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MadCat221

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Files posted by MadCat221

  1. Dragon Aspect Enhancement

    ====================================
    DRAGON ASPECT ENHANCEMENT
    ====================================
     
    SKYRIM NEXUS MIRROR: http://www.nexusmods.com/skyrim/mods/71686?
     
    Author: MadCat221 (MadCat221@gmail.com)
     
    Version: 1.0
     
    First release: November 30, 2014
     
    1. Introduction
    2: Installation
    3. Version History
    4: Compatibility Issues
     
    ===============
    1. INTRODUCTION
    ===============
     
    Does Dragon Aspect seem a bit... dorky-looking to you? Dragon head hands, dragon head codpiece (whut?), no legs, no feet, no love for archers or destruction mages for kill skill enhancement... Meh.
     
    So I fixed it. I did some overhauling of a lot of the meshwork:
     
    * Hands are now true 5-digit appendages instead of dragon heads (spliced from the chitin heavy mesh if you wish to know).
    * There are now leggings around the knee and lower leg.
    * There are now feet. I originally was gonna get permission to use Grimoa's Plantigrade Beast Feet for a basis, but no response was forthcoming so I made my own.
    * A dragon aspect tail! This required assigning the beast skeleton to all the non-beast races, read below in compatibility issues.
    * Some overall tweeking all around for better conforming (such as bust space for the female DBA chest portion).
    * A low rumble and distant dragon roar to accentuate your invoking the full power of the Dragon Aspect.
    * Ancient Dragonborn Helpers are now sexually dimorphic (randomly chosen) and have under-bodies as well as all the above visual enhancements. They also have an ethereal axe now too.
    * Miraak is enhanced too!
     
    As for the gameplay buffs, they are largely identical to what I have for it in Dragonborn Ascendant (http://www.nexusmods.com/skyrim/mods/17010/?):
     
    * Magic armor buffs all around
    * Inclusion of damage buffs to all kill skills, not just melee power attacks.
     
    ===============
    2. INSTALLATION
    ===============
    It is just a module and a BSA, so install as normal. This mod requires both Dawnguard and Dragonborn DLCs.
     
     
    ==================
    3. VERSION HISTORY
    ==================
     
    v 1.0:
    First release.
     
    =======================
    4: COMPATIBILITY ISSUES
    =======================
     
    Because I had to alter the RACE records, there may be compatibility issues. I built in compatibility with Left-Handed Rings. Because the tail skeletal armature was needed, I changed all non-Beast races to use the Beast skeleton.
     
    Alas, because of something going on in the tail HKX project files, it precluded the tail working with pre-existing beastfolk tails, and thus only the Ehlnofey races (Men and Elves) will have a dragon aspect tail. Sorry...
     
    It will in all likelihood NOT be compatible with other Dragon Aspect mods.

    156 downloads

    0 comments

    Updated

  2. Dawnguard Arsenal

    ====================================
    DAWNGUARD ARSENAL
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
     
    Version: 1.1
     
    First release: January 24, 2016
     
    1. Introduction
    2: Installation
    3. Version History
    4: Credits
     
    ===============
    1. INTRODUCTION
    ===============
     
    The Dawnguard. Skyrim's last best hope against the Volkihar Clan menace. They have a variety of specialized tools of the trade. However, this arsenal seems... incomplete. They have a Crossbow, a War Axe, a War Hammer, and a small collection of Sun Damage spells.
     
    This mod aims to expand their arsenal. The melee weapon set is now complete, the Sun Damage spell is now nearly as complete as the main line Destruction spells, and the arsenal is now doled out to the named Dawnguard members as well.
     
    A list of changes:
     
    * Dawnguard blade weapons. These were made from scratch. A dagger, arming sword, and greatsword, each at Dwarven tier base damage like the two original Dawnguard melee weapons. They all have the Dawnguard emblem on the hilt, and Arkay's braided knot on the pommel.
     
    * Dawnguard Battle Axe and Battle Hammer. There is now a 2H axe, and in place of a mace is now a 1H hammer. When all you have is a Dawnguard Battlehammer, every vampire looks like a nail. These weapons have been interspersed to a few weapon racks in the fort.
    ** For a War Axe that isn't absurdly thick on the cutting edge, check out my other mod, Skyrim Weapon De-LARP-ification Project: http://www.nexusmods.com/skyrim/mods/16072/?
     
    * Dawnguard melee weapon special damage has been improved. Instead of a measly +5 damage against only vampires that is easily outdone with plain Silver weapons, it now behaves like Silver weapons (with +20 damage against a wider variety of unnaturals). Against vampires in particular, it has more stagger power (except daggers) and inflicts a bleed effect.
     
    * Dawnguard weapons are now craftable, and have "Elite" versions available as well, boosted up to Glass-tier. These can only be forged at the Dawnguard smithy. Compatibility version with Ars Metallica is available.
     
    * Sun damage spells are fleshed out and added to Florentius's inventory. In addition to the original Sun Fire, Vampire's Bane, and Stendarr's Aura, there are now the following:
    ** Sun Ray: The piddly little Novice concentration/spray spelll.
    ** Meridian Rune: Granted by Meridia, the Daedric Prince of Light, this proximity explosive rune burns undead but nothing else. Hey, the Dawnguard takes whatever help it can with the Vamprie menace.
    ** Holy Ground: The hazard spray spell. Bless the ground so that nothing profaned by undeath may walk upon it.
    ** Gaze of Arkay: The big daddy master spell. Unleash a torrent of sun damage in a manner not unlike Lightning Storm. It'll be available at the same time as Expert-level Restoration spells.
     
    * Existing sun damage sound effects have been adjusted to be more appropriate.
     
    * Several Dawnguard members have been uprated:
    ** Isran should now sport proper heavy armor, and his warhammer has been replaced with a new Greatsword.
    ** Sorine should now start with a Dwarven (standard) Crossbow and some steel bolts.
    ** Gunmar should now ditch that butterfly swatter axe and have a proper Dawnguard axe.
    ** Florentius will now have robes that don't clip with his armored boots/gauntlets, and will get rid of his junky iron sword for a Dawnguard sword.
    ** Many other less prominent members have had armament switcheroos as well.
    ** Ideally, these will work with a New Game. However, I have made a retroactive script that should effect these changes as well. Much of the aspects on the NPCs in question that I altered may be baked in data in the save.
     
    * Dawnguard armor only now requires at least three pieces to gain the Vampire-resistive effects. This allows you to go hemletless but still have the body, boots, and gloves components and gain the Vampire resistance.
     
    ===============
    2. INSTALLATION
    ===============
     
    Unpack the ESP module and BSA archive into your Skyrim/Data folder and activate. If you use the latest version of Ars Metallica, it is strongly suggested to use the compatibility patch, have Dawnguard Arsenal load after Ars Metallica, and the patch load after both.
     
    ==================
    3. VERSION HISTORY
    ==================
     
    v 1.0:
    * First release.
     

    v 1.1 (Jan 25, 2016):
    * A method to have sun damage spell impacts create light has been devised. All light spells will now have a actual (brief) light flash at the point of impact in addition to the existing impact mesh.
    * Gaze of Arkay has been rebalanced to be more in-line with existing Destruction damage/magicka ratios (IE: roughly 50-60% the base cost for the same base damage)
    * Gaze of Arkay had to have its effects reconfigured to remove an un-circumventable bug where it would cause aggro despite causing no actual damage to the naturally living. As a result, there can be no more explosions at impact point. Please report back on visuals: Too bright?
    * Sun Ray's projectile light has been toned down.
    * A few USLEEP fixes have been carried over into override forms. No dependency requirements added.
     

    ==========
    4. CREDITS
    ==========
     
    Leather texture by Tsabo6 (Alexander Nanitchkov): http://www.deviantart.com/art/Leather-texture-82368154
    Metal texture by Nobiax: http://nobiax.deviantart.com/art/Commission-Medieval-textures-406572548
    Ars Metallica by Arthmoor, compatibility patch made with permission: http://www.nexusmods.com/skyrim/mods/16084/?

    94 downloads

    0 comments

    Updated

  3. Dawnguard Arsenal SSE

    ====================================
    DAWNGUARD ARSENAL SPECIAL EDITION
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    First release: APRIL 21, 2019
    1. Introduction
    2: Installation
    3. Version History
    4: Credits
    ===============
    1. INTRODUCTION
    ===============
    The Dawnguard.  Skyrim's last best hope against the Volkihar Clan menace.  They have a variety of specialized tools of the trade.  However, this arsenal seems... incomplete.  They have a Crossbow, a War Axe, a War Hammer, and a small collection of Sun Damage spells.
    This mod aims to expand their arsenal.  The melee weapon set is now complete, the Sun Damage spell is now nearly as complete as the main line Destruction spells, and the arsenal is now doled out to the named Dawnguard members as well.
    A list of changes:
    * Dawnguard blade weapons.  These were made from scratch.  A dagger, arming sword, and greatsword, each at Dwarven tier base damage like the two original Dawnguard melee weapons.  They all have the Dawnguard emblem on the hilt, and Arkay's braided knot on the pommel.
    * Dawnguard Battle Axe and Battle Hammer.  There is now a 2H axe, and in place of a mace is now a 1H hammer.  When all you have is a Dawnguard Battlehammer, every vampire looks like a nail.  These weapons have been interspersed to a few weapon racks in the fort.
    * Dawnguard melee weapon special damage has been improved.  Instead of a measly +5 damage against only vampires that is easily outdone with plain Silver weapons, it now behaves like Silver weapons (with +20 damage against a wider variety of unnaturals).  Against vampires in particular, it has more stagger power (except daggers which never had stagger power to begin with) and inflicts a bleed effect.
    * Dawnguard weapons are now craftable, and have "Elite" versions available as well, boosted up to Glass-tier.  These can only be forged at the Dawnguard smithy.  Compatibility version with Ars Metallica is available.
    * Sun damage spells are fleshed out and added to Florentius's inventory.  In addition to the original Sun Fire, Vampire's Bane, and Stendarr's Aura, there are now the following:
    ** Sun Ray: The piddly little Novice concentration/spray spelll.
    ** Meridian Rune: Granted by Meridia, the Daedric Prince of Light, this proximity explosive rune burns undead but nothing else.  Hey, the Dawnguard takes whatever help it can with the Vamprie menace.
    ** Holy Ground: The hazard spray spell.  Bless the ground so that nothing profaned by undeath may walk upon it.
    ** Gaze of Arkay: The big daddy master spell.  Unleash a torrent of sun damage in a manner not unlike Lightning Storm.  It'll be available at the same time as Expert-level Restoration spells.
    * Existing sun damage sound effects have been adjusted to be more appropriate.
    * Several Dawnguard members have been uprated:
    ** Isran should now sport proper heavy armor, and his warhammer has been replaced with a new Greatsword.
    ** Sorine should now start with a Dwarven (standard) Crossbow and some steel bolts.
    ** Gunmar should now have a Dawnguard Battlehammer once he joins up.
    ** Florentius will now have robes that don't clip with his armored boots/gauntlets, and will get rid of his junky iron sword for a Dawnguard sword. He's also sporting a repertoire of Sun damage spells.
    ** Many other less prominent members have had armament switcheroos as well.
    ** Ideally, these will work with a New Game.  However, I have made a retroactive script that should effect these changes as well.  Much of the aspects on the NPCs in question that I altered may be baked in data in the save.
    * Dawnguard armor only now requires at least three pieces to gain the Vampire-resistive effects.  This allows you to go hemletless but still have the body, boots, and gloves components and gain the Vampire resistance.
    **** SSE ENHANCEMENTS ****
    * Normal and envirocube mask textures have been upscaled to 2K for enhanced detail to the shinyness!
    * The De-LARPed Dawnguard Axe now comes standard with this mod! In the event that I rerelease Skyrim Weapons De-LARP-ified for SSE, just overwrite when prompted; they will be identical.
    ===============
    2. INSTALLATION
    ===============
    Unpack the ESP module and BSA archive into your Skyrim Sppecial Edition/Data folder and activate.  If you use the latest version of Ars Metallica, it is strongly suggested to use the compatibility patch, have Dawnguard Arsenal load after Ars Metallica, and the patch load after both.
    ==================
    3. VERSION HISTORY
    ==================
    SPECIAL EDITION:
    v 1.0:
    * First Release
    OLDRIM CHANGE LOGS:
    v 1.0 (Jan 24, 2016):
    * First release.

    v 1.1 (Jan 25, 2016):
    * A method to have sun damage spell impacts create light has been devised.  All light spells will now have a actual (brief) light flash at the point of impact in addition to the existing impact mesh.
    * Gaze of Arkay has been rebalanced to be more in-line with existing Destruction damage/magicka ratios (IE: roughly 50-60% the base cost for the same base damage)
    * Gaze of Arkay had to have its effects reconfigured to remove an un-circumventable bug where it would cause aggro despite causing no actual damage to the naturally living. As a result, there can be no more explosions at impact point.  Please report back on visuals: Too bright?
    * Sun Ray's projectile light has been toned down.
    * A few USLEEP fixes have been carried over into override forms.  No dependency requirements added.
    v 1.1.1 (Jan 29, 2016)
    * Adjusted sound output modes for sunfire explosion sound effects (copied to new Sound Descriptor records)
    * Added an extra socket piece to the pommel/grip joints on the blades.
    * Adjusted lights on some of the "fake hazard lights" for the projectile impacts.
    * Removed an unwanted fire particle system from the Holy Ground hazard nif that I thought I already removed.
    * Gunmar's inventory now updated to include a DG weapon or two, as well as one guaranteed silver ingot every restock.
    * New texture set devised to differentiate the Standard and Elite blade weapons.  The original textures are now the Elites, while a new darker spottier texture is the standard.
    v 1.1.2 (Feb 9, 2016)
    * Gave Gaze of Arkay a Turn Undead effect for 10 seconds to help with crowd control since Master spells root the caster in place.  Removed cast wind-up on Gaze of Arkay.
    * Cleaned up the module of several abandoned-in-place form records for ideas that didn't pan out for assorted reasons.
    * Refined the specular map for the standard non-Elite blade weapons.
    * Altered the texture grayscale map used on the Meridian Rune.
    v 1.1.3 (Mar 20, 2016)
    * Reduced Gaze of Arkay Turn Undead effect to 5 seconds for balancing.  It's still long enough to keep them away for crowd control while discharging Gaze of Arkay, but not much beyond that.  Want it to last longer?  Then just cast His gaze upon them again, it'll re-apply the effect at 5 seconds.
    * Corrected some scripts on the weapons so they have the Dawnguard perk add script.
    * Boosted the brightness and radius of the Vampire's Bane impact light.
    * Fixed the load screen sword art.
    * Correctly pathed the Elite bladed weapons to their proper meshes.  DSR users may need to re-SkyProc them, but the DSR'd elite blade meshes are already in place and properly tex-pathed.
    * Revamped the Elite blade textures to have a mottled metal grain like the standard grade.  They're still higher-albedo metals than the standard, just with a better metallic pattern.
    * Added a lingering light splotch in the trail of the Gaze of Arkay beam (similar to the lingering trail that Potema's constant-effect lightning bolt).
    v 1.1.4 (May 5, 2015)
    * Meridian Rune is now affected by Rune Master perk.
    * Reworked elite dagger diffuse texture to be more in-line with the other diffuse textures.
    v 1.1.5 (May 18, 2016)
    * Added an ARMA form to ensure the new and optional Dawnguard female reconformed armor sleeveless light variant does not cause crashiness because of an engine bug.  If you don't use that optional addon, this will not do much of anything.
    v 1.1.6 (July 24, 2016)
    Fixed a shader flag error in the material properties for the dagger blood edges that prevented them from appearing. DSR users may or may not need to regenerate; I do not know how that works or if you can just plop in overwriter assets for it.
    v 1.1.7 (August 20, 2017)
    Complied with recent fixes by USLEEP v3.0.10 pertaining to Beleval. Cleared out extraneous Tamriel worldspace data. BSA is identical to previous version.
    ==========
    4. CREDITS
    ==========
    Sovngarde font (used in description page imagery) by MistValkyrie: https://www.nexusmods.com/skyrimspecialedition/mods/386
    Leather texture by Tsabo6 (Alexander Nanitchkov): http://www.deviantart.com/art/Leather-texture-82368154
    Metal texture by Nobiax: http://nobiax.deviantart.com/art/Commission-Medieval-textures-406572548
    Ars Metallica by Arthmoor, compatibility patch made with permission: http://www.nexusmods.com/skyrim/mods/16084/?

    74 downloads

    0 comments

    Submitted

  4. Shield of Magnus

    ====================================
    SHIELD OF MAGNUS
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    March 14, 2014
    1. Introduction
    2. Installation
    3. Version History
    ===============
    1. INTRODUCTION
    ===============
    When the Snow Elves took Sarthaal, the Eye of Magnus was not the only mythic artifact they found within. They also found a shield with remarkable magical properties: the Shield of Magnus.
    When the terrible retaliatory wrath of Ysgramor and his Five Hundred Companions fell upon them, the Snow Elves fled Sarthaal with the Shield, as it was much more portable than the Eye.
    As the Snow Elf realm gradually fell to the atmoran invaders, the Shield of Magnus traveled with refugee snow elves into Blackreach, where they were indentured to the Dwemer. The Dwemer were just as fascinated with the Shield as the Snow Elves were.
    However, the Dwarves eventually disappeared inexplicably, leaving many of their Skyrim holdings in the possession of the now twisted, feral remnants of the Snow Elf race: the Falmer. One particularly powerful Falmer warrior in Blackreach has found the Shield of Magnus again, and roams underneath the cavern's underground sun.
    The shield has a weight of 12 and a base armor rating of 32, and improvement is enhanced by the Dragon Armor perk. It requires a Grand Soul Gem and an Ebony Ingot to improve. The shield gives the wielder a passive 20% Absorb Spell chance effect, occasionally consuming the magical yield of a hostile spell into the magical potentcy of the wielder. When raised to defend, the Shield of Magnus projects a light magical ward. If used to powerbash, it will send out a short-range energy wave that will absorb magicka from whatever foes it hits for a short time.
    ===============
    2. INSTALLATION
    ===============
    This mod requires the Dawnguard DLC due to Auri-el's Shield grip mounts being the most easily adapted to the back of the Shield of Magnus. Additionally, the powerbash spellcast scripting was adapted from the Dawnguard Rune Hammer's.
    The mod itself is a simple ESP/BSA combo. Install and activate as normal.
    ==================
    3. VERSION HISTORY
    ==================
    v1:
    Initial Release.

    41 downloads

    1 comment

    Updated

  5. Multilayer Parallaxing Soul Gems WIP

    A set of soul gems, set up to use Multilayer Parallaxing effects. Color coded down the visible light spectrum, with red petty, orange lesser, yellow common, green greater, blue grand, and already violet black. Having fun with MLP!
    Not "My Little Pony", you dolt.
    This must overwrite any existing soul gem textures, as not only did I recolor things, but I also needed to add a specifically designed alpha channel. It's recommended to uninstall other soul gem retextures entirely, as these are based on the vanilla official HD textures and do not overwrite normal maps (which are shared between multiple gem models) and would have a mismatch.
    For an explanation, Multilayer Parallaxing is not the same as Parallax Bump Mapping. It instead makes the appearance of a second "subsurface" beneath the actual geometry surface, without there actually being a second layer. Refractory effects, subsurface scale, and some envirocube reflective effects round out Skyrim's MLP setup. The Frost Atronach (vanilla version, not any that have the *NOT* realistic transparency) and several glacier and frozen lake statics also use it.
    In other games, I've seen it used in Dragon Age: Inquisition in the Red Lyrium crystals, and it appears to be a more advanced version with MLP subsurface glow and even an animated UVW.
    To see it in action in Jonwd7's Nifskope 2.0, check out this devlog video:

    To get your hands on Jon's most current builds of Nifskope 2.0, go here: https://github.com/jonwd7/nifskope/releases

    66 downloads

    0 comments

    Updated

  6. Multilayer Parallaxing Stalhrim Weapons WIP

    A package of WIPpy Stalhrim weapon mesh tweeks to use Multilayer Parallaxing on the stalhrim bits. Diffuse textures are from the official HD texture pack, with a new alpha channel needed for MLPing adapted from the official HD's stalhrim enviromask textures.
    The mace is screwy. I haven't had time to figure out why.

    37 downloads

    2 comments

    Submitted

  7. True Circlet Gems

    ====================================
    TRUE CIRCLET GEMS
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1.0
    November 11, 2013
    1. Introduction
    2: Installation
    3: Credits
    4: Version History
    ===============
    1. INTRODUCTION
    ===============
    Circlet gems... What the heck is up with them? They just look like chunks of colored polished plastic.
    Clutter gems... shiiiiinyyyyyy. Now THOSE look like gems! The flare, the glimmer...
    This mod aims to adapt the setup that the clutter gems use in order to make all circlets that have gems (not onyx or moonstones) uses it, in order to truly look like gems.
    As the lighting angles change, the flare within the gem will change with it. Additionally, the gems are no longer completely opaque, and also have an enviro reflection effect on them.
    Circlets for all races are adapted, including the recently released corrective female elf circlet meshes that are part of Unofficial Skyrim Patch 2.0 (as I'm the one that made those meshes).
    The provided screenshots don't really do it justice. Unlike other circlet mods that attempt to solve the lack of gem flare by putting it directly into the diffuse texture, this mod will make the gem flare glisten as the position of lighting, gems, and camera POV change, on both the outer and inner surfaces of the gems; in essence, dynamic gem flare as opposed to baked-in-texture flare.
    ===============
    2. INSTALLATION
    ===============
    This is a module-less mod, intended as a replacer.
    Install the enclosed Meshes folder into your Skyrim/Data directory. Say "yes" to any overwrites.
    If you have any circlet retextures, some texture wonkiness may occur, as I have not yet made compatibility patches. I do not foresee anything too badly out of place, however, as all metal circlet bands use the vanilla texture paths. Basically, unless you unpacked your BSAs and tossed them (which you really shouldn't have, you will NOT get faster load times), you will only get at worst some mismatched normal maps.
    ==================
    3. VERSION HISTORY
    ==================
    v1:
    Initial Release.

    36 downloads

    0 comments

    Submitted

  8. Power Armor Frame Core Socket Hole Fix

    ====================================
    POWER ARMOR FRAME CORE SOCKET FIX
    ====================================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    First release: April 15, 2018
    1. Introduction
    2. Details
    3. Installation
    4. Version History
    ===============
    1. INTRODUCTION
    ===============
    When the BGS modelers made the Power Armor frame, they probably thought they were saving a bit on the polycount when they omitted filling in the back of the fusion core socket.
    Unfortunately, you look straight down the socket whenever you pop in a fusion core to power up a frame. You end up seeing the back side of the chest frame when you do. No socket
    prongs that plug into the fusion core, not even just a dark cavity. Straight through.
    This mod corrects that with a simple darkened cavity and a proper cap at the back of the socket.
    ==========
    2. DETAILS
    ==========
    As stated, the fusion core socket is filled in with a cover on the back end so you don't see straight through. Vertex coloration ensures that it looks like a darkened nook that light can't easily get into.
    ===============
    3. INSTALLATION
    ===============
    This is an ESP-less replacer, so just plop straight into your Data folder. I only foresee one overwrite; concerning power armor frame material bugs. This is based off the fix for that used in UFO4P, and won't interfere.
    ==================
    4. VERSION HISTORY
    ==================
    v 1.0:
    * First release.

    35 downloads

    0 comments

    Submitted

  9. Glowing Plasma Gun

    ==================
    GLOWING PLASMA GUN
    ==================
    Author: MadCat221 (MadCat221@gmail.com)
    Version: 1
    First release: July 18, 2018
    1. Introduction
    2. Details
    3. Installation
    4. Additional Info
    5. Version History
    ===============
    1. INTRODUCTION
    ===============
    For as much green glowing wads of plasma it shoots out, the Plasma Gun itself doesn't glow much. There are a few green bits, but... no glow. This mod rectifies this glaring oversight.
    ==========
    2. DETAILS
    ==========
    Glowmaps and enviro-cube maps appear to be mutually exclusive since Skyrim's NIF format, which is perplexing because it's a step backwards from FO3/NV's. I had to separate out the glowing bits and also make a third set of glassy reflective parts.
    Additionally, I tried to make the ports emit a light cone with a gobo to simulate the three port holes, but it seems that gobos don't work on light addon nodes attached to weapon meshes. Shame...
    ===============
    3. INSTALLATION
    ===============
    This is an module-less mod, solely comprised of loose asset files. Install into your Data folder.

    ==================
    4. ADDITIONAL INFO
    ==================
    For those who may be wondering where the unusually short "sniper" barrel on the screenshot plasma gun is from, it is another of my mods: Plasma Carbine Barrel (https://www.nexusmods.com/fallout4/mods/22679). Essentially, it is the missing step betwen the short "barrel" and "sniper" barrel for semi-auto fire, for those who want a better mid-range plasma gun.
    ==================
    5. VERSION HISTORY
    ==================
    v 1.0:
    * First release.
     

    42 downloads

    1 comment

    Updated

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