would it be possible to make this compatible with "The Striker"? if so that'd be sick, heat seeking bowling ball that tracks you down and cracks you in the skull
Maybe, but I don't think so. The logic pretty much goes fire -> split -> find a group of targets nearby + find the projectiles that were just spawned -> apply calculated physics impulse to each projectile to ballistically fling them towards the targets, letting the physics engine handle the rest.
I'm not sure the "split" stage would make much sense with a bowling ball (fire -> explode? -> suddenly change direction), nor if the "direct" projectile damage carries over between the fire -> split transition (projectile may end up doing 0 damage). Then, my ballistic code isn't very good, because it doesn't take into account enemy velocity (script limitations), so it would only work on completely stationary targets. Close only counts in horseshoes and hand grenades—and MIRV bomblets—so I think the end result with a non-exploding projectile weapon would be a weird-feeling auto-aim gun that tends to miss a lot.
Some other approach might work, but adaptation of this mod is probably a dead end.
Hey man I just came across your mod and it is insane and I love it. You make the MIRV actually useful. Would you be willing to make a patch to work with Vanilla Unique Weapons Remastered by lKocMoHaBTl?
That mods version of the Big Boy is much more dangerous to use, especially with the bug you talked about from EPO. Unfortunately the thing that makes the Big Boy unique in that mod takes the same mod spot as your smart targeting system. Would a patch be possible?
It's possible, but the permissions on that mod are super locked down, so I'd have to contact the author about it first, and I hate having to do that because they only ever get back to me like a quarter of the time.
I can roughly describe the easiest way to do it, though:
Make a copy of this mod's plugin file, change its name to something else
Add both Smart MIRV and that mod as masters
Replace the SMV_Bomblet record with one functionally equivalent to the fire bomblet things (you'd have to change the explosion to the same one used by the fire bomblets at the very least)
Go into the SMV_MIRV_StarterSpawner record and change the spawn count number in each one's Bomblet alias from 6 to whatever that mod uses (or whatever you think is appropriate, there's really no limit)
Go into SMV_DispatcherQuestA and SMV_DispatcherQuestB and change the Max Initial Fill Count number to the same number you set in the last step
Delete the SMV_co_mod_Fatman_Barrel_MIRV Constructible Object record
This one you'd have to do in xEdit and not the CK; change the FormID of SMV_mod_Fatman_Barrel_MIRV to be exactly the same as the Big Boy OMOD added by that mod, which changes it from a new record to an override
I think that would do it for a basic patch. Assuming I didn't mess the instructions up too badly, it shouldn't take too long.
I was working on that about a year ago, but getting it to work is tough...the script engine is slow—very slow—so getting things like positional data quickly enough to feed into a missile targeting system is difficult. I might look into it again at some point, but no promises.
62 comments
IdidntEvenknow wut is MIRV
after watch vid nowIknow
>:3
Bloody good work mate :- D
I'm not sure the "split" stage would make much sense with a bowling ball (fire -> explode? -> suddenly change direction), nor if the "direct" projectile damage carries over between the fire -> split transition (projectile may end up doing 0 damage). Then, my ballistic code isn't very good, because it doesn't take into account enemy velocity (script limitations), so it would only work on completely stationary targets. Close only counts in horseshoes and hand grenades—and MIRV bomblets—so I think the end result with a non-exploding projectile weapon would be a weird-feeling auto-aim gun that tends to miss a lot.
Some other approach might work, but adaptation of this mod is probably a dead end.
Thanks
I can see I will enjoy this one.
Thanks
https://www.nexusmods.com/fallout4/mods/38516?tab=description
That mods version of the Big Boy is much more dangerous to use, especially with the bug you talked about from EPO. Unfortunately the thing that makes the Big Boy unique in that mod takes the same mod spot as your smart targeting system. Would a patch be possible?
I can roughly describe the easiest way to do it, though:
I think that would do it for a basic patch. Assuming I didn't mess the instructions up too badly, it shouldn't take too long.