Fallout 3

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FiendishGhoul

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FiendishGhoul

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About this mod

A long-range tranquilizer rifle.

Permissions and credits
Insert ubiquitous 'this is my 1st Fallout 3 mod' caveat. As such, no matter how exhaustively I have pored over a wealth of tutorials (and I have), there will no doubt be some element of something that I have overlooked, hopefully to no disasterous ends.

It will probably be something quite obvious that will, by contrast, make me appear to be very, very dumb.

I can assure you now that I will accept any and all observations of my ignorance with regard to Nifskope, Blender, GECK, Photoshop, and/or all aforementioned, with the utmost appearance of concern and candor and will work to correct these theoretical errors to the greatest extent of my meager abilities.

Now, for those 3 of you who will consider downloading this after such a positively negative preamble, I present:



A scoped, pneumatic rifle. Fires a ballistic syringe projectile which only suspiciously resembles a standard pubroom dart, and happens to be filled with an immobilizing agent capable of rendering the Capital Wasteland's most-feared denizens passive with little-to-no permanent harm.

Perfect for stealthy pacifist runs and lonely Wasteland nights, this weapon deals negligible (8 crit) damage and induces an immediate Tranquilizer Fatigue state which incapacitates NPCs and creatures (and potentially, the Player Character) for roughly 3 hours at default FO3 timescale, or 6 minutes real-time (PC should be significantly less, I believe, but this element is entirely untested and exists only rudimentarily).

[Update: As things currently stand, the rifle's Tranquilizer Fatigue effect is kind of a 'one-size-fits-all' thing, for better or worse. It's very, shall we say, beta-ish (I've demoted the versioning to reflect this appropriately) and, well, I'll just come out with it: it will affect robots, and most likely every other actor in the whole game, until such time as I can work out a way to selectively apply the effect with more finesse, based on race and class or something. I would imagine this to necessarily require extended scripting. I'll post more as I learn, but for now, mileage may vary.]

[Updates 2 & 3: Regarding the above, should anyone reading this know more about Gamebryo scripting for Fallout 3 than I (not hard at all), would you be interested in attempting to explain to me briefly how a Fatigue affect may be applied in percentages based on a variable? Also, if anyone reading is interested in testing the rifle on Mirelurks, please do so and report your findings in the comment section. Thanks to everyone who has downloaded and endorsed, and hopefully soon I will be able to say that a new and improved CAP-SURE rifle is on its way.]

Rifle and additional Dart ammo are now available from Moira at The Craterside Supply in Megaton, Chief Gustavo in Tenpenny Tower, Knight Captain Durga in the Citadel, the lovely Tulip in Underworld, and Pronto at Lock and Load in Paradise Falls. Supplies are limited.

This mod sprung from my dislike of the vanilla crafted toy car dart gun thing, which bothered me by generally looking kind of lame. I wanted a more-realistic tranquilizer rifle, however I couldn't find one that I was particularly enthused by here at the Nexus (very rare indeed, in credit to this awesome site), so I set about making my own.

[I should add here that I have also read that there is a dart gun contained in FNNCQ, but I have yet to try that mod and thus cannot speak to its relative coolness.]

Anyhow, for my purposes, the CAP-SURE mostly looks the part, I think, and is serviceable. Admittedly, it takes a few lore-and-logic-bending leaps with regard to ammo (vanilla Dart), repair (Hunting Rifle), and range (quite ridiculously high, at the moment), but so it goes. As this is conceivably a WIP, stat mutability is an option and I may choose to integrate with some other ammo scheme, if practical and so on.

The nuts & bolts of this operation, so to speak, are as follows:

Rifle mesh and texture are essentially joefoxx082's Scoped Hunting Rifle ( http://www.fallout3nexus.com/downloads/file.php?id=3245 ) with tweaked bits and pieces of BethSoft stuff grafted onto it to help retrofit the overall appearance to something more representative. The rifle's scope uses Pelinor's Varmint reticle ( http://fallout3nexus.com/downloads/file.php?id=9265 ). Neither files' permissions have been updated recently, but both explicitly allow redistribution with credit in their description. Also, Pelinor requested that the .nifs' names not be changed, and I have not.

All stats, scripts, and effects are by myself and were created with an emphasis on relatively low impact, aside from the Fatigue effect.

This mod and its parts may be redistributed with appropriate credits.

Missing, to-date, that I am painfully aware of:

- Custom collision mesh
- Custom reload animation


Install manually, drag & drop to your main directory. Enable via FOMM.

Uninstall by disabling via FOMM and then deleting .esp and the following directories:

...meshes\weapons\gsl\...
...textures\weapons\gsl\...

and if not otherwise using it, ScopeVarmint.nif from

...meshes\interface\hud\

Thanks.