Wouldn’t it be cool to add this effect to the missle launcher, too? I mean, without the shrapnels of course.
By the way, EVE doesn’t change much about the explosion effect of the frag grenade and the frag mine, right? There’s just a custom explosiongrenadefrag.nif which replaces the vanilla one, but nothing else as far as I can see.
The explosion effect is caused by your wjs_explosionshockwavegeneric01.nif and the fire effect by wjs_explosionflamesgeneric01.nif, is that right? The file wjs_explosionsparksgeneric01.nif is used for the shrapnells (although it looks like sparks) and wjs_explosiongrenadefragod.nif represents the debris which is placed at the explosion. wjs_blastnode_0.nif seems to be a kind of wrapper for all the custom effects.
I have removed the script from the activator because I didn’t like the debris and sparks effect, but otherwise your mod is really nice. Kudos to you!
EVE didn't seem to do much with the frag grenades and such. I think you could add the enhanced effects to missile launcher explosions (Or any explosion for that matter, i added it personally to a RPG-7 explosion) too if you want using the FO3Edit, if you mean the damage, radius, and knockdown effects through a quick esp.
doesnt work, i have eve installed yet it gives me a huge red error on every grenade or explosion effect. a real shame because i thought i had a good load order and was finally ready to play the game and now i have to restart because my save file is most likely ruined thanks to this mod.
I wish that there was a grenades only edition for the increased blast radius, etc. I approach minefield with this mod and the minefield 2000 mod enabled and the whole horizon just erupts into flames...
Edit: OK, so this mod is indispensable since it makes frag grenades actually useful and oh-so-pretty. But I also like the Minefield Two Thousand mod which sows mines all around Minefield for about half a mile. (And the silent mines mod too, heh heh heh heh) Unfortunately MF2K and this mod together result in a massive chain reaction explosion when approaching Minefield. So it was time to fire up the GECK, easy fix.
The default frag mine explosion radius value was Radius 192.0. I opened up this mod's .esp and changed this value (which was waaaay higher) to 300 - still an increase to vanilla radius, but without the mines triggering everything around them in the MF2K scenario.
Followers without a Light Step feature are going to rue this mod combination... Brisa can't go 10 feet without blowing herself up.
Anyways this mod is great. I love how much better hand grenades are - lob them over a hill at that group of raiders, if you were close then it's about 3 kills. :P
One note... This increased effect, while fun, kinda breaks the "Stealing Independence" battle in the rotunda, making Sydney impossible to survive.
WARNING, this will be a spoiler.
Spoiler:
Show
The quest, given by Abraham Washington in Rivet City's Preservation Society, is to retrieve the Declaration of Independence from the National Archives, and Sydney was here before you, and the place is full of muties AND robots. She just mined the place ready for a mutie attack when you showed up.
What's supposed to happen: muties charge, take some damage, while Sydney and I shoot them down jumping from cover to cover, dodging grenades if any.
With this mod instead: the first mine explosion set all of them off at once, Sydney died immediately (torn to pieces, often the body can't even be found!) and I got tossed around despite in Power Armor and often had a limb or two crippled. AND there are still 2-3 muties coming in. You can still do the quest, but you don't get the max karma by finishing the quest with Sydney and talk to her about her dad's last testament you found in the Statesman Hotel (while you're busy saving Reilly's Rangers).
I'd SERIOUSLY suggest a version WITHOUT the enhanced blast effects. Knockdown is fine.
Two different console workarounds
Spoiler:
Show
Either use console command to resurrect her... or find her BaseID (not FormID, you need to use "gbo") and set her BaseID to essential, thus making her impossible to die
Quick question... maybe a stupid one, but here goes. Using the increased damage version of this mod, does this make your skill points in explosives useless, or do they still matter?
Nice to see FO3 catching up with FNV. Does this install in addition to the EVE that's already on the Nexus (http://www.nexusmods.com/fallout3/mods/8340/?) or does it replace it?
Thanks, man. I love this things. For your mod needed 22 textures - see list below : flamesmall2x1.dds sparksmall2x1.dds SparksUnique4x4.dds WJS_ExplosionFireZoom02.dds WJS_ExplosionFireZoom03.dds WJS_ExplosionFireZoom04.dds WJS_ExplosionFireZoom05.dds WJS_ExplosionFiryZoom01.dds WJS_ExplosionSparks01.dds WJS_ExplosionSparks05.dds WJS_ExplosionSparks08.dds WJS_ExplosionSparks09.dds WJS_ExplosionSparks10.dds WJS_explosionSparks11.dds WJS_ExplosionSparks12.dds WJS_ExplosionSparks13.dds WJS_ExplosionSparks15.dds WJS_FlamegridUltra_4x2.dds WJS_ShrapnelGeneric_4x2.dds WJS_ShrapnelIsolated01.dds WJS_ShrapnelIsolated02.dds WJS_Smokesub01.dds
23 comments
By the way, EVE doesn’t change much about the explosion effect of the frag grenade and the frag mine, right?
There’s just a custom explosiongrenadefrag.nif which replaces the vanilla one, but nothing else as far as I can see.
The explosion effect is caused by your wjs_explosionshockwavegeneric01.nif and the fire effect by wjs_explosionflamesgeneric01.nif, is that right? The file wjs_explosionsparksgeneric01.nif is used for the shrapnells (although it looks like sparks) and wjs_explosiongrenadefragod.nif represents the debris which is placed at the explosion. wjs_blastnode_0.nif seems to be a kind of wrapper for all the custom effects.
I have removed the script from the activator because I didn’t like the debris and sparks effect, but otherwise your mod is really nice. Kudos to you!
Edit: OK, so this mod is indispensable since it makes frag grenades actually useful and oh-so-pretty. But I also like the Minefield Two Thousand mod which sows mines all around Minefield for about half a mile. (And the silent mines mod too, heh heh heh heh) Unfortunately MF2K and this mod together result in a massive chain reaction explosion when approaching Minefield. So it was time to fire up the GECK, easy fix.
The default frag mine explosion radius value was Radius 192.0. I opened up this mod's .esp and changed this value (which was waaaay higher) to 300 - still an increase to vanilla radius, but without the mines triggering everything around them in the MF2K scenario.
Followers without a Light Step feature are going to rue this mod combination... Brisa can't go 10 feet without blowing herself up.
Anyways this mod is great. I love how much better hand grenades are - lob them over a hill at that group of raiders, if you were close then it's about 3 kills. :P
Your eloquent description had me in stitches, have a Kudos for the laugh
WARNING, this will be a spoiler.
The quest, given by Abraham Washington in Rivet City's Preservation Society, is to retrieve the Declaration of Independence from the National Archives, and Sydney was here before you, and the place is full of muties AND robots. She just mined the place ready for a mutie attack when you showed up.
What's supposed to happen: muties charge, take some damage, while Sydney and I shoot them down jumping from cover to cover, dodging grenades if any.
With this mod instead: the first mine explosion set all of them off at once, Sydney died immediately (torn to pieces, often the body can't even be found!) and I got tossed around despite in Power Armor and often had a limb or two crippled. AND there are still 2-3 muties coming in. You can still do the quest, but you don't get the max karma by finishing the quest with Sydney and talk to her about her dad's last testament you found in the Statesman Hotel (while you're busy saving Reilly's Rangers).
I'd SERIOUSLY suggest a version WITHOUT the enhanced blast effects. Knockdown is fine.
Two different console workarounds
Either use console command to resurrect her... or find her BaseID (not FormID, you need to use "gbo") and set her BaseID to essential, thus making her impossible to die
Challenging.
flamesmall2x1.dds
sparksmall2x1.dds
SparksUnique4x4.dds
WJS_ExplosionFireZoom02.dds
WJS_ExplosionFireZoom03.dds
WJS_ExplosionFireZoom04.dds
WJS_ExplosionFireZoom05.dds
WJS_ExplosionFiryZoom01.dds
WJS_ExplosionSparks01.dds
WJS_ExplosionSparks05.dds
WJS_ExplosionSparks08.dds
WJS_ExplosionSparks09.dds
WJS_ExplosionSparks10.dds
WJS_explosionSparks11.dds
WJS_ExplosionSparks12.dds
WJS_ExplosionSparks13.dds
WJS_ExplosionSparks15.dds
WJS_FlamegridUltra_4x2.dds
WJS_ShrapnelGeneric_4x2.dds
WJS_ShrapnelIsolated01.dds
WJS_ShrapnelIsolated02.dds
WJS_Smokesub01.dds
EDIT:It worked! Thanks for the info.