About this mod
Makes tweaks to the Alien Blaster to make it alot more useful throughout the entire game.
- Permissions and credits
New version 1.1 fixed muzzle flash to be not so blinding. Added balanced version in the optional files.
- Changes the base damage of the gun from 50 to 162 based on as if the gun had a improved sniper barrel and a overcharged capacitor. This means the alien with it will hit very hard with it specially per difficulty. So youll wanna sneak and one shot him with a well placed headshot he only has 50 health. on survival he'll most likely one shot you.
Balanced Version damage changed from 50 to 117 based around overcharged capacitor with improved long barrel and a boosted photon agitator.
-Removed damage penalty from changing to fusion cells. By default you cant do this until science 4 anyways so you have limited ammo from this gun until then.
Balanced Version penalty still there
- Removed the projectile and made it a hit scan weapon it DOESNT have a beam like the laser guns do. But it still has the same alien blaster projectile impact wherever it hits, it still has the alien blaster kill effect where they disintegrate with the blue effect unique to the alien blaster. The reason i turned it into a hitscan weapon was because even in the vanilla game the projectile acts strangely in vats making curves or arcs for no reason causing the projectile to hit a wall or the ground or a roof/object above when it could of just gone straight.
^ Applies to Balance Version
- Gave it a built in x6 crit multipler the reason its x6 is because energy weapons do 4x crit damage with a Boosted Photon Agitator and i also gave it a built in lucky legendary effect which adds 2.0 to the crit multiplier + fills the crit meter 15% faster. This is the biggest reason for turning it into a hit scan weapon it would suck to waste a crit and have the projectile hit the ground. Energy weapons dont gain the benefit of armor penetration this is why there crit damage is higher with a boosted photon agitator.
Balance Version only has 4x crit damage to reflect having a boosted photon agitator. yes i know you cant have both overcharged capacitor and this but its an enhanced version of the weapon after all.
- The Sharpshooter grip greatly reduces the recoil of the gun and improves hip fire. With the steady aim perk recoil is almost completely gone and the spread doesnt increase at all making it really good for hip fire.
Included in the balance version
- Gave it built in vats enhanced effect by giving the Sharpshooter grip the -25% action point cost on top of the -15% it already gave for a total of -40% and i increased the range of the gun by 33% which lends it self to vats accuracy by letting you maintain good accuracy over long ranges.
Balance Version does not have the extra 25% reduce ap cost or extended range.
- Removed out of range damage penalty so it hits for full damage no matter the distance (this doesnt ignore energy resist. energy resist will still reduce the damage you just dont get a -50% damage out of range penalty)
^ Applies to the Balance Version
The gun should feel useful throughout the entire game it might struggle here and there against very high energy resist enemies like high level death claws.
Check the video tab for an idea of how the gun performs in the late game. Character is level 216 in that video and has all damage related perks. OP Version used in the video.
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Compatibility since this touches almost everything about the gun its not very compatible with other mods.
Retextures are ok
Adding modifications MIGHT be ok. If it adds receivers you're gonna have an extremely strong alien blaster as ive changed the base damage. if you use any grip/stock other than the sharpshooter grip you wont have the almost recoilless gun as well as the heavily reduced ap cost as ive edited those into the grip. so the best you can use is a mod that adds a reflex sight as long as you load this mod after it
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Hope you enjoy check out my other mods:
https://www.nexusmods.com/fallout4/mods/53797
https://www.nexusmods.com/fallout4/mods/53687