About this mod
This mod makes it so your explosives can scatter. Now demolitions skill isnt so much of a skill sink, so come on down.
- Requirements
- Permissions and credits
- Changelogs
- Donations
These are the XMLs for Skill Based Scattering
-FinalGrenade
-FinalRocket
Addon- If you want even more flavor there are options for damage drop off and a overall better explosives. Now damage drops off from the center of the blast and creates a status effect when it goes off. To balance this I have added an import that increased grenade damage and makes them overall more deadly, atleast when they land square on the target. Also added an option for Red Boots if your playing it, I think it makes explosives work far better
This is the XML for Damage Dropoff
-DamageFallOffMechanic
These are the Imports
-Import
-RedBoots Import
This mod can do the following
Creates a degree of randomness in grenade and rocket throws, so that when you use them they tend to be a little (or a lot) off center, and this is determined by two major factors
-Demolitions Skill
-Distance from Target
Makes Damage Centered on a Point and Drop off with Distance
-Create Damage Falloff
-Re-balance Damage
-The lower the demolitions skill the higher the degree of scatter for your explosives. At lvl 10 your skill scatter is very small, at lvl 0... well at lvl 0 there's a solid chance you'll drop the grenade right at your feet if you throw it too close. This scatter decreases rapidly with skill though, you'll be far better at lvl 1 then lvl 0, and by lvl 5 your scatter from skill will be significantly more controlled. Thats not to say you shouldn't go for lvl 10, just that you will get diminishing returns , still it can be well worth as the difference between lvl 5 and 10 is still rather noticeable. Especially since Rockets are more innaccurate then grenades, so for them the effect is even higher.
-Distance, distance is harder to account for. No matter your skill distance will cause a degree of scatter, while this scatter isn't too high, combined with your skill scatter it can make you rather inaccurate at low levels. Even at high levels theres still gonna be some scatter for shots at a long distance, but it should be rather easy to account for.
-Damage falls off with distance, starting slow and picking up quickly after a few tiles. As a result you want the rocket to hit as close as possible to the target, those at the edge, especially if you have "bomber man" will take diminished damage, and potentially even suffer only negligible wounds. Even so everyone will suffer for being close to a explosion, and you'll be left deaf and slowed by the sudden blast.
-Increases damage to account to some degree for damage falloff, and encourage throwing the grenades directly at enemies while also keeping damage to close by enemies significant.
Installation:
-Download and Install Fan Patch
-Download and Install ModInjector
-Unzip the Mod in a Blank Folder in Documents
-Put the XMLs you want in Mod folder located in your game directory (not the one in Mygames)and run ModInjector (Installing and running this will make the folder appear) Wasteland 2 Directors Cut
Put the import in your mods folder at MyGames/Wasteland2DC/Mods, you may want to put it in last as if another folder messes with explosives it will overwrite.
Limitations
While this mod does do scatter pretty well, I couldn't get it to check the environment for walls. Meaning if you throw your grenade directly at a wall, and your scatter is high, the grenade may phase through the wall. The AoE damage still works as intended, and I haven't had problems in game, but keep this in mind when using explosives. The scatter is wall independent, your shot will scatter as your skill and distance dictate, regardless of physical obstacles.