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Bille Maze

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Bille maze

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6 comments

  1. cannonlad
    cannonlad
    • BANNED
    • 3 kudos
    I love this mod!!! You should definitely make the alien cryo mines, that would greatly enhance the experience of Fallout 3
  2. Bille maze
    Bille maze
    • member
    • 0 kudos
    @ renfield007

    -Yeah, I'll make the min/max range higher.

    -I'm not too sure how to do that. I have very little scripting knowledge, unless there's another way I could do that.

    -I'm not sure if this answers your question, but I do have a mod called "Railway Rifle Grenade Launchers" that I uploaded which might be what you're looking for. The mod does use Bottlecap/Frag/Plasma/Pulse grenades, too.

    -As I said before, I have very little scripting knowledge, so making custom schematics is not in the cards for me at this time. Sorry. Although, as (temporary) alternate solutions, I could place the Mine Guns in other places, or maybe add them to merchant inventories?

    -I don't use the Type3 models, and the backpack is fine on mine. Could you provide a screenshot of the floating? I suppose I could try and remove the backpack from the Mine Guns.


  3. renfield007
    renfield007
    • member
    • 3 kudos
    This is a very pretty Mod, I really like the meshes and the animation, even the sound effects are excellent. Great Job!

    I have some suggestions/requests; take them as you will.
    1 - can you increase the range significantly? I never use mines in general as a: they weigh too much and b: I usually don't bother with luring enemies into traps to use mines. A longer range would be a lot more useful overall.
    2 - Can you set it so the Mines in your inventory convert to a Weight of Zero so they act just like regular ammo?
    3 - Can you make a Variant that launches existing grenades? Maybe a Different file? I've been looking for a good grenade-launcher mod that will simply allow the use of existing grenades rather than adding in whole new grenade types.
    4 - Would it be possible to make this into schematics so we can make it on our own? it would make more sense from a game standpoint to be able to make our own rather than have them magically re-appear in a set location. It would just blend it into the flavor of the game a bit better.
    5 - The backpack is interesting as well, but it appears to just be floating. Maybe it's an incompatibility with the Yype3 models I'm currently using, I don't know but something to look at.

    I don't know how difficult any of these request would be but I think they would certainly add to the flavor of this excellent mod. Great Job!
  4. Bille maze
    Bille maze
    • member
    • 0 kudos
    Yeah, the Mine Guns are meant to be found at full health. I'm not 100% sure, but I'm pretty positive that any G.E.C.K. made weapons put into the game will always be at 100& condition, no matter what. As for the spamming issues and caps exploits, I've found a few solutions for them that will hopefully be good enough.
  5. krobelus
    krobelus
    • member
    • 1 kudos
    Also, the reload animation looks fine, no tweak needed in my opinion.

    And are they meant to be found at full HP?
  6. krobelus
    krobelus
    • member
    • 1 kudos
    Cool guns. However, when fired mines are picked up and used normally they become as normal mines but worth more. Massive exploit; ammo -> mines -> caps!

    I really really like the concept, but they're unbalanced. Maybe create a new ammo type (too easy to spam mines. Which as fun as it is makes the weapon stupidly overpowered) and fix the issue of fired mines becoming normal mines (to prevent exploits), and then you have an absolutely awesome weapon.

    I will endorse this if you make either/or of said changes