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WarMocK

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WarMocK

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New Laser Musket mesh and more tools of devastation for your Minutemen to blow up some baddies in the Commonwealth!

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-= United we stand =-


The Minutemen are among the most important faction in Fallout 4, yet they always felt like a fifth wheel. Their laser muskets are a cool idea, but they really don't cut it in the long run due to their ammo inefficiency, the flare gun really just becomes viable when you installed a mod which improves the Minutemen you summon, and the artillery support is very nice in the open but useless in an interior cell. Soooo, why not give Preston and the rest of the bunch a few new extra tools to actually be able to defend themselfs and the settlements they were called to?


Minuteman Arsenal does exactly that: it adds a few new weapons (and buffs the few others already in the game) to make your job as their new general less of a chore. The changes this mod brings to the table are:

- New mesh for the laser musket because why not. I never really liked the vanilla design because it was way too illogical for my taste, so I repurposed the parts a little bit to justify the second important change:
- Laser muskets do not require ammo anymore. Cranking the handle now simply charges the large capacitor (which replaces the MFC in the weapon). When you pull the trigger, the capacitor (formerly the „laser chamber“) unleashes the energy into the new emitter on the right side of the receiver, which then emits the laser beam through a small periscope and into the lens array (which I protected with a vented cover so
nobody accidentally puts their hand into the beam. That'd get very hot, I know that first hand from a little incident a few years ago ^^). The weapon now holds up to 21 charges, which is enough even for the legendary automatic receiver. Oh, and the non-bracketed barrels
now feature a spike bayonet by default. Poke-a-boo!
- Flares == extremely hot.Therefore, hitting a target with a flare deals a massive amount of fire damage and automatically causes targets to flee for 10 seconds. Seeing a burning Yao-Guai running for its life has its moments.
- And if you don't feel like carrying a ton of throw-able flare around with you: there's a new option for a new receiver which allows you to fire artillery marker flares instead of the normal ones.
- Oh, and by the way: artillery marker flares now only weigh 0.2 instead of 0.5 as I decided to cut the lead out of their crafting recipes
- Since the Minutemen now have some spare fusion cells in their pockets I gave them a new toy to put them in: the Minuteman laser revolver, a very basic laser weapon with very few upgrade options (to reflect their limited role among the MM and to justify the reason why they fell out of favor in the long run). One type of grip, one type of sights, two receivers, three muzzle variants (none, scatter, focused) and that's it. A nifty backup weapon to spare some ammo against the bigger baddies.
- For the melee lovers: new blade for the revolutionary sword – don't wanna let that one go to waste now, do we? Comes with a stun pack as an upgrade and causes both some medium bleed damage and has a serious chance to stagger an opponent.
- And since you can never have enough bada-boom: the Minuteman Grenade. Looks like a good old Stielhandgranate, comes with the same benefits of increased throwing distance (whether they also earn the nickname of a potato masher has yet to be verified, but feel free to mash some raider heads with it to save valuable food for your settlers). At first you will only find them close to one of the dead Minuteman placed in the Commonwealth in the vanilla game version (or loot it from their bodies), once the Castle is freed you will find the recipe in the armory, unlocking the grenade as long as you have the blueprints in your inventory.


And to round things up: the late General McGann now left you a precious legacy: McGann's Spirit, a legendary laser musket with the two-shot effect. I'm certain he won't mind that you put it to good use to keep on fighting the good fight he unfortunately cannot fight himself anymore.


-= Bugs and Issues =-

When you fire the flare gun using standard flares, be a careful: as with other mods editing this gun, the ignition of the flare causes a powerful explosion which might blow you off your feet (or your feet off, depending on what happens first).
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