Fusion Core Fusion - F4SE (updated)
Tired of carrying around 25 half-full fusion cores? Merge them.
Screenshots 2 screenshots
About this mod Machine translation
Tired of carrying around 25 half-full fusion cores? Merge them.
Original address:
Prefix:
Fallout 4 Script Extender (F4SE):
Address Library for F4SE Plugins:
Mod Configuration Menu:
Updated on September 3rd:
Version 2.1
- The update supports all versions (OG/NG/AE), and a new version 1.11.240 has been added.
- Added MCM button, which can be merged without shortcut keys (but the shortcut keys still work)
Chinese address:
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Fusion core merge
Press a key. Your half-depleted pile of fusion cores becomes a full core plus a partial core.
The total charge is precisely maintained - nothing is created and nothing is lost.
Before: 12 cores at 41%, 88%, 7%, 63%, 99%, 12%, 55%, 30%, 76%, 4%, 91%, 22%
After: 5 full cores + 1 core at 88%
A very small F4SE plug-in. There is no ESP and no plug-in slot. There is nothing new in the archive. Once uninstalled, the game is the same as before (with the new full fusion core of course).
Why are fusion cores such a mess?
Fallout 4 stores item charges in the item stack, rather than the item itself. Two cores can share a stack only if they have the same power level - so each different power level becomes a separate line in your Pip-Boy. Maybe it's just me, but it annoys me.
This simple mod just adds a shortcut key (configurable through the MCM, no default settings) that you press and hold, and it all merges.
This is not cheating (maybe a bit in survival mode).
The merger is entirely charge conserving. Charge is measured in whole units - a vanilla core holds 500 - and never in rounded percentages, so repeated merging won't leak or create individual units. After each merge, the mod will re-read your inventory and confirm that the total has not changed.
Here's the actual merged version from my own (ridiculous) archive, taken directly from the log:
411 × 500 + 69 = 205569. The numbers haven't changed from the original.
In survival mode, fusion cores do have weight and you end up carrying less weight because 468 cores become 412. If this bothers you, this mod isn't for you - and there are no fees invented in the game.
Not just the fusion core,
It automatically merges all types of charge ammo in your load order, automatically detected - no patches, no hard-coded list of modalities. My own loading sequence includes:
Fusion Core: 468 item(s) in 59 stack(s), 205569 units total -> 411 full + 1 partial (69/500 units)
Fusion Core (Original) – 500 units
Plasma Core (ammunition) – 250 units
Fission Batteries (Ammunition) – 100 pieces
Extended Micro Fusion Battery (EG7) – 501 cells
Charge content added by the module will be picked up automatically. Each type is strictly fused - charges never cross between them.
use
Bind a shortcut key in MCM → Fusion Core Merger → Merge Now → and press. The HUD will show what's going on. It sails untethered; MCM won't choose the keys for you.
set up
It's all in the MCM, and it all works immediately - no reboots, no save reloads required.
Merge now - shortcut key. The default is to unbind.
Combines all ammunition types that carry explosives - On. Off = Original Fusion Core only.
Leave your favorite items alone – turn them on. see below.
Hold the core loaded in the weapon still - on. see below.
Show HUD confirmation - turned on.
Long log - closed. Record the power of each layer before merging.
There isn't an advanced setting in the menu because it's cumbersome to enter the form ID in the in-game text box: sExcludedForms in MCM/Config/FusionCoreMerger/settings.ini, a comma-separated list of Plugin.esm|0xFormID.
About your equipped weapons
This mod skips equipped cores, so to merge, first remove the Gatling Laser and remove the Power Armor.
Require
Fallout 4 — Any version supported by F4SE: OG (1.10.163), NG (1.10.980 / 1.10.984) and AE (1.11.137 – 1.11.221), all from a single DLL version
F4SE
F4SE plug-in address library
Mod configuration menu - required, it has shortcut keys
One DLL covers them all: each engine a …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.