фоллаут 4 мод гранаты

Better Explosives Redux | Улучшенная взрывчатка

Осколочные гранаты и мины
Осколочные гранаты и мины остаются классикой. Гранаты наносят больше урона и имеют больший внутренний и внешний радиус, что делает их более эффективными против нескольких врагов. Мины наносят больше урона и имеют увеличенный внутренний радиус, что делает их более эффективными против бегущих целей. Внешний радиус не изменился. Сила была значительно уменьшена. Так что здесь ничего особенного. (Если вы активируете мину, бегите.)

Импульсные гранаты и мины
Теперь они намного эффективнее против роботов и имеют больший радиус, чем раньше. Они также могут оглушать синтов, радскорпионов, турели, давая вам больше времени, чтобы уничтожить/убить их или сбежать от них.

Толстяки и ядерные гранаты
Кроме их очень большого взрывного урона и большого радиуса действия, теперь после взрыва остается радиоактивная зона, как и в предыдущих играх Fallout.

Криогранаты и мины
Криогранаты и мины доработаны. Теперь они могут сильно замораживать (обездвиживать) насекомых (Дутней, Гнус, прочих), Гулей, Болотников (крабов), Собак, Людей и других врагов среднего и малого размера. Вы не сможете сильно заморозить Супермутантов или Когтей смерти. Вы разберетесь, что к чему во время игры. Также пока эффект действует, замороженные враги получают дополнительный урон от холода.

Плазменные гранаты и мины
Наносите высокий энергетический урон, расплавляя ваши цели до зеленой слизи (или оставляя скелеты, если вы используете CROSS Crit Gore-verhaul).
Внутренний радиус был увеличен, чтобы сделать физический урон немного более эффективным, но основной ущерб наносится зажигательным энергетическим уроном.
Плазменные мины теперь имеют индивидуальный взрывы с меньшим радиусом (Раньше у них был один и тот же взрыв).
Сила была значительно уменьшена.
Уровень звука снижен с очень громкого до нормального.

Медвежьи капканы и шипы
Теперь вы можете наносить более эффективный урон конечностям. Медвежьи капканы опасны для вас и ваших врагов. Вы можете активировать свои собственные ловушки и перки вас не спасут. Если наступить на них, это приведет к травмам ваших ног.
Шипы наносят увеличенный средний ущерб конечностям, а также могут легко покалечить ваших врагов. Их отравленная версия имеет переработанный эффект яда, который сначала будет медленно наносить урон, а потом будет действовать в полную силу, нанося больший урон.

Установка:
1. Скачайте оригинальный мод со страницы автора в разделе MAIN FILES и установите с помощью менеджера модов.
2. Скачайте здесь в разделе Файлы архив с переводом, распакуйте его и переместите содержимое (Папка MCM и файл esp) в папку с установленным модом. Подтвердите замену.
3. Играйте.

Источник

Modify Grenades and Mines / Модификация гранат и мин

Автор: borjoyzee
Версия: 1.0
Перевод: ADS

Описание:
Мод позволяет Вам модифицировать гранаты и мины в Fallout 4 и добавлять им различные эффекты или просто увеличить их разовый урон.

Подробнее:
* Для всех ванильных мин доступно увеличение урона (2 варианта).
* Минам можно добавлять эффекты:

* Для ванильных гранат доступно 4 варианта увеличения урона.
* Гранаты можно модифицировать различными эффектами:

* Все гранаты можно преобразовывать:

Баги/Несовместимости:
Не обнаружено.

Требования:
Fallout 4

Установка: (можно вручную или через NMM менеджер)
1. Распаковать содержимое из архива (ModdableGrenades.esp), в папку Data в игре или установите с помощью Nexus мод-менеджера.
2. Активируйте мод в вашем мод-менеджере
3. Как устанавливать моды читаем в данной теме.

фоллаут 4 мод гранаты фоллаут 4 мод гранаты фоллаут 4 мод гранаты фоллаут 4 мод гранаты
фоллаут 4 мод гранаты фоллаут 4 мод гранаты фоллаут 4 мод гранаты фоллаут 4 мод гранаты

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About this mod

A collection of 50 grenades, mines, deployable turrets, and more!

Author’s instructions

File credits

Thanks to DRunkCoWBoy69 the the original Better Item Sorting tagging.

Donation Points system

This mod is not opted-in to receive Donation Points

Version 1.4.5

Changed throwing weapon physics to throw faster and farther

Renamed Knuckle Rust to Tremor Toxicant

Added a few more grenades to vendor spawn lists

Made Set Alarm Clock shootable within VATS

Version 1.4.3

Changed format to how damage over time was displayed.

Slight buff to Bleeder Dart and Throwing Knife.

Version 1.4.2

Added legendary descriptions to the Artillery Shells and Energy Relays.

Tweaked explosion timers on Energy Relays.

Updated many crafting recipes to be either cheaper or more expensive, based on the power of the created grenade.

Other unlisted tweaks and fixes.

Version 1.4.1

Updated FOMOD images.

Version 1.4.0

Adds 3 unique deployable turrets currently not found in the workshop;

Tweaks to the Integration plugin. New grenades were added, as well as changes to some existing entries.

Fixed inventory Icons! Never knew how to do this without mesh editing, seems so obvious now.

Bug fixes and tweaks that have been lost to time.

Version 1.3.5

Updated ReadMe inside mod files.

Version 1.3.4

Added descriptions to specific items as viable from inside the inventory. Grenades that have their damage listed in the inventory and effects obvious have been excluded. This is done through legendary tags as I couldn’t find an other way. If this is annoying, I’ll remove the feature.

Changed Dart throwing physics. They now throw exactly like standard grenades and should be easier to throw further distances. A little overdue, sorry about that.

Longer Set Alarm Clock timer. It’s been moved to 7.5 seconds to allow easier retreat from area if desired.

Fixed AI not using Tesla Conduits. This may have been a rare circumstance, but it’s been fixed.

Fixed AI using grenades that don’t effect the player. This is mostly for nerve gas as none of them are capable of effecting the player, so AI will no longer use this. If you feel this should be rolled back let me know.

There are probably small tweaks I forgot to document as usual, although there should be less than usual as well.

Version 1.2.4

Version 1.2.3

Artilary Shell has recieved a slightly better inventory icon.

Very slight balence tweeks.

Version 1.1.2

Fixed the Demolition Expert rank 2 throwing arc for 10 different grenades.

Added the Plasma Cells to the Integration addon.

Several other small balance tweaks and bugfixes to the main mod and Integration addon.

Version 1.0.1

Welcome! This is the.
фоллаут 4 мод гранаты


GXP adds 40 new, craftable grenades, most notably many «contact explosives» that behave like Molotovs and more!

It also adds 10 turrets as deployable weapons that can be used anywhere, at any time, as an addon.

And with the optional Integration addon, the most notable grenades are integrated seamlessly with the game.

There is now also versions that adds sorting tags in compliance of
Better Item Sorting and Valdacil’s Item Sorting included in the FOMOD installer.
The original B.I.S. patch was created by DRunkCoWBoy69!

You will be able to craft any grenade at your local
Chemistry Station under [Grenade].
The Darts are craftable under [Drug].
There are also new Mines under [Mines].
To craft Turrets, look under the [Mines] section.

The main reason I started this mod was to add more grenades like the Molotov, ones that explode on contact. They are fun and satisfying, but sadly don’t pack t hat much punch. Along the way I was inspired to add other types of grenades as well, from the traditional to alternatives to using the Syringer, to mines you can throw or chems you can use on others. Finally, there are the deployable turrets, one of the most powerful parts of this mod, so much so I made them optional just in case they were too much for some people. That isn’t to say there aren’t any downsides, as I listed below.

They are balanced to fit alongside the rest of the game and make sense. There isn’t anything too crazy or over-the-top, everything is craftable and believable from within the Fallout universe.
There are five different categories of grenade listed below, as well as the turrets and more details on integration with the rest of the game.

Here is the list of all the grenades and features for this mod.


“Traditional Grenades” – Throwable objects that take time or effort to detonate or set off.


Dud Grenade
150 Physical damage, if it goes off – An intentionally (or unintentionally) compromised Frag Grenade that doesn’t self-detonate. Instead, it must be remotely triggered by any type of physical damage. It’s explosion, due to improper construction, is twice as large as a normal Frag. Great for tricking your friends! “It’s just a prank, bro!”

Overcharged Battery150 Energy damage if detonated – Ever charged your phone for so long that when you shot it with your gun, it erupted into a large cloud of dangerous electrical energy? No? Well, it’s the same principal, don’t overcharge your batteries, unless you want to make a trap that has twice the damage radius of a normal grenade.

Full Jerrycan100 Physical damage plus fire hazard – Simply a full tank of gas. It doesn’t self-detonate, but can be set off by any physical damage. In a lot of ways it’s like the Incendiary Grenade, however has an effective radius of twice a Frag, Molotov, or Incendiary. Good for buffing hazards.

Incendiary Grenade100 Physical damage plus fire hazard – A more sophisticated alternative to the Molotov Cocktail. It does more damage than a Molotov, however takes time to detonate so is harder to use.

Dirty Bomb50 physical damage, plus 200 Radiation damage – A deadly mix of explosive and radioactive materials, also known as the poor man’s nuke. It does not explode on contact, however has a short fuse, so be careful where you throw that thing!

Throwing Knife75 Physical Damage – A cheap, easy to construct throwing knife that will stick into objects and people! If you miss, you can even get your knife back! However, the person you just stabbed from across the room won’t be so generous, but what do they know, they have a knife sticking in their brain!

Set Alarm ClockEffect, attracts enemies’ attention – After a bit of tinkering you get an Alarm Clock to work. Turns out no one knows what they sound like anymore and don’t know how to turn it off. When thrown into a group of aggressive enemies, they will attack the affront to their eardrums until it is finally silenced. You may have to do that yourself, if no one else bothers.

“Neural Chemicals” – Canisters of chemicals the effect the behavior of targets.

Amnestic MixEffect, targets forget player’s location for 30 seconds – Based on the Mind Cloud syringe, it makes your targets forget you’re even there. Great for multiple sneak attacks, and now you can carry it with your silenced weapon in hand!

Anger Air ™Effect, targets attack allies for 10 seconds – Based on the Berserk syringe, you can throw it into a group and make them finish themselves off! While more potent than the original, to compensate it doesn’t last as long. If you’re tired of happiness and relaxation, take a whiff of Anger Air™!

Fear ToxinEffect, targets run in fear for 30 seconds – Based on the Yellow Belly syringe, it makes all that inhale the smoke afraid of you. They see you as something else, something terrifying, good thing no one has enough of this stuff to fill a city…

Relaxing FragranceEffect, targets become passive for 30 seconds – Based on the Pax syringe, it combines all the wonderful things left in the world and weaponizes them. You’ll be buddies with raiders while they chill out over the smell of Mutfruit and Nukacola.

Paralyzing GasEffect, paralyzes targets for 10 seconds – Based on the Lock Joint syringe, enemies will freeze like statues to this chemical. Maybe it’s the smell, maybe it’s the deadly chemicals, but either way you should be able to enhance your mannequin collection at least.

General AnesthesiaEffect, reduces targets damage resistance by 25% for 2 minutes – Based on the Endangerol syringe, your enemies will feel all numb and wobbly after a simple huff. True, they may not be able to feel the pain, but targets tend to lower their guard and make themselves prone to injuries.

Tremor ToxicantEffect, has chance to disarm opponents – NOT based on Syringe r ammo, this is a simple mix of lubricants and toxins specifically selected to cause butter fingers. Your targets hands have never felt quite so stiff, making it easy for a slip of grip. By the way, please suggest a better name, we’re out of ideas.

“Disguised Mines” – Mines that have been modified to be throwable and innocuous.

Disguised Bottlecap MineThrowable, looks like a Vault-Tec Lunchbox – While you may argue this was unnecessary, come on, the normal Bottlecap Mine looks sketch as hell. You’d for sure get expelled for bringing it to class. However now you can pack your explosives in peace.

Disguised Cryo MineThrowable, looks like a Coffee Pot – What, never heard of iced coffee? If you’re in the mood to serve some cold justice, well this is at least an option. Someone sees this on the floor, thinks “Oooh, coffee!” then blam! Frozen solid.

Disguised Fragmentation MineThrowable, looks like a can of Red Paint – Ah yes, America’s paint. Full of freedom, democracy, high explosives. Ain’t nothing more patriotic, with this you’ll be painting the walls red alright. Be sure to throw it into the houses of any dirty commies you see.

Disguised Pulse MineThrowable, looks like a Giddyup Buttercup Head – If you need to send a message, this is how you do it. However, horses have been gone for a while, so you’ll have to compromise. Any robot that tries to sleep peacefully at night will be met with a rude awakening.

Disguised Plasma MineThrowable, looks like a Teddy Bear – Come on, we all knew these things were deadly. How many have you seen around corpses, with strange objects, and hiding in cold dark corridors? Now you can rear them as your own and deploy them to unleash their deadly deathness.

Stimpak Dart Injects target with a Stimpak Yep, now you don’t have to wait for your friends to lay bleeding on the ground before you can give a helping hand! Throw them a Stim, and they’ll be on their feet in no time! Just a warning, not everyone will appreciate the chemicals you just threw into their veins. Savages.

Buffout Dart
Injects target with Buffout – If you feel your companion could do with a bit of bulking up, this classic steroid should do the trick! Make them healthy, strong and tough in just one shot. Effects last for 5 minutes, like normal Buffout. Side effects may include testicular shrinkage and addiction.

Med-X DartInjects target with Med-X – If your companion is feeling a little down, a tooth ache or bullet wound lingering on, then I think they deserve a shot of morphine Med-X! Make the pain go away, and increase their resistance to damage as well. If they start getting shaky after disuse, just give them more!

Psycho DartInjects target with Psycho – If you think your companion isn’t pulling their weight and pulling their punches, there is nothing like a dose of Psycho to give them a boost. Watch as they are filled with enthusiasm for their work, and won’t stop even for bullets! Now Cait, put down that Fat-Man!

“Deployable Turrets” – A special addon to the main mod, deploy a temporary turret anywhere you go.

This is pretty self-explanatory so I won’t get into the details. This addon, which can actually be installed by itself if you choose, adds all 7 turret types from the workshop as deployable “mines” to use to your liking. This includes the Machinegun Turret and the heavy variant, the Laser Turret and the heavy variant, the Shotgun Turret, the Spotlight, and finally the Missile Turret. They can be very powerful and very effective in the right location.

As of 1.4.0, there are 3 more unique deployable turrets.

There is the humble Gamma Turret, good for humans who aren’t rad enough.

There is the modest Plasma Turret, a great combination of physical and energy damage.

Then there is the FAT MAN TURRET! GOOD FOR TOTAL DESTRUCTION OF EVERYTHING YOU DON’T LIKE!
While perhaps a bit much, I can say it’s the most beautiful thing I’ve ever made so I’m happy to include it here.

However there are some drawbacks you should be made aware of.

“Grenade Implementation” – Another addon that integrates many of the new grenades into the game.

This may also be self-explanatory but, this addon adds many (not all) of the new grenades to most grenade spawning lists for enemies, containers, and vendors. They’ve been distributed carefully throughout based on effectiveness and perceived rarity, making it so you don’t get hit with a vial of Nitroglycerin at level 1. This includes the Dud Grenade, for example, so there is a chance that enemies will throw duds by mistake, which can create an opportunity for you. The length of each level list has exactly doubled thanks to the new grenades, and that doesn’t even include a lot of them.

The type of grenades you’ll find out in the wild are Dud Grenades, Full Jerrycans, Incendiary Grenades, Buffed Ratpoison, Tesla Conduits, Liquid Nitrogen, Nitroglycerin, Dirty Bombs, and at higher levels Plasma Cells and Damaged Fusion Cores, and some surprises here or there. People won’t be throwing any of the Neural Chemicals, Disguised Mines, Chem Darts, or Deployable Turrets (although of course, they will have the normal ones).

“Compatibility” – A statement and warning about the compatibility of this mod with others.

There is a version that adds the tags from Better Item Sorting available as an installation option in the main FOMOD. This version doesn’t require Better Item Sorting to be installed, however it is highly reccomended. The original version of the tagged version was patched by DRunkCoWBoy69 who beat me to the punch making it and deserves his credit here.

There are other versions that supports the tag styles from Valdacil’s Item Sorting as well, which are also electable from the main FOMOD. These also don’t require Valdacil’s Item Sorting to be installed to operate.

This mod changes no values or records of the vanilla game files, with the exception of the Integration addon that adds the new grenades to the games grenade spawn lists, so any mod that changes those will conflict. As of 1.4.0 no explosive records are used from vanilla, so any change to a grenade or mine in vanilla will no longer effect this mod in most cases.

Thank you everyone for looking at my mod 🙂 This is my first somewhat sizable mod, although I’ve been doing small mods and digging around in the files for personal whynotsitz for years. If you have any suggestions, problems, or bug reports, please let me know in the comments.

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Better Synth Relay Grenades

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About this mod

MASSIVE UPDATE! «Could the young but realize how soon they will become mere walking bundles of habits, they would give more heed to their conduct while in the plastic state. We are spinning our own fates, good or evil, and never to be undone.»

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

This author has not provided any additional notes regarding file permissions

File credits

This author has not credited anyone else in this file

Donation Points system

This mod is not opted-in to receive Donation Points

Translations available on the Nexus

Version 8.2

Version 8.1

Reduced Experimental Gatling Laser fire rate.

Gave seekers automatic weapons, but greatly improved their accuracy to avoid the no sound bug.

NO SQUADS VERSION 8.1

Buffed Shock Rifle.

Added «Close» button in orders menu.

Version 8

Added the «Experimental Institute Shock Rifle» as a new weapon for the Stormers!

Added the «Experimental Gatling Laser» as a new weapon for Eradicators!

Shock rifle and Gatling Laser available to purchase from the Institute vendor or can be scavenged off of Eradicators/Stormers.

Ammo for both weapons can be crafted at the Chemistry bench under «MISC»

Grenades come in four variations with their own spawnlists. Gorillas are left alone.

Spawnlist (Basic/Gen 1) : Synth Conduit(Squad Leader) and random chances of Synths(ranged) and Synth Striders(melee)

Spawnlist (Support/Gen 2) : Synth Leader(Squad Leader) and random chances of Troopers(ranged), Seekers(sniper), and Patrollers(melee)

Spawnlist (Assault/Gen 3) : Courser(Squad Leader) and 3 Synth Assaulters

Spawnlist (Shock/Power Armor) : Eradicator(Squad Leader) and random chances of Stormers(Ranged or melee variant)

NO SQUADS VERSION 8
Basic commands such as follow, wait, and guard have been implemented.

Coursers and Assaulters now sneak with the player. This feature is only available in no squads version.

BOTH VERSIONS 8
Coursers now have stealthboys and cryo grenades, spawn with cool guy glasses.


Warning: As with all mods it is highly advised that you backup your saves before use!
It’s very rare for a problem to occur, but it’d suck if something happened!


Summary

This mod gives the relay grenades a purpose. They no longer spawn useless target practice for the enemies!
These Synths are armored and battle ready as it should be!

«Could the young but realize how soon they will become mere walking bundles of habits, they would give more heed to their conduct while in the plastic state. We are spinning our own fates, good or evil, and never to be undone.»

Note that you may need to wait for the vendor’s inventory to respawn!

Features
* All grenades are craftable!

* Optional file to replace Eradicator X-01 with M150’s I-01 under miscellaneous.

* Optional file to add Synths to the Institute faction under Optional files.

* Synths follow the player! However, they do not fast travel with you.

* Very basic commands implemented. To command Synths in squad version speak to the squad leader. If the squad leader dies you’ll have to spawn a new one to issue new commands. This is not the case with the No Squads version, obviously.

* Original grenades are left alone so that Coursers don’t throw the new versions!

* All grenade versions available at Institute vendor!

* No Squad version grenades include : Gen 1 Synths, Gen 2 Synths, Gen 3 Synths, Institute Power Armor donning Gen 2’s «Eradicators» (Spawns ONE), Coursers, and Gorillas!

* Squad version grenades spawn full squads each with their own unique spawnlists. Gorillas are left alone.

* Spawnlist (Basic/Gen 1) : Synth Conduit(Squad Leader) and random chances of Synths(ranged) and Synth Striders(melee)

* Spawnlist (Support/Gen 2) : Synth Leader(Squad Leader) and random chances of Troopers(ranged), Seekers(high accuracy), and Patrollers(melee)

* Spawnlist (Assault/Gen 3) : Courser(Squad Leader) and 3 Synth Assaulters

* Spawnlist (Shock/Power Armor) : Eradicator(Squad Leader) and random chances of Stormers(Ranged or melee variant)

* No Squad Version : Added the «Experimental Institute Shock Rifle» as a new weapon for the Eradicators! Hello explosive laser rifle!

* Squad Version : Added the «Experimental Gatling Laser» as a new weapon for Eradicators! Hello explosive Gatling Laser!

* Squad Version : Added the «Experimental Institute Shock Rifle» as a new weapon for the Stormers! Hello explosive laser rifle!

* Shock Rifle and Gatling Laser along with ammo available at Institute vendor. Ammo craftable.

* Spawn a squad of powerful Synths that level with you!

* Synths are only Allied with the player making them only attack whoever attacks you. Institute still friendly with them.

Incoming Features

* Looking into a few bug fixes.

Mod Compatibility
* This mod should be compatible with everything that doesn’t change the Institute weapon vendor’s item list!

* This mod should be compatible with anything that doesn’t override the Institute or Synth Factions.
If there’s a mod that does this I can make compatibility patches! Reason being because I made it so
that Vanilla Synths are friendly towards these Synths!

Recommended Mods

Credits
* Thanks to Ryanjtombs for beta testing and pointing out bugs!

Misc
Please let me know of any bugs or additions that you’d like to see.

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