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iB

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itsbooby

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31 comments

  1. kinggath
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    Really cool!

    FYI, you've included three vanilla scripts: ObjectReference.pex, Form.pex, and ScriptObject.pex, which I'm assuming was caused by letting the Creation Kit package your BA2s. Would recommend removing those to avoid compatibility issues down the line if Bethesda or F4SE update those in the future.
    1. itsbooby
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      Thanks, mate! Will do!
  2. BrianGriffin777
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    Just a heads up for anyone looking to install all of the shatter mods, only 3 out of the entire series of ESPs take up an ESP slot, all the others can be marked as ESL!
  3. Vonklinkenhoffn
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    This wouldn't be incompatible with Sim Settlements 2 in any way, would it? I'm particularly thinking of the guard towers I read about in the comments here, they are used by SS2, aren't they? But still, if they are vanilla in every aspect except for being destructable, I can't see why SS2 would have any problems with it. But what do I know.. So I need to ask.
    1. itsbooby
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      I'm not too sure - check in FO4edit.
    2. Vonklinkenhoffn
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      I'm such an incredible noob at FO4Edit lol, but I'll give it a go and see if I can understand anything. Thanks!

      Edit: I'm happy to report, I found no conflicts. But then again, I'm a noob. I'm pretty sure there's nothing though, very much sure.
  4. diomedcoolbro
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     How friggin awesome is this! Love your mods, destructable environment is so satisfying and at this point a must in games. Thanks for your work!
  5. MaxellRus
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    Amazing mod ! Love you !
  6. Sixphish
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    Hello sorry to revive a dead thread but with your permission may i have the clearance to port these to xbox look forward to your answer best regards 
  7. darroughgt
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    Would definitely DL if I had the space, but 4 ESPs, on top of what this is bound to do to savegames over time, I just can't afford it on my decade old rig rn.
  8. dtrail
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    Great project! I like it a lot! However, there are WAY too many esp files... merging them all together would be a good thing.
  9. geala
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    There are several conflicts with loot overhaul mods, like Fallout Loot Overhaul, in case of containers. You have to merge the mods to get both. Why did you make the pool cue, a weapon, destroyable, or better asked, will also other weapons be destroyable in the future? As this conflicts with BLD I had to delete the pool cue entry, however the idea of destroyable weapons is interesting.
    1. itsbooby
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      There are several conflicts with loot overhaul mods, like Fallout Loot Overhaul, in case of containers.
      This is to be expected. Therefore, you MUST
      merge the mods to get both.

      I would love to create patches for all the mods you guys want. I'm just not sure if I need to get permission from each mod author(s) to do so or if it would be OK for me to make patches at will...
    2. geala
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      There is no need for you to make such patches, anybody (even PC dummies like me) can do it themselves easily with FO4Edit. It should just be clear that conflicts are there.

      BTW I'm using all 4 shatter mods in my current game, no problems so far. The only change I yet made was deleting the destroyable wooden guard tower, having it totally disappear in seconds goes too much against game design in my opinion.
    3. itsbooby
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      Regarding the guard tower, I'm guessing the explosion / destruction doesn't look good enough? I tried to make it more realistic by adding a large debris pile of wood planks upon its destruction. I'll see if I can make it better
    4. geala
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      As the guard tower is a relatively big construction with relatively thin walls, shooting at it with non-explosive projectiles would lead above all to penetration, many tiny holes in the walls (and the guts of the occupants), but no explosion. You can bring down trees with concentrated gun fire and of course could destroy such a guard tower in the end (especially with a .50 BMG, hehe), but it would cost a lot of bullets.

      I see the guard tower as one of the few vanilla elements to build fortifications. In my opinion it should not be destroyable at all. Of course that's not realistic but there are many unrealistic elements in the game which demand unrealistic behavior of other parts. For example in reality you could put sandbags around the wooden construction. Or you could place sand in it and/or strengthen with simple internal iron parts, so gunfire would be much less effective to destroy the whole structure.

      I use the mod Sandbag Fortifications, so I would not necessarily need the vanilla guard tower. Nevertheless it looks quite good as an element in the walls, so I use it. I don't want sudden big holes in the wall from are totally desintegrated guard tower (I have a lot enemies around from Endless Warfare and NPCs Travel and use mortal settlers and that's bad enough).

      It's a matter of taste for sure.
    5. geala
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      I considered it a bit more. While I will keep the guard post as indestructible (like filled with sand or concrete), I'd like to make flimsy wooden walls and fences (junk fence) and thin iron fences (from Sandbag Fortifications or Graf's Security Fences) destructible. A deathclaw, sentrybot or concentrated minigun fire should be able to break them. Only possible if I stop using mortal settlers, I think.

      Edit: Ok, I see, unfortunately especially the tiny structures most prone to be blown to pieces, like wooden walls, seem to be indestructible. That's a pity.

      Edit2: I got me the mod "Destruction" for the whole destructive experience in case of most workbench structures. Booom.
  10. a740574
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    good good good thanks *10000
  11. Starblast16
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    I really like this! I can see this being useful in battle, like lets say that a raider is shooting at you on a wood platform like the ones you can build. You can set it on fire to not only make a fire hazard for said raider but also, when the platform breaks the raider will fall and take fall damage if it is a good height from the ground.
    1. itsbooby
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      Only certain objects can be burned. Objects that are burnable are not breakable / smashable.