Hey uh... I don't know if this is intentional, but... I'm commenting from the "Starfield" part of Nexus. Somehow, your mod ended up there. I don't know if this is intentional, a bug, mistake or what, but from the other comments, it seems to be where it's supposed to be, as well. Just being a neighborly spacefarer!
This mod is a lot of fun. Overpowered, but fun. I actually find it more enjoyable to use it on scenery than enemies. Cars, sandbags, rickety wood... anything destructible gets destroyed instantly.
Another thing I like to do is use the Legendary Effect Overhaul to give it five instances of the Wounding effect and set the phaser to level one. Knock 'em out, and most enemies bleed out before they can get back up. It doesn't work so well on super mutants due to their high health, though, but it's still fun.
One minor critique is that it doesn't ignite oil slicks on the ground. Just a nitpick, but I figured I should point it out.
I kinda overlooked the oil slick thing, forgot that those only ignite if a projectile is added into a specific formlist. I might see if I can set it up to ignite those, but only when the phaser's at higher settings. Glad you're enjoying the mod, though!
I didn't quite understand about the fire mode setting levels. You can't change it at the workbench. How exactly does it work then? Is it automatic? What exactly is meant by the auxiliary category? Does it mean a category in the inventory of the Pip-Boy? Haven't found anything there. Or am I "simply" too stupid and have "tomatoes on the eyes"? (I only have the Xbox version, not the PC version).
Sounds like it might've translated from German incorrectly. It's not Auxiliary category, it's the Aid category (which, yes, is a category in the Pip-Boy). It's where your chems, stimpacks, Rad-X and those live. Equipping the phaser should add two items to that category labeled Phaser Setting, followed by a (+) and a (-). Using (+) will increase the phaser's setting level when used, while (-) will decrease it.
Yes, the translator is one of those things. He's just not perfect either. Ok. Then I really have "tomatoes on my eyes" and am blind like a mole rat. I have overlooked it then all the time in the Pip-Boy. Well. The Pip-Boy menu is also sometimes a bit confusing.
First I didn't realize you could find the phaser somewhere, so I gave it to myself with additemmenu. Then I fouled it up by assuming for some reason that there would only be 5 power settings and then being disappointed with the damage output. :-)
Now, in a new game, I went to the Sentinel site, searched everywhere, didn't find it. I would like to point out that putting the phaser in the Sentinel site is bad mod design because by the time you go there you don't need the phaser anymore as you are already basically invincible. It should be in a place where you can get earlier but maybe not immediately. Like Croup Manor or the airport. Or maybe the Super Duper Mart?
Anyway, so I went to the Sentinel site and didn't find it. So I watched the video and went where it is supposed to be but it wasn't there. So I looked up the ref id in fo4edit, used moveto player, picked it up. Now I have a gun with zero ammo and no settings changer aid items.
I did download and install both the mod and the script hotfix. Now what?
EDIT: After I got the nuclear scientist perk and crafted one, I got respawning ammo and the two aid items.
You can go to the Sentinel Site whenever, it's not quest-locked, only a specific section of it is. I didn't want to put the phaser someplace early-game because of how powerful it can be, and I'm loathe to relocate it now because that'd mean people who already have the mod installed would be able to get a second one if they didn't do a clean reinstall. Not a huge issue since the phaser can already have replicas crafted, but it just kinda feels weird to me from an immersion perspective. If I do decide to relocate it though, I might place it in the Electrical Hobbyist Club. I'm not sure why you're having so much trouble finding it, only thing I can figure is that the phaser is clipping into the ground for some reason, effectively hiding it, which isn't what's supposed to happen, but the game's collision can be wonky sometimes. Either that or you have a mod that changes the interior of the Sentinel Site and it's obscured the phaser in some way, or you were looking in the wrong place, hard to know for sure.
As for the aid items, do you ever equip the phaser? It won't add them if you just pick it up, you need to equip it and exit your inventory, the script won't fire if you equip it and then unequip it without leaving the inventory screen. It should also add the ammo at the same time, but even if it doesn't the phaser does regenerate its ammo, you just need to have the phaser equipped and readied for it to start doing that.
I don't have any mods editing Sentinel Site. I'm having that kind of issue a lot though. I have mods editing comic books and postcards and they end up being not grabable even though I can see them sitting there. Must be a clipping issue as well.
I remember equipping the phaser and couldn't fire because it had no ammo.
It sounds like it. Depending on the changes, the comics and whatnot could end up sinking beneath whatever objects they're sitting on, putting them within the object's collision zone, so the player wouldn't be able to "reach" the object even if it's visible. Changes to terrain objects can cause similar issues. I did place the phaser so that it's a bit above the ground so that there's less of a risk of it clipping in, but its collision mesh isn't perfect so there's a chance of it rolling the wrong way and ending up under the terrain.
As for the ammo, it is supposed to give you some when you equip it, same with the aid items, and the ammo is supposed to regenerate while you have the weapon drawn. I dunno why it wouldn't be working for the "real" version of the phaser, since the scripts for it and the crafted one are the same and the script checks for which one you have equipped. Could be the scripts just weren't initialized for some reason, you could try dropping the Sentinel Site phaser and picking it back up, then equipping it to see if it works, though making and using the crafted version might've smacked the scripts into activity.
So, studying this weapon of the future's design, I can see that it has no trigger, and must therefore function the same way as a television remote---you press that big button and it shoots out a laser beam. This is indicative of Atompunk style back in the days Star Trek originated, as to most people the tv was still an immensely new an interesting thing, no doubt the writers were old baby boomers that thought about the idea of turning a television remote into a weapon.
This is kinda funny stuff, as for me from the 21st century (or is it 20th, I was born in 92 ) I'd never see a television remote as a weapon, and would only laugh at this concept; me being exposed to years and years of AKs, rifles, and handguns after watching movies and stuff, I doubt people from the Y2K era would be able to fathom a tv remote/weapon, but to people back then it must've been an amazingly fun concept.
Also noting that the show was supposed to be for kids and young adults I presume? So violence with actual laser rifles and such would've more than likely been frowned upon back in the days of Wiliam Shatner. This would've been an ingenious way to incorporate a weapon, without actually making it an actual weapon, and make it futuristic.
I guess back then people viewed less violence in the future back than, were us in the year 2022 viewed less violence back then, and even more violence in the future :O I say all of this because I'm a scifi dystopian writer, and find it fascinating how people back then thought the future would actually look like
Even in the Original Series the phasers were still fairly gun-like, it wasn't until The Next Generation that the prop designers started experimenting with designs that didn't look gun-like. It makes sense though from the perspective of the Federation, they're not a military establishment but one dedicated to science and exploration, and making the phasers look like a remote control as opposed to a gun means that the Starfleet officers wouldn't present themselves to other races as hostile, since the phaser doesn't look like it could be a weapon. Something more conventionally gun-like would immediately read to any sufficiently advanced race as a weapon, and would make for a poor first-contact situation.
hmm, that's pretty impressive I never thought about that, and Star Trek is focused heavily on space exploration opposed to oh say conquering the galaxy, that wasn't really in their forte. Star Trek has a good bit of hard scifi elements, it's pretty clever they planned out those things in their plot, although meeting an aggressive alien race would make that redundant if they shoot first and ask questions later. No doubt meeting a race that doesn't understand their language would make them look at everything they do as foreign anyway, they could thinking picking their nose is them reaching for a weapon in their snot, lol
The -/+ Level settings of the phaser no longer works anymore. :( Limited to Lvl 1 light stun no matter what, even after two reinstalls of the game. I made sure these following items were installed and in my inventory:
First off you don't need the Script Fix, as I see you've downloaded that. That's included in 1.1 and it's only the script for adding the setting items, so it won't do anything for this issue.
Secondly, are you using the setting items while you have the phaser equipped? Just having it isn't enough, you need to have it equipped for the setting items to change anything, since they're adding and removing modifications from the weapon via script. Furthermore, if you are using the setting items with the phaser equipped, you're probably using the wrong phaser; XX00a7e7 is the crafted phaser, and I just realized while looking into this that there was an oversight on my part, as it won't be affected by the setting changers because their scripts only look for the original phaser (XX000f99), so I'm going to have to fix that.
EDIT: Just uploaded a hotfix that contains corrected scripts for the setting changers, install that and you should be able to change the setting levels on the crafted phaser.
@DMagnus, thank you very much for the speedy reply and also hotfixes to the phaser mod. xx000F99 is the one that properly works. As soon as I spawn it via the "player.additem xx000F99" command in the console, the phaser spawns and also the power setting +/- settings work properly. The xx00A7E7 seems to be locked on setting 1 no matter what, so the xx000F99 is the phaser to use and works properly. Thanks a million and greatly appreciated! :)
It's nice that there's a mod for a phaser, but it really makes me wish there was at least one for Star Fleet uniforms. It'd be rather funny to give some settlers a red uniform and melee weapons.
125 comments
Another thing I like to do is use the Legendary Effect Overhaul to give it five instances of the Wounding effect and set the phaser to level one. Knock 'em out, and most enemies bleed out before they can get back up. It doesn't work so well on super mutants due to their high health, though, but it's still fun.
One minor critique is that it doesn't ignite oil slicks on the ground. Just a nitpick, but I figured I should point it out.
(I only have the Xbox version, not the PC version).
Ok. Then I really have "tomatoes on my eyes" and am blind like a mole rat. I have overlooked it then all the time in the Pip-Boy.
Well. The Pip-Boy menu is also sometimes a bit confusing.
First I didn't realize you could find the phaser somewhere, so I gave it to myself with additemmenu. Then I fouled it up by assuming for some reason that there would only be 5 power settings and then being disappointed with the damage output. :-)
Now, in a new game, I went to the Sentinel site, searched everywhere, didn't find it.
I would like to point out that putting the phaser in the Sentinel site is bad mod design because by the time you go there you don't need the phaser anymore as you are already basically invincible. It should be in a place where you can get earlier but maybe not immediately. Like Croup Manor or the airport. Or maybe the Super Duper Mart?
Anyway, so I went to the Sentinel site and didn't find it. So I watched the video and went where it is supposed to be but it wasn't there. So I looked up the ref id in fo4edit, used moveto player, picked it up. Now I have a gun with zero ammo and no settings changer aid items.
I did download and install both the mod and the script hotfix. Now what?
EDIT: After I got the nuclear scientist perk and crafted one, I got respawning ammo and the two aid items.
As for the aid items, do you ever equip the phaser? It won't add them if you just pick it up, you need to equip it and exit your inventory, the script won't fire if you equip it and then unequip it without leaving the inventory screen. It should also add the ammo at the same time, but even if it doesn't the phaser does regenerate its ammo, you just need to have the phaser equipped and readied for it to start doing that.
I remember equipping the phaser and couldn't fire because it had no ammo.
As for the ammo, it is supposed to give you some when you equip it, same with the aid items, and the ammo is supposed to regenerate while you have the weapon drawn. I dunno why it wouldn't be working for the "real" version of the phaser, since the scripts for it and the crafted one are the same and the script checks for which one you have equipped. Could be the scripts just weren't initialized for some reason, you could try dropping the Sentinel Site phaser and picking it back up, then equipping it to see if it works, though making and using the crafted version might've smacked the scripts into activity.
This is indicative of Atompunk style back in the days Star Trek originated, as to most people the tv was still an immensely new an interesting thing, no doubt the writers were old baby boomers that thought about the idea of turning a television remote into a weapon.
This is kinda funny stuff, as for me from the 21st century (or is it 20th, I was born in 92
Also noting that the show was supposed to be for kids and young adults I presume? So violence with actual laser rifles and such would've more than likely been frowned upon back in the days of Wiliam Shatner. This would've been an ingenious way to incorporate a weapon, without actually making it an actual weapon, and make it futuristic.
I guess back then people viewed less violence in the future back than, were us in the year 2022 viewed less violence back then, and even more violence in the future :O I say all of this because I'm a scifi dystopian writer, and find it fascinating how people back then thought the future would actually look like
I never thought about that, and Star Trek is focused heavily on space exploration opposed to oh say conquering the galaxy, that wasn't really in their forte.
Star Trek has a good bit of hard scifi elements, it's pretty clever they planned out those things in their plot, although meeting an aggressive alien race would make that redundant if they shoot first and ask questions later.
120000F99 - Hand Phaser (Weapons section)
1200A7E7 - Hand Phaser (Weapons section)
12003D3A - Phaser Setting Level (-) (Aid section)
12003D3B - Phaser Setting Level (+) (Aid section)
Any help or feedback would be appreciated. Thanks
Secondly, are you using the setting items while you have the phaser equipped? Just having it isn't enough, you need to have it equipped for the setting items to change anything, since they're adding and removing modifications from the weapon via script. Furthermore, if you are using the setting items with the phaser equipped, you're probably using the wrong phaser; XX00a7e7 is the crafted phaser, and I just realized while looking into this that there was an oversight on my part, as it won't be affected by the setting changers because their scripts only look for the original phaser (XX000f99), so I'm going to have to fix that.
EDIT: Just uploaded a hotfix that contains corrected scripts for the setting changers, install that and you should be able to change the setting levels on the crafted phaser.