About this mod
A Star Wars style blaster in 3 colours, includes toned down version too, now optionally 2-handed
- Permissions and credits
It adds the Prototype EE-1 blaster carbine. It is a fictive blaster semi-automatic pistol, very similar to the EE-3 carbine from Star Wars, a.k.a., Boba Fett's weapon. It's not an identical copy, though -- especially since the weapon looks different in each movie and game that features it -- so, if it helps, you can think of it as an early pre-production prototype.
In fact, it adds 2 versions: A and C in increasing order of their power. Unlike the FO:NV version, here both are in the same plugin, so just choose in game which you want to use. The options are:
A) A is for Adequate. It's somewhat on par with a non-unique plasma pistol, which is to say it's outgunned by a plasma rifle for example, and also outgunned by pretty much anything from Broken Steel. On the plus side, it has infinite ammo. It's also silenced.
C) C is for Cheat. Or Commando. It has twice the base damage of the A series, as well as double the crit chance. Think sorta, Pwasma Wifle, if such a thing existed.
Each of those is in turn 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.
Like most SW weapons it has a scope. The prototype obviously was built with iron sights too, but the attached scope makes it impossible to use them.
In keeping with the movies, it shoots a large and very slow bolt. It's actually slower than the plasma projectiles.
Since I'm lacking ideas where to find replacement parts for a weapon that shoots Vespene gas, it is repaired with laser pistols instead.
Like all the laser and plasma weapons, it uses the energy weapons skill.
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 #0000FF (pure blue) 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
I added an optional .esp as a separate download, which makes them two-handed. I mean, it's long enough to give one such ideas. It uses the energy rifle grip, which causes the least clipping with the left hand.
Note that the thumb still clips through a fin, so I'm not entirely happy with it. But I can't edit animations, so I guess it's your choice whether you want this version or not.
Also, the different animations actually slightly increase the time between shots and thus slightly lower the maximum DPS. Which may or may not be a good thing, depending on whether you wanted more challenge.
Note that this is an upgrade file. It does not contain the meshes and textures, but just the replacement .esp file. You will need to install the main file first, then unpack the upgrade on top of it.
HOW TO GET IT
Karl in the Family outpost sells both the A and C series. He has them in a locked crate behind him, actually, and it has a very easy lock, so you could also rob him blind if you were a sneaky barstard.
The A series has also been added to your wardrobe in your room in Vault 13, in case you want to start a character with energy weapons from the start. E.g., if you tagged Energy Weapons when taking the GOAT. It's not the most powerful weapon, but it's plenty powerful to get you through the first couple of hours of the game, until you find Karl.
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 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 MBlaster directories in your Meshes, Textures and Sound\fx directories.
CONFLICTS
It shouldn't conflict with anything. Worst that can happen is that someone put a crate or something over mine, blocking your access to looting it, but you should still be able to buy the blasters even then.
LICENSE
The weapon is really a .44 Magnum with new textures and a replacement cylinder. Yep. That whole finned barrel is the replacement cylinder. I release my own work into the public domain, which means you can do whatever you wish with the textures or the finned tube or the energy bolt.
The revolver frame including the handle and the scope are Bethesda's, though. I can't give you permission to it because I don't own it.
In practical terms it means it's ok to use the weapon in other Fallout 3 or New Vegas mods. If you want to port it to another game, I'm afraid the only thing I can grant you permission to do is export the finned tube (it's a separate mesh) and combine it with whatever suitable handle or frame you can find that's in that game or free to use.
VERSION HISTORY
1.0:
First Fallout 3 Release (on par with the 1.01 version for New Vegas)