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Ogramirad

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Ogramirad

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About this mod

Adds Elijahs Prototype Holorifle.

Permissions and credits
Name: .Elijahs Prototype Holorifle
Date: 07 Jan 12
Category: Weapons
Requirements: Fallout New Vegas, Dead Money DLC, Old World Blues DLC

Author: Ogramirad

Description
===========

Adds Elijahs Prototype Holorifle.

Details
=======

Elijahs Prototype Holorifle Note:

Started work on this Holorifle when I came across some of the Pre-War tech found in this place.

Researching the various weapons frequencies, which are quite touchy because the circuit architecture is so very messy, the de-constructing of them is taking some time.

Used that old Grenade Launcher that I brought with me to this place as a shell to build my prototype around, there are many different and interesting types of technology here that can be combined if I am correct to make something truly unique and quite deadly.

I think that will come in handy with my next destination after I leave this place.

Electron Charge Packs seem to be the best choice for ammunition, for now, due the state that they already exist in the canisters, the key will be focusing that using the Holo-Emitter tech that I have found in the Z-38 lightwave dynamics research building.

Using focus technology from the Laser Assisted Electrical Rifle, Gauss, and AER9 laser rifles, and a very interesting pistol I have found here called a Sonic Emitter.

I have been able to craft a surprisingly deadly rifle, not the most accurate at this point of development, but if I do say so myself, it works quite well.

I was able to use the EMP pulse and force field disrupter technology and incorporate that on a carrier wave frequency attached though the Holo emitter generation chamber, so that when the Holo beam is generated and fired it travels with the initial Holo field projection oval to the target.

Similar to how the sonic frequencies were applied to the carrier wave on that Sonic Emitter pistol.

I am not sure I am happy with that though, I think a tighter combined beam of focused light particles might be a better way to go with future modifications.

I am also not happy with the single shot aspects either, but the power from those Electron Charge packs are what I have to deal with right now, maybe Microfusion Cells will provide more power, I will have to look into that.

The sensor modules and focus lenses seem to be the failure points in this design so far.

But those items are readily available in the many cameras and sensor modules left laying around this place and others through out the Mojave.

Negative feed back from the Electron Combustion Chamber is the culprit.

The beam composition is actually quite interesting, not quite a plasma in its generation, not solely amplified light, more of a combining of those physics do to the combustion of the electrons and how they are then projected though the combined Holo and sonic emitters.

Very unique.

Future Modifications planned:

Reinforced Electron Combustion Chamber: should allow for the use of all Electron charge pack configurations with very little weapons degradation if any.

Recalibrate focus optics: should allow for a more dense beam structure, increasing weapons damage at the target.

Recalibrate the entire Electron Beam path: should allow to take in to account the Reinforced Electron Combustion Chamber, and the Recalibrated focus optics, this will help to minimize and possibly eliminate light refraction along the entire Electron Beam path which will in turn yield a much more accurate projectile spread.

**************************************************************************************************************************************

That is the note to be found with the Holorifle.

There are a couple of ways to go about getting the rifles with all of the mods that work from the Holorifle obtained in Dead Money.

There are mods that allow to you bring your weapons in to the Dead Money DLC, that would allow you to apply those mods to this rifle and use it there.

The other way is for you to buy TWO of each of the mods available from the vending machines of the Sierra Madre and then apply them to the rifle once you get it back when you leave.

There are none of the Holorifle modifications to be found at Big Mountain, the reason being is that he had not made them there yet, but as you can tell from his note that he surely had them in mind.

With the Holorifle of the Sierra Madre, he did indeed switch to Microfusion Cells for ammunition, this allowed him make more power available and give a four shot capacity to that rifle, instead of the single shot that the prototype has.

While playing Dead Money he says, "It is a Holorifle, a weapon I constructed when I arrived... I have since made superior models - and modifications."

He also says, "From Elijah's radio signal - "Wish I... still had that damn Holorifle. Spent forever making it..."

Now you will know why he says that.

The one you receive in the Sierra Madre is just that, an improved version, in many respects but not all, and not the prototype he hastily left at Big Mountain along with various other weapons I am sure he would have loved to have.

And that is because he didn't have all of the hardware that he used to construct the prototype with, such as the Sonic Emitter which gives the EMP damage to the prototype.

The rifles are quite different, even with that being so, you can still clearly see the Sierra Made version of the rifles roots in the prototype.

More evidence of that, is the fact that the modification that you are able to obtain in the Sierra Madre fit perfectly on the prototype, giving it the same benefits it does to the Sierra Madre version.

The file also uses the 1st person textures in place of the third person textures to provide a better looking Holorifle, also included are the meshes for the ECC cell.

Also this Holorifle has been added to all applicable Energy Based Weapons Lists, including Plasma Spaz, as it shares some similarities in design as explained in Elijahs Note.

Also works with all known Energy Based Weapons Perks.

Install
=======

1. Download to a temporary location.

2. Copy files to (install folder) C:\Program Files\Steam\SteamApps\common\fallout new vegas\Data (If that is your directory, if it is not you will have to find it.)

3. Start Fallout New Vegas Launcher, click 'Data Files', verify there is a checkmark beside the PrototypeHolorifle.esp file.

4. Or install it using FOMM

Uninstall
=========

1. Start Fallout New Vegas Launcher, click Data Files, uncheck the .esp file(s).

2. Delete the file associated with the mod.


Incompatibility
===============

None that I know of, as long as the mod requirements are used.

Known Issues or Bugs
====================

None that I know of.

As with any mod, a backup of your save game is suggested.

If you come across any please let me know.

History
=======

1.0 07 Jan 12

1.1 07 Jan 12, Fixed Stupid Mistake. Doh! (See Comments Section)

1.2 18 Jan 12, Updated Holorifle effects data set to more closely resemble the actual Holorifle.

1.3 09 Mar 12, Fixed the issue that was causing the Holorifle not to disable force fields in Big Mt.

Also updated Holorifle reload animations using by permission:

Improved Shotgun - GLauncher - Holorifle Reload Animation by BlutKult
http://www.newvegasnexus.com/downloads/file.php?id=45174

(See Comments Section)

Contact
=======

My contact name is Ogramirad, on the Nexus Forums and the Bethesda Game Studios Forums.

Credits
=======
Bethesda/Obsidian for a Great Game

Tools Used
==========

The Garden of Eden Creation Kit(tm) (GECK) wiki -

http://geck.bethsoft.com/index.php/Main_Page

Readme Format: Lhammonds

Licensing/Legal
===============

You can do whatever you want with *The Work* in this mod- credit would be nice, I know its nothing special but I like it.