A reliable sticky bomb, thrown like a grenade with the grenade arc and sticks to the target allowing the target to run around screaming for a bit before going boom. Hopefully running back into their group to get help (which they will not get)
What about a life force zapper grenade/smoke that hurts the enemy and transfers healing yourself/companion(s)? Heck, even better, a rad swapper since you constantly get radded in-game? Want some fun, the "Spanish Fly Boom Boom", that puts everyone/thing in the mood...hedonism to the commonwealth for the LL players!
Been playing around with these quite a bit and having a great time doing so! I do have some feedback/observations...
1. The Plasma Sticky projectile type needs to be changed from type Lobber to Arrow to get it to actually stick to things like the other stickies do.
2. When shot directly (or going off from being damaged rather than enemy proximity), all explosive types seem to explode with the Cryo effect. This is a minor thing but can be annoying for a couple reasons: first, if you're shooting at an explosive to try to set it off yourself it won't have the intended effect and likely more importantly, it ruins chain-reaction type explosions since if one plasma/nuke explosive goes off and sets off others, the secondary ones only explode with the Cryo explosion.
3. Hitting an enemy directly with a sticky explosive won't cause it to go off... this may have been an isolated incident though and I haven't tried to reproduce it yet. If it is the case I'm not sure if it would go off if other enemies got nearby them (which would actually be really cool).
4. My only actual gripe so far is that it's really tough to judge where the explosive is going to land/stick... the throwing arc/path from Demolition Expert 2 shows up but the explosives always land far short of it. Is it just something to do with the physics engine that can't be helped? I tweaked the gravity/speed of the projectiles for myself to get them to travel a little bit further at least but it still comes down to pure judgement as to where they'll actually land compared to the arc that is shown.
Oooh, actual played feedback. These are all great critiques (that need to be fixed). I'll take a look at the mod today and look at releasing a new version. Thanks for your time and effort! 1. Will fix, thanks 2. I know why this is happening, and will fix it. 3. I'll take a look at this one. 4. This is probably because they don't have the same gravity settings as regular grenades. I'll experiment with it, but to be honest I *want* them to behave as if they're heavier than grenades.
I agree, they definitely shouldn't go as far as grenades... I just didn't know if there was some way to get the in-game shown trajectory arc to more accurately reflect where they're going to land. I end up throwing a bunch trying to get the distance right.
As far as the actual thrown distance, I do personally feel some of the smaller explosives like the Spike Bomb and possibly the Plasma variations should go a tad further but I'm perfectly happy editing those values for my own personal use.
If you are feeling ambitious and want to fiddle with the arc, look at a mod called Fastball. It alters the baseball grenade and makes it go further. The arc seems to adjust for the longer distance (flatter) trajectory. Perhaps you can see what makes that happen with that mod, and adjust it for this.
If you try and find something come back and let us know. I hope that mod is still around, it is quite old.
I've been playing with the gravity settings, even went into the global settings and looked for arrow and trajectory. Nothing I've done yet has changed the trajectory arc. I think the Demolitions perk just assumes the thrown weapon is a lobber, and estimates the throw for that.I looked at Fastball. All that mod does is change the speed of the baseball grenade and make it explode on contact. Since it's still in the settings as a lobber, the trajectory is adjusted properly.
As for the other issues Ilsigi pointed out, I think I've got them all fixed. Corrected the destruction data on all of them so they blow up properly when shot, the plasma sticky actually sticks now. I didn't have any problem directly hitting enemies with them.
No worries if you can't get the trajectory arc more accurate... I really couldn't see anything myself that should cause the discrepancy within the mod and I don't know how/if physics affects projectiles based on the model itself once thrown (pretty sure it doesn't). I've tried the Frisbee Mines mod and it ends up with similar if less pronounced results in terms of the mines not quite going as far as the arc predicts. So if you can figure it out I'd be thrilled but don't go nuts over it.With a little practice I'll get better at estimating where they'll land!
Oh, they are already IFF. In fact, they can be disabled and picked up by the player like your own mines. As for a sticky version, I'll see what I can do.
I second the sticky version idea... I assume the current ones bounce (haven't gotten to try it yet) like grenades? Preferably we'd be able to craft the normal and sticky variants. Also perhaps it'd be better to use mines instead of grenades as components? I think a lot more people actually use their grenades more often than mines and end up with a surplus... then again, enemy loot often contains grenades so they are likely easier to come by. Hrm.Oh well, either way, something to consider.
Yet another awesome mod GKX... you've really been cranking them out!
31 comments
Many thanks for sharing Leah, endorsed.
Will be trying this next time I mod fo4!
1. The Plasma Sticky projectile type needs to be changed from type Lobber to Arrow to get it to actually stick to things like the other stickies do.
2. When shot directly (or going off from being damaged rather than enemy proximity), all explosive types seem to explode with the Cryo effect. This is a minor thing but can be annoying for a couple reasons: first, if you're shooting at an explosive to try to set it off yourself it won't have the intended effect and likely more importantly, it ruins chain-reaction type explosions since if one plasma/nuke explosive goes off and sets off others, the secondary ones only explode with the Cryo explosion.
3. Hitting an enemy directly with a sticky explosive won't cause it to go off... this may have been an isolated incident though and I haven't tried to reproduce it yet. If it is the case I'm not sure if it would go off if other enemies got nearby them (which would actually be really cool).
4. My only actual gripe so far is that it's really tough to judge where the explosive is going to land/stick... the throwing arc/path from Demolition Expert 2 shows up but the explosives always land far short of it. Is it just something to do with the physics engine that can't be helped? I tweaked the gravity/speed of the projectiles for myself to get them to travel a little bit further at least but it still comes down to pure judgement as to where they'll actually land compared to the arc that is shown.
Thanks again for a great mod!
1. Will fix, thanks
2. I know why this is happening, and will fix it.
3. I'll take a look at this one.
4. This is probably because they don't have the same gravity settings as regular grenades. I'll experiment with it, but to be honest I *want* them to behave as if they're heavier than grenades.
I agree, they definitely shouldn't go as far as grenades... I just didn't know if there was some way to get the in-game shown trajectory arc to more accurately reflect where they're going to land. I end up throwing a bunch trying to get the distance right.
As far as the actual thrown distance, I do personally feel some of the smaller explosives like the Spike Bomb and possibly the Plasma variations should go a tad further but I'm perfectly happy editing those values for my own personal use.
If you try and find something come back and let us know. I hope that mod is still around, it is quite old.
As for the other issues Ilsigi pointed out, I think I've got them all fixed. Corrected the destruction data on all of them so they blow up properly when shot, the plasma sticky actually sticks now. I didn't have any problem directly hitting enemies with them.
1.2 is ready for release.
No worries if you can't get the trajectory arc more accurate... I really couldn't see anything myself that should cause the discrepancy within the mod and I don't know how/if physics affects projectiles based on the model itself once thrown (pretty sure it doesn't). I've tried the Frisbee Mines mod and it ends up with similar if less pronounced results in terms of the mines not quite going as far as the arc predicts. So if you can figure it out I'd be thrilled but don't go nuts over it.With a little practice I'll get better at estimating where they'll land!
Yet another awesome mod GKX... you've really been cranking them out!
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