About this mod
adds 5 more types of flare guns in the game. Artillery, Homing Beacon, Institute Relay, Institute Relay (Hostile), Vertibird signal.
- Permissions and credits
Offers 2 choices, 4 variations now.
1. Faction requirement - it requires Institute / BOS faction to create corresponded flare ammo, however the faction of Chinese submarine doesn't work in this way, maybe I should look into quest mark instead (next step).
2. Workbench variation - for people using ammo crafting workbench additional esp, probably want this version to advance sorting categories in workshop.
Plus: added an additional tag for flare ammo, in order to distinguish from original signal/smoke easily.
Motivation -
I am not a fan of smoke grenade or beacon, sort of aiding sources, one of the reason is I always consider them useless with limited range. I will never wanted to send an artillery signal near where I was hidden. To fire those smoke/signal with a flare gun, with reasonable speed and range, they are more usable now.
Features -
Before I finished this mod, I suddenly discovered there is another mod does the similar thing, by creating an extra receiver firing artillery smoke flares. Well, it is really a good idea to present different functions by changing receivers, and my own idea seemed to be imperfect.
However, on a second thought, player might need more than one choice on the field depending on various situations, which means eventually you are likely to carry more than one variation by your choice. Since it is no longer allowed the player to change various ammo type by default as Fallout New Vegas, making different types of flare guns to suit different needs wasn't a terrible idea as my first thought. (Until someone figured out how to simulate the function of syringer or junk jet.)
So here we are:
What does this mod do -
Besides the original flare gun, the rest of them fires:
1. Artillery smoke flare
2. Homing Beacon
3. Vertibird signal smoke
4. Institute relay (I think it's faction related, friendly to me, but hostile to my settlers)
5. Institute relay Hostile (almost can be sure they are hostile to anyone)
6. Homing Beacon MIRV (added in patch 1.1, fireing a MIRV projectile which splits into multiple homing beacons, also with a ordinary flare explosion marking the 'hot zone'. However the beacons are actually generated by the first projectile, not only the number could be vary, but there is also a minor chance it appears to be inaccurate, even onto yourself. Proceed with caution.)
Every flare variations and specific ammo types are craftable with Crafting Workbenches mod by drdanzel
Improvement -
After I've done testing, I think the Institute relay flare is quite boring, you will summon only one Gen 1 synth each time with the very low firing rate. So by the evil nature of humanity, I made both Institute relays with MIRV projectile. I think this might be fun. ;)
Requirement -
Crafting Workbenches
http://www.nexusmods.com/fallout4/mods/2451/?
Credit -
Crafting Workbench - as a stable platform allowing people create new items in the game
http://www.nexusmods.com/fallout4/mods/2451/?