Fallout 3
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Morael

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morael

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About this mod

Yes - YET ANOTHER take on 1337martyr\'s grenade launcher! Fires direct equivalents of standard frag, plasma, pulse and Nuka grenades, causing the same level of damage and having the same monetary value. Grenade Conversion Kit also available, allowing conversion between hand held and launchable grenades

Permissions and credits
--- V1.2 optional patch available. Introduces minimissiles and micronukes! Replacement esp only, FULL download required for meshes etc. ---


Yes, it's YET ANOTHER take on 1337martyr's grenade launcher!

The new stuff -

The launcher now fires direct equivalents of the standard frag, plasma, pulse and Nuka grenades, causing the exact same level of damage and having the same monetary value.

Also, as well as the launcher itself, Moira and Flak and Shrapnel are selling the Grenade Conversion Kit, which is capable of converting standard hand-thrown grenades to their launchable equivalent and back again. Once purchased, the GCK can be found in the Apparel section of your PipBoy. Selecting it will bring up the options menu - make your choice and close the PipBoy to start the conversion process. Note that each selection converts ALL grenades of that type, so if you wish to hold on to some, you will have to temporarily put them somewhere else while using the GCK.


_Installation_

Copy contents of this archive into your Fallout3 Data folder, overwriting if prompted to do so. Make sure the mod is checked in either the Data Files section of the Fallout 3 Launcher or the Fallout Mod Manager if you are using it. I recommend you use ArchiveInvalidation Invalidated (http://www.fallout3nexus.com/downloads/file.php?id=944) to avoid any additional problems.


_Notes_

1) For some reason, the GCK will not work after you buy it until you drop it and then pick it up again. Don't ask me why, I don't know! I just know that it works after. Take the opportunity to admire the Havoked GECK nif :)
2) The grenade launcher will now be affected by the Demolition Expert perk.
3) Why "wearable", you ask? I experimented with activating the GCK this way and also by dropping an object and then activating it. I preferred the "wearable" route.
4) The GCK will briefly be equipped in the BodyAddOn3 slot. Any other item you have equipped in that slot will be removed upon GCK activation. If demand is high enough, I will release alternate versions equipping slots 1 or 2 instead. I will NOT be releasing a version that does not come under the Apparel section - too much scripting! I've had enough!
5) If you have the grenade launcher equipped as your current weapon, it will be automatically unequipped when you activate the GCK. This HAS to be done to avoid crashing the game!
6) Standard grenades have a weight value, but launcher grenades do not. While this does not make any logical sense, I have decided to keep it this way so I can carry more grenades around :)


_Conflicts_

This mod will conflict with any other mod which edits the Form ID List (FLST) PerkDemolitionExpertWeapons.
May also conflict with mods altering the Vendor containers. Not in any game breaking way, but just so that not all of my changes may be in effect. I recommend creating a merged patch using FO3edit if you have any issues. Go here to find out how -
http://www.fallout3nexus.com/downloads/file.php?id=637


_Credits_

1337martyr - for the original grenade launcher, which can be found here-
http://www.fallout3nexus.com/downloads/file.php?id=2286
If you like this mod, go over there, say something nice, and then go and look at his other mods :)
Jerethi50 - for the Havoked GECK -
http://www.fallout3nexus.com/downloads/file.php?id=5273
Again, go and say something nice.
Bethesda - for Fallout 3 and the GECK
And finally, Me! - for this mod. I get the least amount of credit as all I did was randomly hammer my keyboard until some workable script flew out.