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Lightsabers
About This Mod
Content.
Added a new weapon - a prototype light sword. Red, green, blue, azure (blue rather than blue), yellow, orange, purple, blue, and silver (white).
The blades are very strong compared to the objects from the vanilla game. (However, they are not indestructible and wear out over time. Electronics and optics can overheat or wear over time, but this will take a long time.
Basic damage is high, fast enough, the Critical Damage Bonus is +100% instead of +50%, he has twice the Critical Chance, and he deals double damage to his limbs (after all, cutting off his hands is an SW specialization). It's not a cheat weapon. Well, to some extent. The double blade is slower than the one-handed blade, but it deals more damage per hit, so they have almost the same DPS.
Of course, everyone has their own ideas about the balance and design of the game, and there are other mods that increase or reduce the damage of other weapons. If you don't like my values, you can open them in FOMM or GECK and set whatever damage value you need.
You can also fix them with laser guns, laser rifles and other lightsabers. Honestly, in terrestrial technology there is no "right" way to repair such things. They have to be repaired by combining parts from other energy weapons.
In version 1.04, the scripts added the following to this list
- Retention weapons (casino guards will think you have a flashlight on your belt).
- Energy weapons (obvious)
- Laser Commander (blade of a light sword with a very short laser beam).
- Professional Pen (a Sith Assassin stealth attack with it should do a lot of harm)
- Melee weapons (used in the Super Slam pen)
- VATS melee weapons (not used, I think).
Note 1: I know that my sound sucks, but I'm going to do my best and not steal sounds from other people's works (such as the sounds of LucasArts) for distribution. But if you're really worried about it, I've got a FO3 mod in my fashion that replaces the sounds with better quality, and it should work in the New Vegas version.
Note 2: The arms are anodized. They don't have to be steel. It should not withstand huge loads, and aluminum better dissipates heat. In other words, aluminum does not rust.
Note 3: Yes, this is not a canon. Nor are these "Star Wars."
Note 4: The double-edged saber has a slightly too large handle, but this is necessary for Fallout animation with two hands. For starters, both hands are significantly apart, and the right hand takes about half a step forward in third-person parry animation. If the hilt were shorter, the right hand would have to grab the cutting beam while parrying from the third person, which would mean losing a finger. In other words, it looks very stupid. In any case, the correct pole-saber animation is impossible, so the pole-saber handle has to be adjusted to the existing animation.
Note 5: When equipping and unequipping two-handed melee weapons, including double swords of light, it appears that there is no sound of gear/unequipping. We don't know how to solve this problem.
How to get.
Method 1: Novak "No Bark" was found in an alien ship crash long ago. If it hadn't crashed in the crash, it would have looked like this. Burke hid it in a small safe in his room. So far, he has been ignored. Honestly, what could be valuable there, in the mind of a madman? Besides, it's locked.
Yeah, behind a barricade with two dummies, right next to Norburk's bed. He must not be missed.
Meanwhile, Norberg himself, as befitting an unfortunate brain-damaged man, forgot about the safe's existence. He lost the key long ago. Don't ask him.
The safe is locked. Otherwise, someone would have looked inside before you. But it's a very simple lock, so there shouldn't be any problems, even if you haven't acquired the skills of breaking locks.
You're also technically robbing No Bark. Welcome to the dark side. There are cookies. Poor Crazy Guy doesn't mind, so you won't have to steal it, but you'll lose a few points of karma for stealing.
By the way, if you ask where Novak is, don't worry, you will be sent there at the beginning of the main mission. You really won't miss it. However, at the beginning of the game you may have to play for a few hours without a lightsaber. In addition, the No Bark hut is marked on the local PipBoy map, so you will not miss it.
Method 2: If for some reason you fail, use the console to give yourself a single blade sword:
- 'player.additem xxeff34d 1' = Red Beam Sword.
- 'player.additem xxeff34e 1' = green lightsaber
- player.additem xxeff34f 1' = blue lightsaber
- player.additem xxeff34a 1" = yellow lightsaber
- player.additem xxeff34b 1" = purple lightsaber
- player.additem xxeff34c 1" = blue lightsaber
- 'player.additem xxeff349 1' = silver (white) lightsaber
- 'player.additem xxeff348 1' = orange lightsaber
- 'player.additem xxeff347 1' = dark blue lightsaber
And for a double-bladed sword.
- 'player.additem xxeff35d 1' = Red Pole Sword
- 'player.additem xxeff35e 1' = green polar sword
- 'player.additem xxeff35f 1' = Blue Pole Guard
- player.additem xxeff35a 1' = yellow post guard
- player.additem xxeff35b 1" = purple pole guard
- player.additem xxeff35c 1" = blue pole guard
- player.additem xxeff359 1" = silver (white) pole protector
- 'player.additem xxeff358 1' = orange pole protector
- 'player.additem xxeff357 1' = Azure Pole Defender
Here xx is the HEX number of the mod in the list, counting from 0 as specified in FOMM. So, if this mod is listed as number 5, you can type 'player.additem 05eff34d 1' to get the red sword; if it is listed as number 12, you can type 'player.additem 0ceff34d 1'. Yes, it's a little troublesome, but think positively.
How to install
Extract the archive into the Data folder under the directory. Select it from the list of plugin files in the launcher.
How to delete
Delete the .esp files in the Data folder.
Remove the LSaber1 directory in the Datameshes, Datatextures, and Soundfxwpn directories.
Conflicts.
There are no conflicts, except for other mods that modify the same cell.
License.
I'm putting it in the public domain, which means you can do whatever you want with it. You can give it to sellers, give it to private followers, change it, you can call it.
If you want to refer to sources where they should be listed, of course I appreciate it, but if you don't, so be it. I'm not going to go after anyone because their non-canonical grips look like mine.
Version History
1.0:
- First release of NV (equivalent to beta version 0.9 of Fallout 3)
1.01:
- Added power attack and VATS-attack "Back Slash" (requires 50 skills like others).
- Added a sound effect when locking.
- Same range as other one-handed melee weapons (not sure what melee weapons are used for)
1.02:
- Fixed a set of impulse data, which turned out to have changed since Fallout 3.
- Finally, it is possible to play sounds of inactivity. I hope they're soft enough not to be too annoying.
1.03:
- Added light blue and orange swords.
- Added double swords.
- Completely new neck.
1.04:
- Fixed the absence of bark door names in English.
'If for some strange reason you need many lightsabers, the container has now been revived
- Repair list changed to include other lightsabers
- Added retaining weapons (casino guards will think you have a flashlight on your belt)
- Added energy weapons (of course)
- Added laser commander (the blade of the light sword turns into a very short laser beam)
- Added to his professional advantage (Sith Assassin stealth attack with this weapon should be quite painful)
- Added to melee weapons (used in Super Slam advantage)
- VATS added to melee weapons (I think not used).
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