the Solar Scorcher
from Fallout2
> Vault 13 & Gun Script: WillieSea
-> Solar Scorcher Model: MadCat221
Recreated for Fallout 3 with some artistic interpretation.
In Fallout 2 there was a weapon called the solar scorcher.
Read more about it on the WIKI
The Story:
There will be a Guardian of Forever special encounter placed in the wasteland which will transport you to the mythical Vault 13 where you will find the 'mostly' empty of life vault. I think the perfect location may be the strange Deathclaw alcove with an irradiated pool of water far to the North of the map.
After securing and entering the gateway, you will be standing at the exit to vault 13, the large gear door closed tight. You decide to explore a little only find two security locked doors blocking your way with no obvious way past them. You decide to leave the vault so you activate the control pod in order to open the vault door. Unfortunately, the pod short circuits sending sparks of electricity arcing across its surface and setting the alarm klaxons off. The vault door does not open!
Fearing the worst, you once again explore the vault to find the previously security locked doors now open. You explore the medical clinic and then find the elevator door. A quick ride down finds you in a long hallway with more sparks emanating from a nearby wall panel. The klaxons are ringing on this level as well.
In the distance, you see a large shadow flick across the far wall. You are not alone...
The Weapon:
The weapon is being created from the 2D image from Fallout 2 thanks to MadCat221. (see the above link)
It will fire a bright beam of light and burst any object hit with fire. If you hit a creature they will be engulfed in flames. If you critically kill your target, they may even explode in a fiery mess sending chunks in all directions.
Technical specifications:
I have a script that will charge the weapon during the daylight hours (5am to 8pm). But, only in exterior locations. If you have the weapon equipped, you will get 6 charges per hour, otherwise you will only get 3 charges if its just in your inventory. It will only charge up to a maximum of around 95-100 shots.
If you drop the weapon, the solar energy will be removed from your inventory and will be stored with the weapon. So, if you pick up the weapon again, it will retain the amount of charges it had when you dropped it and add it to your inventory.
When you first come across the weapon it will have between 20 and 30 charges already stored in it.
Screen shots during Development:
The temporary Solar Scorcher in Action
Power Cell extreme closeup
Glowing Power Cells
Vault 13 a first look
Vault 13 Command Level Compare
Gateway and Medical Clinic
Elevator and Command Level stuff
Command, R&D, Cavern
FO3: the Solar Scorcher
Started by
WillieSea
, Sep 10 2009 01:41 AM
16 replies to this topic
#1
Posted 10 September 2009 - 01:41 AM
#2
Posted 10 September 2009 - 01:52 AM
Ooo that looks positively wicked Will!
My hubby will love having this in his game!
#3
Posted 10 September 2009 - 02:03 AM
Yeah, its a 'blast' after a hard day at work.
Its perfect for the raiders or slavers in your life!
Its perfect for the raiders or slavers in your life!
#4
Posted 10 September 2009 - 02:05 AM
#5
Posted 10 September 2009 - 02:09 AM
As I said before, it looks awesome!
I love how you manage to add a quests without it "technically" being a quest, ie it doesn't register in your logbook
Great work
I love how you manage to add a quests without it "technically" being a quest, ie it doesn't register in your logbook
Great work
#6
Posted 10 September 2009 - 02:56 AM
That is because I can't make quests. Or dialog for that matter.
So, its all guess and by golly scripting! lol
So, its all guess and by golly scripting! lol
#7
Posted 10 September 2009 - 02:59 AM
As long as it works
#8
Posted 10 September 2009 - 03:30 AM
I feel 'quests' hold your hand too much. I make you 'think' in my mods. And search around for the unusual...
#9
Posted 14 September 2009 - 05:53 AM
If you would like to 'try out' the weapon, I added the functionality to this mod:
http://www.fallout3n...ile.php?id=1770
It really is a hoot to play with. Zap! BOOM!
http://www.fallout3n...ile.php?id=1770
It really is a hoot to play with. Zap! BOOM!
#10
Posted 17 September 2009 - 11:45 PM
#11
Posted 17 September 2009 - 11:48 PM
Looks very interesting
#12
Posted 17 September 2009 - 11:52 PM
Very nice job there, using your name as the name for the building
#13
Posted 18 September 2009 - 12:00 AM
Actually, thats the name of the company that owns the building. I was thinking of making it MadCat building since he is making the solar scorcher weapon model. We shall see...
#14
Posted 18 September 2009 - 12:52 AM
ooo pretty, it even provides the mini-game "raider bit scavanging!" , very common after you blow raiders to bits
#15
Posted 29 May 2010 - 04:54 AM
This mod is completed except for the gun model. But I should be getting that back from the moddeller soon.
For now I have a stand in gun model.
Is there any interest in Beta Testing this mod?


For now I have a stand in gun model.
Is there any interest in Beta Testing this mod?


#16
Posted 29 May 2010 - 03:16 PM
ooo *raises hand* I will Willie
#17
Posted 29 May 2010 - 06:08 PM
Okay, check it out here.
Some things I still need to do:
1. Add Vault 13 suits and armor.
2. Get the new weapon mesh to use.
Things to test:
1. Head for Fairfax ruins, just south of Megaton. Check out the exterior lights and try to get into the building. There is a 'key' nearby.
2. Look around inside the research building, note any issues you might see. Take a trip through the gate.
3. Look around vault 13, again note any issues. You cannot leave until you get the weapon. I may change that to the ability to leave once you short out the vault, then turn the alarm off at the mainframe.
NOTE: This is a beta, so please don't reuse anything I have in this mod until after its released. Thanks!
Some things I still need to do:
1. Add Vault 13 suits and armor.
2. Get the new weapon mesh to use.
Things to test:
1. Head for Fairfax ruins, just south of Megaton. Check out the exterior lights and try to get into the building. There is a 'key' nearby.
2. Look around inside the research building, note any issues you might see. Take a trip through the gate.
3. Look around vault 13, again note any issues. You cannot leave until you get the weapon. I may change that to the ability to leave once you short out the vault, then turn the alarm off at the mainframe.
NOTE: This is a beta, so please don't reuse anything I have in this mod until after its released. Thanks!
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