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Last updated at 17:42, 20 Jun 2017 Uploaded at 6:25, 2 Jul 2016
This mod adds the BlasTech E-11, or simply the Stormtrooper Rifle, to the game, with a scratch made model and textures, custom sounds, and a custom projectile!
The E-11 is a rugged weapon and reasonably potent as well, but not the most accurate, so don't expect to do any decent 360 no-scopes with this guy, at least by default. Fortunately, its shortcomings can be addressed, as the blaster has a few mods that you can slap onto it. First, and most simple, the stock can be unfolded, providing improved accuracy. After that, a variety of scopes can be popped on; the blaster starts off with a short-range scope attached, but it can be replaced with a nightvision scope or longer-range ones, up to 10x, and as of 1.1 a reflex scope can be attached. The E-11's accuracy can also be further improved by popping on the Collimator Module, which tightens the weapon's spread further on top of boosting its damage, and coupled with the opened stock can make it reasonably decent for sniping. Sniping ain't your thing? Don't worry, son, you can make this puppy automatic, allowing you to spray crimson bolts into whoever's brain-damaged enough to step to you. It isn't as fast as most automatic weapons, but it's spread and damage makes it good for crowds or narrow hallways. Ammo wise, the E-11 uses plain old fusion cells, rather than any sort of custom ammo, but as of 1.2 can be converted to use plasma cartridges, which increases its capacity from the standard 100 to 500.
The blaster can be found in the Hubris Comics building, in the souvenir shop area, behind the counter. It's the same area where my Ion Nebulizer is located, but the blaster isn't in the same exact spot as the Nebulizer, so it shouldn't conflict. You'll also find a few fusion cells close to it so you can go right on to blastin'.
Added two new ammo conversions, Power Cells and Plasma Gas Cartridges. These are upgrades to the conversions to the vanilla fusion cells and plasma carts, respectively; while they provide the same in terms of ammo capacity, they behave like fusion cores rather than standard ammunition. These can be made at a Chem Lab under a new category, E-11 Ammo, and you get two a pop.
Added a Setting module, allowing you to switch between the standard mode of fire and the newly-introduced Stun, which makes the E-11 fire dem blue stun rings. Those struck will flash blue and fall over, unless they're immune, & it doesn't do much damage.
Added loose mods for the ammo, so you can change the ammo around without having to remake the mod over and over.
Here's a nice little demo of the new Stun effect, courtesy of VaultSamurai:
Fixed the folded stock remaining after applying the unfolded stock mod. This was due to the folded stock's mesh being used by the ammo mods.
Reduced the emissive value of the see-through scope's reticle, to make it a bit less harsh.
Tweaked the pistol E-11 model to remove some unecessary stuff in the Connection Point parent node.
Corrected several pistol receivers, which were lacking vital keywords, resulting in wonky animations.
Reduced the attack delay, allowing you to pop off shots faster, though not as fast as full auto.
Adjusted how the accuracy improvements provided by the Collimator and the opened stock are handled. The stock now should actually ~provide~ a boost in accuracy, and having both should very much improve things.
Did some adjustments to the blaster bolt
Added damage boosting receivers for both semi-auto and full auto.
Can now change the ammo type of the E-11 between fusion cells and plasma cartridges. Along with this, the E-11's base capacity has been changed to 100, which is its canonical capacity using power cells, and when you switch to plasma cartridges, the E-11's capacity is boosted to 500.
The standard receiver now has material requirements.
You now can mod the E-11 into a pistol grip! All the mods applicable to the rifle configuration can be applied to the pistol configuration,
including the stock.
Made some adjustments to the E-11's textures, mainly in the specular and diffuse textures.
Adjusted the E-11's targeting reticle, used in the standard scope and the reflex scope. It's been re-positioned to towards the end of the scope, rather than somewhere in the middle, and its texture has been revised to hopefully be a bit clearer. Along with these changes, the E-11's scope has had its interior blackened to help provide better contrast.
Fixed the blaster not making sound when used by a follower/NPC.
Changed the blaster bolt mesh to a 3d one that uses bloom to create its glow. Original bolt is available as an optional file. Note that the screenshot of the bolt is just how it appears in my setup, it more than likely will appear different on yours.
Somewhat reduced the size of the model, so now the E-11 is a bit less beefy & aligns a bit better.
Reworked how the scopes are handled. Now instead of being part of the receiver, they're separate, and accompanying them are two
see-through scopes; one that's standard to the gun and another that fills the role of a reflex sight, and a long range scope has been added. The Collimator Module has been reassigned as a barrel mod in light of these changes.
Boosted the base damage by 5, meaning now the gun does a base 50 in energy damage. This obviously is increased with the collimator module and is reduced by 5 when using full auto.
Fixed the full auto mode not actually reducing damage.
Sexed up the textures a bit and corrected an issue in the material file for the gun, which was resulting in it being far too matte.
Tweaked a couple minor things on the model, chiefly the way the mag curves.
Drop the files into your Data folder and activate from the Mods menu in game, or with a mod organizer
Once you download the update, extract the file to your Data folder. When prompted to overwrite, allow the file(s) to overwrite the original(s).
Disable the mod from the Mods menu in-game or from your mod organizer, then delete the .esp and the BA2 files.
Possibly a mod to switch the blaster into a pistol-grip, since it was used as such a fair bit in the movies.
Report any bugs ya find to the bug tracker, or comment if you prefer.
As of 1.1 the small front lens on the scope is invisible outside of the Pip-Boy preview, when using the standard or reflex sight. This is because I made it disappear using Nifskope magic, as leaving it would result in its geometry mucking up the view down the scope. Ideally it would be visible when you're not looking down the scope, and disappear when you do, but I hadn't been able to figure out an effective way to do this, so I basically made it not render. You also may need to re-add the E-11 if you already have it. If you bring the gun up and it has no scope, just the mount, plug the following into the console to get the ID and then do player.additem: help blastech 0
LET IT BE KNOWN THIS MOD SHALL NOT BE COPIED AND PASTED ELSEWHERE WITHOUT PERMISSION OF THE AUTHOR (ME). DOING SO WITHOUT PERMISSION MAY RESULT IN FREQUENT RASHES, HEAD COLDS, ANTIDAEPHOBIA, DEMONIC HARD DRIVE POSSESSION, BAD GAS, AND A SUDDEN FANATICAL LOVE FOR JUSTIN BIEBER. IF YOU ALREADY ARE A FAN OF JUSTIN BIEBER, YOUR MP3 PLAYER AND/OR CDS WILL START SWELLING AND COLLAPSE INTO A BLACK HOLE. TO THE SOUND OF SHRIEKING VUVUZELAS.