EWE Energy Weapons Enhanced... first beta test release! No readme file yet. Please don't repost this elesewhere. (Though I don't mind random people stumbling across this here, I don't want it advertised on nexus or anything yet as this is just the beta test).
EDIT: Updated link, rapidshare instead of megaupload as there was a problem with megaupload.
http://rapidshare.com/files/31215313...ced_beta_1.rar
It comes packaged with a whole load of cool things. The most important is EVE.esm (master file version of EVE) and EWE Energy Weapons Enhanced.esm. If you are scared by all the optional things, ignore them and just use those two. (Be sure to deactive the original EVE.esp file). But if you are an advanced user that wants to try lots of cool things, this is what you'll find included...
EVE.esm: a master file version of EVE. Required.
EWE Energy Weapons Enhanced.esm: the EWE master file. Makes Fallout 3 have a large variety of useful energy weapons, used by NPCs as well as being in containers.
BGE Big Guns Enhanced: a minor little mod that increases rate of fire of miniguns, reduces the damage of flamethrowers but increases the effect of setting a target on fire and increases the range of the flame. I felt big guns needed a little bit of love too. Doesn't actually add any new big guns to the game though, that will come later.
PAE Power Armor Enhanced: gives power armor stats closer to Fallout 1 and 2, including sensible amounts of energy and flame resistances (highly recommended for use with EWE as EWE gives energy weapons a limited amount of armor penetration). WARNING: this will make your game crash if you do not have a UI mod such as Darnified UI, or Abbreivated Effects mod. This is because Fallout 3's vanilla pipboy screen does not have enough room to show more than 5 armor effects, a sixth crashes the game, and PAE makes most power armors have 6 armor effects. Also, PAE makes Enclave armor a bit too useful. In Fallout 2 you couldn't get it till the end of the game (unless you were naughty and snuck into the Enclave base before you were supposed to know about it) but in Fallout 3 you can wear Enclave armor at the same time you can wear Brotherhood armor, and Enclave armor is far superior. This will be fixed in a future version that will have an optional esp file that makes it so that 3/4 of the time Enclave armor is "locked" onto the wearer and impossible to remove.
SEW Supermutant Energy Weapons: Gives supermutants laser rifles, flamethrowers and occasionally a rare plasma rifle, just like in Fallout 1 and 2. They don't have energy weapons skill so they aren't terribly dangerous with them... the damage they do will be similar to what they would normally do with an assault rifle, so it doesn't make supermutants especially more dangerous. EWE already includes fixed supermutant animations (so they can use more types of weapon) and a modified form list that allows supermutants to pick up a variety of weapons, but to actually get the supermutants to come armed with more guns you'll need to activate SEW.
EWE DLC Addon - for use if you have The Pitt and Broken Steel and Point Lookout and Mothership Zeta. You must have ALL of them. (Funnily enough I haven't done anything with Anchorage yet.) Makes the DLC energy weapons have new stats, use EVE and EWE effects, and be on the list of weapons that cause gas explosions or set Harold on fire.
EWE - new crit death test: gives energy weapons the ability to dismbember limbs again! The headache and microwave deaths are now extremely rare "super criticals" that happen to LIVING enemies. Just like the rare instant-death criticals in Fallout 1 and 2. So you zap someone, and while still at half health they fall over, get back up and then their head explodes. No more magical health bars refilling.
EWE - new crit death test for use after Saiden Storm: at last, compatability with Saiden Storm's death effects! Requires you to have the "Stormfront Studios presents" mod installed, specifically you'll need "SS Master File.esm" and "SS Weapon Effects.esp" active in your load order. Now you'll see various cool skeleton effects at the same time as seeing the EVE effects, and many of the deaths will have shrinking ash piles/goo piles rather than piles that remain forever. Also adds some additional purple-tinted disintergration effects for pulse weapons. NOTE: Saiden Storm doesn't allow his scripts to be copied into other mods, instead he insists that mods must use his master file if they want to use the effects. I think I have kept to his conditions, but I will be checking this... depending on what he says this may or may not be made publically available on Nexus.
EWE Esp for use after Saiden Storm esp: This is an esp file version of EWE, if you are using Saiden Storm's effects as well you'll need to have this in your load order after SS Weapon Effects.esp.
EWE Automatic Enclave Plasma.esp: makes the Enclave Plasma Carbine and Enclave Plasma Pistol automatic energy weapons! They have a rate of fire of 6 shots per second, and each shot is half as powerful as the original weapon. And when you fire in VATS mode you fire a 2-round burst (rather than the 3-round bursts done by the normal assault rifles). So each VATS burst is no more or less powerful than the original weapons. In this file the plasma weapons are set to cause dismemberment so EWE Atuatomic Enclave Plasma is best used with "EWE - new crit death test" or "EWE - new crit death test for use after Saiden Storm".
Auto Aim Fix v1.1 - someone's excellent mod that allows sniper weapons to shoot where you actually aim at long range, and gets rid of the xbox-style auto-aiming at close range. I figured I'd bundle this in here so you can try it out and have Wattz 2000 Laser Rifles that are actually useful for sniping. This wont' actually be bundled in the final mod, instead I'll have a link (and I'll have checked who actually made the mod!)
Load order (without "Stormfront Studios presents"):
EVE.esm (you should deactive the original EVE.esp file and use this instead)
EWE Energy Weapons Enhanced.esm
Auto Aim Fix v1.1.esp
EVE Operation Anchorage.esp (totally optional, but makes sense to use if you have Operation Anchorage. Grab the file from the nexus EVE page)
BGE Big Guns Enhanced.esp
SEW Supermutant Energy Weapons.esp
PAE Power Armor Enhanced.esp
PAE The Pitt Addon.esp (if you have The Pitt)
PAE Broken Steel Addon.esp (if you have Broken Steel)
EWE DLC Addon.esp (if you have ALL the official DLCs)
EWE new crit death test.esp (if response to this is positive these changes will be incorporated into standard EWE file)
EWE Automatic Enclave Plasma (only try this if you are also using the above crit death test esp file as well)
Load order (if you have "Stormfront Studios presents"):
SS Master File.esm
EVE.esm (you should deactive the original EVE.esp file and use this instead)
EWE Energy Weapons Enhanced.esm
Auto Aim Fix v1.1.esp
EVE Operation Anchorage.esp (totally optional, but makes sense to use if you have Operation Anchorage. Grab the file from the nexus EVE page)
BGE Big Guns Enhanced.esp
SEW Supermutant Energy Weapons.esp
PAE Power Armor Enhanced.esp
PAE The Pitt Addon.esp (if you have The Pitt)
PAE Broken Steel Addon.esp (if you have Broken Steel)
EWE DLC Addon.esp (if you have ALL the official DLCs)
SS Weapon Effects
EWE Energy Weapons Enhanced.esp (esp file version of EWE to overwrite some things that SS Weapons Effects would otherwise change)
EWE new crit death test with saiden storm.esp
EWE Automatic Enclave Plasma
Right... I hope that all made sense. Lol.