Fallout 4

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Boxlid

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Boxlid

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About this mod

Adds 16 standalone unique versions of the vanilla missile launcher to the game. A new location, settlement turret replacer, 'transformer' launcher, and much more is optional.

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This mod provides 16 unique variants of the vanilla missile launcher that have various cluster bomb effects.  They were left as vanilla variants to allow the mod to function with any reskins or model replacers you wish to use.  There's three plugin versions, with the main file giving all in a cheat chest. The second distributes them throughout the Commonwealth and provides a new location/player home.  The 'Transformer' Edition gives the first launcher, then you drop it and shoot/hit it to transform it (cycles through them all).  Here is a look at the basic launcher and bunker details:

6 Pack:
-Missiles break up into 6 scattered frag bomblets upon impact, slightly more damage and less scatter than the 12 Pack bomblets

12 Pack:
-Ok so you're feeling a little paranoid today, well you should be, the wasteland is dangerous!
-Missiles break up into 12 scattered frag bomblets upon impact, which have slightly less damage and more scatter than the 6 Pack's

Double Deuce:

-Uses mininukes for ammo, although the projectile is still a missile
-Fires 2 missiles that each break up and scatter 2 low-yield nuka grenades on impact (4x150 while the fatman is 1x600)

Scrub:
-Releases dirty mines that generate a lethal radiation hazard for 30s
-Mines don't release radiation if the player destroys them (in most cases), only if a hostile sets them off, and won't harm your followers
-Good chance they still irradiate settlers, so deploy them cautiously

MAX:
-Shoots three missiles, medium speed with gravity, that each break into 4 weaker plasma bomblets after 3s or on impact
-Aiming improves the cluster grouping more than the other launchers, and strafe + hipfire produces incredible spread

Match:
-Drops a 12 pack worth of timed and nerfed Molotovs
-Gravity missile with excellent range, roast critters in comfort

Arc:
-Slow homing missile detonates based on proximity only (it's a very generous proximity, so don't fire while enemies are close)
-6 electric bolts automatically find targets over long distances (and I mean lonnnng distances) and set off energy explosions

Frosty:
-Fires a cryo missile at incredible speed
-Bomblets flash-freeze a large area which causes enemies to fall over and get back up very slowly
-Deals less damage than the other launchers, it's purpose is to disable/stun enemies for a short time

Follower Special:
-Don't leave your followers out of the clusterfest!
-Followers won't use ammo, although it's a very tame version of the 6Pk launcher
-Only 20% weapon speed, so your follower doesn't bury you in bomblets.

Sentry Deluxe:
-A much beefier version of the Sentry Bot shoulder cluster, it's powerful and you gotta earn it in the distribution
-24 weaker bomblets, although this launcher can be the most powerful if most of them land true

-Use VATS if you aim close to level with the ground or aim lower, practice with it a bit to learn how to fire it (its quite intelligent really just hip firing)

IMI:
-Shoots a gravity missile that breaks into 3 teleportation grenades on impact (uses mini nukes for ammo)
-A random mix of 3 appear:  synth melee, synth commando, synth sniper, Sentry Deluxe turret, Sentry Rover (Rover and turret with lower odds)
-Every spawn explodes when it dies, causing 100 splash damage within a very short radius, and they can cause a chain reaction

The Rave:
-A missile that truly gets the party started (heh)
-More of a gimmick obviously, but it can come in very useful (was to celebrate the distribution launch)
-Tames npcs in blast radius for 1min, and randomly spawns some drugs, alcohol, cigarettes, and all kinds of wonderful little things XD

Rad-to-Roach:
-Deals direct radiation damage, with a twist of course
-200 year old ammo is bound to have some bugs in it

Engineer Editions:
Changes the burst into weak imitation mines for laying instant mine fields, a fair trade for a powerful missile.  They're best used as settlement tools, since firing them directly at enemies will make every mine explode at once around them and make the weapons OP'd.  The missile has gravity, and will burst in the air 2s after launching.  The distance to deployment and the scatter both depend on the launcher used.

Cluster's Cache Bunker:  (distributed plugin only)
-The chest in Sanctuary now contains a letter that hints to the location
-Bunker is a interior, but lets you build exterior items inside (its a nice little playground with lots of power and floor space for machines)
-Large open warehouse area to test or store things, the racks are scaled up and double stacked to fit more and larger items easier
-Built in nuclear reactors + main breaker so there's plenty of power (for toying around with machines mostly)
-Navmesh is set so npc's don't walk on the items that are there, and I left a perimeter gap in the bedroom and 'breakroom'
-Custom nuclear based chemistry workbench that utilizes the large nuclear casks in the cooling ponds (produces the 'nuke' related items in batches)
-Cluster Chem bench will have no impact on other mods, it's a standalone duplicated entry, and given it's own custom keyword for recipes
-One unique non-missile weapon is hidden, the Gammagat
-Lots n lots of ammo loot for most weapons, I don't discriminate XD
-It is dark, radioactive, and dangerous enemies are on patrols, so go prepared

Settlement Turret Replacer:  (optional plugin that works with either version)
-Replaces the settlement missile turret with one that shoots 12pk missiles (its not the same as the IMI turret)
-Shoots much slower than the vanilla launcher (if the vanilla fire rate kinda pissed you off, you'll probably like this a lot lol)
-Safety rating is raised to 25 instead of 15, while power usage is same as vanilla
-Shouldn't effect any other possible missile turrets, it duplicates the mounted launcher, and uses it's own standalone ammo
-I run Advanced Bubble Turrets, and didn't have any compatibility issues, so should work with other added turrets just fine
-If you prefer another one of the cluster launchers, just say so and I'll make a alternate replacer

Transformer Edition:
-Drop the initial 6Pk on the ground and punch it, and it then becomes the next launcher etc., until the cycle resets
-To understand how it works better, look up my Insta-Bed mod, it works the same way using zero scripts
-Launcher mods will be disabled (they reset upon transformation), but they all have a quad barrel, iron sights, and muzzle default
-Legendary effects will still be enabled, but will reset upon transformation
-This makes a great addition to a survival game, since you technically are carrying every launcher for the weight of one, and w/o menu clutter
-There's a few interior cells that assign auto ownership to spawned items, so you might have to steal the launcher back in very rare instances

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How to acquire them - Non Distribution and Transformer plugins:

There is a 'Cluster Missile Buffet' chest outside of Sactuary.  Go to where everybody puts their water pumps in the river, now cross the river, and follow the riverbank to the left.  You'll see the red chest sitting near some bushes.  The update section demonstrates how to use the help command to add the launchers should they not appear in the chest (if you already ran the mod and cleared the chest, new launchers won't show up when updating).

How to acquire them - Distribution plugin:

The 6Pk is placed in the same Sanctuary chest as the main cheat edition.  Beyond that, they're hidden quite well throughout the Commonwealth, and only one of each unique launcher is available.  If you happened to get rekt by a nuke mine, radiation mine, or run over by a insane horde of sentry bots, you probably (almost) found one.

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Current Version Release Notes and Changes
Just packed everything into a single FOMOD installer for convenience, no actual updates since when I first released 1.81.  If you don't have the option to skip the main plugins, just re-download the FOMOD, I just added the option and resubmitted the file.

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Installation:

Have NMM install it, or just drag the esp into your data folder, and add/enable it with your appdata list.  Choose 1 of 3 main versions, either the Main, Distributed, or Transformer edition.  The standalone settlement turret works with all of them.

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Updating:

I've tested the impact of updating while a launcher is equipped, and it's no problem. The only item to make sure is unequipped is the wedding ring, constant effect enchantments can stack if you change them.  The new launchers may not show up in the chest if you already cleared it, so I've provided (hopefully) all the correct item codes above.  If the numbers are incorrect, do this:

Say you want the 'Match':
1.  Type 'help match 0' in the console
2.  Use page up and down keys to find the number
3.  Type 'player.additem ######'

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Removal:

Remove any items that are equipped (inventory is fine), and manually save.  Just delete the esp and remove it from the list.

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My other FO4 projects:
Ultimate Curie - Bot Weapon Overhaul
Insta-Bed
TruPetite