How it works
Stun batons, electro blades, the thermal katana and the rest of UL's energy weapons spend charges. When the weapon in your hands hits zero, the mod recharges it for you: no inventory window, no break in the fight. The source comes from the backpack or the toolbelt.
| Order | With what | How much goes |
|---|---|---|
| 1 | Portable Power Cell (or whatever item UL names as the weapon's recharge item) | exactly the missing charges, like UL's own "Recharge" action; an exhausted cell becomes a Depleted Power Cell |
| 2 | Small Battery, when there is no cell or it is empty | one battery whole, the weapon is refilled to the maximum |
- When the Power Cell holds fewer charges than needed, the mod takes all of them and the weapon is partly charged. The Small Battery is left alone this time.
- An on-screen tip shows what was spent, for example
<weapon>: Portable Power Cell -12. - With nothing to recharge from, the mod looks again in 3 seconds instead of scanning the inventory all the time.
Left alone
- Hector's Wrath and anything tagged
noChargeReload: they have their own mechanics. - Flashlights — handheld, head lamp, weapon mods with a light: they have batteries of their own.
- Weapons on the toolbelt but not in hand: only the held item is checked, four times a second.
Installation and compatibility
The mod runs only on the player's side, keeps nothing in the save and changes no XML. It can be added or removed mid-game. There are no settings.