About this mod
An energy weapon overhaul you can customise, No .esp slot taken!
For all your Energy Weapon needs!
- Requirements
- Permissions and credits
Within lore Energy Weapons are truly dangerous.
Van Graffs got rich and are able to compete with Gun Runners by selling them.
The Brotherhood of Steel made it their goal to hoard them, because they are "too dangerous" for the people, along with other high tech.
In the Bethesda games.. they kind of suck.
SO THIS MOD (mostly) BUFFS (Mainly Laser and Plasma) ENERGY WEAPONS, along with other tweaks,
AND YOU CAN AT ANY TIME CHANGE BY HOW MUCH!
Why so specific? Buffing ALL the energy weapons equally doesn't feel right, since there are weapons that feel fine, such as the Gauss Rifles or Tesla Canons.
If you wish for an universal buff for all Vanilla and modded Energy Weapons, check out Configurable Energy Weapons Damage (Script Runner)
Also included so far in the Optional section:
Energy Weapon tweaks for Classic Fallout Weapons Remastered
How do you change values and limitations?
If you need help, you can also look at this mod
Energy Weapons have been sorted into (hopefully) easy to find text files depending on damage types, so you can (hopefully) find them fast.
See a number you don't like at a weapon of choice? Change it, or:
delete the whole line. Alternatively:
if you are unsure if you would later like to keep/change something, just add a " ; " in front of the line, just like the weapon names. That line will be skipped.
Not all Weapons got changed, but their EditorID is under their name, so you can do a quick change. EditorID's can be easily found in xEdit
If a mod does a balance change by script, it will override the changes in this mod.
If you wish to upload a change you made under this mods name for easy trackability, go ahead!
You can just upload just the single weapon type text file you made a change in, like in the example in "miscellenous".
Or just make a new Script Runner mod yourself! Good luck!
What are the changes:
Weapon animation buffs changes have been inspired by WFAST
Ammo:
Nerfed all Optimised ammo. Removed their damage buffs
Buffed all Overcharge ammo. Swapped out the x1.25 damage bonus with x1.3 damage bonus from the Optimised ammo.
Electric Weapons:
Goals: Make LAER's feel more different from each other. Make the Arc Welder more useful, it is a weaponised tool to weld after all. No crit? No problem!
LAER's
Buffed spread of both LAER's
Buffed attack speed for LAER and even more for Elijah's advanced LAER
Nerfed Elijah's advanced LAER damage a little bit to 60, to make up for the high attack speed
Reduced skill requirements and value
Arc Welder
Buffed Arc Welder damage to 16, from 6, should make it feel like an electric flamer
Buffed Arc Welder critical damage to 16, from 1, to make use of it's high crit chance. Only electric crit weapon
Changed Arc Welder's critical death effect to the flame explosion of the flame weapons
Reduced weight, skill requirement and strength requirement
Pulse Gun
Reduced skill requirement to 0 and strength to 1, so everyone can use it
Increased value
All Tesla Cannons unchanged
Other Weapons:
Goals: Readjust Holorifle, make fire weapons more distinct, make recharger weapons feel better, make OWB Proton axes more useful
Holorifle
Nerfed Holorifle damage and critical damage to 40, from 80, because for 1 ammo per shot that was awfully high
Buffed Holorifle on-hit damage effect to from 15(3s) to 45(3s), to make up for the nerf
Gauss Rifle
Increased values of the Gauss Rifle and its unique
Recharger Rifle
Buffed damage and critical damage to that of the Recharger Pistol
Reduced weight to 7.5
Increased value
Recharger Pistol
Reduced skill requirement
Reduced weight to 3.5
Increased value
MF Hyperbreeder Alpha
Reduced weight to 4.5
Proton Axe
Buffed damage and critical damage to 55
Buffed critical chance to 2, now the Proton Axe is the high critical chance variant
Proton Inversal Axe
Buffed damage to 60
Buffed critical damage to 80, now the Proton Inversal Axe is the high damage and high crit damage variant
Thrown Proton Axe
Buffed damage and critical damage to 60
Buffed critical chance to 1.5
Thrown Proton Inversal Axe
Buffed damage and critical damage to 70
Flamer
Reduced strength requirement to 5
Cleansing Flame
Buffed damage to 60, over 3 projectiles, dealing 20 damage each
Buffed critical damage to 10, over 3 projectiles that can go to 30
Increased ammo consumption to 3 and max ammo to 120
Nerfed spread
Reduced weight and value
Incinerator
Increased ammo consumption to 3 and max ammo to 120
Increased value
Heavy Incinerator
Increased ammo consumption to 4 and max ammo to 120
Laser Weapons:
Goals: Make laser weapons great again! Most noteably the green lasers, without overshadowing PewPew. Great for crit builds!
The Laser Pistol might still feel bad, so why not make it an automatic weapon with another script runner mod.
Laser Pistol's
Buffed damage and critical damage to 16, in line with other mods
Reduced ammo clip size to 24, in line with other clip sizes
Increased value
PewPew
Buffed weapon animation attack mutiplier, so it pew's faster
Increased weapon skill requirement to 45 and strength requirement to 2
Increased value
Laser Rifle
Buffed damage and critical damage to 33, from 22, along with another buff for the Van Graff version
Buffed weapon animation attack mutiplier, same for the Van Graff version
Increased weapon skill requirement to 35
Increased value
AER14 Prototype
Buffed damage to 70 and critical damage to 88, from 35, Laserrifle Lasersplitter weapon mod cant keep up anymore
Increased weapon skill requirement to 80 and strength requirement to 6, solidifying it as a late game weapon
Increased value
Tri-beam Laser Rifle's
Buffed weapon animation attack mutiplier
Reduced value
Laser RCW
Buffed damage and critical damage to 27, from 15
Increased value
Gatling Laser
Buffed damage and critical damage to 15, from 10
Sprtl-Wood 9700
Buffed damage to 32 and critical damage to 44, from 16
Increased strength requirement to 7, which is just +1 compared to Vanilla
Increased ammo usage to 2 and clip size to 180, that's double, to balance its late game-ness
Increased weight by 1
Reduced value, because the 20000 of GRA is kind of dumb
Plasma Weapons:
Goals: Make plasma weapons great again! Heavy hitters that love to eat ammo. Also great for crit builds!
Plasma Pistol's
Buffed damage to 66, over 6 projectiles, clunky pistol, looks kind of like a pepper box gun, now its a sawed off shotty
Buffed critical damage to 11, with 6 projectiles that's 66, from 33
Nerfed weapon animation attack mutiplier, so it attacks slower
Nerfed spread, so it isn't guarantied you hit all the projectiles on target from range
Reduced ammo clip size to 24, in line with other clip sizes
Increased value
Plasma Defender's
Buffed damage and critical damage to 44, from 38
Buffed critical hit chance to 1.5, in line with other Plasma Weapons
Plasma Rifle
Buffed damage and critical damage to 65, from 47, along with another buff for the Van Graff version
Increased weapon skill requirement to 60 and strength requirement to 5
Increased value
Q-35 Matter Modulator
Buffed damage to 44 and critical damage to 124, from 40 and 62
Increased weapon skill requirement to 40 and strength requirement to 4, if you have the crit chance, its late game
Increased value
Multiplas Rifle
Buffed damage to 150, thats 50 per projectile, from 35
Increased ammo usage to 6, that's double, to differentiate it from the Tri-beam Laser rifle. Better with low crit.
Increased value
Plasma Caster
Buffed damage to 75 and critical damage to 81, from 65, together with another Plasma Caster buff below
Buffed critical hit chance to 1.5, in line with other Plasma Weapons
Increased ammo usage to 2 and clip size to 24, in line with other Plasma Weapons
Increased value
Smithy Special
Buffed critical damage to 43, together with another Plasma Caster buff below
Increased strength requirement to 7, which is just +1 compared to Vanilla
Increased clip size to 24, keeping the 1 ammo per shot
Reduced value, because the 20000 of GRA is kind of dumb
Other:
"Restored" the special explosion of the Plasma Caster projectile.
Buffed the Plasma Caster Explosion's damage from 0 to 30. Felt weird when it didn't damage. (Reason it's not in VGA Effects - Even more Lite)
This means every Plasma Weapon with the Plasma Caster projectile will have +30 damage.
Also included: LAER's electric damage
Late game weapons example (without any perks):
Since this video the Q-35 Matter Modulator had its critical damage buffed from 93 to 124, and its damage buffed from 40 to 44.
Deathclaws vs a Level 1 player character with the (balance) mods:
JSawyer Ultimate Edition
Just Enough Realism
Fallout New Vegas Creatures and Robots Rebalanced
Optional:
Classic Fallout Weapons Remastered Re-balance, so you don't have to bother the mod author any more.
The Vanilla Gauss Rifle changes are meant to be in combination with CFWR - 2mm Base Gauss Rifle Setter, which I will not include in this mod
Changes made mostly to have the classic weapons be in line with the changes made in the main mod
Electric Weapons:
Set Pulse Pistol rounds to 18, ammo consumption still 3
Set Pulse Rifle rounds to 18 and upped ammo consumption to 6 (150 damage per shot IS alot...)
Other Weapons:
Classic Alien Blaser unchanged
Classic Flamethrower unchanged
Classic Gauss Pistol damage and crit damage swapped, damage 40, crit 30
Classic Gauss Pistol damage and crit damage swapped, damage 60, crit 30
Vanilla:Gauss Rifle damage 80, crit damage 60, slower fire rate, ammo consumption of 1
Vanilla:Unique Gauss Rifle damage 90, crit damage 60, slower fire rate, ammo consumption of 1
Laser Weapons:
Classic Laser Pistol crit damage upped to 20
Classic Laser Rifle crit damage upped to 40 (dont forget Laserbeamsplitter weapon mod)
Classic Gatling Laser unchanged
Plasma Weapons:
Classic Plasma Pistol damage and crit damage upped to 40
Plasma Caster inspired Plasma Rifle damage upped to 65, crit damage upped to 81
Classic Plasma Caster unchanged, but it profits from the Plasma Caster projectile change
Miscellaneous:
AER14 Shotgun modification
The only text file included is the Laser Weapons text file.
It is a copy of the Laser Weapon, with only one change. This will overwrite ONLY the Laser Weapons text file.
Change:
AER14:
deals 150 damage per shot, over 6 projectiles, dealing 25 damage each
deals 30 crit damage per projectile, maxing at 180 damage
increased spread to make long range ineffective
increased Weapon Skill Requirement to 100
everything else is the same.
Why? To be used with Classic Fallout Weapons Remastered so that the Classic Wattz 2000 Laser Rifle stays relevant.
My other Mods:
Script Runner Gun Rebalance
Script Runner Effect Enhancements
Script Runner Miscellanous Weapon Buffs or Tweaks
Script Runner Weapon Skill Changes
Script Runner Recipe Changes
Perks and Traits Rebalance mod
That one mod that does some effect integrations from The Frontier that I havent updated to Script Runner yet. Flame me on this until I do.
That one mod that does some effect compatability fixing for EVE that I havent updated to Script Runner yet. Flame me on that until I do.
The amazing Art in the thumbnail was made by:
HaleTungsten
Super talented, check him out!