"Ooooh Shiny" the super mutant said before bending down to grab the glowing bauble in one meaty hand.
"Ooooh Shiny" the raider said who also knelt down to pick up the glowing contraption that must be worth something he guessed.
In the distance a double thump as the two glowing mines exploded did however illicit a mildly frustrated sigh from the sole survivor, some idiot's had gone and knocked the light's out again.
I have to endorse this, it is so very strange but also potentially funny and actually useful, light's that also act as defensive mine's.
You could do one that flashes like a strobe light nuka quantum color and that attracts' any nearby ghoul's, give it a delay of about 15 second's or something so that a few of them at a time gather around it and then it detonates both taking them out and distracting any other nearby ghoul's which would be very useful especially in dark creepy tunnel's.
I really love this idea. There are lots of uses for these other than the ones you mention. For example, lighting a path to a player home, lighting for helipads to guide vertibirds, enhancing the glow of some fires, etc. etc. How did you handle the snap points on these? It would be great if these had the flexibility to be attached to walls as another form of lighting for example. I would also be interested as to their collision properties. For example, can you slide them under a fire for example to create a larger glow area for the fire, or be able to set a fire on top of one? Again, what a great idea. Tracking at the moment. . .looking forward to answers for the above questions. Thanks for your work on this mod.
In my environment I was able to move land mines by "toggle extra objects selection" function of "Place Everywhere" mod. Unfortunately, however, landmines are not suitable for use as a lighting for settlement areas. It seems that the mine set up is recorded in a way different from ordinary items. Loading will cause the position to shift. As I tried it does not seem to move, for example when putting it in the garbage can.
4 comments
"Ooooh Shiny" the raider said who also knelt down to pick up the glowing contraption that must be worth something he guessed.
In the distance a double thump as the two glowing mines exploded did however illicit a mildly frustrated sigh from the sole survivor, some idiot's had gone and knocked the light's out again.
I have to endorse this, it is so very strange but also potentially funny and actually useful, light's that also act as defensive mine's.
You could do one that flashes like a strobe light nuka quantum color and that attracts' any nearby ghoul's, give it a delay of about 15 second's or something so that a few of them at a time gather around it and then it detonates both taking them out and distracting any other nearby ghoul's which would be very useful especially in dark creepy tunnel's.
Unfortunately it is difficult, as far as I can do now. If my skill improves in the future, I will think about the idea.
In my environment I was able to move land mines by "toggle extra objects selection" function of "Place Everywhere" mod.
Unfortunately, however, landmines are not suitable for use as a lighting for settlement areas.
It seems that the mine set up is recorded in a way different from ordinary items. Loading will cause the position to shift.
As I tried it does not seem to move, for example when putting it in the garbage can.