2.1 comes with some nice additions and tweaks, so here's the rundown:
> Revised how the power setting is handled. Instead of being tied to the magazine, it's now its own separate entry. The setting options can only be applied to the normal phaser; converting it to use fusion cells sacrifices this capability.
> The phaser can now be set to vaporize, and isn't picky on what it vaporizes. The stun effect has also been reworked and now ragdolls the target rather than paralyzing them.
>The stun packs have been replace with Overcharged packs, which provide an increase in damage and ammo capacity. As an upgrade you can also make Supercharged packs, which offer even more damage and ammo capacity.
> Added a new receiver option, the A.I. Targeting Module, which enables the phaser to fire target-seeking shots. The converted receiver can't has this, however.
> Revised the visuals for the muzzle flash and added a custom projectile
> The phaser can now be set to be automatic, meaning in its normal configuration you can fire a steady stream. In its converted form it's a more typical automatic.
> Revised the specular texture for the clean material, and re-saved the diffuse texture in BC7 format to reduce compression artifacts. Also changed the cubemap used by both the clean and weathered phaser.
:5/5/2024:
Version 2.1b
Version 2.1b & 2.1c consists only of changes in the ESP, so the 2.1 archives were reused. As such, 2.1b & 2.1c should be compatible with both 1.10.980 and 1.10.163 (exceptif you're on a version older than 1.10.162; if that's you, be sure to download the main file and the Pre-1.10.162 optional file. Install the main file first, then the Pre-1.10.162 file.
Phaser and its ammo are now flagged as player-owned, so Virgil won't crap his pants if you take it.
The baseline ammo has been revised so it now has a charge like a fusion core, giving you a much deeper ammo pool to work with (especially critical for when the phaser is in stream mode). The original approach has been retained as the newly-added Energy Cell conversion.
Additional copies of the phaser can be crafted at a chem station, as long as you have the materials and have rank 3 in Science.
Fixed an issue with the Vaporization setting where vaporized corpses would magically un-vaporize. The vaporize setting now does significantly more damage than Kill.
:6/6/2024:
Version 2.1c
Removed the FeaturedItem keyword from the crafted phaser, should fix getting locked into the chem station or the game crashing when crafting it.
I was rebuilding my Starfield Mod list after an issue.
Man this needs to get ported to Starfield. I have no clue what that would take, maybe I learn. I just know that the Phaser mods that exist for that game at the moment...
I did get started on porting this to Starfield a while back, so it will come around eventually. I got it in-game but there's still a lot to do before it's ready.
Oh that is very exciting. I've been using that Phaser all across the Capital wasteland... The Mojave and the Commonwealth, looking forward to it making it's way to a timeline where there actually are particle beam weapons!
I downloaded the mod on the in-game mod browser and although I otherwise love it, I've found an issue in that my power packs don't actually seem to deplete. When I reload my phaser, it appears to generate a fully-loaded power pack and my inventory slowly fills up with partially consumed packs that will never run out.
Edit: the issue is limited only to the power packs, the weapon consumes energy and fusion cells as normal.
The power packs are, internally, set up like fusion cores, but with a larger power rating (About 3000. By comparison a standard fusion core has 500). The game will shunt used cores in favor of fresh ones when you reload so this issue can occur in the vanilla game, but because the Assault Phaser's power packs have a much larger pool, the issue just gets exacerbated. They should be able to run out, but it'll take a long time.
Love this mod, but I do have one issue, when my power armor used up it's power core, instead of using a fusion core it slurped up my one phaser power pack instead. any chance of an update to stop power armors from seeing the ammo as fusion cores?
Problem is, if I remove the Power Armor battery flag from the power packs, they'll no longer show a charge of 100/100 in the inventory but instead show the exact charge, which for the standard power packs is like 3000, and a large number like that can get kind of cramped-looking in the inventory screen. Probably not a dealbreaker for some people but it might be annoying for others.
That's odd, it shouldn't interfere with that functionality. The Bethesda.net version and Nexus version are identical, so either you were unwittingly trying to slot a phaser power pack into your Power Armor or another mod was interfering in some way. A variant of the power packs are keyworded as Power Armor batteries, so they'll actually show a 0-100 charge instead of an exact value, but this has the side effect of them showing up when you go to plug a Fusion Core into the power armor. In my experience the usage of Fusion Cores isn't affected by this.
I checked all my mods an I mean ALL of them an it was def that one, an then i used this one an no problem at all. So idk what to tell u. No problems at all with this one. Also was wondering could u make a phaser rifle in the future? The one already on NEXUS is invisible for me :*( Maybe even put it on Bethesda mods cause 90% of those mods work for me. TY again :)
I do generally put stuff on Bethesda.net, though not always on the PC side of things. Though, I imagine why some mods on the Nexus are invisible for you is because they use loose assets and you don't have Archive Invalidation set up. With it disabled, the game will only pull assets from BA2 archive files and will ignore loose files. That besides, I do plan to do a phaser rifle at some point, but no idea when.
There's some ammo in Virgil's Cave but besides that, crafting is the only way to get more ammo. The phaser isn't level-listed so neither is its ammunition.
Somehow I got "locked" in the chem bench when tried to create the phaser. It can be made, but I can not get out of the creation menu after that. Otherwise it works as intended.
Ah, nuts, it's probably due to the FeaturedItem keyword; that's what prompts the game to bring the item card up with your character going "Nice" or something like that. Problem is the game doesn't like it when a crafted item has that keyword, resulting either in you getting stuck in the crafting menu or the game outright crashing. I intended to remove that keyword from the crafted version of the phaser but forgot to do so, I'll get a hotfix up quick-like.
Any chance you can alter the A.I. targeting upgrade behavior for friendly and neutral characters? Dogmeat runs into battle and I wind up targeting him way too often, and I've taken out too many traders mixed up in a raider skirmish.
I'll look into it to see if it's possible to filter out non-hostiles.
EDIT: Unfortunately, it seems like there isn't a way I can make the targeting more selective. The way it works is via a flag set on the Projectile record, and that's an absolute on or off, no options for what the projectile can or cannot seek out.
I don't think even that is doable, not in any simple way at least. All the targeting functionality is coded into that one flag on the Projectile record, and there's no base-game way to change how that functionality behaves.
I love the idea, but I have a serious issue about having to STEAL the one in Virgil's cave, when you first meet him. That's kinda b.s. Cause if he catches you, he starts to shoot at you. That's bogus man. You put it there for us to get when we use the mod. BUT we have to steal it? What? That makes no sense. I get that it comes from the Institute, and he probably used it in his 'Escape'. But it's there for US since it's the players mod. So... Why do we have to steal it? You've talked to him. He knows you're going into the Institute to get his serum for him, and find out about your kid. Why wouldn't he let you take an Institute 'invention' to use against them, to make your 'mission' easier? It makes no sense. Might want to redo that little part of the mod man. Cause not gonna lie. That kinda put me off wanting to use the mod, cause having to 'steal' something I wanted from a mod, in-game. Not cool man, not cool at all. >:-(
This was not an intentional design decision on my part. Takeable items placed in a cell inherit ownership from the NPC that owns the cell, in this case Virgil, and I was not aware of this when I first made the mod. This will be fixed in the next update, but until then, you can get the phaser without it counting as stealing if you help Virgil; at that point you can freely take stuff from his hidey-hole, including the phaser.
I figured that out after 1st playthrough with this mod, and NOICE it's already upgraded when you do it. Seems AI Virgil had some time on his hands, and was grateful for the help with the serum. So bonus. Good mod. Loving it.
This should be addressed now with 2.1b, both the phaser and the ammo are flagged as player-owned, so taking them from Virgil won't cause him to get his knickers in a twist.
There's a vanilla fix for this. If you bring Virgil the cure from the Institute, wait until it worked, then you'll be able to take the phaser and the other stuff he has in his cave.
It's still planned, but I'm not sure I'll do the Undiscovered Country version as originally planned, due to the need for custom animations (which I presently can't do) since there's no pistol grip rifle-type weapon in the base game that has the mag in the grip.
Ich hatte schon erwähnt: Der Phaser ist wirklich ok und sieht richtig cool aus. Es gibt nur ein Problem: Es klingt nicht ganz wie der ursprüngliche Star Trek-Film. Und der Unlimited-Effekt (unendliche Munition) funktioniert nicht auf der Xbox One-Version. Schade eigentlich. Es würde mehr Spaß machen, Gegner mit dem Phaser verbrennen oder komplett verdampfen zu können, wenn man unbegrenzte Energie zur Verfügung hätte. Tonnen von Energiemagazinen mit sich herumzutragen, macht auch nicht viel Sinn. Schade ist auch, dass man den Phaser an der Chemstation nicht mehr als einmal herstellen kann, damit man die Siedler damit ausstatten kann. Nur als kleine Kritik / Anregung.
The phaser's firing sound is accurate to the films, albeit with a little extra added to it to give it some punch. Its primary firing sound is based on how the Assault Phaser sounded in Star Trek VI: The Undiscovered Country, while the sound used for when it's converted to Fusion Cells is based on how it sounded in Star Trek V. The sound used for when it's stream-firing is based on the Undiscovered Country firing sound, but it's deeper with some other gubbins mixed in, that sound was used because it actually had a segment that could be looped.
Also, the Unlimited legendary effect doesn't actually give you infinite ammo, it just removes the need to reload, so how much you can shoot is still limited by how much ammo you're carryng. As for carrying around energy mags not making sense, you might be misinterpreting how the power packs work, from a lore standpoint. The packs are, effectively, batteries, and the count of 100 shots the phaser has is the battery's charge. So when you eject a power pack, you're dropping one that has X amount of charge left and slapping in one that has a full charge. But, for the next update I am adding power packs that behave like fusion cores, and each one comes with a charge of 3000, so that will more than satisfy the need for a deep ammo reserve. I will also be adding the ability to fabricate more phasers at the chem station, though it'll require finding the real McCoy first. I do want to implement the Institute's bootleg version of the phaser as part of that update first though, dunno how long that'll take so I can't really give an ETA for that update at this time.
Ah ok. Thanks for the answer. Sorry, but since I don't know English (at least not without a translator), I must have misunderstood something. So if I understand correctly: Basically it's the same as with the other weapons? With the Unlimited-Cheat, they don't really have "infinite" ammunition. The number of ammunition is also limited to 999 (but you get X ammunition back with every shot/reload). So does that mean: If I use the phaser packs, then I get X energy packs with full charge back with every shot/reload? So sort of something called an "Unlimited Effect"? As for the updates: Don't be in a hurry. Take your time. I'm curious to see what the bootleg version from the institute looks like. I just didn't quite understand the sentence with McCoy. Why is the phaser called McCoy?
Translated with www.DeepL.com/Translator (free version)
P.S.: The evaporation is a really cool thing. I love it when every enemy really turns into a small, steaming pile of ash when you shoot at them with the phaser. Hope the update comes for the Xbox version too (don't have the PC version of Fallout. Only the one on Xbox one). But like I said, take your time.
Translated with www.DeepL.com/Translator (free version)
I do plan on pushing the update to the XBox once it's been released. At any rate, yes, with the Never Ending legendary effect, a gun's ammo isn't infinite; the gun still uses its ammo up when you fire, you just no longer need to reload. The HUD only has three digits it displays for the ammo counter, so when you get 999 or more rounds of ammo, it stays at 999 until you go below that number, doesn't mean your ammo's infinite. Since the phaser uses power packs like rounds of ammunition (or fusion cells, to compare against a vanilla energy weapon), it's subject to the same behavior that the Never Ending legendary imparts.
There is a command on PC that actually makes it that you don't expend any ammunition when firing a weapon, but it's not something accessible on the XBOX, to my knowledge.
As for the McCoy thing, that was just a turn of phrase. "The real McCoy" is basically stating that something isn't fake or a copy of something else, it's the original. So, basically, I was saying that the creation of more phasers at a chem station would require obtaining the original phaser.
Ah, alles klar. Nicht wirklich unendliche Munition, aber immer noch mehr als genug, um nicht plötzlich leer geschossen zu werden. Dann habe ich den Unlimited Effect (wie bei den anderen Waffen) richtig verstanden.
242 comments
> Revised how the power setting is handled. Instead of being tied to the magazine, it's now its own separate entry. The setting options can only be applied to the normal phaser; converting it to use fusion cells sacrifices this capability.
> The phaser can now be set to vaporize, and isn't picky on what it vaporizes. The stun effect has also been reworked and now ragdolls the target rather than paralyzing them.
>The stun packs have been replace with Overcharged packs, which provide an increase in damage and ammo capacity. As an upgrade you can also make Supercharged packs, which offer even more damage and ammo capacity.
> Added a new receiver option, the A.I. Targeting Module, which enables the phaser to fire target-seeking shots. The converted receiver can't has this, however.
> Revised the visuals for the muzzle flash and added a custom projectile
> The phaser can now be set to be automatic, meaning in its normal configuration you can fire a steady stream. In its converted form it's a more typical automatic.
> Revised the specular texture for the clean material, and re-saved the diffuse texture in BC7 format to reduce compression artifacts. Also changed the cubemap used by both the clean and weathered phaser.
Version 2.1b
Version 2.1c
Man this needs to get ported to Starfield. I have no clue what that would take, maybe I learn. I just know that the Phaser mods that exist for that game at the moment...
They make me sad.
Let me know if you need a tester ;)
Edit: the issue is limited only to the power packs, the weapon consumes energy and fusion cells as normal.
EDIT: Should be fixed with 2.1c.
Any chance you can alter the A.I. targeting upgrade behavior for friendly and neutral characters? Dogmeat runs into battle and I wind up targeting him way too often, and I've taken out too many traders mixed up in a raider skirmish.
EDIT: Unfortunately, it seems like there isn't a way I can make the targeting more selective. The way it works is via a flag set on the Projectile record, and that's an absolute on or off, no options for what the projectile can or cannot seek out.
HELP "ASSAULT PHASER" 4
PLAYER.ADDITEM [CODE] 1
Es klingt nicht ganz wie der ursprüngliche Star Trek-Film.
Und der Unlimited-Effekt (unendliche Munition) funktioniert nicht auf der Xbox One-Version.
Schade eigentlich.
Es würde mehr Spaß machen, Gegner mit dem Phaser verbrennen oder komplett verdampfen zu können, wenn man unbegrenzte Energie zur Verfügung hätte. Tonnen von Energiemagazinen mit sich herumzutragen, macht auch nicht viel Sinn.
Schade ist auch, dass man den Phaser an der Chemstation nicht mehr als einmal herstellen kann, damit man die Siedler damit ausstatten kann.
Nur als kleine Kritik / Anregung.
Also, the Unlimited legendary effect doesn't actually give you infinite ammo, it just removes the need to reload, so how much you can shoot is still limited by how much ammo you're carryng. As for carrying around energy mags not making sense, you might be misinterpreting how the power packs work, from a lore standpoint. The packs are, effectively, batteries, and the count of 100 shots the phaser has is the battery's charge. So when you eject a power pack, you're dropping one that has X amount of charge left and slapping in one that has a full charge. But, for the next update I am adding power packs that behave like fusion cores, and each one comes with a charge of 3000, so that will more than satisfy the need for a deep ammo reserve. I will also be adding the ability to fabricate more phasers at the chem station, though it'll require finding the real McCoy first. I do want to implement the Institute's bootleg version of the phaser as part of that update first though, dunno how long that'll take so I can't really give an ETA for that update at this time.
As for the updates: Don't be in a hurry. Take your time. I'm curious to see what the bootleg version from the institute looks like.
I just didn't quite understand the sentence with McCoy. Why is the phaser called McCoy?
Translated with www.DeepL.com/Translator (free version)
Translated with www.DeepL.com/Translator (free version)
There is a command on PC that actually makes it that you don't expend any ammunition when firing a weapon, but it's not something accessible on the XBOX, to my knowledge.
As for the McCoy thing, that was just a turn of phrase. "The real McCoy" is basically stating that something isn't fake or a copy of something else, it's the original. So, basically, I was saying that the creation of more phasers at a chem station would require obtaining the original phaser.