Fallout 4
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IDontEvenKnow

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61 comments

  1. Keitaro16
    Keitaro16
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    Has smart mirv been abandoned? Was the nuka-nuke version ever made? It would be awesome to have
  2. overlaps
    overlaps
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    IdidntEvenknow ur so awesome..
    IdidntEvenknow wut is MIRV 
    after watch vid nowIknow
    >:3
  3. DrWolfnstine13
    DrWolfnstine13
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    I never knew how much I wanted this mod till I tried it. Into my must have mods list it goes!
    1. IDontEvenKnow
      IDontEvenKnow
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      Despite being one of my smallest mods, I think this is my favorite of all the mods I've ever made. Gives me a stupid grin when I think about it.
    2. Kendric
      Kendric
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      hahahahahaha, I got a big grin watching the video , everything just went boom.

      Bloody good work mate :- D
  4. 40swGREATERTHAN9mm
    40swGREATERTHAN9mm
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    would it be possible to make this compatible with "The Striker"? if so that'd be sick, heat seeking bowling ball that tracks you down and cracks you in the skull
    1. IDontEvenKnow
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      Maybe, but I don't think so. The logic pretty much goes fire -> split -> find a group of targets nearby + find the projectiles that were just spawned -> apply calculated physics impulse to each projectile to ballistically fling them towards the targets, letting the physics engine handle the rest.

      I'm not sure the "split" stage would make much sense with a bowling ball (fire -> explode? -> suddenly change direction), nor if the "direct" projectile damage carries over between the fire -> split transition (projectile may end up doing 0 damage). Then, my ballistic code isn't very good, because it doesn't take into account enemy velocity (script limitations), so it would only work on completely stationary targets. Close only counts in horseshoes and hand grenades—and MIRV bomblets—so I think the end result with a non-exploding projectile weapon would be a weird-feeling auto-aim gun that tends to miss a lot.

      Some other approach might work, but adaptation of this mod is probably a dead end.
  5. renzdale
    renzdale
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    wow this is awesome! I never touched a MIRV ever since the first time I tried to use one. Thanks!
  6. BeechMasters
    BeechMasters
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    Endorsed
    Thanks
  7. BeechMasters
    BeechMasters
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    OOOOHHHH YEEEESSSSS
    I can see I will enjoy this one.
    Thanks
  8. Benjango
    Benjango
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    Hey man I just came across your mod and it is insane and I love it. You make the MIRV actually useful. Would you be willing to make a patch to work with Vanilla Unique Weapons Remastered by lKocMoHaBTl?

    https://www.nexusmods.com/fallout4/mods/38516?tab=description

    That mods version of the Big Boy is much more dangerous to use, especially with the bug you talked about from EPO. Unfortunately the thing that makes the Big Boy unique in that mod takes the same mod spot as your smart targeting system. Would a patch be possible?
    1. IDontEvenKnow
      IDontEvenKnow
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      It's possible, but the permissions on that mod are super locked down, so I'd have to contact the author about it first, and I hate having to do that because they only ever get back to me like a quarter of the time.

      I can roughly describe the easiest way to do it, though:
      • Make a copy of this mod's plugin file, change its name to something else
      • Add both Smart MIRV and that mod as masters
      • Replace the SMV_Bomblet record with one functionally equivalent to the fire bomblet things (you'd have to change the explosion to the same one used by the fire bomblets at the very least)
      • Go into the SMV_MIRV_StarterSpawner record and change the spawn count number in each one's Bomblet alias from 6 to whatever that mod uses (or whatever you think is appropriate, there's really no limit)
      • Go into SMV_DispatcherQuestA and SMV_DispatcherQuestB and change the Max Initial Fill Count number to the same number you set in the last step
      • Delete the SMV_co_mod_Fatman_Barrel_MIRV Constructible Object record
      • This one you'd have to do in xEdit and not the CK; change the FormID of SMV_mod_Fatman_Barrel_MIRV to be exactly the same as the Big Boy OMOD added by that mod, which changes it from a new record to an override

      I think that would do it for a basic patch. Assuming I didn't mess the instructions up too badly, it shouldn't take too long.
  9. Tomyoyo993
    Tomyoyo993
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    can you make a version for cluster missile ? thank you sooo much....
    1. IDontEvenKnow
      IDontEvenKnow
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      I was working on that about a year ago, but getting it to work is tough...the script engine is slow—very slow—so getting things like positional data quickly enough to feed into a missile targeting system is difficult. I might look into it again at some point, but no promises.
  10. Astravanger
    Astravanger
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    One does not simply turn the deadlies weapoin in the game more deadly.... But here you are. Hopefully you do not work on any military projects that include nuclear charges and missiles......