Fallout 4

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Created by

Athelbras

Uploaded by

Athelbras

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About this mod

A new Energy Weapon with tailored visual effects (based upon the original Alien Blaster)

Requirements
Permissions and credits
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Changelogs
Alien Disruptor

Version 1.2


Description:

A new energy weapon, an Alien Molecular Disruptor Pistol, can be found in the same location and under the same circumstances as the game's original Alien Blaster.


Key Features:

• Specially Tailored Visual Effects

• Weapon Attachments:

  -- marksman's grip - Science 1, Gun Nut 1
  -- sharpshooter's grip - Science 1, Gun Nut 3

  -- long barrel - Science 1, Gun Nut 2
  -- Improved long barrel - Science 2, Gun Nut 2

  -- short scope - Science 1, Gun Nut 2
  -- night vision scope - Science 2, Gun Nut 2
  -- recon scope - Science 2, Gun Nut 3

  -- fusion cell receiver - Science 2, Gun Nut 1
  -- energized receiver - Science 3, Gun Nut 2
  -- overcharged receiver - Science 3, Gun Nut 4
  -- fission receiver - Science 4, Gun Nut 4

• Ammunition Conversion:

  -- Alien Blaster to Disruptor at the Chem Station - Science 1
  -- Fusion Core to Disruptor at the Chem Station - Science 3
  -- Fusion Cells to Disruptor at the Chem Station - Science 3
  -- Plasma Cartridge to Disruptor at the Chem Station - Science 3
  -- Gamma Rounds to Disruptor at the Chem Station - Science 3

• Alternate Location:

  -- southeast of "Crater of Atom"
  -- see the screenshot in the Images tab above
  -- for those who have not yet had the special encounter

• Alternate Appearance:

  -- Blackened & Weathered with Purple energy effects


Where to find it:

• in the same location and under the same circumstances as the game's original Alien Blaster ...
Spoiler:  
Show
... at the UFO Crash Site, but only when that special encounter has been activated.

• or directly initiate that special encounter yourself if it has not yet occurred ...
Spoiler:  
Show
... activate Relay Tower 1DL-109 (southwest of Oberland station) and then locate the source of the garbled radio broadcast.

• or look for the alternate location southeast of "Crater of Atom"; refer to the screenshot in the Images tab above.


Installation:

Install using a mod manager, or unpack the mod and copy the .ESP/.ESL and .BA2 files into the game's \DATA folder, then enable the mod.

Position this mod's .ESP/.ESL file to be as low as it will go in your "Load Order" sequence.


Install ESP or ESL?

If you are reaching the maximum allowed number of .ESP installs, and want to install more mods, then install the .ESL versions of those new mods ...

Back-in-the-day, many players were reaching the maximum number of allowed .ESP installs, so Bethesda introduced a way to permit more via .ESL files.

The Light Master (.ESL) file is an optimized file format introduced in the Fallout 4 v1.10 update. Using Light Master files allows more plugins (mods and patch mods) to be installed than previously possible with .ESP files. For .ESP files there is a limit of 255, whereas a maximum of 4096 .ESL files can be loaded (but in practice is difficult to achieve due to other technical constraints).

Both file types can be used together, which means you can install just .ESP files if your install count remains below the .ESP maximum, or just .ESL files if your count remains below the .ESL maximum, or some of both such as using .ESP files initially and then adding .ESL files thereafter when the maximum for .ESP has been reached.


ESP/ESL Compatibility:

Saved games that currently use an .ESP mod are not compatible with an .ESL of that same mod. Similarly, saved games that are currently using the .ESL for a mod are not compatible with an .ESP of that same mod. That is a basic game restriction in terms of switching between .ESP and .ESL versions of a mod. There is no "fix" or workaround -- it is inherent in the game's design.

So, to switch from .ESP to .ESL, or from .ESL to .ESP, you must:

1 ) uninstall the mod
2 ) load the current saved game
3 ) create a new saved game (while that mod is not installed)
4 ) install the other download of that mod
5 ) resume play with that newly created saved game

Objects and NPCs provided by th emod will not be there now and must be created once more. Similarly, quests will need to be done again.


Requirements:

No special requirements. None of the DLCs are required.


Compatibility Limitations:

This mod and my other mods might or might not work correctly with mods which adversely affect my mods by altering base-game locations and base-game content which my mods depend upon.

There is no support for compatibility issues with those, and there are no plans to provide compatibility patches.


Known Issues:

None.


Known Conflicts:

None.


Permissions:

This mod may not be reused in part or whole for any purpose other than its original intent. It may not be uploaded to any other web site. Get in touch with me if you wish to discuss things; for example, translation into a non-English language.


Change Log:

See the Changes tab for details.


Credits:

Bethesda Softworks - for the original Alien Blaster models and textures [I merely altered them a bit]


My Other Mods:

Workshop Menu Fixer can be found Here.

Shield Bubble can be found Here.

Qwirky can be found Here.

Sparky can be found Here.

Silver Streak can be found Here.

Silver Streak UFO can be found Here.

Whirly can be found Here.

Whirligig Sentry can be found Here.

Settlement Radar Station & Drone Defenders can be found Here.

Settlement Tidy Bot: "Mister Tidy" can be found Here.

Settlement Salvage Bot: "Mister Salvage" can be found Here.

Settlement Medic Bot: "Mister Medic" can be found Here.

Settlement Police Bot: "Mister Law" can be found Here.

Settlement Repair Bot: "Mister Mechanic" can be found Here.

Settlement Gardener Bot: "Mister Gardener" can be found Here.

Settlement Delivery Bots: "Mister Caravan / Mister Express / Mister Postman" can be found Here.

Carry-Your-Stuff Robots can be found Here.

Alien Blaster Long-Barrel Fix can be found Here.


Enjoy!