Fallout New Vegas
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mihoshi333

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mihoshi333

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About this mod

Bringing Energy Weapons closer to lore. Before the great war energy weapons were phasing out normal weaponry. Oddly enough, the stats of these energy weapon (specially laser-base) or way below par even against the normal 9mm. This mod fix this problem

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UPDATE 12/9/10
I added a experimental file (which combines both Energy weapons and Ballistic weapons) revamp them to be more fairer and closer to lore to the first two Fallout. Example "That gun" been rename is stronger then the 10mm. Also the 10mm been weaker by 2-3 damage.

Quick list of changes for Ballistics weapons

-weapons using .357 ammo have been reduce in damage to be less "god like".

-10mm damage has been reduce done a bit as well
-THAT GUN rename to 5.56 Pistol (since 5.56 ammo is the most common ammo in the game) also has it's damage increase as well

-automatic weapons like Miniguns, Assult rifles, etc have there damage increase. This is due to the fact that once you wearing armor over 15 DT causing all those weapons to do 20% of it's original damage.

-Like the ammo for energy, 5.56mm has a -2 DT bonus as well as the 5.5mm.

There more more changes but these are the biggest. For installing purpose, this mod REPLACES EnergyWeaponRevamp.esp. Please do not have both actived


====Description for Energy Weapon Revamp================
The purpose of this mod was to change to give energy weapons a longer "life" in the game terms. I found that once I got ex: a Laser Rifle, yet in 1 or 2 levels the rifle was to weak to do any good damage. With this mod, the Rifle can have still pack a punch for a while longer without overshadowing other weapons that were meant to be the "upgrade" of that weapon.

Lore-wise, Laser weapons (not plasma) were suppose to be the "upgrade" to the military issue weapons, but given what vanilla settings it was huge step down. Also basing alot of my input from FallOut 1&2, the Civilian issue energy weapons (Watts) where on par with many of the "military" issue weapons. So it's odd that the new "military issue" energy weapons would be less then the Civilian issue in terms of damage/performance.

Sadly to be TRUE to the lore this would require the Laser/Plasma to be very powerful, and I would need to rework the leveling of the weapons to make the game a balanced. Plus it would also mean you won't be getting energy weapon until med to ending parts of the game. Instead I decide to go with a balanced boosted and give energy weapons bonus in piecing through armor.


*There is more details on there way. I have yet to mention the Skill and str changes along with the spread changes. Simply put Plasma base weapons have less of a spread then vanilla version.

Thanks you for checking out my, if you enjoy this mod please vote for it!


======Laser Type Weapons====
Laser Pistol: Dam 12 -> 16, Crit dam 14, Crit% 1.0%
Laser Rifle: Dam 15-> 18, Crit Dam 17, Crit 1.0%, Weight 7
AER 14 Prototype:Dam 22-> 26, Crit Dam 26, Crit 2.0%, Weight 7.5
*Gatling Laser:Dam 7-> 17, Crit dam 17, Weight 14


*The Gatling Laser may seem to be over powered but consider this. If any NPC has a DT of 10 or greater, you are stuck doing 1-2 per shot. I found it ridiculous that I would almost spending a whole clip (240 EC) just to kill one person who are slightly armored. With my version anyone with armor like DT of 10 still will take normal amounts of damage (7).

**To better balance to give more division between the normal/energy weapons, Laser base weapons mention above does .25 (a quarter) damage to NPC limnbs. Through you could argue either way, but I find that being term of being "crippled" means a bone has been broken. Since Laser are just pure energy and not something blunt, it would be very hard to "cripple" a limb.

***If I have not mention any lasers like: Turrent Laser, special NPC Laser, be assured their properties have been match to their counter part






======Plasma Type Weapons====
Plasma Pistol: Dam 23-> 26, Crit dam 26, Crit% 1.5 (needs to be change to 2.0, Action Points 17, Ammo Cap 32-> 40
Plasma Rifle: Action Points 25, Weight 7, Ammo Cap 24-> 32

*All plasma weapons here and unmentioned (ex P.Defener, P.Caster, etc) deals .5 (half) damage to limbs. Gauss Rifle is a special case where it does .8 (four-fifth) damage to limbs.






====NEW ammo changes====
All energy ammo has bit of a DT piecing bonus to them (this is good thing).

Microfusion -4 to DT
Electron Charge Cell -3 to DT
Small Energy Cell -2 to DT

**Special ammo like Max, Overcharge, and Bulk have also the same piercing bonus

So if you using lets say a Laser Rifle with a Damage output of 17, attacking a NPC with a DT of 10 allows 7 damage to get through. With this mod you can then ignore 4 points of DT which then treats the NPC armor to 6, to which then you deal instead 11 of damage.