Yikes! That's not what I wanted to happen. First, if you remember, did all the non-launcher projectile weapons have a range that was a multiple of ten? I want to know if the range modification code even ran on them because the SmartGun, if it fires projectiles, should not have a range ending in 7.
large beam w/ 5104 range - PA Gas station
large beam w/ 6903 range - Stop Gap Measures
large beam w/ 5582 range - Tahlan Shipworks
large beam w/ 4626 range - Neutrino Corp
large beam w/ -50 range (lol) - Neutrino Corp "Fusion Lance"
large beam w/ 13875 range - Seeker
large beam w/ 4485 range - Seeker
large beam w/ 5017 range - NSW
large beam w/ 4035 range - Neutrino
large beam w/ 8325 range - vanilla Palladin PD weapon
large beam w/ 3942 range - Tahlan Shipworks
medium beam w/ 2576 range - Neutrino
medium beam w/ 2415 range - Stop Gap Measures
medium beam w/ 2628 range - vanilla Phase Lance weapon
medium beam w/ 1987 range - Neutrino
small beam w/ 1985 range - Ship/Weapon Pack
small beam w/ 1924 range - Neutrino
medium ballistic beam w/ 467 range - the prev mentioned Kufikiri Smartcannon
And that's it on all non missile weapons I discovered so far (I have no spoiler mod for info directory).
The odd single digit are all beams.
All the Neutrino weapons are energy based.
Ballistic weapons all look good (except that one ballistic beam which has the 467 range.)
Missile ranges are all healthy.
So seems to me there is something up with energy generally, and specifically with beams.
Modded ballistics are all properly converted. Although I noticed the small mortar now only has 5000 range, think it had more a some patch ago. It's outranged by 2000 by a "Scattergun" cone volley PD weapon, which is weird for a "mortar" which are typically long ranged weapons.
Wait, isn't that the intended effect in Vanilla?
Yea I just mentioned it because of the mining beam range. Fighter guns range = ship guns range is kind of op.
--
Hope this helps!