Fallout 4

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PlayerInfinite

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Modifies vanilla landmines so that they can at last be utilized by NPCs. Fully supports Super Mutants. Also includes an optional recreation of the Blast Mine from Fallout 76.

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Versions 1.5 or higher require dlc. Version 1.4 is still usable for standalone mines and has optional dlc requirements. 

This mod tweaks vanilla mines to be usable by NPCs. I had the idea to do this while working on my other mod by the name of Faction Summon Grenades. During testing for giving NPCs the ability to spawn other NPCs, I've discovered that there are 4 main requirements to get an NPC to use any type of throwable.

1. Animation type must be changed from Mine to Grenade.
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As there exists plenty of information and footage on cut throwables. I'm going to assume that when the mine animations were created, it was done extremely far in development. Bethesda probably had already decided by then that mines were just going to be hand placed in the world and used by the player only, so anyone that isn't a Synth or Human does not have animations required to use them. If another race, Super Mutants for example, attempt to use a throwable with the animation type set to mine then they will T-Pose and bug out. 

2. The throwable itself must do damage; the explosion itself isn't important.
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When looking at vanilla weapons, 99% of throwables have a base damage of 1. For some reason the Pulse Grenade and mine were skipped over. I of course added the missing damage so that they can be used. I believe that NPCs will not equip any weapons that do 0 damage automatically. I feel my case is farther supported by the Robot DLC which adds another Pulse Grenade to be used specifically by the Mechanist. It by default does the 1 base damage so that it's equipped and used. But wait, why can't they use them now? The actual problems are mostly number 4. And only partially number 3.

3. The throwable must be able to reach a long distance.
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This is actually a technical issue. Truth be told, they can use the standard landmines with their short throwable distance. But that of course requires their target to be within melee range, which isn't the case in most combat scenarios. So, if you were to just tweak an NPC's inventory and slap a random mine on them with the changes above, they could actually use it. They just won't because of number 4 below. I recommend a projectile speed of around 1200 to 1400. 1,200 being the lowest value used in Vanila. The lower you set the speed, the less distance it travels. And the less likely an NPC is to use it, as it would not go anywhere near their intended target. 

4. Must be outside of the explosion radius if it is a damaging effect.
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Hey, wait! the Super Mutant Suicider exists. True. But what if I told you, it doesn't know it's suiciding? The bomb is actually a 1 handed sword that deals 50 base damage. And uses fist animations for some reason, making it extremely fast hitting and powerful. I actually played around with it but decided to comeback to it another time due to continuous crashing on holster. Rather that's a vanilla issue, or the fact I use Classic Holstered weapons, I don't know for now. So how does it explode?

The entire sequence is a script attached directly to the NPC which detects a right-hand attack. Plays a unique animation. Sets the mutants health to 0. Destroys all of his limbs. Spawns a Fatman explosion (450 damage.) And finally, converts the 1 mini nuke in it's inventory into 3 nuclear materials. NPCs do not seem to care about using them close range if the explosion radius is miniscule (Like making throwing knife styled weapons.) Or the effect isn't negative. Which I've created healing grenades and gotten them to use those close range, for healing themselves and allies. I've also made fake throwing knifes and got NPCs to use them for testing purposes.

What did you do differently to make landmines usable then?
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I have tweaked the projectile speeds and animation type to allow them the travel the distance of actual grenades. That way NPCs will be able to use them from any distance. Outdoors they will behave as proximity explosives that might surprise you in thick grass mods. In doors I feel they will shine the most. As having a cover shoot out against a group is bound to have a few toss mines which will hit a door frame. Now that room is trapped for the next time the player or a companion walks into the room.

Grenade level lists are manually tweaked to add mines to the standard grenade level lists. Mines will automatically delete themselves after 5 minutes to prevent entity spam. While sure, it might be cool and realistic to re-traverse an area and end up surprised by an old mine. But I don't feel it's worth the save bloat and crash risks of too many small items having to constantly be saved and reloaded when you enter the area.

Consistency Adjustments:
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- Adjusted Mine projectile speeds. Ballistic Explosives will now have a speed of 1400 while Energy Explosives have a speed of 1200. Why? It's a strange quirk in vanilla projectile speeds but is inconsistently done. I made them consistent and also like the idea that these usually stronger energy based explosives are heavier. It also matches the game's general rule set of higher damage stuff weighing more. 

- Sound detections events have been made more consistent. Nuclear explosions such as the Quantum, Cherry, and Nuka one will be the loudest.

- Increased maximum number of mines and grenade spawns from 2 to 3. Vanilla has a mixture of 2 and 3.

- Removed the additional and inconsistent stagger bonus on the Grenades / Mine itself. This only affects directly throwing and hitting someone with the projectile, not the explosion.

- Smart Fragmentation Grenade weight lowered to 0.5 for consistency.

- Fixed the Fragmentation Mine having 50 less explosion radius and damage than it's Grenade counterpart.

- Fragmentation Mine Mole Rats now do realistic damage and create a loud sound event rather than a normal one. From 50 damage to 300 (2 Mines.) With the actual Mine's explosion radius of 500 compared to vanilla 450.

- Cyro Mine has been renamed to Cryogenic Mine for consistency. Value increased to 125 like the vanilla Grenade.

- Fixed the Cryogenic Mine having 50 less explosion radius than it's Grenade counterpart.

- Plasma Mine value has been increased to 135 like the vanilla Grenade.

- Nuke Mine has been added as NPC usable and renamed to Nuka Mine for consistency with the Grenade / wiki lore.

- Caltrops can now be disarmed, but not picked back up. Done because Caltrops creates multiple projectiles, meaning you could easily spam and disarm them to multiply how many you have.

Spawn Levels:
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- Level 5 = Bear trap / Caltrop.

- Level 13 = Blast Mine.

- Level 15 = Bottlecap mine / Bleeding bear trap / Poisoned Caltrop.

Modified Damages:
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- Blast Mine: Deals 225 ballistic damage, while leaving behind a fire hazard for 15 seconds that will reapply a burn effect. Has a 54-unit smaller explosion radius than all other mines. (94 inner / 446 outer) The explosion is considered Silent. (Doesn't really make sense, but that's what the wiki says https://fallout.fandom.com/wiki/Blast_mine)

- Caltrops: Spawns at level 5. Now silent for stealth players. Causes bleeding damage of 3 for 5 seconds.

- Poisoned Caltrops: Spawns at level 15. Causes poison and bleed damage of 3 for 5 seconds.

- Bear Trap: Spawns at level 5. Now silent for stealth players.

- Bleeding Bear Trap: Spawns at level 15. Now silent for stealth players. Causes bleeding damage of 5 for 10 seconds.

- Worth of DLC grenades / mines reduced to prevent the "Craft cheap, sell for more." exploit.

- Perk requirements changed to match vanilla grenades requirement of Demotion Expert 2. The base versions uniquely only require rank 1.