What I don't understand is why the initial explosion doesn't happen immediately after disintegrating your enemy? It always happens on a slight delay for me.
It's a random timer. Check the config file to change it. You can set MeltdownDelayMax to 0. Reason I put the delay was so that in case of several clustered meltdowns, they wouldn't happen all at the same time.
Wish there was a version without the notification for rampage. It pops up way too much. I'd rather not keep track of it at all than getting two pop-ups every time it activates and later decrements.
At least you can turn it off, so it's not all bad. I wouldn't mind the feature if it was less pop-uppy. Pretty sure many people mod out "Critical hit" and "X's limb crippled" pop-ups for a similar reason, and I'd argue those are more relevant to combat information than getting told every time my crit rate is slightly higher.
In case others have missed it, this mod is incompatible with New Vegas Stutter Remover. That being said, given NVSR is considered obsolete and most have replaced it with New Vegas Tick Fix, may not be much of a problem anymore
Absolutely loving this mod, makes my energy weapon playthroughs a lot more fun and less risky.
I do got a question though. Say I wanted the gauss rifle to also trigger meltdown, how would I go one about making that happen? I'm not an expert modder and I've never touched any scripts but I would appreciate a rundown or a quick instruction on how to get other weapons to trigger meltdown if that's possible.
The script is set to only fire when the target disintegrates, or when the flamer's crit effect is active. The gauss rifle does neither. It could be possible to code in an exception just for it, but frankly I don't see how it belongs. The gauss rifle fires metal rods at supersonic speed, it just doesn't fit into what Meltdown's description suggests, and it can already do massive single-target damage over any other energy weapon.
One workaround is to give Gauss rifle on-death effect of alien blaster. I can confirm it does trigger if you do that, although I need to play some more to see if it does not have some unintended consequences.
This is fantantic, thank you, really puts some weight on the perk now. But I have a question, is it possible to make it so other weapons activate the effect? My idea is to convert it in some way so, for example, physical bullets 'explode' and produce shrapnel (the same idea of meltdown but with a normal bullet and granade explosion), I have been trying modifying the list but I don't seem to make it work. I am very new to Fallout modding but not exactly new to programming so I understand a little about the logic of the scripts but it seems that I am missing something. Thank you.
Ive only seen it happen once I have EVE and using a Crit energy build but I dont get the meltdown explosions its saying I do but no boom idk how to fix
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Reason I put the delay was so that in case of several clustered meltdowns, they wouldn't happen all at the same time.
At least you can turn it off, so it's not all bad. I wouldn't mind the feature if it was less pop-uppy. Pretty sure many people mod out "Critical hit" and "X's limb crippled" pop-ups for a similar reason, and I'd argue those are more relevant to combat information than getting told every time my crit rate is slightly higher.
I do got a question though. Say I wanted the gauss rifle to also trigger meltdown, how would I go one about making that happen? I'm not an expert modder and I've never touched any scripts but I would appreciate a rundown or a quick instruction on how to get other weapons to trigger meltdown if that's possible.