excellent mod. Works well with more2megaton, though it does clash slightly above gate. Like the added gantry from the house to the gate, makes it easier as that is the route I take anyway.
I really like this mod and glad you updated it to 1.7. I have, in the meantime done some tweaks of my own in order to get it to stay stable so am looking forward to this.
Additionally, because I did not like the idea of the snipers staying wounded after a fight or the player looting them after wards I added some code to adress this. If interested here it is:
code to prevent player looting: (some parts have been created in the GECK to simulate a disintegration disposal of body effect. If commented out the body will disappear without the effect)
ref HitTarget
begin onactivate set HitTarget to GetSelf
if (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 0) && (player.hasperk lawbringer ==0) player.additem MAPnpcLootDelete 1 ; randomly adds a bit of loot PlaceAtMe MAPnpcDeleteExplosion 1 ; harmless explosion dervied from fire extinguisher to create disintegration of body showmessage MAPnpcDeleteMSG ; message to indicate what happened HitTarget.MarkForDelete HitTarget.disable showmessage MAPnpcDeleteMSG ; duplicate message to indicte what happened as the first one always does not work endif elseif (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 1) && (player.hasperk lawbringer ==0) player.additem MAPnpcLootDelete 1 PlaceAtMe MAPnpcDeleteExplosion 1 showmessage MAPnpcDeleteMSG HitTarget.MarkForDelete HitTarget.disable showmessage MAPnpcDeleteMSG if (HitTarget.Getav karma >= getgs fAlignGoodMinKarma) player.additem Ear 1 endif elseif (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 0) && (player.hasperk lawbringer ==1) player.additem MAPnpcLootDelete 1 PlaceAtMe MAPnpcDeleteExplosion 1 showmessage MAPnpcDeleteMSG HitTarget.MarkForDelete HitTarget.disable showmessage MAPnpcDeleteMSG if (HitTarget.Getav karma <= getgs fAlignEvilMaxKarma) player.additem Finger 1 endif
Really great stuff. Just what you need when running harder wasteland mods (ie, MMM).
I had Megaton Tweaks originally and added snipers is exactly what that mod needed. But your installation instructions need more clarification - with this mod you do NOT need Megaton Tweaks anymore. I had them both running and it made megaton freak out a little bit, creating double fences and stuff.
Couple of suggestions. Can you also buff Mikey and the robot in the front of Megaton? They still keep on dying everytime I come out. I did this myself by increasing Mikeys health and giving him the health regen Perk (solar powered I think it's called), and I gave the Robot a whole heap of perks, buffed health and an extra touch of increasing his size.
I'm playing my third run through of the game, so when I came round to doing the molerat quest from craterside supply I went round the side of Megaton and spawned a bunch of molerats. Later on in the game I found they were actually respawning themselves. Then I added your mod and now the snipers are all busy shooting molerats that I spawned ages ago. I find this quite entertaining.
Long story short, how about adding a couple animal spawns outside to make things a little more interesting? (I'm not talking deathclaws here, just ants and molerats).
Great mod, great potential. Also like to thank you for your great list of other Megaton mods.
Megaton Tweaks -- Snipers Edition - Endorsements (10 comments)
I've always loved this addition to the original Megaton village: gives it a more secure feeling
Hello!
Tried this out, great idea, megaton is one of the most "touchy" spaces in fallout, little more work and it will be all OK.
freddy
excellent mod.
Works well with more2megaton, though it does clash slightly above gate.
Like the added gantry from the house to the gate, makes it easier as that is the route I take anyway.
I really like this mod and glad you updated it to 1.7. I have, in the meantime done some tweaks of my own in order to get it to stay stable so am looking forward to this.
Additionally, because I did not like the idea of the snipers staying wounded after a fight or the player looting them after wards I added some code to adress this. If interested here it is:
Code to autoheal after combat
BEGIN OnCombatEND
resethealth
restoreav perceptioncondition 100
restoreav endurancecondition 100
restoreav leftattackcondition 100
restoreav leftmobilitycondition 100
restoreav rightattackcondition 100
restoreav rightmobilitycondition 100
END
--
code to prevent player looting: (some parts have been created in the GECK to simulate a disintegration disposal of body effect. If commented out the body will disappear without the effect)
ref HitTarget
begin onactivate
set HitTarget to GetSelf
if (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 0) && (player.hasperk lawbringer ==0)
player.additem MAPnpcLootDelete 1 ; randomly adds a bit of loot
PlaceAtMe MAPnpcDeleteExplosion 1 ; harmless explosion dervied from fire extinguisher to create disintegration of body
showmessage MAPnpcDeleteMSG ; message to indicate what happened
HitTarget.MarkForDelete
HitTarget.disable
showmessage MAPnpcDeleteMSG ; duplicate message to indicte what happened as the first one always does not work
endif
elseif (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 1) && (player.hasperk lawbringer ==0)
player.additem MAPnpcLootDelete 1
PlaceAtMe MAPnpcDeleteExplosion 1
showmessage MAPnpcDeleteMSG
HitTarget.MarkForDelete
HitTarget.disable
showmessage MAPnpcDeleteMSG
if (HitTarget.Getav karma >= getgs fAlignGoodMinKarma)
player.additem Ear 1
endif
elseif (HitTarget.GetDead == 1) && (IsActionRef player == 1) && (player.hasperk contractkiller == 0) && (player.hasperk lawbringer ==1)
player.additem MAPnpcLootDelete 1
PlaceAtMe MAPnpcDeleteExplosion 1
showmessage MAPnpcDeleteMSG
HitTarget.MarkForDelete
HitTarget.disable
showmessage MAPnpcDeleteMSG
if (HitTarget.Getav karma <= getgs fAlignEvilMaxKarma)
player.additem Finger 1
endif
Else
activate
endif
endif
end
something that should of been in the game the first place
realism , good work !
excellent, would like to make a suggestion...work with the modder that makes the dogmeat armor mod, to avoid the sniper hating dogmeat 'glitch'.
Great File to have with Marts Mutant Mod....
I would have died on the first level without it....
Very nice mod, though some of the guards are running around without their heads?! Any idea about incompatibilities.
Really great stuff. Just what you need when running harder wasteland mods (ie, MMM).
I had Megaton Tweaks originally and added snipers is exactly what that mod needed. But your installation instructions need more clarification - with this mod you do NOT need Megaton Tweaks anymore. I had them both running and it made megaton freak out a little bit, creating double fences and stuff.
Couple of suggestions. Can you also buff Mikey and the robot in the front of Megaton? They still keep on dying everytime I come out. I did this myself by increasing Mikeys health and giving him the health regen Perk (solar powered I think it's called), and I gave the Robot a whole heap of perks, buffed health and an extra touch of increasing his size.
I'm playing my third run through of the game, so when I came round to doing the molerat quest from craterside supply I went round the side of Megaton and spawned a bunch of molerats. Later on in the game I found they were actually respawning themselves. Then I added your mod and now the snipers are all busy shooting molerats that I spawned ages ago. I find this quite entertaining.
Long story short, how about adding a couple animal spawns outside to make things a little more interesting? (I'm not talking deathclaws here, just ants and molerats).
Great mod, great potential. Also like to thank you for your great list of other Megaton mods.