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Laser Musket Overhaul
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About this mod
MOAR Upgrades for the Laser Musket, a complete overhaul of the Laser Musket. Bring out the Revolutionary in you.
Nexus requirements
Mods requiring this file
Author’s instructions
Honestly, i would not like it to be redistributed. But it’s not like i can stop you.
Just be sure to credit me, and made people aware of the possible bugs.
You are welcome to put out compatibility patches. Upload it here, so i may be able to direct people to the compatibility patches.
File credits
Donation Points system
This mod is opted-in to receive Donation Points
Version 9.00
Version 8
Known Bugs:
— Fire Rate of Automatic Reciever is not properly shown, it should be 4x.
— Fire Rate of Automatic Laser Musket is bugged in third-person.
Version 7.1
Version 7..3
Changes:
— Made a better version of Marksman Stock and Long-Barrel
Version 6.00
Changes:
— Added Reciever Effects ASIDE from Crank-Recievers.
— Added SLP support for extra Reciever Effects.
— Added Support for Crank-to-Charge.
Version 5.35
Version 5.3
Version 5.2
Version 5.1
Version 5.0
Version 4.2
Version 4.0
Version 3.3
Version 3.2
Version 3.1
Version 3
Version 2.1
Been a wild ride, but this mod is depreciated and is unsupported.
Updating and maintaining these mods individually has been tedious.
My Overhauls has been consolidated in an AIO pack, and it would be easier for me to simply maintain, and develop that.
MOAR Upgrades for the Laser Musket, a complete overhaul of the Laser Musket. Bring out the Revolutionary in you.
1.) Additional Receivers
2.) Added Sniper Barrels, Improved versions, and rebalanced the Barrels lineup
3.) Added Bayonets. Extended non-bracketed barrels can make use of Bayonets.
4.) Added Improved versions of Muzzles
5.) Multiplicative Damage
My Weapon Overhauls:
1.) Preston’s Laser Musket is broken, it’s only showing the receiver.
If you can access the console command, simply copy-paste (yes ctrl-c ctrl-v works on console): «1a4d7.removeitem 62aa6» and «1a4d7.additem 62aa6»
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Laser Musket Overhaul
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
MOAR Upgrades for the Laser Musket, a complete overhaul of the Laser Musket. Bring out the Revolutionary in you.
Nexus requirements
Mods requiring this file
Author’s instructions
Honestly, i would not like it to be redistributed. But it’s not like i can stop you.
Just be sure to credit me, and made people aware of the possible bugs.
You are welcome to put out compatibility patches. Upload it here, so i may be able to direct people to the compatibility patches.
File credits
Donation Points system
This mod is opted-in to receive Donation Points
Version 9.00
Version 8
Known Bugs:
— Fire Rate of Automatic Reciever is not properly shown, it should be 4x.
— Fire Rate of Automatic Laser Musket is bugged in third-person.
Version 7.1
Version 7..3
Changes:
— Made a better version of Marksman Stock and Long-Barrel
Version 6.00
Changes:
— Added Reciever Effects ASIDE from Crank-Recievers.
— Added SLP support for extra Reciever Effects.
— Added Support for Crank-to-Charge.
Version 5.35
Version 5.3
Version 5.2
Version 5.1
Version 5.0
Version 4.2
Version 4.0
Version 3.3
Version 3.2
Version 3.1
Version 3
Version 2.1
Been a wild ride, but this mod is depreciated and is unsupported.
Updating and maintaining these mods individually has been tedious.
My Overhauls has been consolidated in an AIO pack, and it would be easier for me to simply maintain, and develop that.
MOAR Upgrades for the Laser Musket, a complete overhaul of the Laser Musket. Bring out the Revolutionary in you.
1.) Additional Receivers
2.) Added Sniper Barrels, Improved versions, and rebalanced the Barrels lineup
3.) Added Bayonets. Extended non-bracketed barrels can make use of Bayonets.
4.) Added Improved versions of Muzzles
5.) Multiplicative Damage
My Weapon Overhauls:
1.) Preston’s Laser Musket is broken, it’s only showing the receiver.
If you can access the console command, simply copy-paste (yes ctrl-c ctrl-v works on console): «1a4d7.removeitem 62aa6» and «1a4d7.additem 62aa6»
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File information
Last updated
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About this mod
The Laser Musket doesn’t require ammo, it charges using the hand crank.
Off-site requirements
| Mod name | Notes |
|---|---|
| F4SE | 0.6.11 or higher (make sure to extract the Data folder as well) |
Mods requiring this file
Author’s instructions
File credits
Pokepunch, for CrankToCharge, which served as base to do this improvement
Bethesda, for making the musket a dumb weapon
Donation Points system
This mod is opted-in to receive Donation Points
Version 2.0-beta4
Version 2.0-beta
Version 1.5
Version 1.4
General optimizations and performance improvements.
(Just tweaked the script here and there, hopefully now is more efficient, or maybe not, we’ll see)
Version 1.3
Nerfed version is now a patch and not a replacer (easier to update this way). You can merge the changes with xEdit if you don’t want an extra esp.
Version 1.2
Version 1.1
Inspired by Pokepunch’s CrankToCharge and while trying to fix some bugs and things I didn’t quite like, I ended up remaking the mod entirely.
Now uploaded on Bethesda.net
For PC
For XBOX
Warning, tech info ahead, do not read if you care about realism
Pokepunch’s mod works by giving you an invisible quest that adds a «fusion breeder» (which is an ammo placeholder) each time you pull a laser musket, and a script that gives you another each time you drop/use/lose one. This causes a bug where the player ends up having hundreds of breeders, unable to remove them from the inventory.
This implementation has no inventory check script, it adds a «breeder» when you equip a laser musket and adds another when you reload it (i.e. used the one you had).
It also hides them from the user, so you won’t see fusion breeders at all, hiding the «breeder» mechanism completely, which is how it should have been from the start, since the breeders are just a placeholder.
In Short
You turn the hand crank to charge the musket, no ammo required.
Update
As for version 2.0, this mod now requires F4SE (Version 0.6.11 or higher) and its scripts (make sure to extract the Data folder from F4SE as well).
Compatibility
It should be now compatible with any mod.
Known Issues and How to solve them
On a new game, you shouldn’t have any issues. On an existing save, the following issue may appear:
#1: Existing laser muskets still use cells.
Make any modification to the Laser Musket in a Weapon Workbench, this should fix the issue for this musket.
Please report any other issue you may find and I’ll try to fix it as soon as possible.
Credits
Pokepunch, for CrankToCharge, which served as inspiration.
Bethesda, for making the musket a dumb weapon.
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Nexus requirements
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Both straight donations and premium membership donations accepted
2. Убедиться что esp подключен и все ресурсы мода находятся в папке Data игры
4. Скачать и установить этот мод. При установке выбрать вариант замены по своему вкусу.
5. При установке этого мода убедиться что esp будет заменен тем, что идет с этим модом. Вы должны согласиться на запрос о перезаписи файлов при установке мода.
1. Удалить этот мод, загрузить новую версию, установить мод.
Все благодарности людям, участвовавшим в создании оружейного мода AER15:
— Plate carrier in the screenshots is from the Tactical Human mod here on the Nexus
— Shirt in the screenshots is from the Dayz Tactical Shirt mod and is from the No Piracy Discord
— Beanie and cap in the screenshots are from the Jack McClaine mod on the No Piracy Discord
— Call of Duty Advanced Warfare exo-frame in the screenshots is from Outlawers Outfit Pack 2 on Gunetwork
— MW3 Oakley gloves in the screenshots are from the MW3 Oakley Pilot Gloves mod here on the Nexus
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Laser Musket Overhaul
File information
Last updated
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Created by
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256 comments
It’s nice to see this mod being updated but I’m sticking to the older version for the time being I think. Reason is I have no idea what all of the different esp/esl files do, they aren’t very self explanatory.
What does «LMOSLP» do? What does that stand for?
What does «UsefulCrank_LMO» do? (I can guess at what that one does since I use the older version, I’m asking more for newcomers)
What does «Laser Musket Mods» do? (same reason as above, that also happens to be the name of one of the old esp files)
What does «AutoLaserMusket» do? (I mean for all I know that could mean the laser musket charges by its self over time or something.)
Which of the above files are mandatory and which are not?
I’ve seen mod authors do this before in the past, they start out with confusing or sometimes vague file names or they update their mod and then rename everything but then don’t really do much in the way of explaining the new naming scheme (in a ReadMe or in the description) and then people get confused during the installation process and when it doesn’t work right or the way they expect they go to the mod author and complain about it.
I happen to know this mod is awesome and does a wonderful job of pointing out Bethesda’s laziness or oversight (take your pick) on a feature that probably should’ve been in the game from the start. I’m writing this more for a bit of perspective from the user’s point of view and also for a bit of clarification for myself.
I suppose you’re a manual installer?
Wrote that a while ago after having a somewhat bad day, but yeah I don’t use mod organizers. I guess I’m just old fashioned or something or maybe it has something to do with the fact that I watched a YouTube video on how to install one years back, saw how many extra steps it added to something I could do in two or maybe three (or maybe that was just the process of setting up the mod organizer, I don’t remember which) and then I was like «yeah, screw that I’m just going to continue installing things manually», I also kept seeing a number of posts over the years about issues that I never experienced and they almost always turned out to be mod organizer related, so there’s also that. I might start using them around Starfield or TES 6, depending on how things are set up by then but for now I’m just going to continue to stick to the more «hands on» approach (as at this point I’ve got so many mods installed I don’t even want to think about what making the switch would look like).
Anyway, thanks for the reply.
EDIT: 3 hours of trying, putting it at the last in load order, uninstalling, installing AIO, then installing this mod again, with framework, without, new save, existing save, it only gives me the receiver and some receiver options. Still impossible to attach anything other than that and some legendaries, can’t add a barrel, muzzle, whatever, you name it. Only two upgrade trees are possible.
Either do it right, or don’t do it at all. I don’t know much about modding, but reading these comments it just seems you’re severely overcomplicating all of your mods. All these dependencies, dirty little edits you have to do by yourself in order to get it sorta working.
Take a mod like «Extended Weapon Mods» for example: That one’s old as hel, and it still works perfectly. It only adds some additional weapon mods, plain and simple, works like a charm. This mod here? It doesn’t even work properly when you cater to its various needs. I don’t know how other players get your mod to work, I frankly don’t care, because it doesn’t work for me. I have a crapload of mods, so maybe they interfere (Extended Weapon Mods is incidentally NOT one of them, I don’t use it anymore), I don’t know. What I know is that every other weapon mod works just fine even loading it into an existing save among all my other mods. Your stuff doesn’t. The conclusion I need to draw from this is painfully obvious, so I won’t write it down.
Fix this. I only ranted here because I care about this stuff. But it’s largely unusable as it is. You wanna give me attitude, like you did to the other commenters, fine. It doesn’t help a thing though.
Here is what you can do, you can open up FO4Edit to check upon your load-order, and see which are conflicted with the weapon Laser Musket.
You wanna mod your game, but you don’t want to take responsibility of making it work. Oh you spent 3 hours fixing your load-order? Well I spent 3 years developing PWO.
Before you actually rant, hows about you learn a little about modding? the FO4Edit is quite literally the simplest thing you can use.
At least I got something useful out of this farce. I may or may not try out your solution when I’m back at my PC. If it isn’t as simple as you made it sound, which to 99% it won’t be, my course of action is clear.
By the way, what your mods do sounds incredibly similar to Extended Weapon Mods. It’s just adding some modification options. Just that these you present are actually interesting and make more sense. But they’re definitely not more complex, despite ‘three years of development’.
Now, you may be mad at me for criticizing your mods and trivializing the effort you put in them and I have, indeed, hopefully not offended you in any other way, but my motivation for this was primarily to gain a solution to my problem, secondly to let you know I care about your stuff, and thirdly to vent. I sincerely apologize for this. Suppose the reason is that I couldn’t get it to work, and that’s what annoys the crap out of me, because I made every mod work so far.
Actually, yes I can. And I’m telling you now, use FO4Edit to check for mod conflict. I guarantee you, you’ll go farther than simply ranting for your own shortcoming, and its sure going to be a lot faster than twiddling in your load-order for 3 hours. Hell, I’ll even tell you the steps.
Are you seriously going there? Other modders care about conflicts, so i should too? You might as well argue that you should get 2 chocolate bars from your mom, because the other kid on the grocery store is getting two. I bet you’d argue that different containers have same volume of water because they have the same water level despite discrepancies on their width and shape.
You seem not to remember your own admitted position on the matter, you are a «casual», you «dont know about modding», so which is it? Do you know about enough modding that you can discuss with me the technical stuffs to which you should be capable of troubleshooting your own mod-setup and not need my assistance? or are you a casual that needs help? Just pick one (that means if you really don’t know about modding, stop trying to discuss the technical stuffs with me).
«By the way, what your mods do sounds incredibly similar to Extended Weapon Mods. It’s just adding some modification options. Just that these you present are actually interesting and make more sense. But they’re definitely not more complex, despite ‘three years of development’.»
There is also the modified Automatic Laser Musket action. Currently it is capped at 28 fire-rate with 20-shots per trigger-pull (it stops abruptly), but now it is at
100 shots/trigger pull at 113 Fire-Rate, and that is done by complete animation rework. Boot up Extended Weapon Mods and try the Automatic Laser Musket, go right ahead, see for yourself if it does the same.