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    •  Downloads offline

    •  Downloads: 1098

    •  File Size: 1809182

    •  Version: 1.2
    •  Author: Moraelin

WHAT IT DOES

It adds a new weapon, the Prototype Lightsaber. In fact, it adds 7: red, green, blue, yellow, purple, cyan (actually, closer to cerulean,) and silver (white.)

The blade is very durable compared to the vanilla game items. (If you point a laser pointer at someone, does your pointer get damaged?) Though it's not indestructible, and will eventually wear down too. I figure the electronics and optics can still overheat or wear out eventually, but it will take a long time.

The base damage is comparable to the non-unique power hammer in New Vegas, but it is faster, it has +100% crit damage bonus instead of +50%, it has a higher crit chance (dependent on your luck: lucky people get more), and it does more damage to limbs (removing a hand is a SW specialty, after all.) Basically it's a very powerful weapon, but not very much more so than what's already in the game. It's not a cheat weapon. Well, maybe borderline.

Of course, I also realize that everyone has their different ideas about game balance and design, and there are other mods out there which change the other weapons to do more or less damage. If you disaggree with my value in either direction, you can just open it in FOMM or the GECK and set it to whichever damage value you prefer.

It can be repaired with laser pistols or laser rifles.

Note 1: I know my sounds suck, but it's the best I can do myself, and I'm not about to steal and distribute sounds from someone else work (e.g., the LucasArts sounds.) But if it bothers you too much, there is a FO3 mod to my mod which replaces the sounds with better ones. It should still work with the New Vegas version too.

Note 2: the handles are anodized aluminium. It doesn't need to be iron, since there aren't some tremendous forces to withstand, and aluminium is better for dissipating heat. I.e., don't ask for rusty handles, aluminium doesn't rust.

Note 3: yes, it's not canon. Not even for Star Wars :p

Note 4: the main reason it's strictly one handed is because of the visibility controller and the grip/animations. (Unless I have a 2 ft lightsaber handle, it looks wrong, basically.) But if it makes it any better, Obi Wan in episode 4, Vader for the first half of the fight in Episode 5, and a few others do use the lightsaber one-handed, so there is precedent for that fighting style.


TODO

- Synthetise better impact sounds, if I can

- Maybe some double sabers?


HOW TO GET IT

Method 1: No Bark from Novac found them long ago in the crash of some alien ship that looked like a sphere with two side pannels. Well, it would have looked like that, if it hadn't been shattered by the crash. No Bark hid them in a small floor safe in his room, guarded by two manequins. Which so far everyone ignored because, frankly, what do you expect a crazy guy to have there that's of any value. Also because it's locked.

Yes, it's behind that barricade with two manequins, right near No Bark's bed. You can't miss it.

In the meantime No Bark himself, being the poor brain-damaged guy that he is, forgot that he has them or even a safe. He lost the key long ago. Don't bother asking him.

Note that the safe IS locked. I mean otherwise someone else would have looked inside it before you. But it's a very easy lock, so you should have no problems even if you didn't invest in lockpicking skill.

Also note that technically you ARE robbing No Bark. Welcome to the dark side. We have cookies. The poor crazy guy won't mind it one bit, so you don't even have to sneak, but you WILL lose a few karma points for the theft.

BTW, if you have to ask where Novac is, don't worry, you're actually sent there early in the main quest. You can't miss it, really. But you might have to play without lightsabers for a couple of hours at the beginning of the game. And No Bark's hut is marked as such on the local map on your PipBoy, so again you can't miss it.


Method 2: If that failed for whatever reason, just give it to yourself via:

- "player.additem xxeff34d 1" = Red Lightsaber

- "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" = Cyan (Cerulean) Lightsaber

- "player.additem xxeff349 1" = Silver (White) Lightsaber

Where xx is the number IN HEX of the mod in your list, starting from 1, but not counting the .esm master files (like FalloutNV.esm). So basically if in your list this mod is the 5'th, then you'd type "player.additem 05eff34d 1" for the red saber. If it's the 12'th, you'd type "player.additem 0ceff34d 1". Yeah, it's a pain, but think positively: you only have to do it once.


HOW TO INSTALL IT

Extract the archive, with directories, in your Data folder. Select it in the list of plugin files in the launcher.


HOW TO UNINSTALL IT

Delete the .esp file from your Data directory.

Delete the LSaber1 directories in both your Datameshes, Datatextures and Soundfxwpn directories.


CONFLICTS

It shouldn't conflict with anything, except if another mod happens to change the same cell.


LICENSE:

I release this into the public domain. It means you can do whatever you wish with it. Give it to vendors, give it to custom followers, whatever you can think of.

If you feel like giving credit, I would of course appreciate it, but if not so be it. I'm not going to hound anyone if their non-canon handles happen to look like mine or anything.


VERSION HISTORY

1.0:
- First NV release (equivalent to the 0.9 Beta for Fallout 3)

1.01:

- Added power attacks and "Back Slash" VATS attacks (needs skill 50, like all other)
- Added a sound effect for when blocking
- Set the same range values as on the other 1-handed melee weapons (no idea what it's used for on a melee weapon though)

1.02:
- Fixed the Impact Data Set to actually play the impact sounds. Turns out they changed that since Fallout 3
- Finally made the idle sound play. Hopefully it's soft enough to not become too annoying.

Moraelins Light saber

Item Image

 Downloads offline


WHAT IT DOES

It adds a new weapon, the Prototype Lightsaber. In fact, it adds 7: red, green, blue, yellow, purple, cyan (actually, closer to cerulean,) and silver (white.)

The blade is very durable compared to the vanilla game items. (If you point a laser pointer at someone, does your pointer get damaged?) Though it's not indestructible, and will eventually wear down too. I figure the electronics and optics can still overheat or wear out eventually, but it will take a long time.

The base damage is comparable to the non-unique power hammer in New Vegas, but it is faster, it has +100% crit damage bonus instead of +50%, it has a higher crit chance (dependent on your luck: lucky people get more), and it does more damage to limbs (removing a hand is a SW specialty, after all.) Basically it's a very powerful weapon, but not very much more so than what's already in the game. It's not a cheat weapon. Well, maybe borderline.

Of course, I also realize that everyone has their different ideas about game balance and design, and there are other mods out there which change the other weapons to do more or less damage. If you disaggree with my value in either direction, you can just open it in FOMM or the GECK and set it to whichever damage value you prefer.

It can be repaired with laser pistols or laser rifles.

Note 1: I know my sounds suck, but it's the best I can do myself, and I'm not about to steal and distribute sounds from someone else work (e.g., the LucasArts sounds.) But if it bothers you too much, there is a FO3 mod to my mod which replaces the sounds with better ones. It should still work with the New Vegas version too.

Note 2: the handles are anodized aluminium. It doesn't need to be iron, since there aren't some tremendous forces to withstand, and aluminium is better for dissipating heat. I.e., don't ask for rusty handles, aluminium doesn't rust.

Note 3: yes, it's not canon. Not even for Star Wars :p

Note 4: the main reason it's strictly one handed is because of the visibility controller and the grip/animations. (Unless I have a 2 ft lightsaber handle, it looks wrong, basically.) But if it makes it any better, Obi Wan in episode 4, Vader for the first half of the fight in Episode 5, and a few others do use the lightsaber one-handed, so there is precedent for that fighting style.


TODO

- Synthetise better impact sounds, if I can

- Maybe some double sabers?


HOW TO GET IT

Method 1: No Bark from Novac found them long ago in the crash of some alien ship that looked like a sphere with two side pannels. Well, it would have looked like that, if it hadn't been shattered by the crash. No Bark hid them in a small floor safe in his room, guarded by two manequins. Which so far everyone ignored because, frankly, what do you expect a crazy guy to have there that's of any value. Also because it's locked.

Yes, it's behind that barricade with two manequins, right near No Bark's bed. You can't miss it.

In the meantime No Bark himself, being the poor brain-damaged guy that he is, forgot that he has them or even a safe. He lost the key long ago. Don't bother asking him.

Note that the safe IS locked. I mean otherwise someone else would have looked inside it before you. But it's a very easy lock, so you should have no problems even if you didn't invest in lockpicking skill.

Also note that technically you ARE robbing No Bark. Welcome to the dark side. We have cookies. The poor crazy guy won't mind it one bit, so you don't even have to sneak, but you WILL lose a few karma points for the theft.

BTW, if you have to ask where Novac is, don't worry, you're actually sent there early in the main quest. You can't miss it, really. But you might have to play without lightsabers for a couple of hours at the beginning of the game. And No Bark's hut is marked as such on the local map on your PipBoy, so again you can't miss it.


Method 2: If that failed for whatever reason, just give it to yourself via:

- "player.additem xxeff34d 1" = Red Lightsaber

- "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" = Cyan (Cerulean) Lightsaber

- "player.additem xxeff349 1" = Silver (White) Lightsaber

Where xx is the number IN HEX of the mod in your list, starting from 1, but not counting the .esm master files (like FalloutNV.esm). So basically if in your list this mod is the 5'th, then you'd type "player.additem 05eff34d 1" for the red saber. If it's the 12'th, you'd type "player.additem 0ceff34d 1". Yeah, it's a pain, but think positively: you only have to do it once.


HOW TO INSTALL IT

Extract the archive, with directories, in your Data folder. Select it in the list of plugin files in the launcher.


HOW TO UNINSTALL IT

Delete the .esp file from your Data directory.

Delete the LSaber1 directories in both your Datameshes, Datatextures and Soundfxwpn directories.


CONFLICTS

It shouldn't conflict with anything, except if another mod happens to change the same cell.


LICENSE:

I release this into the public domain. It means you can do whatever you wish with it. Give it to vendors, give it to custom followers, whatever you can think of.

If you feel like giving credit, I would of course appreciate it, but if not so be it. I'm not going to hound anyone if their non-canon handles happen to look like mine or anything.


VERSION HISTORY

1.0:
- First NV release (equivalent to the 0.9 Beta for Fallout 3)

1.01:

- Added power attacks and "Back Slash" VATS attacks (needs skill 50, like all other)
- Added a sound effect for when blocking
- Set the same range values as on the other 1-handed melee weapons (no idea what it's used for on a melee weapon though)

1.02:
- Fixed the Impact Data Set to actually play the impact sounds. Turns out they changed that since Fallout 3
- Finally made the idle sound play. Hopefully it's soft enough to not become too annoying.


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