Fallout 4

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RogueMatriarch

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RogueMatriarch

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About this mod

Wield what once belonged to beings beyond Earth and those of the past as well with the return of the classic Alien Blaster! Fallout 3's normal version, Firelance, and Captain's Sidearm are all available in addition to New Vegas' version and Fallout 4's as well.

Requirements
Permissions and credits
Revenge of the Alien Blaster!
First introduced in vanilla Fallout 3 and returning in New Vegas as a Wild Wasteland item, the Alien Blaster has since become a fan-favorite due its interstellar origins, design, and unrivaled capacity for carnage. However, Fallout 4's version was radically different from its predecessors. Sporting a radically different design, dealing 50 Energy damage, holding 42 shots, and costing 90 AP to use in VATS,  the weapon just wasn't the same to use. In Nuka World, the classic version was used by the Animatronic Aliens but not available for the player to use.

However, all that has been fixed and more with Revenge of the Alien Blaster!

Destroying Animatronic Aliens will now possibly yield a Animatronic Alien Blaster, a previously-unimplemented weapon that shares the original appearance and sound of the Alien Blaster from previous games. Dealing 36 damage, has a shot capacity of 21, and can't be outfitted with any scopes, stocks, or muzzles, the standard Animatronic Alien Blaster offers decent performance but nothing too special. Visiting a Weapons Workbench will reveal a few unique customization options, however.

Internals determines what mods you have access to and the only available slot at first. Nuka World Internals gives you default performance and has the weapon utilize Microfusion Cells. With an Alien Blaster in your inventory and Rank 3 of Science!, however, you can craft the Alien Internals which grants you access to Blaster Configuration in addition to swapping the ammunition type to Alien Power Cells.

Blaster Configuration affects ammo capacity, damage type, amount done, and projectile count. Each configuration mimics a past, or current, iteration of the famous space shooter and can be swapped between without any requirements aside from Rank 3 or 4 of Science!; the Firelance and Captain's Sidearm mods being the only one requiring Rank 4.

The Capital Wasteland Configuration mirrors the regular version of the Alien Blaster from Fallout 3, dealing 100 Electrical Damage, an ammo capacity of 10, and no spread. The Firelance and Captain's Sidearm Configuration replicate their namesakes, the former dealing 80 Electrical Damage, sporting an afterburn effect, a 10 shot capacity, and no spread while the latter does 35 Electrical damage and fires six projectiles at once but in turn, has some spread and only 10 shots available. The Mojave Configuration deals 75 Energy damage, has 10 shots max like the others, and experiences no spread as well. Lastly, there's the Commonwealth Configuration which simply makes the weapon act like Fallout 4's version.


It should also be noted that all versions sport an VATS cost of 20 AP and weighs 2 pounds as well, making which Configuration to go with more or less dependent on which variation of the Alien Blaster you wish to emulate.

In terms of crafting, the Alien Internals mod can only be made using a Alien Blaster and possessing at least Rank 3 of Science! There are only two available in the entirety of Fallout 4 and its expansion: the Alien Blaster found via random encounter in the base game and second is a reward from the Hubbologists in Nuka World should you do their questline. If you make the Hubbologists hostile, you may permanently lose access to a second Alien Blaster. There is no other way to make Alien Internals and thus gain access to the Blaster Configuration options.

In regards to the weapon itself, several things should be noted. It can be used by both the player and NPCs but the latter will consume ammo in the process regardless of mods equipped. Legendary effects can't spawn on any version as well, partially due to how poorly implemented said feature was and also to prevent the weapon from becoming even more overpowered. Weapon name is determined by the mods installed, called the Animatronic, Capital Wasteland, Commonwealth, or Mojave Alien Blaster depending on which is installed. Renaming for the Firelance or Captain's Sidearm partially works but without digging into the guts of the GECK further, it'll only add either name as a prefix and not totally rename the weapon. This would be desirable to fix at some point but not a high priority for the time being.


Future Plans
There is no intention of adding other mods other then those already included. The advantage the Animatronic Alien Blaster offers over the vanilla Alien Blaster is its ability to mimic past iterations at the cost of Alien Power Cells and lack of attachments. Now, if somebody would be willing to go through the effort of making custom meshes and textures to mirror Fallout 4's Alien Blaster mods, I might consider adding them to make the weapon more unique and interesting to use as well.

Adding an Xenotech Expert perk to either boost damage and/or unlock the Firelance and the Captain's Sidearm modifications would be another possible addition. If I could figure out how kills with X weapon are tracked, then I could have a script that adds the Xenotech perk once it reaches a certain number. Using it to craft the potential mods for the retro Alien Blaster is another aspect that such a perk could be used to enhance. Unfortunately, I don't plan to look into doing that anytime soon but wouldn't mind adding real quick if somebody already knows how to.


Compatibility/Issues
This mod shouldn't conflict with anything unless it touches the Animatronic Alien Blaster itself, though there were very few mods that did at the time of this being written, or the loot list of the Animatronic Aliens.

Reload animations don't change once you install Alien Internals, showing a Microfusion Cell instead of an Alien Power Cell. Not sure how to fix this, the Alien Blaster didn't have any noticeable indicators that'd trigger the animation change. On top of that, the Nuka World Internal mod won't spawn on the weapon by default as it should. As a quick work-around, it requires nothing to craft.

Lastly, when removing the Alien Internals mod, the UI may freak out and go blank. Hitting the ESC key or your assigned back button once or twice will bring you back to the initial modding menu and function as normal now. Other then that, there shouldn't be any major issues due to the simplistic nature of the mod as it just incorporates a cut weapon and adds some unique mods for it.

Recommended Mods
These are the mods used in the screenshots and/or suggested to enhance your interstellar facemelting experience. However, they are not included in the mod itself and must be downloaded separately.

CBBE-functional Nuka-Girl Suit with no helmet option - AWKCR - Armor Smith Extended - A more customization version of the Nuka-Girl Suit, it has options for using CBBE, AWKCR, and Armor Smith Extended.
Mod Cat's Nuka-Girl Rocketsuit Fix - Removes the helmet (along with the Waterbreathing effect) and hood for those who don't want a big glass dome cramping their style.
Nuka Girl Rocketsuit Missing Textures - Makes the featured outfit more accurate to its graphic portrayal in posters and pin-ups.



This mod is or will be included in Project Phoenix, a complete rework of Fallout 4 from the ground up. The mod can be found here while the dedicated forum is located here.