When I first started playing Fallout 3, of course I went for Small Guns since that's all that you can really use at the beginning. Not to mention all the weapons you can use for different situations, like busting out the shotgun in close range or the sniper rifle to sneak attack someone from afar. However it was a pain in the ass to be carrying one of every Small gun with me at all times. Yeah, I loved having every weapon on me at all times.
Hi everyone I've just gotten high enough in levels to start using energy weapons well and I noticed that one very highly recommended mod is:
EWE Energy Weapons Enhanced So I have added it to my load order and looked at it with BOSS and where it placed the mod by defult was correct in the load order (BTW I'm using FOOM to install all of this) Thanks so much for any help and insight you can provite on why this might be happening. John My Load order - 3-3-12 Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm EVE.esm EWE Energy Weapons Enhanced.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm RH_IRONSIGHTS.esm Overhead3PCamera.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_ZetaPlugin.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_RemoveReticule.esp RH_IronSights_PL_NewItems.esp Fallout 4 Energy Weapons ModsbzArmour.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional VATS Realtime.esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp FO3 Wanderers Edition - Project Beauty.esp FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp RH_FWE_Bridge.esp WeaponModKits.esp EWE Supermutant Energy Weapons.esp Advanced Recon Armor.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp Fallout 3 Energy Weapon ModEWE Load Order Fix.esp EWE Stormfront Studios Load Order Fix.esp EWE DLC Addon.esp Inebriation.esp Fallout 2 Energy WeaponsInebriation-FOSE.espURWLRain.esp Beer Bottle Caps.esp New Name For Dogmeat.esp Total active plugins: 57 Total plugins: 57
I never payed much attention to the energy weapons since the Laser Pistol kinda sucked and I never got the Plasma weapons.
Then someone told me that apparently the energy weapons are stronger, so on my next character I decided to specialize in Energy weapons and did not raise Small Guns even once.
I started seeing the results. Hellfire troopers were hard as fuck to take down with the Shotgun or Chinese Assault Rifle even when I got Small Guns to 100 and kept shooting their head, but my trusty Plasma Rifle took them down in a few hits. Also the rest of the Enclave soldiers went down with just 1-3 shots of my also trusty Laser Rifle.
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Not to mention now I only carry both Laser and Plasma pistols and rifles which gives me much more weight to spare.
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Lastly, it just feels cooler for me to use Energy weapons.
So asking all of you, do you wait to obtain Energy weapons and just rape with those or do you keep using Small guns for the variety or ease of use or whatever?
UPDATE 04/07/2016 (4th July 2016) - Tale of Two Wastelands compatibility added! Download link up in respective tab. Hello. This is a mod I whipped up in a bit of time to make energy weapons more appropriate, considering that other mods like this were relatively unprofessional. Basically, it enhances Energy Weapons' destructive power by 10 values. In Layman's Terms, +10 DAM to Energy Weapons of any kind. Weapons affected: - Laser Pistol - Protectron's Gaze - Smuggler's End - Laser Rifle - Wazer Wifle - Plasma Pistol - Plasma Rifle - A3-21's Plasma Rifle - Gatling Laser - Vengeance - Alien Blaster - Firelance - And a lot more! (Stare at the changelog for extra info) Yes, yes, I realise that some of these added weapons were already powerful (I also realise that the Gatling Laser and Vengeance were classified as 'Big Guns'). If someone has requests for modifications, I shall consider them. (Sorry for the cheesy self advertising in the photos, but the description describes the mod well enough) Special thanks to greyassassin24 for inspiring me to make this mod and become a part of the modding community. Check out his Energy Weapons mod for Fallout New Vegas: http://www.nexusmods.com/newvegas/mods/54770/? Skill
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Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Concentrated Fire | 60 | 18 | Small Guns 60 |
Fallout: New VegasEdit
- $ text{Initial level}=2+(2timestext{Perception})+leftlceilfrac{text{Luck}}{2}rightrceil $
Example: A starting Perception of 5 and Luck of 5.
- $ 2+(2times5)+leftlceilfrac{5}{2}rightrceil=15 $
- In Fallout: New Vegas, energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.
Ways to increase Energy WeaponsEdit
- Permanent
- Leveling up (10 + half of INT + 2 with Educated perk)
- Nikola Tesla and You (+3 or 4 with Comprehension perk)
- Optics Enhancer implant (+2 depending on Perception, a perfect Perception of 10 will see no benefit.)
- Tag! (+15)
- Skilled (+5)
- Temporary
- Future Weapons Today (+10 or 20 with Comprehension perk)
- Absinthe (up to +6 with 100 Survival, a perfect Perception of 10 will see no benefit, 8-9 will see reduced benefit.)
- Enclave officer uniform (+10)
- Gannon family Tesla armor (+10)
- Remnants Tesla armor (+10)
Affected weaponsEdit
Perks that require Energy Weapons skillEdit
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Run 'n Gun | 45 | 4 | -- |
Plasma Spaz | 70 | 10 | -- |
Meltdown | 90 | 16 | -- |
Concentrated Fire | 60 | 18 | Guns 60 |
Laser Commander | 90 | 22 | -- |
Notable Energy Weapons skilled non-player charactersEdit
FalloutEdit
- Lieutenant (92%), high commander of the Mutant Army and right hand of the Master.
- Vincent (99%), guardian of LA Vault's scientists and in charge of psykers in LA Vault.
Fallout 2Edit
- Frank Horrigan (185%), secret service agent of the Enclave and president bodyguard.
- Mason (95%), right-hand of Louis Salvatore.
Fallout 3Edit
- Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
- Cross (50), a star paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.
Fallout: New VegasEdit
- Arcade Gannon (50→100), Follower of the Apocalypse and possible companion of the Courier.
- Christine Royce (53→100), former scribe of the Brotherhood of Steel and a companion of the Courier (Dead Money add-on).
- Father Elijah (37→100), former elder of the Mojave Chapter of the Brotherhood of Steel (Dead Money add-on).
- Jean-Baptiste Cutting (117), second-in-command of the Mojave branch of the Van Graffs.
- Veronica Santangelo (46→100), active Brotherhood of Steel member and possible companion of the Courier.
- Orion Moreno (100), a retired Enclave soldier living in the outskirts of New Vegas.
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