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Babaloo321

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About this mod

Plasma is better against Power Armor than Lasers! Pulse is good against Power Armor and Robots! Separates damage from Laser, Plasma, Pulse, and Lightning weapons in a similar vein to earlier Fallout titles. Each energy damage type now has it's own strengths and weaknesses.

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This mod makes the damage done by different energy weapon types have different strengths and weaknesses, far more than what Fallout 4 does in vanilla.

Laser, Plasma, Pulse, and Lightning/Tesla based weapons will now do differing amounts of damage to different enemy types. This includes damage from grenades and mines. Effects that deal these damage types will have their magnitude increased/decreased by the same amount as if it came from a weapon.

This includes increased/decreased damage to enemies in Power Armor (Including yourself), in the same vein as Fallout 1 and 2.

Also includes a few misc. tweaks to laser and plasma weapon attachments, as well as integration of a few other mods.

This mod utilizes RobCo Patcher to make a significant amount of it's changes, and is necessary for the mod to work properly.

It also requires Munitions - Ammo Expansion Project for its Electron Charge Packs and Small Energy Cells.

                                            DAMAGE TYPES                                                 
Plasma - Deals 5% to 30% damage to Power Armor users, depending on how many pieces of Power Armor they have equipped.

Vanilla Fallout 4 already makes weapons that use this damage type generally deal more of it to armored foes, seeing as how the damage is split between Ballistic and Energy. Most armor types prioritize protection from one over the other, so having your damage split between both will generally do more damage, overall.

This idea is thrown out completely when it comes to power armor, as power armor always has more protection against Ballistic damage than Energy. This means that Laser Weapons will always deal more damage to power armor users than plasma weapons will. If you've ever played Fallout 1 or 2, then you'll realize that this idea doesn't make much sense.

Laser - Deals -5% to -30% damage to Power Armor users, depending on how many pieces of Power Armor they have equipped.

In Fallout 1 and 2, Lasers are significantly weaker against Power Armored NPCs. This is because the reflective coating absorbs and disburses most of the heat from the beam. Kinda weird how it's the opposite in Fallout 4. 

Pulse - Deals 30% damage to Robotic and Mechanical NPCs, as well as 150 damage to Power Armor users (No matter how many pieces of Power Armor they have equipped), but deals no damage at all to organic foes. It causes servo-locking paralysis to Power Armor users, as well as gives head-crippling effects to turrets, robots, and robotic synths. This reduces the accuracy of the turrets and robotic synths, and frenzies the robots.

Pulse damage is now more of a utility-based damage type. It's main use is now for aiding in the elimination of robots, turrets, and Gen 1/Gen 2 synths, as well as temporarily shutting down power armor frames.

Lightning - Deals 30% damage to Robotic and Mechanical foes, as well as just 20% damage to Power Armor users, no matter how many pieces of Power Armor they have equipped.

Lightning/Tesla weapons (Like the Tesla Rifle from Automatron) will now act similarly to pulse weapons, overloading the circuits of robots and other mechanical foes, but without causing the additional frenzy, head-crippling, and servo-locking effects.

                      WEAPONS, MODS, AND ATTACHMENTS                             
Laser Gun - I've changed the Automatic Barrels to use Electron Charge Packs from Munitions, instead of regular Microfusion Cells.

I did this because the only automatic Laser weapons we see in previous fallout titles use Electron Charge Packs. Laser RCW? Gatling Laser? They all use ECP!

Plasma Gun - I've changed the projectiles that each of the Improved Barrels shoot, to use faster copies of the originals.

I did this because I find some of the plasma projectiles move too slowly, and also because of the fact that New Vegas had an attachment for a plasma weapon that sped up its Projectile speed.

Tesla Rifle - Now uses Electron Charge Packs from Munitions, as well as a few other misc. changes.

This is because the Arc Welder from New Vegas uses them, so it makes sense that other weapons that shoot Tesla beams or lightning will use them, as well.

I've also added some misc. changes from Better Splitters and Simple Energy Weapon Overhaul by Crazydeal to some of the mods for the Laser Gun, Institute Laser Gun, Plasma Gun, as well as to a Laser Musket MiscMod. Nothing huge, just some balance tweaks and changes to crafting menu positions.


                  ROBOT MODS AND INTEGRATED WEAPONS                          
Automatron Robots that use Lasers integrated into their hands (Protectron Hand Lasers, Mister Handy Lasers, etc.) will now carry and use Energy Cells from Munitions.

Robots that use weapons *AS* their hands (Sniper Lasers, Scatter Lasers, etc.) will not have their ammo types changed, UNLESS they use automatic lasers, or even other types of Energy Weapons that use Electron Charge Packs, like Tesla Weapons or Lightning Guns.

                                               CRAFTING                                                        
Added new energy weapon ammo recycling crafting recipes to the Chem Bench. I tried to keep them as close to New Vegas level as possible.

                                           LEVELED LISTS                                                   
Added Energy Cells and Electron Charge Packs to the Institute and BoS faction vendors, as well as to the BoS Player Storage Box.

                                                  AMMO                                                            
Slightly changed the names of the Energy Cells and Electron Charge Packs from Munitions to better reflect their names from New Vegas/Fallout 3.

                                      TECHNICAL DETAILS                                              
Alright. First off, the only way I could get the game to differentiate Plasma, Laser, Pulse, and Lightning/Tesla damage from each other is to make a couple perks that increase the different incoming damage types that are dealt based on certain conditions.

1) The first condition is if the perk owner is either a robot, synth, turret, or if they currently have the power armor perk.

2) The second condition is if the incoming damage is from a weapon or effect with a certain keyword. This is how I differentiated the energy damage types:

- Laser Damage is defined in the Perk as Energy damage coming from a weapon that currently has the WeaponTypeLaser Keyword (And/Or a few others, read here) BUT NOT the s_40_RifleLightning Keyword, as well as any effect that has the Babaloo_LaserEffectKeyword Keyword attached.

- Plasma Damage is defined in the Perk as Energy and Ballistic damage coming from a weapon that currently has the WeaponTypePlasma Keyword (And/Or a few others, read here), isn't coming from a Plasma Grenade or Mine (Handled directly by the explosion record), as well as any effect that has the Babaloo_PlasmaEffectKeyword Keyword attached.

- Pulse Damage isn't defined in the Perk. This is because there are no pulse weapons in vanilla apart from pulse grenades/mines. The damage increase/decrease is handled directly in the explosion record.

- Lightning/Tesla damage is defined in the Perk as Energy damage coming from a weapon that currently has the s_40_RifleLightning Keyword (And/Or a few others, read here), as well as any effect that has the Babaloo_LightningEffectKeyword Keyword attached.

3) The third condition is the type of weapon damage that is increased, and by how much.
I've added all damage types to the list, so it should be natively compatible with mods that add cut damage types (Fire, Cryo, Electricity, etc.) to weapons.

                                       INTEGRATED MODS                                                
I've integrated a few mods into LPPO, however only if they seemed relevant or simplistic enough, or if I thought I could add something substantial to them.
The mods I've integrated are:

1) Fixed Plasma And Pulse Explosives Damage Scaling v1.2 by cyan49 - I've changed the mod as it was, to integrate the addition of the "SCAV! - Cautionary Crafts" explosion damage buff, since the original purposely left it out so as to not add Nuka World DLC dependency. I've also given the perk to every NPC in the game, so if they have the Demolition Expert perk, they'll do more damage with other grenades now, too.

2) UNLIMITED POWER - Tesla Rifle Projectiles Create Visual Effect on Impact v1.1 by Th3RubyBlad3 - Original mod was simplistic enough that I thought I'd integrate it, since I was already changing the Tesla Rifle. Only the visual effects and projectile fixes, however. I've left out the weapon damage, ammo capacity, and reload speed tweaks.

3) Tesla Mods Fix v1 by robotized - The original mod is pretty simplistic, plus it would've conflicted with my changes, so I integrated the whole thing.

                          COMPATIBILITY WITH OTHER MODS                               
Since the perk that manages the damage type modifiers makes use of certain keywords to do it's job, the mod might behave unexpectedly if using certain energy weapons from certain mods.

Generally, basic lasers and plasma weapons should be fine to use. Most of them shouldn't have any unexpected keyword combinations. The trouble usually comes from mods with lightning/tesla, pulse, or electricity based weapons. Mods with weapons that deal (Or can be made to deal) more damage to Robots, Turrets, Synths, or Power Armor, and also have the WeaponTypeLaser/WeaponTypePlasma keywords will likely cause unexpected behavior.

I can safely say that the mods LAER (Laser Assisted Electrical Rifle) (LPPO Addon for that), Arc Welder (Patch for that), and AnotherOne YK42B Reborn (Patch for thatWILL need specific patches, and will not work properly without them.

There is also likely a conflict with Better Explosives Redux, since that mod likely modifies the Pulse Grenade Energy Damage effect.

You will also want to avoid using the original mods I've integrated into LPPO that are listed above.

To learn more about compatibility in detail, please take a look at this article.

                                          REQUIREMENTS                                                   

As stated near the top of the page, LPPO requires both RobCo Patcher and Munitions - Ammo Expansion Project in order to run. RobCo Patcher requires F4SE in order to function, so you'll need that, too.

                          INSTRUCTIONS AND INSTALLATION                               
Manual:
Place in Fallout 4/Data

With Manager:
Download and Install normally

As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)

                                                 CREDITS                                                         
cyan49 for Fixed Plasma And Pulse Explosives Damage Scaling

Th3RubyBlad3 for UNLIMITED POWER - Tesla Rifle Projectiles Create Visual Effect on Impact

robotized for Tesla Mods Fix

DankRafft for Injector Scripts - Leveled Item - Legendaries - INNR - Form List

                                  SOME OF MY OTHER MODS                                       
Constructible Settlement Faction Guards
Wild Plants Grow Back - Wild Plant Respawn Fix
Utility Grenades Have Visible Throw Arc
Institute Has Their Own Batons - Uses Robco Patcher
Misc To Melee - Fixes and Tweaks (Uses Base Object Swapper)
Immersive Courser Overhaul - Vanilla Friendly
- Fallout 3 Styled Alien Blaster
Yet Another Spectacle Island Bridge - Wide Tho
Bunker Hill Vendors Fix - Kay and Joe Savoldi Actually Sell Things
No More Self-Destructing Robot Settlers
Goodneighbor Watch - Redux
Bunkerhill Patrols - Redux
Raider Children and Other Horrors of the Commonwealth Replacer - Big Al and Serum Changes
Institute Automatron Robot Lasers
Basement Living - Immersion Adjustment - ESP Marked as Light (Plus Separated Workshops and SMM Patch)
- Snappable Covenant Walls - SMM - Standalone (No More Settlement Keywords Requirement)
- No BoS Before Call to Arms - An Enter The Brotherhood Alternative
Institute Power Armor Redux Additions
Northland Diggers - Fixes and Tweaks
Lost Soul Quest Tweak - No Faction Hostility
You and What Army - Faction Robot Paints and Alliance Fix
We Are The Minutemen - Tweaks - Fixes - Power Armor Expansion - Patches
Check out my page for more!