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Jeffear

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17 comments

  1. Lertkrush
    Lertkrush
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    2000 damage? are you serious

    I'd say 300 damage is a nice number for this (same as nuka grenade)

    And why all the DLC requirements? Please clean master with F4EDIT
  2. Paladinboyd
    Paladinboyd
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    If I may ask, how did you make power armour affected by pulse grenades.

    Would it be possible to do something similar to firearms so they do more damage against power armour.
  3. Lythael
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    What do you mean it will isntantly kill sleeping enemies?
    did you put keywords in your grenade's object effect to only affect robots, low gen synths and PA users and never organic targets?
    I did that in my mod regarding pulse and cryo grenades and i didn't notice them killing any organic targets.
    1. Jeffear
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      Indeed I did. With the Mister Sandman perk, it seems like anything that counts as a weapon will instantly kill a sleeping person, regardless of its damage. Even weapons with the medic legendary effect, meaning it heals instead of hurts, will instantly kill them.
    2. Lythael
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      Weird.. have you tried removing that 1 point of instant damage the Pulse Grenades and Mines do?
      Maybe thats what is causing the issue i changed the direct dmg from 1 to 0 and just buffed the blanket energy damage with more oomph and additional effects.

      With just damage coming from the secondary effect and nothing from the primary weapon dmg Sandman + Pulse Grenades should no longer insta kill sleeping organic enemies

      That could be it cause even weapons that use Medic legendary are still weapons that do have base raw damage the healing factor just comes from the secondary effect that overrides the primary dmg but the base dmg is still there.

      Just remove the 1 point base damage from Pulse Grenade Weapon and Pulse Grenade Mine and see if it still causes insta kill.
    3. Jeffear
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      From what I saw, the vanilla pulse grenades start out at 0 base damage for both the weapon and the explosion, dealing damage only through the effects. I downloaded your mod to see if the poor denizens of diamond city would survive a sleeping shock from your pulse grenades, and they got launched off their mattresses as smoking carcasses just like mine. I'm going to turn off all my mods and see if I get the same result, maybe I have something that alters the Sandman perk.

      EDIT: Alas, when testing with no mods but mine (and then yours for the second test) the sleeping citizens were still instantaneously killed.
    4. Lythael
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      Nah the grenades itself (the usable weapon not the explosion or the projectile) have listed 1 damage set by default. (for some odd reasons) and this is added to the explosion whenever its displayed on the item menu or not.

      But damn i guess changing this to 0 didn't help
      but really weird i think i never had this bug before with Sandman
      I used to freeze solid or gas sleeping enemies while sneaking with grenades without insta killing them.

      Didn't really try with pulse grenades tho.
      I'm not sure even why would Sandman act like this????
      This dosent change how the weapons work it just adds flat sneak crit and + dmg to silenced weapons. Maybe it treats all attacks on sleeping enemies as if you triggered the kill anim?

      Sheesh bethesda and their stupid bugs..
    5. Jeffear
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      When I loaded up the creation kit, only loading the base game and dlc, no mods, the pulse grenade had 0 damage as default. I'm not sure if we're looking at different stats or what here.
    6. Lythael
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      Ah sorry my bad it were the Cryo grenades that had that 1+ base damage added.
      Silly me
    7. User_48473913
      User_48473913
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      I know this is an old conversation but looking at mr sandman in Fo4edit it has keywords for many types of damage, one of which is DamageTypeElectricty [KYWD:0004A0CA] I am not a modder so I don't know if this is the root of the problem but it seems like it would cause the issue.
  4. EverChosen97
    EverChosen97
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    This shouldve been the case in vanilla. Don't know why they changed it from the previous games. Will definitely use this when I start my survival playthrough
  5. WardenAI
    WardenAI
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    If you changed mines aswell this would be great, currently stacked 8 of them on the sentry down castle, and it hardly scratched it.
    1. Jeffear
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      Since pulse mines and grenades use the same explosion, both should be affected by the mod. I quickly tested this on "Sarge" (the robot I assume you're referring to), and the mines demolished him like any other robot every time I tried (both before and after powering up). Are the mines doing any damage to the Sentry Bot or are they literally doing nothing to him?
    2. WardenAI
      WardenAI
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      i put 8 mines in the patrol road of him and he ran them over and lost like 20%hp with vanilla damage, really have nothing that effects robots with mods, maybe he ran over them too fast or something.
    3. Jeffear
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      Maybe the pulse mines are from another mod? I can't really think of a reason as to why he shouldn't be instantly destroyed by 8 pulse mines, but I'll check it out and see if there's something I'm missing.
  6. tallredheadkid
    tallredheadkid
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    Vanilla Pulse Grenades are already robotics-focused weapons. One or two can clear most robots. I like the addition of power armor locking up though.
    1. Jeffear
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      Vanilla pulse grenades do a blanket 150 energy damage to all enemy types, further modified by resistance. It's possible that robots might have less energy resistance than humans and such (I haven't really checked the individual resistances of enemies since I'm not much of a VATS guy), but the pulse grenade don't add any special damage to robot races.