Version 3 uploaded. Added additional Radios, all Ham radios and Jukeboxes, and tuned explosions a tad. Uploaded ESL and ESP versions - choose one.
Warning: Version 3 allows destroying quest related (distress signal) ham radios. Destroying the radios before the signal is deactivated will leave the signal active. I'll likely be disabling the quest related sets in another update soon.
Given the love of nuclear batteries, this makes sense. If you DO make jukeboxes blammable, there's a few added steps that necessitates:
1) More will work. Nuclear batteries, recall. 2) Make them craftable, just like Workshop radios. 3) Have them work without outside power. Again, nuclear batteries.
If you care to do so with the stereo posts at the Drive-in, that's out and out gravy!
As for the annoyance factor, there's where the radio station mods and mods like Tune The Radios and the sadly-missed Ren's Radio Mod come in handy.
Hi. THX for this fun mod I think all misc and furnitures should be explodable. And all statics also. Radios & Jukeboxes are a good start any way !
...Just for the record, beyond the distress calls, there is at least also 1 vanilla quest that might be broken because of breaking the radio... I just found myself right in the situation... So I came here to provide tip in case it happens to anyone else. - Spoiler ahead, thus don't read if you care -
...This is about the "Punish Timmy" quest stage in the Interior Cell General Atomics Factory ( more informations here : https://steamcommunity.com/app/377160/discussions/0/496881136903632418/?ctp=2 ) If you yet destroyed the radio, you might then just use console to enter : "player.setstage DN050 25" and then "player.setstage DN050 30"
Of course, as for update to the mod, removing the destroyable flag on this one radio would do the trick... But I think destroying the radio instead of just turning it OFF is a really pleasant way to "punish Jimmy" as requested by the quest...
This is why I propose here another little update, for this mod : Reference "0019AB76" has script "DN050TargetScript" attached to it. What should basically be done is to recompile the vanilla script after this little update ; So, in : Scriptname DN050TargetScript extends ObjectReference const ...Just add this anywhere after "quest Property DN050 auto const" :
Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage) if DN050.getstage() <= 20 DN050.setstage(25) endif EndEvent
; Not sure of this one... Maybe a debug solution for players that have already destroyed the radio, just like me... Still have to try it. Event OnCellAttach() if (self.GetCurrentDestructionStage() > -1 ) if DN050.getstage() <= 20 DN050.setstage(25) endif endIf endEvent
Since I've been putting my play sessions up on YT, I always have to be wary of the music - now it becomes this awesome mini-game where I have to prioritize shooting radios.
Just wanted to say thank you for this one. It was part of my standard New Vegas load order, and I'm happy to be able to ruin everyone's fun in the Commonwealth now too. But I only do it when I'm drunk, promise. Cheers!
HadToRegister- does too. As for me, when I'm somewhere that I imagine I'm "outta earshot" from attracting unwanted attention, I'll once in a while flip between some custom made "stations" on my Pip-Boy ( in my case, Pip-Pad ).
Just wanted to give you a shout out and say that I would have never been able to make my latest mod Splinterz - Breakable Wooden Doors without being able to reverse engineer how you set up the destructible data for these radios. Thanks a lot! :D
68 comments
Warning: Version 3 allows destroying quest related (distress signal) ham radios. Destroying the radios before the signal is deactivated will leave the signal active. I'll likely be disabling the quest related sets in another update soon.
1) More will work. Nuclear batteries, recall.
2) Make them craftable, just like Workshop radios.
3) Have them work without outside power. Again, nuclear batteries.
If you care to do so with the stereo posts at the Drive-in, that's out and out gravy!
As for the annoyance factor, there's where the radio station mods and mods like Tune The Radios and the sadly-missed Ren's Radio Mod come in handy.
...Just for the record, beyond the distress calls, there is at least also 1 vanilla quest that might be broken because of breaking the radio...
I just found myself right in the situation... So I came here to provide tip in case it happens to anyone else.
- Spoiler ahead, thus don't read if you care -
...This is about the "Punish Timmy" quest stage in the Interior Cell General Atomics Factory ( more informations here :
https://steamcommunity.com/app/377160/discussions/0/496881136903632418/?ctp=2 )
If you yet destroyed the radio, you might then just use console to enter :
"player.setstage DN050 25" and then "player.setstage DN050 30"
Of course, as for update to the mod, removing the destroyable flag on this one radio would do the trick...
But I think destroying the radio instead of just turning it OFF is a really pleasant way to "punish Jimmy" as requested by the quest...
This is why I propose here another little update, for this mod :
Reference "0019AB76" has script "DN050TargetScript" attached to it.
What should basically be done is to recompile the vanilla script after this little update ;
So, in : Scriptname DN050TargetScript extends ObjectReference const
...Just add this anywhere after "quest Property DN050 auto const" :
Event OnHit(ObjectReference akTarget, ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked, string asMaterialName)
if DN050.getstage() <= 20
DN050.setstage(25)
endif
EndEvent
Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)
if DN050.getstage() <= 20
DN050.setstage(25)
endif
EndEvent
; Not sure of this one... Maybe a debug solution for players that have already destroyed the radio, just like me... Still have to try it.
Event OnCellAttach()
if (self.GetCurrentDestructionStage() > -1 )
if DN050.getstage() <= 20
DN050.setstage(25)
endif
endIf
endEvent
Since I've been putting my play sessions up on YT, I always have to be wary of the music - now it becomes this awesome mini-game where I have to prioritize shooting radios.
Hey, thanks for the holler. Glad my experiments still provide some entertainment!
HadToRegister - does too.
As for me, when I'm somewhere that I imagine I'm "outta earshot" from attracting unwanted attention,
I'll once in a while flip between some custom made "stations" on my Pip-Boy ( in my case, Pip-Pad ).
Thanks for a FO4 version. I use the FNV one in some playthroughs.
Just wanted to give you a shout out and say that I would have never been able to make my latest mod Splinterz - Breakable Wooden Doors without being able to reverse engineer how you set up the destructible data for these radios. Thanks a lot! :D