Fallout New Vegas
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Ulithium_Dragon

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*REQUIRES LONESOME ROADS DLC*

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Description:
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I noticed while reading the Fallout Wikia that there was concept art made for an improvised Mason jar Mine. However, the idea never made it past the concept art stage. I was a bit surprised that no one had made a mod for this yet, so I decided to try my hand at making one.

I used existing meshes and textures to make the model and tried to keep it as close to the look of the Fallout 3 concept art as possible (with some artistic licence taken on my part).

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Change Log:
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*1.0 - Initial Release
*1.01 - Updated mine to act like a time bomb (15 second timer) rather than a proximity mine. Thanks to PickleJar for telling me how to do this!

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How to Make:
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Since there was no "Mason Jar" in the game that you could find or collect, I implemented an improvised manor of crafting one:

-You need to melt down glass bottles at any campfire-style crafter. The list of bottles that can be melted includes:
*Empty Sunset Sarsaparilla Bottles
*Empty Nuka Cola Bottles
*Small Whiskey Bottles
*Large Whiskey Bottles
*Milk Bottles

-This will give you "Molten Glass". The ratio of bottles melted to Molten Glass are 3:1 for the smaller bottles (Milk Bottles and Small Whiskey Bottles), and 2:1 for all the rest (the larger bottles).

Still at the campfire-style crafter, you can combine the following to make 1 Mason Jar:
*1 Molten Glass
*1 Scrap Metal

Then, at any normal Crafting Table you can combine the following to make 1 Mason Jar Mine:
*1 Mason Jar
*1 Cigarette
*1 Leather Belt
*1 Long-Fuse Dynamite
*100 Nails (Ammo added in the Lonesome Roads DLC)

For the moment, the stats on the Mason Jar Mine are the same as the Bottlecap Mine, as are its effects.

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Known Issues:
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-The collision is particularly terrible at the moment. This was the first time I tried making a havok-enabled mesh for any game, so I don't really know how to make it better. If anyone has some tips and/or can make a better collision mesh, let me know! I already tried making one in Blender (which I am NOT adept at - I use 3ds Max), but I couldn't get it to actually enable havok... The model just hangs in the air where you throw it! :3
*Sometimes mines will fall through the floor if they're placed on weirdly sloped terrain. Again, the collision is pretty bad, and I will work on trying to fix this!

-The place where you hold the mine has your hand clip through the jar's mesh. I have no idea what controls where the player holds something... If you know how this is done, let me know and I will attempt to fix this!

-The mine may clip a bit with your body when it's "sheathed". I don't think I can fix this without changing the player skeleton or the draw/sheath animation. If this is untrue, let me know how to fix this!

-There may be some slight texture-lighting errors with the nails inside the jar. When I made this, my ENB was on the fritz, so I would appreciate it if you guys would let me know if you notice things like lighting flickering or texture color changes with the nail pile inside the jar!

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FAQ:
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Q: If the fuse is manual and not electrical, why is this a proximity mine and not a time bomb?
A: I may do this later, but it would require some scripting, which I am not up to trying at the moment.

Q: Why did you use a leather belt to trap the dynamite to the mine instead of something like Duct Tape?
A: I am still just an intermediate 3D modeler, so I really wanted to use existing meshes. This would have required me to make new meshes. In addition, I absolutely SUCK at mapping and making textures, and didn't want to try it again right now (my last attempt was my Dwemer Mudcrab custom creature model for Skyrim, and while the texture wasn't terrible, it was worse to or about the same as vanilla quality... You can see for yourself under my posted files - just make sure to watch the video, as the picture collage was still using a vanilla texture and UV Map).

Q: Will you updating this mod with custom explosion textures, better collision, a custom PipBoy image, more mine types, etc.?
A: I will *probably* update this with some of these things as I learn how to do them. No promises though! :]

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Credits:
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-Bethesda and Obsidian for Fallout: New Vegas and Fallout 3
-Nifskope for various mesh corrections
-Blender for my failed attempts at creating a collision mesh
-sesom over at the A Tale of Two Wastelands forums for help with the collision mesh