Laser gun overhaul
激光枪大修
Screenshots 8 screenshots
About this mod Machine translation
- Laser damage increased from 30 to 33, Preston's default laser rifle increased from 18 to 21, and Preston's laser rifle has 6 cranks by default.
- More project requirements, Gun-Nut privilege is required to create extended versions.
- Additional barrel attachments for the laser gun, adding a "sniper" barrel and "improved" premium attachments. Their bonuses are similar to standard laser weapons.
- The extended design of the improved sniper barrel is longer.
- The version in brackets is heavier.
- Retuned barrel accuracy.
- Full-Stock does a better job, with better range and accuracy.
- Added Marksman Stock, Full-Stock does a better job.
- Marksman Stock has better processing characteristics.
- Added "Sniper" barrel for laser guns, reducing reload speed instead of capacity. There is no charging time except during reload sequences.
- "Sniper" barrels in laser rifles and rifles/pistols increase Recoil by 35%.
- Added additional muzzle attachments for the laser rifle, amplified beam splitter, fine-tuned beam focuser and quantum gyro compensation lens.
- The Beam Splitter has 5 projectiles and has +30% damage, while the Amplified Beam Splitter has 9 projectiles and has +50% increased damage.
- Beam Focuser and Fine-tuned Beam Focuser allow for 5% to 15% armor penetration.
- With six crank capacitors, reload speed increases by +5% for each additional level of crank capacitor, with a maximum reload speed of +20%.
- The "Automatic" Legendary Mod is now eligible for modification and you can make your own automatic receiver. Available early in the game, it is a displacement automatic laser weapon.
- The "Short" barrel series will increase the rate of fire by 25% for "Automatic" Legendary Mods, while the "Sniper" barrel series will reduce the rate of fire by 25%.
- According to the data compiled by FO4, it cannot be used by NPCs, so I made it available.
- Rebalanced perks and materials required for attachments.
- Added 6-round semi-automatic version, which will not consume all rounds in one shot.
- Adds separate mod attachments for various effects such as burning damage, critical damage bonus, normal damage bonus and their combinations. [v6.00 - New]
Known errors:
- Preston Garvey's default weapon will be a bit broken. I don't know why, or how to fix it. A band-aid solution gives him nothing but his default laser gun. However, these are some isolated cases as I didn't see this happen on my second show.
- Because these mods are radiated prematurely before GECK 4 (if named that way), I can't calibrate the concatenation of the names correctly. For example it will read "Laser Rifle Sniper Rifle" which obviously means nothing. However, if you're not too bothered, simply renaming the weapon can solve the problem.
Compatibility Notes:
For mods that I intend to modify my mods, first turn off F-Off! It's not difficult, but it is frustrating and tedious work. But it's not like I can stop you, it's the damn internet, so I might as well tell you how to do it properly so you don't do it.
- Attachments are now "sources" on the weapon instead of receivers. This means that Preston's Laser Rifle and Universal Laser Rifle are modified, and must be modified to be compatible with other mods that include modifications to the base weapon itself.
- Because "auto" attachments are initially legendary, any mods that modify the default auto legendary will conflict, such as Craftable Legendary Mods. It's possible to use both, but it requires my mod to be loaded after the Craftable Legendary Mods in the load order. But the game will use my automatic mode - for example if you install "Craftable Legendary Mods" (below) with this mod, it will no longer use the effects chip, and it will still show up as another craftable item, basically there will be two "auto" receiver mods, but with the exact same attachment attached with different requirements.
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.