To make the MIRV work more like it does in the videos and also not get nuked in the face during VATS, I've installed mod #8561 to double the "Explosion - Alt. Trigger - Timer" value of FatManProjectileMIRV [PROJ:001C6BFE] then increased its "Speed" value myself in FO4Edit.
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!
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?
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.
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.
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.
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.
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)
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/
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Sounds like you're still using the ESP version. Could you try the ESL instead?
why is there WPNShotgunCombatFirePlayer [SNDR:000195AF] entry for Sound 1?
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.
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)
Pilgrim - https://www.nexusmods.com/fallout4/mods/23845/
Alone - https://www.nexusmods.com/fallout4/mods/310/