I don't think that is realistic. Grenades have shrapnel because they are designed that way. Artillery is a giant hunk of metal, that sends earth in all directions.
I served in the army and a russian 122mm HE shell has the lethal range of 80m or so with shrapnel, 40m or so just by blast radius. 155mm shell has the lethal splash at over 100m.
High Explosive (HE) rounds explode on impact launching shrapnel in many directions. They are mainly used to kill people. Armor Piercing (AP) rounds are solid metal rounds with no radius. They are mainly used to penetrate armor (such as tanks).
Explosives, when it comes to games, are highly exaggerated. An actual explosive has a fairly small radius. The main thing they do is launch shrapnel in every direction for many meters. I wouldn't say this mod is "true," a real grenade's goal is to launch shrapnel and rip nearby things apart. It has a very tiny explosion. What you would actually see after a grenade goes off is a puff of smoke in a circular formation, there is no fire, and there definitely isn't a visible shockwave that you can see in game. If you could see a shockwave from an explosive then that means the wave is going very slow and wouldn't do anything to you. I'm pretty sure you couldn't even see one unless it's underwater, but very briefly (and shockwaves don't blast in a neat circle either). And no, shrapnel actually comes from what the explosion's container is. Not a random object nearby. The title doesn't make sense because you can't watch out for shrapnel. They are tiny pieces of metal that launch at thousands of meters per second, you simply die.
Video of what a real grenade explosion looks like (skip to 0:35): https://www.youtube.com/watch?v=c24-9w8LWOI
Thermobaric weapons have very evident shockwaves, and even high explosives have shockwaves if you view them in slow motion.
Artillery shells, particularly the various types of HE artillery shells, generate massive amounts of fragmentation. When a 155mm shell goes off, it doesn't need precut sections like a grenade does... The container just gets shredded and bits of it fly off in every direction.
100% willing to necro this thread. Half the world's modernized artillery shells use cluster munitions. Plus you know... Exploding metal creates shrapnel.
I cleaned it with the newest version of FO4Edit and it works well for me in 2022. My only problem is that I use Zorkaz Easter Egg mod and the Egg grenades that spawn about 15 copies of themselves drop my FPS to about 16 when they all explode, I'll have to see if I can somehow change Zorkaz mod to be unaffected by this mod or vice versa, I'd guess their mod must use generic frag grenades that just look like Easter Eggs.
FO4Edit has a cleaner. It also checks for conflicts and checks for errors. Get it and do these things for all your mods. This mod only has a few records and I did not find anything to clean in the esp I used.
I'm seeing the same issue. These fragments look cool, but they don't seem to do damage. I made sure to look in xEdit for conflicts with my other mods, and I have no conflicts.
Highly reccomend this mod out-of-the-box on max 'difficulty' settings, it's great. I vastly would reccomend it over other stuff that ups the damage or blast radius if you just want ONE mod lazy-style solution. fragments just look so cool in slow mo.
i added this mod to my merged patch to tweak a few things in it such as increase the spawn count for the fragments to give it the feel of a real grenade. Also, This mod is below Mega Explosions in my mod order. (you can use both if you make a merged patch in fo4edit) I found using Mega Explosion very early in load order just to get the values was an easier way to figure out how to increase the value for explosions, than fooling with it another way in FO4Edit to locate that value.
note: this mod has a default fragment count of 50 shrapnels. (the vanilla apparently is 15.)
here's a short list of real world munitions. some food-for-thought to anyone curious. Claymore mine 1400 fragments, 50-100 meters limited to a 60 degree cone, a russian version MON-50 has a sighty tighter cone and ~500 fragments and similiar range Yugoslav M75 3000 fragments, 12-18 Metres RG42 10 metres M61 5-15 Metres RGD-5 10-25 Metres 350 fragments F-1 30 Metres RGO 20 Metres NR-413 600 fragments 15 meters M2 Mine 10 Metres BM/85 1000 fragments 25 meters
note: It's not really practical to pump up the fragment count very high into the thousands for Fallout 4. Above 750 i get annoying choppiness at detonation (but the game WILL do it and wont crash, at least for me) I did some testing and experimented a bit with shrap counts to find a sweet spot. (too much can really screw with settlements if raiders have goodies) but this makes it dangerous enough and i wanted a 'if you can see it it "can" kill you' approach. i was going for a thing where you throw something in front of you and you have two companions there is a 33% one of you will get flakkd. I upped the max range for mines only because i feel shooting it shouldnt be 100% safe.
https://www.creationkit.com/index.php?title=Unit
1 Meter is 70 Bethunits, 20 M = 1400 BU's, 25 M = 1750 BU's. So this mod/vanilla F4 have a default range of 150 and max range of 500 for frags and mega explosion mod only goes to 225 range 750 max range. That's about 1.5 meter lethal radius with 7 meter max range! (hence we can run away from stuff thrown at us, and we step on. ) and dont even get me started on some of the other things, (like the fatman!)
You can fiddle with your merged patches inner radius and outer radius under explosion to get what feels right to you and the IS radius for visual effect. I find I like 350-500 shraps for everything, 700 inner radius (10 Meters lethal range) and 1200 outer radius (16.5 meter max range) IS radius 900. mines outer radius 1400. This is realistic enough i find and balanced a bit for gameplay. you may have to adjust the shraps due to performance. if you lower the shraps you might consider increasing your max range. making the max range too high can just be annoying though. shooting at mines is a good way to test your max range settings.
actors will fall down when they get struck by shrapnel. it would be nice if there were a way to tweak this so that this wouldnt be the case (a single 50 meter max range shrap hit should cause a wound but not necessarily cause a guaranteed knock down) but i dont think the engine supports this.
I wanted to make the bottlecap mine a heavy shrap count with extended range 30 meter 2100 BU's. (think claymore) but it's choppy and suboptimal at 1500 shraps. still, i dont really use them so i've left the settings as i just described them inner explosion is still 700. i've also done edits directly to mega explosions (fatmanexplosion, explosionmissileshell etC) cause its convenient, and if i dont like it or break something i i'll just reinstall that mod as i'm just using it to host these settings.
if anyone out there makes a mine overhaul that leads to a 'click uh-oh disarm' minigame let me know.
Kudos for the information. I used FO4edit to add weaker damaging shrapnel to the legendary explosive effect which has been fun to configure. Will use your info to tweak shrapnel amounts.
I'm using this with multiple other stuff to create hell. Removing lights from mines for example, i now re-installed this with maximum damage, since i got annoyed by the fact that if i stepped on the mine (and this happens a lot), but i didn't die because of the armor i think, this was also before i was using other mods, which were not compatible with this one, so doing little bit more testing now.
Nothing is more better than being in the tight spot and then running away in panic and then stepping on the mine :D
so in my vortex mods, for this mod i'm getting a missing master, this mod depends on True-Frags_v1-2_LoDmg_NoKnockdown_MidRange_NukaDLC.esp, can someone explain please?
Read the installer when you're selecting patches. You guys probably have Explosion Knockdown. In which case you should reinstall both mods and selecting the corresponding patches for the mods you have. True Frags and Explosion Knockdown have a patch that I believe is in the Explosion Knockdown installer. If you have a different version of True Frags than the low damage mid range version, you will need to download Wrye Bash https://www.nexusmods.com/fallout4/mods/20032/
Using Wrye Bash, select your .esp (The version I installed is 'True-Frags_v1-2_MidDmg_NoKnockdown_HighRange_NukaDLC.esp') and rename it to 'True-Frags_v1-2__LoDmg_NoKnockdown_MidRange_NukaDLC.esp' This is so True Frags recognizes the master file. Save your changes. You can close out Then deploy, sort, and all that.
I get this problem a lot. The only fix I know of is to just go back into VATs and shoot someone. Your camera should be reset to the correct position then, but there should be some kind of fix.
138 comments
And, yeah, I totally necro'd this thread :)
Armor Piercing (AP) rounds are solid metal rounds with no radius. They are mainly used to penetrate armor (such as tanks).
Explosives, when it comes to games, are highly exaggerated. An actual explosive has a fairly small radius. The main thing they do is launch shrapnel in every direction for many meters.
I wouldn't say this mod is "true," a real grenade's goal is to launch shrapnel and rip nearby things apart. It has a very tiny explosion. What you would actually see after a grenade goes off is a puff of smoke in a circular formation, there is no fire, and there definitely isn't a visible shockwave that you can see in game.
If you could see a shockwave from an explosive then that means the wave is going very slow and wouldn't do anything to you. I'm pretty sure you couldn't even see one unless it's underwater, but very briefly (and shockwaves don't blast in a neat circle either).
And no, shrapnel actually comes from what the explosion's container is. Not a random object nearby. The title doesn't make sense because you can't watch out for shrapnel. They are tiny pieces of metal that launch at thousands of meters per second, you simply die.
Video of what a real grenade explosion looks like (skip to 0:35): https://www.youtube.com/watch?v=c24-9w8LWOI
Artillery shells, particularly the various types of HE artillery shells, generate massive amounts of fragmentation. When a 155mm shell goes off, it doesn't need precut sections like a grenade does... The container just gets shredded and bits of it fly off in every direction.
i added this mod to my merged patch to tweak a few things in it such as increase the spawn count for the fragments to give it the feel of a real grenade. Also, This mod is below Mega Explosions in my mod order. (you can use both if you make a merged patch in fo4edit) I found using Mega Explosion very early in load order just to get the values was an easier way to figure out how to increase the value for explosions, than fooling with it another way in FO4Edit to locate that value.
note: this mod has a default fragment count of 50 shrapnels. (the vanilla apparently is 15.)
here's a short list of real world munitions. some food-for-thought to anyone curious.
Claymore mine 1400 fragments, 50-100 meters limited to a 60 degree cone, a russian version MON-50 has a sighty tighter cone and ~500 fragments and similiar range
Yugoslav M75 3000 fragments, 12-18 Metres
RG42 10 metres
M61 5-15 Metres
RGD-5 10-25 Metres 350 fragments
F-1 30 Metres
RGO 20 Metres
NR-413 600 fragments 15 meters
M2 Mine 10 Metres
BM/85 1000 fragments 25 meters
note: It's not really practical to pump up the fragment count very high into the thousands for Fallout 4. Above 750 i get annoying choppiness at detonation (but the game WILL do it and wont crash, at least for me) I did some testing and experimented a bit with shrap counts to find a sweet spot. (too much can really screw with settlements if raiders have goodies) but this makes it dangerous enough and i wanted a 'if you can see it it "can" kill you' approach. i was going for a thing where you throw something in front of you and you have two companions there is a 33% one of you will get flakkd. I upped the max range for mines only because i feel shooting it shouldnt be 100% safe.
https://www.creationkit.com/index.php?title=Unit
1 Meter is 70 Bethunits, 20 M = 1400 BU's, 25 M = 1750 BU's. So this mod/vanilla F4 have a default range of 150 and max range of 500 for frags and mega explosion mod only goes to 225 range 750 max range. That's about 1.5 meter lethal radius with 7 meter max range! (hence we can run away from stuff thrown at us, and we step on.
You can fiddle with your merged patches inner radius and outer radius under explosion to get what feels right to you and the IS radius for visual effect. I find I like 350-500 shraps for everything, 700 inner radius (10 Meters lethal range) and 1200 outer radius (16.5 meter max range) IS radius 900. mines outer radius 1400. This is realistic enough i find and balanced a bit for gameplay. you may have to adjust the shraps due to performance. if you lower the shraps you might consider increasing your max range. making the max range too high can just be annoying though. shooting at mines is a good way to test your max range settings.
actors will fall down when they get struck by shrapnel. it would be nice if there were a way to tweak this so that this wouldnt be the case (a single 50 meter max range shrap hit should cause a wound but not necessarily cause a guaranteed knock down) but i dont think the engine supports this.
I wanted to make the bottlecap mine a heavy shrap count with extended range 30 meter 2100 BU's. (think claymore) but it's choppy and suboptimal at 1500 shraps. still, i dont really use them so i've left the settings as i just described them inner explosion is still 700. i've also done edits directly to mega explosions (fatmanexplosion, explosionmissileshell etC) cause its convenient, and if i dont like it or break something i i'll just reinstall that mod as i'm just using it to host these settings.
if anyone out there makes a mine overhaul that leads to a 'click uh-oh disarm' minigame let me know.
Nothing is more better than being in the tight spot and then running away in panic and then stepping on the mine :D
EDIT: Open the zip file! Use the .esp files in there, thats what it means!!
You guys probably have Explosion Knockdown. In which case you should reinstall both mods and selecting the corresponding patches for the mods you have. True Frags and Explosion Knockdown have a patch that I believe is in the Explosion Knockdown installer.
If you have a different version of True Frags than the low damage mid range version, you will need to download Wrye Bash https://www.nexusmods.com/fallout4/mods/20032/
Using Wrye Bash, select your .esp (The version I installed is 'True-Frags_v1-2_MidDmg_NoKnockdown_HighRange_NukaDLC.esp')
and rename it to 'True-Frags_v1-2__LoDmg_NoKnockdown_MidRange_NukaDLC.esp'
This is so True Frags recognizes the master file.
Save your changes. You can close out
Then deploy, sort, and all that.