Is there a way i can shorten this?

Using fastcast and just wondering, if theres a way i can shorten this?

local function onRayHit(Cast, result, velocity, bullet)
	local hit = result.Instance
	local character = hit:FindFirstAncestorWhichIsA("Model")
	if character and character:FindFirstChild("Humanoid") then
		if game.ReplicatedStorage.Tals:FindFirstChild(gt.Value):FindFirstChild(tool.strings.T1.Value) then -- Talent 1
			local TalFolder = game:GetService("ReplicatedStorage").Tals
			local TalentMod = require(TalFolder:FindFirstChild(gt.Value):WaitForChild(tool.strings.T1.Value))
			local strings = tool.strings
			TalentMod.Yes(hit, strings, bullet, "T1")
		else
			local BaseGun = require(game:GetService("ReplicatedStorage").Damage:FindFirstChild(gt.Value))
			local strings = tool.strings
			BaseGun.No(hit, strings)
		end
		
		if game.ReplicatedStorage.Tals:FindFirstChild(gt.Value):FindFirstChild(tool.strings.T2.Value) then -- Talent 2
			local TalFolder = game:GetService("ReplicatedStorage").Tals
			local TalentMod = require(TalFolder:FindFirstChild(gt.Value):WaitForChild(tool.strings.T2.Value))
			local strings = tool.strings
			TalentMod.Yes(hit, strings, bullet, "T2")
		end		

		if game.ReplicatedStorage.Tals:FindFirstChild(gt.Value):FindFirstChild(tool.strings.T3.Value) then -- Talent 3
			local TalFolder = game:GetService("ReplicatedStorage").Tals
			local TalentMod = require(TalFolder:FindFirstChild(gt.Value):WaitForChild(tool.strings.T3.Value))
			local strings = tool.strings
			TalentMod.Yes(hit, strings, bullet, "T3")
		end
		
		if game.ReplicatedStorage.Tals:FindFirstChild(gt.Value):FindFirstChild(tool.strings.T3.Value) then -- Talent 4
			local TalFolder = game:GetService("ReplicatedStorage").Tals
			local TalentMod = require(TalFolder:FindFirstChild(gt.Value):WaitForChild(tool.strings.T3.Value))
			local strings = tool.strings
			TalentMod.Yes(hit, strings, bullet, "T4")
		end		
	end
	delay(0, function()
		bulletCache:ReturnPart(bullet)
	end)
end

It looks like you can avoid nested conditionals here, and also cut down some redundancy by turning certain namespaces into variables.

Delay is converted to coroutine.wrap(f).

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local talents = ReplicatedStorage.Tals

local function onRayHit(cast, result, velocity, bullet)
	local hit = result.Instance
	local character = hit:FindFirstAncestorWhichIsA("Model")
	local talent = talents:FindFirstChild(gt.Value)
	if not character then
		return
	end

	if not character:FindFirstChild("Humanoid") then
		return
	end

	if talent then
		if talent:FindFirstChild(tool.strings.T1.Value) then -- Talent 1
			local talentMod = require(talent:WaitForChild(tool.strings.T1.Value))
			local strings = tool.strings
			talentMod.Yes(hit, strings, bullet, "T1")
		else
			local BaseGun = require(ReplicatedStorage.Damage:FindFirstChild(gt.Value))
			local strings = tool.strings
			BaseGun.No(hit, strings)
		end

		if talent:FindFirstChild(tool.strings.T2.Value) then -- Talent 2
			local talentMod = require(talent:WaitForChild(tool.strings.T2.Value))
			local strings = tool.strings
			talentMod.Yes(hit, strings, bullet, "T2")
		end

		if talent:FindFirstChild(tool.strings.T3.Value) then -- Talent 3
			local talentMod = require(talent:WaitForChild(tool.strings.T3.Value))
			local strings = tool.strings
			talentMod.Yes(hit, strings, bullet, "T3")
		end

		if talent:FindFirstChild(tool.strings.T4.Value) then -- Talent 4
			local talentMod = require(talent:WaitForChild(tool.strings.T4.Value))
			local strings = tool.strings
			talentMod.Yes(hit, strings, bullet, "T4")
		end
	end

	coroutine.wrap(function()
		bulletCache:ReturnPart(bullet)
	end)()
end

Maybe shortening is not what you want, but increased readability.

Yes. Always. Yes.

Not sure what those T values are but this is what I would make of it:

local replicatedStorage = game:GetService("ReplicatedStorage")
local tals = replicatedStorage.Tals
local talents = tals[gt.Value]

local baseGun = replicatedStorage.Damage:WaitForChild(gt.Value))

local toolStrings = tool.strings
local talentValues = {
	T1 = toolStrings.T1.Value,
	T2 = toolStrings.T2.Value,
	T3 = toolStrings.T3.Value,
	T4 = toolStrings.T4.Value
}

-- I called it shoot, but I might be wrong
local function shoot(talentMod)
	talentMod.Yes(hit, toolStrings, bullet, "T1")
end

local function onRayHit(Cast, result, velocity, bullet)
	local hit = result.Instance
	local character = hit:FindFirstAncestorWhichIsA("Model")
	if character and character:FindFirstChild("Humanoid") then
		for talentId, talentValue in ipairs(talentValues) do
			local talentModule = talents:FindFirstChild(talentValue)
			if talentModule then
				local talent = require(talentModule)
				talent.Yes(hit, toolStrings, bullet, talentId)
			elseif talentId == "T1" then
				BaseGun.No(hit, toolStrings)
			end
		end	
	end

	-- I do not understand why you used a delay with 0 seconds here
	bulletCache:ReturnPart(bullet)
end

This code is not tested. I noticed a lot of repeated logic, hence the for ipairs loop. Also, to @Operatik 's credit, you cannot just shorten code when it is barely readable. It is necessary to use variables in order to understand what your code does. Only then can you think about making it more elegant and shorter.

For right here, what would i do if one of the talent values changed?

Also might of been on me, but what i normally was doing with

		if game.ReplicatedStorage.Tals:FindFirstChild(gt.Value):FindFirstChild(tool.strings.T1.Value) then -- Talent 1
			local TalFolder = game:GetService("ReplicatedStorage").Tals
			local TalentMod = require(TalFolder:FindFirstChild(gt.Value):WaitForChild(tool.strings.T1.Value))
			local strings = tool.strings
			TalentMod.Yes(hit, strings, bullet, "T1")
		else
			local BaseGun = require(game:GetService("ReplicatedStorage").Damage:FindFirstChild(gt.Value))
			local strings = tool.strings
			BaseGun.No(hit, strings)
		end

I was checking if there was a talent module with the same name as the value, if somehow someone got a talent that wasnt out or didnt have a module, and it was a tier 1 talent then it would just do the base damage

(All of the talent modules check what talent they are and they just do base damage w/ the talent)

Otherwise it looks good, ill check it out

(Edit 2)

Was spose to remove that at some point, was used for testing

Actually dont mind what i said here

I was just being dumb, thought it wouldn’t work

(Edit 2)
Tried the code out and added some prints to debug sorta

local function onRayHit(Cast, result, velocity, bullet)
	local hit = result.Instance
	print(3)
	local character = hit:FindFirstAncestorWhichIsA("Model")
	print("a")
	if character and character:FindFirstChild("Humanoid") then
		print(2)
		for talentId, talentValue in ipairs(talentValues) do
			print("1")
			local talentModule = talents:FindFirstChild(talentValue)
			print(talentModule)
			if talentModule then
				print(4)
				local talent = require(talentModule)
				talent.Yes(hit, toolStrings, bullet, talentId)
				print(talent)
			elseif talentId == "T1" then
				BaseGun.No(hit, toolStrings)
			end
		end	
	end

	bulletCache:ReturnPart(bullet)
end

The prints dont go past 2, no matter what
Not sure whats wrong with it

(Edit)

Apparently you cant use ipairs in dictionaries so yeah

Okay pushed it a little but i got it shortened to this

local function onRayHit(Cast, result, velocity, bullet)
	
	local Multi = 0
	local Hit = result.Instance
	local character = Hit:FindFirstAncestorWhichIsA("Model")
	local T__ = tool.Talents:GetChildren()
	local TalAmount = #T__
	
	if character and character:FindFirstChild("Humanoid") then
		for i = 1, TalAmount do
			if TalentsMod[tool.Talents["T" .. i].Value] then
				local D = TalentsMod[tool.Talents["T" .. i].Value](Hit, tool, bullet, "T" .. i)
				if D ~= nil then
					Multi += D
				end
			end		
		end
		
		local DealDamage = require(game.ReplicatedStorage.MainModules.BaseDamage)
		DealDamage[gt.Value](Hit, tool, Multi)		
	end
	bulletCache:ReturnPart(bullet)
end

(Edit)
With this new system it allows the gun to have basically about any amount of talents, no longer just limited to 4