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Mad Science!


Ruadhan2300

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I don't want to plug my mod but given the crazy volume of 'Great Minds Think Alike' going on I think I've got to.

(Before WMX I even had upgrades for the recharger pistol & rifle that added solar panels to them)

 

Anyway more mad science is good mad science! I'm really looking forwards to this mod.

Edited by TheTalkieToaster
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  • 2 weeks later...

Progress Report:

Added recipes for breaking down advanced (primarily energy) weapons into various sub-components.

the new component list is as follows:

 

Tesla Coil - A High capacity discharge unit, vital for any massively powerful electrical weapons :P

Accelerator Coil - Gauss Coils, used in Gauss rifles obviously, and plasma weapons too for propelling the plasma.

Focusing Array - equivelant to Scrap Electronics, but for lenses and mirrors

Laser Capacitor - A construction of mirrors and glass which amplifies the power of a laser beam.

Plasma Injector - For squirting the right amount of plasma into your plasma bottle before firing

Recharger Unit - converts radiation into electricity. imagine the possibilities....

Tesla Capacitor - A high performance capacitor. don't let the name fool you, tesla weapons are just the tip of the iceberg.

 

Other components can be yielded too depending on the weapon, specifically scrap metal and scrap electronics, but also sensor modules, fission batteries and conductors.

 

these parts can be then either sold at a profit (assuming you dismantled a gun in poor condition) or used in your mad science! schemes...particularly, building guns and devices.

 

The first completed weapon so far is the Nuka Rifle.

This baby is a semi-automatic Nuka cola based plasma mortar with a very shallow trajectory.

to get it, you have to have both the Mad Science! perk and either the Nuka Chemist perk, or you have to have completed the quest "The Legend of the Star".

my justification being that you're primarily inspired by either an enhanced knowledge of Soda, or a frustration about the crap rewards of the reward vault. (ignoring Pew-Pew, that was just luck on your part)

consequentially, its a fairly late game weapon. but that's alright since building it requires you to have been to the Big MT for some of the components.

The current parts lineup for building this weapon are:

 

1x Sensor Module

4x Pilot Light

2x Damaged slave collars

2x Nuka Cola's

1x Plasma Injector

2x Accelerator Coils

1x Laser Capacitor

1x Focusing array

 

This makes it essentially a plasma rifle with some extra stuff :) but that's ok, because that's more or less what it is.

I'm pondering the slave collars, they're really just decorative on the model, acting as clamps to hold the nuka bottles in place, but having to use them in the weapon itself would make the gun a lot later game than it might otherwise be. on the other hand, its viciously effective against lobotomites and other enemies in the Big MT, not so useful against regular enemies in the mojave due to most of them being crap and easy to kill anyway. I think I'll leave it for now, I don't want players to get their hands on such a crazily awesome weapon too early :P

 

I'm currently thinking on my next creation to add to the mod.

something based on power armor. but not just a fancy suit. I'm thinking in terms of utility.

current concept is for a power Frame.

wear it with any armor, it enhances your strength stat to the max and adds further to your carry-weight capacity anyway, but also massively reduces your movement speed and agility.

the result is great for travelling since you'll be far less susceptible to overencumbering, moderately good for melee and carting around heavy weapons (of which I'm making a lot for this mod, no seriously, one of these guns weighs 75lbs empty...) but terrible for combat in general due to reducing your freedom of movement and slowing you down.

I imagine it as a logical solution to the scientist char's problems...low strength, high IQ :P pump all the stats into intelligence and agility and you'll have to make cuts on the strength...but you'll want the big fancy guns that your intelligence causes you to build...so hence, a powered exoframe to do the heavy lifting for you.

perhaps a few upgrades that you can make in order to reduce its negative effects.

maybe I'll tear apart that night-vision mod and see if I can't figure out the power-cell system....heh.

 

Keep the ideas coming, this mod is by nature going to be quite large

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Update: 09/09/11

 

Just finished a complete line from adding the perk to a completed device.

the device is a stealth harness, overall effects are identical to the Operation Anchorage model Chinese Stealth Suits. justified as a couple stealth-boys rigged to a couple fission batteries, with few extra bits of electronics to "synchronize" them :P

 

anyway, the line currently goes:

Acquire perk "Mad Science!"

Perk gives you a quest which contains among other things, the triggers for adding the schematics and notes.

in this case, the trigger to recieve the Stealth Harness note is to find the chewed Stealth-boys in Charleston Cave. or more specifically, to complete that particular part of the associated quest.

Once you have the note it explains the thinking behind the harness, lists the parts you need to make it and unlocks the recipe at the Workbenches.

 

very easy modular system I'll be able to add to quickly and comfortably. not much can go wrong with it.

 

Once I have maybe a dozen devices and armors and weapons in place and accessed via this method, I'll release the alpha.

as it stands, I'm about half-way there. things should proceed very quickly from here and I hope to have the alpha out in maybe a week at most.

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That's good news, I can't wait to try it.

 

I've had an idea about a teleporter, I posted it in an image but might as well post it here:

 

"Í don't know if you have played Dog City, but the guy you're suppose to kill uses a (kind of) teleportation animation.

 

It would be cool to get portable tracers (like in the Mobile Bus mod) and have a portable teleporter (could look like a detonator, but then... cooler) that allows you to fast travel to one of the tracers (but without adding time).

 

Perk can be called: Beam me up, Scotty!"

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Another Update: 12/09/11

 

Aiming for 12 seperate items. plus a couple more which I've added for the fun of it.

once those twelve are implemented properly, ie, you can acquire them without the console. I'll be releasing.

 

Current lineup:

Stealth Harness - Permanent stealth while crouched, incompatible with repair and healing fields.

 

ExoFrame - boost to strength and carryweight, decrease in run speed and agility

 

Healing Field - slowly heals wearer over time. better than the ones in OWBs. incompatible with the stealth harness and repair field.

 

Portable Hologram Emitter - projects a Sierra Madre Security hologram to protect player when in combat. Can upgrade to field a second hologram.

 

Nuka Rifle - high explosive plasma rifle based around nuka cola

 

Gauss Cannon - extreme RoF Gauss weapon.

 

Robot IFF Trans - makes all robots friendly to the player, or at least non-hostile. probably interferes with mods that make robots

behave like they have Animal Friend with the player.

 

Tesla Rifle - powerful energy rifle with chance of instagibbing targets, Homage to District 9

 

Psychic Blaster - brain-in-a-gun. shoots waves of Mesmetron style effect. random effects from head-asplode to frenzy to massive gibletting.

 

Subsonic Screwdriver - unlocks things. any things. obvious homage to Doctor who.

 

Repair Field - Heals player's equipment while active. incompatible with the stealth harness and the healing field.

 

Heavy Phased Plasma Gun - powerful energy cannon, similar to Gauss Cannon. too similar. may replace with another device. Homage to The Terminator

 

 

As of writing, the stuff to finish are

The healing field (needs its effects, recipe, note-trigger and custom mesh)

The Repair field (ditto above)

Gauss Cannon (Needs some tweaks to its mesh, a new recipe to go with the parts available, Note Trigger, some tweaks to the actual weapon for balance and functionality.)

Psychic Blaster (full implementation needed, haven't started)

Subsonic Screwdriver (Ditto)

HPPG (Currently sucks. I need to revamp it entirely)

 

I should be able to finish the healing and repair fields in about half an hour flat. the rest might take a few days together. depends how much time I devote to them.

 

The extra stuff I've done for this mod that isn't on the list consists of

The Goggles (they do nothing)

Upgraded Mad Scientist Outfit - adds new gloves. I'll probably adjust some stats too.

Scratchbuilt Laser pistol - an experiment in alternate firing animations for a laser pistol. thinking in terms of a uber-powerful laser pistol which takes an entire clips worth of ammo and dumps it into one shot. uses the sonic emitter's chargeup firing animation. pretty swish.

 

Also I need to add in Surgical masks. they look too gosh-darn cool to leave off.

 

Estimated time to complete, a few days.

 

Give me more ideas though, I'll try to implement them for the updates to follow.

 

Edit: An Alert, As of yesterday, this mod now requires both Dead Money and Old World Blues to be installed.

This is so I can have the holograms, cause they're my favourite part of this mod, and so I can use OWBs content, which lends itself so well to the Mad Science concept that they actually have a quest of their own called "Mad Science" :P

Hope this doesn't alienate too many people. I know lots of you don't have some of the DLcs.

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