FALLOUT 4
Star Wars - The Lightsaber by DMagnus
Fallout 4 » Weapons
Added: 10/10/2016 - 08:20PM
Updated: 25/05/2017 - 12:04PM

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1.4.1 Latest version

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Uploaded by DMagnus

Description

Last updated at 12:04, 25 May 2017 Uploaded at 20:20, 10 Oct 2016

:Star Wars:

The Lightsaber


"This is the weapon of a Jedi Knight. Not as clumsy or random as a blaster. An elegant weapon, for a more civilized age..."



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Description
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This mod brings the iconic weapon of the Star Wars franchise to the Commonwealth. Ladies and gentlemen, the lightsaber!

*Confetti, noisemakers, applause, cat shrieking*

Ahem, right. Anyway, as said before, this mod brings the lightsaber into Fallout 4. Now, I know what you're gonna say: "But DMagnuuss, there's ALREADY a lightsaber mod!" Yes, there is, and that's cool, but for me it doesn't hit the right notes, as far as visuals and moddability. Because what I wanted out of a lightsaber mod didn't exist, I went above and beyond to make that happen, and now after 2 months of work, here we are. The mod comes replete with custom meshes, sounds, textures, and even impact effects!

So, here's the skinny: To even start faffing about with the weapon, you need to get your mitts on the hilt. You can either craft it at a Chem station, under Utility, which requires Science 3 to do so, or venture to Virgil's Lab in the Glowing Sea to get the one he has. Of note, however, is that in both cases the hilt is inert. In order to make it into a fully functional lightsaber, you'll need to bring it once again to the Chem Station's Utility section in order to activate it, however doing so requires Science 4 to do so.

Once you've got a working one, you can mod that sucker. The lightsaber is extensively customizable, with a choice of not three, not four, but fourteen blade colors. That's as many as two sevens. And that's terrible(ly awesome!)

The colors you can pick from are:

Red
Blue
Dark Blue NEW!!

Green
Cyan
Sky Blue
Orange
Purple
Indigo
Magenta
Pink
Yellow
Yellow-Green
White
Amber

On top of color, you can also pick your blade's length, with 4 to pick from: standard length, long, short or small. The Small length will make the lightsaber behave like a dagger, so you'll thrust and swipe at whatever doofus decided to pick on the dude armed with an energy sword, provided you're wielding it 1-handed. It's also good for slicing bread. Ah, but, this isn't all. On TOP of both color and blade length, you can opt to make your blade Unstable. Unstable blades come in all the colors and lengths, and do additional energy damage due to not being as restrained. There'll be a visual difference, as the unstable blade will have a rippling glow to it. All the blades shed light as well, so you can use them to illuminate your surroundings if need be.

The customization doesn't end here, no sir. You also have 7 hilts to pick from!



(Click for a nice up-close look. Be advised, the picture does not reflect how the hilts will look in-game.)

The three on the left are my own designs, while the four on the right hail from the Original Trilogy. What's available now will change in the future as I plan to add more hilts down the line. The hilts come in one and two handed varieties, so you can opt to give fools a nice 2-handed whack with your new toy or buzzsaw them 1-handed. This also leads into the next bit of customization, the sounds.

On top of everything else I've mentioned, you can also change how the lightsaber sounds. The hum, ignition, retraction and swinging sounds can all be changed to suit you. Some hilts will change the sounds, but they won't prevent you from changing things if you'd rather it sound different. What can't be changed are the impact sounds, since those are tied to the impact effects, however said sounds will vary depending on if you're hitting a wall/armor, or whacking the saber into a Raider's chest.

Now, all this is great and all, but "how do I make all this?" you ask? Good question, Billy! Blades, both unstable and normal, require crystals. Normal blades require Refined crystals, while Unstable blades require Cracked crystals. Both of these can be made at a chem station, under Utility. How many crystals you'll need depends on the blade. Small blades require only one, and said requirements go up as the blade gets longer: Short blades require 2, standard blades require 3, and long blades require 4. Changing the sounds requires nothing.

Oh yeah, one last thing. You've done all the above, but you noticed the Crystal Socket section on the lightsaber. The trunk is that, you say? Well my friend, that's the cherry on top of the customization sundae. There are three special crystals you can make and fit into the lightsaber (all three doable at the Chem Station). These crystals will make the lightsaber cryogenic, radioactive or electrical, and affect opponents accordingly. Nothing really changes visually, but the naming will and so will its effect on enemies.

Ok, I think that covers it. So go out, make yourself a lightsaber and have fun!

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F.A.Q
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Q: "What's the Item ID?"

A: The easiest, quickest way to find out isn't to ask me, but to use the "help" command (i.e "help lightsaber 0", without quotes, or "help hilt 0" for hilts.). Item ID's aren't static; the first two digits will change, no exceptions, depending on where the mod is positioned in your load order. So for one person an ID could be 0A000D62, while for another it could be 0C000D62. Because of this, I don't give Item ID's out, as those who ask for them will end up having to use the "help" command anyway, or use NMM or Mod Organizer to get the first two digits.


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Installation
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Drop that sucker into your Data folder, or download with NMM, then activate via NMM/Mod Organizer or the ingame mod menu.

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Uninstallation
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Deactivate the mod from the ingame mods menu, or via NMM/Mod Organizer. Delete the .esp and BA2 files if you want to completely wipe the mod.


!!NOTICE!!


How the lightsaber's glow looks is entirely dependent on how bloom is handled in your game, and varies depending on the environment. It's passable with the vanilla bloom, though some colors will look more like butts than others, and if bloom is turned off then you'll just have white sticks. Ideally the glow would look as it do in the other screenshots. Hence, I recommend an ENB of some sort to make the bloom less butts so you can has nice, more realistic-looking glows. ENBs that add other lighting effects to bloom (like anamorphic flares, etc) might interfere/look icky, so give it a go, see how it looks with your preset and make adjustments if necessary. I personally use a rather barebones ENB fitted with Natural Bloom.

Credit goes to MStill for certain lightsaber sounds used in the mod.


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Known Issues
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Putting the weapon away in 3rd person causes the ignition sound to play instead of the shutoff. This unfortunately is an issue with the vanilla game, so there's not much I can do to resolve it. The problem lies either with the 3rd person unequip animations, or with the game's sound engine. In the former case this bug could be resolved by modifying the animations, but if it's in the game's engine, that would make it nigh-impossible to fix.

Wielding the lightsaber 2-handed results in you holding it like a baseball bat when idle, meaning your player (or NPCs) will rest the blade in their hand. Or not, if using the small blade. There's really nothing for 2-handed swords in the vanilla game, that I know of, so this is another issue that boils down to vanilla guff.

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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, WEIGHT GAIN, DEMONIC HARD DRIVE POSSESSION, BAD GAS, AND A SUDDEN LOVE FOR JUSTIN BIEBER. IF YOU ALREADY ARE A FAN OF JUSTIN BIEBER, YOUR CDS WILL TURN INTO JAR JAR BINKS AND MP3S WILL PLAY NOTHING BUT PREQUEL ANAKIN QUOTES.