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Gatling Rifle - keep fusion core on weapon swap


stebbinsd

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The Gatling Rifle is my weapon of choice when dealing with enemies up close. However, I also have the Big Boy and a missile launcher for long-distance shots.

 

In the event I switch to either of my two distance weapons, and then switch back to my gatling rife, it will have a new fusion core with 500 rounds. This means I wasted whatever shots I didn't use in my previous fusion core.

 

Now, if I accidentally reload before I've used up my whole fusion core, I can cancel the reload by doing a gun-bash. That game mechanic was probably put in by Bethesda to make it so that players couldn't quickly and easily bypass the reload animation in order to make reloading faster. But it also serves as a godsend to keep me from wasting fusion core charges.

 

But when I switch from one weapon to another, that's a glitch that screwed up the fusion core issue beyond repair.

 

Can someone make a mod that has me keep the same fusion core in my gatling laser until I either run out of shots or manually reload?

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this is a great idea stebbinsd!

it is very frustrating, and of the couple of previous sorta-solutions i've tried,

it still isn't quite resolved.

 

It would be great if the plasma gattling or lazer gattling

functioned more like the Junk Jet -

when you put in the Fusion Core, it stays in the Gattling Lazer,

and doesn't "take from inventory" as the present coding is.

You can load a primary, and up to 2 additional 'fresh' cores in the weapon,

and it will take from those and not your suit or the inventory.

 

When you finish using that fusion core,

+1 "empty fusion core" is added to your inventory...

and the Gattling Lazer (which functions similarly to the Junk Jet), is now "empty" and will open a prompt to input a new core.

that way, you can then recharge your spent fusion cores that work with other

survival-mode mods.

This increases your ammunition conservation.

 

I think this is the way to go, as if I wrote a 'get.that.instance#" routine,

it might not quite work right and may still take from the inventory too.

 

Several other modders wanted to implement

- a recharging backpack pack, which gives ammunition per interval of time as a passive buff at the cost of carry weight,

or brief periods of "unlimited ammo" at the cost of decreased accuracy or low damage per-second/rads per second.

-rechargable cells for the lazer musket for infinite ammo (several mods already work in conjunction with Any Mod Any Weapon to produce this effect),

and for the lazer musket to be connectable to the recharge station or pack for added 'over-power' mode.

 

lore tangent

-----

Fusion Cores are a missed opportunity in FO4.

Imagine, when you meet Danse at Concord, he only has a Lazer Gattling AND damaged power armor,

with only 1 fusion core left, and 8% margin of error to get from

Concord to Cambridge.

 

You have to:

swap the fusion core from Danse's armor to the gattling lazer and defend Danse from an attack wave,

swap the fusion core from Danse's Gattling Lazer to the power armor and crawl forward.

 

Power armor is something very rare, and something uncommon to most of the FO wasteland -

it should be earned. Needless to say, it is ludicrous the player character can be thawed,

and within 3 months is twice a general -

a general of the Minutemen,

a general/Sentinel of the BoS

though I digress.

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sorry for my bad english,

 

if you accidentally reload the gatling laser,

quick open your pip boy before "reloading animation" finished

i have use this trick since long ago using pc(still using it),

 

if you want only using 1 fusion core, there a trick :

only bring 1 spare fusion core ,

1 gatling laser,

1 power armor (if you use power amor),

1 spare

total = 3 (2 if you not use power armor)

and sent other spare to companion

with this, you will use 1 fusion core,

reload if you want to back to first fusion core as ammo

and you have a spare if the the weapon need other ammo

 

other trick is.

using http://fallout.wikia.com/wiki/Aeternus gatling gun,

your weapon will never using fusion core ammo again

 

i hope it help

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@virginharvester (an odd screen name, I take it to mean "novice farmer")

Thanks for your insights! they just may do the trick.

 

that aeternus is probably the way I'll go,

though a Junk-Jet remapping and limit would be fun too.

 

EDIT: @vharvester,

indeed, there are a few mods,

particularly "unreliable fatman toy" -

rocket toys fired from the junk jet may explode like a fatman...

i think there is also a

"fire all grenades from JunkJet" mod too. it may presently be unlisted.

 

using the junk-jet as a prototype,

you could then using anymod anyweapon,

change the body of the junk-jet into a gatling lazer...

change the barrel into a gatling lazer, and the damage effect into a lazer.

"It's a Mr-Fusion Junk-to-Lazer Lazer Gatling"

junk goes in, 1:3 or something...

 

I'm looking into how it could be constrained to only accept fusion cores as inputs,

have 500 shots, and then bring up the 'please connect fusion core" menu.

ideally, when it runs out, it adds 1 depleted fusion core to your inventory,

or ejects like the power armor back-attack...

Edited by montky
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To answer the OP, I don't think there would be a way as there seems to be a hardcoded script that automatically equip the highest charged core. So like what virginharvester mentioned, it would be best to give your spare cores to your companion to minimize multiple half charged cores, but do keep in mind that even if you reload or unequip/reequip the weapon with half a charge remaining, that core will retain the level of charge and you will be able to reload that core when its your highest charged core available (basically when you have no more fully charged cores), and will it'll likely have the same number of shots from when you reloaded it from. So there's not really any fusion core power being wasted, just spreading it out really.

 

@ montky - The junk jet, when prompted to reload, will open a container that only accepts Misc and Junk items that don't have the keyword NotJunkJetAmmo. This seems to be hardcoded as well, so there is no way to adapt it to take other things. Not sure if its possible or not to make a script equivalent of the function, but one idea you could try is make a "imaginary" container's inventory that only accepts fusion cores appear after pressing a certain key (not necessarily the reload key) and store all of your fusion cores in it, then when reloading make it open again and select one fusion core to put back in your inventory, which will then be loaded in the weapon.

Edited by JackRob
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@jackrob,

you are a freakin' genius!

not only may you have answered stebbinsd's original question,

 

you may have solved a lot of hair-pulling and frustrations hehe

and simultaneously given me a few different things to ask realworld.

You may have also solved how we go about making the

"overcharge power backpack" clothing item for Power Armor or for on-foot,

which will let you have 'any connected weapon' have infinite ammo for a short period of time,

or slowly regenerate ammunition as a passive buff.. at the cost of less carry weight.

 

that is also how the folks seem to discern and make the random fatman effect for

"explosive model rockets in Junk Jet' mod!

1 in ~127 yields per hour of gameplay 3 or 4 random fatman-ings.

the input model rocket must be also ticking over a counter

along a random sequence or something...

(mod x,y,z...

when input object type modelrocket,

then advance counter + 1 etc)

 

I could just use a

A * A' and B arrangement!

Player inputs from inventory (A)

into 'hidden container" of the Gatling Lazer (A')

which also updates the gun (B)

when power core = 0, it causes the B weapon prompt,

and a spent fusion core goes from

A' back to A.

 

I used the Junk Jet as an example,

because I like how it tilts the implement, pauses game time and creaks.

Also, how random the firing pattern is for sporks etc over a long distance.

I'll be also looking at putting SFX for "x,y,z shots remaining"

and an alarm when 5% power remains.

 

here's a tricky question though;

How would I transpose the "Power Armor Fusion Core Eject Attack"

as the alternate fire button for

the "Junk Jet Gattling Lazer Reskin"?

AND make the 'able to be fired" condition, only IFF

the fusion core must be below 5?

 

So, if you have say, < 6 left on the fusion core,

it will only secondary attack with the gatling lazer.

potentially humorously shiving a target to their demise with a vault tec spork...

5 < 0 and the gatling lazer alt-fire will 'take a dump'...

what a way to get rid of a useless fusion core!

show wastelanders a little taste of October 2077.

 

I'm not sure I can make such a conditional thing,

a transferable "unique'/"legendary" effect...

though that could be very game breaking with

Any Mod Any Weapon hehe.

 

Imagine being able to eject the butane cylinder from the shem-drowne's-electrified-stunning-pickman'sblade-krenvhms' tooth ripper...

(it's just a molotov instance)

-----

 

@Vharvester

indeed, it might take a little tweaking depending on your method.

 

i) you could make a blank weapon with x,y,z slots, making this resemble a junk-jet,

and with the core piece having a different type of container/s attached instead. this is so as to avoid complications from

any mod any weapon which can happen sometimes hehehe

then, using the invisible container, you could have live grenades which spawn at the junkjet nozzle which move toward the reticle at

x,y,z force...

(it's humorous just thinking about loading the junk-jet with live grenades; what happens if the shooter take too long, or the irregularly shaped grenades get stuck?)

 

ii) you could try and overwrite the specific instance of the junkjet that you want, to also accept another container...

that would be less optimal, and less stable, though you'd retain both container prompts.

your junk jet would fire junk, and grenades, both at the same time.

this would be like using Any Mod Any Weapon and attaching the MIRV scope to an institute lazer, which changes the lazer's damage type

while retaining the using of electro-packs munitions per 4 rockets...

iii) using wars or some other project,

you could take a china-lake and bind that invisible china lake to the junk-jet - again, with a container bound to the china lake or rocket launcher instance.

This could be quite stable and quite quick as a rapid-prototype,

though most users wouldn't find that easy or user-friendly

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