Fallout New Vegas
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29 comments

  1. dowstroyer666
    dowstroyer666
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    A crime event addition would make a lot of sense. You can't pick the lock without repercussions. So why can i place a stick of dynamite on some locked box and get away with it. Everyone hears it and just ignores it. Major flaw in this otherwise awesome mod.
  2. jmacknyc
    jmacknyc
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    I want to add a requirement that the explosive being used must have a skill requirement greater than or equal to the lock level skill req.

    For instance, an average lock requires a skill of 50, so you need to use an explosive with at least a 50 skill requirement (time bomb, C-4, etc.)
    Anyone know how I could go about that? Maybe add a perk that allows you to use 1 tier weaker explosives so you're not forced into only using nuka nades for every hard locks?
    1. cryptid0hunter
      cryptid0hunter
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      What about adding a recipe to make a 'lock-breaker only' explosive?
    2. akanelove
      akanelove
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      I personally think only the mine-like-placed-explosive should do work cause nades gets so abundant by playthrough

      And maybe bomb tiers for lock level??
      Easy : Frag Mine
      Normal : Satchel Charges
      Hard : Timebomb
      Very Hard : C4
  3. Renma91
    Renma91
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    Without looking at FNVEdit I'm assuming this is "somewhat" compatible with Lock Breaker Crowbar? Would really like if there was a mod that mixed ALL alternate forms of lockpicking.
    1. PresidentKoopa
      PresidentKoopa
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      It is, however I'm trying to edit one in GECK right now so that the popup menus for both ONLY show up while crouching. I want to be able to standing interact with a door to insta interact or lockpick, then crouch while selecting explosive or crowbar. Additionally, I want to set crowbar to only work on broken locks. 

      Ideally : Approach locked door. Try to pick. Fail. Try again. Fail. Blow open lock? Nope. Try again? Destroy lock. Now use crowbar to break my way in after downing whiskey and buffout. 
  4. MrGenerik
    MrGenerik
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    No chance anyone answers this anytime soon, so I'll probably have to test it myself when I get a chance, and I'll report back, but...

    Any reason to believe this conflicts with TTW?
  5. 76NukaGirl
    76NukaGirl
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    is this TTW compatible?
  6. underthefork
    underthefork
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    This mod is great. Thank you for your contribution to a better New Vegas.
    If explosives could be more effective based on their DAM, that would be a cool update. ie dynamite success rate is lower than C4 etc.
  7. XiumX
    XiumX
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    Could you give us the option to remove the need for explosive expertise.
    In FO 1 & 2 you could just blow s#*! up regardless of skill.
  8. jself962
    jself962
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    Very well done! Simple, useful, essential for an Explosives build, in my opinion. Never made sense to me why I couldn't use all that dynamite to open doors/locks. Nice to have the option to dump points into explosives for combat purposes with the added benefit of being able to open doors above my Lockpick skill. Thanks!
  9. CharlieOnYourSix
    CharlieOnYourSix
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    i would totally love that when you blow the s#*! out of the door the door actually opens and unlocks at the same time.
  10. Cobocabana
    Cobocabana
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    Could this be setup to instead ignore explosives skill for entry but instead factor it into % chance items are destroyed? Seems more realistic that anyone can blow somethings open but skilled persons would do it "better"