Fusion gun fallout 4 где найти

Обновлено: 17.05.2024

Adds a modular laser rifle, pistol, submachine gun, sniper, flamethrower or shotgun.
Custom animations, sounds, models and textures. Injected into levelled lists.
Includes 3 craftable Zap Gun turrets.

DLC requirements

Mods requiring this file

Mod name Notes
Consolidate Weapon Crafting Recipes Surplus (CWCRS) *optional*
Fusion Cells are Batteries - Official Patches for Nexus Weapon Mods Required for the FCaB - Zap Gun patches.
Greb's Horizon Patches
LOST AWKCR VIS-G Patches AWKCR and VIS-G patches for multiple mods!
The Zap Gun - a makeshift laser weapon (Ru)

Credits and distribution permission

Author notes

Please get in touch if you want to publish a patch or add-on to this mod. Mainly because I'm curious what people are up to with it.

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is opted-in to receive Donation Points

Translations available on the Nexus

Language Name
Russian Author: VWTrotsky The Zap Gun - a makeshift laser weapon (Ru)

Version 1.42

  • Added a patch for people who want the Zap Gun to be a rare drop. It is now mostly used by bosses or rare enemies.

Version 1.41

  • Uploaded a hotfix for VR users (the flamer barrel would crash at the workbench).

Version 1.4

  • Finally fully fixed the FX issues - no more invisible enemies or weird fire fx when hit.
  • Pink glow on certain GPUs fixed.
  • Further reduced spawn rates.
  • Misc mods fixed (certain items wouldn't let you de-attach and reattach mods)

Version 1.3

  • Fixed (hopefully) the FX issues. It should look normal when you or NPCs get lit on fire.
  • Slightly reduced spawn rate.
  • Tweaked scope reticles.
  • Hotfix for a small incompatibility with Classic Holstered weapons that sometimes made NPCs hands glow red when they had a zap gun holstered.
  • Hotfix for the auto zapgun turrets glowing mesh appearing pink

Version 1.2

  • Fixed 3rd person Power Armor
  • Fixed glowing meshes appearing pink on some systems
  • Fixed rifle equip animations

Version 1.1

  • Fixed Improved magazine. Ammo capacity is now improved.
  • Slightly slower reload speed.
  • Fixed transparency issues with the reflex sight and short combat scope.
  • Added ESL version
  • Added version without levelled list integration

Both straight donations and premium membership donations accepted






Based on salvaged electronic components from terminals and other technological remains, the Zap Gun is a crude laser weapon designed by resourceful wastelanders. It's perfect for those who need just a little more firepower (just be careful with your fingers).

The design of the Zap Gun originates pre-war; Increasingly paranoid citizens began arming themselves when resources started growing scarce. Legends say one of the first prototypes was confiscated, and waits in an ancient government building.

In 2287, realising their technological disadvantage against the Institute and the Brotherhood of Steel, the Gunners have set up a weapons manufacturing workshop to produce more refined and deadly versions of the Zap Gun.


If, like me, you liked the concept of the gamma gun and laser musket, but you want more modularity, visually and in gameplay, this is the mod for you. The design aesthetic is also inspired by the energy weapons of fallout 3 and new vegas.

It is integrated to the weapon vendors levelled list, as well as raiders, gunners, minutemen, wastelanders and super-mutants. Each type of enemy should have a relevant variant of the Zap Gun (gunners, for example, have more advanced versions of the gun).
The most basic version will start spawning at level 3, more advanced versions at level 12, and the sniper and flamer versions start spawning at level 25.
The weapon and is also craftable in the chemistry workbench.

In the early game, you can find one in the under the house of a particularly paranoid former resident of Sanctuary.

There is a unique variant, located in an ancient government building, where confiscated items were kept.

The unique variant can not be modified - this is on purpose for balancing.

There is also a skill magazine, located in a place crawling with Gunners.

in the basement of Gunner's plaza, in the room where the boss is, near the chest.


Custom first person animations, custom models, sounds and textures. Includes 3 craftable Zap Gun turrets.


Installation:

If Nexus/your mod manager asks you to overwrite Dank_GunLLInject, you should be ok to do so, it is the same file.

Miscellanous :

-Because this reuses the idle poses of the pipe-gun, it has the same slight issue with higher FOV settings (hand placement shifts when aiming the rifle) when in first person. I recommend that you play with the standard fov setting of 80.

-3rd person animations are just the pipe gun animations with new sounds. They all fit but lack the touches I've made to the first person animations.

-Yes, the bolt is left handed, and yes, the fusion core magazine is absurd. I originally designed it thinking I wouldn't make any custom animations so the placement is the same as the vanilla pipe gun magazine. However, in the words of the great Todd Howard, "it just works".

-Yes, laser weapons in Fallout have recoil. This is mainly a gameplay thing to help you feel the power of a weapon, but with the Zap Gun, imagine all kinds of badly designed mechanisms moving inside the the gun when you fire. Zap Zap!

Showcase by DiscoGnome:

Fusion Gun

Adds an entirely new, high-detail energy weapon to the game. Over a dozen weapon attachments included.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Mod name Notes
4estGimp_FusionGun_InstituteLaserGun_Replaser Main Mod
Consolidate Weapon Crafting Recipes Surplus (CWCRS) *optional*
Fallout 4 Plus Edition
Fusion Gun - Valdacil's Item Sorting Compatability Patch
LOST AWKCR VIS-G Patches AWKCR and VIS-G patches for multiple mods!
Weapons Level List Patches Required mod for leveled list patch to work

Author's instructions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points











VERSION 2.0 out now: adds new high-end material types, ammo, locations and more
The latest version includes several large changes that both new and existing users should take note of:

New ammunition types
_______

Entirely new, lore-friendly location
_______

New texturing and cubemaps, both for the high-end versions and the vanilla gun
_______








The bomb chamber within Sentinel Site, in the Glowing Sea.



The room at the top of the stairs.



The gun.


Crucially, this weapon requires its own ammunition type: Fusion Cartridges. These can be crafted at chemistry workstations by breaking down the following items:

Copper-plated and Leaded ammunition will also require copper or lead respectively

Fusion Gun - Valdacil's Item Sorting Compatability Patch

This adds the awesome in Valdacil's format to the amazing Fusion Gun standalone weapon created by Fallout Suite, and will give it a nifty icon if you use DEF_UI. Also tags the ammo and loose mods.

Nexus requirements

Author's instructions

As this simply adds some tags to ONE mod I didn't make, so it can be used with ANOTHER mod I didn't make, why are you asking me for permission for anything? Go ask the authors of the actual assets!

File credits

Donation Points system

This mod is opted-in to receive Donation Points

Version 3.0

Version 2.0

  • FOMOD installer as there are now two versions:

-=- Vanilla Build requirements: no change to constructables, just the text changes noted below.

Version 1.5

Version 1.4

  • Working correctly with the instance naming forms set up like they should be, and [Cart] appearing as a unique ammo/caliber type for any combo of mods. This weapon has a lot of mod combos. Srsly lots.

Version 1.1

Version 1.0

Do you wish they played nice together ?
do you wish i'd gotten this right the first or second time so you didn't have to keep re-downloading it? Does having DEF_UI, yet seeing an iconless Fusion Gun on your Weapons tab,
make you sad? or psychotically homicidal

UPDATE: 3.0 redone, extraneous records pruned, much simpler file now, much silliness removed. Two options:

- One version that removes the " receiver loose mod " requirement . I'm not sure it was intentional; it's impossible to start upgrading the gun unless you build some "wrong" upgrades first, switch to them, then make the parts you want and switch back - with some leftover loose parts you'll never use.

- Or, the Vanilla install option which doesn't change build requirements, if you're a purist.

Re-worded some descriptions that didn't match existing in-game (or actual weapon) terms. Nothing major, just some confusion over the terms Automatic and Semi-Automatic. Cleaned up some typos also.

You need the Fusion Gun and VIS mods installed (duh) and they need to come before this patch (duh 2, son of duh).
You also need AWKCR since that's how VIS tags weapons - you probably already know this, but just in case.

If you're using DEF_UI, you'll have to define what icon [Cart] uses in your DEF_UI xml files in order to show an icon for the gun itself. Instructions on how to do that below, it's easier than you think.

I didn't make any of the other mods mentioned above. If you don't have them yet, check them out!
then don't forget to come back here and get this one

Also of note! The reason Fallout Suite calls themselves Fallout Suite is because they composed a Fallout Suite. Have a listen! It's amazing.

Tag notes: It won't look quite like other AWKCR-tagged items, keeping stuff like Discreet and Copper-Plated. This also makes the names very long.

Here's how you tell DEF_UI what icon to use:

Weapons via VIS and AWKCR are tagged by their ammo type. I tagged the Fusion Gun as [Cart] since the Fusion Cartridges are new and unique to the Fusion Gun.
You must make the following edit to get an icon:

<tag icon='w_cannon' keyword='Cannonball' hidetag='true'/>

Right after that line, paste in this:

<tag icon='w_institute_rifle' keyword='Cart' hidetag='true'/>

This gives the Fusion Gun the same icon as the Institute Rifle, and hides the tag. If you look at the file "icon_index.pdf" in that same directory, you'll see all the icons' names - change it to anything you like!
Make it the witch hat. I won't judge. I use the Institute Rifle because the profile is most similar to the Fusion Gun - and I noticed that the records in the CK all have InstituteFusionGun in their name, so that's probably intentional.

(you can put that Cart line anywhere, technically, but let's keep things nice and sorted with the existing entries. I mean, if you didn't care about how things are sorted, why are you here??)

If I've forgotten anything or stuff seems Really Weird, let me know. If it's only mildly weird, well, that's life, man.

Massive credit also goes to Wenderer for his FOMOD Creation Tool.
This thing is awesome and saves a TON of time getting stuff packed up.

I ALSO MADE DESE TINGS:

Accelerator Sound Fix - Custom Reverb and Quad's Reload Sounds
Gets rid of the Bethesda Bullet Bangs every weapon has outdoors and gave the Plasma Accelerator 9 custom reverb tails from its own firing sounds. Also custom reload effects, and a slight balance tweak. Plus a new optional skin for fun.

Unique Pickman's Blade and Bowie Knife Buff
A unique appearance and new name for Pickman's Blade, instead of the generic Combat Knife, plus buffs Mike Moore's Bowie Knives' damage a bit.

Effective Melee Blocking
Makes blocks actually stop enough damage to keep you alive, and more

Ad Pictoriam - Brotherhood of Steel Apocolyptic Visuals-Only Override
Strips out most of the game changes from Ad Victoriam, existing-save friendly, keeps all the cool new visuals

Useful Assault Masks
Changes the Assault Gas Mask to three varieties of hood/mask color - and gives it stats that make it worth using

Mastermind - Automatron Provisioners using Robotics Expert
Think it's silly needing to be a politition and salesman to program your robots? Now the Robotics Expert perk works too!
Time to build your robot army!

Companion Stealth Distance Fix (No Free Hugs!)
Tired of your companions standing on your head when you stealth? Now with Less Dogmeat Standing on Loot!
Still some. Just much, much less.

Bugfix for Dismissed Companion Endless Babble
A permanent fix for the bug that makes Companions spout all their comments endlessly after you dismiss them.
You know, maybe I like the rain, Preston! Custom interval times available!

Perforation: Better Automatic Weapons
Not a damage number tweak, but a changed mechanic. Preserves balance and ammo, and adds fun.
Did I mention it also affects the Minigun and Gatling Laser

Home Despot - Local and Linked Workshop Component Inventories
Shows the raw component totals from all the junk in your Workshops, local or linked.
Get a Grip on Your Junk

Scarcity: Destructible Power Armor and More
Permanently destroyed PA pieces. Fewer and randomly-charged Fusion Cores. Tougher requirements for repairs.
Less is. less.

My list of lore-friendly Weapon Mods for Fallout 4


There will be weapons that have existed in previous Fallouts, but most of the mods featured in this list are weapons, that would have made sense if they were in the vanilla game and fit in with the lore of fallout quite nicely. (So no G36 or AR14 or modern stuff) Enjoy!

NOTE: Some might not agree with my reasoning. This is my personal list, and I really enjoy playing with it. NOTE 2: If you have a suggestion for another lore friendly weapon mod, feel free to add them in the comments below.

So lets get to it:

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