Most of the changes are good, I just have one increasingly tedious issue which is reloading the gun does multiple cranks instead of matching the number of used shots. And this is my opinion but maybe the semi-automatic change should be optional, perhaps a seperate optional patch to remove it or even its own weapon modification.
Yeah, that's a drawback to the weirdness of the laser musket animations in general. If I had the know-how, I'd make the laser musket function like a bolt-action rifle in that you would need to cycle it a few times to reload, then crank once after each shot.
I might revisit this (along with my other vanilla weapon overhauls) and rework them.
@codeblackcrash You might want to peek under the hood of MusketTweak - Laser Musket Consumes One Ammo which states it "converts the Laser Musket to use only one crank, with upgrades increasing damage at the cost of a longer reload animation". This old mod flew under the radar of the community for some reason. Damage tweaks, recoil linked to damage, and a Gauss Rifle shake mechanic and we would have a really interesting and unique Laser Musket.
Kind of surprised you didn't see about using the Standalone Post-apocalyptic Homemade Laser Musketrather than opting for Creation Club functionality. Like, I can see the appeal of customizing the paintjob of the small bit of laser rifle present in the design, but the Homemade Laser Musket has a much more visually pleasing design, in my opinion. I suppose it would make it difficult to use the new attachments though. Perhaps a compromise, to at least cover up all the empty space on the 'barrel'? I guess at that point, you might at well just be using an actual laser rifle, but at least you'd maintain the aesthetic. I don't know, I'm just spitballing and wishing I could do this myself! In all seriousness though, you've knocked it out of the park again. Even though I'm STILL waiting for somebody to port that Wattz patch you made, it's always nice to see you come out with new stuff and considering what you've chosen to do with these fine, fine weapons. Keep it up!
Yeah, my intention with this mod was to stick with the vanilla laser musket. I have vague plans for taking a similar approach to other neglected/underused weapons from the base game.
I have considered doing something with the laser musket in the mod you linked too, though. Ideally, I'd implement it in a way where it isn't just a peer to the laser musket.
It's kind of a shame you don't have access to more resources. Can you imagine a laser musket that was actually constructed like one? Like, something clearly pieced together from other laser weapons, but still in a recognisable musket shape, sleek but not too clean. I'm thinking of crudely moulded plastic housing for the bracketed beam area (which would also get rid of that glow problem, I think), which you could probably program to change colour (if not insignia) to match the CC paint you're using. The key, in my view, would be to go for something curved rather than blocky. A Laser Musket should have a touch of the Old Old World about it!
Personally, I think that other laser musket you guys are promoting is not at all appealling because it completely changes the ethos of the laser musket into just another gun, one that looks a bit like a machine gun jacket on a rifle, but shoots lasers. There's already loads of unrealistic & lore-unfriendly weapon mods out there if that's what you want. Go bug that modder to make a replacer patch...
By contrast, the overhaul here stays true to the Minutemen's laser musket. They are supposed to be distinctive and home-made recycled laser guns, that's why they look that way and I think they look great! The big thing I always hated about them was their stupid firing mechanisms (and to some extent their upgrades), so I really like the approach the modder has taken. Many thanks.
First of all, I'm not bugging anyone about anything. If you actually read the comment, you'd see that I initially simply expressed a little surprise that they didn't go for the replacer, not that I actively wished they had. Everything else was general riffing on the concept of the laser musket. Secondly, I'd have to disagree with you about the aesthetics. The laser musket clearly started out as a homemade barebones weapon, but I simply can't imagine that an organization a little over a hundred years old by the time you encounter Preston (though admittedly in decline for the past forty years or so) would be content to leave their signature weapon in such a state. That is EXACTLY the kind of thing you tinker with and improve upon. Adding metal shielding not only makes the musket more robust but safer to use as well, providing a small degree of protection in case the beam breaks out of its set path. Plus, you know. It actually streamlines the design and give it a profile more like an actual musket.
I'd rather not have to lock this thread, so please keep it civil, y'all.
I appreciate all of the suggestions, though please keep in mind that this is just a hobby of mine- I specifically choose to work on mods and projects that I am interested in and would personally use in my own playthroughs.
As stated above, I might do something with eyeshkeeper's laser musket at a later date. No guarantees on that, though.
@Ravenking, I did read it. You clearly didn't read mine - I didn't accuse you of bugging, I merely suggested you do it (i.e. bother) the maker of that other musket for what you want rather than calling for this mod to be more like theirs. As for your admitted riffing, well to bother others with it is the very definition of mild bugging, especially when the aim is clearly a wish for this mod to take it on-board. Be that as it may, I was merely disagreeing with your opinions, and still do. I'm sorry if you struggle with that. Good day to you.
@streetyson While I share your reluctance against turning the musket into "just another gun", I'm not so sure the mod manages to true "to the ethos" of the musket given a semi-automatic rifle isn't a musket.
As much as I like this mod, I would've preferred a true musket with one shot per crank, with increased damage capacitors balanced by increased crank/reload time and recoil. Perhaps even a weapon-shake mechanic like the Gauss Rifle. Uniqueness even enhanced.
I'm not sure what I did in my load order, (might have to do with We are The Minutemen) but I'm still getting the full 6 crank, single-shot mechanic for the Musket, but with all the other mod improvements. I might be in the minority here, but I actually enjoy the manual crank charging up to a single high damage shot mechanic for the Laser Musket (mostly because Muskets are supposed to be single shot weapons, and also because 6x damage in a single shot will do more damage than 6 single shots adding to the same total damage due to how damage resistance works in FO4).
I somehow got that to work while keeping the receiver and barrel improvements from this mod. It's been devastating with the Instigating legendary effect on it.
Edit: Somehow I broke the unintended manual 6 crank mechanic and now I'm sad. Would absolutely love an optional file to keep the weapon bench mods the same, but revert the reloading and "big single shot" functionality to vanilla, because I have no idea how to do that in the CK for some reason.
Edit 2: It was an old Complex Sorter esp that was overwriting my purposefully incorrect load order, so I just needed to re-run the Complex Sorter to create a new esp. Now I'm back to the good old 6 cranks for a single shot Musket, but with the wonderful mod additions and slight damage increase from this mod.
Thanks again for the mod, but it still would be nice to have an optional vanilla single shot manual reload file for those Laser Musket purists out there.
I originally planned to make that mod a requirement, but after thinking through it some more, I decided to take a different approach, which is what you see in this mod.
That mod and mine take different approaches to reworking the laser musket, so it wouldn't make much sense to install both.
Quick question. I'm using the S7 Skill System, but it seems energy weapons don't level up if the keywords are changed. Does this mod make any changes like that to the muskets?
Do you mind elaborating? I haven't had a chance to use that mod yet (though it does look awesome). I didn't make any changes to perks or perk conditions in this mod, though, if that's what you're asking.
Big fan of this mod, after install I actually like using the laser musket. Now I'm just wondering if it would be possible to get a Bullet counted Reload Patch ?
Hey I really appreciate that! I'm happy to hear that you're finding the laser musket more enjoyable now.
As for BCR- that's something I would absolutely love to implement. I currently don't have knowledge on how I would go about implementing something like that, as the laser musket handles reloading a bit differently than other vanilla weapons. That being said though, it's 100% something I want to do once I get a bit more knowledge under my belt. I'm learning Papyrus at the moment, and I have a feeling that I may be able to figure out a workaround using some tiny scripts.
Thanks for the musket fix, I wasn't interested in it until now :D
Have you ever come across a modification that adds VSV Rifle weapons? The weapon is quite nice, but it would need some tweaking. What do you think about her?
I haven't used the VSV before. What's wrong with it? I'll admit that I don't necessarily have plans to do anything with it, but I'm curious to hear the issues you're seeing with it.
- In order to be able to turn on the flashlight that is mounted on the mounting rail, enter the Pip-Boy and then use a certain item somewhere in the items to be able to switch from the Pip-Boy's light source to the weapon's flashlight.
- When you mount a collimator sight or a scope on a weapon, a new branch opens with a modification in which you choose what zoom the current sights should do.
- After installing the advanced castle chamber and choosing what ammunition we want to shoot from, it allows you to deal from 180 points to over 200 points of damage per shot with the appropriate character skills. In my opinion, this is a significant disturbance to the game balance. Heavy weapons then make no sense...
Removed the charging reload mechanic and swapped it to semi-automatic fire. Default ammo capacity is 5 shots before reloading.
seems to still require normal cranking and consumes all cranks upon firing ah, didn't realize was still in beta. cool concept, i'll have to swing back bye further along
Not sure what you mean by this being "in beta," as I consider this feature complete. The only thing I have left to fix are a couple of cosmetic issues, but nothing is stopping anyone from playing this. I wouldn't have released this if it wasn't fully functioning.
Your original comment implies that there may be a different mod in your load order that conflicts with this mod, by the way.
says beta in vortex. only other mod i'm aware of that could be conflicting is silenced energy weapons ah, that was useful crank at any rate, doesn't work for me *shrug* might try to sort out any conflicts later
No, the mods listed in the Credits section were sources of inspiration. I didn't use any content from those mods, nor are they implemented or required by mine.
36 comments
I might revisit this (along with my other vanilla weapon overhauls) and rework them.
I have considered doing something with the laser musket in the mod you linked too, though. Ideally, I'd implement it in a way where it isn't just a peer to the laser musket.
By contrast, the overhaul here stays true to the Minutemen's laser musket. They are supposed to be distinctive and home-made recycled laser guns, that's why they look that way and I think they look great! The big thing I always hated about them was their stupid firing mechanisms (and to some extent their upgrades), so I really like the approach the modder has taken. Many thanks.
I appreciate all of the suggestions, though please keep in mind that this is just a hobby of mine- I specifically choose to work on mods and projects that I am interested in and would personally use in my own playthroughs.
As stated above, I might do something with eyeshkeeper's laser musket at a later date. No guarantees on that, though.
As much as I like this mod, I would've preferred a true musket with one shot per crank, with increased damage capacitors balanced by increased crank/reload time and recoil. Perhaps even a weapon-shake mechanic like the Gauss Rifle. Uniqueness even enhanced.
I'm not sure what I did in my load order, (might have to do with We are The Minutemen) but I'm still getting the full 6 crank, single-shot mechanic for the Musket, but with all the other mod improvements. I might be in the minority here, but I actually enjoy the manual crank charging up to a single high damage shot mechanic for the Laser Musket (mostly because Muskets are supposed to be single shot weapons, and also because 6x damage in a single shot will do more damage than 6 single shots adding to the same total damage due to how damage resistance works in FO4).
I somehow got that to work while keeping the receiver and barrel improvements from this mod. It's been devastating with the Instigating legendary effect on it.
Edit: Somehow I broke the unintended manual 6 crank mechanic and now I'm sad. Would absolutely love an optional file to keep the weapon bench mods the same, but revert the reloading and "big single shot" functionality to vanilla, because I have no idea how to do that in the CK for some reason.
Edit 2: It was an old Complex Sorter esp that was overwriting my purposefully incorrect load order, so I just needed to re-run the Complex Sorter to create a new esp. Now I'm back to the good old 6 cranks for a single shot Musket, but with the wonderful mod additions and slight damage increase from this mod.
Thanks again for the mod, but it still would be nice to have an optional vanilla single shot manual reload file for those Laser Musket purists out there.
Useful Crank - Laser Musket doesn't require ammo at Fallout 4 Nexus - Mods and community (nexusmods.com)
That mod and mine take different approaches to reworking the laser musket, so it wouldn't make much sense to install both.
As for BCR- that's something I would absolutely love to implement. I currently don't have knowledge on how I would go about implementing something like that, as the laser musket handles reloading a bit differently than other vanilla weapons. That being said though, it's 100% something I want to do once I get a bit more knowledge under my belt. I'm learning Papyrus at the moment, and I have a feeling that I may be able to figure out a workaround using some tiny scripts.
Have you ever come across a modification that adds VSV Rifle weapons?
The weapon is quite nice, but it would need some tweaking. What do you think about her?
I haven't used the VSV before. What's wrong with it? I'll admit that I don't necessarily have plans to do anything with it, but I'm curious to hear the issues you're seeing with it.
- In order to be able to turn on the flashlight that is mounted on the mounting rail, enter the Pip-Boy and then use a certain item somewhere in the items to be able to switch from the Pip-Boy's light source to the weapon's flashlight.
- When you mount a collimator sight or a scope on a weapon, a new branch opens with a modification in which you choose what zoom the current sights should do.
- After installing the advanced castle chamber and choosing what ammunition we want to shoot from, it allows you to deal from 180 points to over 200 points of damage per shot with the appropriate character skills. In my opinion, this is a significant disturbance to the game balance. Heavy weapons then make no sense...
i'm not sure I follow what you mean here:
Removed the charging reload mechanic and swapped it to semi-automatic fire. Default ammo capacity is 5 shots before reloading.seems to still require normal cranking and consumes all cranks upon firing
ah, didn't realize was still in beta. cool concept, i'll have to swing back bye further alongYour original comment implies that there may be a different mod in your load order that conflicts with this mod, by the way.
says beta in vortex. only other mod i'm aware of that could be conflicting is silenced energy weapons
ah, that was useful crankat any rate, doesn't work for me *shrug*
might try to sort out any conflicts later