Notes: - This is a work-in-progress (WIP) and will see frequent updates - This mod contains ITMs - Crosshair visibility can also be disabled via the game menu (if the changes to not work due to config settings) and i highly recommend to disable the crosshair
no combat music no sneak input: hidden/caution/danger you need to interact with a lock to know about it "Examine" no crosshair reduced minimum resistance medical services are around the same cost as using meds (less incentive for tedious trips) first person messages and less descriptive radio signals
my pedantry: "Your nimble fingers allow you to easier pick locks." - "allow you to more easily pick locks" or "make it easier to pick locks"?
my question: the mines have *Pass through small transparent*. they are AoE, do they need this?
the mines have *Pass through small transparent*. they are AoE, do they need this?
Good question i remember adding the Pass through flag to all when doing bulk edits. As far as i know, they release a projectile, which in turn has a collision flag like every object in the game. The projectiles are hardcoded and invisible by the engine afaik, but rely on a collision reference. Im not sure if mines do profit from it. But im seeing mines do not reach target alot of time. And its probably best to have mines hit through geometry. LOS or what it was called.
My current logic would be, to flag mines as hit all the time in a certain distance, close. And having them attach another explosion which is the fragment radius not the lethality radius, which in turn cannot pass through all. This way mines would be the most reaslistic in regards to the engine.
Will it be similar to your previous Immersive Survival System for Horizon? Background radiation, acid rain, destructive Minigun, Gauss Gun with penetration, radiation emitting animals, etc. Is it part of some group of mods that will form one big overhaul mod?
if i would go for it rather the extreme PC dead when falling from certain height .. which btw. is part of Tactics already but i will move it to TSV later. PowerArmorPerk "PA: Perk" [PERK:0001F8A9]
Edit: I will probably move most of what i did in the DC overhaul to smaller plugins to almost make it a true lighting overhaul or environmental mod. But probably will never finish it :D
8 comments
- This is a work-in-progress (WIP) and will see frequent updates
- This mod contains ITMs
- Crosshair visibility can also be disabled via the game menu (if the changes to not work due to config settings) and i highly recommend to disable the crosshair
Tactics
no combat music
no sneak input: hidden/caution/danger
you need to interact with a lock to know about it "Examine"
no crosshair
reduced minimum resistance
medical services are around the same cost as using meds (less incentive for tedious trips)
first person messages and less descriptive radio signals
my pedantry:
"Your nimble fingers allow you to easier pick locks." - "allow you to more easily pick locks" or "make it easier to pick locks"?
my question:
the mines have *Pass through small transparent*. they are AoE, do they need this?
My current logic would be, to flag mines as hit all the time in a certain distance, close.
And having them attach another explosion which is the fragment radius not the lethality radius, which in turn cannot pass through all. This way mines would be the most reaslistic in regards to the engine.