Fallout New Vegas

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Last updated

Original upload

Created by

Hopper31

Uploaded by

Hopper31

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Safe to use

About this mod

Adds a highly configurable orbital strike marker, be as OP or weak as you'd like!

Requirements
Permissions and credits
Changelogs

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: FEATURES :
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This mod adds a highly configurable orbital strike marker.

  • Obtaining

The Marker can be found in the observation bunker at the Old Nuclear Test Site on some sandbags, check images for detailed location.

  • Stats 

The stats of the weapon are highly configurable via MCM, so it can very greatly from being either the worst thing in existence or the most overpowered thing that you've ever seen. It's all up for you to decide how to wield this power. 

However by default it sends down 5 missiles over a small area for a cost of 500 caps and requires a 5 ingame hour reload time.

  • Usage

Simply configure the mod to your liking via MCM, pull out the NIFO Marker, point and fire. If all the requirements are met (reload is done, you're outside, and you have enough caps) in a few seconds (or longer depending on your settings) nuclear fire will rain down from the sky!

If you have a reload time set, just be sure to keep the marker on you at all time, as it'll only inform you when it's done reloading if you have it in your inventory.


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: UPDATES:
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  • 3.00

-Archimedes I is now always available.
-Archimedes II has now been properly added to the menu.
-Mothership Zeta's Deathray is now a selectable attack type.
-Default number of attacks per salvo lowered to 100 due to some people having a hard time fine tuning the amount of attacks they wanted, and because most sane people wouldn't launch over 100 nukes.
-Overkill mode: This raises the maximum number of attacks per salvo to 10,000 and raises the min/max time to 600 secs to accommodate the increased number of attacks available.
-Random mode: This simply randomizes which projectile is fired every frame.

  • 3.10

-New Attack Type: Full Power Archimedes II.
--Note that this attack is very resource heavy, and too many at once will cause the game to run out of memory.

  • 3.15
-Fixes an issue that would cause certain attacks to not render their effects at longer ranges.

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: BUGS:
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Targeting an area towards the edge of the render distance will cause the missiles/shells/beams to spawn in, but not fire until you fully load the area. This normally isn't that much of a problem unless you have a lot that went into this 'limbo' state, since they will all fire at once so it can potentially cause a massive temporary FPS dip.

Firing too many of the Full Power Archimedes II blasts in a short time frame can potentially cause the game to crash.

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: REQUIREMENTS:
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This mod requires NVSE.
The Mod Configuration Menu is not required, but recommended so you can configure the settings.


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: OTHER:
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French version translated by Sylom
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: CREDITS:
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Macintroll - For providing the new textures for the NIFO detonator, and helping test.
Weijiesen - For providing a sound effect, creating the nuke gif, editing the Full Power Archimedes II blast, and helping test.
Pelinor -  For his helpful MCM tutorial.
GSC Game World - For allowing use of their assets in non-commercial mods, their Cat Model & Texture was used in the Easter Egg weapon.
Sylom - For translating the mod into French.