File information

Last updated

Original upload

Created by

MediumMechanism

Uploaded by

MediumMechanism

Virus scan

Safe to use

76 comments

  1. jman1070
    jman1070
    • supporter
    • 0 kudos
    By chance could you make a lore friendly version of this where the BOS grenades are available in Proctor Teagan's shop after the brotherhood has done the quest and are able to teleport? Maybe after the "Institutionalized" quest.
  2. pieman25577
    pieman25577
    • member
    • 0 kudos
    once the automatron dlc comes out could you make a relay grenade that only summons robots? made 2-3 robots every grenade. and its crafting would be instead of bones we would use circuitry?
  3. virginharvester
    virginharvester
    • BANNED
    • 6 kudos
    can you make a relay grenade who spawn trashcan carla, lucas miller, and Cricket (the Traveling vendor)
    and replace flare ammo in sanctuary to that grenade
    thanks
  4. melancholyroar
    melancholyroar
    • member
    • 4 kudos
    Any chance you can make allied ones? The Institute ones spawn only crappy Gen 1 Synths (and one at a time at that).
    1. Well, there's already a "better relay grenades" mod elsewhere on Nexus. It's pretty fantastic.
  5. goneafter10
    goneafter10
    • member
    • 1 kudos
    Damn, the RO nostalgia is hard in this mod haha
  6. NagaBoss
    NagaBoss
    • member
    • 0 kudos
    I should point out that the spawn on self MIRV bug happens regardless if playing a modded game or even on console(my first observation of this bug was on PS4), so it isn't this mods fault
  7. Karel2015
    Karel2015
    • supporter
    • 120 kudos
    FOR EVERYONE WONDERING HOW HE DID THIS!!!!

    Download Fo4Edit, As of 12/25/2015, They have updated FO4Edit, and you will now see under the GRENADE WEAPON, at the bottom, a reference to a PROJECTIVE, where those Hex numbers use to be, You simply just change this to your projectile like you did weapons, YOU CAN NOW EASILY EDIT AND CREATE NEW GRENADES!!!
    1. Karel2015
      Karel2015
      • supporter
      • 120 kudos
      I just made like 12 synth relay grenades in like 20 minutes, ohh that was soo much easier
  8. Right. So I need your help in figuring out how exactly to change the grenades.

    You see, I copied the Synth Relay nade, projectile, and explosion records as new into a new ESP, modified it accordingly to spawn my custom entity.

    Now the problem is, I can't get the new nade to spawn the new explosion. It keeps using the old one.

    Halp?

    I can't sift through hex, I don't have the patience of the old ones. XD

    Edit: Read through your text wall and got it figured out. Thanks!
    1. MediumMechanism
      MediumMechanism
      • member
      • 0 kudos
      No problem. Glad the post was of use. Wish there was a more centralized source to compile information like this, but I suppose it's a bit too early for something like that to have popped up, and the creation tools will be out by the time it'd even become useful XD
    2. Elprede007
      Elprede007
      • BANNED
      • 0 kudos
      Glad someone deciphered it. I'm still thoroughly lost, but I have to deal with fixing a lot of other crap that Bethesda fvcked up for me, so I don't even have time to try
    3. You could certainly post that info on the Wiki.

      Right now I think I know how to add weapons into the game, unfortunately their animations don't work well.

      Things like knives and hammers work fine though.

      It's just a replacement of the model file used in the record.

      My current pet project is to import the MJLONIR and apply the lightning effect, WHILST summoning a new mob in.

      Which I guess is ambitious, all things considered.

      Perhaps I should wait for the GECK.

      Edit: You have a skype? I'd like to run some s#*! by you if you don't mind.
    4. MediumMechanism
      MediumMechanism
      • member
      • 0 kudos
      Changing up the models isn't too hard... the problem is gettting new ones in. Now, if you can figure how to convert a skyrim nif file to a fallout 4 nif model you're all set. I just haven't really figured out what needs to be changed because honestly I've never worked with a nif file before now.

      With Mjlonir you could probably accomplish all of that with a melee weapon that applies an explosion on hit... not sure how feasible that is currently but with the creation kit I imagine it'd be a breeze since it would be fair to assume a hook for on hit would be included somewhere.

      I typically don't use voice chat as my mic emits... something of a painful sound when it's on, but you're more than welcome to contact me on steam (Medium Mechanism). I suppose skype text chat would be an option too, but I have a nasty habit of almost never logging into skype.
    5. kerrigan1603
      kerrigan1603
      • member
      • 5 kudos
      could you please add a version that requires a max level in science,also this iS F*CUKING AWESOME!
  9. vithepunisher
    vithepunisher
    • member
    • 3 kudos
    @MediumMechanism I have a question though like many mods here that spawn npcs will this end up permanent in the game like those other mods available? or if i fast travel somewhere and then go back will they be gone like the game's original npcs? this is a very important question because if its permanent it can potentially lagg and drop huge fps if iv spawned a good few over my game hours and missions
  10. omuraisu
    omuraisu
    • premium
    • 0 kudos
    hang around south of diamond city, popping dead branches...
    1. MediumMechanism
      MediumMechanism
      • member
      • 0 kudos
      Shoulda made a subtle mod for Fallout 3 that changed the name of Megaton to Morroc.
      ....
      Too soon? lol