Fallout 3
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phoenix0113 AKA Western Dragon

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phoenix0113

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About this mod

Don't use energy weapons? Now you will.

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Waddup kiddies long time no see. I don't play Fallout 3 anymore, but I went through my saved files that I never got around to releasing and decided to upload this mod. I spent many hours using and balancing this and thought it would be a shame if I never shared it all.

What does it do you say? Well it overhauls the stats of all energy weapons to fit them into what I would consider to be the late-game weapon category. The original fallout games had you starting with small weapons and melee stuff, then on to larger guns, and the biggest and baddest weapons in the game were all energy weapons. In Fallout 3, I expected to pick up a plasma rifle and dish out some hot justice, but it turns out that all the energy weapons are weak sauce and are just not worth it compared to things like the Lincoln Repeater and the Xuanlong Assault Rifle.

I'm uploading the last version of this mod that I worked on, I used it in a playthrough throughout the entire game AND DLCs along with my Simple Realism mod and I felt that it worked pretty well. Simple plugin, you know how it works, no custom assets used here only tweaks and yes it will conflict with WMX.

Explanations and Musings: I tried to tweak the weapon stats to differentiate between laser weaponry and plasma weaponry. Plasma weapons always do more damage, but there is no chance for extra damage due to the x100 crit multiplier and they have lots of spread and fire slowly. Laser weaponry have no spread and are great for sniper characters with the additional critical damage. I could have done with x0 crit multiplier on plasma weapons, but I think the critical kill effect is so cool so I made it x100 and it functions the same with the stats that they have. All the unique weapons are given special attributes to distinguish them. The Protectron's Gaze is the ultimate anti-robot weapon, the Smuggler's End is a great way to use up the thousands of small energy cells you have undoubtedly collected, the Microwave emitter melts faces with a critical attack, MPLX Novasurge is basically Pew Pew from New Vegas but with two shots of two projectiles, Precision Gatling laser is for high luck characters who want to cut through tanky targets like Albino Radscorpions with ease, and the rest are simply better versions of the base weaponry. Robots and sentries are now a force to be reckoned with, try out my Simple Realism mod with the Creatures Overhaul module to make it even more fun!

Here is the final changelog I made with fixed grammar. Don't expect any updates or fixes because it's easy to modify with FNVEdit on your own.

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Laser Pistol: same damage and critical damage as Hunting Rifle stats = 25, no spread
Star Paladin Cross' Laser Pistol: same as new Laser Pistol stats
Elder Lyons' Laser Pistol: same as new Laser Pistol stats
Col. Autumn's Laser Pistol: double Col. Autumn's 10mm pistol damage and critical = 26, Broken Steel values
Smuggler's End: automatic fire rate = 5
Protectron's Gaze: same damage as sawed-off shotgun = 50, added The Shocker effect (-25 damage to robots, applies to each beam), ammo use = 2
Laser Rifle: double Hunting Rifle damage and critical = 50, no spread
Wazer Wifle: double Ol' Painless damage and critical = 60, no spread, x3 crit mult, doubled fire rate to 2
Metal Blaster: same damage and critical as The Terrible Shotgun = 80
Tri-Beam Laser Rifle: removed extra damage buff, triple laser rifle damage = 150, no critical damage or mult, tripled spread
Gatling Laser: x1.5 damage and equal critical of minigun = 12, no spread
Vengeance: x1.5 damage and equal critical of Eugene = 17, no spread
Precision Gatling Laser: same damage and critical as new Gatling Laser stats, no spread, x5 crit multiplier
Fawke's Gatling Laser: equal to new Gatling Laser stats
Plasma Pistol: added regular and critical damage = 50, x100 crit mult, ammo use = 2
MPLX Novasurge: no crit damage, x100 crit mult, increased damage to = 160, projectile count = 2, ammo use increased = 4
Plasma Rifle: added regular and critical damage = 90, no crit damage, x100 crit mult, ammo use = 2
A3-21's Plasma Rifle: added regular and critical damage = 100, no spread, x100 crit mult, AP requirement reduced to 17, ammo use = 2
Microwave Emitter: no spread, critical damage doubled of the normal damage = 120
All Laser Sentries: no spread, doubled damage and critical
Enclave Eyebot: no spread, doubled damage and added critical equal to damage
Robobrain and Protectron: same damage and critical as the new Laser Pistol stats, no spread
Mister Gutsy and Sergeant RL-3: same damage as new Plasma Pistol stats
Sentry Bot Gatling Laser: same damage as new Gatling Laser stats


Didn't include Gauss Rifle or Tesla Cannon because I don't think they need fixing
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