0 of 0

File information

Last updated

Original upload

Created by

Cerepol

Uploaded by

Cerepol

Virus scan

Safe to use

Tags for this mod

About this mod

This is a mod which rebalances and redoes the Alien weapons from Zeta to be more in line with the Alien Blaster (though not quite as powerful) - Also allows trading for Ammo, Epoxy, IFS and Biogel

Permissions and credits
Alien Weapons Redone
by Cerepol

Description:
This is a mod which rebalances and redoes the Alien weapons from Zeta to be more in line with the Alien Blaster (though not quite as powerful)

Install:
Just extract the 2 files to Fallout 3/Data

Compatibility: Should not cause much compatbility issues, The only thing this changes from vanilla is the weapons damage and a few projectiles/explosions.


What it actually does:
Basically here's a breakdown of the changes

Changelog - v1.6: Fixed another bug through dialogue, also upped Captain's Sidearm damage to meet that of the other Blasters.

Changelog - v1.5: Fixed a bug that popped up due to 1.4 with alien's deaths

Changelog - v1.4: Removed Aliens from using Player-only weapons fully.

Changelog - v1.3: Fixes the Death items, should now function properly.

Changelog - v1.2: Now a barter menu instead of dialogue trading, old version is still around and may get updated for those who prefer it.

Changelog - v1.1: Fixed Aliens having player only weaponry, however I still need to fix the death items as it is bugged right now.

Changelog - v1.0: Changed Weapons, and added inertia fields, dialogue through Elliot Tercorien allows for buying ISF, Ammo and Epoxy + Biogel.


Weapon Changes:

-Shock Baton slight increase in power, increased crit power, added a slight fire delay range

-Electro-Suppressor lowered damage, rose crit rate and crit damage, still has knockdown effect and now has shock effect again. this weapon
thrives on crits, works wonderfully with Ninja and sneak attacks.

- Captain's Sidearm: Revamped to fit a thematic line between the 3 alien blasters. Now has a cold effect and can freeze enemies, Also the death effect has been changed to fit. The gun now uses Alien Power Cells as it IS an Alien Blaster.

-Paulson's Revolver: Now the brother to Blackhawk, has much smaller spread among bullets and larger Range, Does 7 more base damage but crit mult is 1/2 of Blackhawk and also has lower Health, requires slightly more AP to use in VATS but is a worthy Sniper Pistol

- Atomizer: Increased in damage to outperform nearly all pistols to 60 Damage, 0 spread was left

- Atomic Pulverizer: Damage raised to 58.

- Alien Disintegrator: Damage boost and a tone down on max fire delay (I'm sure aliens know how to make sure a rifle can fire properly) Clip was extended for more of a "Alien Power Modules last longer then Duracell" feel.

- Destabilizer: I wasn't quite sure what to do with, since originally it come out to do terrible damage because it was an automatic. I redid it similar to the Disintegrator but tweaked a bit so it acts more like a "Destabilizer" It has a 60% chance on to cripple a random body part.

- Drone Cannon:Same projectile except it now explodes on impact. The way the Drone Cannon's explosion and damage worked was that the Explosion worked and the Damage didn't (Very few times where it would actually trigger properly and do the right damage) I have increased the explosion damage to compensate and when the actual damage hits (for the 1/50 chance I've seen so far) it is "crit-like. The Drone Cannon will now feel powerful again. Increased it to you 3 Power Modules, however it is still a one shot launcher.

- Drone Cannon Ex-B: Modified to fire as a missle (such as the actual AI Drones fire). Same deal as the non-unique version for damage.

- Inertia Suppression Field: Consumable that gives Damage Reduction based on the PC's level and lasts 10 minutes. 1-4 = 0 DR, 5-9 = 10 DR, 10-14 = 20 DR, 15-19 = 30 DR, 20-24 = 40DR, 25-29 = 45DR, 30 = 50DR, these are availible for 500 caps from Elliot Tercorien up in the Mothership. *I would like some feedback on this device as to how powerful it is early on and if it is too expensive too cheap to powerful, lasts too long, etc.


Other Changes - BM: Extra items and ammo are availible through the Intercom beside the Workbench (literally on the right side of it). This keeps prices about the same for Ammo but raises it for Epoxy and Biogel. However it allows for trading with items as well as caps instead of just caps. Finds a fresh 500 cells and modules every 3 days. Also sells Inertia Fields (very powerful and lasts pretty long)

Credits: #fallout-wikia on irc.freenode.net for the help and input on specific changes.