[RELz] Meltdown Medley/Playing With Firepower

Post » Sat May 28, 2011 7:59 pm

After a few months working on my final year project I've finally had the time to finish a couple of things off, and here they are:

Meltdown Medley- http://www.newvegasnexus.com/downloads/file.php?id=41585 http://www.youtube.com/watch?v=1VtN57IuGrg
Meltdown Medley was originally made for Future Weapons Today, an energy weapons rebalance by Madcat2221, Your Evil Twin and me that kind of fell down when Obsidian patched them to be good. It diversifies the Meltdown effects- so the explosions and death effects you see are affected by the weapons you're using. No more flamethrowers causing people to melt into pools of green goo.

Playing With Firepower- http://www.newvegasnexus.com/downloads/file.php?id=41584 http://www.youtube.com/watch?v=WgfgZvTzlJY
Playing With Firepower - New Vegas is a semi-port of PwF from Fallout 3, but uses the alternate ammo features of NV to streamline it, and includes a few new things. It adds a bunch of different weapons, ammo and perks with exotic or unusual scripted effects. All the weapons and ammo are craftable. There's no particular theme, it's just stuff I had fun making and you might enjoy playing about with.

1. Reflective Weapons: These fire shots that bounce off of walls and people.
  • Reflective Laser Ammo (SEC and MFC, both reflect up to 5 times)
  • Overclocked Laser Pistol (Reflects infinitely...ish)
  • Pinball Plasma Pistol (75% chance of reflecting)


2. Smart Missile Launcher and Smart Ammo.
  • Homing Missile (Locks onto enemies)
  • Guided Missile (Flies towards wherever the player aims)
  • Cluster Missile (Explode midair, showering bomblets)
  • Airburst Missile, Airburst Missile HE (Explode midair)
The SML will fire normal, HE and HS missiles too, with no special effects.


3. Alternative Remote Detonators
  • Single detonator (Detonates a single remote explosive you are looking at)
  • Type detonator (Detonates all remote explosives of one type, e.g. Frag Mines)
  • Chain detonator (Allows you to string together automatic chains of type detonations, 5 seconds apart)


4. New Remote Explosives/Traps: Frag mines, plasma mines, pulse mines, bottlecap mines, powder charges and mininukes can all be converted to remote detonation, and there's new ones.
  • Fission Batteries
  • Flamer Tanks
  • Flashbang (cripples perception & knockdowns)
  • Glue Bomb (sticks people in place)
  • Gore Bomb (nauseates/terrifies people)
  • Vortex Mine (svcks people towards it)


5. Smoke Grenades
Create a smoke cloud that hangs around for 30 seconds. Any NPC firing through it suffers large penalties to their accuracy and damage. You're penalised by not being able to see through the pitch-black smoke.


6. Fancy Perks
  • Burst of Enthusiasm:
    Adds an inventory item you can use to toggle on/off Burst Fire mode on semi-auto, non-bolt-action Guns with a moderate rate of fire (e.g. Service Rifle, Marksman Carbine). Burst Fire halves the ROF, but makes each shot fire 3 bullets.

  • Forearmed:
    Forewarned is forearmed. Allows you to tag NPCs with binoculars, giving you bonuses to attack them, and the ability to see them through walls. Plus, if you've made friends with the Boomers, this perk lets you use binoculars to call in an artillery strike once per day.


---
I don't know quite how balanced or useful a lot of these are... so I welcome feedback.
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Lillian Cawfield
 
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Post » Sat May 28, 2011 11:19 am

Very nice :goodjob: I think i can put these good use in my IWS+AWOP modded game. Have to love that Half-Life like missile launcher, now if only there were flying enemies in the game.

Does the new Meltdowns still kill companions? The main reason why i never take it :hehe:
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Lexy Corpsey
 
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Post » Sat May 28, 2011 12:07 pm

Very nice :goodjob: I think i can put these good use in my IWS+AWOP modded game. Have to love that Half-Life like missile launcher, now if only there were flying enemies in the game.

Does the new Meltdowns still kill companions? The main reason why i never take it :hehe:
The new meltdown visuals are just visuals, I'm afraid. The actual meltdown explosion remains the same- just its visuals are removed, and a damageless substitute visual is put on top of it as appropriate.
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james tait
 
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Post » Sat May 28, 2011 8:22 pm

this was a FO3 mod! excuse me while i kick myself, once again, for not playing FO3 on PC....

...anyway, will this mod work without updating to the newest patch? i am waiting for updates on some mods (like WMX) before i download the patch
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Nany Smith
 
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Post » Sat May 28, 2011 3:53 pm

I made a temp patch for WMX: http://www.newvegasnexus.com/downloads/file.php?id=41524

Speaking of which, Frequency probably needs a compatibility patch with WMX.
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glot
 
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Post » Sat May 28, 2011 1:16 pm

Whoops, I hadn't considered that. Time to whip one up.
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Victor Oropeza
 
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Post » Sat May 28, 2011 8:46 pm

Make sure that any stat changes by the official patch make it over.
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Tina Tupou
 
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Post » Sat May 28, 2011 7:15 pm

@madcat221: ty for the temp patch to WMX! downloading the patch, PwF, and the latest versions of NVSE and NVSR.

PwF's smoke grenades should be a huge boon for my assassin. I can't wait to check 'em out
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joseluis perez
 
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Post » Sat May 28, 2011 5:45 pm

Compatibility patch up, also one for Classic Fallout Weapons: New Vegas so the new laser weapons can use the reflective ammo types. Interestingly, this means that the CFW gatling laser can fire reflective ammo... that should give a heck of a lightshow.
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Rachie Stout
 
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Post » Sat May 28, 2011 5:00 pm

Yay! :D Energy users everywhere celebrate.

I thought it a shame that the improvements to meltdown disappeared with Future Weapons Today, I'm glad to see them back and available to everyone.

Any chance of some screenshots or a video of the Vortex Mine? I'm amazed that I haven't seen any black hole type weapons in Fallout 3 or New Vegas before. I love implosion weapons!

I recall we discussed various options for making Meltdown a less dangerous perk, such as halving self-damage and removing damage to NPCs that are allied with the player. (Being an energy weapon user with meltdown and having Veronica and a dog as your companions... aaargh!) Any chance of including an optional version that make such changes?



When it comes to compatability, am I right in thinking:

1) If a mod alters the existing vanilla laser rifle, and you want it to have the laser meltdown death, then you don't have to do anything. The mod doesn't need Frequency as a master, as Frequency already says that the laser rifle is the zzzWeaponTypeLaser list and changing the laser rifle stats won't affect that.

2) If you want the altered laser rifle to also use the new ammo types like reflective ammo, then it'll need Frequency as a master and the modder will have to change the ammo type of the weapon.

3) If it is a brand new laser weapon rather than altered vanilla weapon, then the mod will need have Frequency as a master and include an altered version of the appropriate Frequency weapon type list, such as zzzWeaponTypeLaser. (Though this can also be done by script.)
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DAVId Bryant
 
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Post » Sat May 28, 2011 8:09 pm

(Being an energy weapon user with meltdown and having Veronica and a dog as your companions... aaargh!) Any chance of including an optional version that make such changes?


Indeed. That is why i never use it (though i have ED-E instead of Rex :hehe:). The short while i did have Meltdown i did clear a whole room with one shot, it would be nice to be able to use it.
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Blackdrak
 
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Post » Sat May 28, 2011 10:15 pm

You just need to get a http://img113.imageshack.us/img113/5153/pewpewwv6.gif and give Veronica an energy weapon herself. She's got a high E-weaps skill. ;)
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Stat Wrecker
 
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Post » Sat May 28, 2011 5:54 pm

I know, but she really likes punching things :hehe:
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Dragonz Dancer
 
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Post » Sun May 29, 2011 1:08 am

Any chance of some screenshots or a video of the Vortex Mine? I'm amazed that I haven't seen any black hole type weapons in Fallout 3 or New Vegas before. I love implosion weapons!
It's not that impressive, unfortunately- it's a Glowing One explosion stripped down and reversed. A video of it in action is http://www.youtube.com/watch?v=mAFXuC8Kqjo#t=0m54s, with it being used to collect people in one place to set up for another explosion.

I recall we discussed various options for making Meltdown a less dangerous perk, such as halving self-damage and removing damage to NPCs that are allied with the player. (Being an energy weapon user with meltdown and having Veronica and a dog as your companions... aaargh!) Any chance of including an optional version that make such changes?
Good point, I'd forgotten about that. Irritatingly the Meltdown explosion isn't assigned to a particular weapon, so the only functional solution might just be having Meltdown reduce damage vs companions with all Energy Weapons by 50% or so.

When it comes to compatability, am I right in thinking:
1) If a mod alters the existing vanilla laser rifle, and you want it to have the laser meltdown death, then you don't have to do anything. The mod doesn't need Frequency as a master, as Frequency already says that the laser rifle is the zzzWeaponTypeLaser list and changing the laser rifle stats won't affect that.
2) If you want the altered laser rifle to also use the new ammo types like reflective ammo, then it'll need Frequency as a master and the modder will have to change the ammo type of the weapon.
3) If it is a brand new laser weapon rather than altered vanilla weapon, then the mod will need have Frequency as a master and include an altered version of the appropriate Frequency weapon type list, such as zzzWeaponTypeLaser. (Though this can also be done by script.)
Bingo, that's it. I'm going to try and get some more alt-ammo types done to use more of the Frequency functions so it's not just a huge overhaul for the sake of the reflective ammo.
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Enny Labinjo
 
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Post » Sat May 28, 2011 2:57 pm

It's not that impressive, unfortunately- it's a Glowing One explosion stripped down and reversed. A video of it in action is http://www.youtube.com/watch?v=mAFXuC8Kqjo#t=0m54s, with it being used to collect people in one place to set up for another explosion.


Aw shucks. I imagine that a glowing sphere of darkness (lol that's an oxymoron) combined with an attraction effect could make quite a good black hole/void/vortex. We need a Personal Singularity Generator! http://www.youtube.com/watch?v=LmnLc6oMhTg&feature=related

Good point, I'd forgotten about that. Irritatingly the Meltdown explosion isn't assigned to a particular weapon, so the only functional solution might just be having Meltdown reduce damage vs companions with all Energy Weapons by 50% or so.


For the player as well as companions, hopefully - is there some way to get the damage reduction to only function during the meltdown explosion? A script that increases player and ally damage resistance by 200% for 2 seconds? Wouldn't want the player and companions to be resistant to all energy weapons, but there's gotta be someway to get resistant to meltdown explosions.

Come to think of it, the meltdown explosion is actually a plasma mine detonation, right? So how about making the player and companions specifically resistant to plasma mine explosions. I don't recall the game featuring any plasma mines used offensively against the player anywhere.

Bingo, that's it.


Cool, compatability wise that means there's no reason to not using Meltdown Medley, no matter what mods someone is using. WME, FOOK, whatever, all the standard energy weapons will use the new meltdown effects.

I'm going to try and get some more alt-ammo types done to use more of the Frequency functions so it's not just a huge overhaul for the sake of the reflective ammo.


And I look forward to seeing what interesting ammo types you're going to come up with!
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Add Meeh
 
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Post » Sat May 28, 2011 11:09 am

Impressible work as usual. Well... for alternative option for Meltdown could be instead of giving huge damage on the death explosion, give random debuffing effects on the explosion.
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Mr. Allen
 
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