Institute Electrolasers Redux and Incendiary Lasers

⭐ ⭐ (215 endorsements) 📥 6,669 downloads 📌 v1.0ER 📅 4/24/2018
⚪ Last updated 2018

By jkruse05 · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 4/24/2018 📅 Created: 4/24/2018
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 3.2% endorsement rate — high engagement, a strong quality signal
  • 🏆 #223 of 282 Weapons mods in this game by downloads

📋 About This Mod

Since Fallout 4 came out players have expressed disappointment with the mighty Institute's pitiful weaponry. I previously attempted to remedy that issue with Institute Electrolasers and Institute Electrolasers 2. 0. Unfortunately those mods left the standard laser weaponry comparably useless and undesirable. This pair of mods aims to fix both problems.

With Electrolasers Redux you will find that institute lasers now do two types of damage, which can be balanced against each other. If you just want a powerful laser, adjust the EMP damage to nothing and your laser damage will increase. The extra energy damage appears to apply in small amounts, but scales with perks alongside the base damage. You can even convert to pure EMP damage with the right perks.

With Incendiary Lasers the fire damage applied with certain receivers has now become nearly universal, and increases with the power of your chosen receiver. This fire damage now applies only to organics, offsetting the mechanical enemy damage of Electrolasers. In addition, standard lasers now feature a 'silencer' option to make them an even more competitive choice.

Electrolasers Redux Features

-"Institute Laser" renamed to "Electrolaser"

- 2 sniper barrels and 2 snub barrels (which can only be attached with a pistol grip)

-2 pistol grips and 2 rifle stocks

-2 attachment options for projectile. Use the vanilla blue laser for a slight boost to basic energy damage, or the electrical arc projectile for a slight boost to EMP damage

-4 attachment options to balance overall EMP damage against overall energy damage. Energy damage is calculated into the overall damage displayed in weapon stats. EMP damage is an additional, fixed amount that applies to mechanical enemies only (robots, old model synths, power armor, vertibirds, and turrets), it is dealt per-shot. EMP damage amounts are in the names of the attachments, so you can check it fairly easily. The EMP damage potential is higher than standard Energy damage potential until very high levels. i.e. unless you have all the damage boosting perks you can always do more damage to mechanical enemies by having the highest EMP attachment, but will lose damage against other enemies. The numbers displayed for Energy damage are a range, like 4-8, that reflects how high it will get with JUST maxed out Rifleman, Commando, or Gunslinger, it will be more if you have other damage perks. Be careful, as a synth's Energy damage could potentially be boosted by as much as 20 per shot (typically it will be around 4-8).

-3 EMP attachments linked to Rifleman, Gunslinger, and Commando, that can remove all regular energy damage, and swap to a straight 100 EMP damage. This is great for early to mid game, but can be overcome by basic energy damage at high levels.

-All attachments except th

🤖 AI-enhanced — based on mod data

This mod combines two weapon overhauls for Fallout 4: Institute weapons are reimagined as Electrolasers (LAER) with bonus damage against mechanical enemies, while regular lasers receive incendiary effects. It aims to give lesser energy weapons unique roles. With 215 endorsements and 6,669 downloads, it's a niche but appreciated addition for players seeking more variety in energy weapon gameplay.

✨ Key Features

Transforms Institute weapons into Electrolasers (LAER concept) with extra damage to mechanical enemies.
Adds incendiary laser effects to regular laser weapons.
Combines two mods into one page for a cohesive energy weapon overhaul.

📊 Pros & Cons

✅ Pros

  • Community-tested with 215 endorsements and 6,669 downloads—solid track record for a niche weapon mod.
  • Gives underused energy weapons a distinct purpose, making them more viable in combat.
  • Two-in-one package: you get both the Electrolaser and incendiary laser changes without juggling separate mods.

⚠️ Cons

  • Last updated in 2018, so it may not be fully compatible with newer Fallout 4 updates or DLC content.
  • Potential conflicts with other weapon overhaul mods that alter the same base weapons.
  • The incendiary laser effect might not be balanced for all playstyles, possibly making regular lasers too strong or too situational.
🎯 Is This For You?
For Fallout 4 players who want to breathe new life into energy weapons, especially those who enjoy lore-friendly twists like the LAER. It's perfect for role-players and completionists who like unique weapon behaviors. Skip if you prefer vanilla balance or don't use energy weapons often.
📦 Install:Easy· Under 1 minute

💡 Beginner Tips

  • Since this mod alters weapon stats, consider using a mod manager like Vortex to easily enable/disable it if you encounter issues.
  • Check if you have any other mods that modify Institute or laser weapons—load order might matter to avoid conflicts.
  • Test the incendiary effect on a few enemies to see if the damage feels right for your difficulty setting.

📊 Mod Details

Game
Fallout 4 Mods
Author
jkruse05
Version
1.0ER
Downloads
6,669
Endorsements
215
Category
Weapons
Created
4/24/2018
Updated
4/24/2018

🔧 How to Install Fallout 4 Mods

Download from Nexus.

📖 Full step-by-step install guide for Fallout 4 →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Fallout 4 commands, item IDs, and more.

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