Fallout 4

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Relicym

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Relicym

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Not exact replica of the Chitauri Sceptre...Scepter?...from the Marvel universe. Includes several melee versions and a ranged version.

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Not exact replica of the Chitauri Sceptre...Scepter?...from the Marvel universe. Includes several melee versions and a ranged version. I made this for myself, but I wanted to share. Yes, it is somewhat overpowered, however, it was overpowered in the Marvel universe also. I think the perks, materials, and quests required to build the weapons balances it out a bit...maybe?

Melee sceptres are sword type and vibro type. Both have the option to be one-handed or two-handed. All can be modded with bleed, shock damage, and/or stun.

Ranged sceptre is a pistol type gun that can be modded with one of many projectiles. Ammo capacity depends on the attached projectile type. Projectiles are mostly explosive (cryo, fireball, pulse, plasma, pax, frenzy, zeta wave, lorenzo's artifact, mirv, proximity, and telekinesis), two laser types (tesla and plasma laser), and four torch types (chain lightning, cryo stream, flamer, and plasma fllamer). Only explosive types, except mirv and proximity, can be upgraded with a targeting gem.

Weapons, ammo**, misc item, and new materials* can all be crafted at the Chemistry Station under the category "ALIEN SCEPTRE REPLICA."

This mod requires: Automatron, Far Harbor, and Nuka World.


How to create the Alien Sceptre:
1. Create the Alien Sceptre Sword 1H.
[Perks required: Blacksmith rank 2, Science rank 1]
2. Upgrade the Alien Sceptre Sword 1H to Alien Vibro Sceptre 1H.
[Perks required: Blacksmith rank 2, Science rank 2]
3. Upgrade the Alien Vibro Sceptre 1H to Alien Sceptre.
[Perks required: Blacksmith rank 2, Science rank 3]
*** WARNING: Any upgraded mods currently on each sceptre will be destroyed.

Optional weapon conversion recipes will only appear with the respective weapon on hand at the Chemistry Station. Conversion recipes will appear above the brass recipes. If downgrading a weapon, new materials must be obtained to upgrade it again.
  • Alien Sceptre Sword can be converted from 1H to 2H and vice versa without extra cost.
  • Alien Vibro Sceptre can be converted from 1H to 2H and vice versa without extra cost.
  • Alien Sceptre can be downgraded to Alien Vibro Sceptre 1H without extra cost.
  • Alien Vibro Sceptre 1H can be downgraded to Alien Sceptre Sword 1H without extra cost.
*** WARNING: Any upgraded mods currently on each sceptre will be destroyed.

* New material: Brass - obtained from tokens, assuming they are made of brass.
[Perk required: None]
Melt down 10 Subway Tokens, 10 Book Return Tokens, or 10 Nuka-Cade Tokens for one portion of brass.

** New ammo: Alien Sceptre Dynamo
- used by the Alien Sceptre
[Perks required: Science rank 3 and Nuclear Physicist rank 1]
Convert 100 of each Cryo Cell, Gamma Round, Flamer Fuel, Fusion Cell, and Plasma Cartridge into 100 Dynamos.

How to unlock the Alien Sceptre's ability to seek targets: [SPOILERS...?]

[Perk required: Science rank 3]
+ must have a brain implant on hand
+ must have at least partially completed a Special Delivery
+ must be able to visit Nuka-World at any time

The brain implant will reveal the Mnemonic Singularity recipe at any Chemistry Station. Note that there is a limit to how many of these can be created without cheating.

Weapon mod details:
Melee
  • Electrified Blades - adds electrical damage
[Perk required: None]
  • Serrated Blades - adds bleed effect and increases damage
[Perk required: None]
  • Electrified Serrated Blades - combo
[Perks required: Blacksmith rank 3 and Science rank 1]
  • Electrified Serrated Stunning Blades - combo plus the chance to stun
[Perks required: Blacksmith rank 3 and Science rank 2]

Ranged
> Explosive Projectiles (crystal mod)
  • Cryo - cryo grenade; targeting optional
[Perks required: Science 3 and Demolition Expert 2]
  • Fireball - molotov cocktail with higher damage, added burn damage, and may demoralize targets; targeting optional
[Perks required: Science 3 and Demolition Expert 2]
  • Plasma - plasma grenade; targeting optional
[Perks required: Science 3 and Demolition Expert 4]
  • Pulse - pulse grenade with chance to stun; targeting optional
[Perks required: Science 3 and Demolition Expert 3]
  • Pax - calms targets for 60 seconds; no level limits; can affect multiple targets; targeting optional
[Perks required: Science 3 and Chemist 1]
  • Frenzy - frenzies targets for 60 seconds; no level limits; can affect multiple targets; targeting optional
[Perks required: Science 3 and Chemist 1]
  • Zeta Wave - same as gamma gun version with wider aoe; targeting optional
[Perk required: Science 3]
  • Lorenzo's Artifact - same as gamma gun version with wider aoe; targeting optional
[Perk required: Science 3]
  • Telekinesis - temporarily reduces damage resistance; chance to stun, disarm, knock down, and/or cripple target's leg; will not harm player and companions; targeting optional
[Perk required: Science 3]
  • MIRV - splits into seven projectiles each dealing 150 ballistic, 150 energy, and 100 electrical damage; chance to stun, knock down, and/or cripple target's leg; will not harm player and companions; non-targeting only
[Perks required: Science 4, Gun Nut 4, and Nuclear Physicist 1]
  • Proximity - sets seven randomly placed mines each dealing 150 energy damage; chance to stun, knock down, and/or cripple target's leg; will not harm player and companions; mines can only be destroyed or allowed to expire in 180 seconds; non-targeting only
[Perks required: Science 4, Gun Nut 4, Demolition Expert 4, and Nuclear Physicist 1]

> Non-explosive Projectiles (crystal mod)
  • Chain Lightning - similar to Tesla Rifle; automatic; releases electrified traps; chance to stun; ammo capacity is 500; non-targeting only
[Perk required: Science 3]
  • Cryo Stream - same as Cryolator with better damage; automatic; ammo capacity is 500; non-targeting only
[Perk required: Science 3]
  • Flamer - same as Flamer with better damage; automatic; adds burn damage and can demoralize targets; ammo capacity is 500; non-targeting only
[Perk required: Science 3]
  • Plasma Flamer - same as the Plasma Gun version with better damage; automatic; ammo capacity is 500; non-targeting only
[Perk required: Science 3]
  • Tesla - hits single targets with a lightning bolt; charged by reloading repeatedly up to three times; non-targeting only
[Perk required: Science 3]
  • Plasma Laser - green laser beam, charged by reloading repeatedly up to five times; non-targeting only
[Perk required: Science 3]

> Clip size can be upgraded only for explosive projectiles:
  • Clip Size: 1 - max ammo capacity is 1
[Perk required: None]
  • Clip Size: 2 - max ammo capacity is 2
[Perks required: Gun Nut 1 and Science 3]
  • Clip Size: 4 - max ammo capacity is 4
[Perks required: Gun Nut 2 and Science 3]
  • Clip Size: 6 - max ammo capacity is 6
[Perks required: Gun Nut 3 and Science 3]

> Grip Upgrade
  • Standard - standard, nothing special here
[Perk required: None]
  • Comfort Grip - improved recoil and hip-fire accuracy
[Perks required: Blacksmith 2, Science 3, and Gun Nut 1]
  • Sharpshooter's Grip - better recoil and hip-fire accuracy
[Perks required: Blacksmith 2, Science 3, and Gun Nut 2]

> Blades Upgrade
  • Standard Blades - standard blade with a strong bash
[Perk required: None]
  • Tempered Blades - adds 20% armor piercing and a much stronger bash
[Perks required: Blacksmith 3 and Science 3]


Known Issues:
>> clipping/visual issues
- unlike the vanilla weapons, the sceptre's handle is thick and non-uniform which will cause some hand clipping
- the handle is very long for the one-handed sword type sceptre so it will clip through your body when swinging a certain way in 3rd person view
- in first person view part of the handle will poke up from the screen when side swinging with the two-handed sword type sceptre
- walking with the ranged sceptre drawn will make the handle clip awkwardly into your body

>> modding the ranged sceptre
- attaching an explosive mod and immediately switching back to a non-explosive mod will cause the crafting menu to change
Solution: simply back out of the crafting menus or the workbench and reactivate the workbench.
- targeting mods are greyed out even with all required perks/materials; usually happens when you detach a mod required in crafting another mod for the same weapon
Solution: back out of the workbench and reactivate the workbench to continue modding.