Hi there, i wanted to ask you, if it wont bother you too much, to make a WMX compatibility for your mod. It is the only viable and balanced recharger rifle rebalance, but it just doesn't pair with WMX at all. Is it possible that you will make a compatibility patch?
Thats a shame, but not really for me now, since i figured out how to modify the WMX-EVE plugin and inplement your rebalancing ideas in it, with the WMX mods and EVE meshes. So thanks for the inspiration!
I know I'm late but if you go into xedit and go into the weapons category of WMX you can see all of the mods available. So if you wanted to get rid of the scope entirely and just keep the stats changes you'd copy over the mod in the slot the scope uses from WMX to this mod's weapon mod slot. E.G. Laser scope says it's in weapon mod slot 2 so you'd take everything WMX has in each box under mod slot 2 and copy it over to "Recharge Rifle Rebalance" mod slot 2 and voila! Hope that helps you or anyone else coming by this!
This would be an excellent mod to utilise an otherwise lacklustre weapon. But most people I know use EVE, and it's not EVE compatible :( even though the cibrhusk added the EVE weapon textures, the gun still doesn't play the EVE equip sound, fire the EVE golden laser's or utilise the EVE recharger disintegration effects :( Sadness. I can't find any other mods that really give the recharger rifle a new life in the game ether :(
Congrats on a nice mod. Really good to see someone making use of the scope resource. I've borrowed "cough" your yellow beams and integrated into my personal weapons mod. Hope to see more from you.
I've made it EVE compatible for my own usage simply by changing the texture paths of your nif to the location EVE uses (its even compatible enough without any uv edits) and by putting in 2 hours of texture rework so the scope fits the EVE textures design. If you care to have it I could send you the work.
I've uploaded the file here https://paste.c-net.org/BombedCopies If you want you can add it to your page or we can just leave it hanging here in the comments ;-) Giving it its own mod page seems a bit overkill ;-)
(Link to file will expire in 180 days, expiration will be reset to 180 days every time the file is accessed, handy thing paste.c-net.org)
It would cause a conflict even without the scope mod because it has to edit the weapon form to accomplish the rebalancing, which affects everything including mods.
Loving this mod, super nice for this thing to actually have a niche now. Some questions/notes though. - IMO, it does slightly too much damage, given that you can find it extremely early in the game. Even with only 3 shots it's enough to deal with most early-game critters with no issues, and can put a good dent in groups of raiders. - I'm noticing an oddity where for some reason for about 2 seconds after I fire, the gun kind of "floats" in place and I can't holster it. If I'm ADS when I do it and then un-ADS, the gun sits in the middle of the screen for a few seconds. I can fire again well before the gun recovers, but I can't holster until it does.
I have seen the "float" behavior that you mention happen with a number of other weapons and other mods. It never bothered me too much, but I think it starts to become noticeable when a weapon's Attack Multiplier is lowered (as is done here for balance purposes... only way to reduce the fire rate of something that isn't automatic). I don't think every attack animation is subject to it, but regardless, that behavior is more widespread than just this mod.
Regarding the balance, I did want to keep the DPS about the same. It does a good deal more damage than the Varmint Rifle, but less than the Cowboy Repeater or Plasma Pistol, and you can start to get your hands on those by the time you reach Primm/NCRCF respectively (doesn't Chet sell a Plasma Pistol sometimes too?). I was thinking that maybe I should either raise the skill requirement, lower the ammo capacity further, or lower the damage and increase the fire rate. Not sure if I should try "removing" it from the very early game due to the conflicts that could create.
i tried it but the scope mod didn't work. it has the slot but it said i don't have any mod in my inventory although i use additem and it said i got it i have wme and wmx in my load order and yours as the last one.
I don't really know what could be wrong. I just checked in FNVEdit and the Recharger Rifle is associated with the correct weapon mod in both the plugins that I uploaded.
i use the one for DLC, mods i use that possibly have tweaking the gun and the mod (in load order): YUP (with all updates and additional mods) MWE (with all updates and additional mods) MWX (with all updates and additional mods)
It's definitely not YUP because I use that, too. Either of those big weapon mod additions are going to conflict with it because they edit the Recharger Rifle itself. In fact, they probably conflict with each other.
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Cheers!
I've made it EVE compatible for my own usage simply by changing the texture paths of your nif to the location EVE uses (its even compatible enough without any uv edits) and by putting in 2 hours of texture rework so the scope fits the EVE textures design. If you care to have it I could send you the work.
If you want you can add it to your page or we can just leave it hanging here in the comments ;-)
Giving it its own mod page seems a bit overkill ;-)
(Link to file will expire in 180 days, expiration will be reset to 180 days every time the file is accessed, handy thing paste.c-net.org)
I would never use it, so this gives me a reason to.
I think 3 shots is a bit too little. Even 4 would be a nice change.
- IMO, it does slightly too much damage, given that you can find it extremely early in the game. Even with only 3 shots it's enough to deal with most early-game critters with no issues, and can put a good dent in groups of raiders.
- I'm noticing an oddity where for some reason for about 2 seconds after I fire, the gun kind of "floats" in place and I can't holster it. If I'm ADS when I do it and then un-ADS, the gun sits in the middle of the screen for a few seconds. I can fire again well before the gun recovers, but I can't holster until it does.
Regarding the balance, I did want to keep the DPS about the same. It does a good deal more damage than the Varmint Rifle, but less than the Cowboy Repeater or Plasma Pistol, and you can start to get your hands on those by the time you reach Primm/NCRCF respectively (doesn't Chet sell a Plasma Pistol sometimes too?). I was thinking that maybe I should either raise the skill requirement, lower the ammo capacity further, or lower the damage and increase the fire rate. Not sure if I should try "removing" it from the very early game due to the conflicts that could create.
i have wme and wmx in my load order and yours as the last one.
mods i use that possibly have tweaking the gun and the mod (in load order):
YUP (with all updates and additional mods)
MWE (with all updates and additional mods)
MWX (with all updates and additional mods)
is it possible any of them create conflict?