Fallout 4

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PlayerInfinite

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45 comments

  1. LX6R
    LX6R
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    So do I understand this right, that if I use the replacer version, mines should be thrown like grenades when I use them?

    I am asking because I am using frisbee mines, and when I use the replacer version + frisbee mines my character just drops the mines in front of me like in vanilla.
    1. PlayerInfinite
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      Yes, you are correct. I looked up frisbee mines and it modifies vanilla the same as my replacer. They are incompatible unless you use the standalone or carry over the changes in FO4 edit. Whichever is last in your load order will win the conflict and give its effects.

      But honestly speaking, after watching the video. You don't need frisbee mines. NPC Landmines does everything it does and allows npc's to use the mines by swapping the mine animation out for the grenade animation so super mutants can use them too. 
  2. vedan77
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    I'm using some monster mods like the FallEvil or GhoulWorm mod - and those creatures use these landmines. Is there an easy way I can make them stop?
    1. PlayerInfinite
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      You would have to ask the authors of those mods about that. Vanilla Feral Ghouls do not pull from the grenade level lists.

      To do it yourself, you would have to remove grenade entries from those NPCs inventory. There isn't anything I can do on my end, as my mod only adds mines to places that grenades already existed within the vanilla level lists.
    2. PlayerInfinite
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      I checked the Ghoul worm plugin. It only has entries for caps, bones, and bloodworm meat. Which Fall evil plugin are you using?
    3. vedan77
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      The Complete Edition 2.1
    4. PlayerInfinite
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      I checked it out too. Apparently, it's not any of these 3 mods. Something else in your load order is causing it. My best advice for trying to track this down would be to download https://www.nexusmods.com/fallout4/mods/26582 and clicking on the next ghoul you see that is using grenades. You can then check what plugin it belongs to if its modded, get a forum ID, and check the inventory list it's drawing from in F04 edit. It has to be something else like possibly a loot overhaul, or another ghoul editing mod.
    5. vedan77
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      thanks, I'll check!
  3. Underprivlidged
    Underprivlidged
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    Hey. So I saw your instructions for making a patch. I am going to make a patch for Ball Mines , but was curious - does the damage need to be 1, or any number other than 0? I was thinking of increasing the 8ball to 5 damage and the Bowling Ball to 25 (to go along with how much it would hurt to be hit by either). Also, any other tips?

    Side note - do you want me to send you the patch after it is done for upload as an optional file here?
    1. PlayerInfinite
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      Any number that isn't 0. The damage listed under weapon only affects the grenade / mine projectile when you throw it. That will only be dealt if the projectile itself directly collides with someone and does not apply to the explosion.

      No other tips, it's really as simple as you saw the instructions.

      Feel free to, I will upload it with credits to you. Entirely up to you if you would like to share your work. I heavily appreciate it as I can't go around patching every single mod on the nexus myself. So, thank you in advance if you decide to share it.
  4. BlazeStryker
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    Do the Super Mutants use Bottlecap mines? I always figured they would, for a couple of reasons.

    1) Super Mutants are very food-oriented. One of their better banters between themselves is on what to eat and what tastes worst (No offense to Hancock but they prefer just about anything over Ghoul Meat)
    2) The game has Super Mutants gather caps and they sure don't spend them, so...
    1. PlayerInfinite
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      Yes, they will with this mod.
  5. lolcatjunior
    lolcatjunior
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    I'm wondering if you would like to make a throwable patch for the mines in Wasteland importsExplosives Expanded, and MW proximity mine. Or maybe you can show a guide on how I can do it myself. I'm already learned how to inject stuff into the level list with Aaron7491's guide. I think you should also use scripted injection as edit shows some amounts of conflict with wasteland imports. Script injection almost never conflict with each other.


    To apply grenade toss affect do I just remove the animsmine keyword on weapons section and add a 1 on damage base?
    1. PlayerInfinite
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      I will never do scripted injection. Scripted injection is unremovable. That save is forever stuck with whatever is added, on top of a lot of time spent writing a quest to run and do it. 9 times out of 10 on mod pages with script injected weapons, people complain about the item showing up way too much since there is 0 control over it after it's added. Manual editing allows full control and easy removal at any time. If you're going to be modding your game, at the very least I think it's reasonable to expect people to learn how to patch their own load orders with a bash patch.

      For patching them yourself all you need to do is
      1. Go to projectile, increase the speed which is usually 400 to 1400. (As of 11/10/2023 Ballistic are 1,400 and energy are 1,200.)
      2. Make sure the projectile is a Lobber, so that it arcs. Some people have them set to missiles which causes them to fly in a straight line.
      3. Go to the weapon, under keyword remove AnimsMine [KYWD:000E56C4] to change the animation to default.
      4. Scroll down to damage. Make sure it has a base of at least 1 damage.

      Most of my time is going to upkeeping another project that needs far more attention than this does, so do not expect fast updates. Everything functions as intended anyway. I'm also currently experimenting to see what I can do with npcs and drug use. 
    2. lolcatjunior
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      What would happen if I increase the speed to something like 1400 or 1300/1200?
    3. PlayerInfinite
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      The slower the speed, the less reach. And the less likely you'll ever see a npc use the mine as it cannot reach the person they would want to throw it at. Mines are set to lobbers which arc and have a higher gravity than real grenades to simulate weight.
  6. ShadowedWilds
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    Would love to see this mod without the molotov mines. Tried to remove them in FO4Edit but failed.
    1. PlayerInfinite
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      Yikes. That statement makes me feel like I just got in shot in the foot, especially considering how annoyingly difficult it is to get hazards to function. You have to remove it from the level lists, do not delete the item itself as It's already in your game. (Under the assumption you've used the mod.) Incendiary stylized mines are lore friendly; I just don't have a new model to use for it. With the Blast mine from 76 in mind, I may honestly rework it into that since it shares its model with the plasma mine. A few tweaks to damage, and a model swap. Then done.

      I won't be supporting a version without it, as plans are only to add more and include the dlc mines down the line.
    2. ShadowedWilds
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      Yeah it looked like it was a lot of work to make, and I apologize for making you feel that way. I ended up changing the chance none to 100 on each molotov mine and it worked fine. I'm just not a molotov fan I guess. Thanks for reply!
    3. PlayerInfinite
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      Understandable, and I'm happy it worked out for you.
  7. AlyLovelace
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    ?True, what if I told you, it doesn't know it's suiciding?
    "Of course it's safe! It's been sitting in the ruins for years, just go run over there and hit [the PC] with it!"
    -The other mutants.
    1. PlayerInfinite
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      Not going to lie, that does sound like a scenario that would play out. Haha, best laugh of the day. Well done, I appreciate it.
    2. AlyLovelace
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      I was interested to learn how the suiciders were handled, as I always figured it was just an explosion with a script to edit their inventory.

      Once I get my LO patched out or stop adding frameworks that need patching probably gonna try this out with some mines from other mods and see how it interacts with Pack Attack. Thanks for the mod!
    3. PlayerInfinite
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      Can confirm it works great with Pack Attack, as I'm a member of Greslin's server and have the latest version. If you want to look into that script yourself, there is a copy of it located in your fallout 4 install under Data / Scripts / Source / Base. The script is named SuperMutantSuiciderScript.psc.

      If not, I'd assume it comes with the Creation Kit. I've had it since I got the game years ago, so don't remember if source comes by default. Good luck on the load order. And happy to share some of the stuff I do for my own game.
  8. lolcatjunior
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    Anything that could be done to make it work with these mods?  Auto MinesSeeker Mines(download is free), Deployable Turrets 2
    1. PlayerInfinite
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      Of course. All you would need to do is change the anim type to grenade, increase the projectile speed, add 1 damage to the base mine itself, and delete the anim mine keyword. All doable in Fo4 edit with no experience or expertise required. But if you find it too difficult, I can make some patches for you later.

      An important thing to note though, is anything modified in this way won't behave like a regular mine anymore. You will have to put up with always doing a long throw. It's not too difficult to sit and duplicate them to make them standalone. But it's a long and tedious process, which would also require level list edits to get them to spawn on npcs. Can't say I'm too fond of putting an hour into making all of these standalone versions. But some simple patches to the already existing items won't take much time.
    2. lolcatjunior
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      There is this guy who adds a bunch of stuff to the LLs Weapon Level list integration. I have zero modding skills.
    3. PlayerInfinite
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      Auto mines is patched. Seekers did not need a patch. They already use grenade animations, have a fast projectile speed, and deal the 1 impact damage. There isn't any visible reason why they can't already be used. Deployable Patched as well.
    4. lolcatjunior
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      You can just do the animations. I will see if Aaron is interested in doing the LL integration. Do players still use vanilla animations tho for deploying mines?
    5. PlayerInfinite
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      Sadly, no. I am having to replace the mine animations with the standard grenade animation, because super mutants do not have mine animations and will bug out / t pose if they attempt to use a regular mine. They share level lists with Raiders, so it isn't possible to avoid this without digging through possibly 100 level lists to sort every instance. That's the only reason I'm changing them, synths and humans can use the default mine animations. The only way to work around this would be to create yet another duplicate set of mines with the real mine animation. Then adjust the level lists for Super Mutants to specifically use the grenade version. So that the player and humans / synths would play vanilla mine animation. That's a lot of work though.
    6. lolcatjunior
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      So the players will also throw the mines like a grenade? I also forgit about this mod Remote explosives. It comes with a trigger mechanism but how difficult would be to get this thing to work for NPCs?
    7. PlayerInfinite
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      Yes. But only for the patched mines and the standalone throwable ones I did for NPCs / Companions. I did not touch vanilla mines at all, they remain exactly as Bethesda intended them.
    8. PlayerInfinite
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      In theory it would work. It says it's a pistol weapon on the mod page. Just the usual patch to the mines and it's done. But that's at the cost of removing an NPC's weapon so they only use the detonator. You might have to make a work around on the detonator to get it to shoot bullets that deal 1 damage, so they would trigger the explosion. And you'd have adjust the global grenade cooldown to 0. Otherwise, you're going to have an idiot raider stand there and stare at you most of the combat encounter. They can't attack other than meleeing you. A better method might just be to make a fake weapon to shoot the mine / grenade projectile and have it work like a regular mine / grenade. Easily done by simply duplicating a weapon and overriding its projectile. 
  9. CodyStagg101
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    Now THIS was a good idea.

    Make me think twice about running around so much during a fight.
  10. lolcatjunior
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    Say, would you happen to now how to add durability to certain spawnable items? For example this mod allows you to deploy cover shields. Immersive Deployable shields. There is this similar mod that works the same way but it uses a mine toss animation instead of a grenade toss that IDS uses,  Deployable shields. It would make it suitable and balanced to possibly be added to the level lists.
    1. PlayerInfinite
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      Yup, the game already has 2 durability systems in place. 1 that's usually applied to power armor, which is done by just adding health to the item. And The mines have destructible enabled on the projectile itself, usually setting them to an average of 5 health. But we have the issue of the fact that NPCs need a target to throw at in order to use a throwable. And it has to be able to travel a long distance, otherwise you won't see it utilized majority of the time. More often than not it sounds like they would just provide you with free cover, rather than use it themselves. As they have to throw the grenade that spawns this cover at you, or not use it at all. We would need someone that knows how to modify the AI itself to change this behavior. 

      Untested, but I'm not entirely sure what happens to a destroyed item when you give it health and it doesn't have a model. Does it disappear? Does it remain the same object? We'll have to look into it. Because based off the comments there, it doesn't have destroyed models.