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EddyK28

Uploaded by

_ALIEN_

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About this mod

Now with animation and HD parts. Adds the Dynamo Rifle, a unique take on the Recharge Rifle, to the game. Instead of gradually recharging, you have to crank it up to charge it.

Requirements
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Now with animation (Big thanks to robersonb1!) and HD parts!
(Took me long enough didn't it?)

Wouldn't it be cool if there was a laser gun that didn't need MF Cells, but also didn't just charge up on its own?  Or maybe you liked the look of that Laser Musket from Fallout 4 and want to get your hands on a similar type of laser?  Maybe you just want a nice homemade laser rifle?  Well then, why not try the Dynamo Rifle!

IMPORTANT:
If you downloaded V0.7.0, you should update to 0.7.1.  I had set the path for the sounds wrong, so the charging sound doesn't play.  0.7.1 fixes this.  Or you can change the name of the 'Data\Sounds' folder to 'Data\Sound' so that it merges with the proper sound directory.  Sorry about this for all who downloaded 0.7.0.


Description:


This mod adds the Dynamo Rifle, a unique take on the Recharger Rifle, to the game.  Instead of gradually recharging, the Dynamo Rifle must be "cranked" to be charged.  To switch to and from charging mode, just tap the reload key.  While in charge mode, repeatedly "fire" to crank the gun up.  Make sure to keep the gun charged up, as the lower the charge, the less damage it does.  You can keep cranking the gun to overcharge it so it will do more damage, but the overcharge will slowly drain away.  The charge can be monitored either by checking your ammo count, or by looking at the functional charge display screen on the side of the gun.  Be aware, the gun loses some of its charge when it is unequipped and all of its charge when dropped or put into a container. 

The Dynamo Rifle also has three mods:  Dynamo Rifle Scope, Rubber Grip and Improved Electrolyte.  The grip increases accuracy, the scope obviously adds a scope, and the Improved Electrolyte prevents the overcharge from draining and allows the gun to maintain its full charge when unequipped (but not when dropped).  The three mods can be crafted by the player after finding the relevant note near the gun.  There's four notes in total; try to find them all.

The Dynamo Rifle is hidden in an old basement hideout somewhere to the north of Goodsprings, but not as far as Red Rock.  To find it, look for a familiar symbol and a Suspicious Bush.  If you cant find it, look in the Help Section down below, or at the bottom of the readme for the gun's location.  Hint: GoodSPRINGs...

As an added bonus, the location where the Dynamo Rifle is found can be used as a small player home.  It has all the crafting equipment, some storage and a bed. 

Also included as a separate download, is a Dust version of the mod.  This version makes some changes to the weapon's condition, the hidden notes, and the hideout to better fit with the atmosphere of Dust.  Both files contain the whole mod, just pick one.  Make sure to load before Dust.

Please Note: NPCs can't use the gun and will simply not equip it.


Requirements:


  • A working copy of New Vegas
  • The ability to install mods
  • NVSE version 4 or higher- Get it at nvse.silverlock.org


Installation:


Nexus Mod Manager (NMM)-
  • Select "Download with Manager" and NMM should open.
  • Go to the "Mods" tab if not there already, select 'Dynamo Rifle' and press activate.
  • Go to the "Plugins" tab and make sure 'Dynamo Rifle.esp' is activated.
  • Start game and enjoy.

Fallout Mod Manager (FOMM)-
  • Launch FOMM and open the package manager.
  • Press "Add FOMod", browse to where you downloaded the mod and select 'Dynamo Rifle.zip'.
  • Activate the newly added package and close the package manager.
  • Make sure 'Dynamo Rifle.esp' is activated.
  • Start game and enjoy.

Manual-
  • Extract the contents of the ''Dynamo Rifle.zip' to your New Vegas Data directory (usually C:\Program Files\Steam\steamapps\common\fallout new vegas\data\).
  • Active mod using New Vegas launcher, FOMM or you preferred method.
  • Start game and enjoy.


Uninstallation:


Nexus Mod Manager (NMM)-
  • Launch NMM and select the "Mods" tab.
  • Select 'Dynamo Rifle' and press "Deactivate".
  • All done.

Fallout Mod Manager (FOMM)-
  • Launch FOMM and open the package manager.
  • Select 'Dynamo Rifle' and press "Deactivate".
  • All done.

Manual-
  • Delete the 'Dynamo Rifle.esp' from Data and the 'Dynamo Rifle' folders from Data\Meshes\EK28\, Data\Textures\EK28\ and Data\Sound\fx\EK28\.
  • All done.


Compatibility:


This mod edits no vanilla items, so it should be compatible with nearly everything.


Known Bugs/Issues:


  • While charging the gun, some small lag spikes may occur when the screen updates.  Unfortunately, there is not much that I can do about this.  However, this lag does not occur when firing.

  • The third-person charging animation is just a placeholder (blame me for that, not robersonb).  It doesn't look great, but it's better than nothing.  Just keep clicking and the gun will charge up.  Sorry to everyone who plays in third-person.

  • The first-person animations can be a little bit bumpy.  Apparently this is quite hard to fix, so it will probably stay as it is.


Questions, Bugs, Problems, Help and Info:


Despite what you may think, this gun is actually not inspired/influenced by or related to the crank laser from Fallout 4.  I originally came up with this quite some time before I saw Fallout 4's Laser Musket.  It just took me a long time to get this mod done.  This gun was actually inspired by Metro 2033's Volt driver and Tihar.  I couldn't quite replicate either one, so I decided to go for a laser gun instead.


Can't find the gun?  Look here!
Spoiler:  
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Turn back now if you want to find it yourself. 
Spoiler:  
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Seriously, last warning. 
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Ok, fine...
The gun is located inside a basement in the Spring Mt. Ranch house.  The hatch is under a dresser and hidden by a "Suspicious Bush".
If you find any bugs or have any trouble with this mod, let me know and I'll do my best to help.

All screenshots taken using NMC's Textures and Tapioks' Enhanced Shaders.


Check Out My Other Mods:



  • Throwing Rocks: Adds the ability to collect and throw rocks as a weapon or stealth distraction tool.

  • Realistic Safehouse Upgrades: Gives every safehouse a workbench, reloading bench, camp fire and more containers to make them feel like home.

  • Universal Air Tank: Grants water breathing when combined with any airtight helmet or armor.

  • ED-E Radio: Now ED-E can be the radio you always wanted him to be!



  • Dust Bug Fixes: Fixes several bugs in DUST: random darkness, Docs front door, the Vault 22 elevator, a bunch of broken perks and more.

  • Locksmith's Tools (Coming Soon Sometime)

You can also check out My Fallout 4 Mods!