Skyrim Special Edition
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Kittytail

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  1. Kittytail
    Kittytail
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    For the blaster animation, I was using this in the preview vid: https://www.nexusmods.com/skyrimspecialedition/mods/44201

    If you wish to replace the default gun models, this is the file directory:
    Spoiler:  
    Show
    Meshes\MBlast\LaserBlaster.nif
    Meshes\MBlast\LaserBlasterBlue.nif
    Meshes\MBlast\LaserBlasterHeavy.nif
    Meshes\MBlast\LaserBlasterHeavyBlue.nif
    Meshes\MBlast\LaserBlasterStun.nif
    Meshes\MBlast\Plasmacaster.nif
    Meshes\MBlast\PlasmacasterBlue.nif
    Meshes\MBlast\PlasmacasterXBow.nif

    These weren't set up as simple as my Lightsaber mod though so I recommend you extract the .bsa and take a look at least which weapon type they are and things like that.

    Why does the laser bolts leave trail effect in the air unlike in Star Wars? (blue fire and red squiggly things) So, I did this because at first while testing, without lingering fx in the air the lasers from the shooter/player point of view look almost like a ball of energy (you're looking in front of you, and the laser is also going away from you in front of you, so you look at it from the back.) the trail fx helps a lot with making the laser looks like a long bolt.

    Also I want to make some fully-automatic blasters too. (Not just firing normal projectiles continuously, I'll have flame type projectile with bolts animated into the proj mesh so it looks like shots are going at slightly different places every time, and also with flashing lights.) This is going to take a while if I ever decide to do this.
  2. shadowonion
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    Does this mod act like staves or consume mana?
  3. TheDovaDude
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    Could you convert these to spells in an optional file or separate mod so it feels more lore accurate? You already have the effects so I imagine it wouldn't be too much to do.
    1. ImBurps
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      seconded, it would be incredible to have spell versions
    2. jefthereaper
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      Exactly, or staves.
      Would be funny to have a (fantasy looking) staff that fires laser bolts!
  4. Cythethew
    Cythethew
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    Do npcs use them? If not is there a way i can integrate it in myself? Great mod btw!
  5. ulric36
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    Thanks for your mods and amazing work. I'm thinking if you can change the appearance of the pistol as a wand or rod. Can be more suitable for Skyrim as a medieval game? What do you think? 
  6. widgets123
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    Awesome mod! The scope in plasmacaster is blocking the first person view how do i fix this?
  7. ulric36
    ulric36
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    Thanks for your amazing work. I see this mod will fit perfectly for fallout 4 ;p...
  8. JohnSmith1307
    JohnSmith1307
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    Good evening,Kittytail.These blasters look great. Please tell me, can you make a version of this modification for Skyrim LE?Thx.
  9. ims4
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    Hihi love your mods! There is one thing i like to check, are these weapon usable by followers? Currently they are able to use the pistols but for the rifles they will start spazzing out. This doesnt seem to cause any crashes and can be fixed by removing the rifle from the follower. Would be cool if they are able to use it though!
    1. WildSong34
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      I noticed the same thing. I believe it has something to do with how the ammo is implemented. If there was actual ammo that could be loaded into the rifles, perhaps they would work. Unfortunately, I don't have the no how to make the desired changes and test it out. The fact that the blaster rifles from Path of the Lightsaber work whilst using craftable/loadable ammunition loosely supports my theory.

      Funny thing though, after unequipping his sapphire plasma rifle and giving him a rifle from the Lore Friendly Guns mod, his projectiles were still sapphire plasma shots. I wasn't complaining ^^"
    2. WildSong34
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      So I removed the script that auto gave the sapphire plasmacaster ammo, made the ammo craftable playable. Loading the game, I gave myself a sapphire plasmacaster and it picked some bolts from my inventory to use. So removing the script worked. I gave myself some ammo, but it still won't appear in my inventory. I'm unsure why or if I'm simply not looking hard enough, my inventory is quite full. Instead of pursuing it further, I summoned a companion and gave them the edited plasmablaster. The bug persisted. 

      However, they seemed to find it a little bit easier to finally get into/hold in ready position, I'm unsure if this is due to my edit or simply getting lucky. Giving them some ammo either helped keep them in the ready position or again, I was really lucky. However, my follower would not fire the plasmacaster in combat.
      :(

      I can only assume that if these were set up like normal crossbows with special ammo, they would be NPC friendly. The Rifles in Path of the Lightsaber and Lore Friendly Rifles work for NPCs, so yeah. 
      That said, I'm unaware how much the rifles in those mods deviate from the standard crossbow, internally at least.

      Still a great mod, I just hope the rifles here can be made usuable by NPCs down the line :)
    3. hoangdai94
      hoangdai94
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      +1 to this ! 
      Would love to see not only me but NPC can enjoy these awesomenesses as well
  10. Quote012
    Quote012
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    Can you make an ESP version? ESL doesn't work on VR.
  11. UltimasPrime
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    Also I found a minor bug. Whenever you pick a perk that increases the attack speed of your bows/crossbows the plasmacasters will start using crossbow animations and get very low attack speed.