Fallout 3
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Kaeakaze

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kaekaze

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About this mod

For pacifists, slavers, sadists, and jokers. Not for killers. Unless you really want to.

Permissions and credits
-Preamble
--Adds a host of weapons with a unique shock/stun effect common to all and an option to use the effect unarmed.
--There are no unique meshes(yet) unfortunately but the effect makes up for the look.
---Purpose, Audience, Method, and Acquisition are the sections most people will be interested in. They are marked with **********.

-kaeElectrostaticWeapons
--Contents
---Authors
---Requirements
---Recommendations
---Purpose
---Audience
---Method
---Acquisition
---Implementation
---Special Features
---Bugs
---Future
---Thanks
---Permissions
---Update
---Upgrade

--Authors
---Kaekaze

--Requirements
---Fallout3.ESM

--Recommendations
---Marts Mutant Mod with extra spawns.
---For hardcore players a 5-10X damage mod. Let's see how long you stay peaceful now.

--Purpose **********
---To play a pacifist character effectively while remaining very threatened.
---To stand out from other tranquilizer/pacifist mods.
---To revitalize the unarmed system.

--Audience **********
---For pacifists, slavers, sadists, and jokers.

--Method **********
---Several weapons are available, grenade, mine, baton, knuckles, rifle, ans pistol. Unarmed combat is pretty nasty now and there's a new perk which you can discover on your own ^_^.
----All do 1 damage and that is further reduced by a perk. Should be almost non-lethal.
---Each weapon is attached to the nerve shock effect. The more you hit a target the worse the effects become. Switching between weapons will NOT stop the effects from compounding.
----Level 1 - Limb Paralysis (All limbs at 0 condition temporarily)
----Level 2 - Daze (Can converse with dazed opponent)
----Level 3 - Paralysis (Can pickpocket)
----Level 4 - Unconsciousness (Can loot in full, lasts a long time, destroys their confidence)
----Level 5 - Death
----As each level dissipates the previous level takes hold again all the way from 4 to 0 at which point the actor is back to normal.
----Actors with damage resistance of 40 or better cut the duration of the effects by 50%.
----Actors have a chance of resisting the effects if they are alert.
-----For electrostatic weapons this is target's damage resistance / 2. Up to 50%.
------This chance is reduced for mines, grenades, and shoguns.
-----For unarmed attacks against humans it's damage resistance, strength, agility, and unarmed up to 50%
-----For unarmed attacks against creatures it's damage resistance, strength, and agility up to 50%
-----The <spoiler weapon> has no chance of failure but you have to hit the head. I tried to detect heavy helms but couldn't find a method.<br>---Unarmed special effects are granted through a series of perks. They have their own appropriate resistance calculations. Unfortunately if you want to use these effects with the deathclaw gauntlet/powerfist you're out of luck without using a mod to add the effect to these weapons.<br><br>--Acquisition **********<br>---In Game: This is a spoiler, if you want to know, read this backwards. You will have to build them from blueprints. ymedacatlevesoor<br>---Cheat: `StartQuest kESWDebStart<br><br>--Implementation<br>---All objects are new. The only thing modified is an interior cell.<br>---Several manager scripts are used OnHit to manage the various effects, calculate resistances, determine valid target types, etc. The effects themselves only control the process of deescalation and their own functions.<br>--Special Features<br>---This is very compatible and allows you to access anyone's inventory so many effects can be added to actors as the player wishes from other/future mods.<br>---All effects work on all actors.<br>---Weapons are usable by any actor which can use weapons. They are NOT player unique.<br><br>--Bugs<br>---Havok can play mary-go-round with bodies especially if you remove someone's active weapon.<br><br>--Future<br>---Hopefully some original meshes.<br>---Some complementary mods. Almost ready. SCC based.<br>----A system for stat-based recruiting instead of the click-to-get-all Friend... topic.<br>---Another complementary mod in design.<br>----Slavery<br>----Shock Collars<br>---A quest? No, probably not.<br><br>--Thanks<br>---BethSoft<br>----Game<br>----GECK<br>---ElminsterAU<br>----FO3Edit<br>---fcterryb<br>----I used several of his scripting techniques during development.<br>[email protected]<br>----I used several of his scripting techniques during development.<br><br>--Permissions<br>---It is forbidden to exchange goods, services, or currencies in relation to this work or any of it's component parts unless otherwise specified.<br>----All other uses are permitted.<br>----All free, non-profit, or paid-by-advertising hosts of this file are exempted.<br><br>--Update<br>---Release 4<br>----ESMified<br>----Added unarmed system for the effect.<br>----Adjusted clip sizes, limb damage, and weights to help with the reduced effect durations and further nerf the guns. No more laughing at enclave troops.<br>----Added chances for actors to resist the effects if on alert.<br>----Should be the last release for a while. Working on other mod(s) to compliment it now.<br>----Added visuals and sounds to electrostatic effects. They still compound with non-ES effects.<br>----Added a sound for KO so it should be easy to tell between KO and paralysis.<br>---Release 3<br>----Removed explosion from <spoiler weapon> and use a crit effect instead, crit chance is 100.<br>----<spoiler weapon> dazes instead of KO, I like the KO look but it's just too quick.<br>----<spoiler weapon> now ricochets ALOT.<br>----<spoiler weapon> has no effect on abominations or giants.<br>----<spoiler weapon> must hit head to have any effect. No other body part counts.<br>----Further tuned rifle, satisfied now.<br>----Fixed an issue with new effects not being added/remove properly. Should be a lot less if any, "why did that happen?" now.<br>----Cleaned up left over trash from development.<br>----Severely reduced the duration of Limb Paralysis, Daze, and Paralyze. Still workable, be quick and don't take on squads lightly.<br>---Release 2<br>----Increased Rifle firing speed<br>----Made <spoiler weapon> KO instead of paralyze<br>----Made <spoiler weapon> Not work on robots<br>----Robots no longer suffer a confidence loss from KO<br><br>--Upgrade<br>---Release 4<br>----Nothing significant was changed, should be able o just replace ESP, restore load order, and switch weapons in-game. Might have to unload and reload.<br><br>-kESWUnarmedAdditionsExample<br>--Contents<br>---Authors<br>---Requirements<br>---Purpose<br>---Audience<br>---Acquisition<br>---Implementation<br>---Thanks<br>---Permissions<br>---Update<br>--Authors<br>---Kaekaze<br><br>--Requirements<br>---Fallout3.ESM<br>---kaeElectroStaticWeapons.esp<br><br>--Purpose **********<br>---Just a demo of how to add the effects to various weapons. Only did unarmed weapons.<br><br>--Audience **********<br>---For people who want to add the effects to other weapons.<br><br>--Acquisition **********<br>---Get the unarmed weapons like in vanilla, the effects are on them.<br><br>--Implementation<br>---Just added the object effect. EZ. Oh, start up the GECK with FOSE to use the ESMified esp easier.<br><br>--Thanks<br>---BethSoft<br>----Game<br>----GECK<br>---ElminsterAU<br>----FO3Edit<br>--Permissions<br><br>---It is forbidden to exchange goods, services, or currencies in relation to this work or any of it's component parts unless otherwise specified.<br>----All other uses are permitted.<br>----All free, non-profit, or paid-by-advertising hosts of this file are exempted.<br><br>--Update<br>---Release 1<br>----Blarg!</spoiler></spoiler></spoiler></spoiler></spoiler></spoiler></spoiler></spoiler>