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MarkReal

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About this mod

Continuous Beams, Burst Fire, Tri-beam Lasers, Plasma Lightning, Auto-Charging Gauss Rifle, reworked ammo consumption, and more!

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💬 INTRODUCTION

This mod aims to fix all the issues with energy weapons in Fallout 4, and adds in over 90 new, fun and balanced attachments. So far I've covered the Laser Gun, Institute Laser Gun, Laser Musket, Gatling Laser, Alien Blaster, Flamer, Plasma Gun, Tesla Rifle, Gauss Rifle, Molotov Cocktail, Pulse & Plasma Grenades and Mines. UPDATED ATTACHMENT PACK PATCH AVAILABLE!

I've also continued my work fixing the vanilla weapons with Revolvers Fixed - Adds Double-Action, Slip Fire, multiple Caliber Conversions & more!


⚙️ AMMO CHANGES

One ammo now gets consumed per reload, instead 1 per shot for all energy weapons. Makes sense. This is similar to what JackRob did with Fusion Cells Are Batteries, only I've included Laser Muskets in the change as well. We can all agree, that there's clearly no Fusion Cell being put into the Laser Musket reload animation, but I don't think it shouldn't require them at all, as other mods have done. It should just consume less than in vanilla and do more damage. I think of it not being shown as more of an oversight. I also renamed Fusion Cells back to Microfusion cells.

The energy weapon ammunitions act like Fusion Cores now, unemptied Energy cells get recycled back into your inventory that will get reloaded into the gun once all of your full cells are used first. So no need for tactical reload and reloading early should be avoided when possible.


LASER WEAPONS

⚙️ NEW FIRING MODES

Laser Muskets, Laserguns, Institute Laserguns, and the Alien Blaster now all have Continuous Beam, and Burst Fire Modes. The Alien Blaster also now has automatic fire as well.


BURST FIRE MODE
Burst Fire is more than just automatic cut short. The fire rate is increased. Getting guaranteed kills has never been more satisfying. Burst fire is available for both long and short barrels. Fires 20% faster than the Automatic Barrel but has less shot capacity. Can be used with the beam splitter attachments.

To keep this balanced a charge time of 0.2 seconds was implemented, similar to the Sniper Barrel or Gauss Rifle but much faster. Minimum damage is 62.5%. Incentivizing you to wait a tiny bit before pulling the trigger again. This also means the only the first shot is at full power and the 2nd and 3rd are at 62.5% each.


CONTINUOUS LASER BEAM
Does 25% less damage than the Long Barrel, so about 15.6% less than the Short. Fires 20% faster than the Automatic Barrel.


AUTOMATIC BARRELS
Now do 10% less damage than the Long barrel. Vanilla was 25% less than the Short Barrel, so a major improvement. The Improved Automatic Barrel no longer goes faster, as the speed increase has been turned into new Capacitor options. Instead it does more damage. The shot capacity is now 26 instead of 21.


TRI-BEAM LASERS
When the game first came out, I assumed the beam splitter must be the tri-beam laser from Fallout 3. Sadly it was not, it was a shitty 5 beam shotgun with terrible range.

Tri-beam Amplifier - is now a muzzle modification giving you the same 3x the damage from FO3, with a third of the shot capacity. (rather than consuming 3 MF Cells) In order to make this more balanced, I implemented the charge lights and charging function from the Sniper Barrel, lowered the charge time to 1.5 seconds for full power and set a half second delay after firing before you can fire again. So that the fire rate is slowed down and it will do between 1x and <3x damage if fired before fully charged. It has the spread of the vanilla scattergun, a teeny bit wider. Good up to about 17 yards.

Tuned Tri-beam Amplifier - has a tighter spread and a shorter charge time of 1 second, but a longer delay of 1 second aswell. However, this also ensures maximum damage output & shot efficiency for every shot. Good up to about 30 yards. Both attachments have been included for the Institute Laser as well.


METAL BLASTER
I also assumed the beam splitter would create 9 beams like the Metal Blaster. In vanilla, the range was set so low for these modifications that it was literally impossible to do full damage. I've fixed it. The reason you may opt for the scattergun over the Tri-beam is for the increased hit chance, range, no shot delay, and no shot capacity reduction. And it stacks with the Burst and automatic fire mode, unlike the Tri-beam.

Beam Splitter - now fires 9 beams like an actual shotgun with nine pellets. Now good up to 25 yards.

Improved Beam Splitter - has a tighter spread. Now good up to 40 yards.


SNIPER BARREL TWEAKS
If you want to see the charging lights with a scope, check out this mod for a simple fix.

Sniper Barrel - now has 12 shots and a half second delay with a 1.5 second charge time instead of 3 seconds. You also can no longer shoot for less than base damage. Bethesda set the minimum power too low. I set the minimum power to just remove the barrel's damage bonus.

Improved Sniper Barrel - still has 9 shots, now with a 0.75 second delay with the vanilla 2.25 second charge time.


⚙️ NEW CAPACITOR OPTIONS

Before you had 3 choices for capacitors: Fire damage, critical damage and more damage. That's really boring and lacks choice and consequence. Now your choices are between Capacity, fire rate, accuracy, fire damage and more damage. Critical damage has been moved into the muzzle section to fill in for improvements that used to affect recoil, since recoil no longer exists for laser guns.


⚙️ INSTITUTE LASER GUN

Lightweight - The Institute Laser is described as being lightweight because it's made out of plastic, only it weighs the same as the lasergun... 😐 It now weighs a third of what the laser gun weighs.

Large Capacity Options - The Institute laser is loosely based on the P90, as seen with the rifle grip design and even more so in the concept art, but it doesn't have any change to the shot capacity. So Implemented it through the capacitor modifications. For the regular lasergun the capacity options are +6 and +9. For the Institute Lasergun, it's +9 and +18, to be more in-line with the P90's 50 round magazines but also work well with the 3-round burst.

New Grips - The Institute Lasergun lacked the additional grip and and stock options that came with the standard lasergun. I added them in with new models. The Institute Lasergun also lacked a sniper variant, for that I recommend you check out micalov's Institute EM Sniper Rifle. I'll make a patch for it at some point to include some of my changes.


⚙️ LASER MUSKET

CRANKS
Laser Muskets now do 36 damage per crank, upped from 30. Why 36? Well the Lasergun does 24 damage and has 30 shots per Cell, equaling a total of 720 damage per cell. When you multiply 36 x 20, you also get 720. The legendary Automatic laser musket has 20 shots before it needs to reload, As does the new Continuous Beam Capacitor for the laser musket. Another reason I chose 36 is bc in vanilla, the Laser Musket can do a maximum of 180 damage with the 6 Crank Capacitor. With 36 damage per crank, you now do 180 damage at crank 5.

Three-Shot Burst Capacitor - available as a perk-free upgrade before the 3-Crank Capacitor. The 3 Crank capacitor has been moved behind Science 1.

Six-Shot Burst Capacitor - Replaces the 6-Crank Capacitor for better balance. You can control how many shots you take by simply letting go over the trigger before the burst can complete.

Overcranked Capacitor - An alternative to the Six-Shot Burst. The Overcranked Capacitor gives you two 3-shot bursts per reload. Letting you keep 1 in the chamber so to speak.

BARRELS
The Short and Long Barrels with no extension now feature a 20% increase to your reload/crank speed, giving you a reason to use them. And the non-bracketed barrels now give you an extra 2 damage per crank, giving you a reason to choose it over the bracketed version.

MUZZLES

For some reason, Bethesda didn't include the Improved versions of the Muzzle attachments for the Laser Muskets. I've added them in. Beam Splitters with the new Fire modes are crazy! I'll let you use your imagination. I won't spoil it.


⚙️ ALIEN BLASTER

The Alien Blaster was great, but customization sucked. In vanilla, the Blaster doubles the fire rate of the lasergun. Felt great to shoot, but also a little cheat.

Fire rate - it's now about 1.5x faster than the Lasergun. Still shoots almost as fast as you can click the mouse, just a little less. This was a necessary change anyways so the new burst fire, automatic, and continuous beam wouldn't be too op.

MF Cell Conversion - instead of having 21 shots (half as many as AB Rounds) and doing 35% less damage, it now has 33 shots and does only 20% less damage. Otherwise why wouldn't you just use a lasergun? The Conversion was completely useless before.

More Scopes - I've included more scope options as well, covering the Medium and Long range.

Comfort Grip - added so you have more than just 1 option now.

Projectile Speed Increased - No more slow motion Alien Blaster projectile 😂


OTHER ENERGY WEAPONS


⚙️ FLAMER

SHOT CAPACITY
In real life, flame throwers can only fire for 7-14 seconds on a single tank. So I've made the Flamer's standard tank's capacity last 7 seconds and upped the damage so that you no longer have to stand there pumping flames into an enemy for 30 seconds. 1 second or less will do it for most common enemies. 1 full tank still does roughly the same damage, 900 (a little more bc I had to round up the base damage, so 945).

DAMAGE
- Damage has been increased from 9 to 15, meaning that it now does 135 damage per second instead of 81.
- Flamers now do Fire Damage instead of Energy Damage. Thus, making it so that less enemies have resistance to it.

Resistances
- I've made Metal Armor and all power Armor resistant to Fire Damage
- Fire resistant armor upgrades are now actually fire resistant instead of energy resistant
- All robots and synths now have fire resistance

Range
A real-life Flamethrower has a much longer range than the Flamer in vanilla. Flamethrowers have an effective range of at least 20 yards and up to 50 yards. And a maximum range of 50 to 70 yards.

So I've made the following changes:
  • MinRange is 20 yards
  • MaxRange is 50 yards
  • Compression Nozzle cuts the range by 15%
  • Vaporizer cuts the range by 25%
  • Long barrel increases the min and max range to 50 and 70 yards respectively
Unfortunately the projectiles aren't quite accurate enough at those ranges. But I've increased the accuracy as much as I can. I'm going to need to figure out how to make new projectiles for the Flamer. For now, just know that the Flamer is throwing fire in a big ring rather than in a targeted stream.

OTHER FIRE WEAPONS
All Weapons that use fire now deal fire damage. Example: Shishkabob and Molotov Cocktail.


⚙️ PLASMA GUN

SHOT CAPACITY
One issue with the Plasma gun in Fallout 4 is that it wasn't balanced against the other guns in any way. Previous Fallout games did this by limiting the Plasma Rifle's shot capacity to 16 and the Plasma Pistol's to 12. In Fallout NV the Plasma Rifle had 24 shots but it consumed two per shot, so it was essentially 12.

So I made it 24 rather than 16 to still be fun and leave some room for upgrades to reduce it.

Recalibrated Capacitor increase your capacity by modding your gun to shoot smaller projectiles. (+3 capacity -5 damage) Same total damage per cartridge.

Larger Catridge Upgrade your capacity by first modding the gun to accept larger cartridges then crafting them at the chem station.
Recipe: 4 Plasma cartridges = 3 Large Plasma cartridges. (+6 capacity each)


DAMAGE
- Damage has been reduced from 48 to 45, as it was in Fallout 3, for balance. However it now does full Energy damage, rather than half Physical. This makes it actually cut through enemy defenses better with the single higher number rather than 2 lower numbers. Thus dealing more damage.
- The Flamer barrel has been converted to do Fire Damage instead of Energy


BARREL CHANGES

Flamer Barrel
The Flamer Barrel now does 5x the damage of the flamer since plasma flames are at least that much hotter than napalm fire. However, due to the slower fire rate of the Plasma gun, it only deals about 2x damage per second compared to the Flamer. It's Shot capacity has been reduced to 16 to line up with the 7 seconds until empty nature of Flamethrowers. The MinRange is 12.5 yards and the max is 20yards. These changes allow the Flamer to still be useful as a dedicated, mid-to-long-range flamethrower, even more so once you add the Long Barrel, larger tanks, and napalm upgrades.

Long Barrels

Plasma Long Barrels were strangely missing from the vanilla game. However it did include Sniper Barrels. Plasma would naturally struggle to be held together over long distances, so I replaced the Sniper Barrels with Long Barrels and reduced the range accordingly. I reduced the range of the Short Barrels to be in line with this design decision as well. This also helps to balance out the Plasma gun as a more of a mid range weapon.

Shotgun Barrels

I've increased the number of projectiles to 8 and tightened the spread to be more in line with an actual shotgun. Giving the standard and improved version an effective range of 25 and 40 yards respectively.


NEW FIRING MODES


3 Shot Burst
Same as the Laser weapons. Faster fire rate. Available in both Short and Long Barrel variants. Shot capacity is reduced to 18.

Slinger

The Slinger Barrel fires plasma projectiles that have a small explosion on impact (same size as the Gauss Rifle explosion) and deal an extra 19 points of energy damage. The explosion damage will scale up with the Demolition Expert perks. Shot capacity is reduced to 17.

Lightning
Lightning is plasma, right? I added this fun barrel option, that shoots green lightning, as a late game barrel upgrade. It does 80 base damage and has a shot capacity of 14.


⚙️ TESLA RIFLE

Damage
- I've increased the damage from 32 to 80.
- Made Full charge deal 2x damage instead of 3.4375x

Barrels & New Fire Mode

- Added a Continuous Fire mode
- Improved the shotgun a bit


⚙️ GAUSS RIFLE

This was a fun one to do. Now some of you may be saying, "But Mark, the Gauss Rifle is a ballistic weapon." Yes, but here's what I did...

Damage
- The Gauss Rifle explosion didn't actually do any damage. Not only does it now do damage. But it now does 10 points of energy damage.
- I heard in previous games the Gauss Rifle ignored armor, but not in FO4. I've added 40 points of Armor penetration, thus increasing the damage dealt.
- The base ballistic damage has been lowered from 110 to 90 (plus the explosion is 100) for better balance.


NEW CAPACITORS & MAGAZINES
Capacitors and magazines have been split into separate upgrades to create more interesting options. Plus it didn't make sense that by increasing the number of capacitors, you magically had more ammo to shoot. These are physical projectiles here.

Overcharged Capacitors
Cuts the charge time in half and doubles the Explosion Damage. Stacks with the Demolition Expert perks for up to 4x the explosion damage.

Auto-Charging Capacitors
Uses electromagnetic discharge to charge the next shot automatically. Removes energy explosion.

Magazines

- Before your options were 7, 10 and 20.
- Now your options are 5, 10, 15 and 20.
- Plus Quick Eject options for each!


NEW FIRING MODES

2-Shot Burst
Does half the damage of the Full capacitors, so 56.25 per shot, plus explosion damage. Half the recoil. 20% faster than Automatic. 20% less ammo for balance.

Automatic

Fully automatic gauss rifle. Same damage as Burst. Half the recoil. No ammo reduction.


BARRELS & MUZZLES

Shielded Barrel
It didn't make sense that adding a barrel shield would increase the damage, plus now that the Gauss Rifle is armor penetrating the damage boost was overkill. The Shielded Barrel now improves reload speed by 25% since you aren't scared of electrocuting your hand. Arguably a more fun upgrade to a weapon that reloads slow, has a small magazine options and already does a lot of damage.

Silencer
Contrary to what most video games do, Silencers actually increase the range by about 20-30%, not reduce it. So the silencer now increases the range by 25%.

Muzzle Break
The Gauss Rifle already had a Compensator but was lacking a Muzzle Break, probably because Bethesda didn't want to create a new model for it. But I added it. It's better for the automatic and maybe the burst, while the Compensator is better for everything else.


⚙️ GRENADES & MINES


The Plasma & Pulse Grenades and Mines, as well as the Molotov Cocktail are now 100% covered by the Demolition Expert Perks. As is the Plasma Slinger Barrel and the Gauss Rifle Explosions. Meaning you can deal up to 40 energy damage with your Overcharged Gauss Rifle.

Plasma Grenades & Mines
The plasma Grenade has been converted to 100% Energy damage. Dealing a total of 225 instead of 300 so that when it scales with the demolition Expert perk it still ends up at 450 rather than 600. The Frag grenade is 150 and scales to 300 for reference.

Molotov Cocktail
The Molotov Cocktail does 50 physical damage and 8 energy damage per second for 5 seconds with a high likely hood of burning twice due to an 8 second fire hazard. This was very overpowered. Leading to a lot of instant player deaths from Molotovs on Survival. This has been to changed to 5 physical damage to simulate getting caught in the initial blast, and 8 *Fire* damage per second for 5 seconds. With only a 6 second fire hazard, leading to a much lower chance of getting burnt twice and doing a modest 45 to potential 85 damage instead of 90-130. The blast was also way too large for a Molotov Cocktail before and has been reduced by half.

For a more complete Molotov overhaul with new variants, try my Complete Molotov Overhaul mod and let this mod overwrite. Video review below starts at 9:05.


Review of this mod, version 2.5 starts at 11:43



‼️3.0 UPDATE


⚙️ GATLING LASER

SHOT CAPACITY, AMMO & BARREL SPIN UP

ELECTRON CHARGE PACK
The Gatling Laser now comes standard with the EC Pack and no longer requires a spin up before firing. This ammo type from previous Fallout games requires Munitions. Shot capacity for the EC Pack is 300.

FUSION CORE UPGRADE
The Gatling Laser can be upgraded to use Fusion Cores for an upgraded, 500 shot capacity. This upgrade brings back the spin up as a trade-off.


DAMAGE
Now 15, instead of 14. I started at 24, did some math to apply the same 10% decrease for an automatic fire rate, then multiplied it by the difference in fire rate between the automatic laser gun and the Gatling Laser and ended up at 15. Bethesda wasn't far off for once.


CAPACITORS
Same options and balancing as introduced for the Laser Guns.


MUZZLES & NEW FIRE MODE

In vanilla, there was just a Focuser, I added the Improved version and the rest of the muzzle attachments from the laser guns.

Beam Splitters

Yes, it's as crazy as it sounds, however I accounted for the Gatling Laser's lower accuracy. So the spread on these upgrades is not as tight. The fire rate probably still more than makes up for this, but have fun!

Continuous Beam

I made the continuous beam a muzzle attachment for the Gatling Laser instead of a barrel.


⚙️ LASER MUSKET UPDATE

CHAMBERS & GEARS
I've updated the Laser Musket to include a new category for customization. Category includes 6 new attachments, plus the standard attachment.

Beta & Gamma Wave Injectors
Adds the fire damage spells from the Laser Gun capacitors

Gear Trains
Put your Laser Musket in 2nd and 3rd gear with the Gear Train and Improved Gear Train Attachments. Dealing +50% and +75% damage respectively. Slower Crank speed and -1 to shot capacity. This will also slow down your fire rate for automatic, burst and continuous beam variants.

Small Gears
With small gears, you'll need more cranks to get to full power, however you can crank so much faster now that this isn't an issue. Crank speed is 80% faster, requires double the cranks for full power.

Photonic Resonation Chamber
Yes, I made it lol. The Photonic Resonation Chamber gives you double the cranks with no damage cost.


THE SIX-CRANK LASER MUSKET IS BACK!!
I've added the Six-Crank Laser Musket back in as a unique weapon. It can be found at the Sniper's Outpost south-southwest of Gunner's Plaza.

It's supposed to be on the table but it fell off


⚙️ OTHER CHANGES

- Automatic Gauss Rifle fire rate as been slowed down
- Fixed Plasma gun's Standard ammo attachment so you can change back from the Large Cartridges


ATTACHMENT PACK CHANGES

- Gauss Rifle Ported Barrel Shield was set to increase reload speed and decrease recoil like an actual Barrel Shield and ported barrel would do, instead of increasing the damage and range. This change is not only logical, but it keeps the weapon balanced and in-line with the rest of the changes I made to the Gauss Rifle.

- Since I split the Ammo upgrades from the Capacitors, the capacitor attachments Dak added obviously had to be cut. But I kept the models, and moved them over to the automatic and burst fire capacitors, so you still get to appreciate Dak's work on these awesome models.

⚙️ NEW WITH 3.0

- Dak's Tri-beam muzzle attachments have been removed so you don't have 2 of them

- Naming rules for attachments like Incinerator, Accelerated Barrel, Automatic Sniper Barrel, etc. have been added.

- bug fixes. Some of Dak's attachments were bugged or didn't do what they said they did. Fixed now.

- More attachments have been balanced and patched. Attachments that reduce or increase ammo actually do so properly now.


👍 PLEASE ENDORSE & COMMENT


If you like the mod and wanna support me, I just did a podcast with my artist, you can drop a like on the video and check out his music if you're interested.




🔮 FUTURE PLANS


- In the next update, I'll tackle the Assaultron Head and Gamma Gun.
- In the final update, I'll add receivers for the Alien Blaster & add silencers for the laser weapons.
- Then, I'll start making patches for Creation Club content.


💻 INSTALLATION & COMPATABILITY

- This mod is incompatible with any mod that makes changes to energy weapons and should be loaded before the See-Through Scopes Replacer version.
- Also Incompatible with mods that change the Demolition Expert perk. Let this mod overwrite.
- Attachment Pack Patch available.
- If using Complete Molotov Overhaul, let this mod overwrite.


⭐ RECOMMENDED ENERGY WEAPON MODS

Energy Weapons Calculation Fix
Alien Blaster Long Barrel Fix
Laser Charging Barrel Fix
Institute EM Sniper Rifle
Institute EM Rifle
Complete Molotov Overhaul


💡 OTHER MODS YOU MIGHT LIKE

NEW!! Revolvers Fixed
- Adds Double-Action, Slip Fire, multiple Caliber Conversions & more!
NEW!!
Two Shot Shotgun Fix - Doubles the number of projectiles so shotguns end up with 16 pellets instead of 9. Energy shotguns are affected too.
Modern Night Vision Scopes - New, clearer Night Vision look + Auto off during the daytime.
Faster Automatic Shotgun - Speeds up Automatic Combat Shotguns to shoot like an AA-12.
Faster Double Barrel Reload - Make the Double Barrel Shotgun the high fire rate alternative to the Combat Shotgun it was meant to be.
Modern Night Vision Scopes - No more crappy NV scopes! Better Night Vision effect. With patch for auto off during the daytime.
Complete Molotov Overhaul - Reduces explosive damage, balances gameplay, and creates realistic crafting recipes with new variants.
FO2 LSW Assault Rifle Replacer - replaces God awful Assault Rifle with the classic Light Support Weapon from Fallout 2.
Realistic Sprinting - more than a brisk jog, for more than 10 seconds.
Adrenaline Redone - provides a more immersive and realistic approach to the Adrenaline system in Fallout 4.

>>>>PLEASE ENDORSE IF YOU LIKE THE MOD<<<<
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