Fallout 4
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khoover

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khoover

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37 comments

  1. mary51yr418p
    mary51yr418p
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    do you play with the top attack changes?
  2. obt0692se
    obt0692se
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    I really thank you a lot!! because I had the problem with the MIRV when I was creating my own mod. then This method helped me achieve my dream! Thanks again!
    1. khoover
      khoover
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      Awesome!
  3. U1849KA
    U1849KA
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    This used to work wonders, but isn't anymore. I have it at the bottom of my load order and I'm still exploding trying to fire the MIRV downward.Trying to figure out what the conflict is, but at the bottom of the load order, that shouldn't be an issue, anyway. Any help?
    1. khoover
      khoover
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      I'll look into it as soon as I can. I'm in the middle of moving though.
      Sounds like you're still using the ESP version. Could you try the ESL instead?
    2. U1849KA
      U1849KA
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      That was the first one I tried. Switched to the esp to remove potential variables. I'll look into Fo4Edit and see what all is affecting it.
    3. U1849KA
      U1849KA
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      Figured it out, it was the MIRV Targeting Computer from Weapon Mods Extended that was causing it to use the old MIRV projectile behavior. Reverting it to the normal MIRV worked like a charm.
  4. loen999
    loen999
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    what in the 2.0 changed?
    1. khoover
      khoover
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      No changes. Just an ESL version.
    2. loen999
      loen999
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      well, is still good to hear, as it is small and necessary, thanks!
  5. fftfan
    fftfan
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    May I request an ESL version? This would be perfect as it won't count against the 255 limit. I like bug fixes but find I have to choose mods carefully to stay under the 255 esp limit.
    1. khoover
      khoover
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      I haven't found a good way to do that yet. Trust me I want to. I'm currently running way over the 255 limit with multiple merges I have to manage. It would be much easier if I could use the new ESL format.
    2. khoover
      khoover
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      Just figured it out. Making one now.
  6. 01386612
    01386612
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    Hi,

    why is there WPNShotgunCombatFirePlayer [SNDR:000195AF] entry for Sound 1?
    1. khoover
      khoover
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      I thought the initial explosion should have a sound. I think I got the idea from Top Attack.
    2. 01386612
      01386612
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      Roger that.
  7. loen999
    loen999
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    You are the best!!!! i forgot how long i haven't use MIRV. But thanks to you, now it can see the light!!!
    1. khoover
      khoover
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      Thank you!
  8. SteamFunk88
    SteamFunk88
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    Hi,

    Maybe it's not a bug, so I decided to write here.

    When I launched the MIRV it is exploding in 1 or 1,5 second (the initial MIRV projectile not the child projectiles) so it is completely useless. What can be cause of this?

    I have Better Locational damage and Better Explosives also but I looked in FO4 Edit, and only master for my MIRV projectile is Fallout4.esm, so no other mod is the cause. (by the way I created an esp to solve this and tweak the MIRV projectile lifetime and nothing changes.)

    Edit: Child projectiles are also exploding instantly after the initial explosion. So I have basically have a standard mini nuke that exploding almost right after the launch. I didn't see anything like in your videos.
    1. nexusmodskyu
      nexusmodskyu
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      bit late reply, but fat man MIRV projectile explosion delay is (if I remember correctly) 0.9 sec in vanilla game. means with or without this mod, fat man with MIRV will always be useless against any enemy farther than certain distance. (OR closer than certain distance)
      Don't know about the Child projectile explosion you mentioned tho. Personally I don't have that problem with this mod. No matter how high the initial explosion takes place, child projectiles will always explode when they hit the ground.

      And... I don't know what you did wrong in your mod for personal tweak, but it'll be in the projectiles branch, iirc. the explosion that fatman mirv projectile uses will be called something like "FatManExplosionMIRV" or something similar. you will find trigger timer check box, there you can change timer length.
      Personally I added two extra projectiles (hence two more OMOD and Constructables) which has 1.8 sec timer length and 2.6 timer length each. and you can also create new type of ammo if you don't like using weapons workbench every time you want to change timer length.(but in that case you'll also need to add scripted real time ammo changer)
    2. khoover
      khoover
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      What nexusmodskyu said. :)
  9. DarkSteel2077
    DarkSteel2077
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    Whoa, what ENB do you use??? It looks awesome!
    1. khoover
      khoover
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      Slightly modified Pilgrim ENB (turned off film grain and border). Plus Alone Reshade (turned off DOF).
      Pilgrim - https://www.nexusmods.com/fallout4/mods/23845/
      Alone - https://www.nexusmods.com/fallout4/mods/310/
  10. GOLDENTRIANGLES
    GOLDENTRIANGLES
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    Looks interesting. Was hoping to see a shot of what it looks like when it's being aimed higher in the air.
    Can someone do this?

    Does it require nuka world?
    Thanks for fixing.
    1. khoover
      khoover
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      I can put up another video. Thanks for your interest!
      No it doesn't require any DLC. Just the base game. I'll update my description.
    2. khoover
      khoover
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      Updated and uploaded.
    3. GOLDENTRIANGLES
      GOLDENTRIANGLES
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      Thanks!