Fallout New Vegas
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Anro and Project Nevada Team

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Anro19

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About this mod

A rework of Project Nevadas Chargeable Weapon System.

Requirements
Permissions and credits
Changelogs
Overview

Chargeable Energy Weapon was a extrem unique Feature which Project Nevada has. I decided to remake it as standalone, Rebalancing it and fixing some bugs with it. While PN did make the stuff extrem weak it was never viable or had a advantage over normal. The Balance is design around Very hard. it may seems like that charge is very strong but you have to keep in mind you empty a whole clip. For some Weapons the charge is stronger then its default mode this is intended due the default mode is kinda useless (Hyperbreeder and Compliance Regulator ).

Tesla Beaton Prototype:
Due the high Ammo consume im compare to its Damage the weapon was a more situation Weapon against Robots and Power Armor and had no real advantage. The Ray Mode should help it struggle to fight against normal enemies not affecting by its Bonus Damage.

Q35 Plasma Rifle:

While Q35 is a powerhouse it mainly suffer from extrem slow firerate and slow projectile which make the weapon not a great option in compare to other option. The ability to shoot Plasma Grenades should help to fight in groups. May you should be carefully in close Range.

AER 14 Laser Rifle:
AER 14 is one of the Unique weapons which get outplayed by its Standard Variant. The additional Ray Mode should help doing noticable impact and having a advantage over its standard variant.

Hyperbreeder Alpha:
One of the Unique which has no real advantage. While this weapon does has a very high regeneration, its lack on accuracy and damage makes it a worse option even for close combat. Its additional Flamethrower should help fullfill its role as close combat weapon.

Cleansing Flame

Flamethrower in generally are very bad in this game and get outshined by its counterpart the Incinerator. They lacking Damage, Range and Ammo ressource. Its Burst mod ability to shoot multiple Fireballs should help against Bullet Sponge.

The Smithy Special

While the Plasma Caster is great weapon it may suffer from its increbible low Clip Size. Fighting in groups can be extrem frustating sometime. Its Burst Mode ability Plasma Grenade should help at this point. May be carefully in close range.







How To use
Either Hold X on Controller or R on Keyboard to swap between normal mode and charge mod.
Using Right Trigger on Controller or Left Mouse Button to start charging.
Release the Key to Fire.
The Mod assume that the named key are Reload and Attack using a different Layout may break the mod function.

I added a simple INI system to register Weapons. While CAF have some ressource which you can use you may want to add a own plugin which provide sound and a Dummy Weapon.

The Dummy weapon should have no sound file. But you can customize the Projectile Count, Projectile , Impact and Crit Effect. Everthing else will be ignored.

Create a ini and place it in "Config\Charge\Register\"

[Charge]
WeaponID=WeapLaserRifleUnique;Weapon ID
ProjectileWeaponID=CAFLaserDummy;Dummy Weapon ID
Type=1; Type 1 = Beam, Type 2 = Single , Type 3 = Burst
Ammo=2; Default Ammo Use
Reg=0;Regeneration Rate
Sound=CAFLoop; For Type 1 Loop Sound
Fire=CAFFire; Fire Start Sound
Charge1=0.4;Charge Level 1 Damage Multiplicator
Charge2=0.7;Charge Level 2 Damage Multiplicator
Charge3=1;Charge Level 3 Damage Mutliplicator


Requierments

The usual script extenders, as I don't track where the functions I use stem from
AnhNVSE
ShowOff NVSE
JIP LN NVSE
Johnny Guitar NVSE
UIO - User Interface Organizer
xNVSE
SUP NVSE


Credits
A Special Thanks to the Project Nevada Team for this unique feature.




You may want to check out my other mods
Scavenger
UX Toolkit
M.U.X. Series - Immersiver HUD
Tacticool - Reload UI
M.U.X. Series - Enhanced Vanilla
Item Explorer
Floating Healthbar
Floating Damage
Controller Tweaks
T.U.W - True Unique Weapons
New Game Plus
You also could check out my Discord for feedback, suggestion or just hanging around and chatting.