About this mod
For the sake of this weapon mod being different than that of the actual Experiment 18-A, I am renaming it to Experiment 36-B.
Uses the Next Gen Update but might work with older versions and have no idea if it works with Fallout London
- Requirements
- Permissions and credits
- Changelogs
Thing's still needing to be completed
-Fix Lag when selecting and hovering over in Inventory, equipping, and displaying icon in Pip-Boy. (If you know how to fix this issue, or are another weapon mod author/creator, please message me here on Nexus about how to fix this issue. It's driving me crazy.)
-Potentially archiving as .ba2 files
-Update README .txt file
Description
Adds my new weapon based on Experiment 18 A called Experiment 36 B into Fallout 4 with another set of lore
Will not be making for Fallout 3 natively, as it's version of the engine is broken. If you would like to play with this in FO3 like I do, use TTW and install the New Vegas Variant into your game.
Fan Mod Lore NOT CANON
While there were many Experimental Institute Weapons in production a few had been lost across the wasteland during different missions for The Institute
One just so happened to make its way out of the institute and across the wasteland throughout the years
Previously in the Mojave It can now be found in the Commonwealth of Massachusetts
A few years back the weapon had gone missing while an Adventurer was visiting Concord and was thought to be lost to the test of time as the Adventurer had long since moved on From the Commonwealth
In Come you who finds it at the base of the Playset in the Playground of all places
During Its time throughout the wasteland it has seen numerous changes and additions to not just its appearance but also performance and usefulness
You get to carry along the weapon and use it as you please as it continues its future amongst the wasteland outside of the hidden world that is The Institute
IF UPDATING
I keep making new changes to fix the mod up
To update to the latest version just uninstall and reinstall with your mod manager
That is how I have been updating on my end
I am not sure about manual but overwriting may work
Fallout New Vegas Version
Required Mods
F4SE
Latest Version
Credits go to the F4SE Team
Required DLC
Nuka-World
Automatron
Installation
Just install with a Mod Manager like Vortex or MO2
Have not been able to test FOMM nor MO or NMM
Have not yet tested just installing manually into the data folder Although
it is just an esp file so it should just go into the Data Folder
Compatibility
Seems to work with everything else I have but your mileage may vary
Location
Item is found at the base of the Playset in the Playground in Concord
New Location Coming Soon...
Asset Creation
3D Mesh's Created in Blender 2.9.2
Exported as .obj files and transferred to .nif files using Outfit Studio
Textured using GIMP and Adobe Substance 3D Painter
.nif files put together in NifSkope
Mod Created using Creation Kit. No other software was used in order to create this mod. No Scripts, no fancy stuff. Just the Basics.
Credits For the Inspiration of this mod goes to Bethesda Game Studios
I don't think I left anything out.
If so please let me know