Dude! I haven't tried this mod yet, but the concept is AMAZING! This is something the Fumentarii would do and the NCR is too inept to catch it. I'm not saying it should level the playing field but damn this would be a morale killer. I hope the mod works, and when I play Vegas again, I'll give this a go.
I don't suppose there would be a way to set different damage values depending on ammo type without turning the mod into a compatibility patch or script-heavy (since I have no idea how you actually made this mod function) hellpit, would there? Because I would think a sabotaged missile blowing up in your face should probably deal way more damage than a small caliber bullet, given it's already packed with high explosive material.
Alright I did it. Very simple. Now bigger guns will do more damage. Pistols are set to do 150 damage, rifles are set to 250, heavy guns to 300, and launchers to 400. All I did was add conditions to the damage command based on the animations the guns use. Unfortunately I can't get any more specific since the mod would need a script extender to target guns based on ammo type or anything else.
Thanks. Imma give this a try as soon as I get back to FNV full-time (right now i'm trying to struggle my way through the horribly unstable mess that is FO4 to at least finish the main quest of the base game and 4 major DLCs).
This will make for a very interesting play experience, since even with a max luck of 10, I expect i'll get at least two exploding weapons over the course of a playthrough, given my own horrible luck.
What affect would this have on the weapon that gets blown up? Seems like it should probably have it's condition reduced to zero, or at least heavily damaged. Or would it just be removed from the player's inventory never to be seen again?
Thank you for implementing my suggestion. To clarify, I don't want to come off like an asshole who demand things without even touching the mod but I really disliked any non-joke mods that: -Making the game arbitrarily harder for no reason, with no way to mitigate the damage. -Creating a system that was too standalone, having no connection with any system established in the game. -Making a mod that are too similar in form and function to what already existed in the game. All that while label the mod as fair and balanced when it was clearly not. Your mod is very innovative, both lore-wise and coding-wise. But I had to ask myself, why should I download this mod that will make my gun-heavy playthrough a disaster waiting to happen? Since it was already established in the game that Luck is a real force within Fallout universe, having Luck reduce the chance of accident happening would make this mod fits much more among the otther game mechanics, not to mention adds some value into the existing Luck mechanic, even if not by much. Thank you for understanding.
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This will make for a very interesting play experience, since even with a max luck of 10, I expect i'll get at least two exploding weapons over the course of a playthrough, given my own horrible luck.
What affect would this have on the weapon that gets blown up? Seems like it should probably have it's condition reduced to zero, or at least heavily damaged. Or would it just be removed from the player's inventory never to be seen again?
-Making the game arbitrarily harder for no reason, with no way to mitigate the damage.
-Creating a system that was too standalone, having no connection with any system established in the game.
-Making a mod that are too similar in form and function to what already existed in the game.
All that while label the mod as fair and balanced when it was clearly not.
Your mod is very innovative, both lore-wise and coding-wise. But I had to ask myself, why should I download this mod that will make my gun-heavy playthrough a disaster waiting to happen? Since it was already established in the game that Luck is a real force within Fallout universe, having Luck reduce the chance of accident happening would make this mod fits much more among the otther game mechanics, not to mention adds some value into the existing Luck mechanic, even if not by much.
Thank you for understanding.