Okay, new version is up! Just copy over top the old one. No problems with updating.
This adds two new ammo: the first is basically the same as the nail - I just call it a 2mm bolt; it's the same as the nails were, but I removed the DT modifier; the second ammo is a flechette - it has a DT - 6 modifier, but does only 90% the damage as well as having twice the spread. Think of it like slugs and buckshot for the shotgun. There are five flechettes in a single shot. You make bolts from nails or from scrap metal. You make flechettes from bolts.
The other change is a new item I call the recharger pack that is used to recharge the gauss guns. You make the recharger packs from ECPs, SECs, or MFCs at the workbench. I based them on 4 MFCs, with the other types of cells being proportionate according to the conversion values in converting from one type of cell to another. That means 6 SECs, or 12 ECPs.
So you can use the old version for simple mode, firing nails and using fission batteries, or you can use the new version for a more complex game play, firing bolts or flechettes and using a recharger pack.
Bumping since this should be pinned (hope it works, lol).
For the longest time I just thought your repair script was broken, and stopped using it even though I love everything else about this mod. Guess I earned that for not reading the text wall.
Not to be a critic, but the 2mm Rounds come from the large magazine sticking out from the side of the weapon. You never load the 2mm rounds into the gun, instead it is, in a way, a pre-loaded magazine. You instead load the Microfusion Cells into the gun to propel the pre-loaded 2mm Rounds at a target. Bethesda said they did it this way so that the Gauss Rifle was still lore-firendly & consistent with the classic Fallout Gauss Guns, while still staying an "Energy" Weapon Sniper Rifle. Here's a page to where I learned this:
Yes, if they had a reload for the ammo on the side, I'd use that. I've left it with the standard reload because it works. This mod assumes that "repairing" the rifle is recharging it, while reloads are strictly the 2mm ammo. That makes a lot more sense for a gauss rifle than pretending it's a plasma rifle run on microfusion cells. Not only does the default projectile make no sense for a gauss rifle, it is susceptible to that infamous bug where explosive projectiles don't hit, forcing you to attempt to kill things using "splash" damage from the explosion... which is not very good with the gauss rifle. In a word, it sucks bad and I could never make any use of it before. Now it's a perfectly usable ballistic weapon like it should have been from the start.
I see the logic in that. Yeah, if there was a way to reload the 2mm AND the MFC at once, then that'd be awesome. I don't really have a problem with the current gauss rifle, other than the haunting fact that you never replace the 2mm ammo clip, gving the impression that it's a "magic" infinite ammo clip. BTW, the projectile shot from the Gauss rifle is huge compared to other bullets, which makes using nails as ammo kind of odd: https://vignette.wikia.nocookie.net/fallout/images/1/11/FNV_Gauss_Projectile.png/revision/latest?cb=20130202022951
If I was a 3D modeler, I could probably work on a more realistic gauss rifle model, with proper reload and whatnot... but I'm not. I pretty much have to make due with the models and animations in the game, or from other mods that give permission. And given the projectile is SUPPOSED to be 2mm, that "official" projectile is awfully big. It's why I changed it to the nail. That's another model I'd make if I could - a proper looking 2mm projectile (no cartridge among other changes - it's not propellant propelled after all), and one for the flechettes.
As it is, the official gauss rifle uses infinite 2mm ammo and reloads the microfusion cell only, and lord knows why they made a huge bullet projectile that fires as an energy bolt. This weapon is just all over the map as far as problems go. I've had some luck on other mods on changing models and reloads, I might try to put some more work into this one now that I have the rest where I want it.
Sorry for being late to discussion, BUT FO3 and FONV Gauss Rifle isn't the same model we know from previous FO games, so there is no reason to believe those would use 2mm EC ammo. This model could use much smaller projectile accelerated to much higher velocity (so less matter with higher energy demands) If that's true then projectile reserve indeed could be immense. Realistically speaking one would place metal wire coil and weapon would pull&clip it. (a little math- most shots without repair is (YCS/186+bulk cells=)584. assuming 1mm projectile, that's ~0.6m of wire, so not much) In that case part of maintenance/repair would involve replacing said wire (if needed of course) Granted design would need some revision- instead of box magazine thing, cylindrical thing on a side would look slightly more fitting.
From the mod description: "Why does Obsidian think a gauss gun is an energy weapon? It's a projectile weapon" ------ I'm afraid you're incorrect - such an over-arching class of weapons as "energy" are not defined by the ammo they fire (in any case, all energy weapons "project" something, be it laser, plasma or subatomic particles, etc) but by HOW they fire. As the gauss uses energy instead of gunpowder to propel the ammo, it is thus an energy weapon. But what Fallout did get wrong was in often calling it a rifle, when it's a smoothbore. And as for the ammo, game lores are a bit mixed up, either having 2mm slugs magically preloaded separately or magically appearing within the cartridge cells used. However, it makes easier sense to simply imagine the right-side chamber as converting the cartridge's material into the required slugs, so what you could do is have a mod that simply makes the spent cartridges disappear entirely.
Now that I think about it, the actually could be a lore reason to have the Gauss Gun not run out of charge: assume that it is powered by a Microfusion Breeder, like the Recharger Pistol, Recharger Rifle, and MF Hyperbreeder Alpha. That way it can go back to simply repairing the gun as normal.
I like this idea, though, it does take away one of the best weapons of the Energy Weapons line up (I'm not counting the Alien Blaster since it can only be aquired with the Wild Wasteland trait and has limited amount of ammo), even if it makes more sense for it to be in Guns.
If you're wondering what I mean in the changelog about the invisible butt on the NV gauss rifle, I mean this: https://imgur.com/a/1Eux3KM
And yes, it's invisible on stock New Vegas... if you set the FOV wider than the default. If you stick to the default FOV, you never notice it, and it's only in 1st person, not third. Operation Anchorage doesn't have this issue. Its gauss rifle is whole, so for the TTW3 version of this mod, I change the 1st person model of the NV gauss rifles to the OA one. If you look at the models in nifskope, you see this: https://imgur.com/mv4Pl3V https://imgur.com/JjpCcjI
The only difference is for NV, they changed the butt of the rifle, but that change is transparent in 1st person mode. Very weird...
A gauss gun and a rail gun are two entirely different weapons. I suggest you check a few videos on youtube to see the difference.
Gauss guns are entirely silent if the ammo is not super-sonic and the circuit isn't like old flash tube voltage multipliers. All you are doing is applying a large current to each electro-magnet at the proper time to draw the projectile forward, turning the current off as the projectile reaches the magnet. They're actually fairly easy to make, and there's plenty of videos of them on youtube.
A rail gun is another beast entirely. There are a few videos of really simplified and low-power rail "guns" on youtube that demonstrate the principle, but an actual rail gun worthy of being called a weapon must be pretty big and requires a ridiculous amount of power. The noise is usually due to the ammo going super-sonic combined with the discharge of so much energy between the rails. A rail gun works much closer to the ideal in a vacuum, which is why they tend to be the weapon of choice for spaceships in hard sci-fi novels.
No idea about Project Nevada since I never use it. And yes, it's not an energy weapon anymore. It's just like a regular rifle, shooting hunks of metal at things. The only difference is the way those hunks of metal are accelerated.
36 comments
This adds two new ammo: the first is basically the same as the nail - I just call it a 2mm bolt; it's the same as the nails were, but I removed the DT modifier; the second ammo is a flechette - it has a DT - 6 modifier, but does only 90% the damage as well as having twice the spread. Think of it like slugs and buckshot for the shotgun. There are five flechettes in a single shot. You make bolts from nails or from scrap metal. You make flechettes from bolts.
The other change is a new item I call the recharger pack that is used to recharge the gauss guns. You make the recharger packs from ECPs, SECs, or MFCs at the workbench. I based them on 4 MFCs, with the other types of cells being proportionate according to the conversion values in converting from one type of cell to another. That means 6 SECs, or 12 ECPs.
So you can use the old version for simple mode, firing nails and using fission batteries, or you can use the new version for a more complex game play, firing bolts or flechettes and using a recharger pack.
For the longest time I just thought your repair script was broken, and stopped using it even though I love everything else about this mod. Guess I earned that for not reading the text wall.
https://fallout.fandom.com/wiki/Gauss_rifle_(Fallout_3)
Go to references at the bottom of the page, & you can see what I mean.
https://vignette.wikia.nocookie.net/fallout/images/1/11/FNV_Gauss_Projectile.png/revision/latest?cb=20130202022951
As it is, the official gauss rifle uses infinite 2mm ammo and reloads the microfusion cell only, and lord knows why they made a huge bullet projectile that fires as an energy bolt. This weapon is just all over the map as far as problems go. I've had some luck on other mods on changing models and reloads, I might try to put some more work into this one now that I have the rest where I want it.
BUT
FO3 and FONV Gauss Rifle isn't the same model we know from previous FO games, so there is no reason to believe those would use 2mm EC ammo.
This model could use much smaller projectile accelerated to much higher velocity (so less matter with higher energy demands)
If that's true then projectile reserve indeed could be immense.
Realistically speaking one would place metal wire coil and weapon would pull&clip it.
(a little math- most shots without repair is (YCS/186+bulk cells=)584. assuming 1mm projectile, that's ~0.6m of wire, so not much)
In that case part of maintenance/repair would involve replacing said wire (if needed of course)
Granted design would need some revision- instead of box magazine thing, cylindrical thing on a side would look slightly more fitting.
------
I'm afraid you're incorrect - such an over-arching class of weapons as "energy" are not defined by the ammo they fire (in any case, all energy weapons "project" something, be it laser, plasma or subatomic particles, etc) but by HOW they fire. As the gauss uses energy instead of gunpowder to propel the ammo, it is thus an energy weapon. But what Fallout did get wrong was in often calling it a rifle, when it's a smoothbore. And as for the ammo, game lores are a bit mixed up, either having 2mm slugs magically preloaded separately or magically appearing within the cartridge cells used. However, it makes easier sense to simply imagine the right-side chamber as converting the cartridge's material into the required slugs, so what you could do is have a mod that simply makes the spent cartridges disappear entirely.
Now that I think about it, the actually could be a lore reason to have the Gauss Gun not run out of charge: assume that it is powered by a Microfusion Breeder, like the Recharger Pistol, Recharger Rifle, and MF Hyperbreeder Alpha. That way it can go back to simply repairing the gun as normal.
https://imgur.com/a/1Eux3KM
And yes, it's invisible on stock New Vegas... if you set the FOV wider than the default. If you stick to the default FOV, you never notice it, and it's only in 1st person, not third. Operation Anchorage doesn't have this issue. Its gauss rifle is whole, so for the TTW3 version of this mod, I change the 1st person model of the NV gauss rifles to the OA one. If you look at the models in nifskope, you see this:
https://imgur.com/mv4Pl3V
https://imgur.com/JjpCcjI
The only difference is for NV, they changed the butt of the rifle, but that change is transparent in 1st person mode. Very weird...
1: A Gauss Gun/Railgun would fire big projectiles, like Rails.
2: A railgun is loud as hell.
Gauss guns are entirely silent if the ammo is not super-sonic and the circuit isn't like old flash tube voltage multipliers. All you are doing is applying a large current to each electro-magnet at the proper time to draw the projectile forward, turning the current off as the projectile reaches the magnet. They're actually fairly easy to make, and there's plenty of videos of them on youtube.
A rail gun is another beast entirely. There are a few videos of really simplified and low-power rail "guns" on youtube that demonstrate the principle, but an actual rail gun worthy of being called a weapon must be pretty big and requires a ridiculous amount of power. The noise is usually due to the ammo going super-sonic combined with the discharge of so much energy between the rails. A rail gun works much closer to the ideal in a vacuum, which is why they tend to be the weapon of choice for spaceships in hard sci-fi novels.
Coil Gun & Gauss Rifles are just two different words for the same thing. NOT Railgun & Gauss Rifle.
And is it still considered an energy weapon? The pictures suggests it isn't, but I just wanted to make sure.