About this mod
Makes the regular gauss gun and the YCS/186 more realistic. Now for NV and TTW3.
- Requirements
- Permissions and credits
- Changelogs
better stats) and think "WTF!"? Why does Obsidian think a gauss gun is an energy
weapon? It's a projectile weapon, but instead of using combustion to propel the
projectile, electromagnets are used instead. The most common projectile? Nails.
So the gauss gun SHOULD be more like the Nail Gun in Lonesome Road. And that's
what this mod does - it makes the gauss gun and YCS/186 shoot nails.
But what about the electromagnets? Don't they need a charge of some kind, and
won't that charge source run out? Yes, but there's an easy mechanism for that:
the weapon condition. In the case of this mod, the condition is actually the
charge level, and "repairing" the weapon is actually recharging it. The repair
list is the fission battery. I originally used microfusion cells, but I normally
carry hundreds of the things for my energy weapons. Ditto for energy cells, or
even electron charge packs. What DON'T I carry hundreds of? Fission batteries.
They're also more rare and expensive, so that makes recharging the gauss gun
more expensive.
I changed the all the settings to be like the nail gun except for the damage
stats - those are vanilla. So you actually have a weapon worth getting! I gun
down Deathclaws and everything else no trouble with the YCS/186. The vanilla
gauss gun often has that same problem as the Red Glare rocket launcher:
projectiles go through the target without hitting. The modded version works
without a hitch.
NEW FOR V2!
After a bit of feedback, I agreed with a few folks on the need to make our
own ammo rather than just using nails. My thought was that it's basically a
nail with the end cut off, so you can make 2mm "bolts" from nails at the
ammo bench. You can also make 2mm bolts from scrap metal just like you can
make nails, cutting out a step if you're just working from scrap metal. The
bolt has the same stats, but I removed the DT modifier, so it won't cut
through armor as easily as in v1.0. Instead I added a new ammo - flechettes
made from the 2mm bolts at the ammo bench. You're basically cutting a bolt
into five thinner bolts that are fired all at once. The flechettes have a
-6 modifier for DT, but they also do only 90% the damage and have twice the
spread. It's kind of like the relationship between buckshot and slugs in
shotgun shells.
The other main change is removing fission batteries from the repair list.
Instead we now make "recharger packs" at the workbench from ECPs, SECs, or
MFCs. The numbers of each required are all based on the conversion values
when changing from one type of energy cell to another. Now you don't need
to use your precious fission batteries to recharge the gauss gun.
Note that I don't have any new models for this. The 2mm bolt and flechettes
use the nail model, and the recharger pack uses the fission battery model.
If anyone wants to make custom models, that would be appreciated.
The TTW3 version replaces the OA gauss rifle, and places a normal gauss
rifle in the National Guard Armory.
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Requirements:
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Fallout New Vegas
Lonesome Road
TTW3 version requires Tale of Two Wastelands 3.2.x.
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Installation:
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Copy the ESP to your data directory and enable in the mod manager. If you use
WMX, make sure this mod is after WMX or it will be overridden by WMX.
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Un-Installation:
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Delete the ESP from your data directory.
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Known Issues
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The butt of the NV gauss rifle is invisible in 1st person mode for some weird
reason. It's only visible if you change the default FOV. This does not affect the
TTW3 version as the Anchorage gauss rifle looks fine. The models are slightly
different, but I have no idea what the difference is, and I can't just include the
TTW3 gauss rifle in the NV mod since it's using FO3 resources. Either don't
change the FOV, or put up with it until I figure something out.
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Changes:
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1.0 Initial release.
2.0 Changed from nails to bolts and flechettes. Changed from fission batteries
to recharger packs.
2.1 Altered the number of nails made from scrap metal, as well as the number
of 2mm bolts made from scrap metal. Only wastes half the metal instead
of nearly all (50 nails/2mm bolts as opposed to only 5).
2.2 Fixed a few form lists, changed the ammor recipes to require 30 guns for
making nails and 2mm bolts, and 40 guns for making fletchettes. Changed
making scrap metal from cans to repair instead of science.
2.3 TTW: When you pick up a microfusion cell, you get a clip of 2mm and flechettes
for the gauss rifle.
2.3 NV: Includes an optional plugin that adds a gauss rifle to a footlocker in one
of the Goodsprings houses.
2.4 TTW: Corrects the issue of the invisible rifle butt with a wider FOV on NV gauss
rifles by changing the 1st person static model to the Anchorage model. Adds an
optional plugin that adds a gauss rifle to the hollow rock behind Megaton as well
as a footlocker in one of the Goodsprings houses.