[REL/WIP] CIAO - Complete Incendiary Ammo Overhaul

Post » Sat Feb 19, 2011 5:20 am

http://www.newvegasnexus.com/downloads/file.php?id=40189
CATEGORY - Gameplay additions
AUTHOR - Tornhelix
DATE - February 13, 2011
VERSION - 1.3

DESCRIPTION, SHORT VERSION -

This mod adds recipies for 40mm grenades (regular and incendiary), 25mm grenades (regular and high explosive), the three flavors of missiles (regular, HE, and high velocity), mini nukes (YES!), and all flavors of grenades and mines. Also, I added an alternate recipe for bottlecap mines instead of changing the vanilla recipe to maintain compatibility with other mods. Also added a recipe to make C4 charges. I also added ways to use Frag grenades and mines to make 25mm and 40mm grenades.

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NOTE - THIS MOD was designed to be used in tandem with the DENV mod by Wuphon's Reach.
http://www.newvegasnexus.com/downloads/file.php?id=36208

Simply make sure DENV loads AFTER CIAO and everything should work as intendend.

The new ammo types are balanced per the adjustments found in DENV. So if you don't use DENV with this mod, you'll get missiles that are more powerful than nukes. HIGHLY suggest using DENV alongside

this mod! :)
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DESCRIPTION, LONG VERSION -

Explosions are fun. When someone or something that is trying to kill you is caught in an explosion, aforementioned explosion is even more fun. Therefore, if you can make explosions on your own with the right know-how to conquer your enemies and impress your friends, you'll be having yourself some serious fun.

It is widely accepted that the explosive capability in vanilla Fallout New Vegas was cool and all, but lacking in several areas. Power, for one thing, and accessibility for another. There are afew mods on the Nexus that address these issues. Deadlier Explosives New Vegas (DENV) fixes (in my opinion) the power issue (awesome mod, btw) and a few mods have added/changed recipies for explosives, but they all add stuff that is cool and all but is too powerful/buggy/confusing/annoying.

Enter this mod. It is my first. My goal is to make a comprehensive mod for those of us who like some boom-boom with our pow-pow, but in a simple, straightforward way.

The other reason I decided to make this mod was that I enjoy using a mod that makes the player's Barter skill extremely potent, and explosive ammo can be very expensive to buy. I got tired of having to make every explosives-oriented character also an amateur merchant (i.e. plop a lot of points into Barter.)

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NOTE - THIS MOD was designed to be used in tandem with the DENV mod by Wuphon's Reach.
http://www.newvegasnexus.com/downloads/file.php?id=36208

Simply make sure DENV loads AFTER CIAO and everything should work as intendend.

The new ammo types are balanced per the adjustments found in DENV. So if you don't use DENV with this mod, you'll get missiles that are more powerful than nukes. HIGHLY suggest using DENV alongside this mod! :)
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INSTALLATION -

Simply unzip the .esp file into your New Vegas/Data folder. This folder also contains FalloutNV.esm. Check the file in your mod manager of choice or the "data files" tab in the FNV launcher, and enjoy!

UNINSTALL -

Uncheck and delete the esp. Note that any created items will remain on your character, only the recipes will vanish.
______________________________________________________________________________________________________________

VERSION HISTORY -

1.0 Feb 9 2011 - Initial release. Basic recipes, a few typos ;( Renamed mod from FER to CIAO.
- Added conversion and "semi-conversion" recipes
- Increased mini nukes from 100 MF cells to 250 MF cells
- Increased all "from scratch" 40mm yields from 4 to 5
- added wonderglue to C4 recipe

1.1 Feb 10 2011 - Added recipes: 2 frag grenades to 25mm/40mm, 2 frag mines to 25mm/40mm, 1 grenade and 1 mine to 25mm/40mm
- Added Breakdown recipes for grenades, mines, 25mm, 40mm, and mininukes.
- Finally remembered to update the readme to show the sensor module in the Pulse Mine and Plasma Mine recipes.
- Added 50 SEC and 1 conductor to Mini Nuke recipe. Full recipe below.
- Added a scrap electronics to the plasma grenade and plasma mine recipes.
- Cleaned up the in-game descriptions of the alternate/conversion recipes to make it easier to understand what is required and what you get from it.
- fixed some typos
- probably introduced new typos

1.2 Feb 12 2011 - Added recipes to convert 25mm and 40mm to and from their regular versions and High Explosive versions.
- Added new ammo types and relevant recipes
- 40mm - HE, EMP
- 25mm - Incendiary
- Missile - EMP, Sabot (AP), nuclear (yes, you read that correcttly :) )

1.3 Feb 13 2011 - De-edited/restored vanilla form lists. The mod now adds the relevant ammo types to their respective form lists via script. This will boost compatibility with other mods considerably
- Added recipe - incendiary grenade. Can't believe I forgot about this guy!
- Added new ammo types, with recipes - 25mm EMP, 40mm AP
- Added new mine with recipe - incendiary mine. Instant cure for "cold feet" :)
- Added new explosion type for 40mm HE (makes it have more OOMF!) - all new ammo and explosive types have their own explosion type, forgot to add one for 40mm HE in 1.2

::Future versions::
1.4 Feb xx 2011 - Add all new CIAO-made ammo and weapons to their relevent Perks (Pyromaniac, Demolition Expert, etc.)

1.5 Feb xx 2011 - Expand mod to include overhauled values for vanilla explosives (damage, velocity, radius, force, etc.)

2.0 Anyone's guess 2011 - Finalize all recipes, ammo types, explosion effects, projectiles, etc to be supremely balanced and logical. This will be the final version of the mod.

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THE RECIPIES - All yields may be broken down to parts EXCEPT the bottlecap mines and anything that uses flamer fuel or homemade flamer fuel. For all breakdowns, you must have the yielded amount (i.e. 5

for 40mm grenade breakdowns, 10 for 25mm).

Frag Grenade - Yield 1
Skill: Explosives 30 at a Workbench
-1 scrap metal
-50 pistol powder
-1 bobby pin

Incendiary Grenade - Yield 1 (cannot be broken down)
Skill: Explosives 25 at a WOrkbench
-1 Empty Nuka COla bottle OR 1 empty milk bottle OR 1 large whiskey bottle OR 1 empty Sunset Sarsaparilla botle OR 1 empty whiskey bottle
-10 flamer fuel OR 20 homemade fuel

Frag Mine - Yield 1
Skill: Explosives 30 at a Workbench
-1 scrap metal
-50 pistol powder
-1 sensor module

Incendiary Mine - Yield 1 (cannot be broken down)
Skill: Explosives 25 at a WOrkbench
-1 scrap metal
-1 tin can
-10 pistol powder
-20 flamer fuel OR 40 homemade fuel
-1 sensor module

Pulse Grenade - Yield 1
Skill: Explosives 40 at a Workbench
-1 scrap metal
-5 pistol powder
-20 small energy cells

Pulse Mine - Yield 1
Skill: Explosives 40 at a Workbench
-1 scrap metal
-5 pistol powder
-20 small energy cells
-1 sensor module

Plasma Grenade - Yield 1
Skill: Explosives 50 at a Workbench
-1 scrap metal
-1 scrap electronics
-5 pistol powder
-20 microfusion cells

Plasma Mine - Yield 1
Skill: Explosives 50 at a Workbench
-1 scrap metal
-1 scrap electronics
-5 pistol powder
-20 microfusion cells
-1 sensor module

Bottlecap Mine - Yield 1 (Cannot breakdown bottlecap mine. When you make one, make sure it was on purpose!)
Skill: Explosives 75 at a Workbench
-1 cherry bomb (instead of 5)
-1 sensor module
-150 caps (instead of 10)
-1 duct tape (gotta have something to hold the cherry bomb and sensor module from bouncing around, glue could cause problems)
-1 lunchbox

C4 Plastic Explosive - Yield 1
Skill: Explosives 75 at a Workbench
-1 scrap metal
-1 sensor module
-100 pistol powder
-100 rifle powder
-1 abraxo cleaner
-1 duct tape
-1 wonderglue
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25mm Grenade - Yield 10
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-100 pistol powder
-50 rifle powder

25mm Grenade from 25mm Grenade HE - Yield 10
-Skill: Explosives 30 at a Reloading Bench
-7 25mm Grenade HE

25mm Grenade from 1 Frag Grenade OR 1 Frag Mine- Yield 10
Skill: Explosives 45 at a Reloading Bench
-1 Frag Grenade OR 1 Frag Mine
-50 pistol powder
-50 rifle powder
-bobby pin or sensor module lost in conversion

25mm Grenade from 2 Frag Grenades OR 2 Frag Mines - Yield 10
Skill: Explosives 50 at a Reloading Bench
-2 Frag Grenades OR 2 Frag Mines
-50 rifle powder
-bobby pin or sensor module lost in conversion

25mm Grenade from 1 Frag Grenade AND 1 Frag Mine - Yield 10
Skill: Explosives 55 at a Reloading Bench
-1 Frag Grenade AND 1 Frag Mine
-50 rifle powder
-bobby pin AND sensor module lost in conversion

25mm Grenade from 40mm Grenade - Yield 3
Skill: Explosives 35 at a Reloading Bench
-1 40mm Grenade

25mm Grenade HE from 40mm Grenade - Yield 2
Skill: Explosives 35 at a Reloading Bench
-1 40mm Grenade

25mm Grenade, High Explosive - Yield 10
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-135 pistol powder
-75 rifle powder

25mm Grenade HE from 25mm Grenade - Yield 10
Skill: Explosives 30 at a Reloading Bench
-13 25mm Grenade

25mm Grenade HE from a Frag Grenade or Frag Mine- Yield 10
Skill: Explosives 45 at a Reloading Bench
-1 Frag Grenade or 1 Frag Mine
-85 pistol powder
-75 rifle powder
-bobby pin or sensor module lost in conversion

25mm Grenade HE from 2 Frag Grenades OR 2 Frag Mines - Yield 10
Skill: Explosives 50 at a Reloading Bench
-2 Frag Grenades OR 2 Frag Mines
-35 pistol powder
-75 rifle powder
-bobby pin or sensor module lost in conversion

25mm Grenade HE from 1 Frag Grenade AND 1 Frag Mine - Yield 10
Skill: Explosives 55 at a Reloading Bench
-1 Frag Grenade AND 1 Frag Mine
-35 pistol powder
-75 rifle powder
-bobby pin AND sensor module lost in conversion

25mm Grenade, Incendiary - Yield 10 (cannot be broken down)
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-50 pistol powder
-25 rifle powder
-15 flamer fuel OR 30 homemade flamer fuel

25mm Grenade, EMP - Yield 10
Skill: Explosives 40 at a Reloading Bench
-1 scrap metal
-10 pistol powder
-5 rifle powder
-20 energy cells

25mm Grenade, EMP from a Pulse Grenade OR a Pulse Mine
Skill: Explosives 45 at a Reloading Bench
-1 pulse grenade OR pulse mine
-5 rifle powder
-sensor module from mine lost if used in converesion
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40mm Grenade - Yield 5
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-50 pistol powder
-100 rifle powder

40mm Grenade from 40mm Grenade, High Explosive - Yield 5
Skill: 30 Explosives at a Reloading Bench
-3 40mm Grenade

40mm Grenade from a Frag Grenade or Frag Mine- Yield 5
Skill: Explosives 45 at a Reloading Bench
-1 Frag Grenade or 1 Frag Mine
-100 rifle powder
-bobby pin or sensor module lost in conversion

40mm Grenade from 25mm Grenade - Yield 1
Skill: Explosives 35 at a Reloading Bench
-3 25mm Grenade

40mm Grenade from 25mm Grenade HE- Yield 1
Skill: Explosives 35 at a Reloading Bench
-3 25mm Grenades

40mm Grenade, High Explosive - Yield 5
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-75 pistol powder
-135 rifle powder

40mm Grenade HE from 40mm Grenade - Yield 5
Skill: 30 explosives at a Reloading Bench
-7 40mm Grenade

40mm Grenade HE from 40mm Grenade - Yield 5
Skill: Explosives 30 at a Reloading Bench
-7 40mm Grenade

40mm Grenade, Incendiary - Yield 5 (cannot be broken down)
Skill: Explosives 25 at a Reloading Bench
-1 scrap metal
-25 pistol powder
-50 rifle powder
-30 flamer fuel OR 60 homemade flamer fuel

40mm Grenade, EMP - Yield 5
Skill: Explosives 40 at a Reloading Bench
-1 scrap metal
-5 pistol powder
-10 rifle powder
-20 small energy cells

40mm Grenade, EMP from a Pulse Grenade OR a Pulse Mine
Skill: Explosives 45 at a Reloading Bench
-1 pulse grenade OR pulse mine
-10 rifle powder
-sensor module from mine lost if used in converesion

40mm Grenade, AP - Yield 5
Skill: Explosives 45 at a Reloading Bench
-2 scrap metal
-100 pistol powder
-125 rifle powder
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Mini Nuke - Yield 1
Skill: Explosives 100 at a Reloading Bench
-3 scrap metals
-1 fission battery
-250 microfusion cells
-50 small energy cells
-1 conductor

Missile - Yield 1 (cannot be broken down)
Skill: Explosives 75 at a Reloading Bench
-2 scrap metals
-200 rifle powder
-10 flamer fuel OR 20 homemade flamer fuel

Missile, High Explosive - Yield 1 (cannot be broken down)
Skill: Explosives 75
-2 scrap metals
-275 rifle powder
-10 flamer fuel OR 20 homemade flamer fuel

Missile, High Velocity - Yield 1 (cannot be broken down)
Skill: Explosives 75 at a Reloading Bench
-2 scrap metals
-200 rifle powder
-20 flamer fuel OR 40 homemade flamer fuel

Missile, Sabot (AP) - Yield 1 (cannot be broken down)
Skill: Explosives 80 at Reloading Bench
-3 scrap metal
-225 rifle powder
-50 pistol powder
-15 flamer fuel OR 30 homemade fuel

Missile, EMP - Yield 1 (cannot be broken down)
Skill: Explosives 80 at a Reloading Bench
-2 scrap metal
-100 rifle powder
-40 small energy cells
-10 flamer fuel OR 20 homemade fuel

Missile, Nuclear - Yield 1 (cannot be broken down)
Skill: Explosives 100 at a Reloading Bench
-2 scrap metals
-1 fission battery
-125 microfusion cells
-25 energy cells
-1 conductor
-30 flamer fuel (cannot use homemade fuel. Its freaking nuclear!)

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FUTURE PLANS -

!) add new types of explosives and ammo types to relavent Perks (i.e. Pyromaniac, Demolition Expert, Heave Ho, Loose Cannon)
2) add new grenades ammo types to NPCs (Super Mutants, Vipers, Fiends, etc.) - this probably won't happen anytime soon
3) add new ammo types to vendors (this probably won't happen anytime soon)
4) Plasma versions of these ammo types and the recipes to create and convert them, while cool, might be a bit much. I would add them if requested enough times, however:)
5) Possibly some 25mm/40mm to frag grenade/frag mine mini-conversions. Personally, I think creating frags and mines from scratch is easy enough, but again, if requested, I'll add the conversions.

***After #1 above is complete, I will be expanding CIAO to include increased damage/force/radius/velocity/etc values for all vanilla explosives, to be consistant with the added new stuff. This will make the mod entirely self-contained, with no need to use DENV for a balanced gameplay experience. However, if you prefer DENV's values, you will still be able to use the mod. Simply make sure DENV is farther down your load order, and its values will overwrite those of CIAO.
______________________________________________________________________________________________________________

COMPATIBILITIES -

In theory, this mod should be compatible (if redundant) with any mod that adds similar recipes. Nothing was changed, only added. It is always a good idea to use FNVEdit or Wyre to make a merged/bashed

patch. I use FNVEdit personally, I think its easy to use and effective.
______________________________________________________________________________________________________________

CREDITS -

Entire mod authored by me, Tornhelix, using nothing but vanilla content from Fallout New Vegas. Of course, almost every mod I have played has in some way, big or small, helped me learn how to make mods on my own, so in a way, this mod was authored by dozens of modders :)
______________________________________________________________________________________________________________

THANKS TO -

-All modders and mod users, for making the FNV mod community the living, breathing beast that it is.
-The staff behind the Nexus sites, for giving all modders and mod users a place to call home.
-Obsidian Entertainment and Bethesda Softworks, for reasons that should be fairly obvious.
-www.google.com, see above.
-Caffeine.
-Sleep.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri Feb 18, 2011 10:28 pm

Updated to 1.1 - updated main post to reflect changes

-added breakdown recipes
-added a few ingredients to mininukes and plasma grenades/mines
-Cleaned up in game descriptions

Planned for 1.2 -

New ammo types! (see readme/desciption)
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Sat Feb 19, 2011 7:11 am

Nice! I love explosives!

I use a mod in FO3 called Realistic Explosions, and it also affected the Cars, so if you were in a gunfight,
and the car you were near burst into flames, you had to run like hell to "Maybe" make it out of the blast radius on time.

DeNV was one of the first mods I downloaded, because I got tired of seeing just a little *poof* after throwing a grenade
or someone stepping on a mine.

With the extra perks people get blown all to hell now, like they should, and Imagine my surprise when I got caught in
my first "Meltdown", somehow that mod even made Meltdown pretty massive.

Another feature that's cool, I believe PMT has it covered is "Shootable Ordnance"

See a Raider standing next to a pile of Missles? Shoot the Missles, body parts everywhere.
With Shootable ordnance, it's fun to stack a few missiles on top of a frag grenade.
Especially if a group of raiders are in a group coming down a hallway >:D
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michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat Feb 19, 2011 5:58 am

Wow, that Shootable Ordinance mod sounds awesome. Could you post a link? I searched New vegas nexus and I googled, found nothing :(
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Feb 19, 2011 10:59 am

Wow, that Shootable Ordinance mod sounds awesome. Could you post a link? I searched New vegas nexus and I googled, found nothing :(


The mod author made his stuff really difficult to find, because he put all his mods together on one page, but if you don't know his name
they never show up in the search....

Puce Moose.

http://newvegasnexus.com/downloads/file.php?id=35015

there's 15 optional files in there, I use "Destructible Ordnance", "Quieter VATS" and "Sound Fixes" like that stupid Cazadore sound that comes form everywhere

He's also got Dealier Mines and Grenades, but I prefer DENV.

Destructible Ordance was nice, because I snuck up on that first powder ganger camp where the guy is sitting at the table with 3 sticks of dynamite on it,
so I shot the dynamite instead ;)
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SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Sat Feb 19, 2011 1:22 pm

Thanks! No wonder I couldn't find it, lol.

Update on the mod - I'm in the process of learning how to add new ammo types. I'm having difficulty when I try to add my new ammo type to the form list (got a http://www.gamesas.com/index.php?/topic/1166165-tutorial-on-how-to-add-new-ammo-type/ going if anyone can help me) but hopefully I can finish the mod before Feb 22nd :)
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Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Sat Feb 19, 2011 12:35 pm

Updated the mod page on the nexus, showing of a screenshot of a little surprise :) It was a surge of genius, if I can be so modest.
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Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri Feb 18, 2011 11:47 pm

Uploaded version 1.2, edited original post to reflect changes. Some fun stuff I added :D
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rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sat Feb 19, 2011 7:47 am

Uploaded version 1.2, edited original post to reflect changes. Some fun stuff I added :D



So if you don't use DENV with this mod, you'll get missiles that are more powerful than nukes.


Don't you mean 'if you DO use DENV with this MOD, you'll get missiles that are more powerful than nukes"?


Well, if the guy who made DENV has left and you decide to make your own DENV, I hope you increase EVERYTHING ;)

I like it when stuff blowed up real good! I really wish there was as many 'explodable cars' are there was in FO3.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Sat Feb 19, 2011 11:04 am

Another one you might like, if you don't use it already is "Explosions Knockdown Critical"
so if an explosive scores a critical, you'll get knocked down
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Sat Feb 19, 2011 9:07 am

Don't you mean 'if you DO use DENV with this MOD, you'll get missiles that are more powerful than nukes"?


The new Missile and 40mm/25mm ammo types that I added use velocity, force, damage, and speed values consistent with DENV, which are a lot higher than vanilla (missile, 40mm/25mm, nukes). So if you use just CIAO and not DENV, the new ammo types - 40mm HE, Missile AP, etc. - will be stronger than regular missiles, regular 40mm, regular nukes, etc.

Example - the new MissileNukeExplosion use 200 for force, 250 damage, 1050 radius, and 2145 IS radius. I wanted the missile nukes to be about as half as powerful as a Fat Man nuke, and those numbers are half of the FatManNukeExplosion from the DENV mod. Vanilla values for the FatManNukeExplosion are 550/325/1700/3800. So if you don't use DENV, the missile nukes are by far the better option than FatMan nukes (easier to craft, MLs are a lot more common than FMs, direct fire instead of a catapult. etc). More to the point, EMP Missiles added by CIAO use numbers that would make vanilla missiles cower in fear. But with DENV, regular missiles are a lot more powerful, so CIAO's EMP missiles are only more powerful on bots/power armor, where as without DENV, they would dominate everything.

I hope that clears things up :) I'm short of time, else I'd be more thorough.
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A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat Feb 19, 2011 9:44 am

Update on things - working on finishing all new ammo types and recipes for them, I'll upload 1.3 when everything is finished and tested. The next major step was going to be to overhaul all damage/force/radius/etc values, but it just dawned on me that the new ammo types and explosive weapons need to be added to the relevant Perks (Pyromaniac, Demo expert, Heave Ho, Loose Cannon). I think this is a major flaw in the mod which will be addressed ASAP.
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Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Sat Feb 19, 2011 12:24 pm

Uploaded 1.3 :) Changed original post to reflect changes.

- De-edited/restored vanilla form lists. The mod now adds the relevant ammo types to their respective form lists via script. This will boost compatibility with other mods considerably
- Added recipe - incendiary grenade. Can't believe I forgot about this guy!
- Added new ammo types, with recipes - 25mm EMP, 40mm AP
- Added new mine with recipe - incendiary mine. Instant cure for cold feet :)
- Added new explosion type for 40mm HE (makes it have more OOMF!) - all new ammo and explosive types have their own explosion type, forgot to add one for 40mm HE in 1.2
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Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Sat Feb 19, 2011 8:16 am

I'm uploading some videos to demonstrate some of the new weapons and ammo types. The first video is live, check the Nexus page :) Several others are uploading now, will post them when they're live.

edit - several videos are now posted. Enjoy!
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Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm


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