» Wed Feb 09, 2011 10:25 pm
In Fallout 2, Laser Gat was an Energy Weapon.
In Fallout 3, it was a Big Gun.
In FOOK they moved it to be an Energy Weapon
In FWE, it is apparently a Big Gun.
In Standalone Phalanx right now, it expects to see the default Big Gun.
In my weapctrl system, both in Standalone and in the embedded FOOK version, it's not intended in the design for any mods to move one of the vanilla weapons from one weap skill category into another.
I've not yet decided on the best way I will handle this, not even for Standalone. There's several possibilities.
Fortunately, the only malfunction this would cause, if left 'incompatible', is that a follower with Big Guns skill would behave as though his Laser Gat was in fact an Energy weapon - meaning, if he doesn't have EW skill, he wouldn't use it. And, visa versa, if the incompatibility went the other way. It wouldn't break anything, it would just be a "thing", a caviat.
Edit: It would be tremendously easy for me to standardize, in Phalanx, for followers, that they use Laser Gat as energy weapons. It happens to match Fallout 2 as well, and, the total behavior effect is superior in the weapctrl. It's superior because for an energy weapon using follower, with the vanilla setup, there is no combo of midrange + longrange weapons that work properly. Plasma Rifle and Laser rifle WOULD, in a perfect world, fulfull this combo, but this cannot be engineered because those 2 weapons share the same ammo. With the Laser Gat moved into being an energy weapon, it supplies a mid-range weapon that can be selected seperately from the laser rifle, and it's nicer.
Edit2: laser pistol is engineered as midrange and it does manage seperate from laser rifle - but I consider it lowlevel - above is related to highlevel characters. Also it shares ammo with plasma pistol... so, it's still not quite right in the combo.