-= Features =-

There are two versions right now, the Lite version and Full version.

Lite version uses vanilla numbers and touches only a few things for compatibility and for balance matching vanilla. It features:

Cells will have a certain charge that determines the number of shots given per cell, and is affected by barrel and receiver type. This number conforms to vanilla ammo capacity in this version. So a standard laser pistol will shoot 30 shots before the loaded cell is drained and will need reloading, while a standard laser rifle will shoot 27 times before needing to reload.

This affects Fusion Cells, Cryo Cells, Gamma Cells, and Alien Blaster Cells.

Because of the unique way Laser Muskets work, they're able to generate their own energy source (essentially infinite ammo.) and ammo capacity still matches vanilla.

In addition, this also fixes the ammo capacity in the Alien Blaster when using Fusion Cells (without editing the weapon or its mods.)

All affected cells won't display their stored charge like fusion cores do (its a feature unique to being a power armor battery) but know that the cell with the highest charge will always be loaded when equipping a energy weapon.

Level lists for the affected ammo has been reduced to usually one cell of ammo.

So overall, this only edits the mentioned ammo, their leveled lists, and the laser musket. So compatibility is high.

Tesla Rifle is patched to use vanilla ammo capacity.

Salvaged Assaultron Head generates its own energy like the laser musket.

Full version overhauls the barrels and receivers of all the energy weapons to utilize the new mechanic into its balance. It features the above but rebalanced in the following way:

Receivers plays a bigger role in energy efficiency, with Boosted, Maximized, and Overcharged receivers having increasing damage as well as decreasing ammo capacity. While the Photon and Wave Emitter Capacitors will actually improve ammo capacity. There's also a couple of new receivers as well as altered recipes for all receivers.

Using the Laser Pistol as the standard, increased damage of longer barrels overall, but ammo capacity is lowered in compensation.

Institute laser weapons are now more energy efficient then the above pre-war laser weapons, but at the cost of damage, which is still higher compared to vanilla.

Gatling Laser's ammo capacity can now vary depending on the barrel and receivers like the above guns. Standard Barrel will still provide 500 shots, but the charging barrel will only provide 200 shots with the same standard receiver, but does 3x damage so it's more efficient in energy usage.

Laser Musket still generate their own energy source like the Lite version, but ammo capacity is greatly increased and the damage is lowered. So you will have to really crank your weapon a lot to reach the same power output compared to vanilla. In my personal opinion, this makes the weapon a lot more fun to use. If you don't believe me, give it a try.

The perk Nuclear Physicist can now affect [Micro]fusion cells as well as fusion cores, but its effect on fusion cores has been lowered when in weapons (power armor bonuses remains the same).

Alien Blasters do more damage when set to use alien blaster cells, and when set to use fusion cells will have a lot less ammo capacity then in Lite.

Fusion Cells are renamed to Microfusion Cells for both lore and so you will stop confusing Fusion Cores with them.

Overall, in addition to the edits found in Lite, this makes edits to the weapon's barrels and receivers and some of their crafting recipes. This doesn't edit the weapons themselves, giving some leeway for compatibility.

The Tesla Rifle has been readjusted in damage and actually does electric damage which bypasses normal and energy resistance.

Salvaged Assaultron Head has had its ammo capacity greatly increased as well as greatly lowered damage to simulate the slow charging of a real assaultron head.

-= Optional features =-

Somewhat Drained Batteries

Plasma Cartridges

Nexus Weapon Patches

Overhaul Patches

-= FAQ =-



Q: I have mods that edit the Laser Gun or Institute Laser and their mods, does this conflict?

Q: You mentioned that Fusion Cells will lack a charge display. Why?

Q: Can we have a chart or something on your balancing changes to weapons?

Q: Does this work with existing saves?

Q: How does this work for standalone weapon mods that uses Fusion Cells?

Q: My laser musket won't load any ammo.

-= Installation =-

-= Updating =-

-= Compatibility =-



-= The How =-

-= More? =-

Have you ever tried to apply logic to Fusion cells, only to end up accepting how they seemed to work?This mod aims to convert all energy cells to act more closely to batteries in a similar way to fusion cores, where you can get only so many shots out of each cell. Different guns and barrels can affect how many shots you get out of each cell aka energy efficiency. Note that in the following description as well as in-game with the mod, ammo capacity will refer to how many shots are given per loaded cell.With Automatron DLC version of Lite:With Automatron DLC version of Full:Because the cells currently lack a charge display like fusion cores in-game, I've made all affected cells in the above versions to be found at full power to prevent confusion. This however makes ammo for energy weapons more obtainable in quantities compared to vanilla. This optional file will change the level lists for fusion cells to possibly be dropped in varying charges, usually between half and full charge, but again it's going to be hard to tell what these charges are when you pick them up and view them (Pretty similar to real life now that I think about it). Be sure to place this file after FCaB or its changes won't take effect.Affects the Plasma Cartridges in a similar manner to the above. Just like the main files above, there's also both a Lite and Main version. Lite version conforms the ammo given per cart. to be the same as vanilla ammo capacity (in my opinion, this may be a little much overall, especially the flamer mod 0.0, but I lowered that a good bit), while the main version will lower ammo capacity and adjust damage accordingly. This can be standalone or paired with the main files. If installing and it asks to overwrite something you can say Yes or No as this has the same script as the main files used to give you the perk necessary to work in case you want to use this standalone.The following mods have patches to utilize FCaB's function better. Accelerator Plasma Weapon , Version 3 (confirmed works with 4) Cross_BreakActionLaser , Version 091b3 Institute Turboplasma Rifle , Version 1.0 LAER , version 1.02 Officer's Revolver , Version 1.2.2 Plasma Cycler , Version 1.7 Union Blaster , Version 1.0 Wattz Laser Gun , Version 1.3.1Darkbeetlebot has also released a set of patches for several weapons here The following mods have a patch available found under the optional downloads.Remember to place these patches after/below their respective mods in the load order or they won't work.One important thing that needs to be noted for the Loads of Ammo patch is that with the way both these mods behave together, the process for switching between ammo types unfortunately has an extra step. When switching ammo types, first switch to your preferred ammo type and then you must go to your pip-boy to unequip your weapon and reequip it. If you don't do this, the game will state that you have no ammo for your weapon even when you do. I'm fairly sure there's no way to fix this as of the timing of this text.The AmmoTweaks patch is completely standalone and is built similar to the Main version of the mod, so its ill advised to use any of the other files if you plan on using this with AmmoTweaks. Not only have I (attempted to) balanced AmmoTweaks with this new mechanic, I've also tweaked the Bulk ammo boxes to only contain about 5 cells instead of the original 50, with the prices adjusted as such. Recipes for Overcharged/Optimized ammo have been lowered in the number of cells required for crafting and in the output (5 or 6 regular cells + various resources = 3 OC/Opt cells). Its also recommended to disable the dropping of drained ammo cells (I believe its called "Crafting - Fusion" in the AmmoTweaks holotape) as it tends to drop more drained cells then you use up, and currently there's little ways to edit this into a satisfactory result without messing with AmmoTweaks scripts. If you really want to keep it on you can as I did increase the number of drained cells required to juice them up in the recipes, usually a 5 to 1 for fusion and energy cells and a 3 to 1 for other cells. One last thing to note is when you equip the Laser Musket and if you have HUD framework, the ammo will be stated as "X.YZmm Std" as the script for this doesn't recognize new ammo too well.Both versions make no direct edits to the weapons themselves, so it's compatible by default with mods that do edit these. However, if that mod changes the ammo capacity of the weapon to below the number of shots that the cell provides, you will only shoot the shots that are in the ammo capacity and then load in a fresh battery even though there were still some charges in that battery you took out. (Thus cluttering your inventory with half-charged cells) This will require some adjustment with a patch to fix.Because this UI display is connected with the keyword "isPowerArmorBattery". If I were to place this keyword on Fusion Cells, you could see the charge display, but then you'd be able to stick them in Power Armor, and that's not what I wanted for this mod.Check out the Readme.It does, but you've likely acquired a large amount of fusion cells unless you use them frequently, so the only real consequence is that this will technically multiply the number of rounds you may have, since each fusion cell will now contain about 24-30 shots per cell.Any new weapons that uses the ammunition I edit will need to have a patch to work as intended, otherwise it defaults to 101 shots per cell.Find a Chem Station for a recipe to "jump start" your Laser Musket.Just download to NMM with the big green button and install through that. Place the esp at the very end of the load order for maximum effect/minimum conflict issues. If you downloaded "Somewhat Drained Batteries" as well, then place this after FCaB.If you're updating an existing save from version 1.0(.1) to 1.1, it's ideal to remove a perk before continuing to play so it can correctly apply the changes to it, otherwise things like the laser musket may not work as intended. Steps to take: open up the console, default key being "`/~", and type in "Help Energy 4 perk" to get the code for the perk, and an entry for FCaB Energy Efficiency should come up along with its code XX000F99 or something along that line. Then type in "Player.removeperk XX000F99" and if it worked, close the console by pressing the same "`/~" key, and do a quick-save then a quick-load. You should be good to go from there, but if you had any laser weapon equipped, its best to unequip then reequip it to make sure any changes are applied to it as well.Currently, any new weapons that uses fusion cells, cryo cells, gamma cells, or alien blaster cells (and Plasma Cartridges with the addon) will need to be patched to have variable energy efficiency (numbers of shots per cell won't go up or down depending on the barrel/receiver). Without a patch, cells will default to 101 shots. I may decide to patch some weapons myself, but I encourage the weapon maker to make the patch and post it in their mod. See below for how to assemble the patch, which is basically making a perk and giving it to the player.This is done by giving health to the cells, like whats already done on fusion cores, and using the effect "Mod Ammo Health Mult" found in the perks section, which are already utilized by the perks "Nuclear Physicist" and the Repair Bobblehead perk. I then defined the keywords from the weapons mods that would affect ammo capacity and tweaked each one to my liking all inside a single perk. This is what sets the ammo capacity per weapon and module. If you want to make a compatibility patch yourself, then I suggest you make a new perk after you load up your weapon mod in the CK (you don't need to have this as a master to the patch, you only need access to the keywords the new weapon uses) and use the perk "FCaB_EnergyEfficiency" as an example to how I used keywords to determine ammo capacity. Its also a good idea to increase the ammo capacity of your weapon to at least 100 so that all shots provided by the cell won't get cut off by ammo capacity. Once you make the perk, you need to assign it to the player through a quest or something. Check out my quest "FCaBAddPerk" for an example, though it uses a small script to add the perk through the player's alias. Making it a weapon enchantment will work, but can lead to a visual bug. If you still need help, you can PM me with your question(s), and I can try to help.If you find that you enjoy these sorts of changes, then you should try out my overhaul for which this mod was originally thought up for.