About this mod
This mod adds a new grenade type to the game that spawns a holographic decoy of the player.
- Permissions and credits
- Changelogs
DESCRIPTION
Seeing as how I usually play a Sneak-Guns-Repair character, I wanted something that I could use to distract enemies while skulking around in the shadows. This grenade is my solution - mostly harmless, it "explodes" and spawns a holographic decoy that looks a little bit like you and draws aggro so that you can slip away in the confusion. The decoy itself deals no damage and is only intended as a noisy distraction, so it should be safe for pacifist runs.
I started with the base game Pulse Grenade mesh and simply made both ends symmetrical. I then retextured the torus shape using the glowing texture of the Alien Power Cell, to suggest a holographic emitter on each end.
This mod uses the MatchRace, MatchFaceGeometry, and SexChange functions in the GECK to approximate the player's race, appearance, and gender, but since the engine doesn't change the skin texture when performing those functions, it won't be an exact match. Even so, in my headcanon, the grenade only has a few seconds to scan your face after you've thrown it before it has to generate the hologram. Also, as to why it doesn't do any damage, I figure that since the image it generates is so relatively realistic and lifelike (i.e. not glowing blue with scan lines), there isn't enough power available in something the size of a grenade to enable it to inflict actual harm.
Gameplay-wise, this weapon spawns an NPC ally that looks like you and will "attack" any hostile actors in the area on sight, then despawn automatically after thirty seconds. The duration of the hologram can be adjusted by changing the aaaGLOBHologramLifetime global variable either using FNVEdit, or the in-game console (Default value is 30). A countdown will appear ten seconds before the hologram despawns, after which time hostile actors should stop attacking you. I've also added the weapon to all the appropriate form lists, so that all perks and challenges that affect thrown weapons will work as expected.
LOCATION
The weapon can be purchased from vendors across the Wasteland, or found in random loot drops. Of course, if you're feeling lazy, you can always use the following console command (Substitute ## with the Mod Index of the plugin in your load order):
player.AddItem ##000ADE 10;Gives 10 Doppelganger Grenades
Detailed Instructions:
Player.AddItem <FormID> 1
INSTALLATION
Extract all the files in the archive to your New Vegas data folder (which is the same folder where FalloutNV.esm is located) and then enable the ESP either in your mod manager of choice, or under "Data Files" in the launcher that runs when you start up New Vegas.