About this mod
The trusty sidearm of the Republic's clone soldiers is now yours to pew-pew across the Commonwealth!
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DC-17 Blaster Pistol
Description
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A common sight in the hands of the Republic's clone soldiers, alongside its big brother the DC-15a, the DC-17 was a standard issue heavy sidearm for close quarters engagements or a fallback in case General Grievous sat on your DC-15a. Boasting a fast firing rate, stun capability and enough punch to blast the arms and legs off a Separatist B1 battle droid like a crash test dummy, the DC-17 was as much a workhorse as its larger brethren and favored by many elite troops, Captain Rex among the most well-known.
And now at last you too can bring this rugged little powerhouse along with you on your adventures throughout the Commonwealth! The DC-17 does a base 40 in both physical and energy damage, but also does extra damage to robots with a chance to stagger them. Unlike the DC-15a, however, this isn't tied to a Legendary modification, so other Legendary mods can be applied to the pistol if you have a mod that permits that (like ECO). Along with that, the DC-17 comes with:
5 Receiver mods
3 Sights mods
4 Magazine mods
2 Barrel mods
3 Grip mods
2 Setting mods
And, as always, custom assets and sounds!
The DC-17 can be set between Stun or Kill, and can be switched between the two at a workbench, but it can also be switched between the two settings on the fly! Much like my Star Trek phaser mod, when the DC-17 is first equipped you'll get an item in your Aid category labeled DC-17 - Change Setting. Using this either within the inventory or by assigning it to a hotkey will switch the DC-17 between Stun and Kill at your leisure, so if you have a need to stun some idiot Raiders, or Marcy, you can just hit the switch and be on your merry stunning way!
The DC-17 itself can be found in the Electrical Hobbyist Club cellar, east of the Mass Fusion Disposal Site. Once you obtain it, you'll be able to craft copies of the DC-17 at a chem station, under Utility, but you'll need the Science 2 perk and material requirements, of course.
With the optional Dual DC-17 addon (which requires the Juger Pistols mod to be installed, since it piggybacks on it for the animations), you can now make like Captain Rex and waste Synths in style with a pair of DC-17s! To do so you'll need to first install the Dual DC-17 Addon plugin (found under Optional Files on the file page), then make sure you have two of the pistols, either the one you get in the Hobbyist Club cellar plus one crafted at the chem station, or two crafted at the chem station (or two of the Hobbyist Club pistol, but that's unlikely to happen without cheating). With the two pistols you can then go to the Chem Station and craft the Dual DC-17 (under Utility). For all intents and purposes the Dual DC-17 behaves the same as the single one, and has just about the same modification options, but it's a little more powerful. The Dual DC-17 can of course be converted back into two single pistols, though in both cases you'll lose whatever attachments you've applied to the pistol (hence I recommend keeping the Hobbyist Club pistol and crafting two copies to use for Double Trouble funtimes.)
The armor my character's wearing in the screenshots is EvTital's Gunner Operator
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Pictures that Move
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Installation
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Download manually or with a mod manager, i.e. Vortex or MO2. If installing manually, extract the files from the zip into your Data folder, then activate the mod either from the in-game mods menu or via a mod manager. If you're on VR or a game version older than 1.10.162, download and install the main file first, then install the compatible plugin provided under Optional Files in the Files Tab.
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Deinstallation
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Deactivate the mod from the in-game mods menu or from whatever mod manager you may use. Delete the esp and BA2 files from your Data folder after doing so if you want to clean it out completely.
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Compatability
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The DC-17 is rigged onto Deliverer animations, and so will inherit any animation replacers for it. As a weapon mod it'll get along fine with the majority of mods, but there may be soft conflicts with mods that changes the interior of the Hobbyist Club basement cell, such as the CC mod Neon Flats.
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Known Issues
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The gun will disappear briefly and then be brought back up into a ready position when you change the setting outside of your inventory screen. This is just a quirk of adding and removing weapon mods via script, so there isn't anything I can really do about it.