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FO3: the Solar Scorcher


WillieSea
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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

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  • 8 months later...

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!

SolarScorcherBv01.7z

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