Fallout 3

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Shiholude

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shiholude

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Name: BA_ConcussionGrenade
Author: Shiholude
Cateogry: Weapons

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Description:
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Adds my version of a concussion / flashbang grenade to the game - complete with a plethora of various negative effects over time. It is available from multiple level lists for NPCs and Vendors.



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File Information:
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I've played around with several versions of flash (Forral's "Flashbangs"), smoke (AlexScorpion's and Weijiesen's "Smoking Fun with Smoke Grenades"), and knockdown (naganeko88's "StunGrenades") grenades, but I've never been satisfied with the functions, sound, or look of the weapons. So I dun did made mah own! My version of these grenades is designed to incapacitate targets in the blast zone via two methods: flash and concussion.

When thrown, they have a 3 second fuse before exploding. As the fuse burns, it creates an immense amount of pressure within the cylinder itself. When the fuse comes into contact with the magnesium sulfate, the polyethylene canister shrapnels (causing minimal damage) and is ignited to create a large flash and a powerful sonic discharge.

The explosive results: 10 seconds of Paralysis (except robots), 20 seconds of -3 Strength (except Super Mutants), 30 seconds of -5 Perception, 50% chance for 50 Head CDMG, 20% chance for 50 Chest CDMG, and 10% chance for 50 CDMG for each limb.

!!WARNING!! Even though the physical damage may be minimal, the explosion can and will ignite nearby flamable sources. Also know that the explosion raises radiation levels for a short time within a small area around the focal point of the explosion.

Note that if you find yourself under attack from a concussion grenade, it can be targeted and destroyed without triggering a full explosion.

These grenades can be found on (and used by) certain Raiders, Talon Company personnel, or Enclave forces. They can be found in containers of similiar weapon types. They can be bought from vendors (although less commonly).



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Requirements:
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Fallout 3



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Install:
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1. Download the files to a secure location. (do not unzipping directly to your Data folder!).

2. Extract the files from the archive to a new folder under it's name.

3. Inspect the meshes, textures, sounds, etc folder contents to understand what you are about to replace.

4. Read the included ReadMe file for installation instructions or additional information. I understand the irony of including this install step in a ReadMe file for installation that would only be read if someone opened the ReadMe file in the first place. JUST SHADDUP AND DO AS I COMMAND!! :)

5a. If satisfied, copy the associated file(s) and folders to your "[DRIVE]:[INSTALL PATH]\Fallout 3\Data\" folder.

5b. If unsure of the contents, or to learn more about the mod, transfer ONLY the .esp file to the Data folder, and use FO3 Edit to inspect the contents.

5c. If there were any conflicts to resolve, you might benefit from running a Master Update via Fo3Edit.

6. When ready to play with the mod, open your Fallout 3 Launcher (or mod manager - I suggest Timeslip's FOMM), place a checkmark beside the .esp file, and run the game.

7. Enjoy this fine product from Shiholude!



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Un-Install:
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1. Open your Fallout 3 Launcher (or mod manager), and uncheck the .esp file.

2. Delete the files/folders associated with the mod.

3. Run your �Master Update� again if you�re using FO3edit.



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Compatibility:
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No conflicts, as these are all new objects. However, you may need to merge the level list entries with other mods.



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Bugs/Issues:
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I cannot seem to get any area effects to function for the object effect - they all just use the explosion radius. The "No Area" flag should prevent there being a radius, but when this flag is not turned on and I add various values for area, they never seem to function under limited distances as I want. For instance, I would love for those within a 100 unit radius to experience much more pain and suffering than those at the outskirts of the explosion, yet all are treated the same, regardless of what value I assign to the area of the effect (without "no flag" turned on of course).



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To Do:
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Reduce the paralysis for Super Muties?

Add in area effects via scripting?

Should I add in a disintegration effect towards Feral Ghouls under 50% health? Like a UV grenade type effect?



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Contact:
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http://thenexusforums.com/index.php?act=Msg&CODE=4&MID=1090316



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Credits:
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Thank you to Bethesda for creating Fallout 3!

Thank you to Forral ("Flashbangs"), AlexScorpion and Weijiesen ("Smoking Fun with Smoke Grenades"), and naganeko88 ("StunGrenades") for your modding efforts - which got me 80% of the way for this mod. :)

Thank you to all the other modders that continue to make this game playable, over and over again!

Thank you to everyone that continues to support and download my mods! I love this community!



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Tools Used:
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FOMM: http://www.fallout3nexus.com/downloads/file.php?id=640
GECK: http://static.bethsoft.com/fo3/geck.zip (and 1.5 update: http://download.bethsoft.com/patches/geck/GECK_1.5_Update.exe)
FO3 Edit: http://www.fallout3nexus.com/downloads/file.php?id=637



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License/Legal:
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Use it as you wish, just give credit to my creation here, and the other modders listed above.