Fallout 2 Weapons Redone Average ratng: 4,9/5 9072 votes

.For best results, use this on a new game!.Did you ever pick up at the end of a long dungeon one of those 'unique' weapons and get disappointed that it's literally just a legendary weapon? Unique weapons should feel unique after all.Don't worry, like so many things, I have fixed this erroneous error.Unique Unique replaces all 'unique' weapons (those weapons that are just renamed versions of normal weapons) in game with unique appearances and effects.

These are mods that alter / add weapons. Vault-Tec Labs is a FANDOM Games Community. Multiply your items. Now, save the game into one of the save game files. Next, pick the items up off the ground and walk to an adjacent map (Map B). Place the items on the ground, and save the game in another save file. Now, quit Fallout and go to the Fallout folder in windows. Look for the folders corresponding to the save game slots. The real explanation for you guys: - Cause 1: One of your companions may have TWO equiped weapons, one in each hands. (for exemple two knives). What to do: So, you must to ask him TWICE to put his weapon away.Cause 2: A 'particular' companion (no spoil) is with you: these claws are considered as a weapon - What to do: Ask him.

Over 30 weapons are replaced with new models, textures, and effects!What's more, uniques now behave like Kremvh's Tooth. The actual 'unique' part of the weapon is a mod that can be detatched and put on other weapons, similar to Kremvh's Tooth. Also included is a brief system that uniqueifies any weapons you haven't gotten yet, and places unique mods down for any unique weapons you already found.FEATURES:-Over 30 new weapon mods, each with their own unique models and special effects-New effects for the Silver Submachinegun and the Deliverer-Seamless integration in new gamesINSTALLATION AND PLAYING:Again, I RECOMMEND A NEW GAME for users. It's not required and the unique mods will still show up, but because of how unique weapons are constructed, they will not be attached to the weapon in question.If you are not starting a new game, you will recieve a message indicating that mods, instead of unique weapons, have spawned in the world, when firsting starting up. This occurs once.Weapons normally sold on vendors will have their equivalent mod available for sale on that vendor. Weapons found in the world will have their loose mod spawn near their location (you'll just have to find them though)Quest reward weapons will be available in locations semi-relevant to the quest, but ONLY IF the quest is already completed.

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War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music. I think that laser/plasma weapons just never had the appeal/functionality to me. Guns always seemed more practical and effective, where as energy weapons felt like unpolished prototypes. Lasers are supposed to be super accurate but feel worse than regular guns, and plasma felt like I was throwing a green projectile rather than shooting at someone. I did like te gatling laser, though. It was a laser minigun, no weird differences.Another problem I have is that they just look like crap. They look like prototypes, yet they are so common that they were clearly mass produced.

I want a cool looking energy weapon, not some 'thing' with parts hanging off looking very anti-sleek.My main problem though, is that there aren't really energy weapons that fit the feel of other guns. I always wanted an awesome and super accurate laser sniper with a nice, practical scope. It could have low damage but easily bypass armor to balance it. Also since plasma is supposed to be high damage, I would want a plasma shotgun that is low range but high damage.Laser weapons and plasma weapons should be better than regular guns. Why would they bother mass producing them if they were not an improvement?

They should be powerful, yet scarce that way they have that 'Oh shit he has an energy weapon!' Intimidation to them. That way you can choose to put points into the less powerful and more common guns, or risk it and specialize in power weapons that own faces.Woops sorry for the long post and any typos. I blame Jose Cuervo.To answer your question anyway. I prefer guns because they just feel and look better.

I still think you should try energy weapons, just to get a feel for them and switch up a playthrough. You can even get some mods for better/cooler ones!Now if you excuse me I REALLY have to pee after typing that out.EDIT: I have played both FO3 and FNV for hundreds of hours so my opinion is based off of both.

Although I never got full 100 energy weapons in either so maybe I am the one who needs to give it a go! TTW should make it pretty easy by the time I get to the Mojave.Also side note. Don't drink kids. Note that I said the common ones, three of the four you listed are anything but. In any case, my point stands, because in NV the Laser Rifle is a shadow of its former self. It's strictly an entry-level weapon.

The accuracy and critical chance help a bit, but it struggles against armor where a Cowboy Repeater wouldn't be hindered, and even the wimpy Service Rifle outdoes it in DPS.I appreciate what you're trying to say, I love energy weapons, but the guns were given a huge buff in New Vegas all across the board, and the energy weapons didn't keep up. They're rarer than ever (except perhaps when you're fighting Fiends) and most of the good ones are unique, or at least rare.Check out my comment comparing FO3's Laser Pistol to its 10mm Pistol, then look up their New Vegas equivalents on the wiki, you'll see what I mean. Sorry if I sounded rude at all with that question, I didn't mean to. You did make some good points.The reason I asked about which game is, in I proved that, in Fallout 3 at least, the laser and plasma weapons really are better than regular guns, so it made perfect sense that they were replacing guns in military service at the time of the war.

That's why I'm sad that they lost that status in New Vegas when they got left behind by all the guns, which really do look and feel better in-game than the energy weapons do, like you said.It's clear that the guns got a lot more attention due to NV's obsession with the cowboy theme. Energy weapons are rather marginalized in comparison, only used by a few factions, and ignored completely by the rest. Surely the NCR's elite Veteran Rangers would use the best equipment available, including energy weapons (some of which they surely would've liberated from the Brotherhood and Enclave) but nope: Revolvers and lever-action rifles!. You didn't sound rude, I was just answering your question. I didn't realize they were actually better. I think that is mainly because the highest my energy weapons skill ever got was high 70s.

I am going to try and max it n my TTW playthrough to get a better idea.Also yeah, New Vegas had a lot less energy weapons as well as more focus on guns. I never had an issue with this as I have always preferred the feel of guns. I just have to hold out hope for FO4 having nice looking and sounding energy weapons. Until then I will give 3 and NV's more of a go.

New Vegas actually felt like energy weapons were more rewarding to use in my opinion. Between my maxed out guns character and my maxed out energy character, the latter would win every fight, no competition.For long ranges, you have the YCS-186, a unique gauss rifle that fucks shit up, and also does good damage up close. Any gauss rifle will really do, though.For high damage, like against armored targets, you have the Tesla cannons, or more specifically, the Tesla Beaton Prototype. These beasts put the hurt on your enemy, but due to somewhat questionable accuracy, I've found them to miss a lot of shots outside of 100 meters.

Within that range, you're golden though. If those aren't doing you well enough, though, you also have the tri beam laser rifles, which also deal high damage.For crowd control, (taking down multiple fast moving/low health targets) you have the Gatling lasers and the heavy incinerators.

While they often are heavily penalized against armored targets, their higher rates of fire and decent magazine sizes mean you can hose down your enemy with a volley of fire, which can be useful against a horde of ghouls or some charging cazadores.As a general purpose fighting weapon, laser rifles, laser RCWs and plasma guns seem to do okay. However, there are ways to get them to preform better.

Fallout 2 Weapons Redone

Firstly, while it may say it splits the beam into multiple, slightly weaker ones, the splitters on laser rifles actually causes very little spread, but do increase the overall damage by a decent chunk. Also, a scope can be added for some better range. For plasma guns, you can find a decent number of unique variants that deal better damage. The laser RCWs, however, seem well enough as is, but still offer mods to slightly enhance their utility value.Don't bother with the pistols, though.

Unless it's the alien blaster, you'd be better off finding a long arm to use. I would venture to argue he's only talking about 3 and NV.In Fallout 1 and even 2, energy weapons weren't to be fucked with. Laser Rifle (the Wattz 2000 version). Best hard hitting, medium range gun? Turbo Plasma Rifle. Need to kill everyfucking thing in the god damned game?

Gatling Laser. And don't even get me started on the Pulse Rifle in FO2. Obscenely powerful, and it penetrated armor.Only in FO2 were there comparable small arms, and even then it was the Gauss weaponry, which are arguably energy weapons by some metrics.TL;DR, 3 and NV make energy weapons 'meh.' OP, take the anecdotes here with a grain of salt, because some of the answers may be based on people's experiences from New Vegas, where Guns and Energy Weapons are balanced much differently than they are in Fallout 3. Guns walk all over Energy Weapons in NV, but that's not the case in FO3.In regards to Fallout 3 specifically, while I love guns, my vote has to go to Energy Weapons! I've always loved their critical hit effects, they have some great uniques, and even the common ones are very strong performers compared to their gunpowder equivalents.

Take a look at these numbers:10mm Pistol vs. Laser PistolThe 10mm Pistol has a 12 round magazine capacity and does 9 damage per shot (that's 32.7 DPS, once you take reload times into account), and is not particularly accurate (0.5 minimum spread).Now, the lowly Laser Pistol. This is the entry level Energy Weapon, so you wouldn't think this would be very impressive, right? For the same weight as the 10mm Pistol (3), the Laser Pistol does 12 damage (with a capacity of 30 shots!). It's more than twice as durable as the 10mm, and fires just as fast, with potentially perfect accuracy (0 minimum spread at 100 skill) and increased critical chance (1.5x). Even with its longer reload time taken into account, the Laser Pistol does 45 DPS.

That's even higher than the 10mm SMG and Scoped.44 Magnum!Hunting Rifle vs. Laser RifleThe Hunting Rifle has a 5 round capacity and does 25 DAM (14.5 DPS w/reloads). It has 0.3 min spread and the standard critical chance of 1x.The Laser Rifle has a 24 round capacity and does 23 DAM (38.8 DPS w/reloads). It has 0 min spread (potentially perfect accuracy), can be fired more than twice as fast, is twice as durable and has increased critical chance (1.5x).

That's your sniper rifle, right there.Chinese Assault Rifle and Combat Shotgun vs. Plasma RifleThe Chinese AR has a 24 round capacity and does 11 DAM (50.8 DPS w/reloads). It has 1.5 min spread and the standard critical chance of 1x.The Combat Shotgun has a 12 round capacity and does 55 DAM (58.2 DPS w/reloads).

It has 3 min spread and the standard critical chance of 1x.The Plasma Rifle has a 12 round capacity and does 45 DAM (60 DPS w/reloads). It has a comparatively tiny min spread of 0.2 and increased critical chance (2x!).

Fallout 2 Weapons Redone Mod

Fallout 2 Weapons Redone

It fires much more slowly than the Chinese AR, but faster than the Combat Shotgun, and is more durable than both of those guns put together.And those are just the common Energy Weapons. There are less common ones that are even more deadly, like the Tri-Beam Laser Rifle and the Gatling Laser (although that's technically a Big Gun), not to mention uniques. If you haven't done an Energy Weapons playthrough yet, you definitely should do so. You can get a Laser Pistol very early on at Super Duper Mart, and make sure you take the Better Criticals perk to make the most of all that increased critical chance!. Not if you know where to look.

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