Wow! I have been using this Mod for more than 26 months in a straight playthrough and this will be in my 'forever' load orders in Future playthroughs .. you certainlyy don't want to use this all the time :) .. but there are a lot of situations where ONLY this weapon is your answer :) ~ was hard for a long time to keep track of which one was which because they by default always showed with the same names in pipboy BUT the secret was to Rename each one MY way so they would be alphabetical TOPS of my weapons list order :)
okay im crafting now.. btw.. I have 16 companions (using Liga's system) .. I have decided my all-girl battalion will bear Alien Blasters.. no problem! (piles of ash are less gruesome! also in console if you click on an ashpile and enter 'markfordelete' they vanish instantly)
QUESTIONS: so if i have several Blasters in my inventory.. and THEN I craft the strike add-ons.. If i AFTERWARDS distribute (issue) any of my inventory Blasters to my companions... will I STILL HAVE MY OWN PERSONAL BLASTER add ons? don't want my followers using orbital strikes..
I set it so followers can't use the blaster when it has any orbital strike attachment on it. Any of the blaster parts should stay on the blaster you crafted them on. So name and mod personal blaster separate, And fusion mag, comfort grip, and long barrel for companions.
thanks... I tried my OWN first... with only my personal 1 blaster in inventory.. i made repeated steps and could get to the point where my pipboy showed a blaster with which ever addon i smithed beside it.. meaning, it displayed as not just a blaster but whatever addons were tacked onto the name so i assume a non-modified blaster would show as a plain Alien Blaster and not the big long name so there is a NEW NAMED item in inventory after modification.. but after several trips back and forth to the weapons bench going back and forth through the steps I could never get any strike of any shape or color occuring whatsoever... but JUST LIKE another poster mentioned with orbital anything installed the FUSION ammo does not fire.... so i changed BACK to the ROUNDS ammo and got my blaster back... also when i REMOVED the orbital addons and modified FOR Fusion again, the Fusion works perfectly without the orbitals, thankfully...
but I could never in more than half an hour get any sort of STRIKE to occure in any way shape or form or COMBINATION of modifications... there is NEVER an option WITHIN pipboy/MCM to toggle anything... between each try i step back to the armor table and changed to a different strike, then i would try again.. not one strike occured! so ive uninstalled and will try a new save and reinstall
perhaps there are certain steps that screw up if you try Long/Short barrel? Fusion/Plainrounds (already found out orbitals stop blaster firing with fusion) ?? !!! perhaps.. the reason I didn't get a strike with the USE FUSION AMMO mod is because when i didn't see a 'shot' from my Fusion Alien Blaster go out.. WHEN a orbital mod is ACTIVE, I should not have continued make so many MORE ATTEMTPS to fir my blaster, and I should have been patient and just stood there? IS FUSION AMMO REQUIRED FOR THE ORBITAL MODIFICATIONS?
LAST NOTE! I did not retrieve my Alien Blasters from any crash site... I CREATED my Alien Blasters with console commands, the ones i created are: <player.additem 000ff995> perhaps this is not the right MODEL?? according to Fandom there are several different models of Alien Blasters...
Instructions: Obtain alien blaster "000FF995" Rename alien blaster "000FF995" Attach orbital strike barrel of choice Attach alien power cell mag (will not work with fusion cells!) Fire at ground/surface If it holds only one ammo and leaves a small red or blue indicator light where shot RUN!!!
Hi, just to make sure I understand, does this change the alien blaster or modify vanilla assets, or does it just add new original standalone mods that can be used with the blaster?
Hi, it was great, I liked it a lot, very practical and easy, Thanks
I have a request, it would be possible to decrease the nuka's power a little, like ... in half, :) is that Nuka is already the most powerful weapon in the game, and BigMan’s double shot is enough to destroy anything, so if Nuka Strike was only 5 or 6 fatman it would be super exaggerated, I imagine the shot uses 12 fatman most of them ended up being redundant and the explosion is extremely bright on the monitor, even more so that the first one at the beginning of the game when we entered vault 111
Not really, a new weapon with new parts is a pain to make compared to what i did. There are only new forms in the plugin, and does not conflict with anything that doesn't edit the alien's inventory Does not edit the alien blaster
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~ was hard for a long time to keep track of which one was which because they by default always showed with the same names in pipboy
BUT the secret was to Rename each one MY way so they would be alphabetical TOPS of my weapons list order :)
thanks for this game MAKER!
btw.. I have 16 companions (using Liga's system) .. I have decided my all-girl battalion will bear Alien Blasters.. no problem!
(piles of ash are less gruesome! also in console if you click on an ashpile and enter 'markfordelete' they vanish instantly)
QUESTIONS: so if i have several Blasters in my inventory.. and THEN I craft the strike add-ons..
If i AFTERWARDS distribute (issue) any of my inventory Blasters to my companions...
will I STILL HAVE MY OWN PERSONAL BLASTER add ons?
don't want my followers using orbital strikes..
thanks
Any of the blaster parts should stay on the blaster you crafted them on.
So name and mod personal blaster separate, And fusion mag, comfort grip, and long barrel for companions.
I tried my OWN first... with only my personal 1 blaster in inventory..
i made repeated steps and could get to the point where my pipboy showed a blaster with which ever addon i smithed beside it..
meaning, it displayed as not just a blaster but whatever addons were tacked onto the name
so i assume a non-modified blaster would show as a plain Alien Blaster and not the big long name so there is a NEW NAMED item in inventory after modification..
but after several trips back and forth to the weapons bench going back and forth through the steps I could never get any strike of any shape or color occuring whatsoever... but JUST LIKE another poster mentioned with orbital anything installed the FUSION ammo does not fire.... so i changed BACK to the ROUNDS ammo and got my blaster back... also when i REMOVED the orbital addons and modified FOR Fusion again, the Fusion works perfectly without the orbitals, thankfully...
but I could never in more than half an hour get any sort of STRIKE to occure in any way shape or form or COMBINATION of modifications...
there is NEVER an option WITHIN pipboy/MCM to toggle anything...
between each try i step back to the armor table and changed to a different strike, then i would try again..
not one strike occured! so ive uninstalled and will try a new save and reinstall
perhaps there are certain steps that screw up if you try
Long/Short barrel?
Fusion/Plainrounds (already found out orbitals stop blaster firing with fusion)
??
!!! perhaps.. the reason I didn't get a strike with the USE FUSION AMMO mod is because when i didn't see a 'shot' from my Fusion Alien Blaster go out.. WHEN a orbital mod is ACTIVE, I should not have continued make so many MORE ATTEMTPS to fir my blaster, and I should have been patient and just stood there? IS FUSION AMMO REQUIRED FOR THE ORBITAL MODIFICATIONS?
LAST NOTE! I did not retrieve my Alien Blasters from any crash site... I CREATED my Alien Blasters with console commands, the ones i created are: <player.additem 000ff995> perhaps this is not the right MODEL?? according to Fandom there are several different models of Alien Blasters...
Obtain alien blaster "000FF995"
Rename alien blaster "000FF995"
Attach orbital strike barrel of choice
Attach alien power cell mag (will not work with fusion cells!)
Fire at ground/surface
If it holds only one ammo and leaves a small red or blue indicator light where shot RUN!!!
havent seen a mod on FO4 to DISABLE Rad damage globally yet. was handy in NV
Thanks
I have a request,
it would be possible to decrease the nuka's power a little, like ... in half, :)
is that Nuka is already the most powerful weapon in the game, and BigMan’s double shot is enough to destroy anything, so if Nuka Strike was only 5 or 6 fatman it would be super exaggerated, I imagine the shot uses 12 fatman most of them ended up being redundant and the explosion is extremely bright on the monitor, even more so that the first one at the beginning of the game when we entered vault 111
Laser has been buffed, missile/nuke has been nerfed.
BTW Sorry about the delay.
Great mod though; been having fun with it especially against groups of feral ghouls.
For difficulty with blaster ammunition, always have the amazine Cheat Terminal
There are only new forms in the plugin, and does not conflict with anything that doesn't edit the alien's inventory
Does not edit the alien blaster