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Laser Musket Mark 2 (Now With Workshop Turret Versions) 2.5


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About This File

Description
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Laser Musket Mark 2 was born of my hatred for the impossibly stupid and horrendously modeled original laser musket. I didn't want to replace it, I just wanted to make it better.

 

This mod is my crown jewel, one of my greatest achievements in modding.

 

Crafting
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One can be crafted at the Chem Bench under Utility with one Laser Rifle and one Laser Musket with Science 4.

 

You can also craft Workshop Turret versions with the optional plugin. BE AWARE! The workshop recipe calls for a LMM2 - this includes any uniques you may have in your inventory and/or workshop! This also includes workshops from which you have a supply line to! For best results, drop any you care about before crafting these turrets!

 

Mod Categories:

- Capacitor (13 + 1 unique)

- Batteries (9 + 3 unique)

- Stocks and Grips (8)

- Barrel (13 + 2 unique)

- Muzzle (10)

- Scopes and sights (23)

- Underbarrel attachments (8)

- Legendary Slot (UCO/Armorsmith Extended/AWKCR)

- Legendary Slot 2 (Specific to Uniques)

- Paints (6)

 

Total player available mods: 90

Total mods: 96

 

Some mods require full affinity with a specific companion, bobbleheads, crafting components, quest progress, or other esoteric perks:

 

 

- Danse (Fusion Core Capacitor) 

- Cait (8-way Beam Splitter) 

- MacCready (2x to 4x Combat Scopes) 

- Hancock (Ionization Dish) 

- Energy Weapons bobblehead is required for quite a few mods, which in itself requires Main Quest progress 

- Beryllium Barrel can only be obtained by completing the main quest while siding with the Minutemen, due to the fact that it cannot be crafted while considered a Quest Item.

- Box of Fusion Cells can only be crafted with Energy Weapons bobblehead, Science bobblehead, 1500+ scrap material, and completing Blind Betrayal while keeping Danse alive. Supports paints

 

- White Paint unlocked after visiting the Institute for the first time

- Red Paint requires Taking Independence to be completed 

- Yellow Paint requires meeting Desdemona 

- Blue Paint requires Show No Mercy to be completed

 

- White Flames Paint requires any of The Nuclear Option variants to be completed (Min/BOS/RR)

 

- Black Paint only requires that Father is dead, for any reason. You can either kill him or he can die for other reasons

 

- Protectron's Claw requires completing Automatron. Isabelle can be killed or left alive. 

 

Added and replaced some in the world:

 

-Preston Garvey carries one

-Goodneighbor behind Kle0

-Replaced Righteous Authority

-Prydwen, behind Proctor Tegan

-The Castle, on a shelf during Old Guns

-Old North Church, second level, under a bench

-Tessa, Quincy ruins. Carries a unique Plasma version

-Paladin Danse's companion weapon is now a laser musket

-Proctor Ingram now carries one

-Human Virgil now has his own version

-The Mechanist now has one
-Jake Finch will have one tradeable after doing his quest

 

 Uniques and Unique Abilities: 

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Righteous Authority

- Comes with Fusion Core Capacitor and has near zero recoil and a bumped fire rate. Does not support Scopes or other Capacitors.

 

Tessa's Plasma Blaster

- Unique Plasma variation that comes with Power Armor Bayonet. Has 4.0 crit multiplier. Full auto deals 0.8x damage, and is slightly slower to reload. Does not support Sniper barrels or other capacitors.

 

Botblight

- Unique "Troubleshooter's" variation. Has the highest base damage of any other Unique. Comes with 8-way beam splitter, white paint, and has a white beam. Has the slowest reload speed. Does not support muzzles, scopes, sniper barrels, or automatic barrels. Has a significantly reduced ammo capacity (stock 8, max 9).

 

Machine's Vengeance

- Unique "Assassin's" version. Has unique Cryo capacitor and uses Cryo cells. Has decent base damage, but is capped at 40. Has very fast melee speed. Does not deal extra Crit damage and deals only 1/4 damage when out of range. Has very poor range but reloads very quickly. Only supports fully automatic barrels. Does not support scopes.

 

Denial of Loyalty

- Unique Poison version. Deals Poison damage and a small amount of Energy damage. Has a 3.0 crit multiplier and no damage falloff. Cannot dismember or explode enemies. Does not support any auto or sniper barrels. Has a 100% accuracy bonus in VATS. Has a slight increase to reload speed.

 

History's Teacher

- Unique Gauss version. Takes a full second to reach full damage. Uncharged shots deal half damage. Deals more damage to targets that are further away. Fully charged critical shots deal 4x damage. Normal critical shots do not do extra damage. Fires both full auto and single shot, simply pull or hold the trigger. Significantly increased weight. Takes 2mm EC carts. Does not support muzzles, Fusion Cells, or reflex sights. Significantly reduced ammo capacity. Standard 10, max 20.

 

Tinker's Wet Dream

- 15% improvement over the base Laser Musket Mk. 2 stats. Supports all mods except unique Plasma and Cryo capacitors.

 

Sense of Duty

- Very wimpy damage and wimpy mag size, but it has the Furious effect (changed from Righteous Authority) and it has a 2.25 critical multiplier. Supports all mods.

 

Protectron's Grasp

- Completely randomized

 

Extra Notes

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Machine's Vengeance must be stolen.

 

Denial of Loyalty must be stolen.

 

Tinker's Wet Dream must be pickpocketed.

 

Sense of Duty must be pickpocketed or Human Virgil must be killed.

 

Some unique versions have modding sections restricted - this is intentional behavior.

 

The Heavy Automatic Barrel has been severely restricted due to issues with how the game handles semiauto and full auto sounds. Due to the barrel using the CSlide animation node from the laser pistol, it is restricted to rifles that only support nonautomatic and sniper barrels. Its stats reflect this change, and at this point it's a trade off between fire rate and damage in terms of semi or fully automatic Heavy barrels. The Heavy Automatic Barrel still only counts as Semi-Auto perkwise and will use the Rifleman perks.

 

Fusion Core Capacitor is limited to 250 shots on Righteous Authority due to RA being a startgame weapon, as is Paladin Danse's companion weapon.

 

The Nuclear Physicist perk will double this to 500 shots, and for some reason, in Power Armor, you get 750.

 

Preston's companion weapon is limited to 5 shots due to it being easily obtainable at the beginning of the game.

 

Danse's companion weapon cannot be modified.

 

Preston's companion weapon cannot be modified.

 

Installing
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Manual or NMM/MO, doesn't matter.

 

It is HIGHLY recommended to completely remove old versions of the mod before updating.

 

 

Updating
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It is HIGHLY recommended to start a new game as of the 2.0 update.

 

This mod has been around for over 3 years and has undergone many changes and reworks.

 

PLEASE COMPLETELY REMOVE THE MOD FROM A CLEAN SAVE BEFORE UPDATING.

 

 

Known Bugs
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- Magazine/Battery is removed when switching a normal capacitor to/from a Fusion Core capacitor

 

- Third person barrel spin animations don't work

 

- Some Unique versions may not have their battery mods installed when first added to the player's inventory

 

- Some crafting recipes may not be unlocked if the mod is installed after events that would unlock these recipes have already occurred

 

- Most mods do not increase elemental damage (poison/cryo)

 

- Some crafting requirements are not shown.

 

- Power Armor Headlamps will override the Flashlight.

 

- The mod may cause severe lag in certain areas when looking in a specific direction. Enabling multithreading in your INI may solve the issue on some systems.

 

- Known areas: Behind the red trailer near Outpost Zimonja, Valentine's Detective Agency 2nd floor, Fort Hagen Building Corner looking East, Old North Church first floor and tunnels)

 

Compatibility
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Unique folder names and file paths, should be 100% compatible with everything. If you need a patch for any mods, please let me know.


This mod DOES NOT break precombines in any exterior - it may break them in Goodneighbor, but the Laser Musket that you get from the very beginning of the game is actually a scripted DummyWeapon marker so I did not touch anything there.

 

This mod creates AddonNode300, AddonNode301, AddonNode302, and AddonNode303. If you have mods that also use nodes with the same IDs there may be conflicts.

 

Future Plans

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Charging Gauss version

 

To-Do list:

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Transparent gun shield

 

Permissions regarding my mod
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"Laser Musket Mk. II", associated original designs, and associated 3D data are all my intellectual property and inherit certain copyrights under United States property law. I can and will file a proper takedown against anyone attempting to deliberately copy or mimic my intellectual property.

 

"Laser Musket Mk. II" and its design, effects, and other media pertaining to the Fallout franchise owned by Bethesda Softworks, and by extension, Microsoft are my intellectual property. Any deliberate attempts to copy or mimic their design, effects, and other representative media will result in a DMCA takedown. All other representative media, including ambiguous function outside of the Fallout franchise, is my intellectual property.

(C) Zoey K Lavender, 2023 and all years after.

Edited by ZoeyKL


What's New in Version 2.5

Released

Balance changes to fire version



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