It adds the fictive MT-1C (MoraelinTech-1, Carbine) Blaster Carbine, a compact energy weapon loosely inspired by playing Star Wars The Old Republc lately. It is balanced to be usable with one hand like a pistol and still deliver devastating automatic fire. Pretty much the MAC-10 or Micro-UZI of blasters. Since the SW universe lacks blaster SMGs (weapons based on real life SMG are classified as blaster rifles or carbines or pistols), this is actually classified as a carbine.
Please note though that it is not a copy of any weapon in either the movies or the games. Both supplied meshes are original SF energy weapon meshes. Because of that, however, it is also generic SF design enough to work with any other SF armours or uniforms, or just with the plain old Fallout NV power armours.
It is available in 3 different bolt and muzzle flash colours: red, green and blue. All 3 colour bolts are amply represented in SW movies (though blue is often supposed to be ion blasters), so you can take your pick. The 3 versions otherwise have identical stats.
The weapon has an octogonal, large-calibre barrel with 24 cooling fins and made of anodized aluminium for optimal cooling. The rest of the weapon is steel, and fairly rusty at that. I normally don't like rusty weapons, but some people seem to like their weapons rusty, and this one seemed the least silly to let rust as it has no moving parts to jam. So here it is. The grip has black polymer panels for maximum grip.
It uses small energy cells as ammo, same as the laser pistols, is accurate, does fairly high damage per shot (slightly above a regular laser rifle) and has a decent rate of fire. In VATS mode, it shoots bursts of 3 projectiles. Like most of my weapons, it has double chance to crit and does double damage to limbs. On a critical hit, the sheer stopping power will briefly knock the target unconscious. (I removed the laser disintegration effect, since canon blasters don't do that.)
Be warned though that it will burn through ammo about as fast as you'd expect, if you go nuts with the full auto fire.
All versions have been added to both the Laser Commander weapons list AND to the Plasma Spaz list, so it will benefit from both perks. The rationale is that technically blasters are described as plasma weapons, but are confused with lasers occasionally even in canon literature, and occasionally actually described as both. So I figured, wth, then I'll treat them as both and save myself the arguing with the fans.
While I was at it, I've also added them to Cowboy perk weapons (hey, you too can be a scruffy nerf herder;)), EnergyWeaponsLIST (it is energy), BeamChallengeWeaponList (beats me what that does), The Professional perk weapons list (since it fits the criterion), and Holdout weapons (beats me how you'd hide it, but hey, it's stupid to have to switch to a GUN in the casino.)
Like most SW weapons it has a scope, and this one even has night vision. In keeping with the movies, it shoots a large and very slow bolt. It's actually slower than the plasma projectiles. This makes it harder to hit moving targets beyond fairly short ranges, although to be fair, the canon SW blasters are also rated for very short ranges. You CAN however use VATS to do some pretty accurate long range sniping.
Since I'm lacking ideas where to find replacement parts for a weapon that shoots gas, the MT-1C Blaster Carbine is repaired with laser pistols. Or rather, with anything you could repair a laser pistol with. You can also use repair kits or with a certain repair perk, lots of other stuff.
Like all the laser and plasma weapons, it uses the energy weapons skill.
All things considered, it is a pretty powerful weapon, but not over the top.
Note 1: one constant of the universe is that no matter what values I put there, everyone will have different ideas as to how high or low the accuracy or damage should be. If you're bothered, just open it in the GECK or NVMM and set the values you like. It's very easy.
Note 2: if you want a different colour bolt than the supplied ones, open the bolt mesh in NifSkope, and open the tree nodes until you see the NiMaterialProperty nodes for both NiTriShape nodes. The bolt is actually made of the ultra-bright white beam in the middle, and a red corona around it. Click the NiMaterialProperty nodes and look at the Emissive Color property. It's #FFFFFF (white) for the central beam and #FF0000 (red) for the corona. Just change the corona Emissive Color to something else, like #FFF000 (yellow) or #FF00FF (purple) or whatever. Usually you'll want to leave the central beam as it is, but you can recolour that one too, if you want to. You can then use the same technique to recolour the muzzle flash.
OPTIONAL MESH RESOURCE
An optional mesh is included where the carbine has a telescoping buttstock like an assault rifle. It looks pretty good, actually. If you prefer that look, there are basically two ways you can force the game to use that mesh instead:
1. Open the mod in the GECK, set the models for both the weapon and the 1st person static record to use the AssaultBlasterSMG2.nif instead of the AssaultBlasterSMG1.nif. Or just change the weapon to use the AssaultBlasterSMG2.nif and clear its 1st person record to nothing.
OR
2. Just find the AssaultBlasterSMG1.nif file in the Data\Meshes\MBlaster2\1HandPistol folder (with the default settings Windows Explorer will show it without the .nif extension) and delete it. Rename the AssaultBlasterSMG2.nif file to AssaultBlasterSMG1.nif (again, Windows explorer may hide the .nif extension.)
You don't have to download anything in any case. The optional mesh is included in the download.
Also, if it wasn't clear, this is purely optional. If you like the default look, you don't have to do any of this.
HOW TO GET IT
There's a crate with the same blasters in an abandoned home in the south of Primm, in the room where there's a skeleton on the bed. The crate has an energy weapon skillbook and a small energy cell on top of it, too, so be sure to grab those too. Then again, you can't miss those unless have rolled a 1 in perception ;)
Or you can buy them from the Silver Rush in Freeside if you have too many bottle caps burning a hole in your pocket, or some mod replaced that house in Prim or its interior. Since the Van Graffs are the primary importers of energy weapons in Vegas, I reckon it's the vendor that makes the most sense.
HOW TO INSTALL IT
Search for "set bInvalidateOlderFiles=0" in your Fallout.ini file and change it to "set bInvalidateOlderFiles=1", if you haven't done so already.
Extract the archive, with directories, in your Data folder. Select the plugin in the list of data files to load.
HOW TO UNINSTALL IT
Delete the .esp file from your Data directory.
Delete the MBlaster2 directories in your Meshes, Textures and Sound\fx directories.
CONFLICTS
Shouldn't be any.
LICENSE
Most of the weapon, with the exceptions noted below, is my own work, and I release it in the public domain. You can do whatever you wish with it. Port it to another game, include it in your own mod, retexture it, give it to custom companions, whatever.
I would, of course, be thankful if you gave credit, but if not, I can live with that too. I'm not going to start hounding people because their blaster looks like mine, or anything.
The exceptions are the sounds, battery and battery latch, which are Bethesda's. In practical terms this means that it's ok to use it for Fallout 3 or New Vegas (both of which include the laser pistol they were taken from), but if you want to port it to another game, you'll have to replace them with something else. Then again, most other games won't have this particular reloading animation anyway, so you'll probably have to add some sort of magazine of your own instead. Shouldn't be too hard.
VERSION HISTORY
1.04:
Removed all the "Ignored By Sandbox" flags
1.03:
Added them to those lists by script, so load order doesn't matter
Added them to the IMPROVED holdout weapons too
Added them to the Van Graffs too
1.02:
Fixed to use the ammo LIST for small energy cells, not specifically one type of e-cell
1.01:
First Fallout NV Release