Version 3 is up with a new "radburst" effect in the mini nuke explosion zone. The general balancing of mini nukes is toward complete annihilation so far, but if you happen to be running around with maxed out rad resist PA and get nuked by an npc, let me know if you survived, and if you noticed the radburst effect on it. It's functional, I just don't know if it'll actually affect gameplay that much with everything else going on (especially in the xxlnukes/delta patch version)
The Lite esp did not call for any requirements and worked with no DLC. I deleted parts of the esp I will not use but I can say exploded cars stay hazardous.
Im loving this mod. I gotta wear a gas mask eveywhere atm tho. This pared with XXL nuke and the city is a very dangerous place. I couldnt get to diamond city for a few days at one point, the paths leading there had a 20+ rad effect when trying to get there.
I may be a bit confused. We need all of the requirements posted in the requirement section to use this mod?
I really enjoy this concept, but play a bit more casually than what some of those mods are demanding me to do. Is there a version that doesn't use them?
You don't need all, or any of them. Those are there for the links to the original mods that I have made patches for. You can use this without any other mod.
The only thing that overwrites is the car explosion rad duration. You can place my file below Radiation Overhaul and it'll work out fine. It will be a lower rad strength than RO, but I figured since these stick around now, they shouldn't be too strong. Let me know if it's a really stark difference in your game, if it is I'll make a patch.
They apply to all options, since they're values on the same explosion entries. EDIT: I just noticed when checking things for the recent fix, and the lite esp retains the nuka grenade radiation magnitude, of 100, while hardcore ups it to 250. This may have been an oversight on my part, but I think I'll leave it, since it suits the lite moniker.
I don't know if the engine could handle it, but if you wanted to do an ultra-realistic version, there should be a very short like a split second initial burst of incredibly high rads, enough to almost instantly kill a unprotected person within a short range who are not behind walls, sandbags or rocks. The real life Davy Crockett, which was like a Fat Man but larger did this, even though its explosive power was only 10-20 tons of TNT.
Edit from the Davy Crockett wiki page "The M-388 would produce an almost instantly lethal radiation dosage (in excess of 10,000 rem, 100 Sv) within 500 feet (150 m), and a probably fatal dose (around 600 rem, 6 Sv) within a quarter mile (400 m)"
Edit 2, someone tried to calculate the yield of the Mini Nuke, around .5 to 2 tons of TNT. So that split second near lethal burst would probably be out to around 50-20 feet, while the high dose burst would be out around 120-90 feet. This would only last a split second, then the residual radioactivity would kick in like normal.
I like this idea. A few people have taken a crack at something like that, I've set patches up to work with those mods, namely XXL Nukes https://www.nexusmods.com/fallout4/mods/20451 and MaxiNukes, which I integrated the range values from into HarderCore.
Looks like they just amplify the blast radius/damage and the radius of residual radiation, basically a bigger boom with a larger fallout zone.
If they really want to make a realistic nuke, it needs that split second initial pulse of extremely high radiation, something akin to a Glowing One's radiation burst attack but with close to 1000 rads instead of 10.
You're right, I was thinking of Power of Atom, which seems to attempt that but doesn't fully flesh out the effect very much. Version 3 has an added "radburst" effect of 550 rads in the explosion area. Honestly I don't expect this to come up in gameplay much except against incredibly tough enemies, since there's not much in the commonwealth that'll tank a mini nuke and still have enough health to notice the rad health reduction on top of that.
New Patches are out for various mods. For anyone who happened to read the original description and wanted a Fatman Extended patch: In making the new patches I found mods I prefer to that one. If anyone really wants one, let me know and I'll set it up.
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I deleted parts of the esp I will not use but I can say exploded cars stay hazardous.
Will try again later.
Good Job
I really enjoy this concept, but play a bit more casually than what some of those mods are demanding me to do. Is there a version that doesn't use them?
EDIT: I just noticed when checking things for the recent fix, and the lite esp retains the nuka grenade radiation magnitude, of 100, while hardcore ups it to 250. This may have been an oversight on my part, but I think I'll leave it, since it suits the lite moniker.
Edit from the Davy Crockett wiki page "The M-388 would produce an almost instantly lethal radiation dosage (in excess of 10,000 rem, 100 Sv) within 500 feet (150 m), and a probably fatal dose (around 600 rem, 6 Sv) within a quarter mile (400 m)"
Edit 2, someone tried to calculate the yield of the Mini Nuke, around .5 to 2 tons of TNT. So that split second near lethal burst would probably be out to around 50-20 feet, while the high dose burst would be out around 120-90 feet. This would only last a split second, then the residual radioactivity would kick in like normal.
and MaxiNukes, which I integrated the range values from into HarderCore.
If they really want to make a realistic nuke, it needs that split second initial pulse of extremely high radiation, something akin to a Glowing One's radiation burst attack but with close to 1000 rads instead of 10.
Version 3 has an added "radburst" effect of 550 rads in the explosion area. Honestly I don't expect this to come up in gameplay much except against incredibly tough enemies, since there's not much in the commonwealth that'll tank a mini nuke and still have enough health to notice the rad health reduction on top of that.