Fallout 4
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ElPolloAzul

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ElPolloAzul

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About this mod

Adds a prototype "gravity gun"-like weapon to the game. Grab and fling NPCs, some items and props, and, in particular, many of the broken cars dotting the Commonwealth. (WIP / PoC)

Permissions and credits
Adds a prototype "gravity gun" like weapon to the game. Grab and fling NPCs, some items and props, and, in particular, many of the broken cars dotting the Commonwealth. (Work in Progress / Proof of Concept)

Note: A mod that abuses the "physics" of this game (and engine and middleware) to this extent will always be very unattractively buggy and inconsistent.
I am planning to spend some time in the future optimizing some of the forces for differently sized objects and the like, but keep that general caution in mind. This is for fun, and it is SUPER hacky. Hopefully it will inspire some cool things in the future.

Where to find this

For now, it is over or behind the counter (on the floor) at the Dugout Inn.

How to use

Once you have it equipped, simply point and fire at the target you want to acquire.
If you acquire it successfully, you should be able to pivot your camera around and the acquired object (hapless NPC, animated prop, etc.) should track your gun's target at a distance.

Once that happens, either bash or simply fire the gun again once to throw the object.
(The force and various positional compensation factors fighting against "gravity" are not at all dialed in yet, but this works acceptably for most of the acquirable cars.)

Known Issues / Things to Try To Tweak in the Future

The moving objects do no damage when they hit things. Perhaps some super hacky thing like attaching periodic invisible explosions will help...
This doesn't currently stop the animations or the gravity on the object (gotta see if SetMotionType will help at all), so things will flit and roll around while acquired.
Small objects, like construction pylons, will need compensatory height in the future due to their oddly less floaty gravity.
NPCs may need a vertical adjustment down on the secondary impulse force.
The acquire trigger radius is a little inconsistent, especially frustrating on small or elongated objects.
The gun itself is a little incontinent when flinging.
You can definitely sink acquired things through terrain and walls - there isn't any workable way to check for that.
Somewhat rarely, NPCs get stuck in the air; typically you can either grab and fling again or leave the cell.
Larger props will lose their physics for a while, unpredictably.