Adds a custom-made energy pistol to the game that fires in 3-round bursts and consumes Alien Power Cells.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
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Changelogs
Version 1.1.1
Fixed burst-fire script to check for Small Energy Cells instead of Alien Power Cells
Version 1.1
Changed ammo type to Small Energy Cells
Moved weapon to new hidden location somewhere in the Wasteland
DESCRIPTION The latest in my series of "Nif-bashed" weapons, this mod adds a custom-made energy pistol to the game that fires in 3-round bursts and consumes Alien Power Cells. As of v1.1, I changed the ammo type to Small Energy Cells. I don't tend to play Energy Weapon builds, so I didn't realize that Alien Power Cells were so rare in the game, and that you can't even find any without the Wacky Wasteland trait.
I made the mesh myself, cobbling together the barrel from the unused Alien Atomizer mesh with the grip of That Gun, and the bolt mechanism of the Silenced .22 Pistol. Unfortunately, Obsidian neglected to include the high-res first-person textures for the Alien Atomizer in the vanilla game files (which I can't include in this download, as that would be considered piracy), so the mesh has an odd mish-mash of high- and low-res textures. However, if you're running Tale of Two Wastelands, I've uploaded an optional mesh-only patch that uses the high-res textures from Mothership Zeta.
LOCATION
Spoiler:
Show
The weapon can be found in a custom cell that can be accessed via the Abandoned Shack near the Yangtze Memorial.
Of course, if you're feeling lazy, you can always use the following console command (Substitute ## with the number of the mod in your load order):
player.AddItem ##000ADE 1
INSTALLATION Extract all the files in the archive to your New Vegas data folder (which is the same folder where FalloutNV.esm is located) and then enable the ESP either in your mod manager of choice, or under "Data Files" in the launcher that runs when you start up New Vegas.