniquity... Doc Mobius Get Back in your Dome!!!)
Either Drag the .esp into your Data directory, open Fallout Launcher and Activate it from there or Use your Mod Manager of choice
Credits
Earache42, FluidFire, and everyone over at the Caliber-X Mod Page TheFourthHorse For their Amazing Retexture of said Implements of Long Range destruction Bethesda and Obsidian Entertainment for the game And the Nexus Modding Community for keeping things interesting