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A logical suggestion for the Fatman.


Aurum10000

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Turn anything killed by it into ash piles because it doesn't make sense there would be anything else left. And include a version free of GRA for those using GRA disabled.

Yeah, it's an interesting idea. There's some iconic (in the most horrific way) aspects of a nuke, things like nuclear shadows formed by the thermal flash. I'm not sure most of them can be implemented (maybe decals for the nuclear shadow, or ash corpses instead of just piles etc), but it would add character to the weapon.

Here is the mod, but keep in mind there is an issue with ash piles adding to save clutter (but if your an energy weapons user your probably already familiar with it). There may be a mod to address that issue, (or I can make the ash piles destructible so they can be eliminated by the player).

I also had to make it always crit to ensure the ash piles would always be attached after death. There's no extra crit weapon damage, but perks and what have you could put this way over the top in terms of power and criticals.

There is also a nuclear effect and I'll see if I can't integrate both.

 

Here's the mod

 

Might go well with my fatman mod to alter the explosion if you want a really nucalyptic experience, vid;

 

Big Boom

 

 

https://www.youtube.com/watch?v=tkc8zrVnrAI

 

 

 

Have fun irradiating teh wastelands

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Turn anything killed by it into ash piles because it doesn't make sense there would be anything else left. And include a version free of GRA for those using GRA disabled.

Yeah, it's an interesting idea. There's some iconic (in the most horrific way) aspects of a nuke, things like nuclear shadows formed by the thermal flash. I'm not sure most of them can be implemented (maybe decals for the nuclear shadow, or ash corpses instead of just piles etc), but it would add character to the weapon.

Here is the mod, but keep in mind there is an issue with ash piles adding to save clutter (but if your an energy weapons user your probably already familiar with it). There may be a mod to address that issue, (or I can make the ash piles destructible so they can be eliminated by the player).

I also had to make it always crit to ensure the ash piles would always be attached after death. There's no extra crit weapon damage, but perks and what have you could put this way over the top in terms of power and criticals.

There is also a nuclear effect and I'll see if I can't integrate both.

 

Here's the mod

 

Might go well with my fatman mod to alter the explosion if you want a really nucalyptic experience, vid;

 

Big Boom

 

 

https://www.youtube.com/watch?v=tkc8zrVnrAI

 

 

 

Have fun irradiating teh wastelands

 

Works perfectly, thanks! Thought I did not know destroying ash piles through player interaction could ever be possible.

Edited by JerryHusky
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Good deal, if you think of any other fatman additions let me know, I'd like to give the weapon more character.

 

Could have the random ghoul show up ... you know "Feary"

 

Meaning ... because you nuked them , the random ghoul starts following you.

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Thought I did not know destroying ash piles through player interaction could ever be possible.

Yeah, it's preliminary, but I think it's do-able. Might even be possible to attach a effect to them so that when they are hit there is a "puff" when destroyed. If your interested (and understand it may take a while) let me know and I'll see what I can do.

 

Could have the random ghoul show up ... you know "Feary"

 

Meaning ... because you nuked them , the random ghoul starts following you.

Your saying because you blasted them with rads, they will follow the player hoping to be irradiated again in the future? Might make an interesting special encounter, but there is significant physical force from the nuke even sans the rads it produces, very few ghouls would survive it. Maybe a glowing one?

Or maybe a slight variant on the idea is that they aren't actually blasted by the nuke, but follow the player around craving the rads the same way a bear might follow a camper with food? And along that same vein, maybe a ref walking script that attracts all ghouls in the near area to the nuke spot for a limited time?

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Thought I did not know destroying ash piles through player interaction could ever be possible.

Yeah, it's preliminary, but I think it's do-able. Might even be possible to attach a effect to them so that when they are hit there is a "puff" when destroyed. If your interested (and understand it may take a while) let me know and I'll see what I can do.

 

Could have the random ghoul show up ... you know "Feary"

 

Meaning ... because you nuked them , the random ghoul starts following you.

Your saying because you blasted them with rads, they will follow the player hoping to be irradiated again in the future? Might make an interesting special encounter, but there is significant physical force from the nuke even sans the rads it produces, very few ghouls would survive it. Maybe a glowing one?

Or maybe a slight variant on the idea is that they aren't actually blasted by the nuke, but follow the player around craving the rads the same way a bear might follow a camper with food? And along that same vein, maybe a ref walking script that attracts all ghouls in the near area to the nuke spot for a limited time?

 

Sure, I can wait.

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  • 2 weeks later...

Having ghouls attracted to that would be pretty cool. It'd also be interesting to use radioactive gunk as a ghoul lure or something, perhaps finally put all those rocket souvenirs to use.

Yeah rocket souvenirs would be a good one, possibly radioactive barrels, or even fatman ammo. It's pretty easy to do a summoning, but to actually attract local ghouls would probably require some ref walking in a cell. Could have some good gameplay effects though for stealth characters to distract them (or for tanks to gather them in a spot for the slaughter).

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