Fixing energy weapon issues

Discussion in 'Fallout Tactics Modding' started by RenoRocks, Mar 16, 2020.

  1. RenoRocks

    RenoRocks First time out of the vault

    Jul 30, 2019
    Super Mutants canonically as established in previous fallouts are able to use the energy weapon rifle versions, as you may have noticed in tactics, either with squad members or trying to set up enemy encounters they can pick up the rifle but the interface will say unuseable.

    This is because it is a small rifle and super mutants have not been given the animation to handle it. Doh!

    To fix this change the type of weapon of all energy rifles to heavy. This only affects the appearance they will still require the energy weapon skill and same number of action points as before.

    Another issue is that the pulse rifle was producing the incorrect kill animation. It was applying the melty meaty of the plasma rifle. I have figured out that the default damage assigned to the ammo type overrides the damage setting of the weapon itself at least in regards to animations.

    As a workaround I created a new powerpack based off of microfusion with electric as default damage. This annoys me as it is not canon, pulse rifles are supposed to be able to use microfusion. Unused animations annoy me more however.

    Next step, lasers should really be cutting targets rather than melting, this is of course the result of tactics merging laser and plasma into the one category of energy. Reduces flexibility quite a lot.

    I will research if there is a way to implement that without creating another dedicated ammo type.