Norris-ment, eh? ~~~~~~~~~~~~~~~~~~~~ Don't get hot and flustered; try a bit of Mustard! - Dr. Frank N. Furter, courtesy of The Rocky Horror Picture Show
Saving Private Ryan - Pulling Back (youtube.com) I actually have an experimental build that is exactly that (as well as a few dozen others) that may work really well for a WW2 theme. My next Mod the Trench Pistol would work nicely as well. That should be ready to publish later today or tomorrow.
What level are these supposed to start showing up? I have Robco Patcher, and I've seen a loading screen about them, but I haven't found them in any store or on any Raider. I'm Level 14 for reference.
Lowest level they can be found is 7 in explosive containers and bosses. At 11 standard raiders can spawn with them, at 17 it should be more common, and then at level 25-27 would be the peak spawn density with its drop rate tapering off as other advanced explosives are introduced to the drop tables.
Keep in mind, raiders that were spawned in before you installed the mod won't have them, I'm pretty sure only newly spawned ones will. I didn't add them to any vendors (unless the vendor's store pulls from the LL I used) but I think I am going to add them to a few via robco patcher (if I can) and expand the drop pool so to other groups that make sense lore-wise.
I am making a robco list for my next mod today, so I think I will also make an update for this mod as well and test them at the same time. If you are interested in helping me test this stuff I have a channel in the Collective Modding Discord for that purpose.
It is not, .... yet. I do like that idea though. Tell you what, once I know how to place it without messing up precombines or w/e (probably do an interior cell to avoid that) I'll update this mod. I already have some ideas on what the perk buff can be.
Alright, makes sense. Any suggestions on where this magazine should be placed? I'll still do some research into the lore to see what gang "Chuck" might have belonged to. Though I will probably avoid Concord, Lexington, and Sargus Ironworks as those are already heavily modded areas. For the perk I was thinking either:
Increase to Explosive blast radius (plausable)
Increase to Explosive force (Doable) This effects the physics of things being tossed and has an impact on crippling limbs
Yea I mainly thought the same thing. I ended up going with +35% limb damage from explosions since there isn't a vanilla perk (outside legendary items) that does that.
+35% limb damage on explosive feels quite strong if you ask me though. Magazines usually does numbers like +5% or +10% in rare cases. Like Guns and Bullets is +5% critical damage, or Unstoppables gives +1% chance to avoid damage. Islander's Almanac from Far Harbor does 5% on everything but one that is 10%.
+35% here feels like something you'd get collecting a full series of 5 magazines if you ask me.
33 comments
Guys, support those people which have such ideas and made mods out of it !
I needed to restock on norris-ment!
~~~~~~~~~~~~~~~~~~~~
Don't get hot and flustered; try a bit of Mustard! - Dr. Frank N. Furter, courtesy of The Rocky Horror Picture Show
Keep in mind, raiders that were spawned in before you installed the mod won't have them, I'm pretty sure only newly spawned ones will. I didn't add them to any vendors (unless the vendor's store pulls from the LL I used) but I think I am going to add them to a few via robco patcher (if I can) and expand the drop pool so to other groups that make sense lore-wise.
I am making a robco list for my next mod today, so I think I will also make an update for this mod as well and test them at the same time. If you are interested in helping me test this stuff I have a channel in the Collective Modding Discord for that purpose.
For the perk I was thinking either:
- Increase to Explosive blast radius (plausable)
- Increase to Explosive force (Doable) This effects the physics of things being tossed and has an impact on crippling limbs
- Increase Explosive damage (Doable but kinda meh)
- Increase thrown object Projectile Speed (plausable)
- Specifically, make it so that the Chuck-Its thrown by the player deal reduced self-damage to the player (Doable)
- Or any other Ideas or suggestions.
Keep in mind that anything that involves scripting will take me longer as I just started learning papyrus.Like Guns and Bullets is +5% critical damage, or Unstoppables gives +1% chance to avoid damage. Islander's Almanac from Far Harbor does 5% on everything but one that is 10%.
+35% here feels like something you'd get collecting a full series of 5 magazines if you ask me.
Me when the Raiders start packing these puppies