Think the vanilla MIRV is garbage? I do. Here's variant that isn't.
Requirements
This mod does not have any known dependencies other than the base game.
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Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Author notes
Mod is released under the following license, with the following exceptions: https://en.wikipedia.org/wiki/WTFPL#Version_2
The atan2() function in VectorLib.psc was borrowed from DavidJCobb's rotation library, so here's the mention required by the library's author. All meshes are rehashed Bethesda/Zenimax assets and may be freely used pursuant to whatever Bethesda's license for asset use is.
File credits
DavidJCobb's rotations library for the pre-written atan2() function, and this post: https://blog.forrestthewoods.com/solving-ballistic-trajectories-b0165523348c from which much of the (public domain) ballistic trajectory code was adapted.
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I thought the vanilla Fat Man's MIRV modification was really lame, so here's a quick one-off mod to unlameify it.
So, the way this works is that a new MIRV modification is available in the weapons workbench. When this variant of the MIRV splits, ideally in mid-air, the 6 closest hostile enemies will be located, then some reasonably heavy math gets calculated and a physics impulse will be applied to each of the 6 bomblets, flinging them into each of the targeted enemies.
Any time there are fewer than 6 enemies, the bomblets will be divided between the enemies based on each of their remaining healths in order to attempt to divide the damage up in as useful a way as possible.
This mod also avoids the vanilla MIRV-explosion-at-your feet bug, and will additionally try to avoid flinging any bomblets close enough to hit you should there be any targetable enemies already in your face when you fire it.