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Changelogs
Version 1.1
Uses vanilla INNR and naming keywords, still probably needs more balance tweaks
Gmoi6's Zap Gun is an incredible mod. Unfortunately, the author didn't always follow vanilla conventions, so despite aesthetically fitting into the world of Fallout 4 like a glove, mechanically and under the hood it ends up being a bit of a sore thumb. This is my attempt to fix that.
Rebalanced standard ZapGun to do 19 Damage (20% less damage than the vanilla laser gun, without this the base gun actually does a LOT more damage than the vanilla laser rifle).
Removed the weapon's rad damage.
Renamed the weapons OMODs to follow vanilla conventions
Split turrets out into a seperate esl flagged plugin (requires main plugin), for people who don't want the turrets.
Removed Chem Bench crafted version of the weapon
Removed 5% damage boost magazine
Nerfed Kinetic Magnetron Disruptor damage, the weapon is now more of a control tool and less of a mini-nuke
Eslifies the main plugin (turrets plugin is also an esl flagged esp).
Requries the original mod, this is a replacer .esp
This will not be compatible with other patches that modify the weapon due to the form compaction for eslification of the plugin.