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xRevan117x

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xRevan117x

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6 comments

  1. xRevan117x
    xRevan117x
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    • 3 kudos
    @ripple this has been fixed with version 1.2
  2. ripple
    ripple
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    • 262 kudos
    Hm...power modules instead of power cells is an odd choice for standardized alien ammo. Wouldn't it have maximized compatibility if it was the other way around?
  3. User_927361
    User_927361
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    According to the Fallout 3 Wiki, Only Broken steel add's Power Cells. And I wasn't aware that Anchorage added Alien Power cells, Are you sure about that? Are you using a mod that changes OA? Anyway The only DLC you have to worry about is Zeta (Obviously) and Broken Steel. I think Zeta has a few Alien Power Cells inside that weren't mentioned in the Article though.

    http://fallout.wikia.com/wiki/Alien_Power_Cell Heres the article so you know where to look for the cells (and change them) ^_^
  4. xRevan117x
    xRevan117x
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    I would love to have replacer files for all the Downloaded Content but i dont have all the DLC's yet, (just Opperation:Anchorage, Broken Steel,and Zeta. i will add replacers for these proabably verry soon but The Pitt and Point Lookout will have to wait.
  5. Awrethien
    Awrethien
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    Nice idea but it would probably be a better idea to have alien power cells instead of the Power Modules as a few of the other DLCs add that ammo as well. Operation Anchorage and Cold Steel I know for shore do.

    EDIT: Idea. Is there a way to use a script that would take away your power cells and replace them with Power Modules?
  6. your evil twin
    your evil twin
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    This is a pretty good idea! It may help game balance if you make the "normal" alien blaster and firelance use 3 ammo per shot, like the captain's blaster. If the alien blaster isn't going to have a rare ammo type anymore, making it burn through ammo three times as fast should achieve the same thing.