Fallout New Vegas
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SHAD0WC0BRA

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SHAD0WC0BRA

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About this mod

Changes the projectiles, muzzle flashes, and crit disintegrations of the Recharger Pistol and Recharger Rifle to a yellow-orange color that matches the color of the glowing tubes on the weapons.

Requirements
Permissions and credits
Changelogs
This mod changes the projectiles, muzzle flashes, and disintegration effects of the Recharger Pistol and Recharger Rifle to a yellow-orange color that matches the glowing tubes on the weapons themselves.

It does not alter the MF Hyperbreeder Alpha from Gun Runners' Arsenal. Click here for a similar mod that changes its beam/muzzle flash/disintegration colors.

REQUIREMENTS
Versions are available either for use with the base game, or with the DLCs (only Lonesome Road and Gun Runners' Arsenal are required).

KNOWN ISSUES
None. Please report anything you find in the comments.

CONFLICTS
This mod will conflict with anything that alters the Recharger Pistol or Recharger Rifle. I also implemented YUP's fixes to cut down on the number of plugins I needed to create.

COMPATIBILITY PATCHES
A compatibility patch by Ghille AKA Shirtless Pants is available for users of Weapon Mods Expanded by Antistar.

OPTIONAL FILES
I have included versions that only affect the Recharger Pistol, as opposed to both recharger weapons. These versions are intended for users of my mod, Recharger Rifle Rebalanced with Scope Mod, but they are fully functional on their own if for some reason you only want the yellow beam on the Recharger Pistol.

INSTALLATION
Only download ONE of the four main/optional files, depending on your preference. Put the contents of the mod folder (the folder with the .esp inside of it) into your Data folder, or use a mod manager. To uninstall, delete the mod's files (.esp and meshes) or uninstall using a mod manager.

If you already installed the "Yellow Beams" version of Recharger Rifle Rebalanced with Scope Mod, please note that the meshes included in the optional files here are exactly the same as the ones from that mod, so if your mod manager asks you to overwrite, you can hit no.