SirGalahad Posted October 7, 2018 Share Posted October 7, 2018 A six-crank laser musket packs a wallop. Do NPCs use this feature, or do they crank once and fire, no matter what? Link to comment Share on other sites More sharing options...
montky Posted October 7, 2018 Share Posted October 7, 2018 You have to modify the behavior pathing to get them to consistently behave a certain wayfor certain weaponry,such as for the "Baker's Dozen" (it's a lazer musket with "overcharge backpack" which grants ~30seconds 'unlimited ammo" when you use alternative fire/melee bash).You want your companion to switch to 'overcharge mode' when you do, rather than risk them randomly 'going berzerk'. Though, yes, you better believe companions can fire 'super-cranked" Lazer Muskets hehe.that's partly why lazer muskets suck as an accurate weapon.they're great for confined spaces where there's no chance of friendlies;I treat them more like a flamethrower then hehe Conversely, there's a high chance of unintentional 'friendly fire' when using the lazer-musket. Link to comment Share on other sites More sharing options...
SirGalahad Posted October 8, 2018 Author Share Posted October 8, 2018 I've found it highly accurate once modded properly, though the range isn't as nice as ballistic and laser sniper rifles. I do love that massive damage. I've collected a mountain of laser muskets, and thought about modding them as six-crank rifles—but only if my NPCs will actually charge them all the way! Perhaps NPC's are better off with assault rifles and the like, even with Better Locational Damage and Better Explosives. I don't know. I've no sense of how accurate NPC's are. Link to comment Share on other sites More sharing options...
SKKmods Posted October 8, 2018 Share Posted October 8, 2018 If you tool your companions with the relevant shooting perks (Gunslinger, Rifleperson, Commando ...) they do affect damage and accuracy, as do their default weapon OMODS. Datalog proof points from the development of Companion Weapon auto upgrade mod. Don't know about other weapons or settler npcs, may check it out for the Combat Settlers mod. Link to comment Share on other sites More sharing options...
SirGalahad Posted October 9, 2018 Author Share Posted October 9, 2018 I don't imagine I'm going to mod my settlers or companions. I'm happy enough with their behavior, minus companion's inability to differentiate targets, hold a position, and basically watch my six. All I wanted to know is if settler NPCs would use six-crank laser muskets properly. Link to comment Share on other sites More sharing options...
Omegacron Posted October 12, 2018 Share Posted October 12, 2018 (edited) I don't think NPCs - such as settlers or raiders - actually have a behavior to crank the musket, although I have seen them charge a gauss cannon before firing, so it's possible. Edited October 12, 2018 by Omegacron Link to comment Share on other sites More sharing options...
SirGalahad Posted October 13, 2018 Author Share Posted October 13, 2018 It's ironic that no one knows for certain, years after release. Seems an obvious sort of thing to have had a look at. The only weapons capable of greater damage are certain grenades, missile and nuke launchers, which you cannot entrust to a NPC. Link to comment Share on other sites More sharing options...
jones177 Posted October 14, 2018 Share Posted October 14, 2018 I don't think NPCs - such as settlers or raiders - actually have a behavior to crank the musket, although I have seen them charge a gauss cannon before firing, so it's possible. They do. I have added lots of Minutemen to my game. They are attracted to my settlements because of the beds & bars. When they die in an attack there is a good chance that their weapon is pickup by a settler. When they get the weapon there is a hell of a lot of cranking noise. I have not counted the cranks but it sounds like more than one. Link to comment Share on other sites More sharing options...
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