Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Keukotis

Uploaded by

Keukotis

Virus scan

Safe to use

Tags for this mod

About this mod

Missed out on a preorder pack? That\'s not fair, you still bought the game.

Permissions and credits
Changelogs
Description
The preorder packs added cool weapons and armor with unique appearances. However, not everyone got a preorder pack, and none of them covered Energy Weapons users. This is meant as a replacement for them, and is done in their same style. I had originally planned on making more of these for other weapon styles, but then I got lazy and stopped caring, so the Scientist Pack is all that's available.


Pack Contents:
This represents the Courier's past as a scientist. The Quickcharger Rifle has a faster charge than a normal Recharger Rifle, and the Weapons Research Labcoat has been reinforced against energy weapons. It also includes 2 Super Stimpaks and 3 Rad-Aways.


Install:
Unzip the files into your Data folder. My data folder is located in C:/Program Files (x86)/Steam/steamapps/common/fallout new vegas/ and I'd imagine yours is something similar.

Included are two ESP files. Use only one. If you use Weapon Mods Expanded, then activate that ESP using either the game's launcher or Fallout Mod Manager and just delete the normal ESP. Otherwise, delete the WMX version use the normal ESP. This includes no resources from WMX, so you must have WMX for that version to work correctly.


Conflicts
This adds mostly new files, with just a few tiny edits to existing files. The weapon is added to the list for the beam challenge and to the list for Laser Commander, and this also includes a fix to Laser Commander, which previously did not affect the normal Recharger Rifle and Pistol. If you have any other mods that change those files, you will need to merge the mods using Fallout: New Vegas Edit or manually using the GECK. Otherwise, whichever of the two mods is last in load order will simply override the other.


Specifics:
For those who care about the details:

Quickcharger Rifle compares to the basic Recharger Rifle as follows:
Clearer appearance with red, unchipped paint
Damage 15 from 12
Critical damage 15 from 12
Recharges 1 ammo/half second from 1 ammo/second
Increased health 280 from 200
Increased value 450 from 250
All other values identical to Recharger Rifle

Weapons Research Labcoat has the following:
Cleaner version of scientist labcoat with a red shirt underneath
3 DT
Weight 2 (Light)
Health 200 (repairs with labcoats)
20% Energy Resistance (Hidden*)
20% Fire Resistance (Hidden*)

*These show up in active effects and do work correctly, but do not appear on the armor. I hid them because it made for a long effect description.


As a note, in the WMX version, if you apply any weapon modification to the weapon, its world model will revert to using the normal recharger rifle appearance. There is nothing I can do, and I'm not kidding (regardless of what my last name may imply). The issue is that unless I set the .esp file from WMX to be a master, it won't work properly and won't allow the new modifications. However, upon setting the master, it strips away my new textures and pisses me off. This will only affect the weapon's world model, so it will always look correct in both first and third-person view when you have it equipped. This means it's not really a big deal, but it still makes me angry and confuses me a little about why it's doing that.