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adbenj

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adb3nj

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About this mod

Fixes glitch whereby Aeternus depletes most of a fusion core for infinite ammo each time it's equipped. It will now behave like any other weapon with the Never Ending effect.

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Description

Because the gatling laser derives its ammo count from the health of a loaded fusion core, the game isn't quite sure how to handle Aeternus's unlimited ammo capacity, inadvertently leading to infinite ammo and wasted cores. This mod removes Aeternus's Never Ending legendary effect and replaces it with a custom 'instant reload' effect, so that when one fusion core is depleted, another is immediately loaded. Firing seamlessly continues between reloads, providing the same functionality as unlimited ammo capacity while making sure fusion core health and count are both properly tracked.

Much like other mods, this mod also increases the gatling laser's ammo capacity to 1100, to take account of possible Nuclear Physicist and Repair Bobblehead perks. Without any relevant perks, the gatling laser will continue to load a maximum of 500 shots per fusion core. 


Requirements

Nuka-World DLC
Fallout 4 Script Extender (F4SE)


Installation

1. Unzip files to your data folder.
2. Enable mod in main menu.
3. If you have already fought the Rogue Knight, the new version of Aeternus will automatically be added to your inventory on load; otherwise it will replace the Rogue Knight's weapon.


Notes

1. It's difficult to track whether or not Aeternus has actually been acquired, so, should you have defeated the Rogue Knight and left the Cola-Cars Arena, Aeternus will be added to your inventory regardless of whether you've picked it up.

2. This mod uses a script (hence the need for FS4E) to disable weapon charging when firing �� so Aeternus doesn't need to charge up again on automatic reload – and then enables charging again once it stops firing. Currently the mod doesn't recognise when Aeternus has stopped firing while in third-person mode, so charging will remain disabled until switching back to first-person mode.

2. I've re-written the script to recognise when Aeternus has stopped firing regardless of camera perspective, but third-person mode doesn't seem to like the zero reload time very much, meaning Aeternus jams once its magazine is empty rather than continuing to fire. I can't believe this is a new problem, so I can't have tested the mod as well as I thought. Sorry to anyone who plays in third person ☹️ I'll try to find a fix, but it may be that no fix exists (or at least that I'd have to increase the reload time so much as for it to be pointless).