About this mod
Is your Intelligence based character a little soft? Tired of raiders mocking your pitiful Endurance? The time for mocking has ended. At least for the raiders. Gentlemen, I present to you the magnificent X1013:Ward, Personal Plasma Shield Device. Now the soft brainy characters can mock the dangers of the wastes as their bullets deflect harmlessly
- Permissions and credits
===1.1===
-Added separate .esp files with more balanced shields. You may now choose between shields with a potential strength of 250/500, or 100/200.
-Fixed health not returning to normal when the shields deactivate(Hopefully).
-Shields now have an Auto-Activate function. When toggled, your shields will automatically activate when they recharge to 20% power.
-Damage/Radiation/Energy resistances lowered.
-Shield recharge amount/sec reduced slightly.
=======Intro=======
Is your Intelligence based character a little soft? Tired of raiders mocking your pitiful Endurance? The time for mocking has ended. At least for the raiders. Ladies and Gentlemen, I present to you the magnificent X1013:Ward, Personal Plasma Shield Device.
Now your soft, brainy character can mock the horrors of the wasteland as their bullets deflect harmlessly off of your plasma shields (A physical representation of your incredible mind, given shape by the power of science!). Hyperbole aside, this mod adds an old research facility below the Wastes. Within is a small dungeon crawl that will reward you with several unique weapons and the aforementioned shield generator.
======Details======
Places an old research facility deep below the Wastes. Within there are a few high-tech devices to be found, including three unique weapons and a powerful shield generator. The shield generator and one of the unique weapons should be fairly simple to acquire, but the remaining two weapons and the Alien-tech upgrade for the shields will require a bit more effort, and an ungodly amount of Rad-X/Rad-Away.
To begin your search for this amazing technology, look for the Ruined Office building north-west of Girdershade.
The shields strength is dependent on your characters Science and Intelligence attributes. Characters with high intelligence and science will have stronger shields. The repair rate of shields is determined by Science/Repair/Intelligence(Mostly your Repair skill), but only out of combat. When in combat, shields recharge very slowly. Even characters with low Intelligence/Science should get some use from this, though, as the shields will have a minimum of 25(or 100 if improved) health and also provide some Damage, Radiation, and Energy Weapon resistance.
With 10 Intelligence and 100 Science skill, your shields will have the following stats:
Stronger Shields:
-250 Health Without Upgrade
-500 Health With Upgrade
Weaker Shields:
-100 Health Without Upgrade
-200 Health With Upgrade
Resistances:
-10 Damage Resistance, +5 with upgrade.
-20 Radiation Resistance
-20 Energy Weapon Resistance, +5 with upgrade.
====Installation====
Choose *ONE* of the esp files contained within and place it in your "/Fallout3/Data" folder:
EbonTek.esp: The standard version of the mod. Contains all items as they were intended to be found.
EasyShield.esp: The cheaters version of the mod. The shield generator and its upgrade are moved in front of Vault 101. The EbonTek facility and the unique weapons remain where they are.
MZ-EbonTek.esp: Same as the standard EbonTek, but the Alien-Tech improved shield generator uses Alien shield effects from Mothership Zeta.(Requires Zeta.esm)
MZ-EasyShield: Same as EasyShield, but the improved shield generator uses Alien shield effects from Mothership Zeta.(Requires Zeta.esm)
======Removal======
Drop the X1013:Ward on the ground, or otherwise remove it from your inventory, save your game, then quit and disable the mod.
=====Known Bugs=====
Health remains at 10000+ after shields deactivate (Should be fixed in version 1.1).