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Atron88

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Atron88

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About this mod

Adds the classic pack of dynamite, plastic explosives and rocks to the game. The explosives can be crafted at chemstation. 2 types of rocks, for throwing and for melee. I did my best to make them blend into the world seamlessly. These were already introduced in the first Fallout so I was kind of surprised they were missing, but now they're back.

Requirements
Permissions and credits
Changelogs
Classic Explosives and Rocks




Changelog:
Version 0.2 - BUGFIXES, fixed a major bug where gun aiming would become slow when the explosives are equipped
    - Tweaked the explosion radius and forces to a more manageable level, total radius is now 9 and 15m and the "killzones" are smaller.
    - Adjusted the dynamite specular map a bit and realized afterwards I packed 2k textures in the main files so there is now optional patch for 1k.
    - Added option to get only the rocks or only explosives. Only use one of the main files!
Version 0.1 - First release...


INTRO

I was missing the dynamite, rock and C4 from the classic Fallouts so I decided to recreate them for the Commonwealth. They are standalone and integrated into the world via leveled lists and a few cell placements.


THE ITEMS

The explosives have a timer, unlike vanilla mines these are armed and ticking as soon as you throw them so get ready to run! The dynamite has a 15s fuse, C4 20s. It should be plenty to get safe. They pack quite a punch so don't expect to stand next to them and survive. The big radius and damage are balanced by the fact that these do not have a proximity trigger so enemies are likely to get away from them as they follow you if you are detected.
 Also blowing these up prematurely by shooting will not help much since they will do less damage that way. I felt like that would be kind of cheating to set them off whenever you want so they make a smaller explosion if shot. It's also immersive since real explosives lose most of the power if there's nothing to contain the pressure. If you find yourself uncomfortably close to a ticking one, you can disable them like normal mines.
 You can find both in the wasteland in places where explosives would have been used. They will also spawn in explosives loot containers after levels 10 and 20 and also sold by vendors on occasion. They can be crafted at the chemstation with the demolition expert perk (rank 2 for dynamite, 3 for C4).

The rocks were more like a tiny side project at first but things got out of hand and I decided to include them here since they more or less fit the theme. There are 2 variants because of engine limitations and I wanted to keep this free of external scripts. Gray rocks are for throwing and occupy the grenade slot, brownish ones are melee weapons. The normal throwing and melee rocks are pretty much useless in a normal unmodded playthrough. But what did you expect? They are rocks after all! Both will commonly spawn on raiders, I mean can you imagine anything more immersive than angry raiders throwing rocks when they don't have other weapons?
 The melee rock can be painted at weaponbench to give it a small boost and a different look. It has also a rare variant, Decorated Heavy Rock, which may be found at Thicket Excavations if you search deep ;). It may also be found on raider bosses and vendors.
As a nod to the classic Fallouts I also placed rocks to the inventories of most kids in Diamond City. They probably refuse to throw them though and since the little brats are immortal anyway I guess that's a good thing. Normal rocks also have a special container in a few places that looks like rocks scattered on the ground, easiest to find is next to the statue when leaving Sanctuary, I'll provide some screenshots.

Stats:
 base damageradius
Dynamite: 300   9m
Plastic Explosive:    400   15m
Throwing Rock:15
Rock (Melee):     9
Decorated Heavy Rock:    18

*The stats may still change in the near future, this needs testing!

INSTALL:

Just extract the files to your data folder or install with a mod manager. Did not bother to pack the textures in a .ba2 as there's only a few of them and they are of performance friendly size.

GENERAL RANDOM STUFF

  • I used the tiny lowres images in Fallout 2 as reference for the general shapes of the items, the rest is artistic freedom :). No external assets used, all meshes and textures made from scratch or tweaked from vanilla assets by yours truly. The explosives have animated blinking lights when armed, these are borrowed from vanilla mines, as I have no means to do proper new animations for now. 
  • The .ESP has a few lines that silences the vanilla grenade/mine preparing sound and changes the throwing sound to a more neutral swoosh -sound that fits better with all kinds of throwing weapons, not only grenades.
  • The leveled list additions do not replace any vanilla items by default, just add to their pool. I didn't add the explosives to the hands of enemies since I think they would only blow themselves up.
  • The thrown rocks will "live" forever to be picked up, I threw around 100 of them on a small area and had no performance issues. The mesh has <500 tris and uses 1k textures so it should not cause much frame drops. We'll see how things go, I can make a patch to have the rocks disappear after time if there's demand for it.


CONFLICTS WITH
  • Mods that add items to leveled lists may or may not conflict, it's case-sensitive and I don't have a crystal ball. 
  • Mods that add similar content may raise the issue that you get 2 different items from different mods with the same name, just uninstall the other mods or live with it ;).
  • Mods that change the locations where some items are placed will conflict, just place those after this, you won't lose anything important as all the content can be found as normal loot too.
  • Please report your issues and findings, as this is the first release it needs testing and I will try to sort out bugs where applicable.

KNOWN ISSUES/other stuff

  • Yes the rock clips into the fingers, I KNOW! The 3rd person relaxed stance and fighting stance have different grips on all the usable melee animations so optimizing the mesh to fit both is a bitch. You are welcome to go make me some new melee animations, I don't have the tools for that atm. 
  • As this is my first mod release, I probably forgot something vital here but let me know in the comment section.

TO DO...

  • Adding more variants of the rock paints and possibly making and distributing a few unique versions where they seem appropriate.
  • Adding a radioactive variant of the rocks.
  • Tweaking the melee rock to have less clipping, new animations would need to be made to properly fix it. All vanilla melee animations have the fist closed tight, which is kind of problematic when trying to fit a rock into it :)

Da fuq you still doing here? Now go BLOW some SH*T UP!