I invite any and all modders that are enthusiasitc about energy weapons to work together to work on this definitive energy weapon mod. At the moment there are two or three mods on the New Vegas Nexus which give energy weapons armour piercing, and a couple of others that tweak the damage stats, and several that mess around with ammo usage or ammo recycling. Many of these mods actually share features and views in common with each other, so my hope is that we can pool our resources.
Everything listed below is imply my own ideas and suggestions, I welcome the input of others to try and make this a balanced but fun mod that will appeal to the most number of players.
The mod adjusts the stats of the vanilla weapons, it adds new Weapon Mods (upgrades), adds additional weapons based on "classic" weapons from Fallout 1, 2 and Tactics, and it enhances models, textures, sound effects and visual effects. It also alters makes some alterations to perks, like making Plasma Spaz affect real-time as well as VATS, and making Meltdown a bit more sensible.
The mod is named after the skill magazine for Energy Weapons; the headlines on the cover looked quite interesting, I wish I could read the articles!
Why make this mod? Is it really needed?
New Vegas was supposed to be the first Fallout game in which it was possible to play as an Energy Weapons guy right from the start, but those of us that have tried it have been disappointed that many of the weapons seem inferior to their more common Guns equivalents. The laser pistol and laser rifle have large ammo capacities and great accuracy, but remarkably low figures for damage. Why is a futuristic ray gun less powerful than a 9mm or 10mm pistol? And why is a plasma rifle outclassed by a 19th century cowboy repeater? There is no reason for a Guns player to dabble occasionally and try out a laser or plasma weapon, while being exclusively an Energy Weapons character imposes an artificial level of challenge, without any reward until late in the game.
According to Fallout lore, at the time of the war 10mm bullets were the standard ammo for civilian agencies while “the military was into energy weapons”. In New Vegas laser rifles are only useful if you can get lots of critical hits, and it is hard to imagine the US Military investing in expensive fusion-powered weaponry that is dependent on their troops all having a high Luck stat!
If you want you can exploit the game's bugs and steal late-game weapons like the Plasma Caster or Multiplas Rifle from the Silver Rush table, but if you actually progress through the game as intended then you'll find that the energy weapons are just generally less useful than Guns.
Main Features
Stat Tweaks
There are many little tweaks here and there, but generally speaking low level energy weapons have a damage boost of between 15% and 25%. Mid-level energy weapons are tweaked here and there when it comes to stuff like ammo consumption, availability and weapon mods. High-end energy weapons actually have a damage reduction. "Why would you lower the damage of the only good energy weapons in the game?!" Because the biggest change across the board is that all energy weapons ignore 25% of Damage Threshold.
Energy weapons do damage through the power of concentrated SCIENCE! Generally speaking they heat a target up and cook it, with added effects like ionisation or electric shock. Sometimes there’s a bizarre chain reaction with messy results (disintegration, gooification, etc). So it stands to reason that a "bullet-proof" vest would not be quite as effective protection against an energy weapon. The old Fallout games addressed this by armour having seperate resistances and thresholds for conventional damage, energy, electricical, fire and explosive damage types. The semi-canonical Fallout Tactics spinoff especially made use of this, as the main enemies are well-armoured robots in the second half of the game, and so you either need to get yourself armour-piercing bullets, or switch to using energy weapons.
It is worth noting that 25% is not very much. If an enemy's armour has 6 DT, while using a laser it will effectively be 4.5. If they've got 15 DT (quite common mid-game) then it is lowered to 11.25. A Securiton with 40 DT armour has it lowered to 30... which sounds like an impressive drop, but most armour piercing bullets do -15 DT and lower it to 25. So in all cases energy weapon armour-piercing will be outclassed by proper armour-piercing bullets. It is essentially a way of giving energy weapons their own special twist and recognising their energy-ness.
New Combat Options
Most weapons have been given a variety of upgrade options; strangely the 9mm and 10mm pistols had three upgrade options each but the developers did not provide a single one for any energy pistol. You'll be able to wreak havoc with classic energy weapons such as the Wattz laser weapons and the YK pulse weapons. There's also a non-lethal energy weapon; there were boxing gloves and beanbag rounds for Unarmed and Guns players, but energy weapons were overlooked, which is strange given the sci-fi tradition of weapons with a "stun" setting, as well as real-world weapons such as Tasers and other stun guns.
Perks
The Plasma Spaz perk was never worth picking as it just provided a 10% reduction to the VATS AP cost of plasma weapons. This was useless for players that primarily use real time combat rather than VATS, and even if you were a VATS user it could not really compete with Maths Wrath (which affected ALL weapons), or more generally useful perks like Finesse or Better Criticals. Now Plasma Spaz also improves the real-time rate of fire of plasma weapons by 25%.
Meltdown was a mixed bag - the idea was interesting, but the execution was a little disapointing. You get a critical kill with an energy weapon, and as well as your target disintegrating you also damage nearby enemies. Problem is that the "harmful corona of energy" was just a plasma grenade explosion, which was rather strange when using a laser or gauss weapon, and pretty silly when using a conventional flamethrower! Also, the critically-exploding victim himself would NOT be disintegrated, despite disintegrating others nearby, which was a bit strange. Those that have played Fallout 3 with the EVE or EWE mods will recall some rather nice body explosion effects that were unique to the type of energy weapon, with any luck it should be possible to remake the perk using those sorts of effects.
General graphics, sounds and effects
Some players may not care about stats; a big draw will be asthetic overhaul in the tradition of mods such as Fallout 3's EVE - Energy Visuals Enhanced and my own EWE - Energy Weapons Enhanced. Expect improved sounds, weapon meshes, textures, projectiles, impact effects... and ghastly death effects in the best tradition of Fallout 1 and 2, like enemies being char-broiled extra crispy or reduced to a skeleton.
Full weapon list:
Laser Pistol
DAM: 13 Ammo: 24 SEC (1 per shot)
A Wattz 1200 Laser pistol. Civilian model, so the wattage is lower than police or military versions (and lower than a 9mm pistol). But it still does 1 point more DAM than the laser pistol did in vanilla New Vegas, and of course it benefits from ignoring 25% of damage threshold. It is based on the classic Wattz 1000 from Fallout 1 and 2, but with a capacity of 24 rather than 12. It replaces the standard laser pistols at the start in Goodsprings, and approximately three quarters of the laser pistols in the game. Repairs are incompatible with the Combat Laser Pistol without Jury Rigging perk. Can be upgraded into a Magneto-Laser Pistol from Fallout 2.
Upgrades:
Laser Pistol Mag Targeting: Tightens the laser emission, increases damage by 4
In Fallout 2 the Magneto-Laser Pistol upgrade gave it -5 DT and negated 50% damage resistance, but weapon mods can't do that in New Vegas, so instead it is just a damage increase that makes it more powerful than the Combat Laser Pistol. And given how BADASS the weapon ends up looking, a damage increase is fair enough!
Combat Laser Pistol
DAM: 15 Ammo: 32 SEC (1 per shot)
This is the vanilla AEP7 laser pistol, given a little damage boost to reflect the fact that it is supposed to be a military sidearm. Also the ammo is upped from 30 to 32, just so that it matches the plasma pistol. Approximately a quarter of the laser pistols in the game game will be of this type. Repairs are incompatible with the weaker Laser Pistol without the jury rigging perk.
Upgrades:
Cmb. Laser Pistol Stealth Module: silent, invisible ultraviolet beam, at cost of -2 DAM
I thought it was odd that there were no silenced energy weapons, especially as “The Professional” perk also applies to energy pistols. So here you go. Steathifying the beam makes it a little bit weaker.
Recharger Rifle
DAM: 14 Ammo: 7 recharging shots
The Recharger Rifle has an excellent retro sci-fi design and I like the idea of an infinite ammo backup weapon. Most players buy it at the start of the game in Goodsprings, it comes in poor condition and you can’t find any others to repair it with. I’ve given it a damage boost to make it as powerful as a laser pistol; it was absurd that this great big rifle was weaker than the weakest energy pistol; especially as it has an unusually high weight of 15 and a strength requirement of 5.
Recharger Pistol:
DAM: 13 Ammo: 20 recharging shots
Pretty much the same as the vanilla recharger pistol, just with 1 extra point of DAM to match the standard laser pistol. I was pleasantly surprised by this weapon as it is great for erradicating weak enemies without wasting ammo; it has a nice large capacity, it doesn't slow your movement because it is a pistol, and it has great visuals and sound effects. Unlike the Recharger Rifle, this weapon didn't have much room for improvement.
Spasm Gun
DAM: 5 Ammo: 24 SEC (3 per shot) Bonus: Fatigue damage, mild EMP effect
Set phasers to stun! There are beanbag rounds for shotguns, but no non-lethal weapon for energy players. So I’ve brought back the Spasm Gun from Fallout Tactics. I’ve given it the Pulse Gun weapon model, because I love the Pulse Gun design, but I also wanted to bring back the powerful Pulse Rifle weapons from Fallout 2 and Tactics. The Spasm Gun has a small amount of EMP damage, doing bonus 15 damage to power armour and 30 damage to robots. Note that the Brotherhood won't be interested in studying this weapon, they'll want a powerful Pulse Pistol or Pulse Rifle.
Plasma Pistol
DAM: 25 Ammo: 32 SEC (2 per shot)
Identical to the vanilla plasma pistol, just with an extra 3 damage, to scale it with the increased power of lasers, and bringing it closer to the power of the 357 magnum. Combined with the better crit chance you might think this makes it better than the magnum… but the magnum is quite accurate, and slow-moving plasma bolts often miss their mark.
Upgrades:
Plasma Pistol Adv. Reaction Chamber: Increases durability by 50% (the plasma chamber is replaced by a green glass tube, like the plasma rifle or the Mr Gutsy plasma pistol)
Plasma Pistol Upgraded Coolant Coils: Increases rate of fire by 25% (combine with Plasma Spaz perk and this weapon may still be of interest later in the game!)
Laser Carbine
DAM: 18 Ammo: 24 MF Cell (1 per shot)
The AER9 Laser Rifle, but I've renamed it a Laser Carbine because the thing is a weak lightweight rapid-fire weapon intended for lightly-armoured targets, while in the previous games laser rifles were powerful sniper weapons. The stats are similar to the vanilla game except for +3 damage; it was pretty absurd that the vanilla laser rifle had the same damage as a 9mm pistol, and wasn't really usable until you got a +3 damage Focus Optics modification. The situation was worsened by the fact that the first laser rifles found early in the game are in dreadful condition and in the vanilla game they can’t penetrate even the lightest armour. The slight damage increase and 25% DT reduction will go a long way to making them usable rather than junk. Also I found that in the vanilla game the Beam Splitter modification was not very helpful, because making it a laser shotgun meant that each individual shot was not strong enough to penetrate simple armour. The slightly higher base damage and the 25% DT penetration should mean that the weapon is still effective in split-beam mode against enemies in mediocre armour.
Upgrades:
Laser Rifle Focus Optics: Increases damage by 4 (rather than 3 as in vanilla)
Laser Rifle Beam Splitter: Increases damage by 30% if all three beams hit (same as vanilla)
Laser Rifle Scope: Adds long-range scope (same as vanilla)
Laser Rifle
DAM: 28 Ammo: 24 MF Cell (2 per shot)
The classic Wattz 2000 Laser Rifle from Fallout 1 and 2, aka the Sunbeam Laser Rifle in Fallout Tactics. It is mentioned on the front cover of the Future Weapons Today skill magazine, a story about a marine sniper, and that gives you an idea of the function of this weapon. It is a slow firing energy sniper rifle that comes with a night vision scope. The normal laser carbine has the advantage in damage per second, but the Sunbeam Laser Rifle is better for sniping, or against enemies in moderate armour.
Upgrades:
Sunbeam Laser Recycler: Recycles half of all used energy, lowering ammo consumption to 1 per shot and allowing 24 shots per reload.
Laser RCW
DAM: 15 Ammo: 60 EC Pack (1 per shot)
The Laser Rapid Capacitor Weapon... or, as most people like to think of it, the Laser Tommy Gun! How awesome is that? Same as in vanilla, except of course that you get the 25% DT reduction. As the damage on the RCW has not been boosted, the Laser Carbine is now slightly more powerful on a damage-per-shot basis, which is fair enough as the laser carbine is a semi-auto weapon.
Upgrades:
Laser RCW Recycler: Every 4th shot is free (same as vanilla)
AER14 Laser Rifle Prototype
DAM: 26 Ammo: 24 MF Cell (2 per shot)
Same as vanilla but with +4 damage.
Tri-Beam Laser Gun
DAM: 52 Ammo: 24 MF Cell (3 per shot)
Same as vanilla. It is as effective as I would expect it to be.
Upgrades:
Tri-Beam Prism Assembly: Splits beams into 9 beams (like Fallout 3 Metal Blaster), increases damage 30% if all beams hit
Plasma Defender
DAM: 36 Ammo: 48 SEC (3 per shot)
The amazing Glock 89 Plasma Defender was one of the few good energy pistols in the vanilla game. (I made up the model number.) It's clearly based on the classic Glock 86 Plasma Pistol with the Extended Capacity upgrade from Fallout 2, though lacking the scope and with the energy cells loaded in a different place. Although it has the Extended Capacity parts, rather than having double the number of shots, instead it uses more energy per shot for overpowered blasts as powerful as a plasma rifle. And the gun is so light and tiny! I've left it the same as vanilla, as it is already kick [censored]. But now it has upgrades.
Upgrades:
Plasma Defender Scope: Adds medium range scope. (Just to make it more like the classic Glock 86)
Plasma Defender Mag Accelerator: Increases speed of projectile (alternatively maybe just have a faster projectile anyway?)
Plasma Defender Recycler: Reduces ammo consumption to 2 per shot
Plasma Rifle:
DAM: 38 Ammo 24 MF Cell (2 per shot)
In the vanilla game the Plasma Rifle has a painfully slow rate of fire and does just 32 damage, less powerful than a Plasma Defender pistol! Crazy. In fact the damage was the same as a Cowboy Repeater, and the Cowboy Repeater has the advantages of a better rate of fire, of being an instant-hit weapon you can snipe with, and having more common, cheaper ammo. Now With a six point boost in damage and the 25% damage threshold penetration, the Plasma Rifle will actually be worth using, but still weaker than a Hunting Rifle or Trail Carbine or Sniper Rifle. New weapon mods include a very expensive upgrade to increase the rate of fire, which looks like an extra set of porthole cylinders on top, like the Q-35 Matter Modulator and the Multiplas Rifle.
Upgrades
Plasma Rifle Mag Accelerator: Increases speed of projectile (same as vanilla)
Plasma Rifle Dual Cooling System: increases rate of fire 25%, costs 1000 caps!
Q-35 Matter Modulator
DAM: 40 Ammo 24 MF Cell (1 per shot)
If the normal Plasma Rifle was inferior to a Cowboy Repeater, the unique Q-35 was about just as a good as Cowboy Repeater. A unique energy weapon only as good as a common weapon designed in the 19th century? In any case, I've boosted the Q-35 damage up to 40, two more than a normal plasma rifle. I've also given it the same capacity as a normal plasma rifle, even though it uses 1 ammo per shot so that allows for 24 shots per reload rather than 12. It made no sense to have half the ammo consumption AND half the ammo capacity, though I do give them credit for trying to justify it by the fact that the MF Cell has a different texture.
Multiplas Rifle
DAM: ? Ammo: 48 MF Cell (6 per shot)
The Multiplas doesn't need any help, it is already awesome. So I've left it the same as in the vanilla game, except nerfed slightly in that the capacity is lowered from 60 to 48, so that it simply has double the capacity of other energy rifles, rather than 2.5 times as much capacity. This means it fires 8 times per reload rather than 10. Given its awesome power, 8 shots seems pretty reasonable!
Upgrades: I am open to suggestions, but I suspect any upgrades would make this weapon overpowered.
Plasma Caster
DAM: 60 Ammo: 20 MF Cell (2 per shot)
The plasma caster is pretty great and doesn't need improving... in fact I've nerfed it a bit by lowering the damage from 65 to 60, and making it use 2 ammo per shot. The Plasma Caster was absurdly energy efficient, doing 65 damage with just one energy cell, while other energy weapons needed two cells to do around 30 or 40 damage. Now it will eat up your ammo at the same rate as a plasma rifle. (If a plasma rifle were incredibly powerful.) Also, the 5 point damage reduction helps to slightly balance out the 25% DT penetration.
Upgrades:
Plasma Caster HS Electrode: Increases rate of fire by 25% (same as vanilla)
Gauss Rifle
DAM: 90 Ammo: 60 EC Pack (10 per shot) Bonus: Penetrates multiple enemies
Damage is lowered by 25%, to account for energy weapons having 25% armour penetration. (Whether it has 90 damage or 120 damage, if you use it on an unarmoured target the target is pretty screwed anyway!) The gauss rifle projectile now has a blue glowing trail of plasma, similar to the railguns in Eraser, Quake 2, Red Faction, MechWarrior and Command & Conquer... and Fallout Tactics. And in most media gauss rifles and railguns are supposed to be the ultimate penetrating weapons, so now the projectile can shoot through multiple enemies at once! The amazing gauss rifle has its ammo type changed from microfusion to electron charge packs, and changed to having a large capacity so it can be fired 6 times per reload. There are several reasons for this. 1) There are lots of weapons using microfusion and only a few using electron charge packs, and variety is the spice of life. 2) According to Fallout lore only the US had microfusion technology. The Fallout 2 gauss rifle was a German weapon, and in the Fallout 3 Operation Anchorage DLC there were gauss rifles on Chinese propoganda posters, so it seems unlikely that this is a US weapon, so it shouldn't be microfusion powered. 3) The old ammo type in Fallout 2 was 2mmEC, because it contained 2mm projectiles and an Energy Cell of some kind... or perhaps it could have been EC as in Electron Charge Pack! 4) Weapons that only fire once before reload have a problem where you'll never see their proper muzzle flash. Also, a gun that needs to be reloaded after every shot seems unlikely, especially as the old Fallout 2 gauss rifle could shoot 20 times per reload.
Upgrades: I am open to suggestions.
Pulse Pistol:
DAM: 40 Ammo: 25 SEC (5 per shot)
The YK32 pulse pistol from Fallout 2 and Tactics. It has an EMP effect that is a quarter as powerful as the vanilla Pulse Gun effect, but the bolt of electricity is pretty effective at disintegrating conventional enemies too! Very inefficient energy usage though, making the plasma defender a more sensible choice for combat against conventional enemies. I hope to make it so that the Pulse Pistol and Pulse Rifle replace the Pulse Gun in the Brotherhood quest, with the ordinary Pulse Gun model repurposed as the Spasm Gun.
Upgrades: I am open to suggestions, but I suspect any upgrades would make this weapon overpowered. (It's a very powerful pistol with bonus EMP effect!)
Pulse Rifle:
DAM: 52 Ammo: 24 MF Cell (3 per shot)
The classic pulse rifle is back! Well, almost. Rather than the YK421B, this is the YK421A, which is not quite as powerful. (A true recreation of the old pulse rifle would be more powerful than a plasma caster and practically into Alien Blaster territory.) It is also a little less energy efficient, firing just 8 times per reload. It has an EMP effect that is half as powerful as the vanilla Pulse Gun effect, but you will not notice this as the bolt of electricity does a large amount of conventional damage. This allows you to use it as an extra powerful plasma rifle or a lightweight nerfed plasma caster, with the bonus of doing double damage to robots and power armour. I hope to make it so that the Pulse Pistol and Pulse Rifle replace the Pulse Gun in the Brotherhood quest, with the ordinary Pulse Gun model repurposed as the Spasm Gun.
Upgrades:
Pulse Rifle Improved Transformer: Doubles projectile speed
Pulse Rifle Recycler: Reduces ammo consumption to 2 per shot
Tesla Cannon
DAM: ? Ammo: 60 EC Pack (20 per shot)
The damage is the same as vanilla, but the attack animation speed is lowered, and you can fire it three times before reload. I left the damage figure blank because the damage is a combination of projectile and explosion, and secondary electrical arcs to other victims.
Upgrades: I am open to suggestions, but I doubt it needs any.
Tesla-Beaton Prototype
DAM: ? Ammo: 60 EC Pack (30 per shot)
Like the normal Tesla Cannon, except it uses 30 ammo per shot, in same way that that the vanilla version used more ammo than a regular Tesla Cannon. This is to be expected, it's a prototype.