Fallout 3

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Created by

Ironman5000

Uploaded by

Ironman5000

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About this mod

Same as my DLC Creature Freedom mod, but for the weapons - distributes the DLC specific weapons throughout the game via a basic script using the leveling system. Found as loot, sold by vendors, and used by actors.

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Description
 
Distributes weapons from the DLCs into the wasteland via a levelled list script, with NO possible mod conflicts.
The weapons should only appear in appropriate places as to not completely destroy immersion.
Not all weapons will appear everywhere as they will show up too much, so some vendors will sell different weapons at different player level.  Same with different enemies wielding different weapons.
The Mothership Zeta weapons will only show up very rarely, can't have everyone running around with alien blasters that would be silly.
 
Before to start having a go at me for breaking immersion, instead think of it this way:  The content added by the DLCs isn't supposed to have suddenly arrived alongside Capital Wasteland, they have been around just as long and as such the gear would make it's way around the world by travellers and traders.  As for the alien weapons, to believe the kid from Vault 101 is unique to alien interraction is just crazy!
 
Shared around the game;
 
- The Gauss Rifle
- Steel Saw
- Auto Axe
- Infiltrator
- Heavy Incinerator
- Discharge Hammer (created but unused by Broken Steel)
- Tesla Cannon
- Double-Barrel Shotgun
- Shovel
- Lever-Action Rifle
- Axe
- Shock Baton
- Cryo Grenade
- Cryo Mine
- Alien Atomizer
- Alien Disintegrator
- Drone Cannon
- Alien Power Module (ammo)
 
 
Requirements
 
All the DLCs: Point Lookout, Operation Anchorage, Mothership Zeta, The Pitt, Broken Steel.
 
 
Installation
 
ESP in data folder