WuphonsReach Posted November 1, 2010 Share Posted November 1, 2010 In FO:3, I created "Deadlier Explosive Traps"http://www.fallout3nexus.com/downloads/file.php?id=14131 I'm beginning to think that it needs to be ported over to FO:NV because none of the vanilla explosives seem to really give off a big enough bang. Over in FO:3, I had to massively up the range/power of a lot of the explosives to really give them the oomph and fear-factor that they needed. In NV, we have a lot more variations as well, so there's room here for more subtlety. My initial thoughts are: - Regular thrown sticks of dynamite are really more of a bang weapon. Frag grenades, OTOH, seem more likely to cut through armor. Not sure yet whether frag grenade damage can take Damage Threshold (DT) into account. - Dynamite seems very common. It's also lighter then a frag grenade. So in order of power, I'm leaning towards Dynamite < Frag Grenade < Incendiary Grenade < Plasma Grenade - but not sure whether Incendiary/Plasma will be flip flopped or whether one will be better at DT or have higher crits. - In FO:3, I changed the frags to be 2x more powerful with a 55% larger radius, and boosted their effect on chance-to-crit. Similar changes were made to the other explosives to provide similar effects. - Powder Charge vs Frag Mine would be a similar concept as dynamite vs frag grenade. The first would be more viable against unarmored opponents, while the second is something capable of doing massive damage to heavily armored opponents. - For the projectiles, 25mm grenade < 40mm grenade < missile < fat man I still need to dig through GECK and take a look in detail at how the ammo/weapon records are laid out. Link to comment Share on other sites More sharing options...
TotallyNotToastyFresh Posted November 1, 2010 Share Posted November 1, 2010 Fix the nade rifle. It's useless. Give it a smaller explosion, but more power. With vanilla, it's got a huge explosion so you're more likely to blow up yourself. Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 1, 2010 Author Share Posted November 1, 2010 All explosive weapons end up looking at the Special Effects / Explosion table to determine how much damage they do. It does not appear to be possible to create explosive weapons that ignore Damage Threshold (DT, a.k.a. armor). Damage falls off the farther you are from the point of impact. So a high damage weapon with a limited radius can be a pinpoint surgical strike weapon while something like the Fat Man explosion has a huge radius and area of effect. Here's the base values from Vanilla New Vegas: (explosion) FORCE DAMAG RADIUS ISRAD Notes 25mmGrenadeExplosion 66 35 550 1100 - 25mmGrenadeExplosionHE 90 35 750 1500 - 40mmGrenadeExplosion 200 50 750 1500 - 40mmGrenadeExplosionInc 25 35 450 2200 EnchIncendiaryGrenadeEffect C4Explosion 1000 250 512 1024 - ElectricBoxExplosion 185 50 484 512 Elec boxes, fusion gens ElectricBoxExplosionSecurtronVault185 50 484 512 Used by SVPowerRegulator EyebotExplosion 25 50 235 25 Death explosion for turrets too FatManNukeExplosion 550 165 2100 4290 Radiation: 10 / 616 / 12s FireExtinguisherExplosion 135 30 198 330 - GaussImpactExplosion 12 0 40 154 - GrenadeFragExplosion 375 75 900 1800 - GrenadeFragHolyExplosion 450 500 1500 3000 Radiation: 5 / 500 / 10s GrenadeIncendiaryExplosion 25 50 450 2200 EnchIncendiaryGrenadeEffect GrenadePlasmaExplosion 185 150 450 2200 - GrenadePulseExplosion 185 10 450 770 EMP (bonus against robots / power armor) GrenadeStunExplosion 100 15 450 1100 EnchStunGrenadeEffect LargeExplosion 450 150 650 1800 - MediumExplosion 100 75 220 0 - MineNVPowderChargeExplosion 100 75 192 768 - MineFragExplosion 250 100 192 768 - MineBottlecapExplosion 256 200 256 1024 - MinePlasmaExplosion 185 150 192 2200 - MinePulseExplosion 185 10 450 770 EMP (bonus against robots / power armor) MissExplosion 200 200 256 900 SecuritronMissLauncherProjectile MissileExplosion 450 100 1300 2600 MissileProjectile, MissileProjectileHV MissileExplosionHE 600 100 1700 3200 MissileProjectileHE NellisArtilleryExplosion 650 150 1600 2500 NellisArtilleryProjectile NellisMunitionsExplosion 300 500 800 1200 NellisMunitionsProjectile NVDynamiteExplosion 90 75 300 550 - NVIncineratorFireBurst 2 20 212 768 NVEnchIncineratorEffect SmallNukeExplosion 450 150 1200 2420 Radiation: 10/900/10s (cars, trucks) TimeBombExplosion 750 150 512 1024 I need to dig up my DET mod from FO:3 and look to see what I changed a lot of those values to. Link to comment Share on other sites More sharing options...
tehoneandonly Posted November 1, 2010 Share Posted November 1, 2010 yea im making this mod for myself as a personal project but il upload as soon as i finish. Link to comment Share on other sites More sharing options...
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