Fallout 3
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Moraelin

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Moraelin

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About this mod

My first attempt at mesh editing. It includes my old unsilenced M712 mod too, so it makes that one obsolete.

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NEW IN 1.01: I reduced the spread a little, but they're still less accurate than any non-automatic weapon

WHAT IT DOES

It adds a Mauser M712 Schnellfeuer SMG to the game, that you can buy and use. In fact, it adds two of them: a regular one, and a silenced one. It does not replace any existing items.

The M712 Schnellfeuer is one of the many historical variants of the Mauser C96 'Broomhandle' pistol, and the only variant capable of fully automatic fire and with a 20 round detachable box magazine. It was chambered in 7.63x25mm (.30 Mauser), but it could chamber the Soviet 7.62x25mm (TT) round just as well.

Both are considerably more powerful than the 9x19mm Parabellum (9mm NATO) round, so the weapon could boast both better range and better stopping power than the more famous MP40 Schmeisser. In fact, until the development of the .357 Magnum, the 7.63x25mm round could claim to be the most powerful handgun round in the world. (In one of the many ways to measure that. In other ways, other rounds may have had a better claim.)

In game, the normal one it shares the looks of the "Chinese Pistol", as both _are_ a Mauser C96 'Broomhandle'. Since I didn't feel like creating a new type of ammo, and also for a mean sense of balance, it shoots the .32 rounds in the game.

The silenced one is the same plus a silencer. It is not just cosmetic, it actually works just like the silenced 10mm pistol.

The normal weapon does slightly more damage per shot than even the Ultra SMG, but has the same rate of fire. It is more durable than the Ultra, but it will deteriorate with use eventually anyway. The downsides to balance it are the price, the high cost of repairs, the low magazine capacity, and especially the very limited amount of ammo available for it in the game. It's a SMG you'd whip out for a more difficult fight, not something to mow down molerats and cockroaches with.

The silenced one is the same, except it does 20% less damage and weighs 1 pound more, to simulate the effects of the silencer. You still get to do a lot of damage and stay undetected, though.

Both had a small accuracy bump, so they should be actually almost decent when used at 100% skill and crouched. They're still a lot less accurate than any single-shot weapon, though.

Both can be repaired with Chinese Pistols, but not viceversa and not with each other, since I wanted to prevent accidentally destroying them that way. It is intentional.

The mod includes the old Mauser M712 SMG mod, so you don't need to use both.


HOW TO GET IT

I've given them both to Sydney to sell, along with a few rounds to help ease the pain of the .32 ammo shortage. So it will only become available if you keep Sydney alive through a certain quest. If you shot her early for her Ultra SMG, tough luck. Don't plan on getting it cheaply, though, the normal weapon has a 500 caps base cost, and the silenced one 750. Which of course means even more if your barter skill is less than 100%.

Or, of course, you could cheat and give it to yourself via "player.additem 00f6e7cc 1" (normal SMG) or "player.additem 00ffe7cc 1" (silenced version.)


HOW TO INSTALL IT

Search for "set bInvalidateOlderFiles=0" in your Fallout3.ini file and change it to "set bInvalidateOlderFiles=1", if you haven't done so already.

Extract the archive, with directories, in your Fallout3\Data folder. Select it in the list of plugin files in the launcher.

If you already had the Mauser M712 SMG mod, you can deactivate and/or delete it, since this one includes the old weapon too. (And with the same form id, so you don't lose it or anything.)


HOW TO UNINSTALL IT

Delete the .esp file from your Data directory.

Delete the file Data\Weapons\1HandPistol\MauserPistol01Silenced.NIF, starting from your Fallout3 directory.


CONFLICTS

It will conflict with other mods that change Sydney's inventory, though it's trivial to merge such changes.

It will conflict with anything else which uses the FormIds 00f6e7cc or 00ffe7cc, but that's very unlikely to even exist at the moment.

It shouldn't conflict with anything else, because it doesn't change anything else.

It _is_ compatible with all known mods that change AP, weapon spread, weapon damage, condition-to-accuracy modifiers, etc.


VERSION HISTORY

1.01:
Small accuracy boost
Reworked the readme a bit. (Doesn't affect the weapon in the game in any way.)


1.0:
First Release