This is years later and don't know if I seriously think you'll respond, but right now i'm having a s#*! of a time trying to get this to work. Used the NMM, changed my load order in game, put the bat file in... just keeps saying it doesn't exist :<
It launches the grenade projectiles, but you will not see the grenades in your inventory go down from use of this gun. The explosion that it causes will indeed be effected by the demolition expert perk yes (or should be). ALL THE DAMAGE!!
I really like this, but would it be possible to make it so it doesn't fire 'grenades' but a new ammo type (i.e. like a '40mm grenade launcher')? Or would custom ammo types be out the window for the time being?
I can make (name) any sort of custom ammo imaginable, however, I can only change the actual projectile to a certain extent currently. Granted it would really help if I knew about model editing, then my possibilities would grow.
Elaborate more specifically and I will see if I can manage anything like what you are thinking of.
I'm just thinking back to FNV and the grenade rifle/launcher we had there for 40mm grenades, and then basing the new ammo types off that 'blueprint' in the types we have - cryo, plasma, frag, pulse, ect.
Hmm interesting... I never played FNV or FO3, or even really FO4 (I just have fun modding it). If I could get the .nif files from it then it would be very doable.
could you add an optional version where it uses the actual grenades as ammo, I was really looking forward to to using this when i thought that is what it does since i always end up with over 100+ of grenades sitting around. Or maybe make the ammo craftable from the grenades of the respective type
@midsidion: I would like to do something like that, but unfortunately anything that is craftable you can only use Ammo, Misc. Items, Components, or Food/Chems as materials to make them from. The game classifies the Grenades as Weapons so I am unable to use them as a crafting component... at least until the GECK.
@scrobin: *High Five* (In kudos form for you mister! )
You need a firing sound. It really takes away from the weapon feel when there is a lack of sound for pulling the trigger. You should add crafting recipes for this. Just add the weapon to the utility section of the chemistry workbench, and add the ammo to the explosives section. The weapon attachments should be craftable as well, I'm not sure if this is the case since I used the provided bat file. Are mine shooting receivers possible? Having a proximity mine launcher would be fun.
Lastly, I think you should have two versions. One that only has the sensible attachments, such as Fragnade, Cryonade, and Nukanade (and mine variants) (Doomnade is a rather silly name IMO, just call it what it is, a nukanade) without stuff like the Magical Barrel (Just increase the base magazine size?) or the Bayonet that shoots 6 grenades. Then have a cheat version that has say free crafting recipes and the bayonet and such.
Yeah I meant to add a firing sound right before I released it to this site, and then I completely forgot about it probably because it was 4-5 in the morning. I will try to update it with a firing sound once I get an opportunity.
I was also going to make a Proximity Mine launcher, but the same issues would persist: they would not use the Mines in your inventory, and the gun would only be capable of shooting them as far as you could throw them (which I think is even less range than a grenade). Also I was going to make the Broadsider shoot the Mines because the Railway Rifle's Barrel seems only large enough for grenades.
I sorta like where it is on the mod attachment and name front, it is not like you will constantly see the name " Doomnade" when you use the weapon (unless you named it such).
Regardless thank you for your suggestions, as I keep modding this game I keep learning more and more especially about the crafting aspects (which can get tricky) made later I will release all of my weapon mods in a single .esp and make them all craftable and make other minor tweaks to how they operate and their names.
Have you seen my Nuke Rifle? -> http://www.nexusmods.com/fallout4/mods/4038/?
It shoots tiny ammo that explodes on contact with a more powerful blast, fly farther, and faster than the mini nukes and still has all the cool sounds of a mini nuke. This of course comes in a Hunting Rifle package so it for sure is a lighter more portable way of launching nukes.
If, however, you want the Mini Nuke ammo and the Flare Gun specifically, then it would probably be easy enough to do. Lemme know...
I need more information, if I am going to try to get this working for you.
What load order do you have it in? Are you using NMM or another Mod Manager? Did you recently get rid of another mod and forget to take the .esp off of your list?
Make sure that you don't typo anything. Get extra OCD about setting it up if need be.
i'm using nexus mod manager with my version of steam, i have it set up to run mods ( running previous at the moment ) its just when trying to spawn it it's acting like it doesn't exist, the esp file is in the data folder etc, probably something to do with the mod order or me sucking, i'll have a tinker round see if i can get it running.
Great idea, wanted a grenade launcher since throwing is pretty awkward in this game. But like someone said, I'd rather they use the grenades already in the game as ammo.
Yeah... I know. I did also find some nonexistent models for the Test Grenade Launcher they were going to use, I was trying to use that model with this weapon (and that is how I found out it was nonexistent).
I love this idea. But for balance purposes, is there anyway you could offer a version that uses my standard grenades? Since my grenades have weight, that would be the balancing factor over its uberness. I dont suppose thats possible, tho, huh?
Currently, to my knowledge, it is not possible correct (and sadly so, because that was my first thought with this weapon also... it would have also taken less time to make most likely).
The Grenades in your inventory (while I could easily make them weigh nothing) are considered Weapons, and you can't load what the game thinks is a Weapon with another Weapon for ammo, unless you change the .nif files, but then it isn't really what the game considers a Weapon and wouldn't use the Grenades in your inventory as ammo.
30 comments
Elaborate more specifically and I will see if I can manage anything like what you are thinking of.
@scrobin: *High Five* (In kudos form for you mister! )
Couple of suggestions:
You need a firing sound. It really takes away from the weapon feel when there is a lack of sound for pulling the trigger.
You should add crafting recipes for this. Just add the weapon to the utility section of the chemistry workbench, and add the ammo to the explosives section. The weapon attachments should be craftable as well, I'm not sure if this is the case since I used the provided bat file. Are mine shooting receivers possible? Having a proximity mine launcher would be fun.
Lastly, I think you should have two versions. One that only has the sensible attachments, such as Fragnade, Cryonade, and Nukanade (and mine variants) (Doomnade is a rather silly name IMO, just call it what it is, a nukanade) without stuff like the Magical Barrel (Just increase the base magazine size?) or the Bayonet that shoots 6 grenades. Then have a cheat version that has say free crafting recipes and the bayonet and such.
Nice work!
I was also going to make a Proximity Mine launcher, but the same issues would persist: they would not use the Mines in your inventory, and the gun would only be capable of shooting them as far as you could throw them (which I think is even less range than a grenade). Also I was going to make the Broadsider shoot the Mines because the Railway Rifle's Barrel seems only large enough for grenades.
I sorta like where it is on the mod attachment and name front, it is not like you will constantly see the name " Doomnade" when you use the weapon (unless you named it such).
Regardless thank you for your suggestions, as I keep modding this game I keep learning more and more especially about the crafting aspects (which can get tricky) made later I will release all of my weapon mods in a single .esp and make them all craftable and make other minor tweaks to how they operate and their names.
It shoots tiny ammo that explodes on contact with a more powerful blast, fly farther, and faster than the mini nukes and still has all the cool sounds of a mini nuke. This of course comes in a Hunting Rifle package so it for sure is a lighter more portable way of launching nukes.
If, however, you want the Mini Nuke ammo and the Flare Gun specifically, then it would probably be easy enough to do. Lemme know...
What load order do you have it in?
Are you using NMM or another Mod Manager?
Did you recently get rid of another mod and forget to take the .esp off of your list?
Make sure that you don't typo anything.
Get extra OCD about setting it up if need be.
It does work if everything it set up right.
The Grenades in your inventory (while I could easily make them weigh nothing) are considered Weapons, and you can't load what the game thinks is a Weapon with another Weapon for ammo, unless you change the .nif files, but then it isn't really what the game considers a Weapon and wouldn't use the Grenades in your inventory as ammo.