TMlord95 Posted October 26, 2010 Share Posted October 26, 2010 See attached file for a quick update. I gotta work so there's no time for me to test it, but I slowed the ammo down 55%. It may need more than that still, let me know how it works. If it's still not visible I can test and tweak it more tonight when I get home (about 9PM CST). Also fixed the other 40mm grenade launcher, it's damage model is now the same as the one I tested with so it should work. Bethesda had one of them doing no direct impact damage, and the other one doing about as much as a 308 impact .. doesn't make sense. They both do some damage now on a direct impact - this is on TOP of the secondary effects (explosion, fire, pulse, etc). The beanbag round is scaled down to do 5% of this as direct damage, the slug reduces DT by a few points, while the shotshell can't get through armor hardly at all, but will tear up a soft enemy with a damage multiplier. Let me know if you think any of the damage models need tweaked further. That reminds me- Do you plan to add 40MM plasma? Link to comment Share on other sites More sharing options...
TMlord95 Posted October 27, 2010 Share Posted October 27, 2010 I had a idea- How about a MIRV grenade? One shot that fires out several small grenades over a large spread of space? Link to comment Share on other sites More sharing options...
TMlord95 Posted October 27, 2010 Share Posted October 27, 2010 Hey Fluid, any progress? Link to comment Share on other sites More sharing options...
TMlord95 Posted October 28, 2010 Share Posted October 28, 2010 Hey fluidfire, any progress? Link to comment Share on other sites More sharing options...
TMlord95 Posted October 30, 2010 Share Posted October 30, 2010 bump Link to comment Share on other sites More sharing options...
FluidFire Posted October 30, 2010 Share Posted October 30, 2010 Sorry been busy with work this week. I'll be doing some more modding this weekend. Plan on wrapping up the 40mm mod with some plasma, then adding in some grenade recipes, new missile types, and some mine recipes. I had an odd idea just now - how about a "RadAway" capsule for anti-ghoul work? According to the game rules, radiation heals them, so the reverse would harm them, correct?? :) Link to comment Share on other sites More sharing options...
TMlord95 Posted October 30, 2010 Share Posted October 30, 2010 Sorry been busy with work this week. I'll be doing some more modding this weekend. Plan on wrapping up the 40mm mod with some plasma, then adding in some grenade recipes, new missile types, and some mine recipes. I had an odd idea just now - how about a "RadAway" capsule for anti-ghoul work? According to the game rules, radiation heals them, so the reverse would harm them, correct?? :) Hmm, not exactly. While it's true that rad away removes radiation, it can't reverse it's permanent effects. Link to comment Share on other sites More sharing options...
FluidFire Posted October 30, 2010 Share Posted October 30, 2010 Hmm. Guess I'll have to be content blowing them to pieces. :) Link to comment Share on other sites More sharing options...
TMlord95 Posted October 30, 2010 Share Posted October 30, 2010 Hmm. Guess I'll have to be content blowing them to pieces. :) Have you considered replacing the "Bullet" slug with a non-exploding/high impact shot? Link to comment Share on other sites More sharing options...
zeredek Posted October 31, 2010 Share Posted October 31, 2010 Instructions ... unrar to Data directory, check box in Fallout Launcher Data Files... enjoy. 40mm reloading supplies will show up at vendors within 3 game days. Recipes are active immediately. Chances of finding 40mm loot start immediately, from bad guys or containers who'd normally have 40mm. There's a 25% chance of finding "new" 40mm ammo, anytime 40mm ammo is dished out. Expended 40mm Ammunition will be "recycled" to inventory about 40% of the time in the form of 40mm casings. Note, because the casings are bigger and heavier than normal shellcasings, they DO carry weight, just something to keep in mind. (0.05 lb ea). Composition A5 and IM-11 (HE and INC respectively) can be obtained from tearing down mines, grenades, or rockets, or visiting a tier 5 vendor (Gunrunners, etc) after 3-4 days have passed. EMP Core can be manufactured from Fission batteries and Scrap Electronics, or tore down from Pulse Grenades or Pulse Mines. As an added bonus, reloading supplies have been increased at vendors. There will still be only be 5-15 reloading items at any one shop. Having played through the game once, it was frustrating how you could never find enough powder or primers to reload your casings... even now, you won't likely be able to, but the chances are better you can make *something*.... If you think anything should be tweaked, or find a bug somewhere, let me know. I tested the various ammo, recipes, and some (but not much) combat. I'll add more EMP manufacturing tomorrow. For now the mod is called "40mm kit". If it expands, I'll rename accordingly.You should put this in the file description.Also, great mod, I will endorse it when the three hours have passed.EDIT: Endorsed. Link to comment Share on other sites More sharing options...
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