Consistent Power Cells
⚪ Last updated 2009⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
🔍 Analysis
- 🏆 #173 of 396 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Changes energy weapons so cells of a given type always hold the same amount of energy, but different weapons use different amounts of energy per shot.
This is a Beta release. Stability not guaranteed (though I can\'t see how it could crash anything) and feedback strongly solicited. It\'s always bugged me that you load a physically identical microfusio cell into a plasma rifle and a laser rifle and it holds a different amount of energy. This mod addresses that, making the cells always hold the same energy but different weapons consume energy at different rates. Core Energy Cells hold 30 units of energy Laser pistols use 1 unit of energy per shot (30 shots per cell, vanilla 30) Plasma pistols use 2 units of energy per shot (15 shots per cell, vanilla 16) Protectron\'s Gaze is a high-demand model and uses 2 units of energy per shot (15 shots per cell, vanilla 20) (Smuggler\'s End and Colonel Autumn\'s laser pistol work like normal laser pistols) Microfusion cells hold 24 units of energy Laser rifles use 1 unit of energy per shot (24 shots per cell, vanilla 24) Plasma rifles use 2 units of energy per shot (12 shots per cell, vanilla 12) The Wazer Wifle uses parallel microfusion cells to hold 48 units of energy (48 shots per reload, vanilla 30) Electron-charge Packs hold 240 units of energy Gatling lasers use 1 unit of energy per shot (240 per backpack, vanilla 240) The Mesmetron and Alien Blaster use unique ammo, so I\'ve left them alone. ----- Operation Anchorage The Gauss Rifle is a power hungry beast, using 6 units of energy per shot (4 shots per reload, vanilla 1) ^ I didn\'t really want to make it use up an entire microfusion cell (24 units) per shot, even if the basic one seems to drain an entire cell. So I let it have more shots between reloads in return for using more ammo Note that since the gauss rifle is the only energy weapon in the simulation the programmers didn\'t bother to implement a proper energy tracking system, instead in the simulation one unit of energy represent one gauss rifle shot. It holds four shots between reloads just like the real weapon. ----- The Pitt The Metal Blaster works just like a normal laser rifle for ammo usage, no change required ----- Broken Steel The Tri-Beam laser functions as normal, using 3 units of energy per shot (8 shots per cell) The Tesla Cannon holds 10 units of energy, and fires it all at once (1 shot per cell, vanilla 1) ^ It uses a thumb-sized power cell rather than the power backpack of the gatling lasers, so it obviously wouldn\'t hold the same amount of charge. I made it use ten units rather than one because it seemed ridiculous to fire that monster using the same amount of energy as a single gatling laser bolt. Installation / Compatability Just drop the .esp s in fallout3/data and activate them using FOMM. Only activate the Anchorage and Broken Steel .esp s if you have the DLC in question. I don\'t know if the DLC changes will work if you\'re using Games for Windows Live (feedback requested). The DLCs can be made to work better by moving them to fallout3/data and activating t
📊 Mod Details
- Game
- Fallout 3 Mods
- Author
- The Lone Badger
- Version
- 0.1
- Downloads
- 144
- Endorsements
- 7
- Category
- Gameplay Effects and Changes
- Created
- 6/14/2009
- Updated
- 6/14/2009
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