Fallout 3

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JLF65

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JLF65

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  1. cajunattack
    cajunattack
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    Hey. Would love to use the Mod but only discovered it AFTER I'd nuked megaton. I still have a lot more nuking to do, so any change the schematics are hidden elsewhere or can you provide console codes for them? Cheers
    1. JLF65
      JLF65
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      Nuclear Missile Schematic = xx07F7B8
      Nuka Missile Schematic = xx081227
      Nuclear Mine Schematic = xx081228
      Nuka Mine Schematic = xx081229

      Where xx is the mod load order number, as usual. When in doubt, just run FO3Edit. Things like schematics are found under Misc Items. The missiles themselves would be under Ammunition, and the mines under Weapons. FO3Edit is really great for when you want to know those pesky IDs and you can't get ahold of the author.

      The Fallout 3 wikia page on items and weapons is also really good for finding vanilla and dlc base id numbers. For example, if you just can't wait to find Mini Nukes in the wasteland, the wikia will tell you that mini nukes are ID 20799.
    2. cajunattack
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      Thanks for the help. Keep up the good work!
  2. JLF65
    JLF65
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    Okay! New version is up. I removed the need to craft special launchers and instead added an item that will switch the missile type. It checks if the missile launcher matches the type of missile selected, and if it doesn't it removes the launcher and adds the proper launcher. The launcher condition is maintained across launcher types.

    I was originally changing the ammo used on a single custom launcher (to keep the ammo from affecting all launchers), but there was a problem with the ammo counts doing that. The game engine actually subtracts from the last ammo LOADED instead of from whatever the currently set ammo is. So when you changed to nuclear missiles and fired, it subtracted the first missile from the regular missile count, not from the nuclear missile count. If you then switched to nuka missiles, it subtracted the first fired missile from the nuclear missile count, not the nuka missile count. I couldn't find any way to force a reload, and changing the missile counts explicitly crashed the game. So the only way I could find to work was to have our two special launchers and to add and remove the launcher itself rather than change the ammo.

    Funny that you can change the weapon on the fly, but not the ammo count. :/

    Anywho, the functions to get and set the weapon health condition are part of FOSE, so v2 of the mod requires FOSE. Not that I consider that a big deal... who ISN'T using FOSE these days?

    Anyway, if you know how to force a reload from a script, let me know. I still have the change ammo version and I'd love to see that working. And yes, I already tried "TapControl 7". Doesn't do anything as the missile launcher ignores reload requests from the control since it auto reloads by default.
  3. Kodiak412
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    Is this the same as the one that was previously posted or a new one? I could not get the old one to work and I was going to fiddle with it later today unless this is a new file? Thanks and it looks great.
    1. JLF65
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      Not sure what you mean - this is the first and only post of this mod. The old mod I talk about in the readme was a completely different mod that changes the stock workbench to give you nuclear and nuka mines only. This mod is brand-new, uses CRAFT, and gives both mines and missiles. The only thing in common between the two mods is a few internal records that define the mines to the game engine.

      CRAFT is a mod that allows you to extend the workbench easily in a controlled manner. When you activate a workbench, you get a dialog asking if you wish to use CRAFT, or the original workbench message box (for all the stock workbench weapons). If you pick CRAFT, you get a dialog asking which item to craft. That dialog can have any number of entries, scrolling as needed. Using a dialog allows multiple plug-ins to insert their own custom weapons and ammo without messing up anyone else's custom items. You can see in the dialog in the picture the entry at the bottom "straighten bent cans" - that's an entirely different mod for CRAFT. If I had the ammo CRAFT mod, you'd see many more entries in that picture.

      Note that CRAFT is built into FWE, so this mod should work with FWE as well, as long as it was below FWE in the load order in FOMM.
    2. Kodiak412
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      My mistake. It was on the newly listed files page for a at least a day and I thought I downloaded it from a page that was back a number of days ago.

      Just an FYI I have not been able to get it to work. When I go to the Megaton homes workbench I do get two options to either Activate (normal) or CRAFT. When I select CRAFT it comes up with a saying What do you want to craft. This is like a speech option and not a window of items to make like the normal activation produces. Then if I select the speech option it comes up with Done and then just exits.

      I'll fiddle with it some more and see what I can get.
    3. JLF65
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      You first need to collect the schematics from the tub in the women's restroom. I'd have put them in the men's room, but I've seen WAY too many other mods using the men's room.
    4. Kodiak412
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      That's what I get for not doing my due diligence.

      Let this be a good lesson for others. Always read the description fully, and if you download the mod and then go back to install it at a later time, come back and reread it. This way you can recover all the information you forgot and make sure the mod runs smoothly.

      I'll go back in and sniff around the ladies room and see what I find. Thanks for all the replies, and posting this mod!