Fallout 3

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tenb1

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tenb1

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About this mod

The long awaited release version of the E42 Ion Pulse Rifle A unique weapon with self recharging capability and 2 firing modes Normal and OverCharge The 1st weapon and associated lore in the SKYFIRE series

Permissions and credits
UPDATE 3 Mar 09 : Uploaded a minor bugfix, well, minor or major depends on how you like invisible deathclaws from time to time :p

This is the basic mod for the project SKYFIRE series which includes several weapons, quests/lore and new areas over 5 to 6 releases

You can follow the development of the series and get the latest news, proof-of-concepts and maybe some extras at the project SKYFIRE page at :

http://www.fallout3nexus.com/downloads/file.php?id=3828

The series involves a line of energy weapons glued together with a story, quests and lore (and perhaps new areas with unique functions, e.g. player made city, romance mod...but anyhow check the skyfire page for more)

And now for an IMPORTANT service announcement : YOU NEED FOSE 1.0 OR BETTER TO RUN THIS MOD! I REPEAT! YOU NEED FOSE TO RUN THIS MOD! ....that is all :)

and now....on with the show

============================================================

Name: E-42 Ion Pulse Rifle
Version: 1.1
Date: 3/3/2009 (3/2/2009 Initial Release)
Category: Weapons and Armor
Requirements: Fallout Script Extender 1.0 (FOSE)
Author(s): TeNb1
Source:

Description
===========
An experimental weapon borne from the research and adaptation of alien technology by DARPA and the US government before the nuclear annihilation.

It was being prepared as the 'game changer' in the Great War, but sadly, never made it past prototype

Location
========
A researcher from the Massachusetts Commonwealth on a quest for ancient pre-war tech used to live in the abandoned house now occupied by the Vault Dweller from vault 101... rumors abound that he had made a great discovery before he went missing awhile ago.

Perhaps he didn't take his discovery to the grave? What secrets did he leave behind? Search the house for hidden clues to his final treasure. (Consider this a semi mystery quest mod if you want, I have hidden the rifle in plain sight :)

Details
=======
ThE E-42 Ion Pulse Rifle is a complex scripted weapon. Even though I have scrubbed the code over and over, it was only ever designed to accomodate ONE rifle in the gameworld. i.e. if you use player.additem to make one for every follower YOU WILL BORK THE SCRIPT.

To avoid this I created an Ion Pulse Rifle (NPC) version that is unscripted, looks the same but is much weaker and less accurate but does not eat ammo (you only need to give them one) for your followers.

I will try not to put any spoilers here but to activate the rifle's true power, the secret lies in the user manual (duh :p)

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Fallout 3\Data\
4. Start Fallout Launcher, click 'Data Files', place a checkmark beside the .esp file.

Uninstall
=========
1. Start Fallout Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

\Data\Textures\Weapons\IonPulseRifle\
\Data\Sound\fx\wpn\Ionrifle\
\Data\Sound\Voice\Ion Pulse Rifle.esp\RobotMisterGutsy\
\Data\meshes\Weapons\Ion Pulse Rifle\

Upgrade
=======
If you have downloaded and used the original proof-of-concept V0.2 you will need to uninstall or overwrite the .esp with the new one

1. Before upgrading, remove the old rifle from your toon
2. Save your game.
3. Uninstall old version.
4. Install new version.
5. Start Fallout 3 and go find the the new rifle.


Incompatibility
===============
This mod has only 2 potential conflicts :

1) In a case where the Megaton/Tenpenny player house is involved in major modification, the container which spawns the rifle may be overridden or hidden.

2) Any Mods that have a weapon Condition repair-over-time (R-O-T) script that uses player.GetCurrentWeaponHealth or ModCurrentWeaponHealth without using a specific weapon check loop before running indiscriminately will bork up this mod if the two weapons are in the same cell.

In otherwords if the weapon acts strange and you know you have another repair-over-time mod, chances are, the other mod's script doesn't do self verification checks. The scripts on this weapon will not affect other R-O-T mods as it specifically checks if the equipped weapon is the Ion Pulse Rifle before it runs at all.

Known Issues or Bugs
====================

Because the recharge/charge up sequences are scripted, you may sometimes experience slow recharge/charge times if your framerate is low i.e. when your graphics/processor is basically maxxed out.

It doesn't really screw up the game, just that you might find yourself in an exceptionally exciting situation where a few deathclaws are about to eat your face and your rifle overheats and takes forever to recharge :)

History
=======
0.1 2009/2/9 - Proof of concept initial release
0.1a 2009/2/9 - Added steam vent feature
0.1b 2009/2/9 - Refinement of code and steam vent
0.2 2009/2/12 - Cleaned up code and bugfixes

1.0 2009/3/2 - Full release with new sounds, textures, meshes and the rollout of the 2 Fire mode feature and a brief lore/quest to help give the mod a background
1.1 2009/3/3 - Fixed a bug where an enemy can get disintergrated without being killed, resulting in a permanent invisible enemy that you can't kill but can still kill you
Contact
=======
tenb1 on the nexus forums and bethsoft forums.


Credits
=======
Thanks goes out to

Neunem for information on how emitter nifs are timed (and I think he is still trying to get it to work :p)
Jaysus for his COMM Mod and help starting me down the mesh modding road :)
Bethesda for creating this great game!
Fallout3Nexus.com for all the fish :D
LHammonds for the Readme Generator this file was based on.

And ANYONE else I might of missed >. Sorry in advance and let me know I'll add you :p

God for creating us all.

Watch this space for new meshes ;)

Tools Used
==========
FOSE
FOMM
Blender
GIMP
NIFSkope
Readme Generator

Licensing/Legal
===============

You MUST contact me and obtain my permission before re-packaging/re-uploading any part of this mod on this site or any other, modified/adapted/rewritten or not.