Issue Data
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Issue #22322: Gatling Lasers, Fusion Cores and related perks
to a more complete discussion, check here https://www.afkmods.com/index.php?/topic/4935-gatling-lasers-fusion-cores-repair-bobblehead-and-nuclear-physicist/
to resume: the game doesn't take in consideration the repair bobblehead if you have perks invested in nuclear physicist fusion core capacity is messed up if you have either the nf perk or repair bobblehead aeternus legendary gatling laser is a complete sh*tshow |
The solution is surprisingly simple: increase the maximum ammo capacity of the lasergat to 1100, which is what it'd be with all perks. With no perks, it will still just reload to 500, and with partial perk acquisition with regard to fusion cores, it will reload to the calculated level all the way to all pertinent perks at 1100. Only minor bug is acquiring one of the perks while the lasergat is equipped; the change doesn't immediately reflect in the loaded core, but reloading in such a state from a fresh core will not redeposit the extracted core as slightly used.
Fix discovered after finding this mod and testing for myself: http://www.nexusmods.com/fallout4/mods/14689?
Chat log of my testing from Discord AFKMods UPP channel:
> > Gonna try that out myself to see if it does that. Got myself a lasergat on a heavy rack in the Castle armory and way too many fusion cores, as well as at least the Repair bobblehead.
> Yep, it's as simple as boosting the lasergat's ammo capacity to fix that bug.
> I had the Repair bobblehead and one Nuclear Physicist perk and it was 687. Dropping the saved up perk I had into a second level of Nuclear Physicist raises it to 825.
> Dropping the second perk point in doesn't immediately boost the lasergat to 825 if you have the lasergat equipped at the time of perk acquisition, but reloading will not deposit a slightly used fusion core in inventory.
> Discharged 22 times. 803/825 = 0.97333repeating. Reloading a new core deposits the slightly used core at 97% remaining charge.
> Now for a different test... discharging, plunking Nuclear Physicist 2 perk in, and *then* reloading. 668/687 charge comes to 0.972numberbarf
> Aaaand still puts a 97% core back in your pocket.
Fix discovered after finding this mod and testing for myself: http://www.nexusmods.com/fallout4/mods/14689?
Chat log of my testing from Discord AFKMods UPP channel:
> > Gonna try that out myself to see if it does that. Got myself a lasergat on a heavy rack in the Castle armory and way too many fusion cores, as well as at least the Repair bobblehead.
> Yep, it's as simple as boosting the lasergat's ammo capacity to fix that bug.
> I had the Repair bobblehead and one Nuclear Physicist perk and it was 687. Dropping the saved up perk I had into a second level of Nuclear Physicist raises it to 825.
> Dropping the second perk point in doesn't immediately boost the lasergat to 825 if you have the lasergat equipped at the time of perk acquisition, but reloading will not deposit a slightly used fusion core in inventory.
> Discharged 22 times. 803/825 = 0.97333repeating. Reloading a new core deposits the slightly used core at 97% remaining charge.
> Now for a different test... discharging, plunking Nuclear Physicist 2 perk in, and *then* reloading. 668/687 charge comes to 0.972numberbarf
> Aaaand still puts a 97% core back in your pocket.
Considering this bug here: Issue #21291
1100 may not be the total needed. What's the word on the other one? What shall the final new ammo capacity for the LaserGat be to account for fusion core enhancement perks?
EDIT: That ticket seems to be listed in v2.0 of UFO4P's changelog. Was it missed in ticket closing?
1100 may not be the total needed. What's the word on the other one? What shall the final new ammo capacity for the LaserGat be to account for fusion core enhancement perks?
EDIT: That ticket seems to be listed in v2.0 of UFO4P's changelog. Was it missed in ticket closing?
Comment #2 Apr 19, 2017 12:39 pm
Edited by Arthmoor on Feb 28, 2019 2:49 pm
Fix module posted. 1100 is indeed what the max possible should be.
Extra minor bug that ultimately is irrelevant: the ammo counter tops out at 999. It'll still do 1100 shots if you have all the perkage, but the counter won't decrement until you go under that amount. Fusion core charge expenditure still occurs when firing while shots remaining exceed the counter's range.
I think the root of this is that BGS forgot to make the perk entry point "Mod Ammo Health Mult" affect max ammo as well as current.
This is certain to bump into AWKCR, so be ready to point this out when someone raises the issue. We should notify the AWKCR modders of this fix so they can integrate it themselves.
Attached Files:
GatlingLaserCoreFix.esp
Extra minor bug that ultimately is irrelevant: the ammo counter tops out at 999. It'll still do 1100 shots if you have all the perkage, but the counter won't decrement until you go under that amount. Fusion core charge expenditure still occurs when firing while shots remaining exceed the counter's range.
I think the root of this is that BGS forgot to make the perk entry point "Mod Ammo Health Mult" affect max ammo as well as current.
This is certain to bump into AWKCR, so be ready to point this out when someone raises the issue. We should notify the AWKCR modders of this fix so they can integrate it themselves.
Attached Files:
GatlingLaserCoreFix.esp
I don't know what AWKCR is or who to contact so I'll leave that part up to you
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