Hi! Got a little free time so here's a kind of rework of UsefulCrank.
It now requires F4SE, this should make the mod compatible with any Overhaul (and I mean any, Laser Musket Overhaul, Horizon, Equilibrium, etc.) and any modification, 6 cranks, 12 cranks, 42 cranks, 999.999 cranks, and its automatic versions.
The "Never Ending" legendary can't spawn on the Laser Musket by normal means, and you shouldn't add that legendary to the Musket anyway because it spends all your ammo in a single shot, therefore is not supported.
As for load order, you can place it anywhere.
If you are installing and starting a new game, everything should be fine.
If you are updating or installing on an existing save that didn't have the mod, your muskets will still ask for fusion cells, make any modification (change scope, receiver, stock, anything) in the weapons workbench to update the ammo requirement
I'm still testing it, hence the "beta" label, but it should be safe.
That's it I think, please report any bugs you find, I'll try to solve them as soon as possible!
I got this mod working with the optional file that doesn't require F4SE. It wouldn't work otherwise although I had the correct F4SE version. Definitely endorsed, and still would have endorsed if it still didn't work purely because an attempt was made to fix Bethesda's room temperature IQ gun design. If this still doesn't work for anyone, it would try using "CODENAME_Crank that soldier boy" by vTemporalZerov.
Unfortunately this mod no longer works for me, so those of you who it also doesn't work for, I made a new mod to replace this one. Long live the crank. Viva La Cranky Danky.
I got it working on my end. I still have to iron out some quirks like figuring out a better way to reset the muskets modfunctionallity, becuase every other time I load the game it just starts using cells again. Right now I fix it be having a spare reciver mod on me and swapping them out on the workbench. That fixes it, but its kinda tedious.
This bug is a weird one. When I start the game and load a save, the mod is inactive because my laser musket still needs ammo. However, when I simply reload that save without restarting the game, the mod works no problems.
It's kind of annoying because I always thought of this weapon as a good tactical option when paired with the Munitions mod.
I was playing around with it for a while in a current playthrough, tried the weapon workbench changes and tried loading from a non-exit save, and it still doesn't appear to work for some reason. Both the F4SE and the non-F4SE versions didn't work for me.
The one that dosnt require F4SE works 100% of the time without it ever needing to remodify the laser musket, for anyone else that has to do it every single time they reopen the game just get the nonF4se version
Sorry, but it's not working for me. Using MO2 and installed it normally. All it does is render the laser musket incapable of firing, with or without ammo on hand. I'll try modifying the laser musket, maybe downgrading it to a two-crank, just to see if it'll do something.
Hey, is there any way to fix the mod not working when loading exit saves? Also, the ammo will not show in the bottom right for some reason. Does anyone know a fix for this?
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It now requires F4SE, this should make the mod compatible with any Overhaul (and I mean any, Laser Musket Overhaul, Horizon, Equilibrium, etc.) and any modification, 6 cranks, 12 cranks, 42 cranks, 999.999 cranks, and its automatic versions.
The "Never Ending" legendary can't spawn on the Laser Musket by normal means, and you shouldn't add that legendary to the Musket anyway because it spends all your ammo in a single shot, therefore is not supported.
As for load order, you can place it anywhere.
If you are installing and starting a new game, everything should be fine.
If you are updating or installing on an existing save that didn't have the mod, your muskets will still ask for fusion cells, make any modification (change scope, receiver, stock, anything) in the weapons workbench to update the ammo requirement
I'm still testing it, hence the "beta" label, but it should be safe.
That's it I think, please report any bugs you find, I'll try to solve them as soon as possible!
I still have to iron out some quirks like figuring out a better way to reset the muskets modfunctionallity, becuase every other time I load the game it just starts using cells again.
Right now I fix it be having a spare reciver mod on me and swapping them out on the workbench.
That fixes it, but its kinda tedious.
It's kind of annoying because I always thought of this weapon as a good tactical option when paired with the Munitions mod.
Other than that, solid mod.
How do I do that?
I am using MO2 if that helps