FluidFire Posted October 26, 2010 Share Posted October 26, 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. Link to comment Share on other sites More sharing options...
TMlord95 Posted October 26, 2010 Share Posted October 26, 2010 For now the mod is called "40mm kit". If it expands, I'll rename accordingly. +Kudos Some sort of recipe that allows you to convert flamer fuel to Comp IM-11, maybe?I can never find enough incendiary grenades. :P Edit: Oh, this is a necessity "Composition 4NT10CH" Incase you missed it from last page. Link to comment Share on other sites More sharing options...
Gawl40 Posted October 26, 2010 Author Share Posted October 26, 2010 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. A few bugs: One - there doesn't seem to be a pipboy icon for the buckshot rounds. Two - there's no real world model of the buckshot and slug rounds when they're fired, so it looks like I'm firing invisible bullets. Three - they only seems to work with the grenade launcher, or rather it only seems to do damage when used with the launcher. I haven't tested the beanbag rounds yet, I can't seem to find any teddy bears. The crafting itself works great, I broken down some 40mm shells and and some pulse grenades and crafted everything but the beanbag rounds. The pulse rounds work great by the way. Link to comment Share on other sites More sharing options...
FluidFire Posted October 26, 2010 Share Posted October 26, 2010 For now the mod is called "40mm kit". If it expands, I'll rename accordingly. +Kudos Some sort of recipe that allows you to convert flamer fuel to Comp IM-11, maybe?I can never find enough incendiary grenades. :P Edit: Oh, this is a necessity "Composition 4NT10CH" Incase you missed it from last page. Yup, I missed it. I'll add grenade and land-mine fabrication late tonight (won't be off work until 9PM CST, long day today). Link to comment Share on other sites More sharing options...
FluidFire Posted October 26, 2010 Share Posted October 26, 2010 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. A few bugs: One - there doesn't seem to be a pipboy icon for the buckshot rounds. Two - there's no real world model of the buckshot and slug rounds when they're fired, so it looks like I'm firing invisible bullets. Three - they only seems to work with the grenade launcher, or rather it only seems to do damage when used with the launcher. I haven't tested the beanbag rounds yet, I can't seem to find any teddy bears. The crafting itself works great, I broken down some 40mm shells and and some pulse grenades and crafted everything but the beanbag rounds. The pulse rounds work great by the way. 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. Link to comment Share on other sites More sharing options...
FluidFire Posted October 26, 2010 Share Posted October 26, 2010 For beanbag testing go to console, "player.additem 01000AE6 10" will add 10 for testing. They didn't seem to work too well on a PO'd enemy, but I was tipping cows easy enough. I was playtesting on a level 26 character though so they may not be appropriate for dropping a giant rad scorpion or deathclaw... Link to comment Share on other sites More sharing options...
FluidFire Posted October 26, 2010 Share Posted October 26, 2010 Lol just got it. Composition 4NT10CH... to make holy hand grenades. Nice. Link to comment Share on other sites More sharing options...
TMlord95 Posted October 26, 2010 Share Posted October 26, 2010 For beanbag testing go to console, "player.additem 01000AE6 10" will add 10 for testing. They didn't seem to work too well on a PO'd enemy, but I was tipping cows easy enough. I was playtesting on a level 26 character though so they may not be appropriate for dropping a giant rad scorpion or deathclaw... No weapon should be able to KO a deathclaw, really. Lol just got it. Composition 4NT10CH... to make holy hand grenades. Nice. Either make it so I can't be found at all, only made from the grenades, or maybe so that it is as rare and more expensive then mininukes Edit: considering It inside a 40mm would be a tiny fatman, really. Edit2:Here's a video iof the Holy Frags in action. Link to comment Share on other sites More sharing options...
TMlord95 Posted October 26, 2010 Share Posted October 26, 2010 How do extended barrels affect the new grenades? Normally, using a extended barrel or the Thump-Thump will make it fly farther. Does that still work with the new ones, and does i reduce the spread on the buckshot/slug? Link to comment Share on other sites More sharing options...
Gawl40 Posted October 26, 2010 Author 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. One thing I noticed immediately, breaking down 40mm grenade rounds doesn't give me any cases to use, incendiary rounds do though. Beanbag rounds work, just not against people. I think this is a problem with the game rather than your mod, since I have yet to knock someone unconscious with the shotgun version. Still can't see the rounds as they leave the barrel when firing in real time, I think it's the lack of a muzzle flash that's throwing me off. But other than tracers you don't really see the bullets of other guns either. Not sure if it's even possible to change that. Another thing I just noticed is that rounds don't always leave decals on impact. Pulse rounds are still great though, Securitrons have learned to fear these rounds. :devil: Link to comment Share on other sites More sharing options...
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