HurlingFrootmig Posted November 11, 2010 Share Posted November 11, 2010 I don't know if NV contains the necessary ressources to do this (especially the Megaton blast), but it'd be ultra cool to have the massive destruction of Fat Man Extreme at your disposal in NV as well. Perhaps it's enough to change the location of the items in the original mod from your Tenpenny Tower Suite to somewhere in NV. Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 11, 2010 Share Posted November 11, 2010 The Megaton explosion NIF is in the FO:NV resource pile, so it's in there. Link to comment Share on other sites More sharing options...
HurlingFrootmig Posted November 13, 2010 Author Share Posted November 13, 2010 I'm not even sure it's needed. Looking at the drc_FatManUltra.esp with TESsnip (from FOMM) shows individual Weapon, Projectile, Explosion, Impact and ImpactDataSet definitions for each version of the Fat Man. If I had any experience with GECK I'd do it myself, but right now that would probably take me weeks. Is there a tool which allows simple editing of a FO3 mod to make it compatible with NV? Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 14, 2010 Share Posted November 14, 2010 The steps are: 1) Create a new explosion, or make sure that the Megaton explosion is already defined. Configure variables like radius, damage, whether it ignores line-of-sight or not. 2) Create a new projectile, probably just edit the Fat Man's mini-nuke base projectile object in the object list, enter a new ID and then click OK and tell it "yes, I want to create a new FormID". Then go back in and change it so that it uses your Megaton explosion instead of the default mini-nuke. Adjust things like projectile speed, gravity, etc. But you'll find that you can quickly launch the object beyond what is visible range (for the mini-nuke projectile, that's a projectile speed of 2100 or less). 3) Create a new ammo. Again, just edit the Fat Man's mini-nuke ammo, change the ID, create a new FormID. Then specify that the ammunition relates to the new projectile that you created in step 2. 4) Create a script that adds your new ammo to the list of ammo that is used for the Fat Man. Every weapon has a list of ammo that it is compatible with, and it's best to modify that with a script. See my DENV start-up scripts (all my scripts/objects start with wrDENV). Make sure the script is set as a "quest" script. 5) Create a quest that runs at game start with a priority in the 35-75 range. Associate it with the start-up scrupt you made in step 4. At this point, if you jot down the base ID hex code and know the load order for your mod, you can use "Player.AddItem hexcode" in the console to test things. First 2 digits are determined by the load order of your mod, the last 6-digits can be seen in GECK. For instance, the Fat Man mini-nukes are "00020799" because they're in the base ESM they start with "00". To add them to Chet's inventory, create a new base container, populate it with your new ammo, then place a reference object somewhere in the game world and make it owned by GSChet. Ideally, you create leveled item lists and add the items to multiple vendors so that the ammo shows up in random-ish quantities. That's the 5-minute guide to adding new ammo types in GECK. Link to comment Share on other sites More sharing options...
AStro88 Posted January 22, 2012 Share Posted January 22, 2012 Does anyone know how to modify the size of the explosion of the fatman ultra?i want a more greater mushroom without using the exaggeratedly big explosion of the fatman extreme, thanks for the attention :) Link to comment Share on other sites More sharing options...
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