Thank you very much for this amazing and lore-friendly mod!! I needed to edit the damage because it was too small and not compatible from what we know the damage should be. (Aprox. 1 ton of TNT)
Those are nice changes. Regarding bug fixes, does your mod address the bugs that were fixed here:
"Fixed the bug where no blast would occur and you would be forever stuck with targeting lasers in front of you and no ammo regeneration. Good riddance!"
I have fired this in my own game about 70-80 times so far and I haven't experienced any bugs yet. Fired it in Lonesome Road against marked men, against pack of death claws in Promontory (the screen shots), and fiends, molerats, feral ghouls and so on in Mojave. Tried really hard to duplicate bugs, but nothing. :) If anyone knows a certain way to duplicate any bugs I could try to test them.
But, have you experienced that bug before? The firing light animations keep repeating in loop but there is no shot/explosion and the animation follows you anywhere until you exit the game.
Do you have YUP installed? I wonder if that mod fixed some of the Euclid bugs itself, maybe the fix is there too. ???
Yeah I've seen the bug before, and its one of the reasons I made this patch. I am pretty sure I fixed it by rewriting some of the script. But I don't want to go claiming that this patch is 100% bug free before you, my beta-testers ;) have tried it. :D
One thing I have learned that Fallout Games in general can have weird scripts and ways how something is implemented that only make you think what were they doing here. E.g. I made a mod where you can craft Campfire recipes from Cass' dialogue, something that should've been quite simple. But because how her dialogue worked in GECK, it took me the rest of the day to actually accomplish that. :D
So I am using the euclid tweak mod which allows me to fire it regardless of whether I powered up the archimedes or not. Will this conflict with that? This mod https://www.nexusmods.com/newvegas/mods/35007
I'm guessing yes it will conflict. The mod you're using probably disables the checks that tell where the power has been diverted and my mod still checks that. These checks happen in scripts that have tons of other functionality, so trying to use both will most likely make neither of these mods work. Sorry.
I had to alter or partly rewrite most of the scripts associated to Euclid and that makes it quite impossible to get the mod working with other mods that do the same.
EDIT: I added a cheat version of the mod that should do the same as your other mod did.
10 comments
"Fixed the bug where no blast would occur and you would be forever stuck with targeting lasers in front of you and no ammo regeneration. Good
riddance!"
https://www.nexusmods.com/newvegas/mods/38256/?tab=description
If your mod does, I'm switching! :D
Do you have YUP installed? I wonder if that mod fixed some of the Euclid bugs itself, maybe the fix is there too. ???
One thing I have learned that Fallout Games in general can have weird scripts and ways how something is implemented that only make you think what were they doing here. E.g. I made a mod where you can craft Campfire recipes from Cass' dialogue, something that should've been quite simple. But because how her dialogue worked in GECK, it took me the rest of the day to actually accomplish that. :D
And no, I don't have YUP.
This mod https://www.nexusmods.com/newvegas/mods/35007
I had to alter or partly rewrite most of the scripts associated to Euclid and that makes it quite impossible to get the mod working with other mods that do the same.
EDIT: I added a cheat version of the mod that should do the same as your other mod did.