Thanks for your hard work and creativity... on my Way to the Presidential suite to put a spybug in the computers for the Followers of the Apocalypse anyways... now I have a SERIOUS reason to goto the 38!
btw! the LAST terminology on earth anyone should use to refer to NV is "HONEST!" New Vegas, and Fallout are the MOST CORRUPT and dishonest creative teams on earth... ie., a Legate that respawns no matter HOW MANY TIMES you kill him!, slaves, orphans, you cannot free/rescue/retrain and educate
Thank you sir... I'm here fer the grrrrls... cleaning up the wasteland is a nuisance :) Halelluia! With airstrikes now they're gonna pay for distracting me big time!!!
In combination with any increase-spawn mod, and a bit of sneaky, you are become Death, Destroyer of Worlds. Calling in an incendiary strike on a century of legionaries leaves me cackling with glee as flaming gibbits fly everywhere.
I'm such a bad person.
There's only a few "artillery" mods out there, and this one does not disappoint.
checked this mod out. do like it but for one thing. when using the napalm, if you have companions close by or even behind you, they will get fried almost every time no matter the range. like the HE and cluster so far the best.
I gave it a try, using the "Honest Player" version. The vendor had I think 1 per of each CFF type, with the exception of 5 of the "strafe" charges. At least it was enough for me to try them out, see how it worked and everything.
It's a fun little mod, good concept, although I do wish there was more to it. Having been an actual Cannon Crewmember (13B) for M109's in the Army, I do find enjoyment in being able to call fires on groups of enemies. Unfortunately, the way the game is set up with invisible walls everywhere, it's often quite difficult to get an elevated position with a clear LOS that isn't getting blocked by some kind of invisible object that blocks either the "laze" or causes premature detonation of impacting shells.
Overall, I guess it all works as you intended, and I can see it being useful at times. Obviously not something you should use on a vanilla first-time play-through or if you want a challenge. But if you've done your 20th play-through and are just looking to go around blowing stuff up, this is an excellent way to do so.
I would like to recommend that more quantity of charges are made available, especially from the start of the mod's install. If you're worried about the HP mode becoming too "over-powered" this way, you could also vary vendor stocks by giving each charge type a "rarity" value. For example, HE, Cluster (ICM), etc would be more commonly available, while the charges such as the "dirty bomb" or the fat boy 1k would be rare. Not sure how you'd manage it, but it would be a good addition in a future update.
I know getting it more realistic would require a ton of scripting, but if you're interested in giving it a try later feel free to ask.
Best artillery mod out there I have ever seen, only problem I have is that the Dirt strike is capable of killing ghouls. Though it is not much of a problem and I don't have to ever use the Dirt strike I am just pointing this out.
80 comments
btw! the LAST terminology on earth anyone should use to refer to NV is "HONEST!" New Vegas, and Fallout are the MOST CORRUPT and dishonest creative teams on earth... ie., a Legate that respawns no matter HOW MANY TIMES you kill him!, slaves, orphans, you cannot free/rescue/retrain and educate
Thank you sir... I'm here fer the grrrrls... cleaning up the wasteland is a nuisance :)
Halelluia! With airstrikes now they're gonna pay for distracting me big time!!!
I'm such a bad person.
There's only a few "artillery" mods out there, and this one does not disappoint.
It's a fun little mod, good concept, although I do wish there was more to it. Having been an actual Cannon Crewmember (13B) for M109's in the Army, I do find enjoyment in being able to call fires on groups of enemies. Unfortunately, the way the game is set up with invisible walls everywhere, it's often quite difficult to get an elevated position with a clear LOS that isn't getting blocked by some kind of invisible object that blocks either the "laze" or causes premature detonation of impacting shells.
Overall, I guess it all works as you intended, and I can see it being useful at times. Obviously not something you should use on a vanilla first-time play-through or if you want a challenge. But if you've done your 20th play-through and are just looking to go around blowing stuff up, this is an excellent way to do so.
I would like to recommend that more quantity of charges are made available, especially from the start of the mod's install. If you're worried about the HP mode becoming too "over-powered" this way, you could also vary vendor stocks by giving each charge type a "rarity" value. For example, HE, Cluster (ICM), etc would be more commonly available, while the charges such as the "dirty bomb" or the fat boy 1k would be rare. Not sure how you'd manage it, but it would be a good addition in a future update.
I know getting it more realistic would require a ton of scripting, but if you're interested in giving it a try later feel free to ask.