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  1. I've been working on a pack of stone age weapons and I'm trying to get a basic throwing knife working. No real issues with the basics, but the grenade arc absolutely refuses to work. I get this result, seemingly no matter what. https://staticdelivery.nexusmods.com/images/1151/79299-1710026957.png I've tried remaking the projectile entry from scratch, rather than copying and editing an existing one. Also tried copying everything, including collision, from the throwing knives in Grenade Expansion Pack 2, which work fine. Tried with no collision on the projectile mesh, and a few other tweaks with keywords and whatnot. Absolutely nothing seems to get the arc working properly. Would really appreciate any input here. Mod is nearly done, just need to iron out these little glitches.
  2. I've been playing around with the Rock-It-Launcher in the hopes of making a grenade launcher. She works, I made a new form list with only frags, replaced the projectile with a frag, and they even bounce a round a little which I think is neat; but the only reason it's a "frags only" list is because I can't figure out a way for grenade variants to use different explosions. Is this something I can feasibly do, or should I stay humble and stick to frags? I was thinking of adding a way to convert grenades into an ammo type, then going the Vegas route, but I'd really prefer the RIL use actual grenades. I don't actually know how to do this, but I think I should do the above then add a menu item to convert nades to and fro from the Pipboy?
  3. Hello, I copied and edited the BoS Vertibird grenade, including projectile etc. and edited it. One thing I do not understand is how the actual effect of the Vertibird being created and sent towards the player location is done and attached to the grenade. Does anybody know roughly how this is done? Thanks for any help!
  4. I would love a mod which would add smoke grenades which would call a BOS Vertibird which would drop some Reinforcements (Knights, Paladins, etc. according to player level). I know there is stuff like FCOM, but I would like the BOS Reinforcement grenade for the immersion and also it being lightweight (no command menus and reinforcements should either not follow the player or only for a short while). I tried to do this mod once myself, but I struggled and failed to do it. Thank you for your suggestions. Edit: Also maybe somebody with modding experience could give me some information or guidance on how to do a mod like this one? So far I only created some followers.
  5. Some might say you can't turn RPG game into hardcore FPS but I say why not. Sine we have realistic dmg mod already but gun fight in this game still not feel fearful for me I got a couple idea to make combat feel more intense. 1.First person item using animation. like healing should take time and force player to seek cover before healing in combat. it should look like this https://www.youtube.com/watch?v=jOYqNqSU6rA Hope someone can port animation from fallout healing animation mod or stalker FDDA mod into this game 2.More smart NPC -Hardcore AI aim (even on very hard difficult enemy still aimming like s#*! in distance) -Make them try to flak you around or throw grenade to player last know position sometime in combat force player to focus on cover to take in firefight. -Make npc seek cover fast after get in combat status and less running out in open in firefight like idiot they should move cover to cover 3.Throw grenade need to use both hand to pull a pin and put weapon away for a while instead of retard left hand throw. 4.Alternative key to use for AID item. Give ability to player to consumption aid item instead of pick up only. 5.Screen shake when take dmg make more hard to aimming weapon. 6Make player can't sprint and make screen shake when walk in low heath. 7.Melee weapon hotkey. Give ability to player can set one melee weapon as quick melee like in COD if not set keep vanilla melee animation use weapon on hand. 8.The last one is not about combat just another fun idea. Hold key for pick up and move item around like skyrim for every item. Hope someone instrest to make those idea happen and feel free to share your opinion in comment.
  6. The grenade slot, whether you use grenades or not, is always there. Why not have the very best one equipped? What is the best vanilla grenade? What has the biggest blast radius? What does the most damage in the blast zone? Does it throw loose objects around or does it not? How long is the fuse time, and how is that calculated? How rare is it? What perks affect it, and what do the perks do for it? Does it have bonus damage against certain enemies? "Vanilla" Grenade stats list(where i could find them on the wiki): Baseball: d:101, r:93, w:1, "Silent" until explosion Cryo: d:101, r:93, w: 0.5, Chance to slow Frag: d:151, r:93, w:0.5, no bonus effect Hal Gas: d:1, r:93, w:1, "enrages" enemies, very limited number Inst Emp: d:150energy, r:93, w:0.5, Robot only, damage over time effect Molotov: d51, r:93, w:0.5, Applies "burn" Nuka: d:301+100rad, r:93, w:0.5, irradiates area Plasma: d:150+150 energy , r:93 , w:0.5 , energy damage static (not affected by perks) Pulse: d:150 energy, r:93, w:0.5, No bonus effect, no extra damage to bots as is often cited So to me, at least on paper, plasma seems the best raw damage wise, except for maybe nuka, which has radiation damage which would theoretically heal muties and not affect robots. But how do the perk calculations play out? What about magazines? Are there hidden stats that do something not listed? Some grenades throw loose objects around the room, which dont? Is range the only factor in throwing distance, or is there something else that would affect throwing one farther?
  7. So the other day I got this strange idea in my head. What if you toss a grenade it spawns a bed you can sleep in it for one hour to quick-save then it blows up so it doesn't effect cells? I've made a couple mods already myself but they were just for practice (learning the ropes.) This on the other hand I don't know where to start as my Holy Frag grenade experiment kind of was to OP. "Tossed one at the Boston Airport and the explosion area of effect well.. crashed my game" As to how to get it to spawn a bed then blow up after without killing myself is another story. So my question is this: Can someone please create a bed grenade for survival? My first attempt was equivalent to an explosion effect the size of Diamond City. It spawned the bed okay but once I tried to sleep it was like 2 seconds in and I might as well of stepped on the worlds biggest landmine. :nuke: Note: It saved but not only killed me but all my settlers in Sanctuary and pretty much devastated just about everything :nuke: :ohmy: That's why I come here.. unless someone wants a bed that kills their entire population if someone sleeps on it :laugh: I'm deleting that file. So I leave this suggestion to you professionals, perhaps you'll have better luck.
  8. hi I was wondering about the "molotov cocktail" & why it is not included in the game its main issue is ... it shouldn't bounce ... explodes on impact so features - no initial damage - burning effect only (like 2 DMG * 3 turns) - neglects armor - no prerequisite ... available from the start - maybe gets used only by the advanced grenade launcher (or thrown normally) - maybe does extra effect with acid or gas - doesn't affect cover ... but affects the area ... burning effect might destroy cover
  9. im requesting an automatic grenade launcher. one that can fire any of the grenades in the game maybe the ammo can be generated by just taking grenades you have to the chemistry/ammo bench. overtime people save up a lot of grenades and they dont usually get used if you're a person who uses vats or bullettime often. this would hopefully remedy this problem of useless grenades sitting at settlements for whole playthroughs. it would also be nice if the ammo was weightless or lighter than the standard half a pound so we could hold around 200-300 without needing a strong back perk. http://imgur.com/XDhz8iB
  10. Have you ever thought "oh no ghouls" and then readied your trusty molotov cocktail only to realize its actually a pulse grenade mid arc? Well I have many O times and with varying grenade types full potential being wasted. I threw my first plasma grenade at a mole rat... yeah. SO what I was thinking was what if every grenade had its own unique icon so you can tell which one will be in your hand when you throw it? Or maybe a little icon above the ammo indicator?
  11. Hello! I was looking around on the Nexus, and oh my god... I COULDN'T FIND A GRENADE MACHINEGUN MOD FOR FALLOUT 4 :O!?!?!?!! In all seriousness, I was quite surprised to not see any mod for Fallout 4 that had anything to do with the Grenade Machinegun from Fallout: New Vegas. (I mean holy s#*!, that thing is awesome...especially with the little computer on top :o!) I'd absolutely love it if somebody would be able to re-create such a beauty in Fallout 4 (And I don't think I'll be the only person to love that in the slightest!). In-game modifications for that blastin'-beauty would be VERY much appreciated too :D! Link to which weapon I'm talking about: http://fallout.wikia.com/wiki/Grenade_machinegun
  12. I'm having a major problem with my game currently. Whenever I try to call in a Vertibird, all I get is "The vertibird will be unable to land at the requested location." no matter where I call it. It was previously working beforehand, now it's not working at all. And yes, I've tried throwing the signal grenade in an open and previously working areas. Help?
  13. Grenades are pretty neat. Big guns are really neat, too. Power Armor? Now that's pretty dang neat. Why not slap all that shtick together and see what happens? someone else: but you can use a big gun and power armor and a grenade anyway >_>; I'm not doing a good job pitching this, let me try again... Let's get all Pip-Boy up in here. Shoulder Cannons: Grenades, but better. -------------------------------------------------------------------------------------------------------------------------------------------------------- Basically a modification for your Power Armor that lets you fire your grenades out of a large, shoulder-mounted cannon instead of throwing them from your hand like some kind of caveman. The type of grenade you have equipped turns into the type of payload your weapon fires. There's a few variants I've come up with: 1. The Mortar - Able to launch the grenade, in an arc, much further than you can, but aims at what you're aiming at instead of whatever distance ahead of you. Will not launch the grenade beneath a certain minimum distance so you don't accidentally catch yourself in splash damage, unless you're aiming at the wall directly in front of your face like a very silly person. 2. The Cluster - Similar to the Mortar, except it uses and fires 5 grenades at once in a spread around where you aimed at. I suppose this could be an upgrade to the basic Mortar, but you could also upgrade this further to use only one grenade to fire five clusters. Essentially, carpet bombing. 3. The Launcher - Fires your grenade straight forward, like a cannon, and causes it to explode on impact. Dude. If you're firing a mine, however, it will attach to the target point and behave relatively normally. Simply put, this is... a grenade... cannon. An RPG. A Rocket Launcher. But it does fire whatever grenade you have equipped, so, bonus points? 4. Homing Missile - Similar to the Launcher, except it requires you to stand still, keep your aim on your target, and release when the lock has been established, at which it will fire a homing missile loaded with your grenade of choice. Can be upgraded to lock onto multiple targets and fire one missile per target. Duuuuude. 5. Laser Cannon - Wait, this one doesn't use Grenades!? Whatever. When you have no Grenade equipped, it uses up a Fusion Core (or some of your Core's energy) to fire off a devastating laser cannon blast similar to the Assaultron's Head Laser. Requires a charging time, for which you need to stand still, but boy howdy does it feel good when you vaporise an entire horde of raiders with one blast of this bad boy. Or close enough. Developer's choice of how powerful it is ofc... but I'm sure we can all agree that this is what we want to see. Other simple ideas for variants: > Mounted Broadsider that fires Cannonballs. > Vertical Missile Salvo that locks onto targets in sync with VATS. > Mounted Minigun or Laser Gatling that function similar to their normal counterparts. But why would you want this when you can do most/all of this already anyway? Because it's cool? Also not having to switch weapons for big guns, or having two big guns at the same time, and having more unique ways of firing grenades. See reference to caveman above. --------------------------------------------------------------------------------------------------------------------------------------------------------- I really hope this choice of font style didn't gouge anyone's eyes out. To be honest, I hope it only helps make my suggestion more memorable. ^^; Even more so, I hope someone actually picks this up, but I get it if nobody does. At the very least I hope this idea entertained you all, and that the image of some of these weapons made you think "Nice."
  14. Show of hands how many of us were super excited to get nuclear physicist rank 3 only to be completely let down by its so called "Devastating fusion core grenade". Devastating is right it's just that is isn't your enemies that will be devastated it's you and your friends! I propose not to eliminate that feature but change it so instead of pooping out a nuke it gets added to your inventory so you can throw it when you need it.
  15. Either reskin an existing grenade or make them findable or craftable (would probably also require adding lemon trees or something to settlements).
  16. "1. It doesn't read your ammo in your inventory either in AMMO tab or in your hub (these may be two separate issues though i doubt it) 2. It doesn't change the receiver name when you change the receiver when applying the baseball grenade receiver 3. I believe it can currently shoot the grenades even without the receiver (at least if I remember currently, I did have a version that did that) In the 6hrs looking into it, I was able to fix the issue on the gun shooting the grenades with or without the receiver. That was it though. I wasn't able to figure out why it's not reading the ammo though it uses it just fine, and I ran out of practice to try to figure out why the receiver name isn't changing gun name. This isn't enough to to put out an updates file since it wont change anything other then adding another step for you to use the gun which is to go to the workbench and create/apply the new receiver. That's for immersion though, if your really interested in a shoot gun shooting a lot of grenades, then immersion isn't your highest of priorities." I have gotten it to work to the point that it wont blow up in my face when I pull the trigger and it shoots grenades that's about it. Hope someone here can help.... :confused: http://www.nexusmods.com/fallout4/mods/7237/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fcomments%2F%3Fmod_id%3D7237%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D3613045&pUp=1
  17. So, I was looking around at all those adorable teddies Bethesda scattered all through out the wasteland, and I thought to myself: Why can't I hold one of these little fellas in my hand and give 'em a big hug? Sometimes we may want a little teddy to snuggle in the dark and scary wasted commonweatlh... ..or, maybe you have a psychopath character who hears the bear speak the voices of the damned to him. In either case, a mod where you can equip a teddy bear in your hand and carry him around would be AWESOME, along with being able to give him little customizations in, say, the weapon workbench. You could even make your little buddy a bit more "explosive" for those who would like to utilize him in combat........a bear bomb, a, yea, just make it explode. Heck, it could even alter the default behavior of those teddies you find laying around with sunglasses and cigars, adding a little extra pleasing bonus to finding them. Preferably it'd be like a gun you could just hold in your hand, rather than a grenade, but either version would be cool for people that would want it. Apparently people have already made completely new guns for the game, and since this idea would only require utilizing in-game assets, I can't imagine it would be the most insanely difficult thing to pull off. Granted, that's coming from someone who's never made a mod himself. Anyone find that to be an idea worth picking up and giving a crack at?
  18. "The M83HCC utilized an advanced binary stabilized liquid explosive (BINASLEX) device combining two inherently stable liquid high explosive mediums, stored under high pressure, into a single volatile solution. The device measured half a meter in length and a quarter meter in diameter, weighing exactly 5 kilos." http://www.goingfaster.com/term2029/armcanister.jpg I was thinking giving this the power and sound of a nuka-grenade with maybe some EMP effects so it's particularly harsh on robots and synths. I know we have EMP grenades but they're kind of underwhelming. -A blue glowing ring like on the picture would be awesome too, especially as it's flying through the air lol. My incessant Terminator requests aren't meant to sound demanding, just ideas for other people with unhealthy fixations on Terminator. :p
  19. Has anyone figured out how to copy any type of grenade into a new record and have it read its own projectile. There is no ammo used so each grenade weapon type must read its projectile directly but i cant figure it out. I assume its down at the bottom hex code in the FNAM, I'll test later tonight. I would like to figure this out soon so my mirelurk eggs dont have to take over the frag grenades and my queen wont take over the beacon grenades.
  20. Seriously. Why hasn't anyone made this mod yet?! That stupid throw arc is impossible to use at long distances; which is when you should be trying it. Throwing grenades up close? Problem 1) you kill yourself; 2) that Raider outruns your throw and beats you to death anyway. So....Why hasn't anyone made a mod where grenades can be THROWN using VATS (yes you can shoot them out of the air, yippee skippee). I want FO3's grenade throwing back!!! I'm not a coder, but with all the awesome s*** you guys do, this seems simple. So simple it got overlooked maybe?
  21. Just throwing it out there (pun intended). Wouldn't it be cool if dogs, mutant hounds and such chased after baseball grenades?
  22. The idea for this mod was so that your could call in or deploy a suit of power armour at a moments notice. This could mean that you don't have to go back to your base and grab it if you don't already have it on you, or you can switch out your suit of power armour for a more specialised one that is more suited for what your about to do. Using the QPAD system, or "Cupid" system, is much like using a synth relay grenade in that all you as the lone wanderer has to do is throw a specific grenade or flare that then tells the suit of power armour where to land. When the flare has been set the power armour can appear in two ways, depending on which one you pick or which super power faction is still in play, as it can appear through teleportation (Institute Tec) or through being doped from the sky (Brotherhood Tec). The design of the grenade/flare depends on what form of power armour deployment you chose, and can be crafted in a chemical crafting station much like other flares and grenades. An additional modification would be to alter the power armour crafting/repair stations so that you can give them names, more for the purpose of giving the power armour that stands in it a title so it can be selected and easily deployed. Any power armour you wish to have the option of being deployed needs to be standing within one of these power armour crafting/repair stations within a settlement (or within a power faction base e.g. The Prydwen). As you throw the flare a small display will appear asking which settlement power armour crafting/repair station is holding the power armour you wish to have deployed, and you will be shown a list of all of the settlement stations that HAVE power armour within them (this means any power armour station that is empty will not show up, and any settlement without a station wont show up either). Lastly is a modification for the chest piece of a suit of power armour, a recall function. Much like how you can send a settler from one settlement to another you should also be allowed to send a suit of power armour back to its station or a vacant station. So instead of having a jet-pack or invisibility, when you get out of the power armour it will come up with another display will appear asking where you want to send your power armour, to either a vacant power armour station or have it remain where it is. So that's the idea of the Cupid system and I hope it's interesting enough someone thinks of doing it, because I can't really do any modding myself.
  23. MOD IDEA: Hey Guys, in Fallout 4 i witnessed some raiders talking about a guy confusing everybody by doing just motorcycle and grenade sounds, pretending to throw them everywhere and escaping out of danger every time. So i wondered if some talented modders (if or if not the creation kit is out) would be able to inplement him as an NPC into the game, just running around encountering him here and there, or even make him as a follower! :blush: Me and alot of people want to see him ingame. Here's some ingame footage of the raiders talking about him by FluffyNinjaLlama:
  24. WOOOOOOOOOO Mod page http://www.nexusmods.com/fallout4/mods/10740/?
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