Requirement for both the non-EVE and main version.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Changelogs
Version 1.0.3
Changed both LAERs to use the EMPLAERBeam effect, for consistency and improved performance.
Version 1.0.2
Fixed incorrect ammo types for the tri-beam laser rifles and multi-plas rifles, as well as corrected projectile count for the multi-plas rifle to match its visual barrel count.
Version 1.0.1-noSWEEP
Fixed file having TTW as a master.. why was this not reported sooner?
Version 1.0.1
Erroneously uploaded the version without the Energy Weapons reversion for the gatling laser
Version 1.0.0-noSWEEP
Initial upload of non-SWEEP version.
Version 1.0.0-noEVE
Initial upload of non-EVE version.
Version 1.0.0
Initial upload of mod.
What does this mod do?
This expands the arsenal of recharging energy weapons from the measly vanilla 3 to a whopping 14, each of them a variant of an existing energy weapon given the ability to recharge - you'll be limited only by your accuracy and the condition of the weapon!
These weapons are intended for specialist energy weapons+science characters, as the crafting requirements for them are quite stringent.(50+ science for the Mk. 1 versions, 65-80+ science for the Mk. 2, as well as the respective weapon skill requirements)
Recharging variants require their original weapon, some ammo, scrap electronics, and a sensor module. The resulting weapon is also slightly heavier than the original. These are used to simulate the creation of a recharging chamber being built into the weapon.
Improved Mk. 2 versions require the Mk. 1 version of the recharging weapon and the same materials, but weigh less, recharge faster, and many can even fit a unique weapon mod that reduces their regeneration delay even more!
The laser weapons also have unique visuals for their beams to help differentiate them from their vanilla, non-recharging counterparts. Plasma variations will be added once the resources for them are finished.
How do I install it?
Download and install with your preferred mod manager.