Luisseabra Posted January 17, 2016 Share Posted January 17, 2016 Does anybody know if there is already a mod to make the plasma thrower scale up with heavy gunner perk instead of commando? Makes more sense to me, since it if basically an improved flamer. Link to comment Share on other sites More sharing options...
Deleted2948850User Posted January 17, 2016 Share Posted January 17, 2016 Can't be done without either adding the plasma rifle in it's entirety to the heavy gunner perk or by adding a completely new weapon to the game to serve solely as a plasma caster. It might be possible with script, but I can't say that for sure. Link to comment Share on other sites More sharing options...
Luisseabra Posted January 17, 2016 Author Share Posted January 17, 2016 Can't be done without either adding the plasma rifle in it's entirety to the heavy gunner perk or by adding a completely new weapon to the game to serve solely as a plasma caster. It might be possible with script, but I can't say that for sure.Thanks. But since the gun can already change the perk deppending on the type of barrel, couldn't it be done by changing the perk associated with the "flamer barrel"? (I don't know anything about making mods) Link to comment Share on other sites More sharing options...
Deleted2948850User Posted January 17, 2016 Share Posted January 17, 2016 Can it? Hm.. My bad, guess it can be done more easily then. Link to comment Share on other sites More sharing options...
Luisseabra Posted January 17, 2016 Author Share Posted January 17, 2016 Short barrel - GunslingerSniper barreal - RifflemanAutomatic barrel - CommandoFlamer barrel - Commando (It should be Heavy gunner) http://fallout.wikia.com/wiki/Plasma_gun"Despite plasma thrower variants firing and handling more similar to the Flamer, the game treats it as an automatic, rather than a heavy weapon. As such, a plasma weapon with the flamer barrel attachment will receive damage bonuses from the Commando perk, and not the Heavy Gunner perk. It also has much greater damage and range than the flamer while weighing far less, making it a far superior weapon." Link to comment Share on other sites More sharing options...
demonocolips Posted January 18, 2016 Share Posted January 18, 2016 it mostly has to do with the animation set it. could be as easy as flipping a switch in fo4edit (however the hell you do that). however a plasma caster heavy weapon has always been the http://fallout.wikia.com/wiki/Plasma_rifle_(Fallout) http://fallout.wikia.com/wiki/Plasma_caster . But as this is a game for options making the flamer barrel more expensive heavy (need proper heat dissipation for prolonged exposure) would indeed put it in the heavy weapons catagory. the ammo is a lot more expensive and usually carried in smaller quanities than flamer fuel so that could be the balancing point Link to comment Share on other sites More sharing options...
Pr1meSh0ck Posted January 24, 2016 Share Posted January 24, 2016 Can't be done without either adding the plasma rifle in it's entirety to the heavy gunner perk or by adding a completely new weapon to the game to serve solely as a plasma caster. It might be possible with script, but I can't say that for sure. I don't believe this to be true, from what I've experienced in my small mods most of the perks that effect weapon damage do so by looking for certain keywords associated with the weapons. This mod that is being requested may be as simple as adding in a keyword to the plasma thrower. Just a quick look through using FO4edit enforces this. The Heavy Gunner perks look for the keyword "WeaponTypeHeavyGun" to be true. The Commando perks look for "WeaponTypeAutomatic" to be true and "WeaponTypeHeavyGun" to be false. The plasma gun on its own does not contain the "WeaponTypeAutomatic" keyword, but this is added to the gun with the automatic barrel modification. At this point the would benefit from the commando perk. Getting back to the original request of the plasma gun being buffed from the Heavy Gunner Perk, all that would need to happen is for the "WeaponTypeHeavyGun" keyword to be added to the plasma gun entry. On Luisseabra's idea of different barrels drawing off of different perks, you could do the same thing as above but instead of adding it to the weapon entry, you would add it to the specific modification entry. However this is all speculation based off my experiences so far, someone else with more experience may have different ideas and reasoning. Link to comment Share on other sites More sharing options...
SammichBro Posted August 5, 2018 Share Posted August 5, 2018 Fun fact, depending on whether the original weapon or current weapon has a pistol grip or rifle stock, they get boosted by either Gunslinger or Rifleman. Yeah, I don't understand it either. Link to comment Share on other sites More sharing options...
jkruse05 Posted August 6, 2018 Share Posted August 6, 2018 Can't be done without either adding the plasma rifle in it's entirety to the heavy gunner perk or by adding a completely new weapon to the game to serve solely as a plasma caster. It might be possible with script, but I can't say that for sure. I don't believe this to be true, from what I've experienced in my small mods most of the perks that effect weapon damage do so by looking for certain keywords associated with the weapons. This mod that is being requested may be as simple as adding in a keyword to the plasma thrower. Just a quick look through using FO4edit enforces this. The Heavy Gunner perks look for the keyword "WeaponTypeHeavyGun" to be true. The Commando perks look for "WeaponTypeAutomatic" to be true and "WeaponTypeHeavyGun" to be false. The plasma gun on its own does not contain the "WeaponTypeAutomatic" keyword, but this is added to the gun with the automatic barrel modification. At this point the would benefit from the commando perk. Getting back to the original request of the plasma gun being buffed from the Heavy Gunner Perk, all that would need to happen is for the "WeaponTypeHeavyGun" keyword to be added to the plasma gun entry. On Luisseabra's idea of different barrels drawing off of different perks, you could do the same thing as above but instead of adding it to the weapon entry, you would add it to the specific modification entry. However this is all speculation based off my experiences so far, someone else with more experience may have different ideas and reasoning. This is correct by my experience. All it should take is adding and/or swapping out a couple keywords in the right places. No script required, no editing perks, you should only have to change entries on the weapon and the barrel. Link to comment Share on other sites More sharing options...
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