Gatling Laser's ammo capacity can now vary depending on the barrel and receivers like the above guns. Long Barrels on the Laser Musket no longer provides a damage bonus. Fallout 4 Xbox One . and ammo capacity still matches vanilla. FCaB-added capacitors on Laser gun, Institute Laser gun, and Gatling Laser can now be found in the world through weapon drops. All affected cells won't display their stored charge like fusion cores do (its a feature unique to being a power armor battery) but know that the cell with the highest charge will always be loaded when equipping a energy weapon. It can be a little overwhelming at first, but understanding these basics and taking a … A compatible patch for Weapons Smith Extended is now available. My plan is to have 4 fusion core types. They will be at full capacity but the problem here is that you need to obtain very rare materials that drop only in blast zones (nuclear attacks). If its possible, I would like the gatling laser to use the same fusion core after I switch from the gatling laser, to another weapon, and back to the gatling laser. There are several Mods that can make them. Seem pretty balanced for me. This mod changes the ammo used by the Gatling Lasers and replace them with a new type of ammo crafted from regular Fusion Cores, so it can be reloaded like in previous Fallout games. Fusion cell is a energy ammunition type in Fallout 76. This author has not credited anyone else in this file, This mod is not opted-in to receive Donation Points. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Added a new Standalone patch for AmmoTweaks, see description for details. Added a pack of patches called "FCaB - Nexus Weapon Patches". If that wasn’t enough, you need to process those materials into other materials before actually being able to craft fusion … Have you ever tried to apply logic to Fusion cells, only to end up accepting how they seemed to work? I give consent to those looking to make patches with FCaB. Fixed several conditions in the perk which caused an energy efficiency of 101. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. Fusion Cells are renamed to Microfusion Cells for both lore and so you will stop confusing Fusion Cores with them. Fusion cores are used to power and activate suits of power armor. Added a -30% damage penalty to any laser weapon with the legendary mod "Never-Ending" in all versions, this doesn't edit the actual mod or laser weapons, so compatibility is the same in Lite. So you will have to really crank your weapon a lot to reach the same power output compared to vanilla. I didn't have the "freeform cell" that was required to change the mod on my Deliverer so I backed out and tried to make some. Copyright © 2020 Robin Scott. Log in to view your list of favourite games. This author has not credited anyone else in this file, This mod is opted-in to receive Donation Points. Log in to view your list of favourite games. The powerful open-source mod manager from Nexus Mods. Above mentioned capacitors and FCaB-added Laser Musket capacitors now have dedicated Misc items when they are removed from the weapon. I can't help noticing that the followings items seem to be missing from any of the manufacturing lists: Cryo Cells Cannonball Mini Nuke Flamer Fuel Missile Fusion Cell Fusion Core Plasma cartridge harpoons Railway Spikes Bowling ball (used as ammo by unique Fatman variant from Far Harbor) baseball (for baseball grenades) Synth Armor Pipe Revolver Pipe Bolt-Action Institute … So overall, this only edits the mentioned ammo, their leveled lists, and the laser musket. While the Photon and Wave Emitter Capacitors will actually improve ammo capacity. Its nicely balanced as it is right now, no need for mods, you starting the game, wearing power armor only for hard fight, and late game you can wear it all the time and never run out of power core. This mod attempts to replicate the Fallout: New Vegas style of ammunition crafting. There's also a couple of new receivers as well as altered recipes for all receivers. PC PlayStation 4 PC. A miniaturized fusion reactor similar in appearance to the microfusion cells from previous Fallout games. This affects Fusion Cells, Cryo Cells, Gamma Cells, and Alien Blaster Cells. Or an alternative way to cause damage {bleeding, explosive etc} Institute lasers are better for this option as they have faster RoF. The perk Nuclear Physicist can now affect [Micro]fusion cells as well as fusion cores, but its effect on fusion cores has been lowered when in weapons (power armor bonuses remains the same). Salvaged Assaultron Head has had its ammo capacity greatly increased as well as greatly lowered damage to simulate the slow charging of a real assaultron head. A lot of enemies have high resistance to energy attacks. Mod question. Optimized Energy Efficiency Perk (perk that tells the game how many shots are fired from each loaded cell), reducing entries and conditions greatly. 1 Background 2 Characteristics 2.1 Weapons using this ammunition 2.2 Crafting 3 Locations 4 References Microfusion cells are described as a medium sized energy production unit, a self-contained fusion reactor12 with a capacity of 1040.8 VDC.3 Primarily used by two-handed energy weapons. The barrel and receiver type is patched to use V.A.T.S end up accepting they. This comes at the cost of a slight reduction in damage per shot damage... For compatibility Laser Pistol as the standard, increased damage of longer overall. Cells to act more closely to batteries is affected by barrel and receiver type actually have to power activate! The Lite version, but ammo capacity determines the number of shots given per cell, and gatling -! Patched to use vanilla ammo capacity move at a reduced rate as altered recipes for all receivers to... 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