About this mod
This mod makes the Meltdown perk function more akin to the way Obsidian originally intended it.
- Requirements
- Permissions and credits
- Donations

Lore //The Meltdown perk was seemingly supposed to affect plasma weapons only; they're higher-tier in Fallout lore.
o In the Vault Boy picture for the Meltdown perk, the weapon used is the Plasma Defender. Coincidence? I think not!
o The in-game loading screen says the perk affects laser and plasma weapons only, yet all Energy Weapons trigger the meltdown. Huh?
o Why are green plasmatic explosion effects chosen for this perk if it affects all energy weapons?
Game Design //Plasma vs Laser
o The perk 'Laser Commander' is an upper-tier perk for laser builds. Plasma builds have no alternative to this, but Meltdown could have been that alternative.
o 'Plasma Spaz' is the only plasma-based perk and it isn't too exciting.
o With this mod there can be more of a distinction between whether your character is a plasma or laser user.
Gameplay //What the mod does
o The Meltdown perk has been revised to allow you to craft 'Meltdown Cells' (MFC & SEC, not ECP) mainly to be used with plasma weapons.
o Targets killed by Meltdown Cells from plasma weapons always gooify and always trigger the Meltdown explosion.
o If target is already dead, Meltdown Cells do not trigger the Meltdown explosion but will always gooify.
o Critical hit chance is totally unaffected by this mod.
o When used with non-plasma weaponry, Meltdown Cells are prone to cause operational failure and do not trigger the Meltdown explosion.
Further Details //
o Meltdown's requirements have been changed from:
o 90 Energy Weapons to 90 Science. This was done to make Meltdown match the vanilla scheme of energy weapon ammo crafting as the power is now not in the perk but in the ammo the perk allows you to craft.
o Meltdown Cells require two Max Charge cells to craft one Meltdown Cell.
o Meltdown Cells are balanced according to the other existing types of Energy Ammo and their vanilla effects. Here's a breakdown:
o Regular: 2 Damage Threshold Bypass
o Overcharge: 5 Damage Threshold Bypass, 25% more damage, 50% increased weapon degradation
o Optimized: 5 Damage Threshold Bypass, 30% more damage, 10% increased weapon degradation
o Max Charge: 10 Damage Threshold Bypass, 50% more damage, 250% increased weapon degradation
o Meltdown: 15 Damage Threshold Bypass, 75% more damage, 300% increased weapon degradation
o Meltdown (used in non-plasma weapon): 15 Damage Threshold Bypass, 75% more damage, 500% increased weapon degradation
o NPC Behavior:
o Characters other than the player will NOT trigger the Meltdown Explosion when killing targets.
o Characters other than the player WILL always gooify targets when using Meltdown Cells with plasma weapons.
Requirements & Installation //
Compatibility //
If anything in this mod isn't working correctly, it's likely that it's because another mod is messing with the following FormLists and you didn't make a patch:
- This mod references the "PlasmaSpazWeaponList" FormList. This Vanilla FormList is how the game is able to tell if the weapon you're using is considered "Plasma" or not. This FormList is *referenced* but it is not *modified* by this mod.
EXAMPLE: If you're using a mod that adds in a custom plasma weapon: if that mod author did not put that weapon in the "PlasmaSpazWeaponList," it won't trigger Meltdown even if you're using Meltdown Cells. This is an oversight on the part of any mod author who made a plasma weapon and didn't put it in the "PlasmaSpazWeaponList."
- This mod also modifies the vanilla FormLists "AmmoListSmallEnergyCell" and "AmmoListMicroFusionCell" in order to actually add Meltdown Cells as a usable ammo. If you're also using some other mod that modifies these ammo lists, you will have to make a Patch.
- And lastly, don't use this mod with any other mod that alters the Meltdown Perk unless you know what you're doing.
- Open up this mod and all the mods you're using in fnvEdit.
- Open up this mod's references on the left-hand side and manually check them. When viewing "AmmoListSmallEnergyCell," "AmmoListMicroFusionCell" or the Meltdown perk, see if fnvEdit tells you if any other mod you have is also modifying these same things.
- If anything is conflicting (modifies/affects the same thing and introduces undesired outcome/effects), simply make a patch using fnvEdit. If you don't know how to make a simple patch in fnvEdit you can search how to do it and you should quickly find out how. Feel free to ask any questions if you require more help.
Thanks //
Thank You for checking out my mods!
Your endorsement really helps!
Special Thanks //
o Nehred