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Remove Laser Musket's dependence on fusion cells.


ACEoSPADES

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make this its needed if you dont like it dont use it but some people would like it and will use it the gun should not need any ammo it would not be op is a normal musket op no fliping reload time and such make it crap same here

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Agreed. This shouldn't be dependent on actual ammunition. Instead I purpose that it requires a capacitor that can be recharged. The cranks simply draw from that 'battery'. Charging is free of course and can be done at any place that provides power. Maybe add a slight minigame where you must keep cranking it to essentially draw energy into its capacitor. :)
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The description of the laser musket is basically that of a bolt-action laser. You're not charging the musket by cranking it, you're loading fusion cell ammo into it. The way it's built you can load more than one charge.

 

It's a combination of muzzle loading ("Charging" a muzzle loading weapon means putting in the powder and shot) where you can overload it (put in more powder than it normally uses / is designed for) and bolt action (manually move a handle with each shot to reload). The little bit of cranking involved in using a laser musket wouldn't produce enough power to charge a laser pointer, let alone a damaging laser.

 

Note that I am not against the mod, just clearing up how it works.

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"It's a combination of muzzle loading ("Charging" a muzzle loading weapon means putting in the powder and shot) where you can overload it (put in more powder than it normally uses / is designed for) and bolt action (manually move a handle with each shot to reload). The little bit of cranking involved in using a laser musket wouldn't produce enough power to charge a laser pointer, let alone a damaging laser."

 

While I understand this completely. Where the hell do you put the fusion cell to charge the rifle???

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"It's a combination of muzzle loading ("Charging" a muzzle loading weapon means putting in the powder and shot) where you can overload it (put in more powder than it normally uses / is designed for) and bolt action (manually move a handle with each shot to reload). The little bit of cranking involved in using a laser musket wouldn't produce enough power to charge a laser pointer, let alone a damaging laser."

 

While I understand this completely. Where the hell do you put the fusion cell to charge the rifle???

 

No idea. :P The laser pistol only shows one fusion cell about a quarter of the size of the unmodified pistol, but can fire a number of shots from it (each shot using one fusion cell) before removing it and replacing it.

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There is one gun in the game called "Preston's Focused Laser Rifle". As it is a companion default rifle, it has unlimited ammo. I nulled the non-playable data flag in FO4Edit to well, null. And this worked. I spawned the gun into the game, problem was, it didn't show up in my inventory. So I used the console command 'player.equipitem <base id>'. It worked. Interesting thing is, it has unlimited ammo, sure it shows up like this,

 

999

999

which technically means 999 ammo capacity and 999 left in inventory. But in this case, it is a two-shot, and reload. :) This means you ACTUALLY need to crank it even though it shows up as infinite. It has another problem though, you can't mod it because it doesn't appear in your inventory.

 

So, in other words this mod IS possible, with two problems:

  1. Weapon doesn't show up in inventory.
  2. It is unmoddable because of the problem above.

So, it IS possible, but with a few problems. Little side note, I tried nulling the ammo type(meaning it has no valid ammo) in a normal laser musket, it doesn't reload, AND doesn't work in VATS.

SO, YEAH. sorry for the long post. :blush:

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