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Awesomefied Plasma Rifles
About This Mod
\This time the plural number of "rifles".
What does the porthole on a plasma gun mean? You might think that by looking inside, you'll see more plasma, but... Wrong.
This mod solves this problem by opening the porthole and allowing hot plasma to get into the camera - it works not only with conventional plasma rifles like the original mod for FO3, but also with rifles modernized with magical accelerators and even steeper... Multipla also works with rifles.
They are invisible from most shooting angles, but provide clear screenshots.
Maud also introduces some alpha traits into the muzzle flare and the bullet of all plasma guns. In addition, the magnetic accelerator upgrade looks less bulky, adds the corresponding SightingNode and makes the scope with glowing points brighter.
Also added are unique gear/ungear sounds for affected rifles and SFX electric hissing with cyclic firing sound.
Update v1.1: "Unstable microcells" added, which can only be used with plasma rifles. They can be produced using two recharged MF cells and five standard electronic charge units on the E-weaps50 booth. Try it and see what happens.
v1.1.1:
Mag Accelerator upgrade failed. Reloaded and resized.
v1.1.2:
Missing textures have been collected.
v1.2: Fully redesigned multi-barreled rifle, improved UVW and improved normals detail. We've put together the best parts of a normal plasma rifle and a multi-barreled rifle and reorganized them a little bit. We also removed some unnecessary sections of the grid.
v1.3: Fixed (hopefully) a bug with texture set override in conventional plasma rifle. The multiplus mesh (the new edges of the back cover) and the Q-1 material modulator have also been improved, including the corresponding set of 35th person textures.
v1.31: The iron sights for the Basic and Q35 plasma rifles have been restored. Multiplase barrel assembly size also increased.
v1.32: Updated damage and discharge of ammunition in accordance with official patch v1.2.314.
See the original mod for FO3.
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