This is my first mod, please endorse if you like it ! :)
Thanks to frogs345, the mesh is now fixed.
If you need a patch to other mods, just leave a comment here.
Update: - The MIRV now uses proximity fuse, and fully working ! Enjoy ! - Proximity fuse only works on the enemies, if it hits anything before detonation, it will disappear instead of exploding at your feet. - Standard and Nuka-Nuke version still use impact fuse, which will explode at your feet if it hits anything before climbing, but it works on any NPC not just the enemies.
The MIRV version doesn't seem to come back down after launching into the air. This is using the Big Boy or the Fatman. All other versions seem to work fine.
Mod is otherwise genius and just having the nuka-nuke version working is pretty goddam rad.
I will do more experimentation when I am less tired.
Edit: Now I got it working (you can't fire it without a valid target that isn't marked friendly I think?) But after testing it a few times now for some reason when the final stage goes off all of the nukes teleport to my feet. I genuinely don't understand how this happened because I got it to work flawlessly and then reloaded a save to try it again on the same enemies and now I can only blow myself up.
Edit: So I abandoned the Big Boy because I thought maybe the dual projectiles hitting each other was causing the bug, but for some reason the Fat Man also is shooting two projectiles? Weirder still.
Edit: The second projectile only fires if I leave scope before pulling the trigger, which I have been doing because I was locking on to something below me and then aiming up to fire. By holding the scope while aiming up, I can get it to fire only one projectile. However, this does not prevent the bug from happening where stage 3 spawns at my feat and instantly detonates. It would also be super annoying if there was any enemy above the one I'm aiming at... Interestingly using the non-MIRV options does not create a second projectile under any circumstances.
Edit: for some reason the double projectile bug has entirely disappeared. I believe I have figured out the circumstances under which the self-detonation occurs, namely if you happen to be firing on anything too far below you. Which seems like a big deal because if I have the lay of the entire base from above that would be a prime opportunity to lay down a targeted nuclear carpet bombing.
i agree, in fact i posted on the cazador mod that he might work with the author of this mod to add this computer to the cazador, maybe with a heavy missile that is halfway between a missile and mini nuke in damage and explosion size, perfect for power armor units, i think a collab between the two authors would be amazing.
Is it possible you could add the attachment back to the missile launcher? I really like it on the Fatman but ammo is pretty scarce and missiles are more my speed anyways
One of the most satisfying mods on the nexus. Thanks for your work! Absolute overkill would be a combination of overcharged mini nukes from XXL nukes with a top attack targeting computer.
first of all thank you, this is my go-2 fatman mod, i just have 1 issue, is there any way to keep the default fatman explosion size while maintaining the fgm-148 javelin top attack properties, i feel its a bit overkill for both the bad guys and for me as i get caught in the blast radius so many times
For guys who's struggling with early explosion problem at 1st stage, which instantly kills yourself :
What it causes this problem is EPO(Extreme Particle Overhaul as you know) and another modder uploaded a fix on his/her page. Try the optional file here. (Main file is also a good mod tho, not required to fix this problem.) https://www.nexusmods.com/fallout4/mods/29434?tab=files
106 comments
Thanks to frogs345, the mesh is now fixed.
If you need a patch to other mods, just leave a comment here.
Update:
- The MIRV now uses proximity fuse, and fully working ! Enjoy !
- Proximity fuse only works on the enemies, if it hits anything before detonation, it will disappear instead of exploding at your feet.
- Standard and Nuka-Nuke version still use impact fuse, which will explode at your feet if it hits anything before climbing, but it works on any NPC not just the enemies.
Mod is otherwise genius and just having the nuka-nuke version working is pretty goddam rad.
I will do more experimentation when I am less tired.
Edit: Now I got it working (you can't fire it without a valid target that isn't marked friendly I think?) But after testing it a few times now for some reason when the final stage goes off all of the nukes teleport to my feet. I genuinely don't understand how this happened because I got it to work flawlessly and then reloaded a save to try it again on the same enemies and now I can only blow myself up.
Edit: So I abandoned the Big Boy because I thought maybe the dual projectiles hitting each other was causing the bug, but for some reason the Fat Man also is shooting two projectiles? Weirder still.
Edit: The second projectile only fires if I leave scope before pulling the trigger, which I have been doing because I was locking on to something below me and then aiming up to fire. By holding the scope while aiming up, I can get it to fire only one projectile. However, this does not prevent the bug from happening where stage 3 spawns at my feat and instantly detonates. It would also be super annoying if there was any enemy above the one I'm aiming at... Interestingly using the non-MIRV options does not create a second projectile under any circumstances.
Edit: for some reason the double projectile bug has entirely disappeared. I believe I have figured out the circumstances under which the self-detonation occurs, namely if you happen to be firing on anything too far below you. Which seems like a big deal because if I have the lay of the entire base from above that would be a prime opportunity to lay down a targeted nuclear carpet bombing.
Fatman MIRV Projectile Fix at Fallout 4 Nexus - Mods and community (nexusmods.com)
What it causes this problem is EPO(Extreme Particle Overhaul as you know) and another modder uploaded a fix on his/her page.
Try the optional file here. (Main file is also a good mod tho, not required to fix this problem.)
https://www.nexusmods.com/fallout4/mods/29434?tab=files
Nuke delivery time huh