Overview:

Fixes the dodgy math behind Nuclear Physicist, now does exactly what developers intended.



It's got the ESL tag too so it doesn't take a plugin slot.

The specifics:

Modifies 'Ammo Health Mult'

adds a 'ReducePABatteryDamageRateEffect' spell.

properly

A mult of 0.1 results in a 'drain' of 0.9, so 100 / 0.9 = 11% more efficient.

0.200 makes 0.800, then 100 / 0.800 = 25% more efficient.

0.333 makes 0.666, then 100 / 0.666 = 50% more efficient.

0.5 makes 0.5 lol, so 100 / 0.5 = 100% more efficient.

0.8 makes 0.2, so 100 / 0.2 = 5x more efficient.

0.9 makes 0.1, so 100 / 0.1 = 10x more efficient.

1.0 makes 0.0, so 100 / 0 surprisingly doesn't crash the game, but instead gives you infinite power armor juice. Good job Bethesda.

Compatibility:

gatling lasers

(the Pedantic version also changes the Repair Bobblehead's description.)

BUFF Versions:





Here's what the buff (OP) version does (Gatling Lasers are affected like normal):





Power Armor drains cores twice as slow. Power Armor drains cores five times as slow. Power Armor does not drain fusion cores.



Then there's a (NUCLEAR) version that does affect Gatling Lasers:



Radiation weapons deal double damage. Gatling Lasers have infinite ammo. Power Armor battery lasts forever.





Known Issues:





The numbers aren't perfect. Draining two clips of a Gatling Laser when it lasts "twice as long" will still leave a dribble of juice in one of your cores. You might prefer this so you can sell your empty cores, who knows? Might fix one day

Version 1.1 had flawed math.

It made the cores display '13', '25' and '50' for ranks 1, 2 and 3 respectively, after firing 500 Gatling Laser shots.

Now it's based off of ammo count and not core health.



With the perk and the bobblehead, the Gatling Laser ammo count starts at an odd number. It really triggers me, but Bethesda's math doesn't allow me to make that combination of bonuses result in a smooth number. Sorry.

Also fixes the Gatling Laser to use the entire Fusion Core instead of reloading halfway. ( Credit to Doom1991 for his solution. Nuclear Physicist does two things related to Fusion Cores:The game thinks the former modifies Power Armor, but it only affects the Gatling Laser.The latter is what actually affects Power Armor, but they messed it up somehow.The Repair bobblehead multiplies the former by 1.1 and adds 0.1 to the latter, so it functionsbarely.This Power Armor Drain spell goes from 0 to 1.Whatever the number is, invert it, then divide 100 by that number.The result is the efficiency increase. Examples:This means that if you have Nuclear Physicist rank 3, the Repair Bobblehead makes Power Armor drain Fusion CoresThis does not affect fusion cores, power armor or*, only the Nuclear Physicist perk.This is compatible with any mod that doesn't edit the perk.*(as of 1.3, this mod now changes the Gatling Laser's ammo capacity.)There's a 'balanced' buff version available that reduces/removes Sprint AP Drain when in Power Armor.That is enough to make Power Armor last many times longer if you sprint a lot.And of course all versions keep that wacky ability to poop out a fusion core nuke.The reduced drain given to Power Armor is additive, not multiplicative. Meaning if you add another effect that makes Power Armor drain cores "50% slower",. I fixed it.Pedantic version's description for Rank 1 is too long. I'll fix that if someone asks.If you preferred the latter, check the Old Files section.