Fallout 4

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Glitching Laser Muskets
I'm not doing this [i.e. deliberate glitching] on my main Laser Musketeer playthrough - it's not really needed as the vanilla laser muskets are doing fine - but I could not help trying it out.

Glitched weapons will be listed here. Either non-laser muskets with laser musket mods glitched on, or laser muskets with non-laser musket mods glitched on.
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Showing 1-15 of 22 comments
Two-shot radium rifle with 4-crank laser musket capacitor:

It looks like a short laser musket at the back.

You can't crank the crank.

It has the damage of the radium rifle but the visual effect of a laser musket blast.

It has very rapid semi-automatic fire, but a 4 round capacity (= the number of cranks) before reloading.

Based on the DMG indicator the 2-shot effect still works.

Uses .45 ammo as you would expect.

Didn't conclusively test the damage type but I assume it's still ballistic + radiation, not energy, even though it looks like energy.
Defiant Boosted Institute Laser Rifle plus 6-crank laser musket capacitor:

This one at least uses laser ammo.

Ammo capacity is only 3, not 6, not sure what's going on there. Maybe due to the way normal lasers reduce ammo capacity based on their other mods?

Defiant effect works (double DMG on last shot).

Like the previous one, turns the laser musket from a high damage slow weapon to a weapon with rapid RoF (basically semi automatic) at standard damage but with a very limited ammo capacity before reloads.

It's kind of cool to have these "semi auto laser muskets".
lol

How come? I never encountered this kind of glitched weapons in my playthrough. The only thing I ever encountered is that Laser Muskets can't equip muzzles, even after I used the Bracketed barrels (short/long bracketed barrel). I can probably tell that the in-game keywords are glitching up, causing something that swaps one stuff with another.

Right now, I have an issue where I created a patch that makes AR-15 underbarrel grenade launcher attachment work using Loads plugin. Swapping between main gun and the M203 underbarrel attachment seemed to be glitching how the gun will look, even though I tried my best to make it work like how the guy who made the Loads plugin work by adding underbarrel mods for Combat Rifle.

The other is that the "Wastelander's Friend" legendary is using the 9mm pistol mod body, but uses the frickin' 10mm pistol attachment. I LOLed on that one in my current playthrough.

Well, two of those I mentioned are another story, but you get the idea. I never had any glitching issues with the Laser Musket apart from inability of using muzzles even though I used the bracketed barrel mods (short/long bracketed barrel).
The radium rifle with 5-crank capacitor gets a magazine with 5 ammo so I expect that's how it will work with most guns (just not laser guns). Even with laser guns I expect more cranks will mean more magazine capacity. Just not 1:1 for the laser guns that have magazine-reducing mods on them.

Sighting on the "radium rifle muskets" is terrible, all you can see is the back of the crank when you sight in. It might be different with a scope - the "Institute laser musket" sighted in fine.
Originally posted by Naruto 607:
I never encountered this kind of glitched weapons in my playthrough. The only thing I ever encountered is that Laser Muskets can't equip muzzles, even after I used the Bracketed barrels (short/long bracketed barrel). I can probably tell that the in-game keywords are glitching up, causing something that swaps one stuff with another.
...
I never had any glitching issues with the Laser Musket apart from inability of using muzzles even though I used the bracketed barrel mods (short/long bracketed barrel).
Yes there is definitely glitching of laser muskets that won't accept muzzles even when they should. Most of the placed laser muskets have this defect. The Concord one doesn't and the ones Ronnie sell don't. I can't remember about the Castle Armory and General Finewines ones.

This glitching also possibly happens randomly as well. I'm not sure though - I haven't seen it happen unexpectedly since I realised it was related to certain specific placed muskets (eg the Super Duper Mart ones).
Originally posted by Naruto 607:
How come? I never encountered this kind of glitched weapons in my playthrough.
What I'm doing here is deliberate weapon mod glitching, where you break the rules and put mods from one type of weapon on a different type of weapon that isn't supposed to be able to accept that type of mod.
Originally posted by The Ex-ept European:
Originally posted by Naruto 607:
How come? I never encountered this kind of glitched weapons in my playthrough.
What I'm doing here is deliberate weapon mod glitching, where you break the rules and put mods from one type of weapon on a different type of weapon that isn't supposed to be able to accept that type of mod.
Extensive use of console commands, or...

Seriously, if not from console commands, then a simple patch with XEdit will do the trick, though it will take up load orders. Besides, I rarely use Laser Muskets, except if it's a kind of a legendary weapon. It's kinda awesome to crank up shots and fire them for the maximum damage it can deal with.
Yeah laser muskets are fun. :-)
Troubleshooters submachine gun plus 6-crank laser musket capacitor:

Ultra fast rate of fire, 6 mag capacity, laser musket fire effect, laser musket look (mostly), impossibility bad sighting.

Fires 2 x 3-rd bursts then you need to reload.

Reloading of course reloads the full 6 rounds at once. That is odd for a laser musket when you are used to cranking. Probably this is the same for all glitched semi-auto and auto weapons but I wasn't paying attention to the reloads earlier.
Originally posted by Naruto 607:
Originally posted by The Ex-ept European:
What I'm doing here is deliberate weapon mod glitching, where you break the rules and put mods from one type of weapon on a different type of weapon that isn't supposed to be able to accept that type of mod.
Extensive use of console commands, or...
Pure vanilla glitching using button mashing only.
Each to his own. But I have never tried to glitch a weapon mod.

Not saying I have never done a glitch before, like the fast travel mat glitch to get inside the Armory in the Castle if you want to take it over without the Minintmen. And you can not build the cannons if you do it that way.

Which is really dumb, since most of the rubble and crap from the bugs there remain if you do not do it the right way.

But glitching a weapon mod ( the one where you can add two legendary effects to one weapon ) can make said weapon, too OP I would think. Not something I would feel good about doing.
I just went and fought a bunch of raiders at the encounter point on the road west of Hangman's Alley with the "laser musket SMG". Still in my lab coat and Ushanka hat. :-)

It was really fun. Quite similar to fighting with a normal laser musket, in that you have to fire, then go behind cover to reload.

It's amazingly inaccurate though, showing its SMG roots.
Adding a 6-crank capacitor to a quad barrel targeting missile launcher doesn't seem to change it in any way. It doesn't show the capacitor as being attached, and still only has a mag capacity of 4.

The fire effect is still the missile launcher effect, not the laser musket effect.
Laser musket capacitor applied to an Unending .45 suppressed powerful pipe revolver:

Basically has no effect, nothing changes apart from the look, the bullet effect is the same, no laser musket fire effect.

By the way even when the fire effect does change to a laser musket blast, there is never any ash pile.
Originally posted by The Ex-ept European:
Adding a 6-crank capacitor to a quad barrel targeting missile launcher doesn't seem to change it in any way. It doesn't show the capacitor as being attached, and still only has a mag capacity of 4.

The fire effect is still the missile launcher effect, not the laser musket effect.
It might not be attached at all. If the missile launcher doesn't have an attach point for recievers/capacitors it will just discard any such mod part if you try to stick it on.

Originally posted by The Ex-ept European:
Laser musket capacitor applied to an Unending .45 suppressed powerful pipe revolver:

Basically has no effect, nothing changes apart from the look, the bullet effect is the same, no laser musket fire effect.

By the way even when the fire effect does change to a laser musket blast, there is never any ash pile.
Some of the suppressors (including the one for pipe revolvers) override the original projectiles just like the laser musket usually does, and there won't be any other noticeable effects because all the laser musket capacitors normally do apart from that is adjust the ammo capacity to allow more cranks.
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Date Posted: Jun 15, 2021 @ 5:09pm
Posts: 22