Almost anything is possible in the records If anyone really wants to tackle this... Make flare explosion spawn a duplicate projectile Duplicate projectile explodes and spawns third projectile This will happen almost instantly, must delay each explosion Projectile must have normal explosion removed Projectile must have destructible field with self damage per second Any more that 6 sets would likely cause stutter Disable, Destroy, Placed Object, Spawn Projectile lots of trial and error Usually if you can do it in the records reliability will be 100%
There is a mod that does this with a roach grenade https://www.nexusmods.com/fallout4/mods/24168 roach dies, explodes, spawns 2 roaches, repeat mod includes a set with about 10 cycles duplicate this for flares could work somehow
Ultimately If I could configure a "placed hazard" from a thrown weapon (grenade,etc) I could keep smoke and light for days and separate the range of effect from the range of explosion. I have not managed that yet. I have created time delayed explosives. I might release something if I ever get done. If you go deep into this good luck and I will help if I can. Happy Modding.
I love both your mods but you didn't mention anything about leveled lists... so I am assuming you didn't add them in? If not can you, I am the type of player that to increase difficulty I do not buy or craft anything but would really love to use your cookbooks XD
I LOVE the Bouncing Betty, Its my favorite! When I hear the 'PLING' I know some sucker is about to get a nasty surprise! I find that Signal Flare alarm is also very useful. When I see it take off I go for my gun immediately! Volume 2 is a great follow up to vol.1 .
As for suggestions, maybe create a optional version which respawn after 24 or 48 hours... that would be a great add on to any settlement defense!
I've ended up having a lot of fun with this mod, I particularly enjoy the effect of the Gravitonium Grenade/Mine. I ended up making a short showcase here to show my appreciation https://www.youtube.com/watch?v=bMsiaZbpLgw&t=30s
Regarding the flares: I didn't suffer any performance difference between no shadows/shadows, I think it's probably because I haven't been using it in areas which would cast as many quality shadows. Loved the mod anyway, endorsed!
Argh, your video highlighted something that really frustrated me during creation - the flare alarm that shoots into the air sometimes doesn't float back to the ground! In the first 1 in your video it didn't but the second one it did like it's supposed to! It's seemingly random. Not a big deal because the light works regardless, but I think the floating down looks cool. I wish I knew what caused it to get stuck up there.
Damn! I thought this might have been the case, but it hasn't changed my opinion because both look quite cool IMO. Thanks for getting back to me Good luck with future mods
Can you make a trap light bulb that's filled with fuel which explodes into glass shrapnel when the player switches on a light in certain places in the commonwealth or interiors? It would be something those pesky Raiders would build. Too bad NPCs can't use switches so they can have a taste of their own medicine! I wouldn't think pipe bombs would be hard to make in the commonwealth also since they have pipe pistols and all? It brings back the memories of mailboxes rigged with explosives in Fallout 3. I can't believe their are no spiderbot mines in FO4...sheesh!
mmdestiny, great mod I love the idea of the flares but when I use the throwable shadow flares they only burn for like 6 seconds and despawn. I don't know if that is intended or just a bug, either way its kind of short.
29 comments
Happy modding!
If anyone really wants to tackle this...
Make flare explosion spawn a duplicate projectile
Duplicate projectile explodes and spawns third projectile
This will happen almost instantly, must delay each explosion
Projectile must have normal explosion removed
Projectile must have destructible field with self damage per second
Any more that 6 sets would likely cause stutter
Disable, Destroy, Placed Object, Spawn Projectile lots of trial and error
Usually if you can do it in the records reliability will be 100%
There is a mod that does this with a roach grenade
https://www.nexusmods.com/fallout4/mods/24168
roach dies, explodes, spawns 2 roaches, repeat
mod includes a set with about 10 cycles
duplicate this for flares could work somehow
Ultimately If I could configure a "placed hazard" from a thrown weapon (grenade,etc) I could keep smoke and light for days and separate the range of effect from the range of explosion. I have not managed that yet. I have created time delayed explosives. I might release something if I ever get done. If you go deep into this good luck and I will help if I can. Happy Modding.
I LOVE the Bouncing Betty, Its my favorite! When I hear the 'PLING' I know some sucker is about to get a nasty surprise! I find that Signal Flare alarm is also very useful. When I see it take off I go for my gun immediately! Volume 2 is a great follow up to vol.1 .
As for suggestions, maybe create a optional version which respawn after 24 or 48 hours... that would be a great add on to any settlement defense!
ENDORSED!
Regarding the flares: I didn't suffer any performance difference between no shadows/shadows, I think it's probably because I haven't been using it in areas which would cast as many quality shadows. Loved the mod anyway, endorsed!
I wish I knew what caused it to get stuck up there.