Fallout New Vegas

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WuphonsReach

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WuphonsReach

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About this mod

Adjusts explosives (grenades, mines, projectile explosives) to be more deadly. My goal was to make grenades and mines better, hopefully without going completely overboard.

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Deadlier Explosives New Vegas
by Wuphon's Reach ([email protected])
for Fallout New Vegas

Adjusts explosives (grenades, mines, projectile explosives) to be more deadly. My goal was to make grenades and mines better, without going completely overboard. My general approach is that improvised explosives (such as the Powder Charge mine or a stick of dynamite) are less focused and less lethal then the manufactured versions (frag grenades or frag mines).

Also increases the range on the Fat Man and makes adjustments to the 25mm machine gun. Treat the new explosive rounds with respect and use the right weapon for the job. Don't use the Missle Launcher or Fat Man indoors or at close range. This was tested on a level 19 character with about 50-ish in Explosives and the first level of the Demolition Expert perk.

The default range/time for mines was left as-is (100 units and 3.0 seconds), but your Explosives skill has a bearing on what the detection range and how long the timer runs for. Also, outdoor mines will have a larger detection range (it's the way the game engine works).

Meltdown (a new perk in New Vegas) is a very dangerous perk to take and use in close quarters if you're an Energy weapons user. It's like tossing around Plasma Grenades or Plasma Mines indoors; both of which are very deadly.

This is similar to what I did in "Deadlier Explosive Traps" for Fallout 3. This mod is easily removed if you decide that you don't like it as it does not add or remove anything from the game. It only overrides existing values.

Summary:

- Fat Man mini-nukes now do damage. Shells are expensive and rare.

- Missiles re-tuned slightly, added EMP ammo.

- 25mm re-tuned, added 25mm Incendiary.

- 40mm re-tuned, added 40mm EMP.

- Mines are now much more dangerous.

- Grenades made slightly more dangerous, especially the more expensive versions.

- Other environmental explosions have turned up.

Releases:

1.00 Nov 2010 - Initial release boosting most everything by about 50-80%. Major adjustments to the range of the blast effect to be more consistent across weapons.

1.01 Nov 2010 - Adjustments to the 25mm Grenade Machinegun which has a high rate-of-fire. Lowered the cost in VATS from 50 to 25, increased range from 1000 to 2000, increased projectile velocity from 2000 to 2500 (both types). Increased the Fat Man maximum range to 3000 (up from 2000) and upped the projectile speed from 1500 to 2000. Increased the base Missile projectile speed from 1550 to 2500 (high-velocity is still 5000). Adjust mine ranges a bit downward.

1.02 Nov 2010 - Dial back the radius on LargeExplosion, MediumExplosion and SmallNukeExplosion as one of those three is probably used for the perk "Meltdown". This is a new perk in New Vegas that causes your enemies to explode if killed with energy weapons.

1.03 Nov 2010 - Boost 40mm Grenade Launcher velocity from 1750 to 2500 to give increased range. Boosts weapon range from 2000 to 2500. Tested out the Meltdown perk, which seems to use the Plasma Mine or Plasma Grenade explosion. Dialed back the radius and damage on those two explosions slightly.

1.04 Nov 2010 - Adjust Fat Man's mini-nukes to be devastating with secondary effects like a weak EMP blast and lingering flame damage (for 30 seconds). Residual radiation now lasts for 45 seconds and is extremely high at the center of the blast zone. The Fat Man is now an extremely dangerous weapon in the right hands with enough range to reach barely visible targets. I can't go any higher on the projectile velocity (now 2100) or it may misfire at extreme range and do zero damage (no explosion).

Also:
- Added 25mm Incendiary ammo.
- Added 40mm EMP ammo.
- Added Missile EMP ammo.
- Added items to merchants around New Vegas.
- Reduced Missile ammo weight from 3.0 to 2.0.

1.05 Nov 2010 - Add Dale Barton (in the Legion camp), Mick in Freeside and the Gun Runners Vendortron to the list of vendors. Reduced the flame damage effect on the Incendiary Grenade and 40mm Incendiary round slightly. Moved the new vendor containers out of sight (behind walls, below floors). Added stun grenades to select vendors. Adjusted 40mm grenade launcher velocity to 2400 (up from 2000) to give just a tiny bit more range to the 40mm launcher. Users of the 40mm rifle should already be using the +100% velocity mod available in-game (the regular 40mm rifle uses a projectile velocity of 2100, which gets boosted to 4200 if the mod is installed).

The price of mini- nuke shells has gone up 60% to balance out their massively improved damage along with being easier to find at select vendors. Yes, the mini-nuke now does massive damage and seems like an "all plus, no minus" weapon. Until you factor in cost, availibility (14 in the base game), and the weight of the individual shells. If I'm lobbing a rare 250 cap projectile downrange, that weighs 5.0 lb each, I definitely want it to hit stuff and do damage.