The Alien Blaster and Firelance have no firing sound and shoot no projectile, and in addition they use MZ's Alien Power Modules instead of the Alien Power Cells they use in Vanilla FO3/FNV.
MO's mod list and load order are attached.
The Alien Blaster and Firelance have no firing sound and shoot no projectile, and in addition they use MZ's Alien Power Modules instead of the Alien Power Cells they use in Vanilla FO3/FNV.
MO's mod list and load order are attached.

Your load order is wrong.
https://taleoftwowastelands.com/content/alpha-download-v294b#loadOrder
The fact you made it to Zeta without crashing a thousand times with that load order is astounding. =)
https://loot.github.io can automate the process for you.
Some education on what you did wrong, and how to avoid it in the future. Lets look at your load order:
'TaleOfTwoWastelands.esm' is all the changes the TTW have made to get the game working. By loading 'ThePitt.esm' and 'Zeta.esm' after 'TaleOfTwoWastelands.esm' you are overwriting their changes with the original Pitt DLC as well as the Zeta DLC. This is why your alien lasers are messed up.

Thank you. For some reason that's the load order that LOOT gave me.
EDIT: problem still persists after load order change.

You may need to restart the game with the proper load order. At least go to a clean save that is before you got the item in question, or even entered the area where you found it. Once it's loaded, you're stuck with it.