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neeher for the mod and Tomes2789 for the patch and xEighteen for the idea

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Tomes2789

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About this mod

This patch will change neeher's amazing Stealth Blaster to actually be an energy weapon, do energy damage in addition to its ballistic damage, and be flagged as an energy weapon by the game (including disintegration kills, etc.). In addition, this mod also silences the weapon by default.

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TL;DR: Adds 32 points base energy damage, silences the blaster , and flags the blaster as an energy weapon

DESCRIPTION: I (like so many others) absolutely love neeher's outstanding Select Blaster, but it always bugged me that despite being a "blaster," it was a purely ballistic weapon doing no energy damage. This is despite clearly being described as an "energy weapon," taking fusion cell ammo, and shooting energy beams.

As such, I have made this patch that alters some aspects of the gun, while doing as little as possible to mess with neeher's work.

This patch modifies the keywords to add the "WeaponTypeLaser [KYWD:00092A84]" and "modskill_EnergyGuns [KYWD:000D192C]," while also adding a static base 32 points of energy damage (obviously will be more in-game depending on your chosen perks). The damage modifications for this weapon will still affect only the ballistic damage, but now you have a solid energy damage base and the weapon is "officially" an energy weapon.

Further, I've made it so that it has the laser crit flags, meaning that you have the chance to disintegrate enemies on death, just like all other laser weapons.

IN ADDITION, this mod also SILENCES the weapon by default, with no mods/attachments needed. This is based on my personal view that a laser weapon would be a silent weapon, as it is shooting light. I changed the weapon's sound from "Loud" (which, again, to me, makes no sense and unnecessarily nerfs the gun for stealth characters) to "Silent." If and when Dak makes silencer attachments for this weapon, I'd remove this feature, but that's above my paygrade, so this is my workaround!

WHY NOT JUST MAKE IT COMPLETELY ENERGY?: In order to do this, I would have had to highly modify a ton of the object modifications, etc., and it would have involved really messing with neeher's work versus just making some relatively-simple-but-wonderfully-altering patch edits. This mod is meant to mess with as little as possible with neeher's mod, so I stuck with allowing the weapon mods to affect ballistic damage (as they do in the original mod) while giving a nice energy damage base to play with.

ESL-FLAGGED: As a bonus, it's also an ESL-Flagged ESP, so it will not no longer take up a slot in your load order.

INSTALLATION: Requires neeher's "Select Blaster" mod, or this will do NOTHING. YOU MUST MUST MUST USE THE "FULL ESP" VERISON OF NEEHER'S MOD!!!!!!!! Simply overwrite his mod with my ESP in your mod manager (as always, recommend using MO2 for the sake of all humanity)

ISSUES: This mod will apply the base 32 energy damage to ALL VERSIONS of the Select Blaster, INCLUDNING THE SYRINGER AND TRANQUILIZER VERSIONS!! I at this time am unable to avoid this, so if you choose to use the Syringer or Tranquilizer versions, there will be that base 32 energy damage with the 1-2 ballistic damage present there. Will this be enough to kill any enemies? Very unlikely, but it's there.

In addition, the gun may not play nice with the game's item sorting system, but these issues are often present in the main version of the mod due to its unique INNR. I highly recommend using FallUI - Workbench, which allows you to adjust/change weapon categories/flags/icons on the fly in the workbench, thus alleviating any possible issues like this.


CREDIT: Thank you to neeher for his amazing mod, and for giving me permission to upload this patch!! Also credit to xEighteen's own patch on the Nexus (which I have never used, but which, when I saw it, gave me the idea to make this patch that simplified a lot of his changes).

Enjoy!