ITO Academy Technical Overhaul - Mass Production Weapons Lite (Updated)
Added the re-meshed vanilla laser rifle and 3 new variable standard pistols/rifles and 2 heavy weapons to the standard academy arsenal
Screenshots 8 screenshots
About this mod Machine translation
Added the re-meshed vanilla laser rifle and 3 new variable standard pistols/rifles and 2 heavy weapons to the standard academy arsenal
Prerequisite: Automatic Workshop Nuclear World DLC
Version 1.05 updated on July 18th:
Fixed some model, texture and sight issues
Thanks to junkyardlazy ghoul for spotting these issues
Now repackaged and uploaded.
Version 1.04 updated on July 8th:
Fixed a bug using the sniper stock and muzzle modifications from the Accessory Pack on the Experimental Energy Barrel,
Thanks to leonardo168 and archarger for the info
The main body has been packaged, and the patch for the new fire mode that is being compatible is uploaded together with two optional patches for adjusting the size of the original academy laser (one to make it smaller, and one to restore it to the original size). You can choose to install it according to your needs.
Academy Technical Overhaul V2 Mass Production Weapon - Lite Version
This is a standalone module, part of my (original author micalov, the same below) rebuilding ITO from scratch, I have been working hard to make it more compatible and less bloated.
Added 5 new assorted highly customizable weapons to the standard academy weapons.
Standard Vanilla Lasergun: - The new mesh is slimmer but as compatible as possible, and also includes the Vanilla Weapon Attachment Pack meshes for Dak and Pig to give the weapon a more visual shine.
MK2 Laser: - A new and improved version of the original laser, but with more customization options in terms of barrels, scopes, attachments and ammo mods, and is also smaller and lighter than the original
Plasma Gun: - The Academy's new plasma weapon, a change from pistol to rifle and some attachments and mods inspired by the original weapon attachment pack.
Electromagnetic Gun: - New electromagnetic weapon that fills in the gap of live ammunition, but like the other weapons above, comes in pistol and rifle form with a bunch of different attachments
Heavy Lascannon: - A heavy re-meshing of my old light machine gun with tons of new features, ammo switching, optional carrying handles and bipods, etc. for the heavy gunner perk
Heavy Plasma Cannon: - Another edit to my old plasma flamethrower adding new attachments and barrels etc to add some standard heavy weapons in place like the heavy laser gatling
Overview.
All Institute energy weapons, including the original, now default to using Institute fusion cells, which are 20% more energy efficient than pre-war fusion cells.
They can also be switched to use standard fusion cells and, in the case of a plasma gun, plasma cells.
The electromagnetic gun uses a cheap in-situ electromagnetic round made of polymers and metals because it is capable of a high rate of fire. The default 2mm electromagnetic round will be expensive, but it can be switched to 2mm electromagnetic round like an energy weapon.
The above ammo can also be crafted at the Chemistry Workbench.
All guns have a built-in optional damage adjustment, so you can adjust the damage up to 200% to your personal preference, and all weapons support CC weapon skins for the most part, although some look weird and funny due to the nature of the edited vanilla textures.
The mk2 laser will spawn starting at level 5, the electromagnetic gun at level 10, the plasma gun at level 15, the heavy laser cannon at level 20 and the heavy plasma cannon at level 25.
Level list editing.
This mod has edited the Institute Laser Rifle template tiered lists so that they have a chance to spawn on all synthesizers with the relevant pistol and rifle keywords, which seems to be the best option for compatibility as these specific tiered lists are rarely used exclusively by others and can still be used by mods that use scripts to add to them.
One problem with this is that the gen 3 synths in the academy, they use their own specific level list, randomly drawn from the guns used by all the academies, so even if they are non-combined, they have a chance to spawn w …
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.