Fallout New Vegas

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GOLDENTRIANGLES

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GOLDENTRIANGLES

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About this mod

A pack of 4 Laser weapons with special effects that I will be updating and improving based on community feedback.

Requirements
Permissions and credits
Changelogs
12/16/2018  Computer crashed and lost progress. Don't expect this mod anytime soon.
Being that I started this in 2015 and it's still not done I don't think anyone would care anyway.

Yes I am still working on this as of 8/19/2017 2/3/2018


Firstly a disclaimer.

Please remember that this is in early beta, however, after the hours of work that I have put into this I think it's ready for a public beta release.
The weapon models are only place holders, there will be custom models released, as well as custom sound effects.
See below for more details.

I would like feedback on how the weapons are functioning so far, and if there any bugs please post a bug report.


Features


Eventually I will be adding crafting recipes to make these weapons from common parts in the wasteland.
All of these weapons emit a constant beam* instead of a high energy laser pulse and they will be powered by a fission battery.
*Due to the way the game engine works they function like an automatic weapon, but have an increased crit rate to compensate for the fire rate


The Weapons

beta laser pistol (placeholder name)
On a critical hit sometimes causes enemies to smolder and smoke or be completely engulfed in flames, taking additional damage over time.
-2 DT and 4 damage per tick

beta laser rifle (placeholder name)
On critical hit enemies will be guaranteed to be set on fire for additional damage over time.
More damage per second over the laser pistol
-5 DT and 6 damage per tick

beta laser rifle x2 current (placeholder name)
On critical hit enemies will be set a blaze with very high damaging flames for great damage over time.
x2 ammo capacity compared to the beta laser rifle.
-10 DT and 6 damage per tick

beta laser rifle x2 voltage (placeholder name)

On critical hit enemies will be set a blaze with very high damaging flames for great damage over time.
-10 DT and 12 damage per tick





All weapons have been tested with a level 1 charter with no perks or traits, and a all combat related S.P.E.C.I.A.L's including luck to have a value of 5.
If you have perks or different S.P.E.C.I.A.L's than your experience may vary.

Location


The weapons can be found in Doc Mitchel's house. This is only temporary for easy testing purposes.
They are in the gun cabinet that sits on the white table by the bed.
Please see pictures if you are lost.

In addition, please ignore the other gun cabinets, as the were for Alpha testing.


Whats left?


Fine tune weapon damage and ammo pool sizes
Status----Done, but open to suggestions
The original idea was the have the pistol have 125-175 clip, The rifle, and rifle x2 voltage to have a 200 clip and the rifle x2 current to have a 400 clip, but to to the G.E.C.K. having a limit of 255 for the max clip I was forced to rework my ammo clip sizes. If anyone knows a workaround please let me know!

I am proud to say that the issue above has been fixed thanks to Reddit user hopper31

GT beta laser ppistol  fire rate 3
*Rounds 165
*DMG per shot 4
*Crit DMG 1
*Crit Effect Chance for target to smoke or set on fire for low DMG over time.
*DT bypass per shot 2

*GT beta laser rifle
*Rounds 200
*DMG per shot 6
*Crit DMG 1
*Crit Effect Target will be set on fire for moderate DMG over time.
*DT bypass per shot 5

*GT beta Laser Rifle x2 current
*Rounds 400 ((*see below note*))
*DMG per shot 6
*Crit DMG 1
*Crit Effect Target will be set on fire for High DMG over time.
*DT bypass per shot 10
((*If you are using the NVSE version then you shouldn't need to do anything. The rifle should have 400 rounds as the gun's mod should have been attached automatically. If you are NOT using the NVSE version then you will need to attach the weapon mod yourself*))

*GT beta Laser Rifle x2 voltage
*Rounds 200
*DMG per shot 12
*Crit DMG 1
*Crit Effect Target will be set on fire for High DMG over time.
*DT bypass per shot 10



Custom sound effects
Status----I have the sound files, but they need edited together.
For a beta version of the sound effect please look in the "gt weapons 4" cabinet.

Concept art for custom models
Pistol Status------------------Finished, but open to suggestions
Rifle Status--------------------Started
Rifle x2 current Status----not started
Rifle x2 voltage Status----not started


Custom modeling for weapon models
Pistol Status------------------Finished, but open to suggestions
Rifle Status--------------------Started
Rifle x2 current Status----not started
Rifle x2 voltage Status----not started


Custom PIP-BOY and Hud/menu icon's
Pistol Status------------------not started
Rifle Status--------------------not started
Rifle x2 current Status----not started
Rifle x2 voltage Status----not started


I need to make the model before I can make icon's

Crafting recipes
Status----not started
I need to make the model before I can decide on a crafting recipes.





If anyone wants to make some custom models, concept art, or anything else, please follow the guidelines below.


*The weapons are powered by a fission battery. The battery can be inside the weapon (can't see it) or outside the weapon (can see it)

*No reload animations are necessary. This gives you freedom to put the battery anywhere you want to. The weapons can only be *recharged* by replacing the fission battery at a workbench.

*The weapons are to be mostly constructed out of items found in the wasteland.
*Try not to give the weapons a strong mass produced or refined look. Again these are hand crafted items.

These are guidelines not rules, so you are free to bend and push the boundaries if you want.
I can't promise that your submissions will be accepted so don't go making super detailed models, art, or anything else
(unless you want to) until I say if I like the design or not.