But I have a weoird problem: for some reason, I cant seem to change the explosion damage on FO4EDIT, the only thing that seems to influence the weapon damage is the direct hit of the missile (under Weapons > damage). WHich is weords because normally any damage from explosives is supposed to be recorded in the Explosion section of FO4EDIT.
No problem, the conflict is that both use Dank_GunLLLInject2.pex (a Dank Rafft injection script), which mods like Dak's and many others use as a means to inject weapons, ammo or armor, and that they freely include as a modder resource. It is exactly the same file, so it doesn't matter if it is LIF or any other mod overwrites, you can use it without any problems.
Other than the unique (which I am thoroughly enjoying) I haven't seen this appear in the world at all even though I've picked up plenty of ammo for it (both with and without the munitions patch someone made).
I don't think you understand how handheld rocket weapons work. There's a reason why rocket launchers are tubes with a hole on each end, not rifles with buttstocks.
Not all, you can have a closed tube rocket launcher. XM70 artillery piece and hot launch vls systems. It just causes more recoil as the blast is not vented out the rear.
XM70 wasn't hand-held but a standing artillery gun - I think nuglian is complaining this gun would break a user's wrists/shoulder. However, that needn't be so depending on blast power and launch mechanism. For example, it looks a lot like a 1960s' M79 grenade launcher (wiki) which fires a grenade in a cartridge using a special "high-low" propulsion system to direct all the exhaust forwards for very small recoil and sends the round up to 400yds. See how it works in this youtube (from 4mins 25secs). And this youtube shows it being fired in real life, and this youtube explains the science details like psi.
P.S. If you want to complain about stupid and unrealistic weapons - look no further than FO4's own Broadsider.
Yeah, unfortunately it's the case with probably 99% of all mod weapons and those doesn't have supported PA animations. There's a few patches for a handfull of weapons but sadly a lot of nice looking mods breaks when creators don't bother to make a patch.
I suggest dumping this mod and download the China Lake and Holorifle, the Holorifle is kinda lame but the China Lake can carry you past lvl 50 easily.
There's a problem with the level list injector script "Dank_GunLLInject2.pex".
Because you've retained Dank's original filename, it's clashing with the level list patch on xCADAVVER's NZ-41 - Automatic Rifle, which contains a file with the same name.
This becomes a problem with Vortex, which won't let me run two files with the same name.
If you revisit this project, would you consider either renaming the file, or, instead, packaging the mod up into an archive?
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Love ypur modpack*
But I have a weoird problem: for some reason, I cant seem to change the explosion damage on FO4EDIT, the only thing that seems to influence the weapon damage is the direct hit of the missile (under Weapons > damage). WHich is weords because normally any damage from explosives is supposed to be recorded in the Explosion section of FO4EDIT.
Am I doing something wrong?
P.S. If you want to complain about stupid and unrealistic weapons - look no further than FO4's own Broadsider.
There's a few patches for a handfull of weapons but sadly a lot of nice looking mods breaks when creators don't bother to make a patch.
I suggest dumping this mod and download the
China Lake and Holorifle, the Holorifle is kinda lame but the China Lake can carry you past lvl 50 easily.
Because you've retained Dank's original filename, it's clashing with the level list patch on xCADAVVER's NZ-41 - Automatic Rifle, which contains a file with the same name.
This becomes a problem with Vortex, which won't let me run two files with the same name.
If you revisit this project, would you consider either renaming the file, or, instead, packaging the mod up into an archive?