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Old 11-24-2009, 03:34 PM   #176
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If such a weapon is made...this would be a wonder to behold. Of course, the plasma weapons does get a plasma gatling in FOOK, but plasma thrower...what a wonderful weapon...though I did though the flamer was bit on the "less useful" category of weapons for me, a plasma thrower might change my perspective about that. I would love to see the projectile of that weapon...at least be as magnificent than that pillar of erupted plasma in that screen shot.

Your Evil Twin:

Well, since you are doing the Energy Weapon Enhancement and such, would u consider giving it some perks as well? I mean shotgun has their "shotgun diplomacy" perk (wasn't really put into game, but it resurfaces in some mods) and big guns get their enhancements...In FOOK, small guns and big guns' are pretty easily effected by the original perks...I still don't think there are enough for energy weapons. perhaps even one that gives it more chance to have Judgement Fray as critical when using pulse weapons?
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Old 11-24-2009, 03:59 PM   #177
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Quote:
Originally Posted by waileukwu View Post
If such a weapon is made...this would be a wonder to behold. Of course, the plasma weapons does get a plasma gatling in FOOK, . . .
Lolz
thanks for making me smile this week.
but NO, i don't recognize "plasma gatling" as a valid weapon. I dont recognize it as anything really. Its just an over-powered gatling with "glowy barrels" that fires standard plasma projectiles with standard sounds and a standard muzzleflash. *yawn* Just seems too incredibly basic and unimaginative.

At this point the "plasma thrower" is not a matter of "if", but rather a matter of WHEN. I'm not a 3D modeler by any standards, but im puting my heart and soul (though frigid, blackened, and microscopic) into the mesh and textures and everything surrounding this weapon. I'm proud to say ALL animations are working! one hand holster, 2 hand grasp, and most importantly, the reload animation is quite flawless! Yeah I'm going to emulate that Star Trek screenshot as closely as possible when working on the projectile. I'm not worried about the projectile actually, should be a snap for me. What im worried about is the actor effects. I've got to develop a "plasma burn" effect. Like very quick wisps that dont expand as much as fire/flame. BTW, i've got a total wicked Critical Kill lined up for this already. ur not gonna believe it. Skykappa and I joined forces for this one hehe.
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Old 11-24-2009, 05:21 PM   #178
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Quote:
Originally Posted by weijiesen View Post
Lolz
thanks for making me smile this week.
but NO, i don't recognize "plasma gatling" as a valid weapon. I dont recognize it as anything really. Its just an over-powered gatling with "glowy barrels" that fires standard plasma projectiles with standard sounds and a standard muzzleflash. *yawn* Just seems too incredibly basic and unimaginative.
So remake it!
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Old 11-24-2009, 11:03 PM   #179
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Can someone please help me with fixing the stealthboy/stimpak issue with the pipboy?

Edit: never mind, I figured it out.

Last edited by deathtard; 11-24-2009 at 11:39 PM.
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Old 11-25-2009, 01:34 AM   #180
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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.

Last edited by your evil twin; 11-25-2009 at 11:26 PM.
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Old 11-25-2009, 02:28 AM   #181
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Great news evil twin! I will be downloading soon.
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Old 11-25-2009, 04:36 PM   #182
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Thats what I mean (zoom the image):

1.5 seconds charge, and a whole MF away!
EDIT: Evil, your MEGAUPLOAD link is correct, but the fie is temporaly unavaliable...

Last edited by Mr. Mister; 11-25-2009 at 04:45 PM.
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Old 11-25-2009, 06:16 PM   #183
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Ok damn that's weird. I'll try rapidshare instead. I prefer megaupload, but I don't want to risk megaupload again in case it has the same result!
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Old 11-25-2009, 06:44 PM   #184
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Here's the rapidshare link.

http://rapidshare.com/files/31215313...ced_beta_1.rar
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Old 11-26-2009, 05:37 PM   #185
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thankyou! Megaupload never worked for me because "service tempory unavailable in your area".

Though doesn't FOOK kind of cover some of the small addon's you included as well? Like the PAE...they have the power armor destroyed or something like it, where power armor can be destroyed if the attack is much too high.

Mr. Mister:

I kind of fail to see what you are pointing out, but isn't htat a scren shot from the Winchester Plasma rifle version 2?
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Old 11-26-2009, 06:15 PM   #186
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Yeah, it is. I'm not a modder, I onl have the idea, not the hability.
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Old 11-26-2009, 11:54 PM   #187
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Quote:
Originally Posted by waileukwu View Post
thankyou! Megaupload never worked for me because "service tempory unavailable in your area".

Though doesn't FOOK kind of cover some of the small addon's you included as well? Like the PAE...they have the power armor destroyed or something like it, where power armor can be destroyed if the attack is much too high.
It probably does... those small addons are intended for the people that are not using FOOK. Like myself! I don't play using FOOK. The reason I've released my test version of EWE here is that this is where weijesen releases the test versions of EVE. And EWE is essentially "EVE Plus".

Yeah if you are using FOOK you probably don't want to use Power Armor Enhanced or Big Guns Enhanced.

Also... you could get some weird combinations of weapons since I think FOOK already includes P94 plasma rifles and YK42B pulse rifles. I don't know if FOOK puts them in the plasma rifle levelled lists (like me) or if it has seperate levelled lists and directly gives pulse rifles to Enclave soldiers. If the latter, you might be able to pick up two different types of pulse rifle, one from FOOK and one from EWE.

Quote:
I kind of fail to see what you are pointing out, but isn't htat a scren shot from the Winchester Plasma rifle version 2?
Yeah he was suggesting there could be a great big plasma cannon where the three blades spin round and it fires a powerful plasma blast. I myself had considered putting Daishi's P94 plasma rifle into the game as a plasma cannon, but I think weijiesen's "plasma thrower" is a more interesting idea for a plasma big gun.

Last edited by your evil twin; 11-27-2009 at 02:11 AM.
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Old 11-27-2009, 01:30 PM   #188
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Quote:
Originally Posted by your evil twin View Post
Yeah if you are using FOOK you probably don't want to use Power Armor Enhanced or Big Guns Enhanced.
What I can't understand is why you don't have an orange nickname.
Well, certainly it would be much better if FOOK just implements, if you don't want your mod to be fully included, at least using the sames leveled lists than you. And, of course, using the non-ext. cap model for normal Watzz Rifles! (Except for the WatzzWazerWifle, what a strange name).

I would like to nkow 2 things:
1-Are your file's content meant so if I put them in my data folder, I will use your modified textures for something? I want!
2-When EWE were finalized, we made a celebration with raider Stewe and bla, bla, bla... Would you give permision to be translated in a only .esp/esm release(so downloading your resources is still necessary)? I know a spanish-players clan whose reall like to translate mods, specially if they make FO3 closer to 1 and 2. Maybe, those days you have seen lots of spanish translations on the nexus.
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Old 11-27-2009, 02:33 PM   #189
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Thanks for EWE!
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Old 11-27-2009, 11:21 PM   #190
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Quote:
Originally Posted by Mr. Mister View Post
What I can't understand is why you don't have an orange nickname.
Well, certainly it would be much better if FOOK just implements, if you don't want your mod to be fully included, at least using the sames leveled lists than you. And, of course, using the non-ext. cap model for normal Watzz Rifles! (Except for the WatzzWazerWifle, what a strange name).
I have no problem with FOOK fully implimented EWE. It's just not something that I've done myself! First I make the normal version for people that are playing normal Fallout 3 with only a few mods, then I make versions that are compatible with massive mods like FOOK.

Quote:
I would like to nkow 2 things:
1-Are your file's content meant so if I put them in my data folder, I will use your modified textures for something? I want!
2-When EWE were finalized, we made a celebration with raider Stewe and bla, bla, bla... Would you give permision to be translated in a only .esp/esm release(so downloading your resources is still necessary)? I know a spanish-players clan whose reall like to translate mods, specially if they make FO3 closer to 1 and 2. Maybe, those days you have seen lots of spanish translations on the nexus.
1 - Yeah the idea is that you put everything in your data folder. The meshes and textures are intended to overwrite the meshes and textures that come with EVE. Of course if you are using the FOOK version of EVE then perhaps the EVE meshes and textures go somewhere slightly different. But yeah, copy everything into your data folder and then try playing, you'll see laser pistols and laser rifles and plasma pistols and plasma rifles with my altered textures. I don't know if they are necessarily better than weijesen's, they are merely different, they look closer to what I think the weapons should look like, in my own head.

2- A version of EWE with the esm/esp files translated into spanish sounds great! I give permission.
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Old 11-28-2009, 08:30 AM   #191
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Quote:
Originally Posted by your evil twin View Post
2- A version of EWE with the esm/esp files translated into spanish sounds great! I give permission.
Ok, if you agree, I will notice the translator team once you have a more final version.
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Old 11-29-2009, 06:22 PM   #192
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So... has anyone actually played EWE yet? Any feedback on the weapon balance or cool loot you've found or my reskins or anything?

I've done a reskin of the Tri-beam laser from Broken Steel (and my EWE DLC Addon file makes the Metal Blaster use the tri-beam laser model as well), I'll be uploading that shortly. Since the original tri-beam laser used the original laser rifle normal map it looked a little bit crappy in EVE and EWE because it had normal maps that didn't quite fit right, highlighting things that weren't there on the actual tri-beam laser texture. That's now fixed.
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Old 11-29-2009, 08:32 PM   #193
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Well... that's because I play FOOK... Though I've downloaded it.
But, have you reskined Laser Pistols, or it's my imagination?
In any case, you would have more feedback if you posted this in some "We want Beth's head for no taking another fallout1 nor 2!". Maybe my spanish guys are giving it a try now (thanks screenshots).
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Old 11-29-2009, 09:35 PM   #194
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Yes I've reskinned the laser pistol, laser rifle, plasma pistol and plasma rifle. (And A3-21's plasma rifle.)

Before I release this anywhere else I want to check with Saiden Storm to make sure he is OK with me doing that Stormfront Studios Presents compatible version.
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Old 11-30-2009, 07:07 AM   #195
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Haven't been able to use EWE yet, sorry I have to reinstall FO3 now...
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Old 11-30-2009, 02:29 PM   #196
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Quote:
Originally Posted by your evil twin View Post
So... has anyone actually played EWE yet? Any feedback on the weapon balance or cool loot you've found or my reskins or anything?
I have feedback. Honestly I think your reskins are great. Subtle, but sensible. Way to go E.Twin


BTW everyone, I've gotten farther on the "plasma thrower", I'd say about 15% farther.
Remember this weapon is gonna be the most HQ one to date (from me). And its 100% of my own doing entirely from scratch.

Lastly (and most importantly), a name needs to be decided upon for this weapon of mass destruction!
So, you've seen a decent screenshot (but not of the projectile), I think I should start another "name that weapon" poll soon. But, before I do, you are welcome to take another look at that "plasma thrower" screenshot and start thinking of some great new names you think would be appropriate/fitting for it!
(feel free to put your name ideas here for now). I'll put up the "name that weapon" poll once the weapon's texture is 100% completed.
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Old 11-30-2009, 02:45 PM   #197
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Why not just Plasma Thrower?
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Old 11-30-2009, 05:23 PM   #198
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Cold Fusion Powered Device of Plasma Doomsday?
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Old 11-30-2009, 05:25 PM   #199
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Quote:
Originally Posted by Xanorak View Post
Why not just Plasma Thrower?
No.

Mmmm.... Green Breath/Plasma Breath?
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Old 11-30-2009, 06:02 PM   #200
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I'm all for just 'Plasma Thrower' if its going to be used more than once. If its a unique, then I'm less sure...
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